skill.c 526 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 "skill.h"
  13. #include "map.h"
  14. #include "path.h"
  15. #include "clif.h"
  16. #include "pc.h"
  17. #include "status.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. #define SKILLUNITTIMER_INTERVAL 100
  40. // ranges reserved for mapping skill ids to skilldb offsets
  41. #define GD_SKILLRANGEMIN 900
  42. #define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN+MAX_GUILDSKILL)
  43. #define MC_SKILLRANGEMIN 800
  44. #define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN+MAX_MERCSKILL)
  45. #define HM_SKILLRANGEMIN 700
  46. #define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN+MAX_HOMUNSKILL)
  47. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  48. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  49. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  50. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  51. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  52. DBMap* skilldb_name2id = NULL;
  53. /**
  54. * Skill Cool Down Delay Saving
  55. * Struct skill_cd is not a member of struct map_session_data
  56. * to keep cooldowns in memory between player log-ins.
  57. * All cooldowns are reset when server is restarted.
  58. **/
  59. DBMap* skillcd_db = NULL; // char_id -> struct skill_cd
  60. struct skill_cd {
  61. int duration[MAX_SKILL_TREE];//milliseconds
  62. short skidx[MAX_SKILL_TREE];//the skill index entries belong to
  63. short nameid[MAX_SKILL_TREE];//skill id
  64. unsigned char cursor;
  65. };
  66. /**
  67. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  68. **/
  69. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  70. struct skill_usave {
  71. int skill_num, skill_lv;
  72. };
  73. struct s_skill_db skill_db[MAX_SKILL_DB];
  74. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  75. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  76. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  77. struct s_skill_improvise_db {
  78. int skillid;
  79. short per;//1-10000
  80. };
  81. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  82. bool skill_reproduce_db[MAX_SKILL_DB];
  83. //Warlock
  84. struct s_skill_spellbook_db {
  85. int nameid;
  86. int skillid;
  87. int point;
  88. };
  89. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  90. //Guillotine Cross
  91. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  92. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  93. int firewall_unit_pos;
  94. int icewall_unit_pos;
  95. int earthstrain_unit_pos;
  96. //early declaration
  97. int skill_stasis_check(struct block_list *bl, int src_id, int skillid);
  98. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv);
  99. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv);
  100. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  101. //Since only mob-casted splash skills can hit ice-walls
  102. static inline int splash_target(struct block_list* bl)
  103. {
  104. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  105. }
  106. /// Returns the id of the skill, or 0 if not found.
  107. int skill_name2id(const char* name)
  108. {
  109. if( name == NULL )
  110. return 0;
  111. return strdb_iget(skilldb_name2id, name);
  112. }
  113. /// Maps skill ids to skill db offsets.
  114. /// Returns the skill's array index, or 0 (Unknown Skill).
  115. int skill_get_index( int id )
  116. {
  117. // avoid ranges reserved for mapping guild/homun/mercenary skills
  118. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  119. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  120. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
  121. || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) )
  122. return 0;
  123. // map skill id to skill db index
  124. if( id >= GD_SKILLBASE )
  125. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  126. else if( id >= EL_SKILLBASE )
  127. id = EL_SKILLRANGEMIN + id - EL_SKILLBASE;
  128. else if( id >= MC_SKILLBASE )
  129. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  130. else if( id >= HM_SKILLBASE )
  131. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  132. // validate result
  133. if( id <= 0 || id >= MAX_SKILL_DB )
  134. return 0;
  135. return id;
  136. }
  137. const char* skill_get_name( int id )
  138. {
  139. return skill_db[skill_get_index(id)].name;
  140. }
  141. const char* skill_get_desc( int id )
  142. {
  143. return skill_db[skill_get_index(id)].desc;
  144. }
  145. // out of bounds error checking [celest]
  146. static void skill_chk(int* id, int lv)
  147. {
  148. *id = skill_get_index(*id); // checks/adjusts id
  149. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  150. }
  151. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  152. // Skill DB
  153. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  154. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  155. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  156. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  157. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  158. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  159. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  160. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  161. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  162. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  163. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  164. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  165. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  166. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  167. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  168. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  169. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  170. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  171. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  172. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  173. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  174. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  175. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  176. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  177. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  178. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  179. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  180. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  181. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  182. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  183. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  184. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  185. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  186. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  187. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  188. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  189. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  190. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  191. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  192. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  193. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  194. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  195. int skill_get_cooldown( int id ,int lv ) { skill_get (skill_db[id].cooldown[lv-1], id, lv); }
  196. #ifdef RENEWAL_CAST
  197. int skill_get_fixed_cast( int id ,int lv ){ skill_get (skill_db[id].fixed_cast[lv-1], id, lv); }
  198. #endif
  199. int skill_tree_get_max(int id, int b_class)
  200. {
  201. int i;
  202. b_class = pc_class2idx(b_class);
  203. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  204. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  205. return skill_tree[b_class][i].max;
  206. else
  207. return skill_get_max(id);
  208. }
  209. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  210. int skill_attack_area(struct block_list *bl,va_list ap);
  211. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  212. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  213. int skill_greed(struct block_list *bl, va_list ap);
  214. static void skill_toggle_magicpower(struct block_list *bl, short skillid);
  215. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  216. static int skill_trap_splash(struct block_list *bl, va_list ap);
  217. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  218. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  219. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  220. static int skill_unit_effect(struct block_list *bl,va_list ap);
  221. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  222. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  223. int skill_get_casttype (int id)
  224. {
  225. int inf = skill_get_inf(id);
  226. if (inf&(INF_GROUND_SKILL))
  227. return CAST_GROUND;
  228. if (inf&INF_SUPPORT_SKILL)
  229. return CAST_NODAMAGE;
  230. if (inf&INF_SELF_SKILL) {
  231. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  232. return CAST_DAMAGE; //Combo skill.
  233. return CAST_NODAMAGE;
  234. }
  235. if (skill_get_nk(id)&NK_NO_DAMAGE)
  236. return CAST_NODAMAGE;
  237. return CAST_DAMAGE;
  238. };
  239. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  240. int skill_get_range2 (struct block_list *bl, int id, int lv)
  241. {
  242. int range;
  243. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  244. return 9; //Mobs have a range of 9 regardless of skill used.
  245. range = skill_get_range(id, lv);
  246. if( range < 0 )
  247. {
  248. if( battle_config.use_weapon_skill_range&bl->type )
  249. return status_get_range(bl);
  250. range *=-1;
  251. }
  252. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  253. switch( id )
  254. {
  255. case AC_SHOWER: case MA_SHOWER:
  256. case AC_DOUBLE: case MA_DOUBLE:
  257. case HT_BLITZBEAT:
  258. case AC_CHARGEARROW:
  259. case MA_CHARGEARROW:
  260. case SN_FALCONASSAULT:
  261. case HT_POWER:
  262. /**
  263. * Ranger
  264. **/
  265. case RA_ARROWSTORM:
  266. case RA_AIMEDBOLT:
  267. case RA_WUGBITE:
  268. if( bl->type == BL_PC )
  269. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  270. else
  271. range += 10; //Assume level 10?
  272. break;
  273. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  274. case GS_RAPIDSHOWER:
  275. case GS_PIERCINGSHOT:
  276. case GS_FULLBUSTER:
  277. case GS_SPREADATTACK:
  278. case GS_GROUNDDRIFT:
  279. if (bl->type == BL_PC)
  280. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  281. else
  282. range += 10; //Assume level 10?
  283. break;
  284. case NJ_KIRIKAGE:
  285. if (bl->type == BL_PC)
  286. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  287. break;
  288. /**
  289. * Warlock
  290. **/
  291. case WL_WHITEIMPRISON:
  292. case WL_SOULEXPANSION:
  293. case WL_FROSTMISTY:
  294. case WL_MARSHOFABYSS:
  295. case WL_SIENNAEXECRATE:
  296. case WL_DRAINLIFE:
  297. case WL_CRIMSONROCK:
  298. case WL_HELLINFERNO:
  299. case WL_COMET:
  300. case WL_CHAINLIGHTNING:
  301. case WL_TETRAVORTEX:
  302. case WL_RELEASE:
  303. if( bl->type == BL_PC )
  304. range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  305. break;
  306. /**
  307. * Ranger Bonus
  308. **/
  309. case HT_LANDMINE:
  310. case HT_FREEZINGTRAP:
  311. case HT_BLASTMINE:
  312. case HT_CLAYMORETRAP:
  313. case RA_CLUSTERBOMB:
  314. case RA_FIRINGTRAP:
  315. case RA_ICEBOUNDTRAP:
  316. if( bl->type == BL_PC )
  317. range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  318. }
  319. if( !range && bl->type != BL_PC )
  320. return 9; // Enable non players to use self skills on others. [Skotlex]
  321. return range;
  322. }
  323. int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal) {
  324. int skill, hp;
  325. struct map_session_data *sd = BL_CAST(BL_PC, src);
  326. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  327. struct status_change* sc;
  328. switch( skill_id ) {
  329. case BA_APPLEIDUN:
  330. #ifdef RENEWAL
  331. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  332. #else
  333. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  334. #endif
  335. if( sd )
  336. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  337. break;
  338. case PR_SANCTUARY:
  339. hp = (skill_lv>6)?777:skill_lv*100;
  340. break;
  341. case NPC_EVILLAND:
  342. hp = (skill_lv>6)?666:skill_lv*100;
  343. break;
  344. default:
  345. if (skill_lv >= battle_config.max_heal_lv)
  346. return battle_config.max_heal;
  347. #ifdef RENEWAL
  348. /**
  349. * Renewal Heal Formula (from Doddler)
  350. * TODO: whats that( 1+ %Modifier / 100 ) ? currently using 'x1' (100/100) until found out
  351. * - Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10]
  352. * - Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10]
  353. **/
  354. hp = ( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) - ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ) + rnd()%( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) + ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) );
  355. #else
  356. hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
  357. #endif
  358. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  359. hp += hp * skill * 2 / 100;
  360. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  361. hp += hp * skill * 2 / 100;
  362. break;
  363. }
  364. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  365. hp >>= 1;
  366. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  367. hp += hp*skill/100;
  368. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  369. hp += hp*skill/100;
  370. sc = status_get_sc(target);
  371. if( sc && sc->count ) {
  372. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  373. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  374. if( sc->data[SC_DEATHHURT] && heal )
  375. hp -= hp * 20/100;
  376. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  377. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  378. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  379. hp += hp / 10;
  380. }
  381. return hp;
  382. }
  383. // Making plagiarize check its own function [Aru]
  384. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  385. {
  386. // Never copy NPC/Wedding Skills
  387. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  388. return 0;
  389. // High-class skills
  390. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  391. {
  392. if(battle_config.copyskill_restrict == 2)
  393. return 0;
  394. else if(battle_config.copyskill_restrict)
  395. return (sd->status.class_ == JOB_STALKER);
  396. }
  397. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  398. if ((skillid == AL_INCAGI || skillid == AL_BLESSING ||
  399. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  400. skillid == MER_INCAGI || skillid == MER_BLESSING))
  401. return 0;
  402. // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
  403. if( !(sd->sc.data[SC__REPRODUCE]) && (skillid >= RK_ENCHANTBLADE && skillid <= SR_RIDEINLIGHTNING) )
  404. return 0;
  405. // Reproduce will only copy skills according on the list. [Jobbie]
  406. else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skillid] )
  407. return 0;
  408. return 1;
  409. }
  410. // [MouseJstr] - skill ok to cast? and when?
  411. int skillnotok (int skillid, struct map_session_data *sd)
  412. {
  413. int i,m;
  414. nullpo_retr (1, sd);
  415. m = sd->bl.m;
  416. i = skill_get_index(skillid);
  417. if (i == 0)
  418. return 1; // invalid skill id
  419. if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  420. return 0; // can do any damn thing they want
  421. if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
  422. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  423. // Epoque:
  424. // This code will compare the player's attack motion value which is influenced by ASPD before
  425. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  426. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  427. if( !sd->state.autocast && sd->skillitem != skillid && sd->canskill_tick &&
  428. DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100) )
  429. {// attempted to cast a skill before the attack motion has finished
  430. return 1;
  431. }
  432. if (sd->blockskill[i] > 0){
  433. clif_skill_fail(sd, skillid, USESKILL_FAIL_SKILLINTERVAL, 0);
  434. return 1;
  435. }
  436. /**
  437. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  438. * 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
  439. **/
  440. if( sd->skillitem == skillid )
  441. return 0;
  442. // Check skill restrictions [Celest]
  443. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  444. return 1;
  445. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  446. return 1;
  447. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  448. return 1;
  449. if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
  450. return 1;
  451. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  452. return 1;
  453. if( sd->sc.option&OPTION_MOUNTING )
  454. return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  455. switch (skillid) {
  456. case AL_WARP:
  457. case RETURN_TO_ELDICASTES:
  458. case ALL_GUARDIAN_RECALL:
  459. if(map[m].flag.nowarp) {
  460. clif_skill_teleportmessage(sd,0);
  461. return 1;
  462. }
  463. return 0;
  464. case AL_TELEPORT:
  465. case SC_FATALMENACE:
  466. case SC_DIMENSIONDOOR:
  467. if(map[m].flag.noteleport) {
  468. clif_skill_teleportmessage(sd,0);
  469. return 1;
  470. }
  471. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  472. case WE_CALLPARTNER:
  473. case WE_CALLPARENT:
  474. case WE_CALLBABY:
  475. if (map[m].flag.nomemo) {
  476. clif_skill_teleportmessage(sd,1);
  477. return 1;
  478. }
  479. break;
  480. case MC_VENDING:
  481. case MC_IDENTIFY:
  482. case ALL_BUYING_STORE:
  483. return 0; // always allowed
  484. case WZ_ICEWALL:
  485. // noicewall flag [Valaris]
  486. if (map[m].flag.noicewall) {
  487. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  488. return 1;
  489. }
  490. break;
  491. case GC_DARKILLUSION:
  492. if( map_flag_gvg(m) ) {
  493. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  494. return 1;
  495. }
  496. break;
  497. case GD_EMERGENCYCALL:
  498. if (
  499. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  500. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  501. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  502. ) {
  503. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  504. return 1;
  505. }
  506. break;
  507. case BS_GREED:
  508. case WS_CARTBOOST:
  509. case BS_HAMMERFALL:
  510. case BS_ADRENALINE:
  511. case MC_CARTREVOLUTION:
  512. case MC_MAMMONITE:
  513. case WS_MELTDOWN:
  514. case MG_SIGHT:
  515. case TF_HIDING:
  516. /**
  517. * These skills cannot be used while in mado gear (credits to Xantara)
  518. **/
  519. if( pc_ismadogear(sd) ) {
  520. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  521. return 1;
  522. }
  523. break;
  524. case WM_LULLABY_DEEPSLEEP:
  525. case WM_SIRCLEOFNATURE:
  526. if( !map_flag_vs(m) ) {
  527. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  528. return 1;
  529. }
  530. break;
  531. }
  532. return (map[m].flag.noskill);
  533. }
  534. int skillnotok_hom(int skillid, struct homun_data *hd)
  535. {
  536. int i = skill_get_index(skillid);
  537. nullpo_retr(1,hd);
  538. if (i == 0)
  539. return 1; // invalid skill id
  540. if (hd->blockskill[i] > 0)
  541. return 1;
  542. //Use master's criteria.
  543. return skillnotok(skillid, hd->master);
  544. }
  545. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  546. {
  547. int i = skill_get_index(skillid);
  548. nullpo_retr(1,md);
  549. if( i == 0 )
  550. return 1; // Invalid Skill ID
  551. if( md->blockskill[i] > 0 )
  552. return 1;
  553. return skillnotok(skillid, md->master);
  554. }
  555. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  556. {
  557. int pos = skill_get_unit_layout_type(skillid,skilllv);
  558. int dir;
  559. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  560. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  561. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  562. }
  563. if (pos != -1) // simple single-definition layout
  564. return &skill_unit_layout[pos];
  565. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  566. if (skillid == MG_FIREWALL)
  567. return &skill_unit_layout [firewall_unit_pos + dir];
  568. else if (skillid == WZ_ICEWALL)
  569. return &skill_unit_layout [icewall_unit_pos + dir];
  570. else if( skillid == WL_EARTHSTRAIN ) //Warlock
  571. return &skill_unit_layout [earthstrain_unit_pos + dir];
  572. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  573. return &skill_unit_layout[0]; // default 1x1 layout
  574. }
  575. /*==========================================
  576. *
  577. *------------------------------------------*/
  578. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
  579. {
  580. struct map_session_data *sd, *dstsd;
  581. struct mob_data *md, *dstmd;
  582. struct status_data *sstatus, *tstatus;
  583. struct status_change *sc, *tsc;
  584. enum sc_type status;
  585. int skill;
  586. int rate;
  587. nullpo_ret(src);
  588. nullpo_ret(bl);
  589. if(skillid < 0) return 0;
  590. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  591. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  592. return 0;
  593. sd = BL_CAST(BL_PC, src);
  594. md = BL_CAST(BL_MOB, src);
  595. dstsd = BL_CAST(BL_PC, bl);
  596. dstmd = BL_CAST(BL_MOB, bl);
  597. sc = status_get_sc(src);
  598. tsc = status_get_sc(bl);
  599. sstatus = status_get_status_data(src);
  600. tstatus = status_get_status_data(bl);
  601. if (!tsc) //skill additional effect is about adding effects to the target...
  602. //So if the target can't be inflicted with statuses, this is pointless.
  603. return 0;
  604. if( sd )
  605. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  606. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  607. { // Trigger status effects
  608. enum sc_type type;
  609. int i;
  610. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  611. {
  612. rate = sd->addeff[i].rate;
  613. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  614. rate += sd->addeff[i].arrow_rate;
  615. if( !rate ) continue;
  616. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
  617. { // Trigger has attack type consideration.
  618. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  619. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  620. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  621. else
  622. continue;
  623. }
  624. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  625. { // Trigger has range consideration.
  626. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  627. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  628. continue; //Range Failed.
  629. }
  630. type = sd->addeff[i].id;
  631. skill = skill_get_time2(status_sc2skill(type),7);
  632. if (sd->addeff[i].flag&ATF_TARGET)
  633. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  634. if (sd->addeff[i].flag&ATF_SELF)
  635. status_change_start(src,type,rate,7,0,0,0,skill,0);
  636. }
  637. }
  638. if( skillid )
  639. { // Trigger status effects on skills
  640. enum sc_type type;
  641. int i;
  642. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  643. {
  644. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  645. continue;
  646. type = sd->addeff3[i].id;
  647. skill = skill_get_time2(status_sc2skill(type),7);
  648. if( sd->addeff3[i].target&ATF_TARGET )
  649. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  650. if( sd->addeff3[i].target&ATF_SELF )
  651. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  652. }
  653. }
  654. }
  655. if( dmg_lv < ATK_DEF ) // no damage, return;
  656. return 0;
  657. switch(skillid)
  658. {
  659. case 0: // Normal attacks (no skill used)
  660. {
  661. if( attack_type&BF_SKILL )
  662. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  663. if(sd) {
  664. // Automatic trigger of Blitz Beat
  665. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  666. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  667. rate=(sd->status.job_level+9)/10;
  668. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  669. }
  670. // Automatic trigger of Warg Strike [Jobbie]
  671. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  672. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  673. // Gank
  674. if(dstmd && sd->status.weapon != W_BOW &&
  675. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  676. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  677. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  678. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  679. else
  680. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  681. }
  682. // Chance to trigger Taekwon kicks [Dralnu]
  683. if(sc && !sc->data[SC_COMBO]) {
  684. if(sc->data[SC_READYSTORM] &&
  685. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  686. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  687. ; //Stance triggered
  688. else if(sc->data[SC_READYDOWN] &&
  689. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  690. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  691. ; //Stance triggered
  692. else if(sc->data[SC_READYTURN] &&
  693. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  694. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  695. ; //Stance triggered
  696. else if(sc->data[SC_READYCOUNTER])
  697. { //additional chance from SG_FRIEND [Komurka]
  698. rate = 20;
  699. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  700. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  701. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  702. }
  703. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  704. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  705. }
  706. }
  707. }
  708. if (sc) {
  709. struct status_change_entry *sce;
  710. // Enchant Poison gives a chance to poison attacked enemies
  711. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  712. status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  713. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  714. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  715. if((sce=sc->data[SC_EDP]))
  716. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  717. skill_get_time2(ASC_EDP,sce->val1));
  718. }
  719. }
  720. break;
  721. case SM_BASH:
  722. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  723. //TODO: How much % per base level it actually is?
  724. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  725. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  726. }
  727. break;
  728. case MER_CRASH:
  729. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  730. break;
  731. case AS_VENOMKNIFE:
  732. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  733. skilllv = pc_checkskill(sd, TF_POISON);
  734. case TF_POISON:
  735. case AS_SPLASHER:
  736. if(!sc_start2(bl,SC_POISON,(4*skilllv+10),skilllv,src->id,skill_get_time2(skillid,skilllv))
  737. && sd && skillid==TF_POISON
  738. )
  739. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  740. break;
  741. case AS_SONICBLOW:
  742. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  743. break;
  744. case WZ_FIREPILLAR:
  745. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  746. break;
  747. case MG_FROSTDIVER:
  748. #ifndef RENEWAL
  749. case WZ_FROSTNOVA:
  750. #endif
  751. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  752. break;
  753. #ifdef RENEWAL
  754. case WZ_FROSTNOVA:
  755. sc_start(bl,SC_FREEZE,skilllv*5+33,skilllv,skill_get_time2(skillid,skilllv));
  756. break;
  757. #endif
  758. case WZ_STORMGUST:
  759. /**
  760. * Storm Gust counter was dropped in renewal
  761. **/
  762. #ifdef RENEWAL
  763. sc_start(bl,SC_FREEZE,65-(5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  764. #else
  765. //Tharis pointed out that this is normal freeze chance with a base of 300%
  766. if(tsc->sg_counter >= 3 &&
  767. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  768. tsc->sg_counter = 0;
  769. /**
  770. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  771. **/
  772. else if( tsc->sg_counter > 250 )
  773. tsc->sg_counter = 0;
  774. #endif
  775. break;
  776. case WZ_METEOR:
  777. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  778. break;
  779. case WZ_VERMILION:
  780. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  781. break;
  782. case HT_FREEZINGTRAP:
  783. case MA_FREEZINGTRAP:
  784. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  785. break;
  786. case HT_FLASHER:
  787. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  788. break;
  789. case HT_LANDMINE:
  790. case MA_LANDMINE:
  791. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  792. break;
  793. case HT_SHOCKWAVE:
  794. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  795. break;
  796. case HT_SANDMAN:
  797. case MA_SANDMAN:
  798. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  799. break;
  800. case TF_SPRINKLESAND:
  801. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  802. break;
  803. case TF_THROWSTONE:
  804. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  805. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  806. break;
  807. case NPC_DARKCROSS:
  808. case CR_HOLYCROSS:
  809. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  810. break;
  811. case CR_GRANDCROSS:
  812. case NPC_GRANDDARKNESS:
  813. //Chance to cause blind status vs demon and undead element, but not against players
  814. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  815. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  816. attack_type |= BF_WEAPON;
  817. break;
  818. case AM_ACIDTERROR:
  819. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  820. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  821. clif_emotion(bl,E_OMG);
  822. break;
  823. case AM_DEMONSTRATION:
  824. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  825. break;
  826. case CR_SHIELDCHARGE:
  827. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  828. break;
  829. case PA_PRESSURE:
  830. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  831. break;
  832. case RG_RAID:
  833. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  834. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  835. #ifdef RENEWAL
  836. sc_start(bl,SC_RAID,100,7,5000);
  837. #endif
  838. break;
  839. case BA_FROSTJOKER:
  840. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  841. break;
  842. case DC_SCREAM:
  843. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  844. break;
  845. case BD_LULLABY:
  846. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  847. break;
  848. case DC_UGLYDANCE:
  849. rate = 5+5*skilllv;
  850. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  851. rate += 5+skill;
  852. status_zap(bl, 0, rate);
  853. break;
  854. case SL_STUN:
  855. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  856. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  857. break;
  858. case NPC_PETRIFYATTACK:
  859. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  860. skilllv,0,0,skill_get_time(skillid,skilllv),
  861. skill_get_time2(skillid,skilllv));
  862. break;
  863. case NPC_CURSEATTACK:
  864. case NPC_SLEEPATTACK:
  865. case NPC_BLINDATTACK:
  866. case NPC_POISON:
  867. case NPC_SILENCEATTACK:
  868. case NPC_STUNATTACK:
  869. case NPC_HELLPOWER:
  870. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  871. break;
  872. case NPC_ACIDBREATH:
  873. case NPC_ICEBREATH:
  874. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  875. break;
  876. case NPC_BLEEDING:
  877. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  878. break;
  879. case NPC_MENTALBREAKER:
  880. { //Based on observations by Tharis, Mental Breaker should do SP damage
  881. //equal to Matk*skLevel.
  882. rate = sstatus->matk_min;
  883. if (rate < sstatus->matk_max)
  884. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  885. rate*=skilllv;
  886. status_zap(bl, 0, rate);
  887. break;
  888. }
  889. // Equipment breaking monster skills [Celest]
  890. case NPC_WEAPONBRAKER:
  891. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  892. break;
  893. case NPC_ARMORBRAKE:
  894. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  895. break;
  896. case NPC_HELMBRAKE:
  897. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  898. break;
  899. case NPC_SHIELDBRAKE:
  900. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  901. break;
  902. case CH_TIGERFIST:
  903. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  904. break;
  905. case LK_SPIRALPIERCE:
  906. case ML_SPIRALPIERCE:
  907. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  908. break;
  909. case ST_REJECTSWORD:
  910. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  911. break;
  912. case PF_FOGWALL:
  913. if (src != bl && !tsc->data[SC_DELUGE])
  914. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  915. break;
  916. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  917. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  918. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  919. break;
  920. case LK_JOINTBEAT:
  921. status = status_skill2sc(skillid);
  922. if (tsc->jb_flag) {
  923. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  924. tsc->jb_flag = 0;
  925. }
  926. break;
  927. case ASC_METEORASSAULT:
  928. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  929. switch(rnd()%3) {
  930. case 0:
  931. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  932. break;
  933. case 1:
  934. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  935. break;
  936. default:
  937. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  938. }
  939. break;
  940. case HW_NAPALMVULCAN:
  941. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  942. break;
  943. case WS_CARTTERMINATION: // Cart termination
  944. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  945. break;
  946. case CR_ACIDDEMONSTRATION:
  947. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  948. break;
  949. case TK_DOWNKICK:
  950. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  951. break;
  952. case TK_JUMPKICK:
  953. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  954. {// debuff the following statuses
  955. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  956. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  957. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  958. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  959. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  960. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  961. }
  962. break;
  963. case TK_TURNKICK:
  964. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  965. if(attack_type&BF_MISC) //70% base stun chance...
  966. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  967. break;
  968. case GS_BULLSEYE: //0.1% coma rate.
  969. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  970. status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0);
  971. break;
  972. case GS_PIERCINGSHOT:
  973. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  974. break;
  975. case NJ_HYOUSYOURAKU:
  976. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  977. break;
  978. case GS_FLING:
  979. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  980. break;
  981. case GS_DISARM:
  982. rate = 3*skilllv;
  983. if (sstatus->dex > tstatus->dex)
  984. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  985. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  986. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  987. break;
  988. case NPC_EVILLAND:
  989. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  990. break;
  991. case NPC_HELLJUDGEMENT:
  992. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  993. break;
  994. case NPC_CRITICALWOUND:
  995. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  996. break;
  997. /**
  998. * Rune Knight
  999. **/
  1000. case RK_HUNDREDSPEAR:
  1001. if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
  1002. break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
  1003. rate = 10 + 3 * skilllv;
  1004. if( rnd()%100 < rate )
  1005. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
  1006. break;
  1007. case RK_WINDCUTTER:
  1008. sc_start(bl,SC_FEAR,3+2*skilllv,skilllv,skill_get_time(skillid,skilllv));
  1009. break;
  1010. case RK_DRAGONBREATH:
  1011. sc_start4(bl,SC_BURNING,5+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1012. break;
  1013. /**
  1014. * Arch Bishop
  1015. **/
  1016. case AB_ADORAMUS:
  1017. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1018. sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time(skillid, skilllv));
  1019. break;
  1020. /**
  1021. * Warlock
  1022. **/
  1023. case WL_CRIMSONROCK:
  1024. sc_start(bl, SC_STUN, 40, skilllv, skill_get_time(skillid, skilllv));
  1025. break;
  1026. case WL_COMET:
  1027. sc_start4(bl,SC_BURNING,100,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1028. break;
  1029. case WL_EARTHSTRAIN:
  1030. {
  1031. int rate = 0, i;
  1032. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1033. rate = 6 * skilllv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
  1034. //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
  1035. for( i = 0; i < skilllv; i++ )
  1036. skill_strip_equip(bl,pos[i],rate,skilllv,skill_get_time2(skillid,skilllv));
  1037. }
  1038. break;
  1039. case WL_JACKFROST:
  1040. sc_start(bl,SC_FREEZE,100,skilllv,skill_get_time(skillid,skilllv));
  1041. break;
  1042. /**
  1043. * Ranger
  1044. **/
  1045. case RA_WUGBITE:
  1046. {
  1047. int chance = (50+10*skilllv)-(sstatus->agi/4) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0);
  1048. if(chance < 50) chance = 50;
  1049. sc_start(bl, SC_BITE, chance, skilllv, (skilllv + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)/2 : 0)) * 1000);
  1050. break;
  1051. }
  1052. case RA_SENSITIVEKEEN:
  1053. if( rnd()%100 < 8 * skilllv )
  1054. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, tick, SD_ANIMATION);
  1055. break;
  1056. case RA_MAGENTATRAP:
  1057. case RA_COBALTTRAP:
  1058. case RA_MAIZETRAP:
  1059. case RA_VERDURETRAP:
  1060. if( dstmd && !(dstmd->status.mode&MD_BOSS) )
  1061. sc_start2(bl,SC_ELEMENTALCHANGE,100,skilllv,skill_get_ele(skillid,skilllv),skill_get_time2(skillid,skilllv));
  1062. break;
  1063. case RA_FIRINGTRAP:
  1064. case RA_ICEBOUNDTRAP:
  1065. sc_start(bl, (skillid == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1066. break;
  1067. /**
  1068. * Mechanic
  1069. **/
  1070. case NC_PILEBUNKER:
  1071. if( rnd()%100 < 5 + 15*skilllv )
  1072. { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  1073. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1074. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1075. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1076. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1077. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1078. }
  1079. break;
  1080. case NC_FLAMELAUNCHER:
  1081. sc_start4(bl, SC_BURNING, 50 + 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time2(skillid, skilllv));
  1082. break;
  1083. case NC_COLDSLOWER:
  1084. sc_start(bl, SC_FREEZE, 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1085. sc_start(bl, SC_FREEZING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1086. break;
  1087. case NC_POWERSWING:
  1088. sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv));
  1089. if( rnd()%100 < 5*skilllv )
  1090. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
  1091. break;
  1092. /**
  1093. * Guilotine Cross
  1094. **/
  1095. case GC_WEAPONCRUSH:
  1096. skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY);
  1097. break;
  1098. /**
  1099. * Royal Guard
  1100. **/
  1101. case LG_SHIELDPRESS:
  1102. sc_start(bl, SC_STUN, 30 + 8 * skilllv, skilllv, skill_get_time(skillid,skilllv));
  1103. break;
  1104. case LG_PINPOINTATTACK:
  1105. rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skilllv)) + (sstatus->agi + status_get_lv(src))) / 10);
  1106. switch( skilllv ) {
  1107. case 1:
  1108. sc_start(bl,SC_BLEEDING,rate,skilllv,skill_get_time(skillid,skilllv));
  1109. break;
  1110. case 2:
  1111. if( dstsd && dstsd->spiritball && rnd()%100 < rate )
  1112. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  1113. break;
  1114. default:
  1115. skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
  1116. break;
  1117. }
  1118. break;
  1119. case LG_MOONSLASHER:
  1120. rate = 32 + 8 * skilllv;
  1121. 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.
  1122. skill_addtimerskill(src,tick+500,bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
  1123. else if( dstmd && !is_boss(bl) )
  1124. sc_start(bl,SC_STOP,100,skilllv,skill_get_time(skillid,skilllv));
  1125. break;
  1126. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1127. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1128. sc_start(bl, SC_BLIND,50, skilllv, skill_get_time(skillid,skilllv));
  1129. break;
  1130. case LG_EARTHDRIVE:
  1131. skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF);
  1132. sc_start(bl, SC_EARTHDRIVE, 100, skilllv, skill_get_time(skillid, skilllv));
  1133. break;
  1134. case SR_DRAGONCOMBO:
  1135. sc_start(bl, SC_STUN, 1 + 1 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1136. break;
  1137. case SR_FALLENEMPIRE:
  1138. sc_start(bl, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
  1139. break;
  1140. case SR_TIGERCANNON:
  1141. status_percent_damage(src, bl, 0, 5+1*skilllv, false); // The hell is this? [Rytech]
  1142. break;
  1143. case SR_WINDMILL:
  1144. if( dstsd )
  1145. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
  1146. else if( dstmd && !is_boss(bl) )
  1147. sc_start(bl, SC_STUN, 100, skilllv, 1000 + 1000 * (rnd() %3));
  1148. break;
  1149. case SR_GENTLETOUCH_QUIET:
  1150. sc_start(bl, SC_SILENCE, 2 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1151. break;
  1152. case SR_HOWLINGOFLION:
  1153. sc_start(bl, SC_FEAR, 5 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1154. break;
  1155. case WM_SOUND_OF_DESTRUCTION:
  1156. if( rnd()%100 < 5 + 5 * skilllv ) { // Temporarly Check Until We Get the Official Formula
  1157. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1158. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1159. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1160. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1161. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1162. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1163. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1164. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1165. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1166. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1167. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1168. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1169. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1170. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1171. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1172. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1173. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1174. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1175. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1176. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1177. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1178. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1179. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1180. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1181. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1182. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1183. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1184. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1185. }
  1186. break;
  1187. case SO_EARTHGRAVE:
  1188. sc_start(bl, SC_BLEEDING, 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); // Need official rate. [LimitLine]
  1189. break;
  1190. case SO_DIAMONDDUST:
  1191. rate = 5 + 5 * skilllv;
  1192. if( sc && sc->data[SC_COOLER_OPTION] )
  1193. rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
  1194. sc_start(bl, SC_CRYSTALIZE, rate, skilllv, skill_get_time2(skillid, skilllv));
  1195. break;
  1196. case SO_VARETYR_SPEAR:
  1197. sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1198. break;
  1199. case GN_SLINGITEM_RANGEMELEEATK:
  1200. if( sd ) {
  1201. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1202. case 13261:
  1203. sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
  1204. sc_start(bl, SC_BLEEDING, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
  1205. break;
  1206. case 13262:
  1207. sc_start(bl, SC_MELON_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces ASPD and moviment speed
  1208. break;
  1209. case 13264:
  1210. sc_start(bl, SC_BANANA_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces LUK タ?Needed confirm it, may be it's bugged in kRORE?
  1211. sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skilllv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skilllv)); // Sitdown for 3 seconds.
  1212. break;
  1213. }
  1214. sd->itemid = -1;
  1215. }
  1216. break;
  1217. case GN_HELLS_PLANT_ATK:
  1218. sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1219. sc_start(bl, SC_BLEEDING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1220. break;
  1221. case EL_WIND_SLASH: // Non confirmed rate.
  1222. sc_start(bl, SC_BLEEDING, 25, skilllv, skill_get_time(skillid,skilllv));
  1223. break;
  1224. case EL_STONE_HAMMER:
  1225. rate = 10 * skilllv;
  1226. sc_start(bl, SC_STUN, rate, skilllv, skill_get_time(skillid,skilllv));
  1227. break;
  1228. case EL_ROCK_CRUSHER:
  1229. case EL_ROCK_CRUSHER_ATK:
  1230. sc_start(bl,status_skill2sc(skillid),50,skilllv,skill_get_time(EL_ROCK_CRUSHER,skilllv));
  1231. break;
  1232. case EL_TYPOON_MIS:
  1233. sc_start(bl,SC_SILENCE,10*skilllv,skilllv,skill_get_time(skillid,skilllv));
  1234. break;
  1235. }
  1236. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1237. { //Pass heritage to Master for status causing effects. [Skotlex]
  1238. sd = map_id2sd(md->master_id);
  1239. src = sd?&sd->bl:src;
  1240. }
  1241. if( attack_type&BF_WEAPON )
  1242. { // Coma, Breaking Equipment
  1243. if( sd && sd->special_state.bonus_coma )
  1244. {
  1245. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1246. rate += sd->weapon_coma_race[tstatus->race];
  1247. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1248. if (rate)
  1249. status_change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
  1250. }
  1251. if( sd && battle_config.equip_self_break_rate )
  1252. { // Self weapon breaking
  1253. rate = battle_config.equip_natural_break_rate;
  1254. if( sc )
  1255. {
  1256. if(sc->data[SC_OVERTHRUST])
  1257. rate += 10;
  1258. if(sc->data[SC_MAXOVERTHRUST])
  1259. rate += 10;
  1260. }
  1261. if( rate )
  1262. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  1263. }
  1264. if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
  1265. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1266. // Target weapon breaking
  1267. rate = 0;
  1268. if( sd )
  1269. rate += sd->bonus.break_weapon_rate;
  1270. if( sc && sc->data[SC_MELTDOWN] )
  1271. rate += sc->data[SC_MELTDOWN]->val2;
  1272. if( rate )
  1273. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  1274. // Target armor breaking
  1275. rate = 0;
  1276. if( sd )
  1277. rate += sd->bonus.break_armor_rate;
  1278. if( sc && sc->data[SC_MELTDOWN] )
  1279. rate += sc->data[SC_MELTDOWN]->val3;
  1280. if( rate )
  1281. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  1282. }
  1283. }
  1284. // Autospell when attacking
  1285. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1286. {
  1287. struct block_list *tbl;
  1288. struct unit_data *ud;
  1289. int i, skilllv, type, notok;
  1290. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1291. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1292. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1293. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1294. continue; // one or more trigger conditions were not fulfilled
  1295. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1296. sd->state.autocast = 1;
  1297. notok = skillnotok(skill, sd);
  1298. sd->state.autocast = 0;
  1299. if ( notok )
  1300. continue;
  1301. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1302. if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);
  1303. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1304. if (rnd()%1000 >= rate)
  1305. continue;
  1306. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1307. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1308. int maxcount = 0;
  1309. if( !(BL_PC&battle_config.skill_reiteration) &&
  1310. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1311. skill_check_unit_range(src,tbl->x,tbl->y,skill,skilllv)
  1312. ) {
  1313. continue;
  1314. }
  1315. if( BL_PC&battle_config.skill_nofootset &&
  1316. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1317. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skilllv)
  1318. ) {
  1319. continue;
  1320. }
  1321. if( BL_PC&battle_config.land_skill_limit &&
  1322. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1323. ) {
  1324. int v;
  1325. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1326. if(sd->ud.skillunit[v]->skill_id == skill)
  1327. maxcount--;
  1328. }
  1329. if( maxcount == 0 ) {
  1330. continue;
  1331. }
  1332. }
  1333. }
  1334. if( battle_config.autospell_check_range &&
  1335. !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1336. continue;
  1337. if (skill == AS_SONICBLOW)
  1338. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1339. sd->state.autocast = 1;
  1340. skill_consume_requirement(sd,skill,skilllv,1);
  1341. skill_toggle_magicpower(src, skill);
  1342. switch (type) {
  1343. case CAST_GROUND:
  1344. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1345. break;
  1346. case CAST_NODAMAGE:
  1347. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1348. break;
  1349. case CAST_DAMAGE:
  1350. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1351. break;
  1352. }
  1353. sd->state.autocast = 0;
  1354. //Set canact delay. [Skotlex]
  1355. ud = unit_bl2ud(src);
  1356. if (ud) {
  1357. rate = skill_delayfix(src, skill, skilllv);
  1358. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1359. ud->canact_tick = tick+rate;
  1360. if ( battle_config.display_status_timers && sd )
  1361. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1362. }
  1363. }
  1364. }
  1365. }
  1366. //Autobonus when attacking
  1367. if( sd && sd->autobonus[0].rate )
  1368. {
  1369. int i;
  1370. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1371. {
  1372. if( rnd()%1000 >= sd->autobonus[i].rate )
  1373. continue;
  1374. if( sd->autobonus[i].active != INVALID_TIMER )
  1375. continue;
  1376. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  1377. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  1378. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  1379. continue; // one or more trigger conditions were not fulfilled
  1380. pc_exeautobonus(sd,&sd->autobonus[i]);
  1381. }
  1382. }
  1383. //Polymorph
  1384. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1385. dstmd && !(tstatus->mode&MD_BOSS) &&
  1386. (rnd()%10000 < sd->bonus.classchange))
  1387. {
  1388. struct mob_db *mob;
  1389. int class_;
  1390. skill = 0;
  1391. do {
  1392. do {
  1393. class_ = rnd() % MAX_MOB_DB;
  1394. } while (!mobdb_checkid(class_));
  1395. rate = rnd() % 1000000;
  1396. mob = mob_db(class_);
  1397. } while (
  1398. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1399. (skill++) < 2000);
  1400. if (skill < 2000)
  1401. mob_class_change(dstmd,class_);
  1402. }
  1403. return 0;
  1404. }
  1405. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick) {
  1406. int skill, skilllv, i, type, notok;
  1407. struct block_list *tbl;
  1408. if( sd == NULL || skillid <= 0 )
  1409. return 0;
  1410. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1411. if( sd->autospell3[i].flag != skillid )
  1412. continue;
  1413. if( sd->autospell3[i].lock )
  1414. continue; // autospell already being executed
  1415. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  1416. sd->state.autocast = 1;
  1417. notok = skillnotok(skill, sd);
  1418. sd->state.autocast = 0;
  1419. if ( notok )
  1420. continue;
  1421. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1422. if( skilllv < 0 ) skilllv = 1 + rnd()%(-skilllv);
  1423. if( sd->autospell3[i].id >= 0 && bl == NULL )
  1424. continue; // No target
  1425. if( rnd()%1000 >= sd->autospell3[i].rate )
  1426. continue;
  1427. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  1428. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1429. int maxcount = 0;
  1430. if( !(BL_PC&battle_config.skill_reiteration) &&
  1431. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1432. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1433. ) {
  1434. continue;
  1435. }
  1436. if( BL_PC&battle_config.skill_nofootset &&
  1437. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1438. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1439. ) {
  1440. continue;
  1441. }
  1442. if( BL_PC&battle_config.land_skill_limit &&
  1443. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1444. ) {
  1445. int v;
  1446. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1447. if(sd->ud.skillunit[v]->skill_id == skill)
  1448. maxcount--;
  1449. }
  1450. if( maxcount == 0 ) {
  1451. continue;
  1452. }
  1453. }
  1454. }
  1455. if( battle_config.autospell_check_range &&
  1456. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1457. continue;
  1458. sd->state.autocast = 1;
  1459. sd->autospell3[i].lock = true;
  1460. skill_consume_requirement(sd,skill,skilllv,1);
  1461. switch( type )
  1462. {
  1463. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  1464. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1465. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1466. }
  1467. sd->autospell3[i].lock = false;
  1468. sd->state.autocast = 0;
  1469. }
  1470. if( sd && sd->autobonus3[0].rate )
  1471. {
  1472. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
  1473. {
  1474. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1475. continue;
  1476. if( sd->autobonus3[i].active != INVALID_TIMER )
  1477. continue;
  1478. if( sd->autobonus3[i].atk_type != skillid )
  1479. continue;
  1480. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1481. }
  1482. }
  1483. return 1;
  1484. }
  1485. /* Splitted off from skill_additional_effect, which is never called when the
  1486. * attack skill kills the enemy. Place in this function counter status effects
  1487. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1488. * from cards) that will take effect on the source, not the target. [Skotlex]
  1489. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1490. * type of skills, so not every instance of skill_additional_effect needs a call
  1491. * to this one.
  1492. */
  1493. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1494. {
  1495. int rate;
  1496. struct map_session_data *sd=NULL;
  1497. struct map_session_data *dstsd=NULL;
  1498. nullpo_ret(src);
  1499. nullpo_ret(bl);
  1500. if(skillid < 0) return 0;
  1501. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1502. sd = BL_CAST(BL_PC, src);
  1503. dstsd = BL_CAST(BL_PC, bl);
  1504. if(dstsd && attack_type&BF_WEAPON)
  1505. { //Counter effects.
  1506. enum sc_type type;
  1507. int i, time;
  1508. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1509. {
  1510. rate = dstsd->addeff2[i].rate;
  1511. if (attack_type&BF_LONG)
  1512. rate+=dstsd->addeff2[i].arrow_rate;
  1513. if (!rate) continue;
  1514. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1515. { //Trigger has range consideration.
  1516. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1517. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1518. continue; //Range Failed.
  1519. }
  1520. type = dstsd->addeff2[i].id;
  1521. time = skill_get_time2(status_sc2skill(type),7);
  1522. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1523. status_change_start(src,type,rate,7,0,0,0,time,0);
  1524. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1525. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1526. }
  1527. }
  1528. switch(skillid){
  1529. case MO_EXTREMITYFIST:
  1530. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1531. break;
  1532. case GS_FULLBUSTER:
  1533. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1534. break;
  1535. case HFLI_SBR44: //[orn]
  1536. case HVAN_EXPLOSION:
  1537. if(src->type == BL_HOM){
  1538. TBL_HOM *hd = (TBL_HOM*)src;
  1539. hd->homunculus.intimacy = 200;
  1540. if (hd->master)
  1541. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1542. }
  1543. break;
  1544. case CR_GRANDCROSS:
  1545. case NPC_GRANDDARKNESS:
  1546. attack_type |= BF_WEAPON;
  1547. break;
  1548. }
  1549. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1550. rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1551. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1552. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1553. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1554. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1555. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1556. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1557. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1558. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1559. }
  1560. if( sd && status_isdead(bl) ) {
  1561. int sp = 0, hp = 0;
  1562. if( attack_type&BF_WEAPON ) {
  1563. sp += sd->bonus.sp_gain_value;
  1564. sp += sd->sp_gain_race[status_get_race(bl)];
  1565. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1566. hp += sd->bonus.hp_gain_value;
  1567. }
  1568. if( attack_type&BF_MAGIC ) {
  1569. sp += sd->bonus.magic_sp_gain_value;
  1570. hp += sd->bonus.magic_hp_gain_value;
  1571. if( skillid == WZ_WATERBALL ) {//(bugreport:5303)
  1572. struct status_change *sc = NULL;
  1573. if( ( sc = status_get_sc(src) ) ) {
  1574. if(sc->data[SC_SPIRIT] &&
  1575. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1576. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1577. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1578. }
  1579. }
  1580. }
  1581. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1582. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1583. }
  1584. }
  1585. // Trigger counter-spells to retaliate against damage causing skills.
  1586. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1587. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1588. {
  1589. struct block_list *tbl;
  1590. struct unit_data *ud;
  1591. int i, skillid, skilllv, rate, type, notok;
  1592. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1593. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1594. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1595. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1596. continue; // one or more trigger conditions were not fulfilled
  1597. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1598. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1599. if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);
  1600. rate = dstsd->autospell2[i].rate;
  1601. if (attack_type&BF_LONG)
  1602. rate>>=1;
  1603. dstsd->state.autocast = 1;
  1604. notok = skillnotok(skillid, dstsd);
  1605. dstsd->state.autocast = 0;
  1606. if ( notok )
  1607. continue;
  1608. if (rnd()%1000 >= rate)
  1609. continue;
  1610. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1611. if( (type = skill_get_casttype(skillid)) == CAST_GROUND ) {
  1612. int maxcount = 0;
  1613. if( !(BL_PC&battle_config.skill_reiteration) &&
  1614. skill_get_unit_flag(skillid)&UF_NOREITERATION &&
  1615. skill_check_unit_range(bl,tbl->x,tbl->y,skillid,skilllv)
  1616. ) {
  1617. continue;
  1618. }
  1619. if( BL_PC&battle_config.skill_nofootset &&
  1620. skill_get_unit_flag(skillid)&UF_NOFOOTSET &&
  1621. skill_check_unit_range2(bl,tbl->x,tbl->y,skillid,skilllv)
  1622. ) {
  1623. continue;
  1624. }
  1625. if( BL_PC&battle_config.land_skill_limit &&
  1626. (maxcount = skill_get_maxcount(skillid, skilllv)) > 0
  1627. ) {
  1628. int v;
  1629. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1630. if(dstsd->ud.skillunit[v]->skill_id == skillid)
  1631. maxcount--;
  1632. }
  1633. if( maxcount == 0 ) {
  1634. continue;
  1635. }
  1636. }
  1637. }
  1638. if( !battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1639. continue;
  1640. dstsd->state.autocast = 1;
  1641. skill_consume_requirement(dstsd,skillid,skilllv,1);
  1642. switch (type) {
  1643. case CAST_GROUND:
  1644. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1645. break;
  1646. case CAST_NODAMAGE:
  1647. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1648. break;
  1649. case CAST_DAMAGE:
  1650. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1651. break;
  1652. }
  1653. dstsd->state.autocast = 0;
  1654. //Set canact delay. [Skotlex]
  1655. ud = unit_bl2ud(bl);
  1656. if (ud) {
  1657. rate = skill_delayfix(bl, skillid, skilllv);
  1658. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1659. ud->canact_tick = tick+rate;
  1660. if ( battle_config.display_status_timers && dstsd )
  1661. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1662. }
  1663. }
  1664. }
  1665. }
  1666. //Autobonus when attacked
  1667. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1668. {
  1669. int i;
  1670. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
  1671. {
  1672. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1673. continue;
  1674. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1675. continue;
  1676. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1677. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1678. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1679. continue; // one or more trigger conditions were not fulfilled
  1680. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1681. }
  1682. }
  1683. return 0;
  1684. }
  1685. /*=========================================================================
  1686. Breaks equipment. On-non players causes the corresponding strip effect.
  1687. - rate goes from 0 to 10000 (100.00%)
  1688. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1689. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1690. --------------------------------------------------------------------------*/
  1691. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1692. {
  1693. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1694. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1695. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1696. struct status_change *sc = status_get_sc(bl);
  1697. int i,j;
  1698. TBL_PC *sd;
  1699. sd = BL_CAST(BL_PC, bl);
  1700. if (sc && !sc->count)
  1701. sc = NULL;
  1702. if (sd) {
  1703. if (sd->bonus.unbreakable_equip)
  1704. where &= ~sd->bonus.unbreakable_equip;
  1705. if (sd->bonus.unbreakable)
  1706. rate -= rate*sd->bonus.unbreakable/100;
  1707. if (where&EQP_WEAPON) {
  1708. switch (sd->status.weapon) {
  1709. case W_FIST: //Bare fists should not break :P
  1710. case W_1HAXE:
  1711. case W_2HAXE:
  1712. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1713. case W_2HMACE:
  1714. case W_STAFF:
  1715. case W_2HSTAFF:
  1716. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1717. case W_HUUMA:
  1718. where &= ~EQP_WEAPON;
  1719. }
  1720. }
  1721. }
  1722. if (flag&BCT_ENEMY) {
  1723. if (battle_config.equip_skill_break_rate != 100)
  1724. rate = rate*battle_config.equip_skill_break_rate/100;
  1725. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1726. if (battle_config.equip_self_break_rate != 100)
  1727. rate = rate*battle_config.equip_self_break_rate/100;
  1728. }
  1729. for (i = 0; i < 4; i++) {
  1730. if (where&where_list[i]) {
  1731. if (sc && sc->count && sc->data[scdef[i]])
  1732. where&=~where_list[i];
  1733. else if (rnd()%10000 >= rate)
  1734. where&=~where_list[i];
  1735. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1736. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1737. }
  1738. }
  1739. if (!where) //Nothing to break.
  1740. return 0;
  1741. if (sd) {
  1742. for (i = 0; i < EQI_MAX; i++) {
  1743. j = sd->equip_index[i];
  1744. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1745. continue;
  1746. flag = 0;
  1747. switch(i) {
  1748. case EQI_HEAD_TOP: //Upper Head
  1749. flag = (where&EQP_HELM);
  1750. break;
  1751. case EQI_ARMOR: //Body
  1752. flag = (where&EQP_ARMOR);
  1753. break;
  1754. case EQI_HAND_R: //Left/Right hands
  1755. case EQI_HAND_L:
  1756. flag = (
  1757. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1758. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1759. break;
  1760. case EQI_SHOES:
  1761. flag = (where&EQP_SHOES);
  1762. break;
  1763. case EQI_GARMENT:
  1764. flag = (where&EQP_GARMENT);
  1765. break;
  1766. default:
  1767. continue;
  1768. }
  1769. if (flag) {
  1770. sd->status.inventory[j].attribute = 1;
  1771. pc_unequipitem(sd, j, 3);
  1772. }
  1773. }
  1774. clif_equiplist(sd);
  1775. }
  1776. return where; //Return list of pieces broken.
  1777. }
  1778. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1779. {
  1780. struct status_change *sc;
  1781. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  1782. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  1783. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, 0};
  1784. int i;
  1785. if (rnd()%100 >= rate)
  1786. return 0;
  1787. sc = status_get_sc(bl);
  1788. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1789. return 0;
  1790. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1791. if (where&pos[i] && sc->data[sc_def[i]])
  1792. where&=~pos[i];
  1793. }
  1794. if (!where) return 0;
  1795. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1796. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1797. where&=~pos[i];
  1798. }
  1799. return where?1:0;
  1800. }
  1801. //Early declaration
  1802. static int skill_area_temp[8];
  1803. /*=========================================================================
  1804. Used to knock back players, monsters, traps, etc
  1805. - 'count' is the number of squares to knock back
  1806. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1807. - if 'flag&0x1', position update packets must not be sent.
  1808. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
  1809. -------------------------------------------------------------------------*/
  1810. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1811. {
  1812. int dx = 0, dy = 0;
  1813. struct skill_unit* su = NULL;
  1814. nullpo_ret(src);
  1815. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1816. return 0; //No knocking back in WoE
  1817. if (count == 0)
  1818. return 0; //Actual knockback distance is 0.
  1819. switch (target->type) {
  1820. case BL_MOB: {
  1821. struct mob_data* md = BL_CAST(BL_MOB, target);
  1822. if( md->class_ == MOBID_EMPERIUM )
  1823. return 0;
  1824. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1825. return 0;
  1826. }
  1827. break;
  1828. case BL_PC: {
  1829. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1830. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  1831. return 0; // Basilica caster can't be knocked-back by normal monsters.
  1832. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  1833. return 0;
  1834. }
  1835. break;
  1836. case BL_SKILL:
  1837. su = (struct skill_unit *)target;
  1838. if( su && su->group && (su->group->unit_id == UNT_ANKLESNARE || su->group->unit_id == UNT_ELECTRICSHOCKER
  1839. || su->group->unit_id == UNT_CLUSTERBOMB || su->group->unit_id == UNT_REVERBERATION) )
  1840. return 0; // ankle snare, electricshocker, clusterbomb, reverberation cannot be knocked back
  1841. break;
  1842. }
  1843. if (direction == -1) // <optimized>: do the computation here instead of outside
  1844. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1845. if (direction >= 0 && direction < 8)
  1846. { // take the reversed 'direction' and reverse it
  1847. dx = -dirx[direction];
  1848. dy = -diry[direction];
  1849. }
  1850. return unit_blown(target, dx, dy, count, flag&0x1);
  1851. }
  1852. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1853. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1854. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1855. {
  1856. struct status_change *sc = status_get_sc(bl);
  1857. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1858. // item-based reflection
  1859. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  1860. return 1;
  1861. if( is_boss(src) )
  1862. return 0;
  1863. // status-based reflection
  1864. if( !sc || sc->count == 0 )
  1865. return 0;
  1866. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1867. return 1;
  1868. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1869. {// Kaite only works against non-players if they are low-level.
  1870. clif_specialeffect(bl, 438, AREA);
  1871. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1872. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1873. return 2;
  1874. }
  1875. return 0;
  1876. }
  1877. /*
  1878. * =========================================================================
  1879. * Does a skill attack with the given properties.
  1880. * src is the master behind the attack (player/mob/pet)
  1881. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1882. * bl is the target to be attacked.
  1883. * flag can hold a bunch of information:
  1884. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1885. * (usually holds number of targets, or just 1 for simple splash attacks)
  1886. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1887. * packet shouldn't display a skill animation)
  1888. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1889. * client (causes player characters to not scream skill name)
  1890. *-------------------------------------------------------------------------*/
  1891. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1892. {
  1893. struct Damage dmg;
  1894. struct status_data *sstatus, *tstatus;
  1895. struct status_change *sc;
  1896. struct map_session_data *sd, *tsd;
  1897. int type,damage,rdamage=0;
  1898. if(skillid > 0 && skilllv <= 0) return 0;
  1899. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  1900. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1901. nullpo_ret(bl); //Target to be attacked.
  1902. if (src != dsrc) {
  1903. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1904. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1905. return 0;
  1906. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1907. //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
  1908. if (!status_check_skilluse(src, bl, skillid, 2))
  1909. return 0;
  1910. }
  1911. sd = BL_CAST(BL_PC, src);
  1912. tsd = BL_CAST(BL_PC, bl);
  1913. sstatus = status_get_status_data(src);
  1914. tstatus = status_get_status_data(bl);
  1915. sc= status_get_sc(bl);
  1916. if (sc && !sc->count) sc = NULL; //Don't need it.
  1917. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1918. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1919. return 0;
  1920. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1921. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1922. return 0;
  1923. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1924. //Skotlex: Adjusted to the new system
  1925. if(src->type==BL_PET)
  1926. { // [Valaris]
  1927. struct pet_data *pd = (TBL_PET*)src;
  1928. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1929. {
  1930. int element = skill_get_ele(skillid, skilllv);
  1931. if (skillid == -1)
  1932. element = sstatus->rhw.ele;
  1933. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1934. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1935. else
  1936. dmg.damage= skilllv;
  1937. dmg.damage2=0;
  1938. dmg.div_= pd->a_skill->div_;
  1939. }
  1940. }
  1941. if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  1942. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  1943. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  1944. { //Magic reflection, switch caster/target
  1945. struct block_list *tbl = bl;
  1946. bl = src;
  1947. src = tbl;
  1948. sd = BL_CAST(BL_PC, src);
  1949. tsd = BL_CAST(BL_PC, bl);
  1950. sc = status_get_sc(bl);
  1951. if (sc && !sc->count)
  1952. sc = NULL; //Don't need it.
  1953. /* bugreport:2564 flag&2 disables double casting trigger */
  1954. flag |= 2;
  1955. //Spirit of Wizard blocks Kaite's reflection
  1956. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  1957. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  1958. type = tsd?pc_search_inventory (tsd, 7321):0;
  1959. if (type >= 0) {
  1960. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  1961. dmg.damage = dmg.damage2 = 0;
  1962. dmg.dmg_lv = ATK_MISS;
  1963. sc->data[SC_SPIRIT]->val3 = skillid;
  1964. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1965. }
  1966. }
  1967. /**
  1968. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  1969. **/
  1970. #if MAGIC_REFLECTION_TYPE
  1971. if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment
  1972. dmg = battle_calc_attack(BF_MAGIC,bl,bl,skillid,skilllv,flag&0xFFF);
  1973. #endif
  1974. }
  1975. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1976. int sp = skill_get_sp(skillid,skilllv);
  1977. dmg.damage = dmg.damage2 = 0;
  1978. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  1979. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1980. if(skillid == WZ_WATERBALL && skilllv > 1)
  1981. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1982. status_heal(bl, 0, sp, 2);
  1983. }
  1984. }
  1985. damage = dmg.damage + dmg.damage2;
  1986. if( (skillid == AL_INCAGI || skillid == AL_BLESSING ||
  1987. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  1988. skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1989. damage = 1;
  1990. if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ))
  1991. || (sc && sc->data[SC_REFLECTDAMAGE])) )
  1992. rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skillid);
  1993. //Skill hit type
  1994. type=(skillid==0)?5:skill_get_hit(skillid);
  1995. if(damage < dmg.div_
  1996. //Only skills that knockback even when they miss. [Skotlex]
  1997. && skillid != CH_PALMSTRIKE)
  1998. dmg.blewcount = 0;
  1999. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  2000. if(battle_config.gx_disptype) dsrc = src;
  2001. if(src == bl) type = 4;
  2002. else flag|=SD_ANIMATION;
  2003. }
  2004. if(skillid == NJ_TATAMIGAESHI) {
  2005. dsrc = src; //For correct knockback.
  2006. flag|=SD_ANIMATION;
  2007. }
  2008. if(sd) {
  2009. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  2010. struct status_change_entry *sce;
  2011. if ((sce = sd->sc.data[SC_COMBO])) {//End combo state after skill is invoked. [Skotlex]
  2012. switch (skillid) {
  2013. case TK_TURNKICK:
  2014. case TK_STORMKICK:
  2015. case TK_DOWNKICK:
  2016. case TK_COUNTER:
  2017. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2018. sce->val1 = skillid; //Update combo-skill
  2019. sce->val3 = skillid;
  2020. if( sce->timer != INVALID_TIMER )
  2021. delete_timer(sce->timer, status_change_timer);
  2022. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2023. break;
  2024. }
  2025. unit_cancel_combo(src); // Cancel combo wait
  2026. break;
  2027. default:
  2028. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2029. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2030. }
  2031. }
  2032. switch(skillid) {
  2033. case MO_TRIPLEATTACK:
  2034. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2035. flag=1;
  2036. break;
  2037. case MO_CHAINCOMBO:
  2038. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2039. flag=1;
  2040. break;
  2041. case MO_COMBOFINISH:
  2042. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2043. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  2044. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2045. flag=1;
  2046. case CH_TIGERFIST:
  2047. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2048. flag=1;
  2049. case CH_CHAINCRUSH:
  2050. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2051. flag=1;
  2052. break;
  2053. case AC_DOUBLE:
  2054. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2055. {
  2056. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  2057. sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000);
  2058. clif_combo_delay(src,2000);
  2059. }
  2060. break;
  2061. case TK_COUNTER:
  2062. { //bonus from SG_FRIEND [Komurka]
  2063. int level;
  2064. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  2065. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2066. }
  2067. break;
  2068. case SL_STIN:
  2069. case SL_STUN:
  2070. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  2071. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  2072. break;
  2073. case GS_FULLBUSTER:
  2074. //Can't attack nor use items until skill's delay expires. [Skotlex]
  2075. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2076. break;
  2077. case SR_DRAGONCOMBO:
  2078. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2079. flag = 1;
  2080. break;
  2081. case SR_FALLENEMPIRE:
  2082. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2083. flag = 1;
  2084. break;
  2085. } //Switch End
  2086. if (flag) { //Possible to chain
  2087. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  2088. if (flag < 1) flag = 1;
  2089. sc_start2(src,SC_COMBO,100,skillid,bl->id,flag);
  2090. clif_combo_delay(src, flag);
  2091. }
  2092. }
  2093. //Display damage.
  2094. switch( skillid )
  2095. {
  2096. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2097. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2098. break;
  2099. //Skills that need be passed as a normal attack for the client to display correctly.
  2100. case HVAN_EXPLOSION:
  2101. case NPC_SELFDESTRUCTION:
  2102. if(src->type==BL_PC)
  2103. dmg.blewcount = 10;
  2104. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2105. // fall through
  2106. case KN_AUTOCOUNTER:
  2107. case NPC_CRITICALSLASH:
  2108. case TF_DOUBLE:
  2109. case GS_CHAINACTION:
  2110. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2111. break;
  2112. case AS_SPLASHER:
  2113. if( flag&SD_ANIMATION ) // the surrounding targets
  2114. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  2115. else // the central target doesn't display an animation
  2116. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  2117. break;
  2118. case WL_HELLINFERNO:
  2119. case SR_EARTHSHAKER:
  2120. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6);
  2121. break;
  2122. case WL_SOULEXPANSION:
  2123. case WL_COMET:
  2124. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,8);
  2125. break;
  2126. case WL_CHAINLIGHTNING_ATK:
  2127. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2128. break;
  2129. case WL_TETRAVORTEX_FIRE:
  2130. case WL_TETRAVORTEX_WATER:
  2131. case WL_TETRAVORTEX_WIND:
  2132. case WL_TETRAVORTEX_GROUND:
  2133. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_TETRAVORTEX_FIRE,-2,type);
  2134. break;
  2135. case LG_OVERBRAND_BRANDISH:
  2136. case LG_OVERBRAND_PLUSATK:
  2137. case EL_FIRE_BOMB:
  2138. case EL_FIRE_BOMB_ATK:
  2139. case EL_FIRE_WAVE:
  2140. case EL_FIRE_WAVE_ATK:
  2141. case EL_FIRE_MANTLE:
  2142. case EL_CIRCLE_OF_FIRE:
  2143. case EL_FIRE_ARROW:
  2144. case EL_ICE_NEEDLE:
  2145. case EL_WATER_SCREW:
  2146. case EL_WATER_SCREW_ATK:
  2147. case EL_WIND_SLASH:
  2148. case EL_TIDAL_WEAPON:
  2149. case EL_ROCK_CRUSHER:
  2150. case EL_ROCK_CRUSHER_ATK:
  2151. case EL_HURRICANE:
  2152. case EL_HURRICANE_ATK:
  2153. case EL_TYPOON_MIS:
  2154. case EL_TYPOON_MIS_ATK:
  2155. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,5);
  2156. break;
  2157. case GN_SLINGITEM_RANGEMELEEATK:
  2158. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2159. break;
  2160. case EL_STONE_RAIN:
  2161. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,(flag&1)?8:5);
  2162. break;
  2163. case WM_SEVERE_RAINSTORM_MELEE:
  2164. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skilllv,5);
  2165. break;
  2166. case WM_REVERBERATION_MELEE:
  2167. case WM_REVERBERATION_MAGIC:
  2168. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2169. break;
  2170. case AB_DUPLELIGHT_MELEE:
  2171. case AB_DUPLELIGHT_MAGIC:
  2172. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2173. default:
  2174. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2175. type = 5;
  2176. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  2177. break;
  2178. }
  2179. map_freeblock_lock();
  2180. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  2181. && pc_checkskill(tsd,RG_PLAGIARISM)
  2182. && (!sc || !sc->data[SC_PRESERVE])
  2183. && damage < tsd->battle_status.hp)
  2184. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  2185. int copy_skill = skillid;
  2186. /**
  2187. * Copy Referal: dummy skills should point to their source upon copying
  2188. **/
  2189. switch( skillid ) {
  2190. case AB_DUPLELIGHT_MELEE:
  2191. case AB_DUPLELIGHT_MAGIC:
  2192. copy_skill = AB_DUPLELIGHT;
  2193. break;
  2194. case WL_CHAINLIGHTNING_ATK:
  2195. copy_skill = WL_CHAINLIGHTNING;
  2196. break;
  2197. case WM_REVERBERATION_MELEE:
  2198. case WM_REVERBERATION_MAGIC:
  2199. copy_skill = WM_REVERBERATION;
  2200. break;
  2201. case WM_SEVERE_RAINSTORM_MELEE:
  2202. copy_skill = WM_SEVERE_RAINSTORM;
  2203. break;
  2204. case GN_CRAZYWEED_ATK:
  2205. copy_skill = GN_CRAZYWEED;
  2206. break;
  2207. case GN_HELLS_PLANT_ATK:
  2208. copy_skill = GN_HELLS_PLANT;
  2209. break;
  2210. case LG_OVERBRAND_BRANDISH:
  2211. case LG_OVERBRAND_PLUSATK:
  2212. copy_skill = LG_OVERBRAND;
  2213. break;
  2214. }
  2215. if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
  2216. can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
  2217. {
  2218. int lv;
  2219. if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) {
  2220. //Level dependent and limitation.
  2221. lv = min(lv,skill_get_max(copy_skill));
  2222. if( tsd->reproduceskill_id && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  2223. tsd->status.skill[tsd->reproduceskill_id].id = 0;
  2224. tsd->status.skill[tsd->reproduceskill_id].lv = 0;
  2225. tsd->status.skill[tsd->reproduceskill_id].flag = 0;
  2226. clif_deleteskill(tsd,tsd->reproduceskill_id);
  2227. }
  2228. tsd->reproduceskill_id = copy_skill;
  2229. pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill);
  2230. pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv);
  2231. tsd->status.skill[copy_skill].id = copy_skill;
  2232. tsd->status.skill[copy_skill].lv = lv;
  2233. tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED;
  2234. clif_addskill(tsd,copy_skill);
  2235. } else {
  2236. lv = skilllv;
  2237. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
  2238. tsd->status.skill[tsd->cloneskill_id].id = 0;
  2239. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  2240. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  2241. clif_deleteskill(tsd,tsd->cloneskill_id);
  2242. }
  2243. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  2244. lv = type;
  2245. tsd->cloneskill_id = copy_skill;
  2246. pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
  2247. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  2248. tsd->status.skill[skillid].id = copy_skill;
  2249. tsd->status.skill[skillid].lv = lv;
  2250. tsd->status.skill[skillid].flag = SKILL_FLAG_PLAGIARIZED;
  2251. clif_addskill(tsd,skillid);
  2252. }
  2253. }
  2254. }
  2255. if( skillid != WZ_SIGHTRASHER &&
  2256. skillid != WZ_SIGHTBLASTER &&
  2257. skillid != AC_SHOWER && skillid != MA_SHOWER &&
  2258. skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
  2259. bl->type == BL_SKILL && damage > 0 )
  2260. {
  2261. struct skill_unit* su = (struct skill_unit*)bl;
  2262. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2263. damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
  2264. }
  2265. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  2266. { //Skills with can't walk delay also stop normal attacking for that
  2267. //duration when the attack connects. [Skotlex]
  2268. struct unit_data *ud = unit_bl2ud(src);
  2269. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2270. ud->attackabletime = tick + type;
  2271. }
  2272. if( !dmg.amotion )
  2273. { //Instant damage
  2274. if( !sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD) )
  2275. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2276. if( !status_isdead(bl) )
  2277. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  2278. if( damage > 0 ) //Counter status effects [Skotlex]
  2279. skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick);
  2280. }
  2281. // Hell Inferno burning status only starts if Fire part hits.
  2282. if( skillid == WL_HELLINFERNO && dmg.damage > 0 )
  2283. sc_start4(bl,SC_BURNING,55+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  2284. // Apply knock back chance in SC_TRIANGLESHOT skill.
  2285. else if( skillid == SC_TRIANGLESHOT && rnd()%100 > (1 + skilllv) )
  2286. dmg.blewcount = 0;
  2287. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2288. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2289. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
  2290. int direction = -1; // default
  2291. switch(skillid) {//direction
  2292. case MG_FIREWALL:
  2293. case WZ_STORMGUST:
  2294. case PR_SANCTUARY:
  2295. case SC_TRIANGLESHOT:
  2296. case LG_OVERBRAND:
  2297. case SR_KNUCKLEARROW:
  2298. case GN_WALLOFTHORN:
  2299. case EL_FIRE_MANTLE:
  2300. direction = unit_getdir(bl);// backwards
  2301. break;
  2302. case WL_CRIMSONROCK:
  2303. direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2304. break;
  2305. }
  2306. //blown-specific handling
  2307. switch( skillid ) {
  2308. case LG_OVERBRAND:
  2309. if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) ) {
  2310. short dir_x, dir_y;
  2311. dir_x = dirx[(direction+4)%8];
  2312. dir_y = diry[(direction+4)%8];
  2313. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2314. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
  2315. } else
  2316. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
  2317. break;
  2318. case SR_KNUCKLEARROW:
  2319. if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) && !(flag&4) ) {
  2320. short dir_x, dir_y;
  2321. dir_x = dirx[(direction+4)%8];
  2322. dir_y = diry[(direction+4)%8];
  2323. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2324. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|4);
  2325. }
  2326. break;
  2327. case GN_WALLOFTHORN:
  2328. unit_stop_walking(bl,1);
  2329. skill_blown(dsrc,bl,dmg.blewcount,direction, 0x2 );
  2330. clif_fixpos(bl);
  2331. break;
  2332. default:
  2333. skill_blown(dsrc,bl,dmg.blewcount,direction, 0x0 );
  2334. break;
  2335. }
  2336. }
  2337. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2338. if (dmg.amotion)
  2339. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  2340. if( sc && sc->data[SC_DEVOTION] && skillid != PA_PRESSURE )
  2341. {
  2342. struct status_change_entry *sce = sc->data[SC_DEVOTION];
  2343. struct block_list *d_bl = map_id2bl(sce->val1);
  2344. if( d_bl && (
  2345. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2346. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2347. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2348. {
  2349. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  2350. status_fix_damage(NULL, d_bl, damage, 0);
  2351. }
  2352. else {
  2353. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2354. if( !dmg.amotion )
  2355. status_fix_damage(src,bl,damage,dmg.dmotion);
  2356. }
  2357. }
  2358. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2359. if( skillid == RG_INTIMIDATE ) {
  2360. int rate = 50 + skilllv * 5;
  2361. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2362. if(rnd()%100 < rate)
  2363. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  2364. } else if( skillid == SC_FATALMENACE )
  2365. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skillid,skilllv,0,flag);
  2366. }
  2367. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  2368. dmg.flag |= BF_WEAPON;
  2369. if( sd && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ) && damage > 0 )
  2370. {
  2371. if (battle_config.left_cardfix_to_right)
  2372. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2373. else
  2374. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2375. }
  2376. if( rdamage > 0 ) {
  2377. if( sc && sc->data[SC_REFLECTDAMAGE] ) {
  2378. if( src != bl )// Don't reflect your own damage (Grand Cross)
  2379. map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
  2380. } else {
  2381. if( dmg.amotion )
  2382. battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
  2383. else
  2384. status_fix_damage(bl,src,rdamage,0);
  2385. clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_:1,4,0);
  2386. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2387. if( tsd && src != bl )
  2388. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2389. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  2390. }
  2391. }
  2392. if( damage > 0 ) {
  2393. /**
  2394. * Post-damage effects
  2395. **/
  2396. switch( skillid ) {
  2397. case RK_CRUSHSTRIKE:
  2398. skill_break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2399. break;
  2400. case GC_VENOMPRESSURE: {
  2401. struct status_change *ssc = status_get_sc(src);
  2402. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skilllv ) {
  2403. sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON,ssc->data[SC_POISONINGWEAPON]->val1));
  2404. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2405. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2406. }
  2407. }
  2408. break;
  2409. case WM_METALICSOUND:
  2410. status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
  2411. break;
  2412. }
  2413. if( sd )
  2414. skill_onskillusage(sd, bl, skillid, tick);
  2415. }
  2416. if (!(flag&2) &&
  2417. (
  2418. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  2419. ) &&
  2420. (sc = status_get_sc(src)) &&
  2421. sc->data[SC_DOUBLECAST] &&
  2422. rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  2423. {
  2424. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2425. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2426. }
  2427. map_freeblock_unlock();
  2428. return damage;
  2429. }
  2430. /*==========================================
  2431. * スキル範??U?用(map_foreachinareaから呼ばれる)
  2432. * flagについて?F16?i?を確認
  2433. * MSB <- 00fTffff ->LSB
  2434. * T =タ?ゲット選?用(BCT_*)
  2435. * ffff=自由に使用可能
  2436. * 0 =予約?B0に固定
  2437. *------------------------------------------*/
  2438. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2439. int skill_area_sub (struct block_list *bl, va_list ap)
  2440. {
  2441. struct block_list *src;
  2442. int skill_id,skill_lv,flag;
  2443. unsigned int tick;
  2444. SkillFunc func;
  2445. nullpo_ret(bl);
  2446. src=va_arg(ap,struct block_list *);
  2447. skill_id=va_arg(ap,int);
  2448. skill_lv=va_arg(ap,int);
  2449. tick=va_arg(ap,unsigned int);
  2450. flag=va_arg(ap,int);
  2451. func=va_arg(ap,SkillFunc);
  2452. if(battle_check_target(src,bl,flag) > 0)
  2453. {
  2454. // several splash skills need this initial dummy packet to display correctly
  2455. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2456. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2457. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2458. skill_area_temp[2]++;
  2459. return func(src,bl,skill_id,skill_lv,tick,flag);
  2460. }
  2461. return 0;
  2462. }
  2463. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2464. {
  2465. struct skill_unit *unit;
  2466. int skillid,g_skillid;
  2467. unit = (struct skill_unit *)bl;
  2468. if(bl->prev == NULL || bl->type != BL_SKILL)
  2469. return 0;
  2470. if(!unit->alive)
  2471. return 0;
  2472. skillid = va_arg(ap,int);
  2473. g_skillid = unit->group->skill_id;
  2474. switch (skillid) {
  2475. case MG_SAFETYWALL:
  2476. case AL_PNEUMA:
  2477. case SC_MAELSTROM:
  2478. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA && g_skillid != SC_MAELSTROM)
  2479. return 0;
  2480. break;
  2481. case AL_WARP:
  2482. case HT_SKIDTRAP:
  2483. case MA_SKIDTRAP:
  2484. case HT_LANDMINE:
  2485. case MA_LANDMINE:
  2486. case HT_ANKLESNARE:
  2487. case HT_SHOCKWAVE:
  2488. case HT_SANDMAN:
  2489. case MA_SANDMAN:
  2490. case HT_FLASHER:
  2491. case HT_FREEZINGTRAP:
  2492. case MA_FREEZINGTRAP:
  2493. case HT_BLASTMINE:
  2494. case HT_CLAYMORETRAP:
  2495. case HT_TALKIEBOX:
  2496. case HP_BASILICA:
  2497. case RA_ELECTRICSHOCKER:
  2498. case RA_CLUSTERBOMB:
  2499. case RA_MAGENTATRAP:
  2500. case RA_COBALTTRAP:
  2501. case RA_MAIZETRAP:
  2502. case RA_VERDURETRAP:
  2503. case RA_FIRINGTRAP:
  2504. case RA_ICEBOUNDTRAP:
  2505. case SC_DIMENSIONDOOR:
  2506. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2507. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2508. return 0;
  2509. break;
  2510. default: //Avoid stacking with same kind of trap. [Skotlex]
  2511. if (g_skillid != skillid)
  2512. return 0;
  2513. break;
  2514. }
  2515. return 1;
  2516. }
  2517. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2518. {
  2519. //Non players do not check for the skill's splash-trigger area.
  2520. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2521. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2522. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2523. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2524. return 0;
  2525. }
  2526. range += layout_type;
  2527. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2528. }
  2529. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2530. {
  2531. int skillid;
  2532. if(bl->prev == NULL)
  2533. return 0;
  2534. skillid = va_arg(ap,int);
  2535. if( status_isdead(bl) && skillid != AL_WARP )
  2536. return 0;
  2537. if( skillid == HP_BASILICA && bl->type == BL_PC )
  2538. return 0;
  2539. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  2540. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2541. return 1;
  2542. }
  2543. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2544. {
  2545. int range, type;
  2546. switch (skillid) { // to be expanded later
  2547. case WZ_ICEWALL:
  2548. range = 2;
  2549. break;
  2550. default:
  2551. {
  2552. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2553. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2554. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2555. return 0;
  2556. }
  2557. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2558. }
  2559. break;
  2560. }
  2561. // if the caster is a monster/NPC, only check for players
  2562. // otherwise just check characters
  2563. if (bl->type == BL_PC)
  2564. type = BL_CHAR;
  2565. else
  2566. type = BL_PC;
  2567. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2568. x - range, y - range, x + range, y + range,
  2569. type, skillid);
  2570. }
  2571. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2572. {
  2573. if(id == sd->bl.id && battle_config.guild_aura&16)
  2574. return 0; // Do not affect guild leader
  2575. if (sd->sc.data[SC_GUILDAURA]) {
  2576. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2577. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2578. sce->val3 = strvit;
  2579. sce->val4 = agidex;
  2580. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
  2581. }
  2582. return 0;
  2583. }
  2584. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2585. return 1;
  2586. }
  2587. /*==========================================
  2588. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2589. * Flag:
  2590. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2591. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2592. *------------------------------------------*/
  2593. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2594. {
  2595. struct status_data *status;
  2596. struct map_session_data *sd = NULL;
  2597. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  2598. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2599. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2600. return 0;
  2601. nullpo_ret(bl);
  2602. switch( bl->type )
  2603. {
  2604. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2605. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2606. }
  2607. status = status_get_status_data(bl);
  2608. if( (j = skill_get_index(skill)) == 0 )
  2609. return 0;
  2610. // Requeriments
  2611. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2612. {
  2613. itemid[i] = skill_db[j].itemid[i];
  2614. amount[i] = skill_db[j].amount[i];
  2615. }
  2616. hp = skill_db[j].hp[lv-1];
  2617. sp = skill_db[j].sp[lv-1];
  2618. hp_rate = skill_db[j].hp_rate[lv-1];
  2619. sp_rate = skill_db[j].sp_rate[lv-1];
  2620. state = skill_db[j].state;
  2621. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  2622. hp += (status->max_hp * mhp) / 100;
  2623. if( hp_rate > 0 )
  2624. hp += (status->hp * hp_rate) / 100;
  2625. else
  2626. hp += (status->max_hp * (-hp_rate)) / 100;
  2627. if( sp_rate > 0 )
  2628. sp += (status->sp * sp_rate) / 100;
  2629. else
  2630. sp += (status->max_sp * (-sp_rate)) / 100;
  2631. if( bl->type == BL_HOM )
  2632. { // Intimacy Requeriments
  2633. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2634. switch( skill )
  2635. {
  2636. case HFLI_SBR44:
  2637. if( hd->homunculus.intimacy <= 200 )
  2638. return 0;
  2639. break;
  2640. case HVAN_EXPLOSION:
  2641. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2642. return 0;
  2643. break;
  2644. }
  2645. }
  2646. if( !(type&2) )
  2647. {
  2648. if( hp > 0 && status->hp <= (unsigned int)hp )
  2649. {
  2650. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  2651. return 0;
  2652. }
  2653. if( sp > 0 && status->sp <= (unsigned int)sp )
  2654. {
  2655. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  2656. return 0;
  2657. }
  2658. }
  2659. if( !type )
  2660. switch( state )
  2661. {
  2662. case ST_MOVE_ENABLE:
  2663. if( !unit_can_move(bl) )
  2664. {
  2665. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2666. return 0;
  2667. }
  2668. break;
  2669. }
  2670. if( !(type&1) )
  2671. return 1;
  2672. // Check item existences
  2673. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2674. {
  2675. index[i] = -1;
  2676. if( itemid[i] < 1 ) continue; // No item
  2677. index[i] = pc_search_inventory(sd, itemid[i]);
  2678. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2679. {
  2680. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2681. return 0;
  2682. }
  2683. }
  2684. // Consume items
  2685. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2686. {
  2687. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  2688. }
  2689. if( type&2 )
  2690. return 1;
  2691. if( sp || hp )
  2692. status_zap(bl, hp, sp);
  2693. return 1;
  2694. }
  2695. /*==========================================
  2696. *
  2697. *------------------------------------------*/
  2698. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2699. {
  2700. return 1;
  2701. }
  2702. /*==========================================
  2703. *
  2704. *------------------------------------------*/
  2705. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  2706. {
  2707. struct block_list *src = map_id2bl(id),*target;
  2708. struct unit_data *ud = unit_bl2ud(src);
  2709. struct skill_timerskill *skl = NULL;
  2710. int range;
  2711. nullpo_ret(src);
  2712. nullpo_ret(ud);
  2713. skl = ud->skilltimerskill[data];
  2714. nullpo_ret(skl);
  2715. ud->skilltimerskill[data] = NULL;
  2716. do {
  2717. if(src->prev == NULL)
  2718. break;
  2719. if(skl->target_id) {
  2720. target = map_id2bl(skl->target_id);
  2721. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  2722. target = src; //Required since it has to warp.
  2723. if(target == NULL)
  2724. break;
  2725. if(target->prev == NULL)
  2726. break;
  2727. if(src->m != target->m)
  2728. break;
  2729. if(status_isdead(src))
  2730. break;
  2731. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2732. break;
  2733. switch(skl->skill_id) {
  2734. case RG_INTIMIDATE:
  2735. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  2736. short x,y;
  2737. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2738. if (target != src && !status_isdead(target))
  2739. unit_warp(target, -1, x, y, CLR_TELEPORT);
  2740. }
  2741. break;
  2742. case BA_FROSTJOKER:
  2743. case DC_SCREAM:
  2744. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2745. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2746. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2747. break;
  2748. case NPC_EARTHQUAKE:
  2749. if( skl->type > 1 )
  2750. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2751. 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);
  2752. skill_area_temp[1] = src->id;
  2753. skill_area_temp[2] = 0;
  2754. 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);
  2755. break;
  2756. case WZ_WATERBALL:
  2757. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2758. if (!status_isdead(target))
  2759. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2760. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  2761. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2762. } else {
  2763. struct status_change *sc = status_get_sc(src);
  2764. if(sc) {
  2765. if(sc->data[SC_SPIRIT] &&
  2766. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2767. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2768. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2769. }
  2770. }
  2771. break;
  2772. /**
  2773. * Warlock
  2774. **/
  2775. case WL_CHAINLIGHTNING_ATK:
  2776. {
  2777. struct block_list *nbl = NULL; // Next Target of Chain
  2778. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  2779. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2780. if( skl->type > 1 )
  2781. { // Remaining Chains Hit
  2782. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  2783. if( nbl == NULL && skl->x > 1 )
  2784. {
  2785. nbl = target;
  2786. skl->x--;
  2787. }
  2788. else skl->x = 3;
  2789. }
  2790. if( nbl )
  2791. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  2792. }
  2793. break;
  2794. case WL_TETRAVORTEX_FIRE:
  2795. case WL_TETRAVORTEX_WATER:
  2796. case WL_TETRAVORTEX_WIND:
  2797. case WL_TETRAVORTEX_GROUND:
  2798. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2799. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2800. if( skl->type >= 3 )
  2801. { // Final Hit
  2802. if( !status_isdead(target) )
  2803. { // Final Status Effect
  2804. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  2805. applyeffects[4] = { 0, 0, 0, 0 },
  2806. i, j = 0, k = 0;
  2807. for( i = 1; i <= 8; i = i + i )
  2808. {
  2809. if( skl->x&i )
  2810. {
  2811. applyeffects[j] = effects[k];
  2812. j++;
  2813. }
  2814. k++;
  2815. }
  2816. if( j )
  2817. {
  2818. i = applyeffects[rnd()%j];
  2819. status_change_start(target, i, 10000, skl->skill_lv,
  2820. (i == SC_BURNING ? 1000 : 0),
  2821. (i == SC_BURNING ? src->id : 0),
  2822. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  2823. }
  2824. }
  2825. }
  2826. break;
  2827. case WM_REVERBERATION_MELEE:
  2828. case WM_REVERBERATION_MAGIC:
  2829. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  2830. break;
  2831. case SC_FATALMENACE:
  2832. if( src == target ) // Casters Part
  2833. unit_warp(src, -1, skl->x, skl->y, 3);
  2834. else { // Target's Part
  2835. short x = skl->x, y = skl->y;
  2836. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  2837. unit_warp(target,-1,x,y,3);
  2838. }
  2839. break;
  2840. case LG_MOONSLASHER:
  2841. case SR_WINDMILL:
  2842. if( target->type == BL_PC ) {
  2843. struct map_session_data *tsd = NULL;
  2844. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  2845. pc_setsit(tsd);
  2846. skill_sit(tsd,1);
  2847. clif_sitting(&tsd->bl);
  2848. }
  2849. }
  2850. break;
  2851. case LG_OVERBRAND_BRANDISH:
  2852. case LG_OVERBRAND_PLUSATK:
  2853. case SR_KNUCKLEARROW:
  2854. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  2855. break;
  2856. case GN_SPORE_EXPLOSION:
  2857. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  2858. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  2859. break;
  2860. default:
  2861. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2862. break;
  2863. }
  2864. }
  2865. else {
  2866. if(src->m != skl->map)
  2867. break;
  2868. switch( skl->skill_id )
  2869. {
  2870. case WZ_METEOR:
  2871. if( skl->type >= 0 )
  2872. {
  2873. int x = skl->type>>16, y = skl->type&0xFFFF;
  2874. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2875. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2876. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2877. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2878. }
  2879. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2880. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2881. break;
  2882. case WL_EARTHSTRAIN:
  2883. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  2884. break;
  2885. }
  2886. }
  2887. } while (0);
  2888. //Free skl now that it is no longer needed.
  2889. ers_free(skill_timer_ers, skl);
  2890. return 0;
  2891. }
  2892. /*==========================================
  2893. *
  2894. *------------------------------------------*/
  2895. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  2896. {
  2897. int i;
  2898. struct unit_data *ud;
  2899. nullpo_retr(1, src);
  2900. if (src->prev == NULL)
  2901. return 0;
  2902. ud = unit_bl2ud(src);
  2903. nullpo_retr(1, ud);
  2904. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2905. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2906. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2907. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2908. ud->skilltimerskill[i]->src_id = src->id;
  2909. ud->skilltimerskill[i]->target_id = target;
  2910. ud->skilltimerskill[i]->skill_id = skill_id;
  2911. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2912. ud->skilltimerskill[i]->map = src->m;
  2913. ud->skilltimerskill[i]->x = x;
  2914. ud->skilltimerskill[i]->y = y;
  2915. ud->skilltimerskill[i]->type = type;
  2916. ud->skilltimerskill[i]->flag = flag;
  2917. return 0;
  2918. }
  2919. /*==========================================
  2920. *
  2921. *------------------------------------------*/
  2922. int skill_cleartimerskill (struct block_list *src)
  2923. {
  2924. int i;
  2925. struct unit_data *ud;
  2926. nullpo_ret(src);
  2927. ud = unit_bl2ud(src);
  2928. nullpo_ret(ud);
  2929. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2930. if(ud->skilltimerskill[i]) {
  2931. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2932. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2933. ud->skilltimerskill[i]=NULL;
  2934. }
  2935. }
  2936. return 1;
  2937. }
  2938. static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
  2939. struct skill_unit *su = (TBL_SKILL*)bl;
  2940. struct skill_unit_group *sg;
  2941. if( bl->type != BL_SKILL )
  2942. return 0;
  2943. if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
  2944. clif_changetraplook(bl, UNT_USED_TRAPS);
  2945. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  2946. su->limit=DIFF_TICK(gettick(),sg->tick)+1500;
  2947. sg->unit_id = UNT_USED_TRAPS;
  2948. }
  2949. return 0;
  2950. }
  2951. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2952. {
  2953. TBL_SKILL *su = (TBL_SKILL*)bl;
  2954. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2955. { //Reveal trap.
  2956. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2957. //clif_changetraplook(bl, su->group->unit_id);
  2958. clif_skill_setunit(su);
  2959. return 1;
  2960. }
  2961. return 0;
  2962. }
  2963. /*==========================================
  2964. *
  2965. *
  2966. *------------------------------------------*/
  2967. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2968. {
  2969. struct map_session_data *sd = NULL;
  2970. struct status_data *tstatus;
  2971. struct status_change *sc;
  2972. if (skillid > 0 && skilllv <= 0) return 0;
  2973. nullpo_retr(1, src);
  2974. nullpo_retr(1, bl);
  2975. if (src->m != bl->m)
  2976. return 1;
  2977. if (bl->prev == NULL)
  2978. return 1;
  2979. sd = BL_CAST(BL_PC, src);
  2980. if (status_isdead(bl))
  2981. return 1;
  2982. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2983. { //GTB makes all targetted magic display miss with a single bolt.
  2984. sc_type sct = status_skill2sc(skillid);
  2985. if(sct != SC_NONE)
  2986. status_change_end(bl, sct, INVALID_TIMER);
  2987. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2988. return 1;
  2989. }
  2990. sc = status_get_sc(src);
  2991. if (sc && !sc->count)
  2992. sc = NULL; //Unneeded
  2993. tstatus = status_get_status_data(bl);
  2994. map_freeblock_lock();
  2995. switch(skillid)
  2996. {
  2997. case MER_CRASH:
  2998. case SM_BASH:
  2999. case MS_BASH:
  3000. case MC_MAMMONITE:
  3001. case TF_DOUBLE:
  3002. case AC_DOUBLE:
  3003. case MA_DOUBLE:
  3004. case AS_SONICBLOW:
  3005. case KN_PIERCE:
  3006. case ML_PIERCE:
  3007. case KN_SPEARBOOMERANG:
  3008. case TF_POISON:
  3009. case TF_SPRINKLESAND:
  3010. case AC_CHARGEARROW:
  3011. case MA_CHARGEARROW:
  3012. case RG_INTIMIDATE:
  3013. case AM_ACIDTERROR:
  3014. case BA_MUSICALSTRIKE:
  3015. case DC_THROWARROW:
  3016. case BA_DISSONANCE:
  3017. case CR_HOLYCROSS:
  3018. case NPC_DARKCROSS:
  3019. case CR_SHIELDCHARGE:
  3020. case CR_SHIELDBOOMERANG:
  3021. case NPC_PIERCINGATT:
  3022. case NPC_MENTALBREAKER:
  3023. case NPC_RANGEATTACK:
  3024. case NPC_CRITICALSLASH:
  3025. case NPC_COMBOATTACK:
  3026. case NPC_GUIDEDATTACK:
  3027. case NPC_POISON:
  3028. case NPC_RANDOMATTACK:
  3029. case NPC_WATERATTACK:
  3030. case NPC_GROUNDATTACK:
  3031. case NPC_FIREATTACK:
  3032. case NPC_WINDATTACK:
  3033. case NPC_POISONATTACK:
  3034. case NPC_HOLYATTACK:
  3035. case NPC_DARKNESSATTACK:
  3036. case NPC_TELEKINESISATTACK:
  3037. case NPC_UNDEADATTACK:
  3038. case NPC_ARMORBRAKE:
  3039. case NPC_WEAPONBRAKER:
  3040. case NPC_HELMBRAKE:
  3041. case NPC_SHIELDBRAKE:
  3042. case NPC_BLINDATTACK:
  3043. case NPC_SILENCEATTACK:
  3044. case NPC_STUNATTACK:
  3045. case NPC_PETRIFYATTACK:
  3046. case NPC_CURSEATTACK:
  3047. case NPC_SLEEPATTACK:
  3048. case LK_AURABLADE:
  3049. case LK_SPIRALPIERCE:
  3050. case ML_SPIRALPIERCE:
  3051. case LK_HEADCRUSH:
  3052. case CG_ARROWVULCAN:
  3053. case HW_MAGICCRASHER:
  3054. case ITM_TOMAHAWK:
  3055. case MO_TRIPLEATTACK:
  3056. case CH_CHAINCRUSH:
  3057. case CH_TIGERFIST:
  3058. case PA_SHIELDCHAIN: // Shield Chain
  3059. case PA_SACRIFICE:
  3060. case WS_CARTTERMINATION: // Cart Termination
  3061. case AS_VENOMKNIFE:
  3062. case HT_PHANTASMIC:
  3063. case HT_POWER:
  3064. case TK_DOWNKICK:
  3065. case TK_COUNTER:
  3066. case GS_CHAINACTION:
  3067. case GS_TRIPLEACTION:
  3068. case GS_MAGICALBULLET:
  3069. case GS_TRACKING:
  3070. case GS_PIERCINGSHOT:
  3071. case GS_RAPIDSHOWER:
  3072. case GS_DUST:
  3073. case GS_DISARM: // Added disarm. [Reddozen]
  3074. case GS_FULLBUSTER:
  3075. case NJ_SYURIKEN:
  3076. case NJ_KUNAI:
  3077. case ASC_BREAKER:
  3078. case HFLI_MOON: //[orn]
  3079. case HFLI_SBR44: //[orn]
  3080. case NPC_BLEEDING:
  3081. case NPC_CRITICALWOUND:
  3082. case NPC_HELLPOWER:
  3083. case RK_SONICWAVE:
  3084. case RK_HUNDREDSPEAR:
  3085. case RK_WINDCUTTER:
  3086. case AB_DUPLELIGHT_MELEE:
  3087. case RA_AIMEDBOLT:
  3088. case NC_AXEBOOMERANG:
  3089. case NC_POWERSWING:
  3090. case GC_CROSSIMPACT:
  3091. case GC_VENOMPRESSURE:
  3092. case SC_TRIANGLESHOT:
  3093. case SC_FEINTBOMB:
  3094. case LG_BANISHINGPOINT:
  3095. case LG_SHIELDPRESS:
  3096. case LG_RAGEBURST:
  3097. case LG_RAYOFGENESIS:
  3098. case LG_HESPERUSLIT:
  3099. case SR_SKYNETBLOW:
  3100. case SR_FALLENEMPIRE:
  3101. case SR_CRESCENTELBOW_AUTOSPELL:
  3102. case SR_GATEOFHELL:
  3103. case SR_GENTLETOUCH_QUIET:
  3104. case WM_SEVERE_RAINSTORM_MELEE:
  3105. case WM_GREAT_ECHO:
  3106. case GN_SLINGITEM_RANGEMELEEATK:
  3107. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3108. break;
  3109. /**
  3110. * Mechanic (MADO GEAR)
  3111. **/
  3112. case NC_BOOSTKNUCKLE:
  3113. case NC_PILEBUNKER:
  3114. case NC_VULCANARM:
  3115. case NC_COLDSLOWER:
  3116. case NC_ARMSCANNON:
  3117. if (sd) pc_overheat(sd,1);
  3118. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3119. break;
  3120. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3121. switch( rnd()%6 ){
  3122. case 0: flag |= BREAK_ANKLE; break;
  3123. case 1: flag |= BREAK_WRIST; break;
  3124. case 2: flag |= BREAK_KNEE; break;
  3125. case 3: flag |= BREAK_SHOULDER; break;
  3126. case 4: flag |= BREAK_WAIST; break;
  3127. case 5: flag |= BREAK_NECK; break;
  3128. }
  3129. //TODO: is there really no cleaner way to do this?
  3130. sc = status_get_sc(bl);
  3131. if (sc) sc->jb_flag = flag;
  3132. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3133. break;
  3134. case MO_COMBOFINISH:
  3135. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3136. { //Becomes a splash attack when Soul Linked.
  3137. map_foreachinrange(skill_area_sub, bl,
  3138. skill_get_splash(skillid, skilllv),splash_target(src),
  3139. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3140. skill_castend_damage_id);
  3141. } else
  3142. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3143. break;
  3144. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3145. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3146. skill_area_temp[1] = 0;
  3147. map_foreachinrange(skill_attack_area, src,
  3148. skill_get_splash(skillid, skilllv), splash_target(src),
  3149. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3150. break;
  3151. case KN_CHARGEATK:
  3152. {
  3153. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3154. unsigned int dist = distance_bl(src, bl);
  3155. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  3156. // teleport to target (if not on WoE grounds)
  3157. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3158. clif_slide(src, bl->x, bl->y);
  3159. // cause damage and knockback if the path to target was a straight one
  3160. if( path )
  3161. {
  3162. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  3163. skill_blown(src, bl, dist, dir, 0);
  3164. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3165. // make the caster look in the direction of the target
  3166. unit_setdir(src, (dir+4)%8);
  3167. }
  3168. }
  3169. break;
  3170. case NC_FLAMELAUNCHER:
  3171. if (sd) pc_overheat(sd,1);
  3172. case SN_SHARPSHOOTING:
  3173. case MA_SHARPSHOOTING:
  3174. case NJ_KAMAITACHI:
  3175. case LG_CANNONSPEAR:
  3176. //It won't shoot through walls since on castend there has to be a direct
  3177. //line of sight between caster and target.
  3178. skill_area_temp[1] = bl->id;
  3179. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3180. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  3181. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3182. break;
  3183. case NPC_ACIDBREATH:
  3184. case NPC_DARKNESSBREATH:
  3185. case NPC_FIREBREATH:
  3186. case NPC_ICEBREATH:
  3187. case NPC_THUNDERBREATH:
  3188. skill_area_temp[1] = bl->id;
  3189. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3190. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  3191. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3192. break;
  3193. case MO_INVESTIGATE:
  3194. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3195. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3196. break;
  3197. case RG_BACKSTAP:
  3198. {
  3199. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3200. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3201. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3202. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  3203. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3204. unit_setdir(bl,dir);
  3205. }
  3206. else if (sd)
  3207. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3208. }
  3209. break;
  3210. case MO_FINGEROFFENSIVE:
  3211. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3212. if (battle_config.finger_offensive_type && sd) {
  3213. int i;
  3214. for (i = 1; i < sd->spiritball_old; i++)
  3215. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  3216. }
  3217. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3218. break;
  3219. case MO_CHAINCOMBO:
  3220. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3221. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3222. break;
  3223. case NJ_ISSEN:
  3224. status_change_end(src, SC_NEN, INVALID_TIMER);
  3225. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3226. // fall through
  3227. case MO_EXTREMITYFIST:
  3228. if( skillid == MO_EXTREMITYFIST )
  3229. {
  3230. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3231. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3232. }
  3233. //Client expects you to move to target regardless of distance
  3234. {
  3235. struct unit_data *ud = unit_bl2ud(src);
  3236. short dx,dy;
  3237. int i,speed;
  3238. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  3239. dx = bl->x - src->x;
  3240. dy = bl->y - src->y;
  3241. if (dx < 0) dx-=i;
  3242. else if (dx > 0) dx+=i;
  3243. if (dy < 0) dy-=i;
  3244. else if (dy > 0) dy+=i;
  3245. if (!dx && !dy) dy++;
  3246. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  3247. {
  3248. dx = bl->x;
  3249. dy = bl->y;
  3250. } else {
  3251. dx = src->x + dx;
  3252. dy = src->y + dy;
  3253. }
  3254. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3255. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  3256. //Increase can't walk delay to not alter your walk path
  3257. ud->canmove_tick = tick;
  3258. speed = status_get_speed(src);
  3259. for (i = 0; i < ud->walkpath.path_len; i ++)
  3260. {
  3261. if(ud->walkpath.path[i]&1)
  3262. ud->canmove_tick+=7*speed/5;
  3263. else
  3264. ud->canmove_tick+=speed;
  3265. }
  3266. }
  3267. }
  3268. break;
  3269. //Splash attack skills.
  3270. case AS_GRIMTOOTH:
  3271. case MC_CARTREVOLUTION:
  3272. case NPC_SPLASHATTACK:
  3273. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3274. case AS_SPLASHER:
  3275. case SM_MAGNUM:
  3276. case MS_MAGNUM:
  3277. case HT_BLITZBEAT:
  3278. case AC_SHOWER:
  3279. case MA_SHOWER:
  3280. case MG_NAPALMBEAT:
  3281. case MG_FIREBALL:
  3282. case RG_RAID:
  3283. case HW_NAPALMVULCAN:
  3284. case NJ_HUUMA:
  3285. case NJ_BAKUENRYU:
  3286. case ASC_METEORASSAULT:
  3287. case GS_DESPERADO:
  3288. case GS_SPREADATTACK:
  3289. case NPC_EARTHQUAKE:
  3290. case NPC_PULSESTRIKE:
  3291. case NPC_HELLJUDGEMENT:
  3292. case NPC_VAMPIRE_GIFT:
  3293. case RK_IGNITIONBREAK:
  3294. case AB_JUDEX:
  3295. case WL_SOULEXPANSION:
  3296. case WL_CRIMSONROCK:
  3297. case WL_COMET:
  3298. case RA_ARROWSTORM:
  3299. case RA_WUGDASH:
  3300. case NC_SELFDESTRUCTION:
  3301. case NC_AXETORNADO:
  3302. case GC_ROLLINGCUTTER:
  3303. case GC_COUNTERSLASH:
  3304. case LG_MOONSLASHER:
  3305. case LG_EARTHDRIVE:
  3306. case SR_TIGERCANNON:
  3307. case SR_RAMPAGEBLASTER:
  3308. case SR_WINDMILL:
  3309. case SR_RIDEINLIGHTNING:
  3310. case WM_SOUND_OF_DESTRUCTION:
  3311. case WM_REVERBERATION_MELEE:
  3312. case WM_REVERBERATION_MAGIC:
  3313. case SO_VARETYR_SPEAR:
  3314. case GN_CART_TORNADO:
  3315. case GN_CARTCANNON:
  3316. if( flag&1 ) {//Recursive invocation
  3317. // skill_area_temp[0] holds number of targets in area
  3318. // skill_area_temp[1] holds the id of the original target
  3319. // skill_area_temp[2] counts how many targets have already been processed
  3320. int sflag = skill_area_temp[0] & 0xFFF, heal;
  3321. if( flag&SD_LEVEL )
  3322. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3323. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  3324. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3325. heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  3326. if( skillid == NPC_VAMPIRE_GIFT && heal > 0 ) {
  3327. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3328. status_heal(src,heal,0,0);
  3329. }
  3330. } else {
  3331. switch ( skillid ) {
  3332. case NJ_BAKUENRYU:
  3333. case LG_EARTHDRIVE:
  3334. case GN_CARTCANNON:
  3335. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3336. break;
  3337. case LG_MOONSLASHER:
  3338. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3339. break;
  3340. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  3341. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3342. break;
  3343. default:
  3344. break;
  3345. }
  3346. skill_area_temp[0] = 0;
  3347. skill_area_temp[1] = bl->id;
  3348. skill_area_temp[2] = 0;
  3349. if( skillid == WL_CRIMSONROCK ) {
  3350. skill_area_temp[4] = bl->x;
  3351. skill_area_temp[5] = bl->y;
  3352. }
  3353. // if skill damage should be split among targets, count them
  3354. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3355. //special case: Venom Splasher uses a different range for searching than for splashing
  3356. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  3357. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  3358. // recursive invocation of skill_castend_damage_id() with flag|1
  3359. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), (skillid == WL_CRIMSONROCK)?BL_CHAR|BL_SKILL:splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3360. }
  3361. break;
  3362. case KN_BRANDISHSPEAR:
  3363. case ML_BRANDISH:
  3364. //Coded apart for it needs the flag passed to the damage calculation.
  3365. if (skill_area_temp[1] != bl->id)
  3366. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  3367. else
  3368. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3369. break;
  3370. case KN_BOWLINGBASH:
  3371. case MS_BOWLINGBASH:
  3372. if(flag&1){
  3373. if(bl->id==skill_area_temp[1])
  3374. break;
  3375. //two hits for 500%
  3376. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3377. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3378. } else {
  3379. int i,c;
  3380. c = skill_get_blewcount(skillid,skilllv);
  3381. // keep moving target in the direction that src is looking, square by square
  3382. for(i=0;i<c;i++){
  3383. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  3384. break; //Can't knockback
  3385. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  3386. if( skill_area_temp[0] > 1 ) break; // collision
  3387. }
  3388. clif_blown(bl); //Update target pos.
  3389. if (i!=c) { //Splash
  3390. skill_area_temp[1] = bl->id;
  3391. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3392. }
  3393. //Weirdo dual-hit property, two attacks for 500%
  3394. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3395. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3396. }
  3397. break;
  3398. case KN_SPEARSTAB:
  3399. if(flag&1) {
  3400. if (bl->id==skill_area_temp[1])
  3401. break;
  3402. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  3403. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3404. } else {
  3405. int x=bl->x,y=bl->y,i,dir;
  3406. dir = map_calc_dir(bl,src->x,src->y);
  3407. skill_area_temp[1] = bl->id;
  3408. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  3409. // all the enemies between the caster and the target are hit, as well as the target
  3410. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  3411. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3412. for (i=0;i<4;i++) {
  3413. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3414. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3415. x += dirx[dir];
  3416. y += diry[dir];
  3417. }
  3418. }
  3419. break;
  3420. case TK_TURNKICK:
  3421. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  3422. {
  3423. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  3424. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  3425. map_foreachinrange(skill_area_sub,bl,
  3426. skill_get_splash(skillid, skilllv),BL_CHAR,
  3427. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  3428. skill_castend_nodamage_id);
  3429. }
  3430. break;
  3431. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  3432. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  3433. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  3434. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  3435. break;
  3436. case PR_TURNUNDEAD:
  3437. case ALL_RESURRECTION:
  3438. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  3439. break;
  3440. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3441. break;
  3442. case MG_SOULSTRIKE:
  3443. case NPC_DARKSTRIKE:
  3444. case MG_COLDBOLT:
  3445. case MG_FIREBOLT:
  3446. case MG_LIGHTNINGBOLT:
  3447. case WZ_EARTHSPIKE:
  3448. case AL_HEAL:
  3449. case AL_HOLYLIGHT:
  3450. case WZ_JUPITEL:
  3451. case NPC_DARKTHUNDER:
  3452. case PR_ASPERSIO:
  3453. case MG_FROSTDIVER:
  3454. case WZ_SIGHTBLASTER:
  3455. case WZ_SIGHTRASHER:
  3456. case NJ_KOUENKA:
  3457. case NJ_HYOUSENSOU:
  3458. case NJ_HUUJIN:
  3459. case AB_ADORAMUS:
  3460. case AB_RENOVATIO:
  3461. case AB_HIGHNESSHEAL:
  3462. case AB_DUPLELIGHT_MAGIC:
  3463. case WM_METALICSOUND:
  3464. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3465. break;
  3466. case NPC_MAGICALATTACK:
  3467. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3468. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  3469. break;
  3470. case HVAN_CAPRICE: //[blackhole89]
  3471. {
  3472. int ran=rnd()%4;
  3473. int sid = 0;
  3474. switch(ran)
  3475. {
  3476. case 0: sid=MG_COLDBOLT; break;
  3477. case 1: sid=MG_FIREBOLT; break;
  3478. case 2: sid=MG_LIGHTNINGBOLT; break;
  3479. case 3: sid=WZ_EARTHSPIKE; break;
  3480. }
  3481. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  3482. }
  3483. break;
  3484. case WZ_WATERBALL:
  3485. {
  3486. int range = skilllv / 2;
  3487. int maxlv = skill_get_max(skillid); // learnable level
  3488. int count = 0;
  3489. int x, y;
  3490. struct skill_unit* unit;
  3491. if( skilllv > maxlv )
  3492. {
  3493. if( src->type == BL_MOB && skilllv == 10 )
  3494. range = 4;
  3495. else
  3496. range = maxlv / 2;
  3497. }
  3498. for( y = src->y - range; y <= src->y + range; ++y )
  3499. for( x = src->x - range; x <= src->x + range; ++x )
  3500. {
  3501. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  3502. {
  3503. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3504. count++; // natural water cell
  3505. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
  3506. {
  3507. count++; // skill-induced water cell
  3508. skill_delunit(unit); // consume cell
  3509. }
  3510. }
  3511. }
  3512. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3513. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  3514. }
  3515. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3516. break;
  3517. case PR_BENEDICTIO:
  3518. //Should attack undead and demons. [Skotlex]
  3519. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3520. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  3521. break;
  3522. case SL_SMA:
  3523. status_change_end(src, SC_SMA, INVALID_TIMER);
  3524. case SL_STIN:
  3525. case SL_STUN:
  3526. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3527. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  3528. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3529. break;
  3530. }
  3531. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3532. break;
  3533. case NPC_DARKBREATH:
  3534. clif_emotion(src,E_AG);
  3535. case SN_FALCONASSAULT:
  3536. case PA_PRESSURE:
  3537. case CR_ACIDDEMONSTRATION:
  3538. case TF_THROWSTONE:
  3539. case NPC_SMOKING:
  3540. case GS_FLING:
  3541. case NJ_ZENYNAGE:
  3542. case GN_THORNS_TRAP:
  3543. case GN_HELLS_PLANT_ATK:
  3544. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3545. break;
  3546. /**
  3547. * Rune Knight
  3548. **/
  3549. case RK_DRAGONBREATH: {
  3550. struct status_change *tsc = NULL;
  3551. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  3552. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3553. } else
  3554. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3555. }
  3556. break;
  3557. case NPC_SELFDESTRUCTION: {
  3558. struct status_change *tsc = NULL;
  3559. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  3560. break;
  3561. }
  3562. case HVAN_EXPLOSION:
  3563. if (src != bl)
  3564. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3565. break;
  3566. // Celest
  3567. case PF_SOULBURN:
  3568. if (rnd()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  3569. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3570. if (skilllv == 5)
  3571. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3572. status_percent_damage(src, bl, 0, 100, false);
  3573. } else {
  3574. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3575. if (skilllv == 5)
  3576. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  3577. status_percent_damage(src, src, 0, 100, false);
  3578. }
  3579. break;
  3580. case NPC_BLOODDRAIN:
  3581. case NPC_ENERGYDRAIN:
  3582. {
  3583. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3584. src, src, bl, skillid, skilllv, tick, flag);
  3585. if (heal > 0){
  3586. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3587. status_heal(src, heal, 0, 0);
  3588. }
  3589. }
  3590. break;
  3591. case GS_BULLSEYE:
  3592. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3593. break;
  3594. case NJ_KASUMIKIRI:
  3595. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  3596. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  3597. break;
  3598. case NJ_KIRIKAGE:
  3599. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  3600. { //You don't move on GVG grounds.
  3601. short x, y;
  3602. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3603. if (unit_movepos(src, x, y, 0, 0))
  3604. clif_slide(src,src->x,src->y);
  3605. }
  3606. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3607. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3608. break;
  3609. case RK_PHANTOMTHRUST:
  3610. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  3611. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3612. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  3613. if( battle_check_target(src,bl,BCT_ENEMY) )
  3614. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3615. break;
  3616. case RK_STORMBLAST:
  3617. case RK_CRUSHSTRIKE:
  3618. if( sd ) {
  3619. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skillid == RK_CRUSHSTRIKE ? 7 : 3 ) )
  3620. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3621. else
  3622. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3623. } else //non-sd support
  3624. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3625. break;
  3626. case GC_DARKILLUSION:
  3627. {
  3628. short x, y;
  3629. short dir = map_calc_dir(src,bl->x,bl->y);
  3630. if( dir > 4 ) x = -1;
  3631. else if( dir > 0 && dir < 4 ) x = 1;
  3632. else x = 0;
  3633. if( dir < 3 || dir > 5 ) y = -1;
  3634. else if( dir > 3 && dir < 5 ) y = 1;
  3635. else y = 0;
  3636. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  3637. {
  3638. clif_slide(src,bl->x+x,bl->y+y);
  3639. clif_fixpos(src); // the official server send these two packts.
  3640. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3641. if( rnd()%100 < 4 * skilllv )
  3642. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skilllv,tick,flag);
  3643. }
  3644. }
  3645. break;
  3646. case GC_WEAPONCRUSH:
  3647. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  3648. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3649. else if( sd )
  3650. clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  3651. break;
  3652. case GC_CROSSRIPPERSLASHER:
  3653. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  3654. clif_skill_fail(sd,skillid,USESKILL_FAIL_CONDITION,0);
  3655. else
  3656. {
  3657. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3658. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  3659. }
  3660. break;
  3661. case GC_PHANTOMMENACE:
  3662. if( flag&1 )
  3663. { // Only Hits Invisible Targets
  3664. struct status_change *tsc = status_get_sc(bl);
  3665. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3666. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3667. }
  3668. break;
  3669. case WL_CHAINLIGHTNING:
  3670. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3671. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skilllv,4+skilllv,flag);
  3672. break;
  3673. case WL_DRAINLIFE:
  3674. {
  3675. int heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3676. int rate = 70 + 5 * skilllv;
  3677. heal = heal * (5 + 5 * skilllv) / 100;
  3678. if( bl->type == BL_SKILL )
  3679. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  3680. if( heal && rnd()%100 < rate )
  3681. {
  3682. status_heal(src, heal, 0, 0);
  3683. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3684. }
  3685. }
  3686. break;
  3687. case WL_TETRAVORTEX:
  3688. if( sd )
  3689. {
  3690. int spheres[5] = { 0, 0, 0, 0, 0 },
  3691. positions[5] = {-1,-1,-1,-1,-1 },
  3692. i, j = 0, k, subskill = 0;
  3693. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3694. if( sc && sc->data[i] )
  3695. {
  3696. spheres[j] = i;
  3697. positions[j] = sc->data[i]->val2;
  3698. j++; //
  3699. }
  3700. if( j < 4 )
  3701. { // Need 4 spheres minimum
  3702. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3703. break;
  3704. }
  3705. // Sphere Sort, this time from new to old
  3706. for( i = 0; i <= j - 2; i++ )
  3707. for( k = i + 1; k <= j - 1; k++ )
  3708. if( positions[i] < positions[k] )
  3709. {
  3710. swap(positions[i],positions[k]);
  3711. swap(spheres[i],spheres[k]);
  3712. }
  3713. k = 0;
  3714. for( i = 0; i < 4; i++ )
  3715. {
  3716. switch( sc->data[spheres[i]]->val1 )
  3717. {
  3718. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  3719. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  3720. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  3721. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  3722. }
  3723. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,k,0,subskill,skilllv,i,flag);
  3724. status_change_end(src, spheres[i], INVALID_TIMER);
  3725. }
  3726. }
  3727. break;
  3728. case WL_RELEASE:
  3729. if( sd )
  3730. {
  3731. int i;
  3732. // Priority is to release SpellBook
  3733. if( sc && sc->data[SC_READING_SB] )
  3734. { // SpellBook
  3735. int skill_id, skill_lv, point, s = 0;
  3736. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  3737. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  3738. if( sc->data[i] ) spell[s++] = i;
  3739. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  3740. if( s && sc->data[i] ){// Now extract the data from the preserved spell
  3741. skill_id = sc->data[i]->val1;
  3742. skill_lv = sc->data[i]->val2;
  3743. point = sc->data[i]->val3;
  3744. status_change_end(src, (sc_type)i, INVALID_TIMER);
  3745. }else //something went wrong :(
  3746. break;
  3747. if( sc->data[SC_READING_SB]->val2 > point )
  3748. sc->data[SC_READING_SB]->val2 -= point;
  3749. else // Last spell to be released
  3750. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  3751. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3752. if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
  3753. break;
  3754. switch( skill_get_casttype(skill_id) )
  3755. {
  3756. case CAST_GROUND:
  3757. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  3758. break;
  3759. case CAST_NODAMAGE:
  3760. skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
  3761. break;
  3762. case CAST_DAMAGE:
  3763. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  3764. break;
  3765. }
  3766. sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
  3767. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
  3768. }
  3769. else
  3770. { // Summon Balls
  3771. int j = 0, k, skele;
  3772. int spheres[5] = { 0, 0, 0, 0, 0 },
  3773. positions[5] = {-1,-1,-1,-1,-1 };
  3774. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3775. if( sc && sc->data[i] )
  3776. {
  3777. spheres[j] = i;
  3778. positions[j] = sc->data[i]->val2;
  3779. sc->data[i]->val2--; // Prepares for next position
  3780. j++;
  3781. }
  3782. if( j == 0 )
  3783. { // No Spheres
  3784. clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON_NONE,0);
  3785. break;
  3786. }
  3787. // Sphere Sort
  3788. for( i = 0; i <= j - 2; i++ )
  3789. for( k = i + 1; k <= j - 1; k++ )
  3790. if( positions[i] > positions[k] )
  3791. {
  3792. swap(positions[i],positions[k]);
  3793. swap(spheres[i],spheres[k]);
  3794. }
  3795. if( skilllv == 1 ) j = 1; // Limit only to one ball
  3796. for( i = 0; i < j; i++ )
  3797. {
  3798. skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  3799. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  3800. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  3801. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  3802. }
  3803. clif_skill_nodamage(src,bl,skillid,0,1);
  3804. }
  3805. }
  3806. break;
  3807. case WL_FROSTMISTY:
  3808. {
  3809. struct status_change *tsc = status_get_sc(bl);
  3810. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3811. break; // Doesn't hit/cause Freezing to invisible enemy
  3812. // Causes Freezing status through walls.
  3813. sc_start(bl,status_skill2sc(skillid),20+12*skilllv+(sd ? sd->status.job_level : 50)/5,skilllv,skill_get_time(skillid,skilllv));
  3814. // Doesn't deal damage through non-shootable walls.
  3815. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  3816. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3817. }
  3818. break;
  3819. case WL_JACKFROST: {
  3820. struct status_change *tsc = status_get_sc(bl);
  3821. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3822. break; // Do not hit invisible enemy
  3823. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3824. }
  3825. break;
  3826. case WL_HELLINFERNO:
  3827. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3828. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|ELE_DARK);
  3829. break;
  3830. case RA_WUGSTRIKE:
  3831. case RA_WUGBITE:
  3832. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  3833. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3834. }
  3835. break;
  3836. case RA_SENSITIVEKEEN:
  3837. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  3838. struct status_change * tsc = status_get_sc(bl);
  3839. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK) || tsc->data[SC__INVISIBILITY]) )
  3840. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3841. }
  3842. else
  3843. {
  3844. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  3845. struct skill_unit_group* sg;
  3846. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP && sg->src_id != src->id &&
  3847. battle_check_target(src, map_id2bl(sg->src_id), BCT_ENEMY) > 0 )
  3848. {
  3849. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  3850. {
  3851. struct item item_tmp;
  3852. memset(&item_tmp,0,sizeof(item_tmp));
  3853. item_tmp.nameid = ( sg->unit_id >= UNT_MAGENTATRAP && sg->unit_id <= UNT_CLUSTERBOMB )?ITEMID_TRAP_ALLOY:ITEMID_TRAP;
  3854. item_tmp.identify = 1;
  3855. if( item_tmp.nameid )
  3856. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3857. }
  3858. skill_delunit(su);
  3859. }
  3860. }
  3861. break;
  3862. case NC_INFRAREDSCAN:
  3863. if( flag&1 )
  3864. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  3865. if( rnd()%100 < 50 )
  3866. sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv));
  3867. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  3868. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  3869. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  3870. }
  3871. else
  3872. {
  3873. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3874. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3875. if( sd ) pc_overheat(sd,1);
  3876. }
  3877. break;
  3878. case NC_MAGNETICFIELD:
  3879. sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  3880. break;
  3881. case SC_FATALMENACE:
  3882. if( flag&1 )
  3883. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3884. else
  3885. {
  3886. short x, y;
  3887. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  3888. // Destination area
  3889. skill_area_temp[4] = x;
  3890. skill_area_temp[5] = y;
  3891. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3892. skill_addtimerskill(src,tick + 800,src->id,x,y,skillid,skilllv,0,flag); // To teleport Self
  3893. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  3894. }
  3895. break;
  3896. case LG_PINPOINTATTACK:
  3897. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  3898. clif_slide(src,bl->x,bl->y);
  3899. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3900. break;
  3901. case LG_SHIELDSPELL:
  3902. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  3903. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3904. break;
  3905. case LG_OVERBRAND:
  3906. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
  3907. break;
  3908. case LG_OVERBRAND_BRANDISH:
  3909. skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL);
  3910. break;
  3911. case SR_DRAGONCOMBO:
  3912. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3913. break;
  3914. case SR_KNUCKLEARROW:
  3915. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  3916. clif_slide(src,bl->x,bl->y);
  3917. clif_fixpos(src); // Aegis send this packet too.
  3918. }
  3919. if( flag&1 )
  3920. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
  3921. else
  3922. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL|2);
  3923. break;
  3924. case SR_HOWLINGOFLION:
  3925. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  3926. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  3927. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  3928. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  3929. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  3930. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  3931. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  3932. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  3933. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  3934. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  3935. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  3936. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  3937. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  3938. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  3939. break;
  3940. case SR_EARTHSHAKER:
  3941. if( flag&1 ) {
  3942. struct status_change *tsc = status_get_sc(bl);
  3943. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKING] || tsc->data[SC_CLOAKINGEXCEED]) ) {
  3944. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  3945. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  3946. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  3947. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  3948. sc_start(bl,SC_STUN, 25 + 5 * skilllv,skilllv,skill_get_time(skillid,skilllv));//Does it apply the stun chance to targets knocked out of hiding, or it applys allways? [Rytech]
  3949. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  3950. } else
  3951. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  3952. } else
  3953. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3954. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3955. break;
  3956. case WM_LULLABY_DEEPSLEEP:
  3957. if( rnd()%100 < 88 + 2 * skilllv )
  3958. sc_start(bl,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  3959. break;
  3960. case SO_POISON_BUSTER: {
  3961. struct status_change *tsc = status_get_sc(bl);
  3962. if( tsc && tsc->data[SC_POISON] ) {
  3963. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3964. status_change_end(bl, SC_POISON, INVALID_TIMER);
  3965. }
  3966. else if( sd )
  3967. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  3968. }
  3969. break;
  3970. case GN_SPORE_EXPLOSION:
  3971. if( flag&1 )
  3972. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3973. else {
  3974. clif_skill_nodamage(src, bl, skillid, 0, 1);
  3975. skill_addtimerskill(src, gettick() + skill_get_time(skillid, skilllv) - 1000, bl->id, 0, 0, skillid, skilllv, 0, 0);
  3976. }
  3977. break;
  3978. case GN_CRAZYWEED:
  3979. if( rnd()%100 < 75 ) {
  3980. if( bl->type == BL_SKILL ) {
  3981. struct skill_unit *su = (struct skill_unit *)bl;
  3982. if( !su )
  3983. break;
  3984. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) {// Still need confirm it.
  3985. skill_delunit(su);
  3986. break;
  3987. }
  3988. switch( su->group->skill_id ) {// Unconfirmed list, based on info from irowiki.
  3989. case GN_WALLOFTHORN:
  3990. case GN_THORNS_TRAP:
  3991. case SC_BLOODYLUST:
  3992. case SC_CHAOSPANIC:
  3993. case SC_MAELSTROM:
  3994. case WZ_FIREPILLAR:
  3995. case SA_LANDPROTECTOR:
  3996. case SA_VOLCANO:
  3997. case SA_DELUGE:
  3998. case SA_VIOLENTGALE:
  3999. case MG_SAFETYWALL:
  4000. case AL_PNEUMA:
  4001. skill_delunit(su);
  4002. break;
  4003. }
  4004. break;
  4005. }
  4006. else
  4007. skill_attack(BF_WEAPON,src,src,bl,GN_CRAZYWEED_ATK,skilllv,tick,flag);
  4008. }
  4009. break;
  4010. case EL_FIRE_BOMB:
  4011. case EL_FIRE_WAVE:
  4012. case EL_WATER_SCREW:
  4013. case EL_HURRICANE:
  4014. case EL_TYPOON_MIS:
  4015. if( flag&1 )
  4016. skill_attack(skill_get_type(skillid+1),src,src,bl,skillid+1,skilllv,tick,flag);
  4017. else {
  4018. int i = skill_get_splash(skillid,skilllv);
  4019. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4020. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4021. if( rnd()%100 < 30 )
  4022. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4023. else
  4024. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4025. }
  4026. break;
  4027. case EL_ROCK_CRUSHER:
  4028. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4029. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4030. if( rnd()%100 < 50 )
  4031. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  4032. else
  4033. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skilllv,tick,flag);
  4034. break;
  4035. case EL_STONE_RAIN:
  4036. if( flag&1 )
  4037. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4038. else {
  4039. int i = skill_get_splash(skillid,skilllv);
  4040. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4041. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4042. if( rnd()%100 < 30 )
  4043. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4044. else
  4045. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4046. }
  4047. break;
  4048. case EL_FIRE_ARROW:
  4049. case EL_ICE_NEEDLE:
  4050. case EL_WIND_SLASH:
  4051. case EL_STONE_HAMMER:
  4052. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4053. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4054. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4055. break;
  4056. case EL_TIDAL_WEAPON:
  4057. if( src->type == BL_ELEM ) {
  4058. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4059. struct status_change *sc = status_get_sc(&ele->bl);
  4060. struct status_change *tsc = status_get_sc(bl);
  4061. sc_type type = status_skill2sc(skillid), type2;
  4062. type2 = type-1;
  4063. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4064. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4065. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  4066. elemental_clean_single_effect(ele, skillid);
  4067. }
  4068. if( rnd()%100 < 50 )
  4069. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4070. else {
  4071. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  4072. sc_start(battle_get_master(src),type,100,ele->bl.id,skill_get_time(skillid,skilllv));
  4073. }
  4074. clif_skill_nodamage(src,src,skillid,skilllv,1);
  4075. }
  4076. break;
  4077. case 0:/* no skill - basic/normal attack */
  4078. if(sd) {
  4079. if (flag & 3){
  4080. if (bl->id != skill_area_temp[1])
  4081. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  4082. } else {
  4083. skill_area_temp[1] = bl->id;
  4084. map_foreachinrange(skill_area_sub, bl,
  4085. sd->bonus.splash_range, BL_CHAR,
  4086. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  4087. skill_castend_damage_id);
  4088. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4089. }
  4090. }
  4091. break;
  4092. default:
  4093. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  4094. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4095. 0, abs(skill_get_num(skillid, skilllv)),
  4096. skillid, skilllv, skill_get_hit(skillid));
  4097. map_freeblock_unlock();
  4098. return 1;
  4099. }
  4100. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) { //Should only remove after the skill has been casted.
  4101. sc->data[SC_CURSEDCIRCLE_ATKER]->val3 = 1;
  4102. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4103. }
  4104. map_freeblock_unlock();
  4105. if( sd && !(flag&1) )
  4106. {// ensure that the skill last-cast tick is recorded
  4107. sd->canskill_tick = gettick();
  4108. if( sd->state.arrow_atk )
  4109. {// consume arrow on last invocation to this skill.
  4110. battle_consume_ammo(sd, skillid, skilllv);
  4111. }
  4112. // perform skill requirement consumption
  4113. skill_consume_requirement(sd,skillid,skilllv,2);
  4114. }
  4115. return 0;
  4116. }
  4117. /*==========================================
  4118. *
  4119. *------------------------------------------*/
  4120. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  4121. {
  4122. struct map_session_data *sd, *dstsd;
  4123. struct mob_data *md, *dstmd;
  4124. struct homun_data *hd;
  4125. struct mercenary_data *mer;
  4126. struct status_data *sstatus, *tstatus;
  4127. struct status_change *tsc;
  4128. struct status_change_entry *tsce;
  4129. int i;
  4130. enum sc_type type;
  4131. if(skillid > 0 && skilllv <= 0) return 0; // celest
  4132. nullpo_retr(1, src);
  4133. nullpo_retr(1, bl);
  4134. if (src->m != bl->m)
  4135. return 1;
  4136. sd = BL_CAST(BL_PC, src);
  4137. hd = BL_CAST(BL_HOM, src);
  4138. md = BL_CAST(BL_MOB, src);
  4139. mer = BL_CAST(BL_MER, src);
  4140. dstsd = BL_CAST(BL_PC, bl);
  4141. dstmd = BL_CAST(BL_MOB, bl);
  4142. if(bl->prev == NULL)
  4143. return 1;
  4144. if(status_isdead(src))
  4145. return 1;
  4146. if( src != bl && status_isdead(bl) ) {
  4147. /**
  4148. * Skills that may be cast on dead targets
  4149. **/
  4150. switch( skillid ) {
  4151. case NPC_WIDESOULDRAIN:
  4152. case PR_REDEMPTIO:
  4153. case ALL_RESURRECTION:
  4154. case WM_DEADHILLHERE:
  4155. break;
  4156. default:
  4157. return 1;
  4158. }
  4159. }
  4160. tstatus = status_get_status_data(bl);
  4161. sstatus = status_get_status_data(src);
  4162. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  4163. switch (skillid) {
  4164. case HLIF_HEAL: //[orn]
  4165. if (bl->type != BL_HOM) {
  4166. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0) ;
  4167. break ;
  4168. }
  4169. case AL_HEAL:
  4170. case ALL_RESURRECTION:
  4171. case PR_ASPERSIO:
  4172. /**
  4173. * Arch Bishop
  4174. **/
  4175. case AB_RENOVATIO:
  4176. case AB_HIGHNESSHEAL:
  4177. //Apparently only player casted skills can be offensive like this.
  4178. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  4179. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  4180. //Offensive heal does not works on non-enemies. [Skotlex]
  4181. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4182. return 0;
  4183. }
  4184. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  4185. }
  4186. break;
  4187. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  4188. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  4189. default:
  4190. //Skill is actually ground placed.
  4191. if (src == bl && skill_get_unit_id(skillid,0))
  4192. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  4193. }
  4194. type = status_skill2sc(skillid);
  4195. tsc = status_get_sc(bl);
  4196. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  4197. if (src!=bl && type > -1 &&
  4198. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  4199. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  4200. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  4201. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  4202. map_freeblock_lock();
  4203. switch(skillid)
  4204. {
  4205. case HLIF_HEAL: //[orn]
  4206. case AL_HEAL:
  4207. /**
  4208. * Arch Bishop
  4209. **/
  4210. case AB_HIGHNESSHEAL:
  4211. {
  4212. int heal = skill_calc_heal(src, bl, (skillid == AB_HIGHNESSHEAL)?AL_HEAL:skillid, (skillid == AB_HIGHNESSHEAL)?10:skilllv, true);
  4213. int heal_get_jobexp;
  4214. //Highness Heal: starts at 1.5 boost + 0.5 for each level
  4215. if( skillid == AB_HIGHNESSHEAL ) {
  4216. heal = heal * ( 15 + 5 * skilllv ) / 10;
  4217. }
  4218. if( status_isimmune(bl) ||
  4219. (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  4220. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  4221. heal=0;
  4222. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  4223. heal = heal*2;
  4224. if( tsc && tsc->count )
  4225. {
  4226. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  4227. { //Bounce back heal
  4228. if (--tsc->data[SC_KAITE]->val2 <= 0)
  4229. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  4230. if (src == bl)
  4231. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  4232. else {
  4233. bl = src;
  4234. dstsd = sd;
  4235. }
  4236. } else
  4237. if (tsc->data[SC_BERSERK])
  4238. heal = 0; //Needed so that it actually displays 0 when healing.
  4239. }
  4240. heal_get_jobexp = status_heal(bl,heal,0,0);
  4241. clif_skill_nodamage (src, bl, skillid, heal, 1);
  4242. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  4243. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  4244. if (heal_get_jobexp <= 0)
  4245. heal_get_jobexp = 1;
  4246. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  4247. }
  4248. }
  4249. break;
  4250. case PR_REDEMPTIO:
  4251. if (sd && !(flag&1)) {
  4252. if (sd->status.party_id == 0) {
  4253. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4254. break;
  4255. }
  4256. skill_area_temp[0] = 0;
  4257. party_foreachsamemap(skill_area_sub,
  4258. sd,skill_get_splash(skillid, skilllv),
  4259. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  4260. skill_castend_nodamage_id);
  4261. if (skill_area_temp[0] == 0) {
  4262. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4263. break;
  4264. }
  4265. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  4266. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  4267. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  4268. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  4269. clif_updatestatus(sd,SP_BASEEXP);
  4270. clif_updatestatus(sd,SP_JOBEXP);
  4271. }
  4272. status_set_hp(src, 1, 0);
  4273. status_set_sp(src, 0, 0);
  4274. break;
  4275. } else if (status_isdead(bl) && flag&1) { //Revive
  4276. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  4277. skilllv = 3; //Resurrection level 3 is used
  4278. } else //Invalid target, skip resurrection.
  4279. break;
  4280. case ALL_RESURRECTION:
  4281. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  4282. { //No reviving in WoE grounds!
  4283. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4284. break;
  4285. }
  4286. if (!status_isdead(bl))
  4287. break;
  4288. {
  4289. int per = 0, sper = 0;
  4290. if (tsc && tsc->data[SC_HELLPOWER])
  4291. break;
  4292. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  4293. break;
  4294. switch(skilllv){
  4295. case 1: per=10; break;
  4296. case 2: per=30; break;
  4297. case 3: per=50; break;
  4298. case 4: per=80; break;
  4299. }
  4300. if(dstsd && dstsd->special_state.restart_full_recover)
  4301. per = sper = 100;
  4302. if (status_revive(bl, per, sper))
  4303. {
  4304. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  4305. if(sd && dstsd && battle_config.resurrection_exp > 0)
  4306. {
  4307. int exp = 0,jexp = 0;
  4308. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  4309. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  4310. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4311. if (exp < 1) exp = 1;
  4312. }
  4313. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  4314. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4315. if (jexp < 1) jexp = 1;
  4316. }
  4317. if(exp > 0 || jexp > 0)
  4318. pc_gainexp (sd, bl, exp, jexp, false);
  4319. }
  4320. }
  4321. }
  4322. break;
  4323. case AL_DECAGI:
  4324. case MER_DECAGI:
  4325. clif_skill_nodamage (src, bl, skillid, skilllv,
  4326. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  4327. break;
  4328. case AL_CRUCIS:
  4329. if (flag&1)
  4330. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv));
  4331. else {
  4332. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  4333. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  4334. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4335. }
  4336. break;
  4337. case PR_LEXDIVINA:
  4338. case MER_LEXDIVINA:
  4339. if( tsce )
  4340. status_change_end(bl,type, INVALID_TIMER);
  4341. else
  4342. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4343. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  4344. break;
  4345. case SA_ABRACADABRA:
  4346. {
  4347. int abra_skillid = 0, abra_skilllv;
  4348. do {
  4349. i = rnd() % MAX_SKILL_ABRA_DB;
  4350. abra_skillid = skill_abra_db[i].skillid;
  4351. } while (abra_skillid == 0 ||
  4352. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  4353. rnd()%10000 >= skill_abra_db[i].per
  4354. );
  4355. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  4356. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  4357. if( sd )
  4358. {// player-casted
  4359. sd->state.abra_flag = 1;
  4360. sd->skillitem = abra_skillid;
  4361. sd->skillitemlv = abra_skilllv;
  4362. clif_item_skill(sd, abra_skillid, abra_skilllv);
  4363. }
  4364. else
  4365. {// mob-casted
  4366. struct unit_data *ud = unit_bl2ud(src);
  4367. int inf = skill_get_inf(abra_skillid);
  4368. int target_id = 0;
  4369. if (!ud) break;
  4370. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  4371. if (src->type == BL_PET)
  4372. bl = (struct block_list*)((TBL_PET*)src)->msd;
  4373. if (!bl) bl = src;
  4374. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  4375. } else { //Assume offensive skills
  4376. if (ud->target)
  4377. target_id = ud->target;
  4378. else switch (src->type) {
  4379. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  4380. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  4381. }
  4382. if (!target_id)
  4383. break;
  4384. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  4385. bl = map_id2bl(target_id);
  4386. if (!bl) bl = src;
  4387. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  4388. } else
  4389. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  4390. }
  4391. }
  4392. }
  4393. break;
  4394. case SA_COMA:
  4395. clif_skill_nodamage(src,bl,skillid,skilllv,
  4396. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  4397. break;
  4398. case SA_FULLRECOVERY:
  4399. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4400. if (status_isimmune(bl))
  4401. break;
  4402. status_percent_heal(bl, 100, 100);
  4403. break;
  4404. case NPC_ALLHEAL:
  4405. {
  4406. int heal;
  4407. if( status_isimmune(bl) )
  4408. break;
  4409. heal = status_percent_heal(bl, 100, 0);
  4410. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  4411. if( dstmd )
  4412. { // Reset Damage Logs
  4413. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  4414. dstmd->tdmg = 0;
  4415. }
  4416. }
  4417. break;
  4418. case SA_SUMMONMONSTER:
  4419. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4420. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  4421. break;
  4422. case SA_LEVELUP:
  4423. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4424. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  4425. break;
  4426. case SA_INSTANTDEATH:
  4427. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4428. status_set_hp(bl,1,0);
  4429. break;
  4430. case SA_QUESTION:
  4431. case SA_GRAVITY:
  4432. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4433. break;
  4434. case SA_CLASSCHANGE:
  4435. case SA_MONOCELL:
  4436. if (dstmd)
  4437. {
  4438. int class_;
  4439. if ( sd && dstmd->status.mode&MD_BOSS )
  4440. {
  4441. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4442. break;
  4443. }
  4444. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  4445. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4446. mob_class_change(dstmd,class_);
  4447. if( tsc && dstmd->status.mode&MD_BOSS )
  4448. {
  4449. 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 };
  4450. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  4451. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  4452. for (i = 0; i < ARRAYLENGTH(scs); i++)
  4453. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  4454. }
  4455. }
  4456. break;
  4457. case SA_DEATH:
  4458. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  4459. {
  4460. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4461. break;
  4462. }
  4463. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4464. status_kill(bl);
  4465. break;
  4466. case SA_REVERSEORCISH:
  4467. clif_skill_nodamage(src,bl,skillid,skilllv,
  4468. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  4469. break;
  4470. case SA_FORTUNE:
  4471. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4472. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  4473. break;
  4474. case SA_TAMINGMONSTER:
  4475. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4476. if (sd && dstmd) {
  4477. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  4478. if( i < MAX_PET_DB )
  4479. pet_catch_process1(sd, dstmd->class_);
  4480. }
  4481. break;
  4482. case CR_PROVIDENCE:
  4483. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  4484. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  4485. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4486. map_freeblock_unlock();
  4487. return 1;
  4488. }
  4489. }
  4490. clif_skill_nodamage(src,bl,skillid,skilllv,
  4491. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4492. break;
  4493. case CG_MARIONETTE:
  4494. {
  4495. struct status_change* sc = status_get_sc(src);
  4496. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  4497. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  4498. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4499. map_freeblock_unlock();
  4500. return 1;
  4501. }
  4502. if( sc && tsc )
  4503. {
  4504. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  4505. {
  4506. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  4507. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  4508. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4509. }
  4510. else
  4511. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  4512. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  4513. {
  4514. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  4515. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  4516. }
  4517. else
  4518. {
  4519. if( sd )
  4520. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4521. map_freeblock_unlock();
  4522. return 1;
  4523. }
  4524. }
  4525. }
  4526. break;
  4527. case RG_CLOSECONFINE:
  4528. clif_skill_nodamage(src,bl,skillid,skilllv,
  4529. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  4530. break;
  4531. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  4532. case SA_FROSTWEAPON:
  4533. case SA_LIGHTNINGLOADER:
  4534. case SA_SEISMICWEAPON:
  4535. if (dstsd) {
  4536. if(dstsd->status.weapon == W_FIST ||
  4537. (dstsd->sc.count && !dstsd->sc.data[type] &&
  4538. ( //Allow re-enchanting to lenghten time. [Skotlex]
  4539. dstsd->sc.data[SC_FIREWEAPON] ||
  4540. dstsd->sc.data[SC_WATERWEAPON] ||
  4541. dstsd->sc.data[SC_WINDWEAPON] ||
  4542. dstsd->sc.data[SC_EARTHWEAPON] ||
  4543. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4544. dstsd->sc.data[SC_GHOSTWEAPON] ||
  4545. dstsd->sc.data[SC_ENCPOISON]
  4546. ))
  4547. ) {
  4548. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4549. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4550. break;
  4551. }
  4552. }
  4553. // 100% success rate at lv4 & 5, but lasts longer at lv5
  4554. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  4555. if (sd)
  4556. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4557. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  4558. clif_displaymessage(sd->fd,"You broke target's weapon");
  4559. }
  4560. break;
  4561. case PR_ASPERSIO:
  4562. if (sd && dstmd) {
  4563. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4564. break;
  4565. }
  4566. clif_skill_nodamage(src,bl,skillid,skilllv,
  4567. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4568. break;
  4569. case ITEM_ENCHANTARMS:
  4570. clif_skill_nodamage(src,bl,skillid,skilllv,
  4571. sc_start2(bl,type,100,skilllv,
  4572. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  4573. break;
  4574. case TK_SEVENWIND:
  4575. switch(skill_get_ele(skillid,skilllv)) {
  4576. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  4577. case ELE_WIND : type = SC_WINDWEAPON; break;
  4578. case ELE_WATER : type = SC_WATERWEAPON; break;
  4579. case ELE_FIRE : type = SC_FIREWEAPON; break;
  4580. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  4581. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  4582. case ELE_HOLY : type = SC_ASPERSIO; break;
  4583. }
  4584. clif_skill_nodamage(src,bl,skillid,skilllv,
  4585. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4586. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  4587. break;
  4588. case PR_KYRIE:
  4589. case MER_KYRIE:
  4590. clif_skill_nodamage(bl,bl,skillid,skilllv,
  4591. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4592. break;
  4593. //Passive Magnum, should had been casted on yourself.
  4594. case SM_MAGNUM:
  4595. case MS_MAGNUM:
  4596. skill_area_temp[1] = 0;
  4597. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  4598. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4599. clif_skill_nodamage (src,src,skillid,skilllv,1);
  4600. // Initiate 10% of your damage becomes fire element.
  4601. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  4602. if( sd )
  4603. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  4604. else if( bl->type == BL_MER )
  4605. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  4606. break;
  4607. case TK_JUMPKICK:
  4608. if( unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  4609. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  4610. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  4611. clif_slide(src,bl->x,bl->y);
  4612. }
  4613. break;
  4614. case AL_INCAGI:
  4615. case AL_BLESSING:
  4616. case MER_INCAGI:
  4617. case MER_BLESSING:
  4618. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  4619. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  4620. break;
  4621. }
  4622. case PR_SLOWPOISON:
  4623. case PR_IMPOSITIO:
  4624. case PR_LEXAETERNA:
  4625. case PR_SUFFRAGIUM:
  4626. case PR_BENEDICTIO:
  4627. case LK_BERSERK:
  4628. case MS_BERSERK:
  4629. case KN_AUTOCOUNTER:
  4630. case KN_TWOHANDQUICKEN:
  4631. case KN_ONEHAND:
  4632. case MER_QUICKEN:
  4633. case CR_SPEARQUICKEN:
  4634. case CR_REFLECTSHIELD:
  4635. case MS_REFLECTSHIELD:
  4636. case AS_POISONREACT:
  4637. case MC_LOUD:
  4638. case MG_ENERGYCOAT:
  4639. case MO_EXPLOSIONSPIRITS:
  4640. case MO_STEELBODY:
  4641. case MO_BLADESTOP:
  4642. case LK_AURABLADE:
  4643. case LK_PARRYING:
  4644. case MS_PARRYING:
  4645. case LK_CONCENTRATION:
  4646. case WS_CARTBOOST:
  4647. case SN_SIGHT:
  4648. case WS_MELTDOWN:
  4649. case WS_OVERTHRUSTMAX:
  4650. case ST_REJECTSWORD:
  4651. case HW_MAGICPOWER:
  4652. case PF_MEMORIZE:
  4653. case PA_SACRIFICE:
  4654. case ASC_EDP:
  4655. case PF_DOUBLECASTING:
  4656. case SG_SUN_COMFORT:
  4657. case SG_MOON_COMFORT:
  4658. case SG_STAR_COMFORT:
  4659. case NPC_HALLUCINATION:
  4660. case GS_MADNESSCANCEL:
  4661. case GS_ADJUSTMENT:
  4662. case GS_INCREASING:
  4663. case NJ_KASUMIKIRI:
  4664. case NJ_UTSUSEMI:
  4665. case NJ_NEN:
  4666. case NPC_DEFENDER:
  4667. case NPC_MAGICMIRROR:
  4668. case ST_PRESERVE:
  4669. case NPC_INVINCIBLE:
  4670. case NPC_INVINCIBLEOFF:
  4671. case RK_DEATHBOUND:
  4672. case AB_RENOVATIO:
  4673. case AB_EXPIATIO:
  4674. case AB_DUPLELIGHT:
  4675. case AB_SECRAMENT:
  4676. case NC_ACCELERATION:
  4677. case NC_HOVERING:
  4678. case NC_SHAPESHIFT:
  4679. case WL_RECOGNIZEDSPELL:
  4680. case GC_VENOMIMPRESS:
  4681. case SC_DEADLYINFECT:
  4682. case LG_EXEEDBREAK:
  4683. case LG_PRESTIGE:
  4684. case SR_CRESCENTELBOW:
  4685. case SR_LIGHTNINGWALK:
  4686. case SR_GENTLETOUCH_ENERGYGAIN:
  4687. case SR_GENTLETOUCH_CHANGE:
  4688. case SR_GENTLETOUCH_REVITALIZE:
  4689. case GN_CARTBOOST:
  4690. clif_skill_nodamage(src,bl,skillid,skilllv,
  4691. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4692. break;
  4693. case SO_STRIKING:
  4694. if (sd) {
  4695. int bonus = 25 + 10 * skilllv;
  4696. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  4697. clif_skill_nodamage( src, bl, skillid, skilllv,
  4698. battle_check_target(src,bl,BCT_PARTY) ?
  4699. sc_start2(bl, type, 100, skilllv, bonus, skill_get_time(skillid,skilllv)) :
  4700. 0
  4701. );
  4702. }
  4703. break;
  4704. case NPC_STOP:
  4705. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  4706. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  4707. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  4708. break;
  4709. case HP_ASSUMPTIO:
  4710. if( sd && dstmd )
  4711. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4712. else
  4713. clif_skill_nodamage(src,bl,skillid,skilllv,
  4714. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4715. break;
  4716. case MG_SIGHT:
  4717. case MER_SIGHT:
  4718. case AL_RUWACH:
  4719. case WZ_SIGHTBLASTER:
  4720. case NPC_WIDESIGHT:
  4721. case NPC_STONESKIN:
  4722. case NPC_ANTIMAGIC:
  4723. clif_skill_nodamage(src,bl,skillid,skilllv,
  4724. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  4725. break;
  4726. case HLIF_AVOID:
  4727. case HAMI_DEFENCE:
  4728. i = skill_get_time(skillid,skilllv);
  4729. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  4730. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  4731. break;
  4732. case NJ_BUNSINJYUTSU:
  4733. clif_skill_nodamage(src,bl,skillid,skilllv,
  4734. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4735. status_change_end(bl, SC_NEN, INVALID_TIMER);
  4736. break;
  4737. /* Was modified to only affect targetted char. [Skotlex]
  4738. case HP_ASSUMPTIO:
  4739. if (flag&1)
  4740. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4741. else
  4742. {
  4743. map_foreachinrange(skill_area_sub, bl,
  4744. skill_get_splash(skillid, skilllv), BL_PC,
  4745. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  4746. skill_castend_nodamage_id);
  4747. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4748. }
  4749. break;
  4750. */
  4751. case SM_ENDURE:
  4752. clif_skill_nodamage(src,bl,skillid,skilllv,
  4753. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4754. if (sd)
  4755. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  4756. break;
  4757. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  4758. if (sd && dstsd && dstsd->sc.count) {
  4759. if (dstsd->sc.data[SC_FIREWEAPON] ||
  4760. dstsd->sc.data[SC_WATERWEAPON] ||
  4761. dstsd->sc.data[SC_WINDWEAPON] ||
  4762. dstsd->sc.data[SC_EARTHWEAPON] ||
  4763. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4764. dstsd->sc.data[SC_GHOSTWEAPON]
  4765. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  4766. ) {
  4767. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4768. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4769. break;
  4770. }
  4771. }
  4772. clif_skill_nodamage(src,bl,skillid,skilllv,
  4773. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4774. break;
  4775. case LK_TENSIONRELAX:
  4776. clif_skill_nodamage(src,bl,skillid,skilllv,
  4777. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  4778. skill_get_time(skillid,skilllv)));
  4779. break;
  4780. case MC_CHANGECART:
  4781. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4782. break;
  4783. case TK_MISSION:
  4784. if (sd) {
  4785. int id;
  4786. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  4787. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  4788. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4789. break;
  4790. }
  4791. id = mob_get_random_id(0,0xF, sd->status.base_level);
  4792. if (!id) {
  4793. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4794. break;
  4795. }
  4796. sd->mission_mobid = id;
  4797. sd->mission_count = 0;
  4798. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  4799. clif_mission_info(sd, id, 0);
  4800. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4801. }
  4802. break;
  4803. case AC_CONCENTRATION:
  4804. {
  4805. clif_skill_nodamage(src,bl,skillid,skilllv,
  4806. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4807. map_foreachinrange( status_change_timer_sub, src,
  4808. skill_get_splash(skillid, skilllv), BL_CHAR,
  4809. src,NULL,type,tick);
  4810. }
  4811. break;
  4812. case SM_PROVOKE:
  4813. case SM_SELFPROVOKE:
  4814. case MER_PROVOKE:
  4815. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  4816. {
  4817. map_freeblock_unlock();
  4818. return 1;
  4819. }
  4820. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  4821. clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv,
  4822. (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
  4823. if( !i )
  4824. {
  4825. if( sd )
  4826. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4827. map_freeblock_unlock();
  4828. return 0;
  4829. }
  4830. unit_skillcastcancel(bl, 2);
  4831. if( tsc && tsc->count )
  4832. {
  4833. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4834. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  4835. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4836. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4837. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  4838. }
  4839. if( dstmd )
  4840. {
  4841. dstmd->state.provoke_flag = src->id;
  4842. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  4843. }
  4844. break;
  4845. case ML_DEVOTION:
  4846. case CR_DEVOTION:
  4847. {
  4848. int count, lv;
  4849. if( !dstsd || (!sd && !mer) )
  4850. { // Only players can be devoted
  4851. if( sd )
  4852. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4853. break;
  4854. }
  4855. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  4856. lv = -lv;
  4857. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  4858. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  4859. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  4860. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  4861. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  4862. {
  4863. if( sd )
  4864. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4865. map_freeblock_unlock();
  4866. return 1;
  4867. }
  4868. i = 0;
  4869. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  4870. if( sd )
  4871. { // Player Devoting Player
  4872. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  4873. if( i == count )
  4874. {
  4875. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  4876. if( i == count )
  4877. { // No free slots, skill Fail
  4878. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4879. map_freeblock_unlock();
  4880. return 1;
  4881. }
  4882. }
  4883. sd->devotion[i] = bl->id;
  4884. }
  4885. else
  4886. mer->devotion_flag = 1; // Mercenary Devoting Owner
  4887. clif_skill_nodamage(src, bl, skillid, skilllv,
  4888. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv)));
  4889. clif_devotion(src, NULL);
  4890. }
  4891. break;
  4892. case MO_CALLSPIRITS:
  4893. if(sd) {
  4894. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4895. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  4896. }
  4897. break;
  4898. case CH_SOULCOLLECT:
  4899. if(sd) {
  4900. int limit = 5;
  4901. if( sd->sc.data[SC_RAISINGDRAGON] )
  4902. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  4903. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4904. for (i = 0; i < limit; i++)
  4905. pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit);
  4906. }
  4907. break;
  4908. case MO_KITRANSLATION:
  4909. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  4910. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  4911. }
  4912. break;
  4913. case TK_TURNKICK:
  4914. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  4915. if (skill_area_temp[1] != bl->id) {
  4916. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  4917. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  4918. }
  4919. break;
  4920. case MO_ABSORBSPIRITS:
  4921. i = 0;
  4922. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  4923. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  4924. i = dstsd->spiritball * 7;
  4925. pc_delspiritball(dstsd,dstsd->spiritball,0);
  4926. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  4927. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  4928. i = 2 * dstmd->level;
  4929. mob_target(dstmd,src,0);
  4930. }
  4931. if (i) status_heal(src, 0, i, 3);
  4932. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  4933. break;
  4934. case AC_MAKINGARROW:
  4935. if(sd) {
  4936. clif_arrow_create_list(sd);
  4937. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4938. }
  4939. break;
  4940. case AM_PHARMACY:
  4941. if(sd) {
  4942. clif_skill_produce_mix_list(sd,skillid,22);
  4943. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4944. }
  4945. break;
  4946. case SA_CREATECON:
  4947. if(sd) {
  4948. clif_elementalconverter_list(sd);
  4949. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4950. }
  4951. break;
  4952. case BS_HAMMERFALL:
  4953. clif_skill_nodamage(src,bl,skillid,skilllv,
  4954. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  4955. break;
  4956. case RG_RAID:
  4957. skill_area_temp[1] = 0;
  4958. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4959. map_foreachinrange(skill_area_sub, bl,
  4960. skill_get_splash(skillid, skilllv), splash_target(src),
  4961. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4962. skill_castend_damage_id);
  4963. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4964. break;
  4965. case ASC_METEORASSAULT:
  4966. case GS_SPREADATTACK:
  4967. case RK_STORMBLAST:
  4968. case NC_AXETORNADO:
  4969. case GC_COUNTERSLASH:
  4970. case SR_SKYNETBLOW:
  4971. case SR_RAMPAGEBLASTER:
  4972. case SR_HOWLINGOFLION:
  4973. skill_area_temp[1] = 0;
  4974. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4975. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
  4976. src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4977. if( !i && skillid == NC_AXETORNADO )
  4978. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4979. break;
  4980. case NC_EMERGENCYCOOL:
  4981. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4982. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  4983. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  4984. break;
  4985. case SR_WINDMILL:
  4986. case GN_CART_TORNADO:
  4987. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4988. case SR_EARTHSHAKER:
  4989. case NC_INFRAREDSCAN:
  4990. case NPC_EARTHQUAKE:
  4991. case NPC_VAMPIRE_GIFT:
  4992. case NPC_HELLJUDGEMENT:
  4993. case NPC_PULSESTRIKE:
  4994. case LG_MOONSLASHER:
  4995. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  4996. break;
  4997. case KN_BRANDISHSPEAR:
  4998. case ML_BRANDISH:
  4999. skill_brandishspear(src, bl, skillid, skilllv, tick, flag);
  5000. break;
  5001. case WZ_SIGHTRASHER:
  5002. //Passive side of the attack.
  5003. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5004. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5005. map_foreachinrange(skill_area_sub,src,
  5006. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  5007. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5008. skill_castend_damage_id);
  5009. break;
  5010. case NJ_HYOUSYOURAKU:
  5011. case NJ_RAIGEKISAI:
  5012. case WZ_FROSTNOVA:
  5013. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5014. skill_area_temp[1] = 0;
  5015. map_foreachinrange(skill_attack_area, src,
  5016. skill_get_splash(skillid, skilllv), splash_target(src),
  5017. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  5018. break;
  5019. case HVAN_EXPLOSION: //[orn]
  5020. case NPC_SELFDESTRUCTION:
  5021. //Self Destruction hits everyone in range (allies+enemies)
  5022. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5023. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  5024. BCT_ENEMY:BCT_ALL;
  5025. clif_skill_nodamage(src, src, skillid, -1, 1);
  5026. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5027. map_foreachinrange(skill_area_sub, bl,
  5028. skill_get_splash(skillid, skilllv), splash_target(src),
  5029. src, skillid, skilllv, tick, flag|i,
  5030. skill_castend_damage_id);
  5031. map_addblock(src);
  5032. status_damage(src, src, sstatus->max_hp,0,0,1);
  5033. break;
  5034. case AL_ANGELUS:
  5035. case PR_MAGNIFICAT:
  5036. case PR_GLORIA:
  5037. case SN_WINDWALK:
  5038. case CASH_BLESSING:
  5039. case CASH_INCAGI:
  5040. case CASH_ASSUMPTIO:
  5041. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5042. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5043. else if( sd )
  5044. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5045. break;
  5046. case MER_MAGNIFICAT:
  5047. if( mer != NULL )
  5048. {
  5049. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5050. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5051. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5052. else if( mer->master && !(flag&1) )
  5053. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5054. }
  5055. break;
  5056. case BS_ADRENALINE:
  5057. case BS_ADRENALINE2:
  5058. case BS_WEAPONPERFECT:
  5059. case BS_OVERTHRUST:
  5060. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  5061. clif_skill_nodamage(bl,bl,skillid,skilllv,
  5062. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  5063. } else if (sd) {
  5064. party_foreachsamemap(skill_area_sub,
  5065. sd,skill_get_splash(skillid, skilllv),
  5066. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  5067. skill_castend_nodamage_id);
  5068. }
  5069. break;
  5070. case BS_MAXIMIZE:
  5071. case NV_TRICKDEAD:
  5072. case CR_DEFENDER:
  5073. case ML_DEFENDER:
  5074. case CR_AUTOGUARD:
  5075. case ML_AUTOGUARD:
  5076. case TK_READYSTORM:
  5077. case TK_READYDOWN:
  5078. case TK_READYTURN:
  5079. case TK_READYCOUNTER:
  5080. case TK_DODGE:
  5081. case CR_SHRINK:
  5082. case SG_FUSION:
  5083. case GS_GATLINGFEVER:
  5084. if( tsce )
  5085. {
  5086. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  5087. map_freeblock_unlock();
  5088. return 0;
  5089. }
  5090. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5091. break;
  5092. case SL_KAITE:
  5093. case SL_KAAHI:
  5094. case SL_KAIZEL:
  5095. case SL_KAUPE:
  5096. if (sd) {
  5097. if (!dstsd || !(
  5098. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  5099. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  5100. dstsd->status.char_id == sd->status.char_id ||
  5101. dstsd->status.char_id == sd->status.partner_id ||
  5102. dstsd->status.char_id == sd->status.child
  5103. )) {
  5104. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  5105. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5106. break;
  5107. }
  5108. }
  5109. clif_skill_nodamage(src,bl,skillid,skilllv,
  5110. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  5111. break;
  5112. case SM_AUTOBERSERK:
  5113. case MER_AUTOBERSERK:
  5114. if( tsce )
  5115. i = status_change_end(bl, type, INVALID_TIMER);
  5116. else
  5117. i = sc_start(bl,type,100,skilllv,60000);
  5118. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  5119. break;
  5120. case TF_HIDING:
  5121. case ST_CHASEWALK:
  5122. if (tsce)
  5123. {
  5124. clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  5125. map_freeblock_unlock();
  5126. return 0;
  5127. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  5128. //Mado Gear cannot hide
  5129. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5130. map_freeblock_unlock();
  5131. return 0;
  5132. }
  5133. clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5134. break;
  5135. case TK_RUN:
  5136. if (tsce)
  5137. {
  5138. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  5139. map_freeblock_unlock();
  5140. return 0;
  5141. }
  5142. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  5143. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  5144. clif_walkok(sd); // So aegis has to resend the walk ok.
  5145. break;
  5146. case AS_CLOAKING:
  5147. case RA_CAMOUFLAGE:
  5148. case GC_CLOAKINGEXCEED:
  5149. case LG_FORCEOFVANGUARD:
  5150. case SC_REPRODUCE:
  5151. case SC_INVISIBILITY:
  5152. if (tsce) {
  5153. i = status_change_end(bl, type, INVALID_TIMER);
  5154. if( i )
  5155. clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
  5156. else if( sd )
  5157. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5158. map_freeblock_unlock();
  5159. return 0;
  5160. }
  5161. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5162. if( i )
  5163. clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
  5164. else if( sd )
  5165. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5166. break;
  5167. case BD_ADAPTATION:
  5168. if(tsc && tsc->data[SC_DANCING]){
  5169. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5170. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  5171. }
  5172. break;
  5173. case BA_FROSTJOKER:
  5174. case DC_SCREAM:
  5175. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5176. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  5177. if (md) {
  5178. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  5179. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  5180. char temp[70];
  5181. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  5182. clif_message(&md->bl,temp);
  5183. }
  5184. break;
  5185. case BA_PANGVOICE:
  5186. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  5187. break;
  5188. case DC_WINKCHARM:
  5189. if( dstsd )
  5190. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  5191. else
  5192. if( dstmd )
  5193. {
  5194. if( status_get_lv(src) > status_get_lv(bl)
  5195. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5196. && !(tstatus->mode&MD_BOSS) )
  5197. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,70,skilllv,src->id,skill_get_time(skillid,skilllv)));
  5198. else
  5199. {
  5200. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5201. if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5202. }
  5203. }
  5204. break;
  5205. case TF_STEAL:
  5206. if(sd) {
  5207. if(pc_steal_item(sd,bl,skilllv))
  5208. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5209. else
  5210. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  5211. }
  5212. break;
  5213. case RG_STEALCOIN:
  5214. if(sd) {
  5215. if(pc_steal_coin(sd,bl))
  5216. {
  5217. dstmd->state.provoke_flag = src->id;
  5218. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  5219. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5220. }
  5221. else
  5222. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5223. }
  5224. break;
  5225. case MG_STONECURSE:
  5226. {
  5227. if (tstatus->mode&MD_BOSS) {
  5228. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5229. break;
  5230. }
  5231. if(status_isimmune(bl) || !tsc)
  5232. break;
  5233. if (tsc->data[SC_STONE]) {
  5234. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5235. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5236. break;
  5237. }
  5238. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  5239. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  5240. skill_get_time2(skillid,skilllv)))
  5241. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5242. else if(sd) {
  5243. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5244. // Level 6-10 doesn't consume a red gem if it fails [celest]
  5245. if (skilllv > 5)
  5246. { // not to consume items
  5247. map_freeblock_unlock();
  5248. return 0;
  5249. }
  5250. }
  5251. }
  5252. break;
  5253. case NV_FIRSTAID:
  5254. clif_skill_nodamage(src,bl,skillid,5,1);
  5255. status_heal(bl,5,0,0);
  5256. break;
  5257. case AL_CURE:
  5258. if(status_isimmune(bl)) {
  5259. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5260. break;
  5261. }
  5262. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5263. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5264. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5265. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5266. break;
  5267. case TF_DETOXIFY:
  5268. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5269. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5270. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  5271. break;
  5272. case PR_STRECOVERY:
  5273. if(status_isimmune(bl)) {
  5274. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5275. break;
  5276. }
  5277. if (tsc && tsc->opt1) {
  5278. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5279. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5280. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5281. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5282. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  5283. }
  5284. //Is this equation really right? It looks so... special.
  5285. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  5286. {
  5287. status_change_start(bl, SC_BLIND,
  5288. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  5289. 1,0,0,0,
  5290. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  5291. }
  5292. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5293. if(dstmd)
  5294. mob_unlocktarget(dstmd,tick);
  5295. break;
  5296. // Mercenary Supportive Skills
  5297. case MER_BENEDICTION:
  5298. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5299. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5300. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5301. break;
  5302. case MER_COMPRESS:
  5303. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  5304. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5305. break;
  5306. case MER_MENTALCURE:
  5307. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5308. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5309. break;
  5310. case MER_RECUPERATE:
  5311. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5312. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5313. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5314. break;
  5315. case MER_REGAIN:
  5316. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5317. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5318. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5319. break;
  5320. case MER_TENDER:
  5321. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5322. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5323. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5324. break;
  5325. case MER_SCAPEGOAT:
  5326. if( mer && mer->master )
  5327. {
  5328. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  5329. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  5330. }
  5331. break;
  5332. case MER_ESTIMATION:
  5333. if( !mer )
  5334. break;
  5335. sd = mer->master;
  5336. case WZ_ESTIMATION:
  5337. if( sd == NULL )
  5338. break;
  5339. if( dstsd )
  5340. { // Fail on Players
  5341. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5342. break;
  5343. }
  5344. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  5345. break; // Cannot be Used on Emperium
  5346. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5347. clif_skill_estimation(sd, bl);
  5348. if( skillid == MER_ESTIMATION )
  5349. sd = NULL;
  5350. break;
  5351. case BS_REPAIRWEAPON:
  5352. if(sd && dstsd)
  5353. clif_item_repair_list(sd,dstsd);
  5354. break;
  5355. case MC_IDENTIFY:
  5356. if(sd)
  5357. clif_item_identify_list(sd);
  5358. break;
  5359. // Weapon Refining [Celest]
  5360. case WS_WEAPONREFINE:
  5361. if(sd)
  5362. clif_item_refine_list(sd);
  5363. break;
  5364. case MC_VENDING:
  5365. if(sd)
  5366. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  5367. if ( !pc_can_give_items(sd) )
  5368. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5369. else {
  5370. sd->state.prevend = 1;
  5371. clif_openvendingreq(sd,2+skilllv);
  5372. }
  5373. }
  5374. break;
  5375. case AL_TELEPORT:
  5376. if(sd)
  5377. {
  5378. if (map[bl->m].flag.noteleport && skilllv <= 2) {
  5379. clif_skill_teleportmessage(sd,0);
  5380. break;
  5381. }
  5382. if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
  5383. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  5384. break;
  5385. }
  5386. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skilllv == 1 ) || skilllv == 3 )
  5387. {
  5388. if( skilllv == 1 )
  5389. pc_randomwarp(sd,CLR_TELEPORT);
  5390. else
  5391. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  5392. break;
  5393. }
  5394. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5395. if( skilllv == 1 )
  5396. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  5397. else
  5398. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  5399. } else
  5400. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5401. break;
  5402. case NPC_EXPULSION:
  5403. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5404. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5405. break;
  5406. case AL_HOLYWATER:
  5407. if(sd) {
  5408. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  5409. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5410. else
  5411. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5412. }
  5413. break;
  5414. case TF_PICKSTONE:
  5415. if(sd) {
  5416. int eflag;
  5417. struct item item_tmp;
  5418. struct block_list tbl;
  5419. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5420. memset(&item_tmp,0,sizeof(item_tmp));
  5421. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  5422. item_tmp.nameid = ITEMID_STONE;
  5423. item_tmp.identify = 1;
  5424. tbl.id = 0;
  5425. clif_takeitem(&sd->bl,&tbl);
  5426. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  5427. if(eflag) {
  5428. clif_additem(sd,0,0,eflag);
  5429. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5430. }
  5431. }
  5432. break;
  5433. case ASC_CDP:
  5434. if(sd) {
  5435. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5436. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  5437. }
  5438. break;
  5439. case RG_STRIPWEAPON:
  5440. case RG_STRIPSHIELD:
  5441. case RG_STRIPARMOR:
  5442. case RG_STRIPHELM:
  5443. case ST_FULLSTRIP:
  5444. case GC_WEAPONCRUSH:
  5445. case SC_STRIPACCESSARY: {
  5446. unsigned short location = 0;
  5447. int d = 0;
  5448. //Rate in percent
  5449. if ( skillid == ST_FULLSTRIP ) {
  5450. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  5451. } else if( skillid == SC_STRIPACCESSARY ) {
  5452. i = 12 + 2 * skilllv + (sstatus->dex - tstatus->dex)/5;
  5453. } else {
  5454. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  5455. }
  5456. if (i < 5) i = 5; //Minimum rate 5%
  5457. //Duration in ms
  5458. if( skillid == GC_WEAPONCRUSH){
  5459. d = skill_get_time(skillid,skilllv);
  5460. if(bl->type == BL_PC)
  5461. d += skilllv * 15 + (sstatus->dex - tstatus->dex);
  5462. else
  5463. d += skilllv * 30 + (sstatus->dex - tstatus->dex) / 2;
  5464. }else
  5465. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  5466. if (d < 0) d = 0; //Minimum duration 0ms
  5467. switch (skillid) {
  5468. case RG_STRIPWEAPON:
  5469. case GC_WEAPONCRUSH:
  5470. location = EQP_WEAPON;
  5471. break;
  5472. case RG_STRIPSHIELD:
  5473. location = EQP_SHIELD;
  5474. break;
  5475. case RG_STRIPARMOR:
  5476. location = EQP_ARMOR;
  5477. break;
  5478. case RG_STRIPHELM:
  5479. location = EQP_HELM;
  5480. break;
  5481. case ST_FULLSTRIP:
  5482. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  5483. break;
  5484. case SC_STRIPACCESSARY:
  5485. location = EQP_ACC;
  5486. break;
  5487. }
  5488. //Special message when trying to use strip on FCP [Jobbie]
  5489. if( sd && skillid == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  5490. {
  5491. clif_gospel_info(sd, 0x28);
  5492. break;
  5493. }
  5494. //Attempts to strip at rate i and duration d
  5495. if( (i = skill_strip_equip(bl, location, i, skilllv, d)) || (skillid != ST_FULLSTRIP && skillid != GC_WEAPONCRUSH ) )
  5496. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  5497. //Nothing stripped.
  5498. if( sd && !i )
  5499. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5500. break;
  5501. }
  5502. case AM_BERSERKPITCHER:
  5503. case AM_POTIONPITCHER: {
  5504. int i,x,hp = 0,sp = 0,bonus=100;
  5505. if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
  5506. map_freeblock_unlock();
  5507. return 1;
  5508. }
  5509. if( sd ) {
  5510. x = skilllv%11 - 1;
  5511. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  5512. if( i < 0 || skill_db[skillid].itemid[x] <= 0 ) {
  5513. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5514. map_freeblock_unlock();
  5515. return 1;
  5516. }
  5517. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  5518. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5519. map_freeblock_unlock();
  5520. return 1;
  5521. }
  5522. if( skillid == AM_BERSERKPITCHER ) {
  5523. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
  5524. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5525. map_freeblock_unlock();
  5526. return 1;
  5527. }
  5528. }
  5529. potion_flag = 1;
  5530. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  5531. potion_target = bl->id;
  5532. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  5533. potion_flag = potion_target = 0;
  5534. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  5535. bonus += sd->status.base_level;
  5536. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  5537. hp = tstatus->max_hp * potion_per_hp / 100;
  5538. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5539. if( dstsd ) {
  5540. sp = dstsd->status.max_sp * potion_per_sp / 100;
  5541. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5542. }
  5543. } else {
  5544. if( potion_hp > 0 ) {
  5545. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5546. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5547. if( dstsd )
  5548. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5549. }
  5550. if( potion_sp > 0 ) {
  5551. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5552. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  5553. if( dstsd )
  5554. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  5555. }
  5556. }
  5557. if (sd->itemgrouphealrate[IG_POTION]>0) {
  5558. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  5559. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  5560. }
  5561. if( (i = pc_skillheal_bonus(sd, skillid)) ) {
  5562. hp += hp * i / 100;
  5563. sp += sp * i / 100;
  5564. }
  5565. } else {
  5566. hp = (1 + rnd()%400) * (100 + skilllv*10) / 100;
  5567. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5568. if( dstsd )
  5569. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5570. }
  5571. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) ) {
  5572. hp += hp * i / 100;
  5573. sp += sp * i / 100;
  5574. }
  5575. if( tsc && tsc->count ) {
  5576. if( tsc->data[SC_CRITICALWOUND] ) {
  5577. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5578. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5579. }
  5580. if( tsc->data[SC_DEATHHURT] ) {
  5581. hp -= hp * 20 / 100;
  5582. sp -= sp * 20 / 100;
  5583. }
  5584. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  5585. hp += hp / 10;
  5586. sp += sp / 10;
  5587. }
  5588. }
  5589. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5590. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  5591. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5592. if( sp > 0 )
  5593. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5594. status_heal(bl,hp,sp,0);
  5595. }
  5596. break;
  5597. case AM_CP_WEAPON:
  5598. case AM_CP_SHIELD:
  5599. case AM_CP_ARMOR:
  5600. case AM_CP_HELM:
  5601. {
  5602. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  5603. status_change_end(bl, scid, INVALID_TIMER);
  5604. clif_skill_nodamage(src,bl,skillid,skilllv,
  5605. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5606. }
  5607. break;
  5608. case AM_TWILIGHT1:
  5609. if (sd) {
  5610. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5611. //Prepare 200 White Potions.
  5612. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  5613. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5614. }
  5615. break;
  5616. case AM_TWILIGHT2:
  5617. if (sd) {
  5618. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5619. //Prepare 200 Slim White Potions.
  5620. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  5621. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5622. }
  5623. break;
  5624. case AM_TWILIGHT3:
  5625. if (sd) {
  5626. int ebottle = pc_search_inventory(sd,713);
  5627. if( ebottle >= 0 )
  5628. ebottle = sd->status.inventory[ebottle].amount;
  5629. //check if you can produce all three, if not, then fail:
  5630. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  5631. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  5632. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  5633. || ebottle < 200 //200 empty bottle are required at total.
  5634. ) {
  5635. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5636. break;
  5637. }
  5638. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5639. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  5640. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  5641. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  5642. }
  5643. break;
  5644. case SA_DISPELL:
  5645. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  5646. {
  5647. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5648. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  5649. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  5650. || rnd()%100 >= 50+10*skilllv
  5651. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  5652. {
  5653. if (sd)
  5654. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5655. break;
  5656. }
  5657. if(status_isimmune(bl) || !tsc || !tsc->count)
  5658. break;
  5659. for(i=0;i<SC_MAX;i++)
  5660. {
  5661. if (!tsc->data[i])
  5662. continue;
  5663. switch (i) {
  5664. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  5665. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  5666. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  5667. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  5668. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  5669. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  5670. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  5671. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  5672. case SC_EDP: case SC_AUTOBERSERK:
  5673. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  5674. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  5675. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  5676. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  5677. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  5678. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  5679. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  5680. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  5681. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  5682. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  5683. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  5684. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  5685. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  5686. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  5687. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  5688. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  5689. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  5690. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  5691. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  5692. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  5693. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  5694. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  5695. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  5696. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  5697. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  5698. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  5699. case SC_HAWKEYES: case SC_GUILDAURA:
  5700. continue;
  5701. /**
  5702. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  5703. **/
  5704. case SC_WHISTLE:
  5705. case SC_ASSNCROS:
  5706. case SC_POEMBRAGI:
  5707. case SC_APPLEIDUN:
  5708. case SC_HUMMING:
  5709. case SC_DONTFORGETME:
  5710. case SC_FORTUNE:
  5711. case SC_SERVICE4U:
  5712. if( tsc->data[i]->val4 ) //val4 = out-of-song-area
  5713. continue;
  5714. break;
  5715. case SC_ASSUMPTIO:
  5716. if( bl->type == BL_MOB )
  5717. continue;
  5718. break;
  5719. }
  5720. 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.
  5721. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5722. }
  5723. break;
  5724. }
  5725. //Affect all targets on splash area.
  5726. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  5727. src, skillid, skilllv, tick, flag|1,
  5728. skill_castend_damage_id);
  5729. break;
  5730. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  5731. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5732. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  5733. break;
  5734. case TK_HIGHJUMP:
  5735. {
  5736. int x,y, dir = unit_getdir(src);
  5737. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  5738. if( map[src->m].flag.noteleport &&
  5739. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  5740. ) {
  5741. x = src->x;
  5742. y = src->y;
  5743. } else {
  5744. x = src->x + dirx[dir]*skilllv*2;
  5745. y = src->y + diry[dir]*skilllv*2;
  5746. }
  5747. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  5748. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  5749. clif_slide(src,x,y);
  5750. unit_movepos(src, x, y, 1, 0);
  5751. }
  5752. }
  5753. break;
  5754. case SA_CASTCANCEL:
  5755. case SO_SPELLFIST:
  5756. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5757. unit_skillcastcancel(src,1);
  5758. if(sd) {
  5759. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  5760. if( skillid == SO_SPELLFIST ){
  5761. sc_start4(src,type,100,skilllv+1,skilllv,sd->skillid_old,sd->skilllv_old,skill_get_time(skillid,skilllv));
  5762. sd->skillid_old = sd->skilllv_old = 0;
  5763. break;
  5764. }
  5765. sp = sp * (90 - (skilllv-1)*20) / 100;
  5766. if(sp < 0) sp = 0;
  5767. status_zap(src, 0, sp);
  5768. }
  5769. break;
  5770. case SA_SPELLBREAKER:
  5771. {
  5772. int sp;
  5773. if(tsc && tsc->data[SC_MAGICROD]) {
  5774. sp = skill_get_sp(skillid,skilllv);
  5775. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  5776. if(sp < 1) sp = 1;
  5777. status_heal(bl,0,sp,2);
  5778. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  5779. } else {
  5780. struct unit_data *ud = unit_bl2ud(bl);
  5781. int bl_skillid=0,bl_skilllv=0,hp = 0;
  5782. if (!ud || ud->skilltimer == INVALID_TIMER)
  5783. break; //Nothing to cancel.
  5784. bl_skillid = ud->skillid;
  5785. bl_skilllv = ud->skilllv;
  5786. if (tstatus->mode & MD_BOSS)
  5787. { //Only 10% success chance against bosses. [Skotlex]
  5788. if (rnd()%100 < 90)
  5789. {
  5790. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5791. break;
  5792. }
  5793. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  5794. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  5795. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5796. unit_skillcastcancel(bl,0);
  5797. sp = skill_get_sp(bl_skillid,bl_skilllv);
  5798. status_zap(bl, hp, sp);
  5799. if (hp && skilllv >= 5)
  5800. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  5801. else
  5802. hp = 0;
  5803. if (sp) //Recover some of the SP used
  5804. sp = sp*(25*(skilllv-1))/100;
  5805. if(hp || sp)
  5806. status_heal(src, hp, sp, 2);
  5807. }
  5808. }
  5809. break;
  5810. case SA_MAGICROD:
  5811. clif_skill_nodamage(src,src,SA_MAGICROD,skilllv,1);
  5812. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5813. break;
  5814. case SA_AUTOSPELL:
  5815. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5816. if(sd)
  5817. clif_autospell(sd,skilllv);
  5818. else {
  5819. int maxlv=1,spellid=0;
  5820. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  5821. if(skilllv >= 10) {
  5822. spellid = MG_FROSTDIVER;
  5823. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  5824. // maxlv = 10;
  5825. // else
  5826. maxlv = skilllv - 9;
  5827. }
  5828. else if(skilllv >=8) {
  5829. spellid = MG_FIREBALL;
  5830. maxlv = skilllv - 7;
  5831. }
  5832. else if(skilllv >=5) {
  5833. spellid = MG_SOULSTRIKE;
  5834. maxlv = skilllv - 4;
  5835. }
  5836. else if(skilllv >=2) {
  5837. int i = rnd()%3;
  5838. spellid = spellarray[i];
  5839. maxlv = skilllv - 1;
  5840. }
  5841. else if(skilllv > 0) {
  5842. spellid = MG_NAPALMBEAT;
  5843. maxlv = 3;
  5844. }
  5845. if(spellid > 0)
  5846. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  5847. skill_get_time(SA_AUTOSPELL,skilllv));
  5848. }
  5849. break;
  5850. case BS_GREED:
  5851. if(sd){
  5852. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5853. map_foreachinrange(skill_greed,bl,
  5854. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  5855. }
  5856. break;
  5857. case SA_ELEMENTWATER:
  5858. case SA_ELEMENTFIRE:
  5859. case SA_ELEMENTGROUND:
  5860. case SA_ELEMENTWIND:
  5861. if(sd && !dstmd) //Only works on monsters.
  5862. break;
  5863. if(tstatus->mode&MD_BOSS)
  5864. break;
  5865. case NPC_ATTRICHANGE:
  5866. case NPC_CHANGEWATER:
  5867. case NPC_CHANGEGROUND:
  5868. case NPC_CHANGEFIRE:
  5869. case NPC_CHANGEWIND:
  5870. case NPC_CHANGEPOISON:
  5871. case NPC_CHANGEHOLY:
  5872. case NPC_CHANGEDARKNESS:
  5873. case NPC_CHANGETELEKINESIS:
  5874. clif_skill_nodamage(src,bl,skillid,skilllv,
  5875. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5876. skill_get_time(skillid, skilllv)));
  5877. break;
  5878. case NPC_CHANGEUNDEAD:
  5879. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  5880. //TO-DO This is ugly, fix it
  5881. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  5882. clif_skill_nodamage(src,bl,skillid,skilllv,
  5883. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5884. skill_get_time(skillid, skilllv)));
  5885. break;
  5886. case NPC_PROVOCATION:
  5887. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5888. if (md) mob_unlocktarget(md, tick);
  5889. break;
  5890. case NPC_KEEPING:
  5891. case NPC_BARRIER:
  5892. {
  5893. int skill_time = skill_get_time(skillid,skilllv);
  5894. struct unit_data *ud = unit_bl2ud(bl);
  5895. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  5896. sc_start(bl,type,100,skilllv,skill_time))
  5897. && ud) { //Disable attacking/acting/moving for skill's duration.
  5898. ud->attackabletime =
  5899. ud->canact_tick =
  5900. ud->canmove_tick = tick + skill_time;
  5901. }
  5902. }
  5903. break;
  5904. case NPC_REBIRTH:
  5905. if( md && md->state.rebirth )
  5906. break; // only works once
  5907. sc_start(bl,type,100,skilllv,-1);
  5908. break;
  5909. case NPC_DARKBLESSING:
  5910. clif_skill_nodamage(src,bl,skillid,skilllv,
  5911. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  5912. break;
  5913. case NPC_LICK:
  5914. status_zap(bl, 0, 100);
  5915. clif_skill_nodamage(src,bl,skillid,skilllv,
  5916. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  5917. break;
  5918. case NPC_SUICIDE:
  5919. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5920. status_kill(src); //When suiciding, neither exp nor drops is given.
  5921. break;
  5922. case NPC_SUMMONSLAVE:
  5923. case NPC_SUMMONMONSTER:
  5924. if(md && md->skillidx >= 0)
  5925. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  5926. break;
  5927. case NPC_CALLSLAVE:
  5928. mob_warpslave(src,MOB_SLAVEDISTANCE);
  5929. break;
  5930. case NPC_RANDOMMOVE:
  5931. if (md) {
  5932. md->next_walktime = tick - 1;
  5933. mob_randomwalk(md,tick);
  5934. }
  5935. break;
  5936. case NPC_SPEEDUP:
  5937. {
  5938. // or does it increase casting rate? just a guess xD
  5939. int i = SC_ASPDPOTION0 + skilllv - 1;
  5940. if (i > SC_ASPDPOTION3)
  5941. i = SC_ASPDPOTION3;
  5942. clif_skill_nodamage(src,bl,skillid,skilllv,
  5943. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  5944. }
  5945. break;
  5946. case NPC_REVENGE:
  5947. // not really needed... but adding here anyway ^^
  5948. if (md && md->master_id > 0) {
  5949. struct block_list *mbl, *tbl;
  5950. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  5951. (tbl = battle_gettargeted(mbl)) == NULL)
  5952. break;
  5953. md->state.provoke_flag = tbl->id;
  5954. mob_target(md, tbl, sstatus->rhw.range);
  5955. }
  5956. break;
  5957. case NPC_RUN:
  5958. {
  5959. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  5960. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  5961. unit_stop_attack(src);
  5962. //Run skillv tiles overriding the can-move check.
  5963. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  5964. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  5965. }
  5966. break;
  5967. case NPC_TRANSFORMATION:
  5968. case NPC_METAMORPHOSIS:
  5969. if(md && md->skillidx >= 0) {
  5970. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  5971. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  5972. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  5973. if (class_) mob_class_change(md, class_);
  5974. }
  5975. break;
  5976. case NPC_EMOTION_ON:
  5977. case NPC_EMOTION:
  5978. //va[0] is the emotion to use.
  5979. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  5980. //val[1] 'sets' the mode
  5981. //val[2] adds to the current mode
  5982. //val[3] removes from the current mode
  5983. //val[4] if set, asks to delete the previous mode change.
  5984. if(md && md->skillidx >= 0 && tsc)
  5985. {
  5986. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  5987. if(md->db->skill[md->skillidx].val[4] && tsce)
  5988. status_change_end(bl, type, INVALID_TIMER);
  5989. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  5990. sc_start4(src, type, 100, skilllv,
  5991. md->db->skill[md->skillidx].val[1],
  5992. md->db->skill[md->skillidx].val[2],
  5993. md->db->skill[md->skillidx].val[3],
  5994. skill_get_time(skillid, skilllv));
  5995. }
  5996. break;
  5997. case NPC_POWERUP:
  5998. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  5999. clif_skill_nodamage(src,bl,skillid,skilllv,
  6000. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  6001. break;
  6002. case NPC_AGIUP:
  6003. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  6004. clif_skill_nodamage(src,bl,skillid,skilllv,
  6005. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  6006. break;
  6007. case NPC_INVISIBLE:
  6008. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  6009. clif_skill_nodamage(src,bl,skillid,skilllv,
  6010. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  6011. break;
  6012. case NPC_SIEGEMODE:
  6013. // not sure what it does
  6014. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6015. break;
  6016. case WE_MALE:
  6017. {
  6018. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  6019. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  6020. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  6021. }
  6022. break;
  6023. case WE_FEMALE:
  6024. {
  6025. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  6026. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  6027. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  6028. }
  6029. break;
  6030. // parent-baby skills
  6031. case WE_BABY:
  6032. if(sd){
  6033. struct map_session_data *f_sd = pc_get_father(sd);
  6034. struct map_session_data *m_sd = pc_get_mother(sd);
  6035. // if neither was found
  6036. if(!f_sd && !m_sd){
  6037. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6038. map_freeblock_unlock();
  6039. return 0;
  6040. }
  6041. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  6042. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  6043. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  6044. }
  6045. break;
  6046. case PF_HPCONVERSION:
  6047. {
  6048. int hp, sp;
  6049. hp = sstatus->max_hp/10;
  6050. sp = hp * 10 * skilllv / 100;
  6051. if (!status_charge(src,hp,0)) {
  6052. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6053. break;
  6054. }
  6055. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6056. status_heal(bl,0,sp,2);
  6057. }
  6058. break;
  6059. case MA_REMOVETRAP:
  6060. case HT_REMOVETRAP:
  6061. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  6062. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6063. {
  6064. struct skill_unit* su;
  6065. struct skill_unit_group* sg;
  6066. su = BL_CAST(BL_SKILL, bl);
  6067. // Mercenaries can remove any trap
  6068. // Players can only remove their own traps or traps on Vs maps.
  6069. 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) )
  6070. {
  6071. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6072. { // prevent picking up expired traps
  6073. if( battle_config.skill_removetrap_type )
  6074. { // get back all items used to deploy the trap
  6075. for( i = 0; i < 10; i++ )
  6076. {
  6077. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  6078. {
  6079. int flag;
  6080. struct item item_tmp;
  6081. memset(&item_tmp,0,sizeof(item_tmp));
  6082. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  6083. item_tmp.identify = 1;
  6084. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
  6085. {
  6086. clif_additem(sd,0,0,flag);
  6087. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6088. }
  6089. }
  6090. }
  6091. }
  6092. else
  6093. { // get back 1 trap
  6094. struct item item_tmp;
  6095. memset(&item_tmp,0,sizeof(item_tmp));
  6096. item_tmp.nameid = ITEMID_TRAP;
  6097. item_tmp.identify = 1;
  6098. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  6099. {
  6100. clif_additem(sd,0,0,flag);
  6101. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6102. }
  6103. }
  6104. }
  6105. skill_delunit(su);
  6106. }
  6107. }
  6108. break;
  6109. case HT_SPRINGTRAP:
  6110. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6111. {
  6112. struct skill_unit *su=NULL;
  6113. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  6114. switch(su->group->unit_id){
  6115. case UNT_ANKLESNARE: // ankle snare
  6116. if (su->group->val2 != 0)
  6117. // if it is already trapping something don't spring it,
  6118. // remove trap should be used instead
  6119. break;
  6120. // otherwise fallthrough to below
  6121. case UNT_BLASTMINE:
  6122. case UNT_SKIDTRAP:
  6123. case UNT_LANDMINE:
  6124. case UNT_SHOCKWAVE:
  6125. case UNT_SANDMAN:
  6126. case UNT_FLASHER:
  6127. case UNT_FREEZINGTRAP:
  6128. case UNT_CLAYMORETRAP:
  6129. case UNT_TALKIEBOX:
  6130. su->group->unit_id = UNT_USED_TRAPS;
  6131. clif_changetraplook(bl, UNT_USED_TRAPS);
  6132. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  6133. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  6134. }
  6135. }
  6136. }
  6137. break;
  6138. case BD_ENCORE:
  6139. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6140. if(sd)
  6141. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  6142. break;
  6143. case AS_SPLASHER:
  6144. if(tstatus->mode&MD_BOSS
  6145. /**
  6146. * Renewal dropped the 3/4 hp requirement
  6147. **/
  6148. #ifndef RENEWAL
  6149. || tstatus-> hp > tstatus->max_hp*3/4
  6150. #endif
  6151. ) {
  6152. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6153. map_freeblock_unlock();
  6154. return 1;
  6155. }
  6156. clif_skill_nodamage(src,bl,skillid,skilllv,
  6157. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  6158. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  6159. break;
  6160. case PF_MINDBREAKER:
  6161. {
  6162. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  6163. {
  6164. map_freeblock_unlock();
  6165. return 1;
  6166. }
  6167. if (tsce)
  6168. { //HelloKitty2 (?) explained that this silently fails when target is
  6169. //already inflicted. [Skotlex]
  6170. map_freeblock_unlock();
  6171. return 1;
  6172. }
  6173. //Has a 55% + skilllv*5% success chance.
  6174. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  6175. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  6176. {
  6177. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6178. map_freeblock_unlock();
  6179. return 0;
  6180. }
  6181. unit_skillcastcancel(bl,0);
  6182. if(tsc && tsc->count){
  6183. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6184. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  6185. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6186. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6187. }
  6188. if(dstmd)
  6189. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  6190. }
  6191. break;
  6192. case PF_SOULCHANGE:
  6193. {
  6194. unsigned int sp1 = 0, sp2 = 0;
  6195. if (dstmd) {
  6196. if (dstmd->state.soul_change_flag) {
  6197. if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6198. break;
  6199. }
  6200. dstmd->state.soul_change_flag = 1;
  6201. sp2 = sstatus->max_sp * 3 /100;
  6202. status_heal(src, 0, sp2, 2);
  6203. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6204. break;
  6205. }
  6206. sp1 = sstatus->sp;
  6207. sp2 = tstatus->sp;
  6208. status_set_sp(src, sp2, 3);
  6209. status_set_sp(bl, sp1, 3);
  6210. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6211. }
  6212. break;
  6213. // Slim Pitcher
  6214. case CR_SLIMPITCHER:
  6215. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  6216. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  6217. break;
  6218. if (potion_hp || potion_sp) {
  6219. int hp = potion_hp, sp = potion_sp;
  6220. hp = hp * (100 + (tstatus->vit<<1))/100;
  6221. sp = sp * (100 + (tstatus->int_<<1))/100;
  6222. if (dstsd) {
  6223. if (hp)
  6224. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  6225. if (sp)
  6226. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  6227. }
  6228. if( tsc && tsc->count ) {
  6229. if (tsc->data[SC_CRITICALWOUND]) {
  6230. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6231. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6232. }
  6233. if (tsc->data[SC_DEATHHURT]) {
  6234. hp -= hp * 20 / 100;
  6235. sp -= sp * 20 / 100;
  6236. }
  6237. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6238. hp += hp / 10;
  6239. sp += sp / 10;
  6240. }
  6241. }
  6242. if(hp > 0)
  6243. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6244. if(sp > 0)
  6245. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6246. status_heal(bl,hp,sp,0);
  6247. }
  6248. break;
  6249. // Full Chemical Protection
  6250. case CR_FULLPROTECTION:
  6251. {
  6252. int i, skilltime;
  6253. skilltime = skill_get_time(skillid,skilllv);
  6254. if (!tsc) {
  6255. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  6256. break;
  6257. }
  6258. for (i=0; i<4; i++) {
  6259. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), INVALID_TIMER);
  6260. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  6261. }
  6262. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6263. }
  6264. break;
  6265. case RG_CLEANER: //AppleGirl
  6266. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6267. break;
  6268. case CG_LONGINGFREEDOM:
  6269. {
  6270. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  6271. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  6272. {
  6273. clif_skill_nodamage(src,bl,skillid,skilllv,
  6274. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6275. }
  6276. }
  6277. break;
  6278. case CG_TAROTCARD:
  6279. {
  6280. int eff, count = -1;
  6281. if( rnd() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  6282. {
  6283. if( sd )
  6284. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6285. map_freeblock_unlock();
  6286. return 0;
  6287. }
  6288. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  6289. do {
  6290. eff = rnd() % 14;
  6291. clif_specialeffect(bl, 523 + eff, AREA);
  6292. switch (eff)
  6293. {
  6294. case 0: // heals SP to 0
  6295. status_percent_damage(src, bl, 0, 100, false);
  6296. break;
  6297. case 1: // matk halved
  6298. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6299. break;
  6300. case 2: // all buffs removed
  6301. status_change_clear_buffs(bl,1);
  6302. break;
  6303. case 3: // 1000 damage, random armor destroyed
  6304. {
  6305. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  6306. status_fix_damage(src, bl, 1000, 0);
  6307. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  6308. if( !status_isdead(bl) )
  6309. skill_break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
  6310. }
  6311. break;
  6312. case 4: // atk halved
  6313. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6314. break;
  6315. case 5: // 2000HP heal, random teleported
  6316. status_heal(src, 2000, 0, 0);
  6317. if( !map_flag_vs(bl->m) )
  6318. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  6319. break;
  6320. case 6: // random 2 other effects
  6321. if (count == -1)
  6322. count = 3;
  6323. else
  6324. count++; //Should not retrigger this one.
  6325. break;
  6326. case 7: // stop freeze or stoned
  6327. {
  6328. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  6329. sc_start(bl,sc[rnd()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  6330. }
  6331. break;
  6332. case 8: // curse coma and poison
  6333. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  6334. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  6335. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  6336. break;
  6337. case 9: // confusion
  6338. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  6339. break;
  6340. case 10: // 6666 damage, atk matk halved, cursed
  6341. status_fix_damage(src, bl, 6666, 0);
  6342. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  6343. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6344. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6345. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  6346. break;
  6347. case 11: // 4444 damage
  6348. status_fix_damage(src, bl, 4444, 0);
  6349. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  6350. break;
  6351. case 12: // stun
  6352. sc_start(bl,SC_STUN,100,skilllv,5000);
  6353. break;
  6354. case 13: // atk,matk,hit,flee,def reduced
  6355. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  6356. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  6357. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  6358. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  6359. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  6360. break;
  6361. default:
  6362. break;
  6363. }
  6364. } while ((--count) > 0);
  6365. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6366. }
  6367. break;
  6368. case SL_ALCHEMIST:
  6369. case SL_ASSASIN:
  6370. case SL_BARDDANCER:
  6371. case SL_BLACKSMITH:
  6372. case SL_CRUSADER:
  6373. case SL_HUNTER:
  6374. case SL_KNIGHT:
  6375. case SL_MONK:
  6376. case SL_PRIEST:
  6377. case SL_ROGUE:
  6378. case SL_SAGE:
  6379. case SL_SOULLINKER:
  6380. case SL_STAR:
  6381. case SL_SUPERNOVICE:
  6382. case SL_WIZARD:
  6383. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  6384. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  6385. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6386. break;
  6387. }
  6388. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  6389. { //Erase death count 1% of the casts
  6390. dstsd->die_counter = 0;
  6391. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  6392. clif_specialeffect(bl, 0x152, AREA);
  6393. //SC_SPIRIT invokes status_calc_pc for us.
  6394. }
  6395. clif_skill_nodamage(src,bl,skillid,skilllv,
  6396. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  6397. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6398. break;
  6399. case SL_HIGH:
  6400. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  6401. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6402. break;
  6403. }
  6404. clif_skill_nodamage(src,bl,skillid,skilllv,
  6405. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  6406. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6407. break;
  6408. case SL_SWOO:
  6409. if (tsce) {
  6410. sc_start(src,SC_STUN,100,skilllv,10000);
  6411. break;
  6412. }
  6413. case SL_SKA: // [marquis007]
  6414. case SL_SKE:
  6415. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  6416. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6417. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  6418. break;
  6419. }
  6420. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6421. if (skillid == SL_SKE)
  6422. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6423. break;
  6424. // New guild skills [Celest]
  6425. case GD_BATTLEORDER:
  6426. if(flag&1) {
  6427. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6428. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  6429. } else if (status_get_guild_id(src)) {
  6430. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6431. map_foreachinrange(skill_area_sub, src,
  6432. skill_get_splash(skillid, skilllv), BL_PC,
  6433. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6434. skill_castend_nodamage_id);
  6435. if (sd)
  6436. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6437. }
  6438. break;
  6439. case GD_REGENERATION:
  6440. if(flag&1) {
  6441. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6442. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  6443. } else if (status_get_guild_id(src)) {
  6444. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6445. map_foreachinrange(skill_area_sub, src,
  6446. skill_get_splash(skillid, skilllv), BL_PC,
  6447. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6448. skill_castend_nodamage_id);
  6449. if (sd)
  6450. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6451. }
  6452. break;
  6453. case GD_RESTORE:
  6454. if(flag&1) {
  6455. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6456. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  6457. } else if (status_get_guild_id(src)) {
  6458. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6459. map_foreachinrange(skill_area_sub, src,
  6460. skill_get_splash(skillid, skilllv), BL_PC,
  6461. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6462. skill_castend_nodamage_id);
  6463. if (sd)
  6464. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6465. }
  6466. break;
  6467. case GD_EMERGENCYCALL:
  6468. {
  6469. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  6470. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  6471. int j = 0;
  6472. struct guild *g = NULL;
  6473. // i don't know if it actually summons in a circle, but oh well. ;P
  6474. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  6475. if (!g)
  6476. break;
  6477. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6478. for(i = 0; i < g->max_member; i++, j++) {
  6479. if (j>8) j=0;
  6480. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  6481. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  6482. continue;
  6483. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  6484. dx[j] = dy[j] = 0;
  6485. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  6486. }
  6487. }
  6488. if (sd)
  6489. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6490. }
  6491. break;
  6492. case SG_FEEL:
  6493. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  6494. if (sd) {
  6495. if(!sd->feel_map[skilllv-1].index)
  6496. clif_feel_req(sd->fd,sd, skilllv);
  6497. else
  6498. clif_feel_info(sd, skilllv-1, 1);
  6499. }
  6500. break;
  6501. case SG_HATE:
  6502. if (sd) {
  6503. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6504. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  6505. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6506. }
  6507. break;
  6508. case GS_GLITTERING:
  6509. if(sd) {
  6510. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6511. if(rnd()%100 < (20+10*skilllv))
  6512. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  6513. else if(sd->spiritball > 0)
  6514. pc_delspiritball(sd,1,0);
  6515. }
  6516. break;
  6517. case GS_CRACKER:
  6518. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  6519. {
  6520. i =65 -5*distance_bl(src,bl); //Base rate
  6521. if (i < 30) i = 30;
  6522. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6523. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  6524. }
  6525. else if (sd)
  6526. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6527. break;
  6528. case AM_CALLHOMUN: //[orn]
  6529. if (sd && !merc_call_homunculus(sd))
  6530. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6531. break;
  6532. case AM_REST:
  6533. if (sd)
  6534. {
  6535. if (merc_hom_vaporize(sd,1))
  6536. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6537. else
  6538. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6539. }
  6540. break;
  6541. case HAMI_CASTLE: //[orn]
  6542. if(rnd()%100 < 20*skilllv && src != bl)
  6543. {
  6544. int x,y;
  6545. x = src->x;
  6546. y = src->y;
  6547. if (hd)
  6548. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  6549. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  6550. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  6551. clif_slide(src,bl->x,bl->y) ;
  6552. if (unit_movepos(bl,x,y,0,0))
  6553. {
  6554. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  6555. clif_slide(bl,x,y) ;
  6556. }
  6557. //TODO: Shouldn't also players and the like switch targets?
  6558. map_foreachinrange(skill_chastle_mob_changetarget,src,
  6559. AREA_SIZE, BL_MOB, bl, src);
  6560. }
  6561. }
  6562. // Failed
  6563. else if (hd && hd->master)
  6564. clif_skill_fail(hd->master, skillid, USESKILL_FAIL_LEVEL, 0);
  6565. else if (sd)
  6566. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  6567. break;
  6568. case HVAN_CHAOTIC: //[orn]
  6569. {
  6570. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  6571. int r = rnd()%100;
  6572. i = (skilllv-1)%5;
  6573. if(r<per[i][0]) //Self
  6574. bl = src;
  6575. else if(r<per[i][1]) //Master
  6576. bl = battle_get_master(src);
  6577. else //Enemy
  6578. bl = map_id2bl(battle_gettarget(src));
  6579. if (!bl) bl = src;
  6580. i = skill_calc_heal(src, bl, skillid, 1+rnd()%skilllv, true);
  6581. //Eh? why double skill packet?
  6582. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  6583. clif_skill_nodamage(src,bl,skillid,i,1);
  6584. status_heal(bl, i, 0, 0);
  6585. }
  6586. break;
  6587. //Homun single-target support skills [orn]
  6588. case HAMI_BLOODLUST:
  6589. case HFLI_FLEET:
  6590. case HFLI_SPEED:
  6591. case HLIF_CHANGE:
  6592. clif_skill_nodamage(src,bl,skillid,skilllv,
  6593. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6594. if (hd)
  6595. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  6596. break;
  6597. case NPC_DRAGONFEAR:
  6598. if (flag&1) {
  6599. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  6600. int j;
  6601. j = i = rnd()%ARRAYLENGTH(sc);
  6602. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  6603. i++;
  6604. if ( i == ARRAYLENGTH(sc) )
  6605. i = 0;
  6606. if (i == j)
  6607. break;
  6608. }
  6609. break;
  6610. }
  6611. case NPC_WIDEBLEEDING:
  6612. case NPC_WIDECONFUSE:
  6613. case NPC_WIDECURSE:
  6614. case NPC_WIDEFREEZE:
  6615. case NPC_WIDESLEEP:
  6616. case NPC_WIDESILENCE:
  6617. case NPC_WIDESTONE:
  6618. case NPC_WIDESTUN:
  6619. case NPC_SLOWCAST:
  6620. case NPC_WIDEHELLDIGNITY:
  6621. if (flag&1)
  6622. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  6623. else {
  6624. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6625. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6626. map_foreachinrange(skill_area_sub, bl,
  6627. skill_get_splash(skillid, skilllv),BL_CHAR,
  6628. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6629. skill_castend_nodamage_id);
  6630. }
  6631. break;
  6632. case NPC_WIDESOULDRAIN:
  6633. if (flag&1)
  6634. status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false);
  6635. else {
  6636. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6637. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6638. map_foreachinrange(skill_area_sub, bl,
  6639. skill_get_splash(skillid, skilllv),BL_CHAR,
  6640. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6641. skill_castend_nodamage_id);
  6642. }
  6643. break;
  6644. case NPC_TALK:
  6645. case ALL_WEWISH:
  6646. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6647. break;
  6648. case ALL_BUYING_STORE:
  6649. if( sd )
  6650. {// players only, skill allows 5 buying slots
  6651. clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  6652. }
  6653. break;
  6654. case RK_ENCHANTBLADE:
  6655. clif_skill_nodamage(src,bl,skillid,skilllv,// formula not confirmed
  6656. sc_start2(bl,type,100,skilllv,100+20*skilllv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skillid,skilllv)));
  6657. break;
  6658. case RK_DRAGONHOWLING:
  6659. if( flag&1)
  6660. sc_start(bl,type,50 + 6 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  6661. else
  6662. {
  6663. skill_area_temp[2] = 0;
  6664. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6665. map_foreachinrange(skill_area_sub, src,
  6666. skill_get_splash(skillid,skilllv),BL_CHAR,
  6667. src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  6668. skill_castend_nodamage_id);
  6669. }
  6670. break;
  6671. case RK_IGNITIONBREAK:
  6672. case LG_EARTHDRIVE:
  6673. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6674. i = skill_get_splash(skillid,skilllv);
  6675. if( skillid == LG_EARTHDRIVE ) {
  6676. int dummy = 1;
  6677. 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);
  6678. }
  6679. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  6680. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6681. break;
  6682. case RK_STONEHARDSKIN:
  6683. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  6684. {
  6685. int heal = sstatus->hp / 4; // 25% HP
  6686. if( status_charge(bl,heal,0) )
  6687. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start2(bl,type,100,skilllv,heal,skill_get_time(skillid,skilllv)));
  6688. else
  6689. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6690. }
  6691. break;
  6692. case RK_REFRESH:
  6693. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  6694. {
  6695. int heal = status_get_max_hp(bl) * 25 / 100;
  6696. clif_skill_nodamage(src,bl,skillid,skilllv,
  6697. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6698. status_heal(bl,heal,0,1);
  6699. status_change_clear_buffs(bl,2);
  6700. }
  6701. break;
  6702. case RK_MILLENNIUMSHIELD:
  6703. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  6704. {
  6705. short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
  6706. sc_start4(bl,type,100,skilllv,shields,1000,0,skill_get_time(skillid,skilllv));
  6707. clif_millenniumshield(sd,shields);
  6708. clif_skill_nodamage(src,bl,skillid,1,1);
  6709. }
  6710. break;
  6711. case RK_GIANTGROWTH:
  6712. case RK_VITALITYACTIVATION:
  6713. case RK_ABUNDANCE:
  6714. if( sd )
  6715. {
  6716. int lv = 1; // RK_GIANTGROWTH
  6717. if( skillid == RK_VITALITYACTIVATION )
  6718. lv = 2;
  6719. else if( skillid == RK_ABUNDANCE )
  6720. lv = 6;
  6721. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  6722. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6723. }
  6724. break;
  6725. case RK_FIGHTINGSPIRIT:
  6726. if( flag&1 ) {
  6727. if( src == bl )
  6728. sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skillid,skilllv));
  6729. else
  6730. sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skillid,skilllv));
  6731. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  6732. if( sd->status.party_id ) {
  6733. i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,BCT_PARTY,skill_area_sub_count);
  6734. skill_area_temp[5] = 7 * i; // ATK
  6735. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  6736. } else
  6737. sc_start2(bl,type,100,7,5,skill_get_time(skillid,skilllv));
  6738. }
  6739. clif_skill_nodamage(src,bl,skillid,1,1);
  6740. break;
  6741. /**
  6742. * Guilotine Cross
  6743. **/
  6744. case GC_ROLLINGCUTTER:
  6745. {
  6746. short count = 1;
  6747. skill_area_temp[2] = 0;
  6748. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  6749. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  6750. { // Every time the skill is casted the status change is reseted adding a counter.
  6751. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  6752. if( count > 10 )
  6753. count = 10; // Max coounter
  6754. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  6755. }
  6756. sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skillid,skilllv));
  6757. clif_skill_nodamage(src,src,skillid,skilllv,1);
  6758. }
  6759. break;
  6760. case GC_WEAPONBLOCKING:
  6761. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  6762. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  6763. else
  6764. sc_start(bl,SC_WEAPONBLOCKING,100,skilllv,skill_get_time(skillid,skilllv));
  6765. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6766. break;
  6767. case GC_CREATENEWPOISON:
  6768. if( sd )
  6769. {
  6770. clif_skill_produce_mix_list(sd,skillid,25);
  6771. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6772. }
  6773. break;
  6774. case GC_POISONINGWEAPON:
  6775. if( sd ) {
  6776. clif_poison_list(sd,skilllv);
  6777. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6778. }
  6779. break;
  6780. case GC_ANTIDOTE:
  6781. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6782. if( tsc )
  6783. {
  6784. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  6785. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  6786. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  6787. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  6788. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  6789. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  6790. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  6791. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  6792. }
  6793. break;
  6794. case GC_PHANTOMMENACE:
  6795. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6796. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6797. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,
  6798. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6799. break;
  6800. case GC_HALLUCINATIONWALK:
  6801. {
  6802. int heal = status_get_max_hp(bl) / 10;
  6803. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  6804. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
  6805. break;
  6806. }
  6807. if( !status_charge(bl,heal,0) )
  6808. {
  6809. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
  6810. break;
  6811. }
  6812. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6813. }
  6814. break;
  6815. /**
  6816. * Arch Bishop
  6817. **/
  6818. case AB_ANCILLA:
  6819. if( sd ) {
  6820. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6821. skill_produce_mix(sd, skillid, ITEMID_ANCILLA, 0, 0, 0, 1);
  6822. }
  6823. break;
  6824. case AB_CLEMENTIA:
  6825. case AB_CANTO:
  6826. {
  6827. int bless_lv = pc_checkskill(sd,AL_BLESSING);
  6828. int agi_lv = pc_checkskill(sd,AL_INCAGI);
  6829. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6830. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,
  6831. (skillid == AB_CLEMENTIA)? bless_lv : (skillid == AB_CANTO)? agi_lv : skilllv, skill_get_time(skillid,skilllv)));
  6832. else if( sd )
  6833. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6834. }
  6835. break;
  6836. case AB_PRAEFATIO:
  6837. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6838. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv)));
  6839. else if( sd )
  6840. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6841. break;
  6842. case AB_CHEAL:
  6843. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6844. {
  6845. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) )
  6846. {
  6847. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  6848. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl) || (tsc && tsc->data[SC_BERSERK]))
  6849. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  6850. status_heal(bl, i, 0, 1);
  6851. clif_skill_nodamage(bl, bl, skillid, i, 1);
  6852. }
  6853. }
  6854. else if( sd )
  6855. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6856. break;
  6857. case AB_ORATIO:
  6858. if( flag&1 )
  6859. sc_start(bl, type, 40 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  6860. else
  6861. {
  6862. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  6863. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6864. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6865. }
  6866. break;
  6867. case AB_LAUDAAGNUS:
  6868. if( flag&1 || sd == NULL ) {
  6869. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  6870. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  6871. // Success Chance: (40 + 10 * Skill Level) %
  6872. if( rnd()%100 > 40+10*skilllv ) break;
  6873. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6874. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6875. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6876. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  6877. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  6878. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  6879. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  6880. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6881. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6882. } else if( sd )
  6883. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6884. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6885. break;
  6886. case AB_LAUDARAMUS:
  6887. if( flag&1 || sd == NULL ) {
  6888. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){
  6889. // Success Chance: (40 + 10 * Skill Level) %
  6890. if( rnd()%100 > 40+10*skilllv ) break;
  6891. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6892. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6893. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  6894. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6895. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  6896. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6897. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6898. } else if( sd )
  6899. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6900. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6901. break;
  6902. case AB_CLEARANCE:
  6903. if( flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1 )
  6904. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  6905. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6906. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skilllv)
  6907. {
  6908. if (sd)
  6909. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6910. break;
  6911. }
  6912. if(status_isimmune(bl) || !tsc || !tsc->count)
  6913. break;
  6914. for(i=0;i<SC_MAX;i++)
  6915. {
  6916. if (!tsc->data[i])
  6917. continue;
  6918. switch (i) {
  6919. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6920. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6921. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6922. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6923. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6924. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6925. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6926. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6927. case SC_SPIRIT: case SC_AUTOBERSERK:
  6928. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6929. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6930. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6931. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6932. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6933. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6934. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6935. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  6936. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6937. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6938. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6939. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6940. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6941. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6942. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  6943. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  6944. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  6945. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  6946. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  6947. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  6948. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  6949. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  6950. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  6951. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  6952. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6953. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  6954. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  6955. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  6956. case SC_HAWKEYES: case SC_GUILDAURA:
  6957. continue;
  6958. case SC_ASSUMPTIO:
  6959. if( bl->type == BL_MOB )
  6960. continue;
  6961. break;
  6962. }
  6963. if(i==SC_BERSERK /*|| i==SC_SATURDAYNIGHTFEVER*/) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  6964. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  6965. }
  6966. break;
  6967. }
  6968. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, tick, flag|1, skill_castend_damage_id);
  6969. break;
  6970. case AB_SILENTIUM:
  6971. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  6972. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  6973. src, PR_LEXDIVINA, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6974. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6975. break;
  6976. /**
  6977. * Warlock
  6978. **/
  6979. case WL_STASIS:
  6980. if( flag&1 )
  6981. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  6982. else
  6983. {
  6984. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid, skilllv),BL_CHAR,src,skillid,skilllv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  6985. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6986. }
  6987. break;
  6988. case WL_WHITEIMPRISON:
  6989. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !is_boss(bl) )// Should not work with bosses.
  6990. {
  6991. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  6992. if(src == bl ) rate = 100; // Success Chance: On self, 100%
  6993. else if(bl->type == BL_PC) rate += 20 + 10 * skilllv; // On Players, (20 + 10 * Skill Level) %
  6994. else rate += 40 + 10 * skilllv; // On Monsters, (40 + 10 * Skill Level) %
  6995. if( !(tsc && tsc->data[type]) ){
  6996. i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skillid,skilllv):skill_get_time2(skillid, skilllv));
  6997. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  6998. }
  6999. if( sd && i )
  7000. skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success
  7001. else if(sd)
  7002. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7003. }else if( sd )
  7004. clif_skill_fail(sd,skillid,USESKILL_FAIL_TOTARGET,0);
  7005. break;
  7006. case WL_FROSTMISTY:
  7007. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7008. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7009. break;
  7010. case WL_JACKFROST:
  7011. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7012. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7013. break;
  7014. case WL_MARSHOFABYSS:
  7015. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  7016. clif_skill_nodamage(src, bl, skillid, skilllv,
  7017. sc_start4(bl, type, 100, skilllv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  7018. skill_get_time(skillid, skilllv)));
  7019. break;
  7020. case WL_SIENNAEXECRATE:
  7021. if( status_isimmune(bl) || !tsc )
  7022. break;
  7023. if( flag&1 )
  7024. {
  7025. if( bl->id == skill_area_temp[1] )
  7026. break; // Already work on this target
  7027. if( tsc && tsc->data[SC_STONE] )
  7028. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7029. else
  7030. status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2);
  7031. }
  7032. else
  7033. {
  7034. int rate = 40 + 8 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
  7035. // IroWiki says Rate should be reduced by target stats, but currently unknown
  7036. if( rnd()%100 < rate )
  7037. { // Success on First Target
  7038. rate = 0;
  7039. if( !tsc->data[SC_STONE] )
  7040. rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2);
  7041. else
  7042. {
  7043. rate = 1;
  7044. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7045. }
  7046. if( rate )
  7047. {
  7048. skill_area_temp[1] = bl->id;
  7049. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7050. }
  7051. // Doesn't send failure packet if it fails on defense.
  7052. }
  7053. else if( sd ) // Failure on Rate
  7054. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7055. }
  7056. break;
  7057. case WL_SUMMONFB:
  7058. case WL_SUMMONBL:
  7059. case WL_SUMMONWB:
  7060. case WL_SUMMONSTONE:
  7061. {
  7062. short element = 0, sctype = 0, pos = -1;
  7063. struct status_change *sc = status_get_sc(src);
  7064. if( !sc ) break;
  7065. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  7066. {
  7067. if( !sctype && !sc->data[i] )
  7068. sctype = i; // Take the free SC
  7069. if( sc->data[i] )
  7070. pos = max(sc->data[i]->val2,pos);
  7071. }
  7072. if( !sctype )
  7073. {
  7074. if( sd ) // No free slots to put SC
  7075. clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON,0);
  7076. break;
  7077. }
  7078. pos++; // Used in val2 for SC. Indicates the order of this ball
  7079. switch( skillid )
  7080. { // Set val1. The SC element for this ball
  7081. case WL_SUMMONFB: element = WLS_FIRE; break;
  7082. case WL_SUMMONBL: element = WLS_WIND; break;
  7083. case WL_SUMMONWB: element = WLS_WATER; break;
  7084. case WL_SUMMONSTONE: element = WLS_STONE; break;
  7085. }
  7086. sc_start4(src,sctype,100,element,pos,skilllv,0,skill_get_time(skillid,skilllv));
  7087. clif_skill_nodamage(src,bl,skillid,0,0);
  7088. }
  7089. break;
  7090. case WL_READING_SB:
  7091. if( sd )
  7092. {
  7093. struct status_change *sc = status_get_sc(bl);
  7094. int i, max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + sstatus->int_ / 10 + sd->status.base_level / 10;
  7095. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  7096. if( i == SC_MAXSPELLBOOK )
  7097. {
  7098. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  7099. break;
  7100. }
  7101. sc_start(bl, SC_STOP, 100, skilllv, INVALID_TIMER); //Can't move while selecting a spellbook.
  7102. clif_spellbook_list(sd);
  7103. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7104. }
  7105. break;
  7106. /**
  7107. * Ranger
  7108. **/
  7109. case RA_FEARBREEZE:
  7110. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7111. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7112. break;
  7113. case RA_WUGMASTERY:
  7114. if( sd ) {
  7115. if( !pc_iswug(sd) )
  7116. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7117. else
  7118. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7119. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7120. }
  7121. break;
  7122. case RA_WUGRIDER:
  7123. if( sd ) {
  7124. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  7125. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7126. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  7127. } else if( pc_isridingwug(sd) ) {
  7128. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  7129. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7130. }
  7131. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7132. }
  7133. break;
  7134. case RA_WUGDASH:
  7135. if( tsce ) {
  7136. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
  7137. map_freeblock_unlock();
  7138. return 0;
  7139. }
  7140. if( sd && pc_isridingwug(sd) ) {
  7141. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,1));
  7142. clif_walkok(sd);
  7143. }
  7144. break;
  7145. case RA_SENSITIVEKEEN:
  7146. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7147. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7148. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7149. break;
  7150. /**
  7151. * Mechanic
  7152. **/
  7153. case NC_F_SIDESLIDE:
  7154. case NC_B_SIDESLIDE:
  7155. {
  7156. int dir = (skillid == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  7157. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),dir,0x1);
  7158. clif_slide(src,src->x,src->y);
  7159. clif_fixpos(src); //Aegis sent this packet
  7160. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7161. }
  7162. break;
  7163. case NC_SELFDESTRUCTION:
  7164. if( sd ) {
  7165. if( pc_ismadogear(sd) )
  7166. pc_setmadogear(sd, 0);
  7167. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7168. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  7169. status_set_sp(src, 0, 0);
  7170. }
  7171. break;
  7172. case NC_ANALYZE:
  7173. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7174. clif_skill_nodamage(src, bl, skillid, skilllv,
  7175. sc_start(bl,type, 30 + 12 * skilllv,skilllv,skill_get_time(skillid,skilllv)));
  7176. if( sd ) pc_overheat(sd,1);
  7177. break;
  7178. case NC_MAGNETICFIELD:
  7179. if( (i = sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))) )
  7180. {
  7181. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
  7182. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  7183. if (sd) pc_overheat(sd,1);
  7184. }
  7185. clif_skill_nodamage(src,src,skillid,skilllv,i);
  7186. break;
  7187. case NC_REPAIR:
  7188. if( sd )
  7189. {
  7190. int heal;
  7191. if( dstsd && pc_ismadogear(dstsd) )
  7192. {
  7193. heal = dstsd->status.max_hp * (3+3*skilllv) / 100;
  7194. status_heal(bl,heal,0,2);
  7195. } else {
  7196. heal = sd->status.max_hp * (3+3*skilllv) / 100;
  7197. status_heal(src,heal,0,2);
  7198. }
  7199. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7200. clif_skill_nodamage(src, bl, skillid, skilllv, heal);
  7201. }
  7202. break;
  7203. case NC_DISJOINT:
  7204. {
  7205. if( bl->type != BL_MOB ) break;
  7206. md = map_id2md(bl->id);
  7207. if( md && md->class_ >= 2042 && md->class_ <= 2046 )
  7208. status_kill(bl);
  7209. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7210. }
  7211. break;
  7212. case SC_AUTOSHADOWSPELL:
  7213. if( sd ) {
  7214. if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
  7215. sc_start(src,SC_STOP,100,skilllv,-1);// The skilllv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  7216. clif_autoshadowspell_list(sd);
  7217. clif_skill_nodamage(src,bl,skillid,1,1);
  7218. }
  7219. else
  7220. clif_skill_fail(sd,skillid,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  7221. }
  7222. break;
  7223. case SC_SHADOWFORM:
  7224. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  7225. if( clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(src,type,100,skilllv,bl->id,4+skilllv,0,skill_get_time(skillid, skilllv))) )
  7226. dstsd->shadowform_id = src->id;
  7227. }
  7228. else if( sd )
  7229. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7230. break;
  7231. case SC_BODYPAINT:
  7232. if( flag&1 ) {
  7233. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  7234. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
  7235. tsc->data[SC__INVISIBILITY]) ) {
  7236. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  7237. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  7238. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  7239. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  7240. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  7241. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7242. sc_start(bl,SC_BLIND,53 + 2 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  7243. }
  7244. } else {
  7245. clif_skill_nodamage(src, bl, skillid, 0, 1);
  7246. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7247. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7248. }
  7249. break;
  7250. case SC_ENERVATION:
  7251. case SC_GROOMY:
  7252. case SC_LAZINESS:
  7253. case SC_UNLUCKY:
  7254. case SC_WEAKNESS:
  7255. if( !(tsc && tsc->data[type]) ) {
  7256. //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
  7257. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7258. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7259. rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
  7260. clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)));
  7261. } else if( sd )
  7262. clif_skill_fail(sd,skillid,0,0);
  7263. break;
  7264. case SC_IGNORANCE:
  7265. if( !(tsc && tsc->data[type]) ) {
  7266. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7267. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7268. rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
  7269. if (clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)))) {
  7270. int sp = 200 * skilllv;
  7271. if( dstmd ) sp = dstmd->level * 2;
  7272. if( status_zap(bl,0,sp) )
  7273. status_heal(src,0,sp/2,3);
  7274. }
  7275. else if( sd ) clif_skill_fail(sd,skillid,0,0);
  7276. } else if( sd )
  7277. clif_skill_fail(sd,skillid,0,0);
  7278. break;
  7279. case LG_TRAMPLE:
  7280. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7281. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skillid,skilllv),BL_SKILL,tick);
  7282. break;
  7283. case LG_REFLECTDAMAGE:
  7284. if( tsc && tsc->data[type] )
  7285. status_change_end(bl,type,INVALID_TIMER);
  7286. else
  7287. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7288. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7289. break;
  7290. case LG_SHIELDSPELL:
  7291. if( flag&1 ) {
  7292. int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
  7293. sc_start(bl,SC_SILENCE,100,skilllv,duration);
  7294. } else if( sd ) {
  7295. int opt = skilllv;
  7296. int rate = rnd()%100;
  7297. int val, brate;
  7298. switch( skilllv ) {
  7299. case 1:
  7300. {
  7301. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  7302. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  7303. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7304. break;
  7305. }
  7306. brate = shield_data->def * 10;
  7307. if( rate < 50 )
  7308. opt = 1;
  7309. else if( rate < 75 )
  7310. opt = 2;
  7311. else
  7312. opt = 3;
  7313. switch( opt ) {
  7314. case 1:
  7315. sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
  7316. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7317. if( rate < brate )
  7318. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7319. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  7320. break;
  7321. case 2:
  7322. val = shield_data->def / 10; // % Reflected damage.
  7323. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
  7324. break;
  7325. case 3:
  7326. val = shield_data->def; // Attack increase.
  7327. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
  7328. break;
  7329. }
  7330. }
  7331. break;
  7332. case 2:
  7333. brate = sd->bonus.shieldmdef * 20;
  7334. if( rate < 30 )
  7335. opt = 1;
  7336. else if( rate < 60 )
  7337. opt = 2;
  7338. else
  7339. opt = 3;
  7340. switch( opt ) {
  7341. case 1:
  7342. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7343. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7344. if( rate < brate )
  7345. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
  7346. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  7347. break;
  7348. case 2:
  7349. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7350. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7351. if( rate < brate )
  7352. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7353. break;
  7354. case 3:
  7355. if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
  7356. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skilllv,
  7357. sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
  7358. break;
  7359. }
  7360. break;
  7361. case 3:
  7362. {
  7363. struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  7364. if( !it ) { // No shield?
  7365. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7366. break;
  7367. }
  7368. brate = it->refine * 5;
  7369. if( rate < 25 )
  7370. opt = 1;
  7371. else if( rate < 50 )
  7372. opt = 2;
  7373. else
  7374. opt = 3;
  7375. switch( opt ) {
  7376. case 1:
  7377. val = 105 * it->refine / 10;
  7378. sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skillid,skilllv));
  7379. break;
  7380. case 2: case 3:
  7381. if( rate < brate )
  7382. {
  7383. val = sstatus->max_hp * (11 + it->refine) / 100;
  7384. status_heal(bl, val, 0, 3);
  7385. }
  7386. break;
  7387. /*case 3:
  7388. // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
  7389. break;*/
  7390. }
  7391. }
  7392. break;
  7393. }
  7394. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7395. }
  7396. break;
  7397. case LG_PIETY:
  7398. if( flag&1 )
  7399. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7400. else {
  7401. skill_area_temp[2] = 0;
  7402. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_PC,src,skillid,skilllv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  7403. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7404. }
  7405. break;
  7406. case LG_INSPIRATION:
  7407. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  7408. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  7409. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  7410. clif_updatestatus(sd,SP_BASEEXP);
  7411. clif_updatestatus(sd,SP_JOBEXP);
  7412. }
  7413. clif_skill_nodamage(bl,src,skillid,skilllv,
  7414. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7415. break;
  7416. case SR_CURSEDCIRCLE:
  7417. if( flag&1 ) {
  7418. if( is_boss(bl) ) break;
  7419. if( sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid, skilllv))) {
  7420. if( bl->type == BL_MOB )
  7421. mob_unlocktarget((TBL_MOB*)bl,gettick());
  7422. unit_stop_attack(bl);
  7423. clif_bladestop(src, bl->id, 1);
  7424. map_freeblock_unlock();
  7425. return 1;
  7426. }
  7427. } else {
  7428. int count = 0;
  7429. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7430. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  7431. BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7432. if( sd ) pc_delspiritball(sd, count, 0);
  7433. clif_skill_nodamage(src, src, skillid, skilllv,
  7434. sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skilllv, count, skill_get_time(skillid,skilllv)));
  7435. }
  7436. break;
  7437. case SR_RAISINGDRAGON:
  7438. if( sd ) {
  7439. short max = 5 + skilllv;
  7440. sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skilllv, skill_get_time(skillid, skilllv));
  7441. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  7442. pc_addspiritball(sd, skill_get_time(skillid, skilllv), max);
  7443. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv)));
  7444. }
  7445. break;
  7446. case SR_ASSIMILATEPOWER:
  7447. if( flag&1 ) {
  7448. i = 0;
  7449. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  7450. {
  7451. i = dstsd->spiritball; //1%sp per spiritball.
  7452. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  7453. }
  7454. if( i ) status_percent_heal(src, 0, i);
  7455. clif_skill_nodamage(src, bl, skillid, skilllv, i ? 1:0);
  7456. } else {
  7457. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7458. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  7459. }
  7460. break;
  7461. case SR_POWERVELOCITY:
  7462. if( !dstsd )
  7463. break;
  7464. if( sd && dstsd->spiritball <= 5 ) {
  7465. for(i = 0; i <= 5; i++) {
  7466. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  7467. pc_delspiritball(sd, sd->spiritball, 0);
  7468. }
  7469. }
  7470. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7471. break;
  7472. case SR_GENTLETOUCH_CURE:
  7473. {
  7474. int heal;
  7475. if( status_isimmune(bl) )
  7476. {
  7477. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  7478. break;
  7479. }
  7480. heal = 120 * skilllv + status_get_max_hp(bl) * (2 + skilllv) / 100;
  7481. status_heal(bl, heal, 0, 0);
  7482. clif_skill_nodamage(src, bl, AL_HEAL, heal, 1);
  7483. if( (tsc && tsc->opt1) && (rnd()%100 < ((skilllv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
  7484. {
  7485. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7486. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7487. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7488. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7489. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7490. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7491. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  7492. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7493. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7494. }
  7495. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7496. }
  7497. break;
  7498. case WA_SWING_DANCE:
  7499. case WA_MOONLIT_SERENADE:
  7500. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7501. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7502. else if( sd ) { // Only shows effects on caster.
  7503. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7504. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7505. }
  7506. break;
  7507. case WA_SYMPHONY_OF_LOVER:
  7508. case MI_RUSH_WINDMILL:
  7509. case MI_ECHOSONG:
  7510. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7511. sc_start4(bl,type,100,skilllv,6*skilllv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skillid,skilllv));
  7512. else if( sd ) { // Only shows effects on caster.
  7513. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7514. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7515. }
  7516. break;
  7517. case MI_HARMONIZE:
  7518. clif_skill_nodamage(src, bl, skillid, skilllv,sc_start(bl, type, 100, skilllv, skill_get_time(skillid,skilllv)));
  7519. break;
  7520. case WM_DEADHILLHERE:
  7521. if( bl->type == BL_PC ) {
  7522. if( !status_isdead(bl) )
  7523. break;
  7524. if( rnd()%100 < 88 + 2 * skilllv ) {
  7525. int heal = tstatus->sp;
  7526. if( heal <= 0 )
  7527. heal = 1;
  7528. tstatus->hp = heal;
  7529. tstatus->sp -= tstatus->sp * ( 120 - 20 * skilllv ) / 100;
  7530. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7531. pc_revive((TBL_PC*)bl,heal,0);
  7532. clif_resurrection(bl,1);
  7533. }
  7534. }
  7535. break;
  7536. case WM_SIRCLEOFNATURE:
  7537. flag |= BCT_PARTY|BCT_SELF;
  7538. case WM_VOICEOFSIREN:
  7539. if( flag&1 ) {
  7540. sc_start2(bl,type,(skillid==WM_VOICEOFSIREN)?20+10*skilllv:100,skilllv,(skillid==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skillid,skilllv));
  7541. } else {
  7542. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),(skillid==WM_VOICEOFSIREN)?BL_CHAR:BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7543. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7544. }
  7545. break;
  7546. case WM_GLOOMYDAY:
  7547. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7548. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  7549. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  7550. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  7551. {
  7552. sc_start(bl,SC_GLOOMYDAY_SK,100,skilllv,skill_get_time(skillid,skilllv));
  7553. break;
  7554. }
  7555. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7556. break;
  7557. case WM_SATURDAY_NIGHT_FEVER:
  7558. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  7559. if( !(tsc && tsc->data[type]) )
  7560. sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv));
  7561. } else if( flag&2 ) {
  7562. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  7563. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7564. } else if( sd ) {
  7565. if( !sd->status.party_id ) {
  7566. clif_skill_fail(sd,skillid,USESKILL_FAIL_NEED_HELPER,0);
  7567. break;
  7568. }
  7569. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid,skilllv),
  7570. BL_PC, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  7571. flag |= 2;
  7572. else
  7573. flag |= 1;
  7574. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  7575. clif_skill_nodamage(src, bl, skillid, skilllv,
  7576. sc_start(src,SC_STOP,100,skilllv,skill_get_time2(skillid,skilllv)));
  7577. if( flag&2 ) // Dealed here to prevent conflicts
  7578. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7579. }
  7580. break;
  7581. case WM_SONG_OF_MANA:
  7582. case WM_DANCE_WITH_WUG:
  7583. case WM_LERADS_DEW:
  7584. if( flag&1 ) { // These affect to to all party members near the caster.
  7585. struct status_change *sc = status_get_sc(src);
  7586. if( sc && sc->data[type] ) {
  7587. sc_start2(bl,type,100,skilllv,sc->data[type]->val2,skill_get_time(skillid,skilllv));
  7588. }
  7589. } else if( sd ) {
  7590. short lv = (short)skilllv;
  7591. int count = skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1);
  7592. if( sc_start2(bl,type,100,skilllv,count,skill_get_time(skillid,skilllv)) )
  7593. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7594. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7595. }
  7596. break;
  7597. case WM_MELODYOFSINK:
  7598. case WM_BEYOND_OF_WARCRY:
  7599. case WM_UNLIMITED_HUMMING_VOICE:
  7600. if( flag&1 ) {
  7601. sc_start2(bl,type,100,skilllv,skill_area_temp[0],skill_get_time(skillid,skilllv));
  7602. } else { // These affect to all targets arround the caster.
  7603. short lv = (short)skilllv;
  7604. skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1) : 50; // 50% chance in non BL_PC (clones).
  7605. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7606. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7607. }
  7608. break;
  7609. case WM_RANDOMIZESPELL: {
  7610. int improv_skillid = 0, improv_skilllv;
  7611. do {
  7612. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  7613. improv_skillid = skill_improvise_db[i].skillid;
  7614. } while( improv_skillid == 0 || rnd()%10000 >= skill_improvise_db[i].per );
  7615. improv_skilllv = 4 + skilllv;
  7616. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  7617. if( sd ) {
  7618. sd->state.abra_flag = 2;
  7619. sd->skillitem = improv_skillid;
  7620. sd->skillitemlv = improv_skilllv;
  7621. clif_item_skill(sd, improv_skillid, improv_skilllv);
  7622. } else {
  7623. struct unit_data *ud = unit_bl2ud(src);
  7624. int inf = skill_get_inf(improv_skillid);
  7625. int target_id = 0;
  7626. if (!ud) break;
  7627. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  7628. if (src->type == BL_PET)
  7629. bl = (struct block_list*)((TBL_PET*)src)->msd;
  7630. if (!bl) bl = src;
  7631. unit_skilluse_id(src, bl->id, improv_skillid, improv_skilllv);
  7632. } else {
  7633. if (ud->target)
  7634. target_id = ud->target;
  7635. else switch (src->type) {
  7636. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  7637. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  7638. }
  7639. if (!target_id)
  7640. break;
  7641. if (skill_get_casttype(improv_skillid) == CAST_GROUND) {
  7642. bl = map_id2bl(target_id);
  7643. if (!bl) bl = src;
  7644. unit_skilluse_pos(src, bl->x, bl->y, improv_skillid, improv_skilllv);
  7645. } else
  7646. unit_skilluse_id(src, target_id, improv_skillid, improv_skilllv);
  7647. }
  7648. }
  7649. }
  7650. break;
  7651. case RETURN_TO_ELDICASTES:
  7652. case ALL_GUARDIAN_RECALL:
  7653. if( sd )
  7654. {
  7655. short x, y; // Destiny position.
  7656. unsigned short mapindex;
  7657. if( skillid == RETURN_TO_ELDICASTES)
  7658. {
  7659. x = 198;
  7660. y = 187;
  7661. mapindex = mapindex_name2id(MAP_DICASTES);
  7662. }
  7663. else
  7664. {
  7665. x = 44;
  7666. y = 151;
  7667. mapindex = mapindex_name2id(MAP_MORA);
  7668. }
  7669. if(!mapindex)
  7670. { //Given map not found?
  7671. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7672. map_freeblock_unlock();
  7673. return 0;
  7674. }
  7675. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  7676. }
  7677. break;
  7678. case GM_SANDMAN:
  7679. if( tsc ) {
  7680. if( tsc->opt1 == OPT1_SLEEP )
  7681. tsc->opt1 = 0;
  7682. else
  7683. tsc->opt1 = OPT1_SLEEP;
  7684. clif_changeoption(bl);
  7685. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  7686. }
  7687. break;
  7688. case SO_ARRULLO:
  7689. if( flag&1 )
  7690. sc_start2(bl, type, 88 + 2 * skilllv, skilllv, 1, skill_get_time(skillid, skilllv));
  7691. else {
  7692. clif_skill_nodamage(src, bl, skillid, 0, 1);
  7693. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7694. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7695. }
  7696. break;
  7697. case SO_SUMMON_AGNI:
  7698. case SO_SUMMON_AQUA:
  7699. case SO_SUMMON_VENTUS:
  7700. case SO_SUMMON_TERA:
  7701. if( sd ) {
  7702. int elemental_class = skill_get_elemental_type(skillid,skilllv);
  7703. // Remove previous elemental fisrt.
  7704. if( sd->ed && elemental_delete(sd->ed,0) ) {
  7705. clif_skill_fail(sd,skillid,0,0);
  7706. break;
  7707. }
  7708. // Summoning the new one.
  7709. if( !elemental_create(sd,elemental_class,skill_get_time(skillid,skilllv)) ) {
  7710. clif_skill_fail(sd,skillid,0,0);
  7711. break;
  7712. }
  7713. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7714. }
  7715. break;
  7716. case SO_EL_CONTROL:
  7717. if( sd ) {
  7718. int mode = EL_MODE_PASSIVE; // Standard mode.
  7719. if( !sd->ed ) {
  7720. clif_skill_fail(sd,skillid,0,0);
  7721. break;
  7722. }
  7723. if( skilllv == 4 ) {// At level 4 delete elementals.
  7724. if( elemental_delete(sd->ed, 0) )
  7725. clif_skill_fail(sd,skillid,0,0);
  7726. break;
  7727. }
  7728. switch( skilllv ) {// Select mode bassed on skill level used.
  7729. case 1: mode = EL_MODE_PASSIVE; break;
  7730. case 2: mode = EL_MODE_ASSIST; break;
  7731. case 3: mode = EL_MODE_AGGRESSIVE; break;
  7732. }
  7733. if( !elemental_change_mode(sd->ed,mode) ) {
  7734. clif_skill_fail(sd,skillid,0,0);
  7735. break;
  7736. }
  7737. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7738. }
  7739. break;
  7740. case SO_EL_ACTION:
  7741. if( sd ) {
  7742. if( !sd->ed )
  7743. break;
  7744. elemental_action(sd->ed, bl, tick);
  7745. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7746. }
  7747. break;
  7748. case SO_EL_CURE:
  7749. if( sd ) {
  7750. struct elemental_data *ed = sd->ed;
  7751. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  7752. int e_hp, e_sp;
  7753. if( !ed ) {
  7754. clif_skill_fail(sd,skillid,0,0);
  7755. break;
  7756. }
  7757. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  7758. clif_skill_fail(sd,skillid,0,0);
  7759. break;
  7760. }
  7761. e_hp = ed->battle_status.max_hp * 10 / 100;
  7762. e_sp = ed->battle_status.max_sp * 10 / 100;
  7763. status_heal(&ed->bl,e_hp,e_sp,3);
  7764. clif_skill_nodamage(src,&ed->bl,skillid,skilllv,1);
  7765. }
  7766. break;
  7767. case GN_CHANGEMATERIAL:
  7768. case SO_EL_ANALYSIS:
  7769. if( sd ) {
  7770. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7771. clif_skill_itemlistwindow(sd,skillid,skilllv);
  7772. }
  7773. break;
  7774. case GN_BLOOD_SUCKER:
  7775. {
  7776. struct status_change *sc = status_get_sc(src);
  7777. if( sc && sc->bs_counter < skill_get_maxcount( skillid , skilllv) ) {
  7778. if( tsc && tsc->data[type] ){
  7779. (sc->bs_counter)--;
  7780. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  7781. }
  7782. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7783. sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid,skilllv));
  7784. (sc->bs_counter)++;
  7785. } else if( sd ) {
  7786. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7787. break;
  7788. }
  7789. }
  7790. break;
  7791. case GN_MANDRAGORA:
  7792. if( flag&1 ) {
  7793. if ( clif_skill_nodamage(bl, src, skillid, skilllv,
  7794. sc_start(bl, type, 25 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv))) )
  7795. status_zap(bl, 0, status_get_max_sp(bl) / 100 * 25 + 5 * skilllv);
  7796. } else
  7797. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7798. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7799. break;
  7800. case GN_SLINGITEM:
  7801. if( sd ) {
  7802. short ammo_id;
  7803. i = sd->equip_index[EQI_AMMO];
  7804. if( i <= 0 )
  7805. break; // No ammo.
  7806. ammo_id = sd->inventory_data[i]->nameid;
  7807. if( ammo_id <= 0 )
  7808. break;
  7809. sd->itemid = ammo_id;
  7810. if( itemdb_is_GNbomb(ammo_id) ) {
  7811. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  7812. if( ammo_id == 13263 )
  7813. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7814. else
  7815. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag);
  7816. } else //Otherwise, it fails, shows animation and removes items.
  7817. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
  7818. } else if( itemdb_is_GNthrowable(ammo_id) ){
  7819. struct script_code *script = sd->inventory_data[i]->script;
  7820. if( !script )
  7821. break;
  7822. if( dstsd )
  7823. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  7824. else
  7825. run_script(script,0,src->id,0);
  7826. }
  7827. }
  7828. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7829. clif_skill_nodamage(src,bl,skillid,skilllv,1);// This packet is received twice actually, I think it is to show the animation.
  7830. break;
  7831. case GN_MIX_COOKING:
  7832. if( sd ) {
  7833. clif_cooking_list(sd,27,skillid,(skilllv == 2) ? 10 : 1,6);
  7834. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7835. }
  7836. break;
  7837. case GN_MAKEBOMB:
  7838. if( sd ) {
  7839. clif_cooking_list(sd,28,skillid,(skilllv==2) ? 10 : 1,5);
  7840. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7841. }
  7842. break;
  7843. case GN_S_PHARMACY:
  7844. if( sd ) {
  7845. sd->skillid_old = skillid;
  7846. sd->skilllv_old = skilllv;
  7847. clif_cooking_list(sd,29,skillid,1,6);
  7848. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7849. }
  7850. break;
  7851. case EL_CIRCLE_OF_FIRE:
  7852. case EL_PYROTECHNIC:
  7853. case EL_HEATER:
  7854. case EL_TROPIC:
  7855. case EL_AQUAPLAY:
  7856. case EL_COOLER:
  7857. case EL_CHILLY_AIR:
  7858. case EL_GUST:
  7859. case EL_BLAST:
  7860. case EL_WILD_STORM:
  7861. case EL_PETROLOGY:
  7862. case EL_CURSED_SOIL:
  7863. case EL_UPHEAVAL:
  7864. case EL_FIRE_CLOAK:
  7865. case EL_WATER_DROP:
  7866. case EL_WIND_CURTAIN:
  7867. case EL_SOLID_SKIN:
  7868. case EL_STONE_SHIELD:
  7869. case EL_WIND_STEP: {
  7870. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  7871. if( ele ) {
  7872. sc_type type2 = type-1;
  7873. struct status_change *sc = status_get_sc(&ele->bl);
  7874. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  7875. elemental_clean_single_effect(ele, skillid);
  7876. } else {
  7877. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7878. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7879. if( skillid == EL_WIND_STEP ) // There aren't telemport, just push to the master.
  7880. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),(map_calc_dir(src,bl->x,bl->y)+4)%8,0);
  7881. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  7882. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7883. }
  7884. }
  7885. }
  7886. break;
  7887. case EL_FIRE_MANTLE:
  7888. case EL_WATER_BARRIER:
  7889. case EL_ZEPHYR:
  7890. case EL_POWER_OF_GAIA:
  7891. clif_skill_nodamage(src,src,skillid,skilllv,1);
  7892. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7893. skill_unitsetting(src,skillid,skilllv,bl->x,bl->y,0);
  7894. break;
  7895. case EL_WATER_SCREEN: {
  7896. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  7897. if( ele ) {
  7898. struct status_change *sc = status_get_sc(&ele->bl);
  7899. sc_type type2 = type-1;
  7900. clif_skill_nodamage(src,src,skillid,skilllv,1);
  7901. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  7902. elemental_clean_single_effect(ele, skillid);
  7903. } else {
  7904. // This not heals at the end.
  7905. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7906. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  7907. sc_start(bl,type,100,src->id,skill_get_time(skillid,skilllv));
  7908. }
  7909. }
  7910. }
  7911. break;
  7912. default:
  7913. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  7914. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7915. map_freeblock_unlock();
  7916. return 1;
  7917. }
  7918. if(skillid != SR_CURSEDCIRCLE){
  7919. struct status_change *sc = status_get_sc(src);
  7920. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) { //Should only remove after the skill had been casted.
  7921. sc->data[SC_CURSEDCIRCLE_ATKER]->val3 = 1;
  7922. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  7923. }
  7924. }
  7925. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  7926. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  7927. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  7928. }
  7929. if( sd && !(flag&1) )
  7930. {// ensure that the skill last-cast tick is recorded
  7931. sd->canskill_tick = gettick();
  7932. if( sd->state.arrow_atk )
  7933. {// consume arrow on last invocation to this skill.
  7934. battle_consume_ammo(sd, skillid, skilllv);
  7935. }
  7936. skill_onskillusage(sd, bl, skillid, tick);
  7937. // perform skill requirement consumption
  7938. skill_consume_requirement(sd,skillid,skilllv,2);
  7939. }
  7940. map_freeblock_unlock();
  7941. return 0;
  7942. }
  7943. /*==========================================
  7944. *
  7945. *------------------------------------------*/
  7946. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  7947. {
  7948. struct block_list *target, *src;
  7949. struct map_session_data *sd;
  7950. struct mob_data *md;
  7951. struct unit_data *ud;
  7952. struct status_change *sc = NULL;
  7953. int inf,inf2,flag = 0;
  7954. src = map_id2bl(id);
  7955. if( src == NULL )
  7956. {
  7957. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  7958. return 0;// not found
  7959. }
  7960. ud = unit_bl2ud(src);
  7961. if( ud == NULL )
  7962. {
  7963. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  7964. return 0;// ???
  7965. }
  7966. sd = BL_CAST(BL_PC, src);
  7967. md = BL_CAST(BL_MOB, src);
  7968. if( src->prev == NULL ) {
  7969. ud->skilltimer = INVALID_TIMER;
  7970. return 0;
  7971. }
  7972. if(ud->skillid != SA_CASTCANCEL && ud->skillid != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  7973. if( ud->skilltimer != tid ) {
  7974. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  7975. ud->skilltimer = INVALID_TIMER;
  7976. return 0;
  7977. }
  7978. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK) )
  7979. {// restore original walk speed
  7980. ud->skilltimer = INVALID_TIMER;
  7981. status_calc_bl(&sd->bl, SCB_SPEED);
  7982. }
  7983. ud->skilltimer = INVALID_TIMER;
  7984. }
  7985. if (ud->skilltarget == id)
  7986. target = src;
  7987. else
  7988. target = map_id2bl(ud->skilltarget);
  7989. // Use a do so that you can break out of it when the skill fails.
  7990. do {
  7991. if(!target || target->prev==NULL) break;
  7992. if(src->m != target->m || status_isdead(src)) break;
  7993. switch (ud->skillid) {
  7994. //These should become skill_castend_pos
  7995. case WE_CALLPARTNER:
  7996. if(sd) clif_callpartner(sd);
  7997. case WE_CALLPARENT:
  7998. case WE_CALLBABY:
  7999. case AM_RESURRECTHOMUN:
  8000. case PF_SPIDERWEB:
  8001. //Find a random spot to place the skill. [Skotlex]
  8002. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  8003. ud->skillx = target->x + inf2;
  8004. ud->skilly = target->y + inf2;
  8005. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  8006. ud->skillx = target->x;
  8007. ud->skilly = target->y;
  8008. }
  8009. ud->skilltimer=tid;
  8010. return skill_castend_pos(tid,tick,id,data);
  8011. case GN_WALLOFTHORN:
  8012. ud->skillx = target->x;
  8013. ud->skilly = target->y;
  8014. ud->skilltimer = tid;
  8015. return skill_castend_pos(tid,tick,id,data);
  8016. }
  8017. if(ud->skillid == RG_BACKSTAP) {
  8018. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  8019. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  8020. break;
  8021. }
  8022. }
  8023. if( ud->skillid == PR_TURNUNDEAD )
  8024. {
  8025. struct status_data *tstatus = status_get_status_data(target);
  8026. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  8027. break;
  8028. }
  8029. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  8030. {
  8031. sc = status_get_sc(target);
  8032. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  8033. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  8034. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  8035. break;
  8036. }
  8037. }
  8038. else
  8039. { // Check target validity.
  8040. inf = skill_get_inf(ud->skillid);
  8041. inf2 = skill_get_inf2(ud->skillid);
  8042. if(inf&INF_ATTACK_SKILL ||
  8043. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  8044. ) // Casted through combo.
  8045. inf = BCT_ENEMY; //Offensive skill.
  8046. else if(inf2&INF2_NO_ENEMY)
  8047. inf = BCT_NOENEMY;
  8048. else
  8049. inf = 0;
  8050. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  8051. {
  8052. inf |=
  8053. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  8054. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  8055. //Remove neutral targets (but allow enemy if skill is designed to be so)
  8056. inf &= ~BCT_NEUTRAL;
  8057. }
  8058. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  8059. {
  8060. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  8061. break;
  8062. }
  8063. else
  8064. if (inf && battle_check_target(src, target, inf) <= 0)
  8065. break;
  8066. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  8067. sc->data[SC_FOGWALL] &&
  8068. rnd()%100 < 75)
  8069. { //Fogwall makes all offensive-type targetted skills fail at 75%
  8070. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8071. break;
  8072. }
  8073. }
  8074. //Avoid doing double checks for instant-cast skills.
  8075. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1))
  8076. break;
  8077. if(md) {
  8078. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8079. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  8080. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  8081. }
  8082. if(src != target && battle_config.skill_add_range &&
  8083. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  8084. {
  8085. if (sd) {
  8086. clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8087. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  8088. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  8089. }
  8090. break;
  8091. }
  8092. if( sd )
  8093. {
  8094. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  8095. break;
  8096. else
  8097. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  8098. }
  8099. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  8100. break;
  8101. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  8102. {
  8103. ud->state.running = 0;
  8104. status_change_end(src, SC_RUN, INVALID_TIMER);
  8105. flag = 1;
  8106. }
  8107. if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN && ud->skillid != RA_WUGDASH)
  8108. unit_stop_walking(src,1);
  8109. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8110. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  8111. if( sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0 ){
  8112. int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv);
  8113. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8114. if (sd->skillcooldown[i].id == ud->skillid){
  8115. cooldown += sd->skillcooldown[i].val;
  8116. break;
  8117. }
  8118. }
  8119. skill_blockpc_start(sd, ud->skillid, cooldown);
  8120. }
  8121. if( battle_config.display_status_timers && sd )
  8122. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  8123. if( sd )
  8124. {
  8125. switch( ud->skillid )
  8126. {
  8127. case GS_DESPERADO:
  8128. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  8129. break;
  8130. case CR_GRANDCROSS:
  8131. case NPC_GRANDDARKNESS:
  8132. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  8133. {
  8134. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  8135. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  8136. break;
  8137. }
  8138. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  8139. break;
  8140. }
  8141. }
  8142. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  8143. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  8144. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8145. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  8146. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  8147. map_freeblock_lock();
  8148. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8149. skill_toggle_magicpower(src, ud->skillid);
  8150. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  8151. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  8152. else
  8153. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  8154. sc = status_get_sc(src);
  8155. if(sc && sc->count) {
  8156. if(sc->data[SC_SPIRIT] &&
  8157. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  8158. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  8159. ud->skillid != WZ_WATERBALL)
  8160. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  8161. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd )
  8162. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  8163. }
  8164. if( sd && ud->skillid != SA_ABRACADABRA && ud->skillid != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  8165. sd->skillitem = sd->skillitemlv = 0;
  8166. if (ud->skilltimer == INVALID_TIMER) {
  8167. if(md) md->skillidx = -1;
  8168. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  8169. ud->skilllv = ud->skilltarget = 0;
  8170. }
  8171. map_freeblock_unlock();
  8172. return 1;
  8173. } while(0);
  8174. //Skill failed.
  8175. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  8176. { //When Asura fails... (except when it fails from Fog of Wall)
  8177. //Consume SP/spheres
  8178. skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
  8179. status_set_sp(src, 0, 0);
  8180. sc = &sd->sc;
  8181. if (sc->count)
  8182. { //End states
  8183. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  8184. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  8185. }
  8186. if (target && target->m == src->m)
  8187. { //Move character to target anyway.
  8188. int dx,dy;
  8189. dx = target->x - src->x;
  8190. dy = target->y - src->y;
  8191. if(dx > 0) dx++;
  8192. else if(dx < 0) dx--;
  8193. if (dy > 0) dy++;
  8194. else if(dy < 0) dy--;
  8195. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  8196. { //Display movement + animation.
  8197. clif_slide(src,src->x,src->y);
  8198. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  8199. }
  8200. clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8201. }
  8202. }
  8203. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  8204. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8205. ud->canact_tick = tick;
  8206. //You can't place a skill failed packet here because it would be
  8207. //sent in ALL cases, even cases where skill_check_condition fails
  8208. //which would lead to double 'skill failed' messages u.u [Skotlex]
  8209. if(sd)
  8210. sd->skillitem = sd->skillitemlv = 0;
  8211. else if(md)
  8212. md->skillidx = -1;
  8213. return 0;
  8214. }
  8215. /*==========================================
  8216. *
  8217. *------------------------------------------*/
  8218. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  8219. {
  8220. struct block_list* src = map_id2bl(id);
  8221. int maxcount;
  8222. struct map_session_data *sd;
  8223. struct unit_data *ud = unit_bl2ud(src);
  8224. struct mob_data *md;
  8225. nullpo_ret(ud);
  8226. sd = BL_CAST(BL_PC , src);
  8227. md = BL_CAST(BL_MOB, src);
  8228. if( src->prev == NULL ) {
  8229. ud->skilltimer = INVALID_TIMER;
  8230. return 0;
  8231. }
  8232. if( ud->skilltimer != tid )
  8233. {
  8234. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  8235. ud->skilltimer = INVALID_TIMER;
  8236. return 0;
  8237. }
  8238. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK ) )
  8239. {// restore original walk speed
  8240. ud->skilltimer = INVALID_TIMER;
  8241. status_calc_bl(&sd->bl, SCB_SPEED);
  8242. }
  8243. ud->skilltimer = INVALID_TIMER;
  8244. do {
  8245. if( status_isdead(src) )
  8246. break;
  8247. if( !(src->type&battle_config.skill_reiteration) &&
  8248. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  8249. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  8250. )
  8251. {
  8252. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8253. break;
  8254. }
  8255. if( src->type&battle_config.skill_nofootset &&
  8256. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  8257. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  8258. )
  8259. {
  8260. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8261. break;
  8262. }
  8263. if( src->type&battle_config.land_skill_limit &&
  8264. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  8265. ) {
  8266. int i;
  8267. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  8268. if(ud->skillunit[i]->skill_id == ud->skillid)
  8269. maxcount--;
  8270. }
  8271. if( maxcount == 0 )
  8272. {
  8273. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8274. break;
  8275. }
  8276. }
  8277. if(tid != INVALID_TIMER)
  8278. { //Avoid double checks on instant cast skills. [Skotlex]
  8279. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  8280. break;
  8281. if(battle_config.skill_add_range &&
  8282. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  8283. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  8284. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  8285. break;
  8286. }
  8287. }
  8288. if( sd )
  8289. {
  8290. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  8291. break;
  8292. else
  8293. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  8294. }
  8295. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  8296. break;
  8297. if(md) {
  8298. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8299. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  8300. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  8301. }
  8302. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8303. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  8304. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  8305. if (ud->walktimer != INVALID_TIMER)
  8306. unit_stop_walking(src,1);
  8307. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8308. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  8309. if( battle_config.display_status_timers && sd )
  8310. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  8311. // if( sd )
  8312. // {
  8313. // switch( ud->skillid )
  8314. // {
  8315. // case ????:
  8316. // sd->canequip_tick = tick + ????;
  8317. // break;
  8318. // }
  8319. // }
  8320. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  8321. map_freeblock_lock();
  8322. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  8323. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  8324. sd->skillitem = sd->skillitemlv = 0;
  8325. if (ud->skilltimer == INVALID_TIMER) {
  8326. if (md) md->skillidx = -1;
  8327. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  8328. ud->skilllv = ud->skillx = ud->skilly = 0;
  8329. }
  8330. map_freeblock_unlock();
  8331. return 1;
  8332. } while(0);
  8333. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8334. ud->canact_tick = tick;
  8335. ud->skillid = ud->skilllv = 0;
  8336. if(sd)
  8337. sd->skillitem = sd->skillitemlv = 0;
  8338. else if(md)
  8339. md->skillidx = -1;
  8340. return 0;
  8341. }
  8342. /*==========================================
  8343. *
  8344. *------------------------------------------*/
  8345. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  8346. {
  8347. struct map_session_data* sd;
  8348. struct status_change* sc;
  8349. struct status_change_entry *sce;
  8350. struct skill_unit_group* sg;
  8351. enum sc_type type;
  8352. int i;
  8353. //if(skilllv <= 0) return 0;
  8354. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8355. nullpo_ret(src);
  8356. if(status_isdead(src))
  8357. return 0;
  8358. sd = BL_CAST(BL_PC, src);
  8359. sc = status_get_sc(src);
  8360. type = status_skill2sc(skillid);
  8361. sce = (sc && type != -1)?sc->data[type]:NULL;
  8362. switch (skillid) { //Skill effect.
  8363. case WZ_METEOR:
  8364. case MO_BODYRELOCATION:
  8365. case CR_CULTIVATION:
  8366. case HW_GANBANTEIN:
  8367. case LG_EARTHDRIVE:
  8368. break; //Effect is displayed on respective switch case.
  8369. default:
  8370. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  8371. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8372. else
  8373. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  8374. }
  8375. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8376. skill_toggle_magicpower(src, skillid);
  8377. switch(skillid)
  8378. {
  8379. case PR_BENEDICTIO:
  8380. skill_area_temp[1] = src->id;
  8381. i = skill_get_splash(skillid, skilllv);
  8382. map_foreachinarea(skill_area_sub,
  8383. src->m, x-i, y-i, x+i, y+i, BL_PC,
  8384. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  8385. skill_castend_nodamage_id);
  8386. map_foreachinarea(skill_area_sub,
  8387. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8388. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  8389. skill_castend_damage_id);
  8390. break;
  8391. case BS_HAMMERFALL:
  8392. i = skill_get_splash(skillid, skilllv);
  8393. map_foreachinarea (skill_area_sub,
  8394. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8395. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  8396. skill_castend_nodamage_id);
  8397. break;
  8398. case HT_DETECTING:
  8399. i = skill_get_splash(skillid, skilllv);
  8400. map_foreachinarea( status_change_timer_sub,
  8401. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  8402. src,NULL,SC_SIGHT,tick);
  8403. if(battle_config.traps_setting&1)
  8404. map_foreachinarea( skill_reveal_trap,
  8405. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  8406. break;
  8407. case SR_RIDEINLIGHTNING:
  8408. i = skill_get_splash(skillid, skilllv);
  8409. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8410. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  8411. break;
  8412. case SA_VOLCANO:
  8413. case SA_DELUGE:
  8414. case SA_VIOLENTGALE:
  8415. { //Does not consumes if the skill is already active. [Skotlex]
  8416. struct skill_unit_group *sg;
  8417. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  8418. {
  8419. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  8420. {
  8421. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8422. return 0; // not to consume items
  8423. }
  8424. else
  8425. sg->limit = 0; //Disable it.
  8426. }
  8427. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8428. break;
  8429. }
  8430. case MG_SAFETYWALL:
  8431. case MG_FIREWALL:
  8432. case MG_THUNDERSTORM:
  8433. case AL_PNEUMA:
  8434. case WZ_ICEWALL:
  8435. case WZ_FIREPILLAR:
  8436. case WZ_QUAGMIRE:
  8437. case WZ_VERMILION:
  8438. case WZ_STORMGUST:
  8439. case WZ_HEAVENDRIVE:
  8440. case PR_SANCTUARY:
  8441. case PR_MAGNUS:
  8442. case CR_GRANDCROSS:
  8443. case NPC_GRANDDARKNESS:
  8444. case HT_SKIDTRAP:
  8445. case MA_SKIDTRAP:
  8446. case HT_LANDMINE:
  8447. case MA_LANDMINE:
  8448. case HT_ANKLESNARE:
  8449. case HT_SHOCKWAVE:
  8450. case HT_SANDMAN:
  8451. case MA_SANDMAN:
  8452. case HT_FLASHER:
  8453. case HT_FREEZINGTRAP:
  8454. case MA_FREEZINGTRAP:
  8455. case HT_BLASTMINE:
  8456. case HT_CLAYMORETRAP:
  8457. case AS_VENOMDUST:
  8458. case AM_DEMONSTRATION:
  8459. case PF_FOGWALL:
  8460. case PF_SPIDERWEB:
  8461. case HT_TALKIEBOX:
  8462. case WE_CALLPARTNER:
  8463. case WE_CALLPARENT:
  8464. case WE_CALLBABY:
  8465. case AC_SHOWER: //Ground-placed skill implementation.
  8466. case MA_SHOWER:
  8467. case SA_LANDPROTECTOR:
  8468. case BD_LULLABY:
  8469. case BD_RICHMANKIM:
  8470. case BD_ETERNALCHAOS:
  8471. case BD_DRUMBATTLEFIELD:
  8472. case BD_RINGNIBELUNGEN:
  8473. case BD_ROKISWEIL:
  8474. case BD_INTOABYSS:
  8475. case BD_SIEGFRIED:
  8476. case BA_DISSONANCE:
  8477. case BA_POEMBRAGI:
  8478. case BA_WHISTLE:
  8479. case BA_ASSASSINCROSS:
  8480. case BA_APPLEIDUN:
  8481. case DC_UGLYDANCE:
  8482. case DC_HUMMING:
  8483. case DC_DONTFORGETME:
  8484. case DC_FORTUNEKISS:
  8485. case DC_SERVICEFORYOU:
  8486. case CG_MOONLIT:
  8487. case GS_DESPERADO:
  8488. case NJ_KAENSIN:
  8489. case NJ_BAKUENRYU:
  8490. case NJ_SUITON:
  8491. case NJ_HYOUSYOURAKU:
  8492. case NJ_RAIGEKISAI:
  8493. case NJ_KAMAITACHI:
  8494. case NPC_EVILLAND:
  8495. case RA_ELECTRICSHOCKER:
  8496. case RA_CLUSTERBOMB:
  8497. case RA_MAGENTATRAP:
  8498. case RA_COBALTTRAP:
  8499. case RA_MAIZETRAP:
  8500. case RA_VERDURETRAP:
  8501. case RA_FIRINGTRAP:
  8502. case RA_ICEBOUNDTRAP:
  8503. case SC_MANHOLE:
  8504. case SC_DIMENSIONDOOR:
  8505. case SC_CHAOSPANIC:
  8506. case SC_BLOODYLUST:
  8507. case SC_MAELSTROM:
  8508. case WM_REVERBERATION:
  8509. case WM_SEVERE_RAINSTORM:
  8510. case WM_POEMOFNETHERWORLD:
  8511. case SO_PSYCHIC_WAVE:
  8512. case SO_VACUUM_EXTREME:
  8513. case GN_WALLOFTHORN:
  8514. case GN_THORNS_TRAP:
  8515. case GN_DEMONIC_FIRE:
  8516. case GN_HELLS_PLANT:
  8517. case SO_EARTHGRAVE:
  8518. case SO_DIAMONDDUST:
  8519. case SO_FIRE_INSIGNIA:
  8520. case SO_WATER_INSIGNIA:
  8521. case SO_WIND_INSIGNIA:
  8522. case SO_EARTH_INSIGNIA:
  8523. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  8524. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  8525. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8526. break;
  8527. case RG_GRAFFITI: /* Graffiti [Valaris] */
  8528. skill_clear_unitgroup(src);
  8529. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8530. flag|=1;
  8531. break;
  8532. case HP_BASILICA:
  8533. if( sc->data[SC_BASILICA] )
  8534. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
  8535. else
  8536. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  8537. skill_clear_unitgroup(src);
  8538. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  8539. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  8540. flag|=1;
  8541. }
  8542. break;
  8543. case CG_HERMODE:
  8544. skill_clear_unitgroup(src);
  8545. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  8546. sc_start4(src,SC_DANCING,100,
  8547. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  8548. flag|=1;
  8549. break;
  8550. case RG_CLEANER: // [Valaris]
  8551. i = skill_get_splash(skillid, skilllv);
  8552. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  8553. break;
  8554. case SO_CLOUD_KILL:
  8555. case SO_WARMER:
  8556. flag|=(skillid == SO_WARMER)?8:4;
  8557. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8558. break;
  8559. case WZ_METEOR: {
  8560. int area = skill_get_splash(skillid, skilllv);
  8561. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  8562. for( i = 0; i < 2 + (skilllv>>1); i++ ) {
  8563. // Creates a random Cell in the Splash Area
  8564. tmpx = x - area + rnd()%(area * 2 + 1);
  8565. tmpy = y - area + rnd()%(area * 2 + 1);
  8566. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  8567. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  8568. if( i > 0 )
  8569. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,0);
  8570. x1 = tmpx;
  8571. y1 = tmpy;
  8572. }
  8573. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,0);
  8574. }
  8575. break;
  8576. case AL_WARP:
  8577. if(sd)
  8578. {
  8579. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  8580. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  8581. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  8582. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  8583. );
  8584. }
  8585. return 0; // not to consume item.
  8586. case MO_BODYRELOCATION:
  8587. if (unit_movepos(src, x, y, 1, 1)) {
  8588. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  8589. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  8590. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  8591. }
  8592. break;
  8593. case NJ_SHADOWJUMP:
  8594. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  8595. { //You don't move on GVG grounds.
  8596. unit_movepos(src, x, y, 1, 0);
  8597. clif_slide(src,x,y);
  8598. }
  8599. status_change_end(src, SC_HIDING, INVALID_TIMER);
  8600. break;
  8601. case AM_SPHEREMINE:
  8602. case AM_CANNIBALIZE:
  8603. {
  8604. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  8605. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  8606. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  8607. struct mob_data *md;
  8608. // Correct info, don't change any of this! [celest]
  8609. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  8610. if (md) {
  8611. md->master_id = src->id;
  8612. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  8613. if( md->deletetimer != INVALID_TIMER )
  8614. delete_timer(md->deletetimer, mob_timer_delete);
  8615. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  8616. mob_spawn (md); //Now it is ready for spawning.
  8617. }
  8618. }
  8619. break;
  8620. // Slim Pitcher [Celest]
  8621. case CR_SLIMPITCHER:
  8622. if (sd) {
  8623. int i = skilllv%11 - 1;
  8624. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  8625. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  8626. {
  8627. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8628. return 1;
  8629. }
  8630. potion_flag = 1;
  8631. potion_hp = 0;
  8632. potion_sp = 0;
  8633. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8634. potion_flag = 0;
  8635. //Apply skill bonuses
  8636. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  8637. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  8638. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  8639. + pc_skillheal_bonus(sd, skillid);
  8640. potion_hp = potion_hp * (100+i)/100;
  8641. potion_sp = potion_sp * (100+i)/100;
  8642. if(potion_hp > 0 || potion_sp > 0) {
  8643. i = skill_get_splash(skillid, skilllv);
  8644. map_foreachinarea(skill_area_sub,
  8645. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  8646. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  8647. skill_castend_nodamage_id);
  8648. }
  8649. } else {
  8650. int i = skilllv%11 - 1;
  8651. struct item_data *item;
  8652. i = skill_db[skillid].itemid[i];
  8653. item = itemdb_search(i);
  8654. potion_flag = 1;
  8655. potion_hp = 0;
  8656. potion_sp = 0;
  8657. run_script(item->script,0,src->id,0);
  8658. potion_flag = 0;
  8659. i = skill_get_max(CR_SLIMPITCHER)*10;
  8660. potion_hp = potion_hp * (100+i)/100;
  8661. potion_sp = potion_sp * (100+i)/100;
  8662. if(potion_hp > 0 || potion_sp > 0) {
  8663. i = skill_get_splash(skillid, skilllv);
  8664. map_foreachinarea(skill_area_sub,
  8665. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  8666. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  8667. skill_castend_nodamage_id);
  8668. }
  8669. }
  8670. break;
  8671. case HW_GANBANTEIN:
  8672. if (rnd()%100 < 80) {
  8673. int dummy = 1;
  8674. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  8675. i = skill_get_splash(skillid, skilllv);
  8676. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  8677. } else {
  8678. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8679. return 1;
  8680. }
  8681. break;
  8682. case HW_GRAVITATION:
  8683. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  8684. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  8685. flag|=1;
  8686. break;
  8687. // Plant Cultivation [Celest]
  8688. case CR_CULTIVATION:
  8689. if (sd) {
  8690. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  8691. {
  8692. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8693. return 1;
  8694. }
  8695. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  8696. if (rnd()%100 < 50) {
  8697. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8698. } else {
  8699. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"");
  8700. int i;
  8701. if (!md) break;
  8702. if ((i = skill_get_time(skillid, skilllv)) > 0)
  8703. {
  8704. if( md->deletetimer != INVALID_TIMER )
  8705. delete_timer(md->deletetimer, mob_timer_delete);
  8706. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  8707. }
  8708. mob_spawn (md);
  8709. }
  8710. }
  8711. break;
  8712. case SG_SUN_WARM:
  8713. case SG_MOON_WARM:
  8714. case SG_STAR_WARM:
  8715. skill_clear_unitgroup(src);
  8716. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  8717. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  8718. flag|=1;
  8719. break;
  8720. case PA_GOSPEL:
  8721. if (sce && sce->val4 == BCT_SELF)
  8722. {
  8723. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  8724. return 0;
  8725. }
  8726. else
  8727. {
  8728. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  8729. if (!sg) break;
  8730. if (sce)
  8731. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  8732. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  8733. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  8734. }
  8735. break;
  8736. case NJ_TATAMIGAESHI:
  8737. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  8738. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  8739. break;
  8740. case AM_RESURRECTHOMUN: //[orn]
  8741. if (sd)
  8742. {
  8743. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  8744. {
  8745. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8746. break;
  8747. }
  8748. }
  8749. break;
  8750. case NC_COLDSLOWER:
  8751. case NC_ARMSCANNON:
  8752. case RK_DRAGONBREATH:
  8753. case RK_WINDCUTTER:
  8754. case WM_LULLABY_DEEPSLEEP:
  8755. i = skill_get_splash(skillid,skilllv);
  8756. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  8757. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8758. break;
  8759. /**
  8760. * Guilotine Cross
  8761. **/
  8762. case GC_POISONSMOKE:
  8763. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  8764. if( sd )
  8765. clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  8766. return 0;
  8767. }
  8768. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  8769. skill_unitsetting(src, skillid, skilllv, x, y, flag);
  8770. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  8771. break;
  8772. /**
  8773. * Arch Bishop
  8774. **/
  8775. case AB_EPICLESIS:
  8776. if( (sg = skill_unitsetting(src, skillid, skilllv, x, y, 0)) ) {
  8777. i = sg->unit->range;
  8778. 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);
  8779. }
  8780. break;
  8781. /**
  8782. * Warlock
  8783. **/
  8784. case WL_COMET:
  8785. if( sc ) {
  8786. sc->comet_x = x;
  8787. sc->comet_y = y;
  8788. }
  8789. i = skill_get_splash(skillid,skilllv);
  8790. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8791. break;
  8792. case WL_EARTHSTRAIN:
  8793. {
  8794. int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
  8795. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  8796. for( i = 1; i <= wave; i++ )
  8797. {
  8798. switch( dir ){
  8799. case 0: case 1: case 7: sy = y + i; break;
  8800. case 3: case 4: case 5: sy = y - i; break;
  8801. case 2: sx = x - i; break;
  8802. case 6: sx = x + i; break;
  8803. }
  8804. skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2);
  8805. }
  8806. if(sd) skill_blockpc_start(sd, skillid, skill_get_cooldown(skillid, skilllv));
  8807. }
  8808. break;
  8809. /**
  8810. * Ranger
  8811. **/
  8812. case RA_DETONATOR:
  8813. i = skill_get_splash(skillid, skilllv);
  8814. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  8815. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8816. break;
  8817. /**
  8818. * Mechanic
  8819. **/
  8820. case NC_NEUTRALBARRIER:
  8821. case NC_STEALTHFIELD:
  8822. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  8823. if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
  8824. sc_start2(src,skillid == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  8825. if( sd ) pc_overheat(sd,1);
  8826. }
  8827. break;
  8828. case NC_SILVERSNIPER:
  8829. {
  8830. int class_ = 2042;
  8831. struct mob_data *md;
  8832. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "");
  8833. if( md )
  8834. {
  8835. md->master_id = src->id;
  8836. md->special_state.ai = 3;
  8837. if( md->deletetimer != INVALID_TIMER )
  8838. delete_timer(md->deletetimer, mob_timer_delete);
  8839. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  8840. mob_spawn( md );
  8841. }
  8842. }
  8843. break;
  8844. case NC_MAGICDECOY:
  8845. if( sd ) clif_magicdecoy_list(sd,skilllv,x,y);
  8846. break;
  8847. case SC_FEINTBOMB:
  8848. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8849. skill_unitsetting(src,skillid,skilllv,x,y,0); // Set bomb on current Position
  8850. skill_blown(src,src,6,unit_getdir(src),0);
  8851. break;
  8852. case LG_OVERBRAND:
  8853. {
  8854. int width;//according to data from irowiki it actually is a square
  8855. for( width = 0; width < 7; width++ )
  8856. for( i = 0; i < 7; i++ )
  8857. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, BL_CHAR, src, LG_OVERBRAND_BRANDISH, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  8858. for( width = 0; width < 7; width++ )
  8859. for( i = 0; i < 7; i++ )
  8860. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  8861. }
  8862. break;
  8863. case LG_BANDING:
  8864. if( sc && sc->data[SC_BANDING] )
  8865. status_change_end(src,SC_BANDING,INVALID_TIMER);
  8866. else if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
  8867. sc_start4(src,SC_BANDING,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  8868. if( sd ) pc_banding(sd,skilllv);
  8869. }
  8870. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8871. break;
  8872. case LG_RAYOFGENESIS:
  8873. if( status_charge(src,status_get_max_hp(src)*3*skilllv / 100,0) ) {
  8874. i = skill_get_splash(skillid,skilllv);
  8875. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  8876. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8877. } else if( sd )
  8878. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  8879. break;
  8880. case WM_DOMINION_IMPULSE:
  8881. i = skill_get_splash(skillid, skilllv);
  8882. map_foreachinarea( skill_ative_reverberation,
  8883. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  8884. break;
  8885. case WM_GREAT_ECHO:
  8886. flag|=1; // Should counsume 1 item per skill usage.
  8887. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  8888. break;
  8889. case GN_CRAZYWEED:
  8890. i = skill_get_splash(skillid,skilllv);
  8891. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,
  8892. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  8893. skill_castend_damage_id);
  8894. break;
  8895. case GN_FIRE_EXPANSION: {
  8896. int i;
  8897. struct unit_data *ud = unit_bl2ud(src);
  8898. if( !ud ) break;
  8899. for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
  8900. if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
  8901. distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
  8902. switch( skilllv ) {
  8903. case 3:
  8904. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
  8905. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
  8906. break;
  8907. case 4:
  8908. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
  8909. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
  8910. break;
  8911. case 5:
  8912. map_foreachinarea(skill_area_sub, src->m,
  8913. ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
  8914. ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
  8915. src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skilllv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
  8916. skill_delunit(ud->skillunit[i]->unit);
  8917. break;
  8918. default:
  8919. ud->skillunit[i]->unit->val2 = skilllv;
  8920. ud->skillunit[i]->unit->group->val2 = skilllv;
  8921. break;
  8922. }
  8923. }
  8924. }
  8925. }
  8926. break;
  8927. case SO_FIREWALK:
  8928. case SO_ELECTRICWALK:
  8929. if( sc && sc->data[type] )
  8930. status_change_end(src,type,INVALID_TIMER);
  8931. clif_skill_nodamage(src, src ,skillid, skilllv,
  8932. sc_start2(src, type, 100, skillid, skilllv, skill_get_time(skillid, skilllv)));
  8933. break;
  8934. default:
  8935. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  8936. return 1;
  8937. }
  8938. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) { //Should only remove after the skill has been casted.
  8939. sc->data[SC_CURSEDCIRCLE_ATKER]->val3 = 1;
  8940. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  8941. }
  8942. if( sd )
  8943. {// ensure that the skill last-cast tick is recorded
  8944. sd->canskill_tick = gettick();
  8945. if( sd->state.arrow_atk && !(flag&1) )
  8946. {// consume arrow if this is a ground skill
  8947. battle_consume_ammo(sd, skillid, skilllv);
  8948. }
  8949. // perform skill requirement consumption
  8950. skill_consume_requirement(sd,skillid,skilllv,2);
  8951. }
  8952. return 0;
  8953. }
  8954. /*==========================================
  8955. *
  8956. *------------------------------------------*/
  8957. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  8958. {
  8959. nullpo_ret(sd);
  8960. //Simplify skill_failed code.
  8961. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  8962. if(skill_num != sd->menuskill_id)
  8963. return 0;
  8964. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  8965. skill_failed(sd);
  8966. return 0;
  8967. }
  8968. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  8969. skill_failed(sd);
  8970. return 0;
  8971. }
  8972. if(sd->sc.count && (
  8973. sd->sc.data[SC_SILENCE] ||
  8974. sd->sc.data[SC_ROKISWEIL] ||
  8975. sd->sc.data[SC_AUTOCOUNTER] ||
  8976. sd->sc.data[SC_STEELBODY] ||
  8977. (sd->sc.data[SC_DANCING] && skill_num < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
  8978. sd->sc.data[SC_BERSERK] ||
  8979. sd->sc.data[SC_BASILICA] ||
  8980. sd->sc.data[SC_MARIONETTE] ||
  8981. sd->sc.data[SC_WHITEIMPRISON] ||
  8982. (sd->sc.data[SC_STASIS] && skill_stasis_check(&sd->bl, sd->sc.data[SC_STASIS]->val2, skill_num)) ||
  8983. sd->sc.data[SC_OBLIVIONCURSE] ||
  8984. sd->sc.data[SC__MANHOLE]
  8985. )) {
  8986. skill_failed(sd);
  8987. return 0;
  8988. }
  8989. pc_stop_attack(sd);
  8990. pc_stop_walking(sd,0);
  8991. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  8992. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  8993. if(strcmp(map,"cancel")==0) {
  8994. skill_failed(sd);
  8995. return 0;
  8996. }
  8997. switch(skill_num)
  8998. {
  8999. case AL_TELEPORT:
  9000. if(strcmp(map,"Random")==0)
  9001. pc_randomwarp(sd,CLR_TELEPORT);
  9002. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  9003. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  9004. break;
  9005. case AL_WARP:
  9006. {
  9007. const struct point *p[4];
  9008. struct skill_unit_group *group;
  9009. int i, lv, wx, wy;
  9010. int maxcount=0;
  9011. int x,y;
  9012. unsigned short mapindex;
  9013. mapindex = mapindex_name2id((char*)map);
  9014. if(!mapindex) { //Given map not found?
  9015. clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
  9016. skill_failed(sd);
  9017. return 0;
  9018. }
  9019. p[0] = &sd->status.save_point;
  9020. p[1] = &sd->status.memo_point[0];
  9021. p[2] = &sd->status.memo_point[1];
  9022. p[3] = &sd->status.memo_point[2];
  9023. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  9024. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  9025. if(sd->ud.skillunit[i]->skill_id == skill_num)
  9026. maxcount--;
  9027. }
  9028. if(!maxcount) {
  9029. clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
  9030. skill_failed(sd);
  9031. return 0;
  9032. }
  9033. }
  9034. lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
  9035. wx = sd->menuskill_val>>16;
  9036. wy = sd->menuskill_val&0xffff;
  9037. if( lv <= 0 ) return 0;
  9038. if( lv > 4 ) lv = 4; // crash prevention
  9039. // check if the chosen map exists in the memo list
  9040. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  9041. if( i < lv ) {
  9042. x=p[i]->x;
  9043. y=p[i]->y;
  9044. } else {
  9045. skill_failed(sd);
  9046. return 0;
  9047. }
  9048. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  9049. { // This checks versus skillid/skilllv...
  9050. skill_failed(sd);
  9051. return 0;
  9052. }
  9053. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  9054. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  9055. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  9056. skill_failed(sd);
  9057. return 0;
  9058. }
  9059. group->val1 = (group->val1<<16)|(short)0;
  9060. // record the destination coordinates
  9061. group->val2 = (x<<16)|y;
  9062. group->val3 = mapindex;
  9063. }
  9064. break;
  9065. }
  9066. sd->menuskill_id = sd->menuskill_val = 0;
  9067. return 0;
  9068. #undef skill_failed
  9069. }
  9070. /// transforms 'target' skill unit into dissonance (if conditions are met)
  9071. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  9072. {
  9073. struct skill_unit* target = (struct skill_unit*)bl;
  9074. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  9075. int flag = va_arg(ap, int);
  9076. if (src == target)
  9077. return 0;
  9078. if (!target->group || !(target->group->state.song_dance&0x1))
  9079. return 0;
  9080. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  9081. return 0;
  9082. if (flag) //Set dissonance
  9083. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  9084. else //Remove dissonance
  9085. target->val2 &= ~UF_ENSEMBLE;
  9086. clif_skill_setunit(target); //Update look of affected cell.
  9087. return 1;
  9088. }
  9089. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  9090. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  9091. //When 1, this unit has been positioned, so start the cancel effect.
  9092. int skill_dance_overlap(struct skill_unit* unit, int flag)
  9093. {
  9094. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  9095. return 0;
  9096. if (!flag && !(unit->val2&UF_ENSEMBLE))
  9097. return 0; //Nothing to remove, this unit is not overlapped.
  9098. if (unit->val1 != unit->group->skill_id)
  9099. { //Reset state
  9100. unit->val1 = unit->group->skill_id;
  9101. unit->val2 &= ~UF_ENSEMBLE;
  9102. }
  9103. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  9104. }
  9105. /*==========================================
  9106. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  9107. * Flag: 0 - Convert, 1 - Revert.
  9108. *------------------------------------------*/
  9109. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  9110. {
  9111. static int prevflag = 1; // by default the backup is empty
  9112. static struct skill_unit_group backup;
  9113. struct skill_unit_group* group = unit->group;
  9114. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  9115. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  9116. return false;
  9117. if( flag == prevflag )
  9118. {// protection against attempts to read an empty backup / write to a full backup
  9119. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  9120. flag ? "read an empty backup" : "write to a full backup",
  9121. group->skill_id, group->skill_lv, group->src_id);
  9122. return false;
  9123. }
  9124. prevflag = flag;
  9125. if( !flag )
  9126. { //Transform
  9127. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  9128. // backup
  9129. backup.skill_id = group->skill_id;
  9130. backup.skill_lv = group->skill_lv;
  9131. backup.unit_id = group->unit_id;
  9132. backup.target_flag = group->target_flag;
  9133. backup.bl_flag = group->bl_flag;
  9134. backup.interval = group->interval;
  9135. // replace
  9136. group->skill_id = skillid;
  9137. group->skill_lv = 1;
  9138. group->unit_id = skill_get_unit_id(skillid,0);
  9139. group->target_flag = skill_get_unit_target(skillid);
  9140. group->bl_flag = skill_get_unit_bl_target(skillid);
  9141. group->interval = skill_get_unit_interval(skillid);
  9142. }
  9143. else
  9144. { //Restore
  9145. group->skill_id = backup.skill_id;
  9146. group->skill_lv = backup.skill_lv;
  9147. group->unit_id = backup.unit_id;
  9148. group->target_flag = backup.target_flag;
  9149. group->bl_flag = backup.bl_flag;
  9150. group->interval = backup.interval;
  9151. }
  9152. return true;
  9153. }
  9154. /**
  9155. * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  9156. **/
  9157. static int skill_icewall_block(struct block_list *bl,va_list ap) {
  9158. struct block_list *target = NULL;
  9159. struct mob_data *md = ((TBL_MOB*)bl);
  9160. nullpo_ret(bl);
  9161. nullpo_ret(md);
  9162. if( !md->target_id )
  9163. return 0;
  9164. nullpo_ret( ( target = map_id2bl(md->target_id) ) );
  9165. if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
  9166. return 0;
  9167. if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
  9168. mob_unlocktarget(md,gettick());
  9169. mob_stop_walking(md,1);
  9170. }
  9171. return 0;
  9172. }
  9173. /*==========================================
  9174. * Initializes and sets a ground skill.
  9175. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  9176. *------------------------------------------*/
  9177. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  9178. {
  9179. struct skill_unit_group *group;
  9180. int i,limit,val1=0,val2=0,val3=0;
  9181. int target,interval,range,unit_flag;
  9182. struct s_skill_unit_layout *layout;
  9183. struct map_session_data *sd;
  9184. struct status_data *status;
  9185. struct status_change *sc;
  9186. int active_flag=1;
  9187. int subunt=0;
  9188. nullpo_retr(NULL, src);
  9189. limit = skill_get_time(skillid,skilllv);
  9190. range = skill_get_unit_range(skillid,skilllv);
  9191. interval = skill_get_unit_interval(skillid);
  9192. target = skill_get_unit_target(skillid);
  9193. unit_flag = skill_get_unit_flag(skillid);
  9194. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  9195. sd = BL_CAST(BL_PC, src);
  9196. status = status_get_status_data(src);
  9197. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  9198. switch( skillid ) {
  9199. case MG_SAFETYWALL:
  9200. #ifdef RENEWAL
  9201. /**
  9202. * According to data provided in RE, SW life is equal to 3 times caster's health
  9203. **/
  9204. val2 = status_get_max_hp(src) * 3;
  9205. #else
  9206. val2 = skilllv+1;
  9207. #endif
  9208. break;
  9209. case MG_FIREWALL:
  9210. if(sc && sc->data[SC_VIOLENTGALE])
  9211. limit = limit*3/2;
  9212. val2=4+skilllv;
  9213. break;
  9214. case AL_WARP:
  9215. val1=skilllv+6;
  9216. if(!(flag&1))
  9217. limit=2000;
  9218. else // previous implementation (not used anymore)
  9219. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  9220. if( src->type != BL_SKILL ) return NULL;
  9221. group = ((TBL_SKILL*)src)->group;
  9222. src = map_id2bl(group->src_id);
  9223. if( !src ) return NULL;
  9224. val2 = group->val2; //Copy the (x,y) position you warp to
  9225. val3 = group->val3; //as well as the mapindex to warp to.
  9226. }
  9227. break;
  9228. case HP_BASILICA:
  9229. val1 = src->id; // Store caster id.
  9230. break;
  9231. case PR_SANCTUARY:
  9232. case NPC_EVILLAND:
  9233. val1=(skilllv+3)*2;
  9234. break;
  9235. case WZ_FIREPILLAR:
  9236. if((flag&1)!=0)
  9237. limit=1000;
  9238. val1=skilllv+2;
  9239. break;
  9240. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  9241. case AM_DEMONSTRATION:
  9242. case GN_HELLS_PLANT:
  9243. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  9244. && (src->type&battle_config.vs_traps_bctall))
  9245. target = BCT_ALL;
  9246. break;
  9247. case HT_SHOCKWAVE:
  9248. val1=skilllv*15+10;
  9249. case HT_SANDMAN:
  9250. case MA_SANDMAN:
  9251. case HT_CLAYMORETRAP:
  9252. case HT_SKIDTRAP:
  9253. case MA_SKIDTRAP:
  9254. case HT_LANDMINE:
  9255. case MA_LANDMINE:
  9256. case HT_ANKLESNARE:
  9257. case HT_FLASHER:
  9258. case HT_FREEZINGTRAP:
  9259. case MA_FREEZINGTRAP:
  9260. case HT_BLASTMINE:
  9261. /**
  9262. * Ranger
  9263. **/
  9264. case RA_ELECTRICSHOCKER:
  9265. case RA_CLUSTERBOMB:
  9266. case RA_MAGENTATRAP:
  9267. case RA_COBALTTRAP:
  9268. case RA_MAIZETRAP:
  9269. case RA_VERDURETRAP:
  9270. case RA_FIRINGTRAP:
  9271. case RA_ICEBOUNDTRAP:
  9272. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  9273. limit *= 4; // longer trap times in WOE [celest]
  9274. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  9275. target = BCT_ALL;
  9276. break;
  9277. case SA_LANDPROTECTOR:
  9278. case SA_VOLCANO:
  9279. case SA_DELUGE:
  9280. case SA_VIOLENTGALE:
  9281. {
  9282. struct skill_unit_group *old_sg;
  9283. if ((old_sg = skill_locate_element_field(src)) != NULL)
  9284. { //HelloKitty confirmed that these are interchangeable,
  9285. //so you can change element and not consume gemstones.
  9286. if ((
  9287. old_sg->skill_id == SA_VOLCANO ||
  9288. old_sg->skill_id == SA_DELUGE ||
  9289. old_sg->skill_id == SA_VIOLENTGALE
  9290. ) && old_sg->limit > 0)
  9291. { //Use the previous limit (minus the elapsed time) [Skotlex]
  9292. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  9293. if (limit < 0) //This can happen...
  9294. limit = skill_get_time(skillid,skilllv);
  9295. }
  9296. skill_clear_group(src,1);
  9297. }
  9298. break;
  9299. }
  9300. case BA_DISSONANCE:
  9301. case DC_UGLYDANCE:
  9302. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  9303. break;
  9304. case BA_WHISTLE:
  9305. val1 = skilllv +status->agi/10; // Flee increase
  9306. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  9307. if(sd){
  9308. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9309. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  9310. }
  9311. break;
  9312. case DC_HUMMING:
  9313. val1 = 2*skilllv+status->dex/10; // Hit increase
  9314. #ifdef RENEWAL
  9315. val1 *= 2;
  9316. #endif
  9317. if(sd)
  9318. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9319. break;
  9320. case BA_POEMBRAGI:
  9321. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  9322. //For some reason at level 10 the base delay reduction is 50%.
  9323. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  9324. if(sd){
  9325. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9326. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9327. }
  9328. break;
  9329. case DC_DONTFORGETME:
  9330. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  9331. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  9332. if(sd){
  9333. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9334. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  9335. }
  9336. break;
  9337. case BA_APPLEIDUN:
  9338. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  9339. if(sd)
  9340. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9341. break;
  9342. case DC_SERVICEFORYOU:
  9343. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  9344. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  9345. if(sd){
  9346. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  9347. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  9348. }
  9349. break;
  9350. case BA_ASSASSINCROSS:
  9351. val1 = 100+(10*skilllv)+(status->agi/10); // ASPD increase
  9352. if(sd)
  9353. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  9354. break;
  9355. case DC_FORTUNEKISS:
  9356. val1 = 10+skilllv+(status->luk/10); // Critical increase
  9357. if(sd)
  9358. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9359. val1*=10; //Because every 10 crit is an actual cri point.
  9360. break;
  9361. case BD_DRUMBATTLEFIELD:
  9362. #ifdef RENEWAL
  9363. val1 = (skilllv+5)*25; //Watk increase
  9364. val2 = skilllv*10; //Def increase
  9365. #else
  9366. val1 = (skilllv+1)*25; //Watk increase
  9367. val2 = (skilllv+1)*2; //Def increase
  9368. #endif
  9369. break;
  9370. case BD_RINGNIBELUNGEN:
  9371. val1 = (skilllv+2)*25; //Watk increase
  9372. break;
  9373. case BD_RICHMANKIM:
  9374. val1 = 25 + 11*skilllv; //Exp increase bonus.
  9375. break;
  9376. case BD_SIEGFRIED:
  9377. val1 = 55 + skilllv*5; //Elemental Resistance
  9378. val2 = skilllv*10; //Status ailment resistance
  9379. break;
  9380. case WE_CALLPARTNER:
  9381. if (sd) val1 = sd->status.partner_id;
  9382. break;
  9383. case WE_CALLPARENT:
  9384. if (sd) {
  9385. val1 = sd->status.father;
  9386. val2 = sd->status.mother;
  9387. }
  9388. break;
  9389. case WE_CALLBABY:
  9390. if (sd) val1 = sd->status.child;
  9391. break;
  9392. case NJ_KAENSIN:
  9393. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  9394. val2 = (skilllv+1)/2 + 4;
  9395. break;
  9396. case NJ_SUITON:
  9397. skill_clear_group(src, 1);
  9398. break;
  9399. case GS_GROUNDDRIFT:
  9400. {
  9401. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  9402. val1 = status->rhw.ele;
  9403. if (!val1)
  9404. val1=element[rnd()%5];
  9405. switch (val1)
  9406. {
  9407. case ELE_FIRE:
  9408. subunt++;
  9409. case ELE_WATER:
  9410. subunt++;
  9411. case ELE_POISON:
  9412. subunt++;
  9413. case ELE_DARK:
  9414. subunt++;
  9415. case ELE_WIND:
  9416. break;
  9417. default:
  9418. subunt=rnd()%5;
  9419. break;
  9420. }
  9421. break;
  9422. }
  9423. case GC_POISONSMOKE:
  9424. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  9425. return NULL;
  9426. val1 = sc->data[SC_POISONINGWEAPON]->val1; // Level of Poison, to determine poisoning time
  9427. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  9428. limit = 4000 + 2000 * skilllv;
  9429. break;
  9430. case GD_LEADERSHIP:
  9431. case GD_GLORYWOUNDS:
  9432. case GD_SOULCOLD:
  9433. case GD_HAWKEYES:
  9434. limit = 1000000;//it doesn't matter
  9435. break;
  9436. case LG_BANDING:
  9437. limit = -1;
  9438. break;
  9439. case WM_REVERBERATION:
  9440. interval = limit;
  9441. val2 = 1;
  9442. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  9443. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  9444. return NULL;
  9445. break;
  9446. case SO_CLOUD_KILL:
  9447. skill_clear_group(src, 4);
  9448. break;
  9449. case SO_WARMER:
  9450. skill_clear_group(src, 8);
  9451. break;
  9452. case GN_WALLOFTHORN:
  9453. if( flag&1 )
  9454. limit = 3000;
  9455. val3 = (x<<16)|y;
  9456. break;
  9457. }
  9458. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  9459. group->val1=val1;
  9460. group->val2=val2;
  9461. group->val3=val3;
  9462. group->target_flag=target;
  9463. group->bl_flag= skill_get_unit_bl_target(skillid);
  9464. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  9465. 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
  9466. group->state.guildaura = ( skillid >= GD_LEADERSHIP && skillid <= GD_HAWKEYES )?1:0;
  9467. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  9468. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  9469. active_flag = 0;
  9470. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  9471. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  9472. if (sd)
  9473. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  9474. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  9475. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  9476. }
  9477. if (group->state.song_dance) {
  9478. if(sd){
  9479. sd->skillid_dance = skillid;
  9480. sd->skilllv_dance = skilllv;
  9481. }
  9482. if (
  9483. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  9484. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  9485. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  9486. )
  9487. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  9488. }
  9489. limit = group->limit;
  9490. for( i = 0; i < layout->count; i++ )
  9491. {
  9492. struct skill_unit *unit;
  9493. int ux = x + layout->dx[i];
  9494. int uy = y + layout->dy[i];
  9495. int val1 = skilllv;
  9496. int val2 = 0;
  9497. int alive = 1;
  9498. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  9499. continue; // don't place skill units on walls (except for songs/dances/encores)
  9500. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  9501. continue; // no path between cell and center of casting.
  9502. switch( skillid )
  9503. {
  9504. case MG_FIREWALL:
  9505. case NJ_KAENSIN:
  9506. val2=group->val2;
  9507. break;
  9508. case WZ_ICEWALL:
  9509. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  9510. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  9511. break;
  9512. case HT_LANDMINE:
  9513. case MA_LANDMINE:
  9514. case HT_ANKLESNARE:
  9515. case HT_SHOCKWAVE:
  9516. case HT_SANDMAN:
  9517. case MA_SANDMAN:
  9518. case HT_FLASHER:
  9519. case HT_FREEZINGTRAP:
  9520. case MA_FREEZINGTRAP:
  9521. case HT_TALKIEBOX:
  9522. case HT_SKIDTRAP:
  9523. case MA_SKIDTRAP:
  9524. /**
  9525. * Ranger
  9526. **/
  9527. case RA_ELECTRICSHOCKER:
  9528. case RA_CLUSTERBOMB:
  9529. case RA_MAGENTATRAP:
  9530. case RA_COBALTTRAP:
  9531. case RA_MAIZETRAP:
  9532. case RA_VERDURETRAP:
  9533. case RA_FIRINGTRAP:
  9534. case RA_ICEBOUNDTRAP:
  9535. val1 = 3500;
  9536. break;
  9537. case GS_DESPERADO:
  9538. val1 = abs(layout->dx[i]);
  9539. val2 = abs(layout->dy[i]);
  9540. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  9541. if (val2 > val1) val1 = val2;
  9542. if (val1) val1--;
  9543. val1 = 36 -12*val1;
  9544. } else //Diagonal edges
  9545. val1 = 28 -4*val1 -4*val2;
  9546. if (val1 < 1) val1 = 1;
  9547. val2 = 0;
  9548. break;
  9549. case WM_REVERBERATION:
  9550. val1 = 1 + skilllv;
  9551. break;
  9552. case GN_WALLOFTHORN:
  9553. val1 = 1000 * skilllv; // Need official value. [LimitLine]
  9554. break;
  9555. default:
  9556. if (group->state.song_dance&0x1)
  9557. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  9558. break;
  9559. }
  9560. if( range <= 0 )
  9561. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  9562. if( !alive )
  9563. continue;
  9564. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  9565. unit->limit=limit;
  9566. unit->range=range;
  9567. if (skillid == PF_FOGWALL && alive == 2)
  9568. { //Double duration of cells on top of Deluge/Suiton
  9569. unit->limit *= 2;
  9570. group->limit = unit->limit;
  9571. }
  9572. // execute on all targets standing on this cell
  9573. if (range==0 && active_flag)
  9574. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  9575. }
  9576. if (!group->alive_count)
  9577. { //No cells? Something that was blocked completely by Land Protector?
  9578. skill_delunitgroup(group);
  9579. return NULL;
  9580. }
  9581. //success, unit created.
  9582. switch( skillid ) {
  9583. case WZ_ICEWALL:
  9584. map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
  9585. break;
  9586. case NJ_TATAMIGAESHI: //Store number of tiles.
  9587. group->val1 = group->alive_count;
  9588. break;
  9589. }
  9590. return group;
  9591. }
  9592. /*==========================================
  9593. *
  9594. *------------------------------------------*/
  9595. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  9596. {
  9597. struct skill_unit_group *sg;
  9598. struct block_list *ss;
  9599. struct status_change *sc;
  9600. struct status_change_entry *sce;
  9601. enum sc_type type;
  9602. int skillid;
  9603. nullpo_ret(src);
  9604. nullpo_ret(bl);
  9605. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  9606. return 0;
  9607. nullpo_ret(sg=src->group);
  9608. nullpo_ret(ss=map_id2bl(sg->src_id));
  9609. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  9610. return 0; //AoE skills are ineffective. [Skotlex]
  9611. sc = status_get_sc(bl);
  9612. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  9613. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  9614. type = status_skill2sc(sg->skill_id);
  9615. sce = (sc && type != -1)?sc->data[type]:NULL;
  9616. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  9617. switch (sg->unit_id)
  9618. {
  9619. case UNT_SPIDERWEB:
  9620. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  9621. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  9622. sc->data[SC_SPIDERWEB]->val2++;
  9623. break;
  9624. }
  9625. else if( sc )
  9626. {
  9627. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  9628. if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) )
  9629. {
  9630. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  9631. if( td )
  9632. sec = DIFF_TICK(td->tick, tick);
  9633. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  9634. clif_fixpos(bl);
  9635. sg->val2 = bl->id;
  9636. }
  9637. else
  9638. sec = 3000; //Couldn't trap it?
  9639. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  9640. }
  9641. break;
  9642. case UNT_SAFETYWALL:
  9643. if (!sce)
  9644. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  9645. break;
  9646. case UNT_PNEUMA:
  9647. case UNT_CHAOSPANIC:
  9648. case UNT_MAELSTROM:
  9649. if (!sce)
  9650. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  9651. break;
  9652. case UNT_WARP_WAITING: {
  9653. int working = sg->val1&0xffff;
  9654. if(bl->type==BL_PC && !working){
  9655. struct map_session_data *sd = (struct map_session_data *)bl;
  9656. if((!sd->chatID || battle_config.chat_warpportal)
  9657. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  9658. {
  9659. int x = sg->val2>>16;
  9660. int y = sg->val2&0xffff;
  9661. int count = sg->val1>>16;
  9662. unsigned short m = sg->val3;
  9663. if( --count <= 0 )
  9664. skill_delunitgroup(sg);
  9665. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  9666. working = 1;/* we break it because officials break it, lovely stuff. */
  9667. sg->val1 = (count<<16)|working;
  9668. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  9669. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  9670. }
  9671. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  9672. int m = map_mapindex2mapid(sg->val3);
  9673. if (m < 0) break; //Map not available on this map-server.
  9674. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  9675. }
  9676. }
  9677. break;
  9678. case UNT_QUAGMIRE:
  9679. if(!sce)
  9680. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  9681. break;
  9682. case UNT_VOLCANO:
  9683. case UNT_DELUGE:
  9684. case UNT_VIOLENTGALE:
  9685. if(!sce)
  9686. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  9687. break;
  9688. case UNT_SUITON:
  9689. if(!sce)
  9690. sc_start4(bl,type,100,sg->skill_lv,
  9691. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  9692. 0,0,sg->limit);
  9693. break;
  9694. case UNT_HERMODE:
  9695. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  9696. status_change_clear_buffs(bl,1); //Should dispell only allies.
  9697. case UNT_RICHMANKIM:
  9698. case UNT_ETERNALCHAOS:
  9699. case UNT_DRUMBATTLEFIELD:
  9700. case UNT_RINGNIBELUNGEN:
  9701. case UNT_ROKISWEIL:
  9702. case UNT_INTOABYSS:
  9703. case UNT_SIEGFRIED:
  9704. //Needed to check when a dancer/bard leaves their ensemble area.
  9705. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  9706. return skillid;
  9707. if (!sce)
  9708. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  9709. break;
  9710. case UNT_WHISTLE:
  9711. case UNT_ASSASSINCROSS:
  9712. case UNT_POEMBRAGI:
  9713. case UNT_APPLEIDUN:
  9714. case UNT_HUMMING:
  9715. case UNT_DONTFORGETME:
  9716. case UNT_FORTUNEKISS:
  9717. case UNT_SERVICEFORYOU:
  9718. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) {
  9719. if( sce )/* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */
  9720. sce->val4 = 2;
  9721. return 0;
  9722. }
  9723. if (!sc) return 0;
  9724. if (!sce)
  9725. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  9726. else if (sce->val4 == 1) {
  9727. //Readjust timers since the effect will not last long.
  9728. sce->val4 = 0;
  9729. delete_timer(sce->timer, status_change_timer);
  9730. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  9731. }
  9732. break;
  9733. case UNT_FOGWALL:
  9734. if (!sce)
  9735. {
  9736. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  9737. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  9738. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  9739. }
  9740. break;
  9741. case UNT_GRAVITATION:
  9742. if (!sce)
  9743. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  9744. break;
  9745. // officially, icewall has no problems existing on occupied cells [ultramage]
  9746. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  9747. // src->val1 = 0;
  9748. // if(src->limit + sg->tick > tick + 700)
  9749. // src->limit = DIFF_TICK(tick+700,sg->tick);
  9750. // break;
  9751. case UNT_MOONLIT:
  9752. //Knockback out of area if affected char isn't in Moonlit effect
  9753. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  9754. break;
  9755. if (ss == bl) //Also needed to prevent infinite loop crash.
  9756. break;
  9757. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  9758. break;
  9759. case UNT_WALLOFTHORN:
  9760. if( status_get_mode(bl)&MD_BOSS )
  9761. break; // iRO Wiki says that this skill don't affect to Boss monsters.
  9762. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
  9763. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  9764. break;
  9765. case UNT_GD_LEADERSHIP:
  9766. case UNT_GD_GLORYWOUNDS:
  9767. case UNT_GD_SOULCOLD:
  9768. case UNT_GD_HAWKEYES:
  9769. if ( !sce )
  9770. sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000);
  9771. break;
  9772. }
  9773. return skillid;
  9774. }
  9775. /*==========================================
  9776. *
  9777. *------------------------------------------*/
  9778. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  9779. {
  9780. struct skill_unit_group *sg;
  9781. struct block_list *ss;
  9782. TBL_PC* tsd;
  9783. struct status_data *tstatus;
  9784. struct status_change *tsc;
  9785. struct skill_unit_group_tickset *ts;
  9786. enum sc_type type;
  9787. int skillid;
  9788. int diff=0;
  9789. nullpo_ret(src);
  9790. nullpo_ret(bl);
  9791. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  9792. return 0;
  9793. nullpo_ret(sg=src->group);
  9794. nullpo_ret(ss=map_id2bl(sg->src_id));
  9795. tsd = BL_CAST(BL_PC, bl);
  9796. tsc = status_get_sc(bl);
  9797. if ( tsc && tsc->data[SC_HOVERING] )
  9798. return 0; //Under hovering characters are immune to trap and ground target skills.
  9799. tstatus = status_get_status_data(bl);
  9800. type = status_skill2sc(sg->skill_id);
  9801. skillid = sg->skill_id;
  9802. if (sg->interval == -1) {
  9803. switch (sg->unit_id) {
  9804. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  9805. case UNT_FIREPILLAR_ACTIVE:
  9806. case UNT_ELECTRICSHOCKER:
  9807. case UNT_MANHOLE:
  9808. return 0;
  9809. default:
  9810. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  9811. return 0;
  9812. }
  9813. }
  9814. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  9815. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  9816. diff = DIFF_TICK(tick,ts->tick);
  9817. if (diff < 0)
  9818. return 0;
  9819. ts->tick = tick+sg->interval;
  9820. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  9821. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  9822. }
  9823. switch (sg->unit_id)
  9824. {
  9825. case UNT_FIREWALL:
  9826. case UNT_KAEN:
  9827. {
  9828. int count=0;
  9829. const int x = bl->x, y = bl->y;
  9830. if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
  9831. break;
  9832. //Take into account these hit more times than the timer interval can handle.
  9833. do
  9834. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  9835. while(--src->val2 && x == bl->x && y == bl->y &&
  9836. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  9837. if (src->val2<=0)
  9838. skill_delunit(src);
  9839. }
  9840. break;
  9841. case UNT_SANCTUARY:
  9842. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  9843. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  9844. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  9845. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  9846. }
  9847. else
  9848. {
  9849. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  9850. struct mob_data *md = BL_CAST(BL_MOB, bl);
  9851. #ifdef RENEWAL
  9852. if( md && md->class_ == MOBID_EMPERIUM )
  9853. break;
  9854. #endif
  9855. if( md && mob_is_battleground(md) )
  9856. break;
  9857. if( tstatus->hp >= tstatus->max_hp )
  9858. break;
  9859. if( status_isimmune(bl) )
  9860. heal = 0;
  9861. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  9862. status_heal(bl, heal, 0, 0);
  9863. if( diff >= 500 )
  9864. sg->val1--;
  9865. }
  9866. if( sg->val1 <= 0 )
  9867. skill_delunitgroup(sg);
  9868. break;
  9869. case UNT_EVILLAND:
  9870. //Will heal demon and undead element monsters, but not players.
  9871. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  9872. { //Damage enemies
  9873. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  9874. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  9875. } else {
  9876. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  9877. if (tstatus->hp >= tstatus->max_hp)
  9878. break;
  9879. if (status_isimmune(bl))
  9880. heal = 0;
  9881. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  9882. status_heal(bl, heal, 0, 0);
  9883. }
  9884. break;
  9885. case UNT_MAGNUS:
  9886. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  9887. break;
  9888. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  9889. break;
  9890. case UNT_DUMMYSKILL:
  9891. switch (sg->skill_id)
  9892. {
  9893. case SG_SUN_WARM: //SG skills [Komurka]
  9894. case SG_MOON_WARM:
  9895. case SG_STAR_WARM:
  9896. {
  9897. int count = 0;
  9898. const int x = bl->x, y = bl->y;
  9899. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  9900. do
  9901. {
  9902. if( bl->type == BL_PC )
  9903. status_zap(bl, 0, 15); // sp damage to players
  9904. else // mobs
  9905. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  9906. {
  9907. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  9908. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  9909. }
  9910. else
  9911. { //should end when out of sp.
  9912. sg->limit = DIFF_TICK(tick,sg->tick);
  9913. break;
  9914. }
  9915. } while( x == bl->x && y == bl->y &&
  9916. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  9917. }
  9918. break;
  9919. /**
  9920. * The storm gust counter was dropped in renewal
  9921. **/
  9922. #ifndef RENEWAL
  9923. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  9924. if (tsc)
  9925. tsc->sg_counter++; //SG hit counter.
  9926. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  9927. tsc->sg_counter=0; //Attack absorbed.
  9928. break;
  9929. #endif
  9930. case GS_DESPERADO:
  9931. if (rnd()%100 < src->val1)
  9932. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  9933. break;
  9934. default:
  9935. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  9936. }
  9937. break;
  9938. case UNT_FIREPILLAR_WAITING:
  9939. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  9940. skill_delunit(src);
  9941. break;
  9942. case UNT_SKIDTRAP:
  9943. {
  9944. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  9945. sg->unit_id = UNT_USED_TRAPS;
  9946. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  9947. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  9948. }
  9949. break;
  9950. case UNT_ANKLESNARE:
  9951. case UNT_MANHOLE:
  9952. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  9953. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  9954. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  9955. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  9956. if( td )
  9957. sec = DIFF_TICK(td->tick, tick);
  9958. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  9959. clif_fixpos(bl);
  9960. sg->val2 = bl->id;
  9961. } else
  9962. sec = 3000; //Couldn't trap it?
  9963. if( sg->unit_id == UNT_ANKLESNARE ) {
  9964. clif_skillunit_update(&src->bl);
  9965. /**
  9966. * If you're snared from a trap that was invisible this makes the trap be
  9967. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  9968. * bugreport:3961
  9969. **/
  9970. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  9971. }
  9972. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  9973. sg->interval = -1;
  9974. src->range = 0;
  9975. }
  9976. break;
  9977. case UNT_ELECTRICSHOCKER:
  9978. if( bl->id != ss->id ) {
  9979. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  9980. if( status_get_mode(bl)&MD_BOSS )
  9981. break;
  9982. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  9983. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  9984. if( td )
  9985. sec = DIFF_TICK(td->tick, tick);
  9986. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  9987. clif_fixpos(bl);
  9988. } else
  9989. sec = 3000; //Couldn't trap it?
  9990. map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
  9991. src->range = -1;
  9992. }
  9993. break;
  9994. case UNT_VENOMDUST:
  9995. if(tsc && !tsc->data[type])
  9996. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  9997. break;
  9998. case UNT_LANDMINE:
  9999. case UNT_CLAYMORETRAP:
  10000. case UNT_BLASTMINE:
  10001. case UNT_SHOCKWAVE:
  10002. case UNT_SANDMAN:
  10003. case UNT_FLASHER:
  10004. case UNT_FREEZINGTRAP:
  10005. case UNT_FIREPILLAR_ACTIVE:
  10006. /**
  10007. * Ranger
  10008. **/
  10009. case UNT_CLUSTERBOMB:
  10010. case UNT_MAGENTATRAP:
  10011. case UNT_COBALTTRAP:
  10012. case UNT_MAIZETRAP:
  10013. case UNT_VERDURETRAP:
  10014. case UNT_FIRINGTRAP:
  10015. case UNT_ICEBOUNDTRAP:
  10016. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10017. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  10018. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  10019. src->range = -1; //Disable range so it does not invoke a for each in area again.
  10020. sg->limit=DIFF_TICK(tick,sg->tick)+1500 + (sg->unit_id== UNT_CLUSTERBOMB?1000:0);// Cluster Bomb has 1s to disappear once activated.
  10021. break;
  10022. case UNT_TALKIEBOX:
  10023. if (sg->src_id == bl->id)
  10024. break;
  10025. if (sg->val2 == 0){
  10026. clif_talkiebox(&src->bl, sg->valstr);
  10027. sg->unit_id = UNT_USED_TRAPS;
  10028. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10029. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  10030. sg->val2 = -1;
  10031. }
  10032. break;
  10033. case UNT_LULLABY:
  10034. if (ss->id == bl->id)
  10035. break;
  10036. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10037. break;
  10038. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  10039. if (ss->id != bl->id)
  10040. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10041. break;
  10042. case UNT_DISSONANCE:
  10043. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10044. break;
  10045. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  10046. {
  10047. int heal;
  10048. #ifdef RENEWAL
  10049. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10050. if( md && md->class_ == MOBID_EMPERIUM )
  10051. break;
  10052. #endif
  10053. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  10054. break; // affects self only when soullinked
  10055. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  10056. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10057. status_heal(bl, heal, 0, 0);
  10058. break;
  10059. }
  10060. case UNT_TATAMIGAESHI:
  10061. case UNT_DEMONSTRATION:
  10062. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10063. break;
  10064. case UNT_GOSPEL:
  10065. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  10066. break;
  10067. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  10068. { // Support Effect only on party, not guild
  10069. int heal;
  10070. int i = rnd()%13; // Positive buff count
  10071. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  10072. switch (i)
  10073. {
  10074. case 0: // Heal 1~9999 HP
  10075. heal = rnd() %9999+1;
  10076. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  10077. status_heal(bl,heal,0,0);
  10078. break;
  10079. case 1: // End all negative status
  10080. status_change_clear_buffs(bl,2);
  10081. if (tsd) clif_gospel_info(tsd, 0x15);
  10082. break;
  10083. case 2: // Immunity to all status
  10084. sc_start(bl,SC_SCRESIST,100,100,time);
  10085. if (tsd) clif_gospel_info(tsd, 0x16);
  10086. break;
  10087. case 3: // MaxHP +100%
  10088. sc_start(bl,SC_INCMHPRATE,100,100,time);
  10089. if (tsd) clif_gospel_info(tsd, 0x17);
  10090. break;
  10091. case 4: // MaxSP +100%
  10092. sc_start(bl,SC_INCMSPRATE,100,100,time);
  10093. if (tsd) clif_gospel_info(tsd, 0x18);
  10094. break;
  10095. case 5: // All stats +20
  10096. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  10097. if (tsd) clif_gospel_info(tsd, 0x19);
  10098. break;
  10099. case 6: // Level 10 Blessing
  10100. sc_start(bl,SC_BLESSING,100,10,time);
  10101. break;
  10102. case 7: // Level 10 Increase AGI
  10103. sc_start(bl,SC_INCREASEAGI,100,10,time);
  10104. break;
  10105. case 8: // Enchant weapon with Holy element
  10106. sc_start(bl,SC_ASPERSIO,100,1,time);
  10107. if (tsd) clif_gospel_info(tsd, 0x1c);
  10108. break;
  10109. case 9: // Enchant armor with Holy element
  10110. sc_start(bl,SC_BENEDICTIO,100,1,time);
  10111. if (tsd) clif_gospel_info(tsd, 0x1d);
  10112. break;
  10113. case 10: // DEF +25%
  10114. sc_start(bl,SC_INCDEFRATE,100,25,time);
  10115. if (tsd) clif_gospel_info(tsd, 0x1e);
  10116. break;
  10117. case 11: // ATK +100%
  10118. sc_start(bl,SC_INCATKRATE,100,100,time);
  10119. if (tsd) clif_gospel_info(tsd, 0x1f);
  10120. break;
  10121. case 12: // HIT/Flee +50
  10122. sc_start(bl,SC_INCHIT,100,50,time);
  10123. sc_start(bl,SC_INCFLEE,100,50,time);
  10124. if (tsd) clif_gospel_info(tsd, 0x20);
  10125. break;
  10126. }
  10127. }
  10128. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10129. { // Offensive Effect
  10130. int i = rnd()%9; // Negative buff count
  10131. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  10132. switch (i)
  10133. {
  10134. case 0: // Deal 1~9999 damage
  10135. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10136. break;
  10137. case 1: // Curse
  10138. sc_start(bl,SC_CURSE,100,1,time);
  10139. break;
  10140. case 2: // Blind
  10141. sc_start(bl,SC_BLIND,100,1,time);
  10142. break;
  10143. case 3: // Poison
  10144. sc_start(bl,SC_POISON,100,1,time);
  10145. break;
  10146. case 4: // Level 10 Provoke
  10147. sc_start(bl,SC_PROVOKE,100,10,time);
  10148. break;
  10149. case 5: // DEF -100%
  10150. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  10151. break;
  10152. case 6: // ATK -100%
  10153. sc_start(bl,SC_INCATKRATE,100,-100,time);
  10154. break;
  10155. case 7: // Flee -100%
  10156. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  10157. break;
  10158. case 8: // Speed/ASPD -25%
  10159. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  10160. break;
  10161. }
  10162. }
  10163. break;
  10164. case UNT_BASILICA:
  10165. {
  10166. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  10167. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  10168. { // knock-back any enemy except Boss
  10169. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  10170. clif_fixpos(bl);
  10171. }
  10172. if( sg->src_id != bl->id && i <= 0 )
  10173. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  10174. }
  10175. break;
  10176. case UNT_GRAVITATION:
  10177. case UNT_EARTHSTRAIN:
  10178. case UNT_FIREWALK:
  10179. case UNT_ELECTRICWALK:
  10180. case UNT_PSYCHIC_WAVE:
  10181. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10182. break;
  10183. case UNT_GROUNDDRIFT_WIND:
  10184. case UNT_GROUNDDRIFT_DARK:
  10185. case UNT_GROUNDDRIFT_POISON:
  10186. case UNT_GROUNDDRIFT_WATER:
  10187. case UNT_GROUNDDRIFT_FIRE:
  10188. map_foreachinrange(skill_trap_splash,&src->bl,
  10189. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  10190. &src->bl,tick);
  10191. sg->unit_id = UNT_USED_TRAPS;
  10192. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  10193. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10194. break;
  10195. /**
  10196. * 3rd stuff
  10197. **/
  10198. case UNT_POISONSMOKE:
  10199. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  10200. sc_start(bl,sg->val2,100,sg->val1,skill_get_time2(GC_POISONINGWEAPON,sg->val1));
  10201. break;
  10202. case UNT_EPICLESIS:
  10203. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  10204. {
  10205. if( ++sg->val2 % 3 == 0 ) {
  10206. int hp, sp;
  10207. switch( sg->skill_lv )
  10208. {
  10209. case 1: case 2: hp = 3; sp = 2; break;
  10210. case 3: case 4: hp = 4; sp = 3; break;
  10211. case 5: default: hp = 5; sp = 4; break;
  10212. }
  10213. hp = tstatus->max_hp * hp / 100;
  10214. sp = tstatus->max_sp * sp / 100;
  10215. status_heal(bl, hp, sp, 2);
  10216. sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
  10217. }
  10218. // Reveal hidden players every 5 seconds.
  10219. if( sg->val2 % 5 == 0 ) {
  10220. // TODO: check if other hidden status can be removed.
  10221. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  10222. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  10223. }
  10224. }
  10225. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  10226. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  10227. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  10228. break;
  10229. case UNT_STEALTHFIELD:
  10230. if( bl->id == sg->src_id )
  10231. break; // Dont work on Self (video shows that)
  10232. case UNT_NEUTRALBARRIER:
  10233. sc_start(bl,type,100,sg->skill_lv,sg->interval + 100);
  10234. break;
  10235. case UNT_DIMENSIONDOOR:
  10236. if( tsd && !map[bl->m].flag.noteleport )
  10237. pc_randomwarp(tsd,3);
  10238. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  10239. unit_warp(bl,-1,-1,-1,3);
  10240. break;
  10241. case UNT_REVERBERATION:
  10242. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  10243. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10244. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  10245. sg->unit_id = UNT_USED_TRAPS;
  10246. break;
  10247. case UNT_SEVERE_RAINSTORM:
  10248. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  10249. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  10250. break;
  10251. case UNT_NETHERWORLD:
  10252. if( !(status_get_mode(bl)&MD_BOSS) ) {
  10253. if( !(tsc && tsc->data[type]) )
  10254. sc_start(bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  10255. }
  10256. break;
  10257. case UNT_THORNS_TRAP:
  10258. if( tsc ) {
  10259. if( !sg->val2 ) {
  10260. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  10261. if( sc_start(bl, type, 100, sg->skill_lv, sec) ) {
  10262. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10263. if( td )
  10264. sec = DIFF_TICK(td->tick, tick);
  10265. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  10266. clif_fixpos(bl);
  10267. sg->val2 = bl->id;
  10268. } else
  10269. sec = 3000; // Couldn't trap it?
  10270. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  10271. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  10272. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  10273. }
  10274. break;
  10275. case UNT_DEMONIC_FIRE: {
  10276. TBL_PC* sd = BL_CAST(BL_PC, ss);
  10277. switch( sg->val2 ) {
  10278. case 1:
  10279. case 2:
  10280. default:
  10281. sc_start(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
  10282. skill_get_time2(sg->skill_id, sg->skill_lv));
  10283. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl,
  10284. sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  10285. break;
  10286. case 3:
  10287. skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
  10288. CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
  10289. break;
  10290. }
  10291. }
  10292. break;
  10293. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  10294. sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
  10295. break;
  10296. case UNT_FIRE_EXPANSION_TEAR_GAS:
  10297. sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
  10298. break;
  10299. case UNT_HELLS_PLANT:
  10300. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
  10301. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
  10302. if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
  10303. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  10304. break;
  10305. case UNT_CLOUD_KILL:
  10306. if(tsc && !tsc->data[type])
  10307. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  10308. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10309. break;
  10310. case UNT_WARMER:
  10311. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  10312. int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
  10313. struct status_change *ssc = status_get_sc(ss);
  10314. if( ssc && ssc->data[SC_HEATER_OPTION] )
  10315. hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
  10316. status_heal(bl, hp, 0, 0);
  10317. if( tstatus->hp != tstatus->max_hp )
  10318. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
  10319. sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  10320. }
  10321. break;
  10322. case UNT_FIRE_INSIGNIA:
  10323. case UNT_WATER_INSIGNIA:
  10324. case UNT_WIND_INSIGNIA:
  10325. case UNT_EARTH_INSIGNIA:
  10326. case UNT_ZEPHYR:
  10327. sc_start(bl,type, 100, sg->skill_lv, sg->interval);
  10328. break;
  10329. case UNT_VACUUM_EXTREME:
  10330. sc_start(bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit);
  10331. break;
  10332. case UNT_FIRE_MANTLE:
  10333. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  10334. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10335. break;
  10336. }
  10337. if (bl->type == BL_MOB && ss != bl)
  10338. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  10339. return skillid;
  10340. }
  10341. /*==========================================
  10342. * Triggered when a char steps out of a skill cell
  10343. *------------------------------------------*/
  10344. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10345. {
  10346. struct skill_unit_group *sg;
  10347. struct status_change *sc;
  10348. struct status_change_entry *sce;
  10349. enum sc_type type;
  10350. nullpo_ret(src);
  10351. nullpo_ret(bl);
  10352. nullpo_ret(sg=src->group);
  10353. sc = status_get_sc(bl);
  10354. type = status_skill2sc(sg->skill_id);
  10355. sce = (sc && type != -1)?sc->data[type]:NULL;
  10356. if( bl->prev==NULL ||
  10357. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  10358. return 0;
  10359. switch(sg->unit_id){
  10360. case UNT_SAFETYWALL:
  10361. case UNT_PNEUMA:
  10362. case UNT_EPICLESIS://Arch Bishop
  10363. case UNT_NEUTRALBARRIER:
  10364. case UNT_STEALTHFIELD:
  10365. if (sce)
  10366. status_change_end(bl, type, INVALID_TIMER);
  10367. break;
  10368. case UNT_BASILICA:
  10369. if( sce && sce->val4 == src->bl.id )
  10370. status_change_end(bl, type, INVALID_TIMER);
  10371. break;
  10372. case UNT_HERMODE: //Clear Hermode if the owner moved.
  10373. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  10374. status_change_end(bl, type, INVALID_TIMER);
  10375. break;
  10376. case UNT_SPIDERWEB:
  10377. {
  10378. struct block_list *target = map_id2bl(sg->val2);
  10379. if (target && target==bl)
  10380. {
  10381. if (sce && sce->val3 == sg->group_id)
  10382. status_change_end(bl, type, INVALID_TIMER);
  10383. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  10384. }
  10385. break;
  10386. }
  10387. }
  10388. return sg->skill_id;
  10389. }
  10390. /*==========================================
  10391. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  10392. *------------------------------------------*/
  10393. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  10394. {
  10395. struct status_change *sc;
  10396. struct status_change_entry *sce;
  10397. enum sc_type type;
  10398. sc = status_get_sc(bl);
  10399. if (sc && !sc->count)
  10400. sc = NULL;
  10401. type = status_skill2sc(skill_id);
  10402. sce = (sc && type != -1)?sc->data[type]:NULL;
  10403. switch (skill_id)
  10404. {
  10405. case WZ_QUAGMIRE:
  10406. if (bl->type==BL_MOB)
  10407. break;
  10408. if (sce)
  10409. status_change_end(bl, type, INVALID_TIMER);
  10410. break;
  10411. case BD_LULLABY:
  10412. case BD_RICHMANKIM:
  10413. case BD_ETERNALCHAOS:
  10414. case BD_DRUMBATTLEFIELD:
  10415. case BD_RINGNIBELUNGEN:
  10416. case BD_ROKISWEIL:
  10417. case BD_INTOABYSS:
  10418. case BD_SIEGFRIED:
  10419. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  10420. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  10421. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  10422. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  10423. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  10424. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  10425. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  10426. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  10427. }
  10428. case MG_SAFETYWALL:
  10429. case AL_PNEUMA:
  10430. case SA_VOLCANO:
  10431. case SA_DELUGE:
  10432. case SA_VIOLENTGALE:
  10433. case CG_HERMODE:
  10434. case HW_GRAVITATION:
  10435. case NJ_SUITON:
  10436. case SC_MAELSTROM:
  10437. case SC_BLOODYLUST:
  10438. case EL_WATER_BARRIER:
  10439. case EL_ZEPHYR:
  10440. case EL_POWER_OF_GAIA:
  10441. case SO_FIRE_INSIGNIA:
  10442. case SO_WATER_INSIGNIA:
  10443. case SO_WIND_INSIGNIA:
  10444. case SO_EARTH_INSIGNIA:
  10445. if (sce)
  10446. status_change_end(bl, type, INVALID_TIMER);
  10447. break;
  10448. case BA_POEMBRAGI:
  10449. case BA_WHISTLE:
  10450. case BA_ASSASSINCROSS:
  10451. case BA_APPLEIDUN:
  10452. case DC_HUMMING:
  10453. case DC_DONTFORGETME:
  10454. case DC_FORTUNEKISS:
  10455. case DC_SERVICEFORYOU:
  10456. if (sce) {
  10457. if( sce->val4 == 2 ) {/* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */
  10458. if( !( sc && sc->data[SC_DANCING] && sc->data[SC_DANCING]->val2 ) )/* check if we're still in the skill */
  10459. status_change_end(bl,type,INVALID_TIMER);
  10460. } else {
  10461. delete_timer(sce->timer, status_change_timer);
  10462. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  10463. //not possible on our current implementation.
  10464. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  10465. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  10466. }
  10467. }
  10468. break;
  10469. case PF_FOGWALL:
  10470. if (sce)
  10471. {
  10472. status_change_end(bl, type, INVALID_TIMER);
  10473. if ((sce=sc->data[SC_BLIND]))
  10474. {
  10475. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  10476. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  10477. else {
  10478. delete_timer(sce->timer, status_change_timer);
  10479. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  10480. }
  10481. }
  10482. }
  10483. break;
  10484. case GD_LEADERSHIP:
  10485. case GD_GLORYWOUNDS:
  10486. case GD_SOULCOLD:
  10487. case GD_HAWKEYES:
  10488. if( !(sce && sce->val4) )
  10489. status_change_end(bl, type, INVALID_TIMER);
  10490. break;
  10491. }
  10492. return skill_id;
  10493. }
  10494. /*==========================================
  10495. * Invoked when a unit cell has been placed/removed/deleted.
  10496. * flag values:
  10497. * flag&1: Invoke onplace function (otherwise invoke onout)
  10498. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  10499. *------------------------------------------*/
  10500. static int skill_unit_effect (struct block_list* bl, va_list ap)
  10501. {
  10502. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  10503. struct skill_unit_group* group = unit->group;
  10504. unsigned int tick = va_arg(ap,unsigned int);
  10505. unsigned int flag = va_arg(ap,unsigned int);
  10506. int skill_id;
  10507. bool dissonance;
  10508. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  10509. return 0;
  10510. nullpo_ret(group);
  10511. dissonance = skill_dance_switch(unit, 0);
  10512. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  10513. skill_id = group->skill_id;
  10514. //Target-type check.
  10515. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  10516. {
  10517. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  10518. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  10519. }
  10520. else
  10521. {
  10522. if( flag&1 )
  10523. skill_unit_onplace(unit,bl,tick);
  10524. else
  10525. skill_unit_onout(unit,bl,tick);
  10526. if( flag&4 )
  10527. skill_unit_onleft(skill_id, bl, tick);
  10528. }
  10529. if( dissonance ) skill_dance_switch(unit, 1);
  10530. return 0;
  10531. }
  10532. /*==========================================
  10533. *
  10534. *------------------------------------------*/
  10535. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  10536. {
  10537. struct skill_unit_group *sg;
  10538. nullpo_ret(src);
  10539. nullpo_ret(sg=src->group);
  10540. switch( sg->unit_id ) {
  10541. case UNT_SKIDTRAP:
  10542. case UNT_LANDMINE:
  10543. case UNT_SHOCKWAVE:
  10544. case UNT_SANDMAN:
  10545. case UNT_FLASHER:
  10546. case UNT_CLAYMORETRAP:
  10547. case UNT_FREEZINGTRAP:
  10548. case UNT_TALKIEBOX:
  10549. case UNT_ANKLESNARE:
  10550. case UNT_ICEWALL:
  10551. case UNT_REVERBERATION:
  10552. case UNT_WALLOFTHORN:
  10553. src->val1-=damage;
  10554. break;
  10555. case UNT_BLASTMINE:
  10556. skill_blown(bl, &src->bl, 3, -1, 0);
  10557. break;
  10558. default:
  10559. damage = 0;
  10560. break;
  10561. }
  10562. return damage;
  10563. }
  10564. /*==========================================
  10565. *
  10566. *------------------------------------------*/
  10567. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  10568. {
  10569. int *c, skillid;
  10570. struct block_list *src;
  10571. struct map_session_data *sd;
  10572. struct map_session_data *tsd;
  10573. int *p_sd; //Contains the list of characters found.
  10574. nullpo_ret(bl);
  10575. nullpo_ret(tsd=(struct map_session_data*)bl);
  10576. nullpo_ret(src=va_arg(ap,struct block_list *));
  10577. nullpo_ret(sd=(struct map_session_data*)src);
  10578. c=va_arg(ap,int *);
  10579. p_sd = va_arg(ap, int *);
  10580. skillid = va_arg(ap,int);
  10581. if ( ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skillid)&INF2_CHORUS_SKILL) )
  10582. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  10583. if (bl == src)
  10584. return 0;
  10585. if(pc_isdead(tsd))
  10586. return 0;
  10587. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  10588. return 0;
  10589. if( skill_get_inf2(skillid)&INF2_CHORUS_SKILL ) {
  10590. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  10591. p_sd[(*c)++] = tsd->bl.id;
  10592. return 1;
  10593. } else {
  10594. switch(skillid) {
  10595. case PR_BENEDICTIO: {
  10596. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  10597. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  10598. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  10599. && sd->status.sp >= 10)
  10600. p_sd[(*c)++]=tsd->bl.id;
  10601. return 1;
  10602. }
  10603. case AB_ADORAMUS:
  10604. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  10605. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  10606. p_sd[(*c)++] = tsd->bl.id;
  10607. return 1;
  10608. case WL_COMET:
  10609. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  10610. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  10611. p_sd[(*c)++] = tsd->bl.id;
  10612. return 1;
  10613. case LG_RAYOFGENESIS:
  10614. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  10615. tsd->sc.data[SC_BANDING] )
  10616. p_sd[(*c)++] = tsd->bl.id;
  10617. return 1;
  10618. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  10619. {
  10620. int skilllv;
  10621. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  10622. return 0;
  10623. if (sd->status.sex != tsd->status.sex &&
  10624. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  10625. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  10626. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  10627. sd->status.party_id && tsd->status.party_id &&
  10628. sd->status.party_id == tsd->status.party_id &&
  10629. !tsd->sc.data[SC_DANCING])
  10630. {
  10631. p_sd[(*c)++]=tsd->bl.id;
  10632. return skilllv;
  10633. } else {
  10634. return 0;
  10635. }
  10636. }
  10637. break;
  10638. }
  10639. }
  10640. return 0;
  10641. }
  10642. /*==========================================
  10643. * Checks and stores partners for ensemble skills [Skotlex]
  10644. *------------------------------------------*/
  10645. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  10646. {
  10647. static int c=0;
  10648. static int p_sd[2] = { 0, 0 };
  10649. int i;
  10650. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  10651. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  10652. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  10653. if (cast_flag) { //Execute the skill on the partners.
  10654. struct map_session_data* tsd;
  10655. switch (skill_id) {
  10656. case PR_BENEDICTIO:
  10657. for (i = 0; i < c; i++) {
  10658. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  10659. status_charge(&tsd->bl, 0, 10);
  10660. }
  10661. return c;
  10662. case AB_ADORAMUS:
  10663. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  10664. i = 2 * (*skill_lv);
  10665. status_charge(&tsd->bl, 0, i);
  10666. }
  10667. break;
  10668. case WM_GREAT_ECHO:
  10669. for( i = 0; i < c; i++ ) {
  10670. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  10671. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  10672. }
  10673. break;
  10674. default: //Warning: Assuming Ensemble skills here (for speed)
  10675. if( is_chorus )
  10676. break;//Chorus skills are not to be parsed as ensambles
  10677. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  10678. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  10679. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  10680. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  10681. tsd->skillid_dance = skill_id;
  10682. tsd->skilllv_dance = *skill_lv;
  10683. }
  10684. return c;
  10685. }
  10686. }
  10687. //Else: new search for partners.
  10688. c = 0;
  10689. memset (p_sd, 0, sizeof(p_sd));
  10690. if( is_chorus )
  10691. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  10692. else
  10693. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  10694. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  10695. *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.
  10696. return c;
  10697. }
  10698. /*==========================================
  10699. *
  10700. *------------------------------------------*/
  10701. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  10702. {
  10703. int *c,src_id,mob_class,skill;
  10704. struct mob_data *md;
  10705. md=(struct mob_data*)bl;
  10706. src_id=va_arg(ap,int);
  10707. mob_class=va_arg(ap,int);
  10708. skill=va_arg(ap,int);
  10709. c=va_arg(ap,int *);
  10710. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  10711. return 0; //Non alchemist summoned mobs have nothing to do here.
  10712. if(md->class_==mob_class)
  10713. (*c)++;
  10714. return 1;
  10715. }
  10716. /*==========================================
  10717. * Determines if a given skill should be made to consume ammo
  10718. * when used by the player. [Skotlex]
  10719. *------------------------------------------*/
  10720. int skill_isammotype (struct map_session_data *sd, int skill)
  10721. {
  10722. return (
  10723. battle_config.arrow_decrement==2 &&
  10724. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  10725. skill != HT_PHANTASMIC &&
  10726. skill_get_type(skill) == BF_WEAPON &&
  10727. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  10728. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  10729. );
  10730. }
  10731. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv) {
  10732. struct status_data *status;
  10733. struct status_change *sc;
  10734. struct skill_condition require;
  10735. int i;
  10736. nullpo_ret(sd);
  10737. if (lv <= 0 || sd->chatID) return 0;
  10738. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill )
  10739. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  10740. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  10741. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  10742. return 1;
  10743. }
  10744. switch( sd->menuskill_id ) {
  10745. case AM_PHARMACY:
  10746. switch( skill ) {
  10747. case AM_PHARMACY:
  10748. case AC_MAKINGARROW:
  10749. case BS_REPAIRWEAPON:
  10750. case AM_TWILIGHT1:
  10751. case AM_TWILIGHT2:
  10752. case AM_TWILIGHT3:
  10753. return 0;
  10754. }
  10755. break;
  10756. case GN_MIX_COOKING:
  10757. case GN_MAKEBOMB:
  10758. case GN_S_PHARMACY:
  10759. case GN_CHANGEMATERIAL:
  10760. if( sd->menuskill_id != skill )
  10761. return 0;
  10762. break;
  10763. }
  10764. status = &sd->battle_status;
  10765. sc = &sd->sc;
  10766. if( !sc->count )
  10767. sc = NULL;
  10768. if( sd->skillitem == skill )
  10769. {
  10770. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  10771. sd->state.abra_flag = 0;
  10772. else
  10773. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  10774. if( (i = sd->itemindex) == -1 ||
  10775. sd->status.inventory[i].nameid != sd->itemid ||
  10776. sd->inventory_data[i] == NULL ||
  10777. !sd->inventory_data[i]->flag.delay_consume ||
  10778. sd->status.inventory[i].amount < 1
  10779. )
  10780. { //Something went wrong, item exploit?
  10781. sd->itemid = sd->itemindex = -1;
  10782. return 0;
  10783. }
  10784. //Consume
  10785. sd->itemid = sd->itemindex = -1;
  10786. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  10787. ; //Do not consume item.
  10788. else if( sd->status.inventory[i].expire_time == 0 )
  10789. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  10790. }
  10791. return 1;
  10792. }
  10793. if( pc_is90overweight(sd) )
  10794. {
  10795. clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
  10796. return 0;
  10797. }
  10798. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  10799. return 0;
  10800. switch( skill ) { // Turn off check.
  10801. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  10802. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  10803. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  10804. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH:
  10805. if( sc && sc->data[status_skill2sc(skill)] )
  10806. return 1;
  10807. }
  10808. // Check the skills that can be used while mounted on a warg
  10809. if( pc_isridingwug(sd) ) {
  10810. switch( skill ) {
  10811. case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE:
  10812. case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE:
  10813. case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB:
  10814. case RA_WUGDASH: case RA_WUGRIDER:
  10815. break;
  10816. default:
  10817. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  10818. return 0;
  10819. }
  10820. }
  10821. if( pc_ismadogear(sd) ) {
  10822. switch( skill ) { //None Mado skills are unusable when Mado is equipped. [Jobbie]
  10823. case BS_REPAIRWEAPON: case WS_MELTDOWN:
  10824. case BS_HAMMERFALL: case WS_CARTBOOST:
  10825. case BS_ADRENALINE: case WS_WEAPONREFINE:
  10826. case BS_WEAPONPERFECT: case WS_CARTTERMINATION:
  10827. case BS_OVERTHRUST: case WS_OVERTHRUSTMAX:
  10828. case BS_MAXIMIZE: case NC_AXEBOOMERANG:
  10829. case BS_ADRENALINE2: case NC_POWERSWING:
  10830. case BS_UNFAIRLYTRICK: case NC_AXETORNADO:
  10831. case BS_GREED:
  10832. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  10833. return 0;
  10834. default: //Only Mechanic exlcusive skill can be used.
  10835. break;
  10836. }
  10837. }
  10838. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  10839. return 0;
  10840. require = skill_get_requirement(sd,skill,lv);
  10841. //Can only update state when weapon/arrow info is checked.
  10842. sd->state.arrow_atk = require.ammo?1:0;
  10843. // perform skill-specific checks (and actions)
  10844. switch( skill ) {
  10845. case SO_SPELLFIST:
  10846. if(sd->skillid_old != MG_FIREBOLT && sd->skillid_old != MG_COLDBOLT && sd->skillid_old != MG_LIGHTNINGBOLT){
  10847. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  10848. return 0;
  10849. }
  10850. case SA_CASTCANCEL:
  10851. if(sd->ud.skilltimer == INVALID_TIMER) {
  10852. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  10853. return 0;
  10854. }
  10855. break;
  10856. case AL_WARP:
  10857. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  10858. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  10859. return 0;
  10860. }
  10861. break;
  10862. case MO_CALLSPIRITS:
  10863. if(sd->spiritball >= lv) {
  10864. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  10865. return 0;
  10866. }
  10867. break;
  10868. case MO_FINGEROFFENSIVE:
  10869. case GS_FLING:
  10870. case SR_RAMPAGEBLASTER:
  10871. case SR_RIDEINLIGHTNING:
  10872. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  10873. sd->spiritball_old = require.spiritball = sd->spiritball;
  10874. else
  10875. sd->spiritball_old = require.spiritball;
  10876. break;
  10877. case MO_CHAINCOMBO:
  10878. if(!sc)
  10879. return 0;
  10880. if(sc->data[SC_BLADESTOP])
  10881. break;
  10882. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  10883. break;
  10884. return 0;
  10885. case MO_COMBOFINISH:
  10886. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  10887. return 0;
  10888. break;
  10889. case CH_TIGERFIST:
  10890. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  10891. return 0;
  10892. break;
  10893. case CH_CHAINCRUSH:
  10894. if(!(sc && sc->data[SC_COMBO]))
  10895. return 0;
  10896. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  10897. return 0;
  10898. break;
  10899. case MO_EXTREMITYFIST:
  10900. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  10901. // return 0;
  10902. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  10903. break;
  10904. if( sc && sc->data[SC_COMBO] )
  10905. {
  10906. switch(sc->data[SC_COMBO]->val1) {
  10907. case MO_COMBOFINISH:
  10908. case CH_TIGERFIST:
  10909. case CH_CHAINCRUSH:
  10910. break;
  10911. default:
  10912. return 0;
  10913. }
  10914. }
  10915. else if( !unit_can_move(&sd->bl) )
  10916. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  10917. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  10918. return 0;
  10919. }
  10920. break;
  10921. case TK_MISSION:
  10922. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  10923. {// Cannot be used by Non-Taekwon classes
  10924. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  10925. return 0;
  10926. }
  10927. break;
  10928. case TK_READYCOUNTER:
  10929. case TK_READYDOWN:
  10930. case TK_READYSTORM:
  10931. case TK_READYTURN:
  10932. case TK_JUMPKICK:
  10933. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  10934. {// Soul Linkers cannot use this skill
  10935. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  10936. return 0;
  10937. }
  10938. break;
  10939. case TK_TURNKICK:
  10940. case TK_STORMKICK:
  10941. case TK_DOWNKICK:
  10942. case TK_COUNTER:
  10943. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  10944. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  10945. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  10946. return 0; //Combo needs to be ready
  10947. if (sc->data[SC_COMBO]->val3) { //Kick chain
  10948. //Do not repeat a kick.
  10949. if (sc->data[SC_COMBO]->val3 != skill)
  10950. break;
  10951. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  10952. return 0;
  10953. }
  10954. if(sc->data[SC_COMBO]->val1 != skill && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
  10955. unit_cancel_combo(&sd->bl);
  10956. return 0;
  10957. }
  10958. break; //Combo ready.
  10959. case BD_ADAPTATION:
  10960. {
  10961. int time;
  10962. if(!(sc && sc->data[SC_DANCING]))
  10963. {
  10964. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  10965. return 0;
  10966. }
  10967. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  10968. if (skill_get_time(
  10969. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  10970. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  10971. - time < skill_get_time2(skill,lv))
  10972. {
  10973. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  10974. return 0;
  10975. }
  10976. }
  10977. break;
  10978. case PR_BENEDICTIO:
  10979. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  10980. {
  10981. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  10982. return 0;
  10983. }
  10984. break;
  10985. case SL_SMA:
  10986. if(!(sc && sc->data[SC_SMA]))
  10987. return 0;
  10988. break;
  10989. case HT_POWER:
  10990. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  10991. return 0;
  10992. break;
  10993. case CG_HERMODE:
  10994. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  10995. {
  10996. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  10997. return 0;
  10998. }
  10999. break;
  11000. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  11001. {
  11002. int i,x,y,range = skill_get_splash(skill, lv)+1;
  11003. int size = range*2+1;
  11004. for (i=0;i<size*size;i++) {
  11005. x = sd->bl.x+(i%size-range);
  11006. y = sd->bl.y+(i/size-range);
  11007. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  11008. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11009. return 0;
  11010. }
  11011. }
  11012. }
  11013. break;
  11014. case PR_REDEMPTIO:
  11015. {
  11016. int exp;
  11017. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  11018. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  11019. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  11020. return 0;
  11021. }
  11022. break;
  11023. }
  11024. case AM_TWILIGHT2:
  11025. case AM_TWILIGHT3:
  11026. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  11027. {
  11028. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11029. return 0;
  11030. }
  11031. break;
  11032. case SG_SUN_WARM:
  11033. case SG_MOON_WARM:
  11034. case SG_STAR_WARM:
  11035. if (sc && sc->data[SC_MIRACLE])
  11036. break;
  11037. i = skill-SG_SUN_WARM;
  11038. if (sd->bl.m == sd->feel_map[i].m)
  11039. break;
  11040. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11041. return 0;
  11042. break;
  11043. case SG_SUN_COMFORT:
  11044. case SG_MOON_COMFORT:
  11045. case SG_STAR_COMFORT:
  11046. if (sc && sc->data[SC_MIRACLE])
  11047. break;
  11048. i = skill-SG_SUN_COMFORT;
  11049. if (sd->bl.m == sd->feel_map[i].m &&
  11050. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  11051. break;
  11052. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11053. return 0;
  11054. case SG_FUSION:
  11055. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  11056. break;
  11057. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  11058. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  11059. if( require.sp > 0 )
  11060. {
  11061. if (status->sp < (unsigned int)require.sp)
  11062. clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
  11063. else
  11064. status_zap(&sd->bl, 0, require.sp);
  11065. }
  11066. return 0;
  11067. case GD_BATTLEORDER:
  11068. case GD_REGENERATION:
  11069. case GD_RESTORE:
  11070. if (!map_flag_gvg2(sd->bl.m)) {
  11071. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11072. return 0;
  11073. }
  11074. case GD_EMERGENCYCALL:
  11075. // other checks were already done in skillnotok()
  11076. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  11077. return 0;
  11078. break;
  11079. case GS_GLITTERING:
  11080. if(sd->spiritball >= 10) {
  11081. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11082. return 0;
  11083. }
  11084. break;
  11085. case NJ_ISSEN:
  11086. if (status->hp < 2) {
  11087. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11088. return 0;
  11089. }
  11090. case NJ_BUNSINJYUTSU:
  11091. if (!(sc && sc->data[SC_NEN])) {
  11092. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11093. return 0;
  11094. }
  11095. break;
  11096. case NJ_ZENYNAGE:
  11097. if(sd->status.zeny < require.zeny) {
  11098. clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
  11099. return 0;
  11100. }
  11101. break;
  11102. case PF_HPCONVERSION:
  11103. if (status->sp == status->max_sp)
  11104. return 0; //Unusable when at full SP.
  11105. break;
  11106. case AM_CALLHOMUN: //Can't summon if a hom is already out
  11107. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  11108. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11109. return 0;
  11110. }
  11111. break;
  11112. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  11113. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  11114. {
  11115. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11116. return 0;
  11117. }
  11118. break;
  11119. /**
  11120. * Arch Bishop
  11121. **/
  11122. case AB_ANCILLA:
  11123. {
  11124. int count = 0;
  11125. for( i = 0; i < MAX_INVENTORY; i ++ )
  11126. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  11127. count += sd->status.inventory[i].amount;
  11128. if( count >= 3 ) {
  11129. clif_skill_fail(sd, skill, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  11130. return 0;
  11131. }
  11132. }
  11133. break;
  11134. /**
  11135. * Keeping as a note:
  11136. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  11137. **/
  11138. //case AB_LAUDAAGNUS:
  11139. //case AB_LAUDARAMUS:
  11140. // if( !sd->status.party_id ) {
  11141. // clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11142. // return 0;
  11143. // }
  11144. // break;
  11145. case AB_ADORAMUS:
  11146. /**
  11147. * Warlock
  11148. **/
  11149. case WL_COMET:
  11150. if( skill_check_pc_partner(sd,skill,&lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
  11151. {
  11152. //clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  11153. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11154. return 0;
  11155. }
  11156. break;
  11157. case WL_SUMMONFB:
  11158. case WL_SUMMONBL:
  11159. case WL_SUMMONWB:
  11160. case WL_SUMMONSTONE:
  11161. if( sc )
  11162. {
  11163. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  11164. if( i == SC_SPHERE_5+1 )
  11165. { // No more free slots
  11166. clif_skill_fail(sd,skill,USESKILL_FAIL_SUMMON,0);
  11167. return 0;
  11168. }
  11169. }
  11170. break;
  11171. /**
  11172. * Guilotine Cross
  11173. **/
  11174. case GC_HALLUCINATIONWALK:
  11175. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  11176. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11177. return 0;
  11178. }
  11179. break;
  11180. case GC_COUNTERSLASH:
  11181. case GC_WEAPONCRUSH:
  11182. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  11183. clif_skill_fail(sd, skill, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  11184. return 0;
  11185. }
  11186. break;
  11187. case GC_CROSSRIPPERSLASHER:
  11188. if( !(sc && sc->data[SC_ROLLINGCUTTER]) ) {
  11189. clif_skill_fail(sd, skill, USESKILL_FAIL_CONDITION, 0);
  11190. return 0;
  11191. }
  11192. break;
  11193. case GC_POISONSMOKE:
  11194. case GC_VENOMPRESSURE:
  11195. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  11196. clif_skill_fail(sd, skill, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  11197. return 0;
  11198. }
  11199. break;
  11200. /**
  11201. * Ranger
  11202. **/
  11203. case RA_SENSITIVEKEEN:
  11204. if(!pc_iswug(sd)) {
  11205. clif_skill_fail(sd,skill,USESKILL_FAIL_CONDITION,0);
  11206. return 0;
  11207. }
  11208. break;
  11209. case RA_WUGMASTERY:
  11210. if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  11211. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11212. return 0;
  11213. }
  11214. break;
  11215. case RA_WUGRIDER:
  11216. if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  11217. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11218. return 0;
  11219. }
  11220. break;
  11221. case RA_WUGDASH:
  11222. if(!pc_isridingwug(sd)) {
  11223. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11224. return 0;
  11225. }
  11226. break;
  11227. /**
  11228. * Royal Guard
  11229. **/
  11230. case LG_BANDING:
  11231. if( sc && sc->data[SC_INSPIRATION] ) {
  11232. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11233. return 0;
  11234. }
  11235. break;
  11236. case LG_PRESTIGE:
  11237. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  11238. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11239. return 0;
  11240. }
  11241. break;
  11242. case LG_RAGEBURST:
  11243. if( sd->spiritball == 0 ) {
  11244. clif_skill_fail(sd,skill,USESKILL_FAIL_SKILLINTERVAL,0);
  11245. return 0;
  11246. }
  11247. sd->spiritball_old = require.spiritball = sd->spiritball;
  11248. break;
  11249. case LG_RAYOFGENESIS:
  11250. if( sc && sc->data[SC_INSPIRATION] )
  11251. return 1; // Don't check for partner.
  11252. if( !(sc && sc->data[SC_BANDING]) ) {
  11253. clif_skill_fail(sd,skill,USESKILL_FAIL,0);
  11254. return 0;
  11255. } else if( skill_check_pc_partner(sd,skill,&lv,skill_get_range(skill,lv),0) < 1 )
  11256. return 0; // Just fails, no msg here.
  11257. break;
  11258. case LG_HESPERUSLIT:
  11259. if( !sc || !sc->data[SC_BANDING] ) {
  11260. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11261. return 0;
  11262. }
  11263. break;
  11264. case SR_FALLENEMPIRE:
  11265. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  11266. return 0;
  11267. break;
  11268. case SR_CRESCENTELBOW:
  11269. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  11270. clif_skill_fail(sd,skill,0,0);
  11271. return 0;
  11272. }
  11273. break;
  11274. case SR_CURSEDCIRCLE:
  11275. if( sd->spiritball > 0 )
  11276. sd->spiritball_old = require.spiritball = sd->spiritball;
  11277. else {
  11278. clif_skill_fail(sd,skill,0,0);
  11279. return 0;
  11280. }
  11281. break;
  11282. case SR_GATEOFHELL:
  11283. if( sd->spiritball > 0 )
  11284. sd->spiritball_old = require.spiritball;
  11285. break;
  11286. case SC_MANHOLE:
  11287. case SC_DIMENSIONDOOR:
  11288. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  11289. clif_skill_fail(sd,skill,0,0);
  11290. return 0;
  11291. }
  11292. break;
  11293. case WM_GREAT_ECHO: {
  11294. int count;
  11295. count = skill_check_pc_partner(sd, skill, &lv, skill_get_splash(skill,lv), 0);
  11296. if( count < 1 ) {
  11297. clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_HELPER,0);
  11298. return 0;
  11299. } else
  11300. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  11301. }
  11302. break;
  11303. case SO_FIREWALK:
  11304. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  11305. if( sc && sc->data[SC_PROPERTYWALK] &&
  11306. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  11307. clif_skill_fail(sd,skill,0x0,0);
  11308. return 0;
  11309. }
  11310. break;
  11311. case SO_EL_CONTROL:
  11312. if( !sd->status.ele_id || !sd->ed ) {
  11313. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11314. return 0;
  11315. }
  11316. break;
  11317. case RETURN_TO_ELDICASTES:
  11318. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  11319. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11320. return 0;
  11321. }
  11322. break;
  11323. }
  11324. switch(require.state) {
  11325. case ST_HIDING:
  11326. if(!(sc && sc->option&OPTION_HIDE)) {
  11327. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11328. return 0;
  11329. }
  11330. break;
  11331. case ST_CLOAKING:
  11332. if(!pc_iscloaking(sd)) {
  11333. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11334. return 0;
  11335. }
  11336. break;
  11337. case ST_HIDDEN:
  11338. if(!pc_ishiding(sd)) {
  11339. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11340. return 0;
  11341. }
  11342. break;
  11343. case ST_RIDING:
  11344. if(!pc_isriding(sd)) {
  11345. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11346. return 0;
  11347. }
  11348. break;
  11349. case ST_FALCON:
  11350. if(!pc_isfalcon(sd)) {
  11351. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11352. return 0;
  11353. }
  11354. break;
  11355. case ST_CARTBOOST:
  11356. if(!(sc && sc->data[SC_CARTBOOST])) {
  11357. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11358. return 0;
  11359. }
  11360. case ST_CART:
  11361. if(!pc_iscarton(sd)) {
  11362. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11363. return 0;
  11364. }
  11365. break;
  11366. case ST_SHIELD:
  11367. if(sd->status.shield <= 0) {
  11368. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11369. return 0;
  11370. }
  11371. break;
  11372. case ST_SIGHT:
  11373. if(!(sc && sc->data[SC_SIGHT])) {
  11374. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11375. return 0;
  11376. }
  11377. break;
  11378. case ST_EXPLOSIONSPIRITS:
  11379. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  11380. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11381. return 0;
  11382. }
  11383. break;
  11384. case ST_RECOV_WEIGHT_RATE:
  11385. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  11386. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11387. return 0;
  11388. }
  11389. break;
  11390. case ST_MOVE_ENABLE:
  11391. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  11392. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  11393. if (!unit_can_move(&sd->bl)) {
  11394. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11395. return 0;
  11396. }
  11397. break;
  11398. case ST_WATER:
  11399. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  11400. break;
  11401. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  11402. break;
  11403. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11404. return 0;
  11405. /**
  11406. * Rune Knight
  11407. **/
  11408. case ST_RIDINGDRAGON:
  11409. if( !pc_isridingdragon(sd) ) {
  11410. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11411. return 0;
  11412. }
  11413. break;
  11414. /**
  11415. * Wug
  11416. **/
  11417. case ST_WUG:
  11418. if( !pc_iswug(sd) ) {
  11419. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11420. return 0;
  11421. }
  11422. break;
  11423. /**
  11424. * Riding Wug
  11425. **/
  11426. case ST_RIDINGWUG:
  11427. if( !pc_isridingwug(sd) ){
  11428. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11429. return 0;
  11430. }
  11431. break;
  11432. /**
  11433. * Mechanic
  11434. **/
  11435. case ST_MADO:
  11436. if( !pc_ismadogear(sd) ) {
  11437. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11438. return 0;
  11439. }
  11440. break;
  11441. /**
  11442. * Sorcerer
  11443. **/
  11444. case ST_ELEMENTALSPIRIT:
  11445. if(!sd->ed) {
  11446. clif_skill_fail(sd,skill,USESKILL_FAIL_EL_SUMMON,0);
  11447. return 0;
  11448. }
  11449. break;
  11450. }
  11451. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  11452. //mhp is the max-hp-requirement, that is,
  11453. //you must have this % or less of HP to cast it.
  11454. clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
  11455. return 0;
  11456. }
  11457. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  11458. clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  11459. return 0;
  11460. }
  11461. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  11462. clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
  11463. return 0;
  11464. }
  11465. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  11466. clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
  11467. return 0;
  11468. }
  11469. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  11470. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11471. return 0;
  11472. }
  11473. return 1;
  11474. }
  11475. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  11476. {
  11477. struct skill_condition require;
  11478. struct status_data *status;
  11479. int i;
  11480. int index[MAX_SKILL_ITEM_REQUIRE];
  11481. nullpo_ret(sd);
  11482. if( lv <= 0 || sd->chatID )
  11483. return 0;
  11484. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill )
  11485. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  11486. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  11487. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  11488. return 1;
  11489. }
  11490. switch( sd->menuskill_id ) { // Cast start or cast end??
  11491. case AM_PHARMACY:
  11492. switch( skill ) {
  11493. case AM_PHARMACY:
  11494. case AC_MAKINGARROW:
  11495. case BS_REPAIRWEAPON:
  11496. case AM_TWILIGHT1:
  11497. case AM_TWILIGHT2:
  11498. case AM_TWILIGHT3:
  11499. return 0;
  11500. }
  11501. break;
  11502. case GN_MIX_COOKING:
  11503. case GN_MAKEBOMB:
  11504. case GN_S_PHARMACY:
  11505. case GN_CHANGEMATERIAL:
  11506. if( sd->menuskill_id != skill )
  11507. return 0;
  11508. break;
  11509. }
  11510. if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
  11511. return 1;
  11512. if( pc_is90overweight(sd) )
  11513. {
  11514. clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
  11515. return 0;
  11516. }
  11517. // perform skill-specific checks (and actions)
  11518. switch( skill )
  11519. {
  11520. case PR_BENEDICTIO:
  11521. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  11522. break;
  11523. case AM_CANNIBALIZE:
  11524. case AM_SPHEREMINE:
  11525. {
  11526. int c=0;
  11527. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  11528. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  11529. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  11530. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  11531. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  11532. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  11533. if(c >= maxcount ||
  11534. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  11535. { //Fails when: exceed max limit. There are other plant types already out.
  11536. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11537. return 0;
  11538. }
  11539. }
  11540. break;
  11541. }
  11542. case NC_SILVERSNIPER:
  11543. case NC_MAGICDECOY:
  11544. {
  11545. int c = 0, j;
  11546. int maxcount = skill_get_maxcount(skill,lv);
  11547. int mob_class = 2042;
  11548. if( skill == NC_MAGICDECOY )
  11549. mob_class = 2043;
  11550. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) )
  11551. {
  11552. if( skill == NC_MAGICDECOY )
  11553. {
  11554. for( j = mob_class; j <= 2046; j++ )
  11555. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill, &c);
  11556. }
  11557. else
  11558. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  11559. if( c >= maxcount )
  11560. {
  11561. clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0);
  11562. return 0;
  11563. }
  11564. }
  11565. }
  11566. break;
  11567. }
  11568. status = &sd->battle_status;
  11569. require = skill_get_requirement(sd,skill,lv);
  11570. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  11571. clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
  11572. return 0;
  11573. }
  11574. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  11575. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  11576. clif_arrow_fail(sd,0);
  11577. return 0;
  11578. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  11579. char e_msg[100];
  11580. sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.",
  11581. skill_get_desc(skill),
  11582. require.ammo_qty,
  11583. itemdb_jname(sd->status.inventory[i].nameid));
  11584. clif_colormes(sd,COLOR_RED,e_msg);
  11585. return 0;
  11586. }
  11587. if (!(require.ammo&1<<sd->inventory_data[i]->look))
  11588. { //Ammo type check. Send the "wrong weapon type" message
  11589. //which is the closest we have to wrong ammo type. [Skotlex]
  11590. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  11591. //clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  11592. return 0;
  11593. }
  11594. }
  11595. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  11596. {
  11597. if( !require.itemid[i] )
  11598. continue;
  11599. index[i] = pc_search_inventory(sd,require.itemid[i]);
  11600. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  11601. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  11602. clif_skill_fail(sd,skill,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
  11603. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  11604. clif_skill_fail(sd,skill,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
  11605. else
  11606. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11607. return 0;
  11608. }
  11609. }
  11610. return 1;
  11611. }
  11612. // type&2: consume items (after skill was used)
  11613. // type&1: consume the others (before skill was used)
  11614. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  11615. {
  11616. struct skill_condition req;
  11617. nullpo_ret(sd);
  11618. req = skill_get_requirement(sd,skill,lv);
  11619. if( type&1 )
  11620. {
  11621. if( skill == CG_TAROTCARD || sd->state.autocast )
  11622. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  11623. if(req.hp || req.sp)
  11624. status_zap(&sd->bl, req.hp, req.sp);
  11625. if(req.spiritball > 0)
  11626. pc_delspiritball(sd,req.spiritball,0);
  11627. if(req.zeny > 0)
  11628. {
  11629. if( skill == NJ_ZENYNAGE )
  11630. req.zeny = 0; //Zeny is reduced on skill_attack.
  11631. if( sd->status.zeny < req.zeny )
  11632. req.zeny = sd->status.zeny;
  11633. pc_payzeny(sd,req.zeny);
  11634. }
  11635. }
  11636. if( type&2 )
  11637. {
  11638. struct status_change *sc = &sd->sc;
  11639. int n,i;
  11640. if( !sc->count )
  11641. sc = NULL;
  11642. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  11643. {
  11644. if( !req.itemid[i] )
  11645. continue;
  11646. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  11647. continue; //Gemstones are checked, but not substracted from inventory.
  11648. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  11649. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  11650. }
  11651. }
  11652. return 1;
  11653. }
  11654. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  11655. {
  11656. struct skill_condition req;
  11657. struct status_data *status;
  11658. struct status_change *sc;
  11659. int i,j,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  11660. memset(&req,0,sizeof(req));
  11661. if( !sd )
  11662. return req;
  11663. if( sd->skillitem == skill )
  11664. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  11665. sc = &sd->sc;
  11666. if( !sc->count )
  11667. sc = NULL;
  11668. switch( skill )
  11669. { // Turn off check.
  11670. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  11671. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  11672. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  11673. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  11674. if( sc && sc->data[status_skill2sc(skill)] )
  11675. return req;
  11676. }
  11677. j = skill_get_index(skill);
  11678. if( j == 0 ) // invalid skill id
  11679. return req;
  11680. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  11681. return req;
  11682. status = &sd->battle_status;
  11683. req.hp = skill_db[j].hp[lv-1];
  11684. hp_rate = skill_db[j].hp_rate[lv-1];
  11685. if(hp_rate > 0)
  11686. req.hp += (status->hp * hp_rate)/100;
  11687. else
  11688. req.hp += (status->max_hp * (-hp_rate))/100;
  11689. req.sp = skill_db[j].sp[lv-1];
  11690. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  11691. req.sp /= 2;
  11692. sp_rate = skill_db[j].sp_rate[lv-1];
  11693. if(sp_rate > 0)
  11694. req.sp += (status->sp * sp_rate)/100;
  11695. else
  11696. req.sp += (status->max_sp * (-sp_rate))/100;
  11697. if( sd->dsprate != 100 )
  11698. req.sp = req.sp * sd->dsprate / 100;
  11699. ARR_FIND(0, ARRAYLENGTH(sd->sprateskill), i, sd->sprateskill[i].id == skill);
  11700. if( i < ARRAYLENGTH(sd->sprateskill) )
  11701. sp_skill_rate_bonus += sd->sprateskill[i].val;
  11702. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  11703. if( sc ) {
  11704. if( sc->data[SC__LAZINESS] )
  11705. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  11706. if( sc->data[SC_RECOGNIZEDSPELL] )
  11707. req.sp += req.sp / 4;
  11708. }
  11709. req.zeny = skill_db[j].zeny[lv-1];
  11710. if( sc && sc->data[SC__UNLUCKY] )
  11711. req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;
  11712. req.spiritball = skill_db[j].spiritball[lv-1];
  11713. req.state = skill_db[j].state;
  11714. req.mhp = skill_db[j].mhp[lv-1];
  11715. req.weapon = skill_db[j].weapon;
  11716. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  11717. if (req.ammo_qty)
  11718. req.ammo = skill_db[j].ammo;
  11719. if (!req.ammo && skill && skill_isammotype(sd, skill))
  11720. { //Assume this skill is using the weapon, therefore it requires arrows.
  11721. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  11722. req.ammo_qty = 1;
  11723. }
  11724. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  11725. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  11726. continue;
  11727. switch( skill ) {
  11728. case AM_CALLHOMUN:
  11729. if (sd->status.hom_id) //Don't delete items when hom is already out.
  11730. continue;
  11731. break;
  11732. case NC_SHAPESHIFT:
  11733. if( i < 4 )
  11734. continue;
  11735. break;
  11736. case WZ_FIREPILLAR: // celest
  11737. if (lv <= 5) // no gems required at level 1-5
  11738. continue;
  11739. break;
  11740. case AB_ADORAMUS:
  11741. if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 2) )
  11742. continue;
  11743. break;
  11744. case WL_COMET:
  11745. if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 0) )
  11746. continue;
  11747. break;
  11748. case GN_FIRE_EXPANSION:
  11749. if( i < 5 )
  11750. continue;
  11751. break;
  11752. case SO_SUMMON_AGNI:
  11753. case SO_SUMMON_AQUA:
  11754. case SO_SUMMON_VENTUS:
  11755. case SO_SUMMON_TERA:
  11756. if( i < 3 )
  11757. continue;
  11758. break;
  11759. }
  11760. req.itemid[i] = skill_db[j].itemid[i];
  11761. req.amount[i] = skill_db[j].amount[i];
  11762. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  11763. {
  11764. if( sd->special_state.no_gemstone )
  11765. { //Make it substract 1 gem rather than skipping the cost.
  11766. if( --req.amount[i] < 1 )
  11767. req.itemid[i] = 0;
  11768. }
  11769. if(sc && sc->data[SC_INTOABYSS])
  11770. {
  11771. if( skill != SA_ABRACADABRA )
  11772. req.itemid[i] = req.amount[i] = 0;
  11773. else if( --req.amount[i] < 1 )
  11774. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  11775. }
  11776. }
  11777. }
  11778. /* requirements are level-dependent */
  11779. switch( skill ) {
  11780. case NC_SHAPESHIFT:
  11781. case GN_FIRE_EXPANSION:
  11782. case SO_SUMMON_AGNI:
  11783. case SO_SUMMON_AQUA:
  11784. case SO_SUMMON_VENTUS:
  11785. case SO_SUMMON_TERA:
  11786. req.itemid[lv-1] = skill_db[j].itemid[lv-1];
  11787. req.amount[lv-1] = skill_db[j].amount[lv-1];
  11788. break;
  11789. }
  11790. // Check for cost reductions due to skills & SCs
  11791. switch(skill) {
  11792. case MC_MAMMONITE:
  11793. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  11794. req.zeny -= req.zeny*10/100;
  11795. break;
  11796. case AL_HOLYLIGHT:
  11797. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  11798. req.sp *= 5;
  11799. break;
  11800. case SL_SMA:
  11801. case SL_STUN:
  11802. case SL_STIN:
  11803. {
  11804. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  11805. if(kaina_lv==0 || sd->status.base_level<70)
  11806. break;
  11807. if(sd->status.base_level>=90)
  11808. req.sp -= req.sp*7*kaina_lv/100;
  11809. else if(sd->status.base_level>=80)
  11810. req.sp -= req.sp*5*kaina_lv/100;
  11811. else if(sd->status.base_level>=70)
  11812. req.sp -= req.sp*3*kaina_lv/100;
  11813. }
  11814. break;
  11815. case MO_TRIPLEATTACK:
  11816. case MO_CHAINCOMBO:
  11817. case MO_COMBOFINISH:
  11818. case CH_TIGERFIST:
  11819. case CH_CHAINCRUSH:
  11820. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  11821. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  11822. break;
  11823. case MO_BODYRELOCATION:
  11824. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  11825. req.spiritball = 0;
  11826. break;
  11827. case MO_EXTREMITYFIST:
  11828. if( sc )
  11829. {
  11830. if( sc->data[SC_BLADESTOP] )
  11831. req.spiritball--;
  11832. else if( sc->data[SC_COMBO] )
  11833. {
  11834. switch( sc->data[SC_COMBO]->val1 )
  11835. {
  11836. case MO_COMBOFINISH:
  11837. req.spiritball = 4;
  11838. break;
  11839. case CH_TIGERFIST:
  11840. req.spiritball = 3;
  11841. break;
  11842. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  11843. req.spiritball = sd->spiritball?sd->spiritball:1;
  11844. break;
  11845. }
  11846. }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  11847. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  11848. }
  11849. break;
  11850. case SR_RAMPAGEBLASTER:
  11851. req.spiritball = sd->spiritball?sd->spiritball:15;
  11852. break;
  11853. case SR_GATEOFHELL:
  11854. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  11855. req.sp -= req.sp * 10 / 100;
  11856. break;
  11857. case SO_SUMMON_AGNI:
  11858. case SO_SUMMON_AQUA:
  11859. case SO_SUMMON_VENTUS:
  11860. case SO_SUMMON_TERA:
  11861. req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
  11862. break;
  11863. }
  11864. return req;
  11865. }
  11866. /*==========================================
  11867. * Does cast-time reductions based on dex, item bonuses and config setting
  11868. *------------------------------------------*/
  11869. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  11870. {
  11871. int time = skill_get_cast(skill_id, skill_lv);
  11872. struct map_session_data *sd;
  11873. nullpo_ret(bl);
  11874. sd = BL_CAST(BL_PC, bl);
  11875. // calculate base cast time (reduced by dex)
  11876. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  11877. int scale = CONST_CASTRATE_SCALE - CONST_CASTRATE_CALC;
  11878. if( scale > 0 ) // not instant cast
  11879. time = time * scale / CONST_CASTRATE_SCALE;
  11880. else
  11881. return 0; // instant cast
  11882. }
  11883. // calculate cast time reduced by item/card bonuses
  11884. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  11885. {
  11886. int i;
  11887. if( sd->castrate != 100 )
  11888. time = time * sd->castrate / 100;
  11889. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  11890. {
  11891. if( sd->skillcast[i].id == skill_id )
  11892. {
  11893. time+= time * sd->skillcast[i].val / 100;
  11894. break;
  11895. }
  11896. }
  11897. }
  11898. // config cast time multiplier
  11899. if (battle_config.cast_rate != 100)
  11900. time = time * battle_config.cast_rate / 100;
  11901. // return final cast time
  11902. return (time > 0) ? time : 0;
  11903. }
  11904. /*==========================================
  11905. * Does cast-time reductions based on sc data.
  11906. *------------------------------------------*/
  11907. int skill_castfix_sc (struct block_list *bl, int time, int skill_id, int skill_lv) {
  11908. struct status_change *sc = status_get_sc(bl);
  11909. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  11910. #ifdef RENEWAL_CAST
  11911. int fixed = skill_get_fixed_cast(skill_id, skill_lv);
  11912. if( !fixed ) {
  11913. fixed = skill_get_cast(skill_id, skill_lv);
  11914. fixed = ( fixed > 1 ? ( fixed * 20 / 100 ) : 0 );
  11915. }
  11916. if(sd){// Increases/Decreases fixed cast time of a skill by item/card bonuses.
  11917. int i;
  11918. if( sd->fixcastrate != 100 )
  11919. fixed = fixed * sd->fixcastrate / 100;
  11920. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) {
  11921. if (sd->skillfixcast[i].id == skill_id){
  11922. fixed += sd->skillfixcast[i].val;
  11923. break;
  11924. }
  11925. }
  11926. }
  11927. #endif
  11928. if (sc && sc->count) {
  11929. if (sc->data[SC_SLOWCAST])
  11930. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  11931. if (sc->data[SC_SUFFRAGIUM]) {
  11932. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  11933. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  11934. }
  11935. if (sc->data[SC_MEMORIZE]) {
  11936. time>>=1;
  11937. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  11938. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  11939. }
  11940. if (sc->data[SC_POEMBRAGI])
  11941. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  11942. #ifdef RENEWAL_CAST
  11943. if( sc->data[SC__LAZINESS] )
  11944. fixed += fixed * sc->data[SC__LAZINESS]->val2 / 100;
  11945. /**
  11946. * AB Sacrament reduces fixed cast time by (10 x Level)% (up to 50%)
  11947. **/
  11948. if( sc->data[SC_SECRAMENT] )
  11949. fixed -= fixed * sc->data[SC_SECRAMENT]->val2 / 100;
  11950. if( sc->data[SC_MANDRAGORA] && (skill_id >= SM_BASH && skill_id <= RETURN_TO_ELDICASTES) )
  11951. fixed += 2000;
  11952. #endif
  11953. }
  11954. #ifdef RENEWAL_CAST
  11955. /**
  11956. * WL_RADIUS decreases 10/15/20% fixed cast time from warlock skills
  11957. **/
  11958. if( sd && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) )
  11959. fixed -= fixed * (5+(skill_lv*5)) / 100;
  11960. return (time > 0 || fixed > 0) ? cap_value( time , fixed , INT_MAX ) : 0;
  11961. #else
  11962. return (time > 0) ? time : 0;
  11963. #endif
  11964. }
  11965. /*==========================================
  11966. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  11967. *------------------------------------------*/
  11968. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  11969. {
  11970. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  11971. int time = skill_get_delay(skill_id, skill_lv);
  11972. struct map_session_data *sd;
  11973. struct status_change *sc = status_get_sc(bl);
  11974. nullpo_ret(bl);
  11975. sd = BL_CAST(BL_PC, bl);
  11976. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  11977. return 0; //Will use picked skill's delay.
  11978. if (bl->type&battle_config.no_skill_delay)
  11979. return battle_config.min_skill_delay_limit;
  11980. if (time < 0)
  11981. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  11982. // Delay reductions
  11983. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  11984. case MO_TRIPLEATTACK:
  11985. case MO_CHAINCOMBO:
  11986. case MO_COMBOFINISH:
  11987. case CH_TIGERFIST:
  11988. case CH_CHAINCRUSH:
  11989. case SR_DRAGONCOMBO:
  11990. case SR_FALLENEMPIRE:
  11991. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  11992. break;
  11993. case HP_BASILICA:
  11994. if( sc && !sc->data[SC_BASILICA] )
  11995. time = 0; // There is no Delay on Basilica creation, only on cancel
  11996. break;
  11997. default:
  11998. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  11999. { // if skill delay is allowed to be reduced by dex
  12000. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12001. if (scale > 0)
  12002. time = time * scale / battle_config.castrate_dex_scale;
  12003. else //To be capped later to minimum.
  12004. time = 0;
  12005. }
  12006. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  12007. { // if skill delay is allowed to be reduced by agi
  12008. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  12009. if (scale > 0)
  12010. time = time * scale / battle_config.castrate_dex_scale;
  12011. else //To be capped later to minimum.
  12012. time = 0;
  12013. }
  12014. }
  12015. if ( sc && sc->data[SC_SPIRIT] )
  12016. {
  12017. switch (skill_id) {
  12018. case CR_SHIELDBOOMERANG:
  12019. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  12020. time /= 2;
  12021. break;
  12022. case AS_SONICBLOW:
  12023. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  12024. time /= 2;
  12025. break;
  12026. }
  12027. }
  12028. if (!(delaynodex&2))
  12029. {
  12030. if (sc && sc->count) {
  12031. if (sc->data[SC_POEMBRAGI])
  12032. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  12033. }
  12034. }
  12035. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  12036. time = time * sd->delayrate / 100;
  12037. if (battle_config.delay_rate != 100)
  12038. time = time * battle_config.delay_rate / 100;
  12039. if (time < status_get_amotion(bl))
  12040. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  12041. return max(time, battle_config.min_skill_delay_limit);
  12042. }
  12043. /*=========================================
  12044. *
  12045. *-----------------------------------------*/
  12046. struct square {
  12047. int val1[5];
  12048. int val2[5];
  12049. };
  12050. static void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  12051. {
  12052. nullpo_retv(tc);
  12053. if(dir == 0){
  12054. tc->val1[0]=x-2;
  12055. tc->val1[1]=x-1;
  12056. tc->val1[2]=x;
  12057. tc->val1[3]=x+1;
  12058. tc->val1[4]=x+2;
  12059. tc->val2[0]=
  12060. tc->val2[1]=
  12061. tc->val2[2]=
  12062. tc->val2[3]=
  12063. tc->val2[4]=y-1;
  12064. }
  12065. else if(dir==2){
  12066. tc->val1[0]=
  12067. tc->val1[1]=
  12068. tc->val1[2]=
  12069. tc->val1[3]=
  12070. tc->val1[4]=x+1;
  12071. tc->val2[0]=y+2;
  12072. tc->val2[1]=y+1;
  12073. tc->val2[2]=y;
  12074. tc->val2[3]=y-1;
  12075. tc->val2[4]=y-2;
  12076. }
  12077. else if(dir==4){
  12078. tc->val1[0]=x-2;
  12079. tc->val1[1]=x-1;
  12080. tc->val1[2]=x;
  12081. tc->val1[3]=x+1;
  12082. tc->val1[4]=x+2;
  12083. tc->val2[0]=
  12084. tc->val2[1]=
  12085. tc->val2[2]=
  12086. tc->val2[3]=
  12087. tc->val2[4]=y+1;
  12088. }
  12089. else if(dir==6){
  12090. tc->val1[0]=
  12091. tc->val1[1]=
  12092. tc->val1[2]=
  12093. tc->val1[3]=
  12094. tc->val1[4]=x-1;
  12095. tc->val2[0]=y+2;
  12096. tc->val2[1]=y+1;
  12097. tc->val2[2]=y;
  12098. tc->val2[3]=y-1;
  12099. tc->val2[4]=y-2;
  12100. }
  12101. else if(dir==1){
  12102. tc->val1[0]=x-1;
  12103. tc->val1[1]=x;
  12104. tc->val1[2]=x+1;
  12105. tc->val1[3]=x+2;
  12106. tc->val1[4]=x+3;
  12107. tc->val2[0]=y-4;
  12108. tc->val2[1]=y-3;
  12109. tc->val2[2]=y-1;
  12110. tc->val2[3]=y;
  12111. tc->val2[4]=y+1;
  12112. }
  12113. else if(dir==3){
  12114. tc->val1[0]=x+3;
  12115. tc->val1[1]=x+2;
  12116. tc->val1[2]=x+1;
  12117. tc->val1[3]=x;
  12118. tc->val1[4]=x-1;
  12119. tc->val2[0]=y-1;
  12120. tc->val2[1]=y;
  12121. tc->val2[2]=y+1;
  12122. tc->val2[3]=y+2;
  12123. tc->val2[4]=y+3;
  12124. }
  12125. else if(dir==5){
  12126. tc->val1[0]=x+1;
  12127. tc->val1[1]=x;
  12128. tc->val1[2]=x-1;
  12129. tc->val1[3]=x-2;
  12130. tc->val1[4]=x-3;
  12131. tc->val2[0]=y+3;
  12132. tc->val2[1]=y+2;
  12133. tc->val2[2]=y+1;
  12134. tc->val2[3]=y;
  12135. tc->val2[4]=y-1;
  12136. }
  12137. else if(dir==7){
  12138. tc->val1[0]=x-3;
  12139. tc->val1[1]=x-2;
  12140. tc->val1[2]=x-1;
  12141. tc->val1[3]=x;
  12142. tc->val1[4]=x+1;
  12143. tc->val2[1]=y;
  12144. tc->val2[0]=y+1;
  12145. tc->val2[2]=y-1;
  12146. tc->val2[3]=y-2;
  12147. tc->val2[4]=y-3;
  12148. }
  12149. }
  12150. static void skill_brandishspear_dir (struct square* tc, int dir, int are)
  12151. {
  12152. int c;
  12153. nullpo_retv(tc);
  12154. for( c = 0; c < 5; c++ )
  12155. {
  12156. switch( dir )
  12157. {
  12158. case 0: tc->val2[c]+=are; break;
  12159. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  12160. case 2: tc->val1[c]-=are; break;
  12161. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  12162. case 4: tc->val2[c]-=are; break;
  12163. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  12164. case 6: tc->val1[c]+=are; break;
  12165. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  12166. }
  12167. }
  12168. }
  12169. void skill_brandishspear(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag)
  12170. {
  12171. int c,n=4;
  12172. int dir = map_calc_dir(src,bl->x,bl->y);
  12173. struct square tc;
  12174. int x=bl->x,y=bl->y;
  12175. skill_brandishspear_first(&tc,dir,x,y);
  12176. skill_brandishspear_dir(&tc,dir,4);
  12177. skill_area_temp[1] = bl->id;
  12178. if(skilllv > 9){
  12179. for(c=1;c<4;c++){
  12180. map_foreachincell(skill_area_sub,
  12181. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  12182. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  12183. skill_castend_damage_id);
  12184. }
  12185. }
  12186. if(skilllv > 6){
  12187. skill_brandishspear_dir(&tc,dir,-1);
  12188. n--;
  12189. }else{
  12190. skill_brandishspear_dir(&tc,dir,-2);
  12191. n-=2;
  12192. }
  12193. if(skilllv > 3){
  12194. for(c=0;c<5;c++){
  12195. map_foreachincell(skill_area_sub,
  12196. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  12197. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  12198. skill_castend_damage_id);
  12199. if(skilllv > 6 && n==3 && c==4){
  12200. skill_brandishspear_dir(&tc,dir,-1);
  12201. n--;c=-1;
  12202. }
  12203. }
  12204. }
  12205. for(c=0;c<10;c++){
  12206. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  12207. map_foreachincell(skill_area_sub,
  12208. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  12209. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  12210. skill_castend_damage_id);
  12211. }
  12212. }
  12213. /*==========================================
  12214. * Weapon Repair [Celest/DracoRPG]
  12215. *------------------------------------------*/
  12216. void skill_repairweapon (struct map_session_data *sd, int idx)
  12217. {
  12218. int material;
  12219. int materials[4] = { 1002, 998, 999, 756 };
  12220. struct item *item;
  12221. struct map_session_data *target_sd;
  12222. nullpo_retv(sd);
  12223. target_sd = map_id2sd(sd->menuskill_val);
  12224. if (!target_sd) //Failed....
  12225. return;
  12226. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  12227. return;
  12228. if(idx < 0 || idx >= MAX_INVENTORY)
  12229. return; //Invalid index??
  12230. item = &target_sd->status.inventory[idx];
  12231. if(item->nameid <= 0 || item->attribute == 0)
  12232. return; //Again invalid item....
  12233. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  12234. clif_item_repaireffect(sd,item->nameid,1);
  12235. return;
  12236. }
  12237. if (itemdb_type(item->nameid)==IT_WEAPON)
  12238. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  12239. else
  12240. material = materials [2]; // Armors consume 1 Steel
  12241. if (pc_search_inventory(sd,material) < 0 ) {
  12242. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  12243. return;
  12244. }
  12245. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  12246. item->attribute=0;
  12247. clif_equiplist(target_sd);
  12248. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  12249. clif_item_repaireffect(sd,item->nameid,0);
  12250. if(sd!=target_sd)
  12251. clif_item_repaireffect(target_sd,item->nameid,0);
  12252. }
  12253. /*==========================================
  12254. * Item Appraisal
  12255. *------------------------------------------*/
  12256. void skill_identify (struct map_session_data *sd, int idx)
  12257. {
  12258. int flag=1;
  12259. nullpo_retv(sd);
  12260. if(idx >= 0 && idx < MAX_INVENTORY) {
  12261. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  12262. flag=0;
  12263. sd->status.inventory[idx].identify=1;
  12264. }
  12265. }
  12266. clif_item_identified(sd,idx,flag);
  12267. }
  12268. /*==========================================
  12269. * Weapon Refine [Celest]
  12270. *------------------------------------------*/
  12271. void skill_weaponrefine (struct map_session_data *sd, int idx)
  12272. {
  12273. nullpo_retv(sd);
  12274. if (idx >= 0 && idx < MAX_INVENTORY)
  12275. {
  12276. int i = 0, ep = 0, per;
  12277. int material[5] = { 0, 1010, 1011, 984, 984 };
  12278. struct item *item;
  12279. struct item_data *ditem = sd->inventory_data[idx];
  12280. item = &sd->status.inventory[idx];
  12281. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  12282. {
  12283. if( item->refine >= sd->menuskill_val
  12284. || item->refine >= 10 // if it's no longer refineable
  12285. || ditem->flag.no_refine // if the item isn't refinable
  12286. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  12287. {
  12288. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  12289. return;
  12290. }
  12291. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  12292. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  12293. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  12294. if (per > rnd() % 100) {
  12295. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  12296. item->refine++;
  12297. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  12298. if(item->equip) {
  12299. ep = item->equip;
  12300. pc_unequipitem(sd,idx,3);
  12301. }
  12302. clif_refine(sd->fd,0,idx,item->refine);
  12303. clif_delitem(sd,idx,1,3);
  12304. clif_additem(sd,idx,1,0);
  12305. if (ep)
  12306. pc_equipitem(sd,idx,ep);
  12307. clif_misceffect(&sd->bl,3);
  12308. if(item->refine == 10 &&
  12309. item->card[0] == CARD0_FORGE &&
  12310. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  12311. { // Fame point system [DracoRPG]
  12312. switch(ditem->wlv){
  12313. case 1:
  12314. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  12315. break;
  12316. case 2:
  12317. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  12318. break;
  12319. case 3:
  12320. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  12321. break;
  12322. }
  12323. }
  12324. } else {
  12325. item->refine = 0;
  12326. if(item->equip)
  12327. pc_unequipitem(sd,idx,3);
  12328. clif_refine(sd->fd,1,idx,item->refine);
  12329. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  12330. clif_misceffect(&sd->bl,2);
  12331. clif_emotion(&sd->bl, E_OMG);
  12332. }
  12333. }
  12334. }
  12335. }
  12336. /*==========================================
  12337. *
  12338. *------------------------------------------*/
  12339. int skill_autospell (struct map_session_data *sd, int skillid)
  12340. {
  12341. int skilllv;
  12342. int maxlv=1,lv;
  12343. nullpo_ret(sd);
  12344. skilllv = sd->menuskill_val;
  12345. lv=pc_checkskill(sd,skillid);
  12346. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  12347. if(skillid==MG_NAPALMBEAT) maxlv=3;
  12348. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  12349. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  12350. maxlv =10; //Soul Linker bonus. [Skotlex]
  12351. else if(skilllv==2) maxlv=1;
  12352. else if(skilllv==3) maxlv=2;
  12353. else if(skilllv>=4) maxlv=3;
  12354. }
  12355. else if(skillid==MG_SOULSTRIKE){
  12356. if(skilllv==5) maxlv=1;
  12357. else if(skilllv==6) maxlv=2;
  12358. else if(skilllv>=7) maxlv=3;
  12359. }
  12360. else if(skillid==MG_FIREBALL){
  12361. if(skilllv==8) maxlv=1;
  12362. else if(skilllv>=9) maxlv=2;
  12363. }
  12364. else if(skillid==MG_FROSTDIVER) maxlv=1;
  12365. else return 0;
  12366. if(maxlv > lv)
  12367. maxlv = lv;
  12368. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  12369. skill_get_time(SA_AUTOSPELL,skilllv));
  12370. return 0;
  12371. }
  12372. /*==========================================
  12373. * Sitting skills functions.
  12374. *------------------------------------------*/
  12375. static int skill_sit_count (struct block_list *bl, va_list ap)
  12376. {
  12377. struct map_session_data *sd;
  12378. int type =va_arg(ap,int);
  12379. sd=(struct map_session_data*)bl;
  12380. if(!pc_issit(sd))
  12381. return 0;
  12382. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  12383. return 1;
  12384. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  12385. return 1;
  12386. return 0;
  12387. }
  12388. static int skill_sit_in (struct block_list *bl, va_list ap)
  12389. {
  12390. struct map_session_data *sd;
  12391. int type =va_arg(ap,int);
  12392. sd=(struct map_session_data*)bl;
  12393. if(!pc_issit(sd))
  12394. return 0;
  12395. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  12396. sd->state.gangsterparadise=1;
  12397. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  12398. {
  12399. sd->state.rest=1;
  12400. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  12401. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  12402. }
  12403. return 0;
  12404. }
  12405. static int skill_sit_out (struct block_list *bl, va_list ap)
  12406. {
  12407. struct map_session_data *sd;
  12408. int type =va_arg(ap,int);
  12409. sd=(struct map_session_data*)bl;
  12410. if(sd->state.gangsterparadise && type&1)
  12411. sd->state.gangsterparadise=0;
  12412. if(sd->state.rest && type&2) {
  12413. sd->state.rest=0;
  12414. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  12415. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  12416. }
  12417. return 0;
  12418. }
  12419. int skill_sit (struct map_session_data *sd, int type)
  12420. {
  12421. int flag = 0;
  12422. int range = 0, lv;
  12423. nullpo_ret(sd);
  12424. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  12425. flag|=1;
  12426. range = skill_get_splash(RG_GANGSTER, lv);
  12427. }
  12428. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  12429. flag|=2;
  12430. range = skill_get_splash(TK_HPTIME, lv);
  12431. }
  12432. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  12433. flag|=2;
  12434. range = skill_get_splash(TK_SPTIME, lv);
  12435. }
  12436. if( type ) {
  12437. clif_status_load(&sd->bl,SI_SIT,1);
  12438. } else {
  12439. clif_status_load(&sd->bl,SI_SIT,0);
  12440. }
  12441. if (!flag) return 0;
  12442. if(type) {
  12443. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  12444. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  12445. } else {
  12446. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  12447. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  12448. }
  12449. return 0;
  12450. }
  12451. /*==========================================
  12452. *
  12453. *------------------------------------------*/
  12454. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  12455. {
  12456. struct block_list *src;
  12457. int skillnum,skilllv;
  12458. unsigned int tick;
  12459. nullpo_ret(bl);
  12460. nullpo_ret(src=va_arg(ap,struct block_list*));
  12461. skillnum=va_arg(ap,int);
  12462. skilllv=va_arg(ap,int);
  12463. if(skilllv <= 0) return 0;
  12464. tick=va_arg(ap,unsigned int);
  12465. if (src == bl || status_isdead(bl))
  12466. return 0;
  12467. if (bl->type == BL_PC) {
  12468. struct map_session_data *sd = (struct map_session_data *)bl;
  12469. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  12470. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  12471. }
  12472. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  12473. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  12474. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  12475. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  12476. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  12477. return 0;
  12478. }
  12479. /*==========================================
  12480. *
  12481. *------------------------------------------*/
  12482. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  12483. {
  12484. int range = skill_get_unit_range(skill_num,skill_lv);
  12485. int x,y;
  12486. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  12487. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  12488. map_setcell(src->bl.m, x, y, cell, flag);
  12489. }
  12490. /*==========================================
  12491. *
  12492. *------------------------------------------*/
  12493. int skill_attack_area (struct block_list *bl, va_list ap)
  12494. {
  12495. struct block_list *src,*dsrc;
  12496. int atk_type,skillid,skilllv,flag,type;
  12497. unsigned int tick;
  12498. if(status_isdead(bl))
  12499. return 0;
  12500. atk_type = va_arg(ap,int);
  12501. src=va_arg(ap,struct block_list*);
  12502. dsrc=va_arg(ap,struct block_list*);
  12503. skillid=va_arg(ap,int);
  12504. skilllv=va_arg(ap,int);
  12505. tick=va_arg(ap,unsigned int);
  12506. flag=va_arg(ap,int);
  12507. type=va_arg(ap,int);
  12508. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  12509. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  12510. if(battle_check_target(dsrc,bl,type) <= 0 ||
  12511. !status_check_skilluse(NULL, bl, skillid, 2))
  12512. return 0;
  12513. switch (skillid) {
  12514. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  12515. case NPC_ACIDBREATH:
  12516. case NPC_DARKNESSBREATH:
  12517. case NPC_FIREBREATH:
  12518. case NPC_ICEBREATH:
  12519. case NPC_THUNDERBREATH:
  12520. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  12521. default:
  12522. //Area-splash, disable skill animation.
  12523. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  12524. }
  12525. }
  12526. /*==========================================
  12527. *
  12528. *------------------------------------------*/
  12529. int skill_clear_group (struct block_list *bl, int flag)
  12530. {
  12531. struct unit_data *ud = unit_bl2ud(bl);
  12532. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  12533. int i, count=0;
  12534. nullpo_ret(bl);
  12535. if (!ud) return 0;
  12536. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  12537. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  12538. {
  12539. switch (ud->skillunit[i]->skill_id) {
  12540. case SA_DELUGE:
  12541. case SA_VOLCANO:
  12542. case SA_VIOLENTGALE:
  12543. case SA_LANDPROTECTOR:
  12544. case NJ_SUITON:
  12545. case NJ_KAENSIN:
  12546. if (flag&1)
  12547. group[count++]= ud->skillunit[i];
  12548. break;
  12549. case SO_CLOUD_KILL:
  12550. if( flag&4 )
  12551. group[count++]= ud->skillunit[i];
  12552. break;
  12553. case SO_WARMER:
  12554. if( flag&8 )
  12555. group[count++]= ud->skillunit[i];
  12556. break;
  12557. default:
  12558. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  12559. group[count++]= ud->skillunit[i];
  12560. break;
  12561. }
  12562. }
  12563. for (i=0;i<count;i++)
  12564. skill_delunitgroup(group[i]);
  12565. return count;
  12566. }
  12567. /*==========================================
  12568. * Returns the first element field found [Skotlex]
  12569. *------------------------------------------*/
  12570. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  12571. {
  12572. struct unit_data *ud = unit_bl2ud(bl);
  12573. int i;
  12574. nullpo_ret(bl);
  12575. if (!ud) return NULL;
  12576. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  12577. switch (ud->skillunit[i]->skill_id) {
  12578. case SA_DELUGE:
  12579. case SA_VOLCANO:
  12580. case SA_VIOLENTGALE:
  12581. case SA_LANDPROTECTOR:
  12582. case NJ_SUITON:
  12583. case SO_WARMER:
  12584. case SO_CLOUD_KILL:
  12585. return ud->skillunit[i];
  12586. }
  12587. }
  12588. return NULL;
  12589. }
  12590. // for graffiti cleaner [Valaris]
  12591. int skill_graffitiremover (struct block_list *bl, va_list ap)
  12592. {
  12593. struct skill_unit *unit=NULL;
  12594. nullpo_ret(bl);
  12595. nullpo_ret(ap);
  12596. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  12597. return 0;
  12598. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  12599. skill_delunit(unit);
  12600. return 0;
  12601. }
  12602. int skill_greed (struct block_list *bl, va_list ap)
  12603. {
  12604. struct block_list *src;
  12605. struct map_session_data *sd=NULL;
  12606. struct flooritem_data *fitem=NULL;
  12607. nullpo_ret(bl);
  12608. nullpo_ret(src = va_arg(ap, struct block_list *));
  12609. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  12610. pc_takeitem(sd, fitem);
  12611. return 0;
  12612. }
  12613. //For Ranger's Detonator [Jobbie/3CeAM]
  12614. int skill_detonator(struct block_list *bl, va_list ap)
  12615. {
  12616. struct skill_unit *unit=NULL;
  12617. struct block_list *src;
  12618. int unit_id;
  12619. nullpo_ret(bl);
  12620. nullpo_ret(ap);
  12621. src = va_arg(ap,struct block_list *);
  12622. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  12623. return 0;
  12624. if( unit->group->src_id != src->id )
  12625. return 0;
  12626. unit_id = unit->group->unit_id;
  12627. switch( unit_id )
  12628. { //List of Hunter and Ranger Traps that can be detonate.
  12629. case UNT_BLASTMINE:
  12630. case UNT_SANDMAN:
  12631. case UNT_CLAYMORETRAP:
  12632. case UNT_TALKIEBOX:
  12633. case UNT_CLUSTERBOMB:
  12634. case UNT_FIRINGTRAP:
  12635. case UNT_ICEBOUNDTRAP:
  12636. if( unit_id == UNT_TALKIEBOX )
  12637. {
  12638. clif_talkiebox(bl,unit->group->valstr);
  12639. unit->group->val2 = -1;
  12640. }
  12641. else
  12642. 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);
  12643. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  12644. unit->group->unit_id = UNT_USED_TRAPS;
  12645. unit->range = -1;
  12646. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) + (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB ? 2500 : 1500) );
  12647. break;
  12648. }
  12649. return 0;
  12650. }
  12651. /*==========================================
  12652. *
  12653. *------------------------------------------*/
  12654. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  12655. {
  12656. int skillid;
  12657. int *alive;
  12658. struct skill_unit *unit;
  12659. struct block_list *src;
  12660. skillid = va_arg(ap,int);
  12661. alive = va_arg(ap,int *);
  12662. src = va_arg(ap,struct block_list *);
  12663. unit = (struct skill_unit *)bl;
  12664. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  12665. return 0;
  12666. switch (skillid)
  12667. {
  12668. case SA_LANDPROTECTOR:
  12669. if( unit->group->skill_id == SA_LANDPROTECTOR )
  12670. { //Check for offensive Land Protector to delete both. [Skotlex]
  12671. (*alive) = 0;
  12672. skill_delunit(unit);
  12673. return 1;
  12674. }
  12675. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  12676. { //It deletes everything except songs/dances and traps
  12677. skill_delunit(unit);
  12678. return 1;
  12679. }
  12680. break;
  12681. case HW_GANBANTEIN:
  12682. case LG_EARTHDRIVE:
  12683. if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance.
  12684. skill_delunit(unit);
  12685. return 1;
  12686. }
  12687. break;
  12688. case SA_VOLCANO:
  12689. case SA_DELUGE:
  12690. case SA_VIOLENTGALE:
  12691. // The official implementation makes them fail to appear when casted on top of ANYTHING
  12692. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  12693. // hence, I leave the alternate implementation here, commented. [Skotlex]
  12694. if (unit->range <= 0)
  12695. {
  12696. (*alive) = 0;
  12697. return 1;
  12698. }
  12699. /*
  12700. switch (unit->group->skill_id)
  12701. { //These cannot override each other.
  12702. case SA_VOLCANO:
  12703. case SA_DELUGE:
  12704. case SA_VIOLENTGALE:
  12705. (*alive) = 0;
  12706. return 1;
  12707. }
  12708. */
  12709. break;
  12710. case PF_FOGWALL:
  12711. switch(unit->group->skill_id)
  12712. {
  12713. case SA_VOLCANO: //Can't be placed on top of these
  12714. case SA_VIOLENTGALE:
  12715. (*alive) = 0;
  12716. return 1;
  12717. case SA_DELUGE:
  12718. case NJ_SUITON:
  12719. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  12720. (*alive) = 2;
  12721. break;
  12722. }
  12723. break;
  12724. case HP_BASILICA:
  12725. if (unit->group->skill_id == HP_BASILICA)
  12726. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  12727. (*alive) = 0;
  12728. return 1;
  12729. }
  12730. break;
  12731. }
  12732. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  12733. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  12734. { //It deletes everything except songs/dances/traps
  12735. (*alive) = 0;
  12736. return 1;
  12737. }
  12738. return 0;
  12739. }
  12740. /*==========================================
  12741. *
  12742. *------------------------------------------*/
  12743. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  12744. {
  12745. struct mob_data* md;
  12746. struct unit_data*ud = unit_bl2ud(bl);
  12747. struct block_list *from_bl;
  12748. struct block_list *to_bl;
  12749. md = (struct mob_data*)bl;
  12750. from_bl = va_arg(ap,struct block_list *);
  12751. to_bl = va_arg(ap,struct block_list *);
  12752. if(ud && ud->target == from_bl->id)
  12753. ud->target = to_bl->id;
  12754. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  12755. md->target_id = to_bl->id;
  12756. return 0;
  12757. }
  12758. /*==========================================
  12759. *
  12760. *------------------------------------------*/
  12761. static int skill_trap_splash (struct block_list *bl, va_list ap)
  12762. {
  12763. struct block_list *src;
  12764. int tick;
  12765. struct skill_unit *unit;
  12766. struct skill_unit_group *sg;
  12767. struct block_list *ss;
  12768. src = va_arg(ap,struct block_list *);
  12769. unit = (struct skill_unit *)src;
  12770. tick = va_arg(ap,int);
  12771. if( !unit->alive || bl->prev == NULL )
  12772. return 0;
  12773. nullpo_ret(sg = unit->group);
  12774. nullpo_ret(ss = map_id2bl(sg->src_id));
  12775. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  12776. return 0;
  12777. switch(sg->unit_id){
  12778. case UNT_SHOCKWAVE:
  12779. case UNT_SANDMAN:
  12780. case UNT_FLASHER:
  12781. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  12782. break;
  12783. case UNT_GROUNDDRIFT_WIND:
  12784. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  12785. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  12786. break;
  12787. case UNT_GROUNDDRIFT_DARK:
  12788. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  12789. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  12790. break;
  12791. case UNT_GROUNDDRIFT_POISON:
  12792. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  12793. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  12794. break;
  12795. case UNT_GROUNDDRIFT_WATER:
  12796. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  12797. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  12798. break;
  12799. case UNT_GROUNDDRIFT_FIRE:
  12800. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  12801. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  12802. break;
  12803. case UNT_ELECTRICSHOCKER:
  12804. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  12805. break;
  12806. case UNT_FIRINGTRAP:
  12807. case UNT_ICEBOUNDTRAP:
  12808. case UNT_CLUSTERBOMB:
  12809. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  12810. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  12811. break;
  12812. case UNT_REVERBERATION:
  12813. skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,SD_LEVEL); // for proper skill delay animation when use with Dominion Impulse
  12814. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,SD_LEVEL);
  12815. break;
  12816. case UNT_SEVERE_RAINSTORM:
  12817. skill_attack(BF_WEAPON,ss,ss,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12818. break;
  12819. default:
  12820. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  12821. break;
  12822. }
  12823. return 1;
  12824. }
  12825. /*==========================================
  12826. *
  12827. *------------------------------------------*/
  12828. int skill_enchant_elemental_end (struct block_list *bl, int type)
  12829. {
  12830. struct status_change *sc;
  12831. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK };
  12832. int i;
  12833. nullpo_ret(bl);
  12834. nullpo_ret(sc= status_get_sc(bl));
  12835. if (!sc->count) return 0;
  12836. for (i = 0; i < ARRAYLENGTH(scs); i++)
  12837. if (type != scs[i] && sc->data[scs[i]])
  12838. status_change_end(bl, scs[i], INVALID_TIMER);
  12839. return 0;
  12840. }
  12841. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  12842. {
  12843. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  12844. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  12845. bool wall = true;
  12846. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  12847. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  12848. { //Check for walls.
  12849. int i;
  12850. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  12851. if( i == 8 )
  12852. wall = false;
  12853. }
  12854. if( sce )
  12855. {
  12856. if( !wall )
  12857. {
  12858. if( sce->val1 < 3 ) //End cloaking.
  12859. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  12860. else
  12861. if( sce->val4&1 )
  12862. { //Remove wall bonus
  12863. sce->val4&=~1;
  12864. status_calc_bl(bl,SCB_SPEED);
  12865. }
  12866. }
  12867. else
  12868. {
  12869. if( !(sce->val4&1) )
  12870. { //Add wall speed bonus
  12871. sce->val4|=1;
  12872. status_calc_bl(bl,SCB_SPEED);
  12873. }
  12874. }
  12875. }
  12876. return wall;
  12877. }
  12878. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  12879. {
  12880. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  12881. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  12882. bool wall = true;
  12883. if( bl->type == BL_PC )
  12884. { //Check for walls.
  12885. int i;
  12886. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  12887. if( i == 8 )
  12888. wall = false;
  12889. }
  12890. if( sce )
  12891. {
  12892. if( !wall )
  12893. {
  12894. if( sce->val1 < 3 ) //End camouflage.
  12895. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  12896. else
  12897. if( sce->val3&1 )
  12898. { //Remove wall bonus
  12899. sce->val3&=~1;
  12900. status_calc_bl(bl,SCB_SPEED);
  12901. }
  12902. }
  12903. }
  12904. return wall;
  12905. }
  12906. /*==========================================
  12907. *
  12908. *------------------------------------------*/
  12909. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  12910. {
  12911. struct skill_unit *unit;
  12912. nullpo_retr(NULL, group);
  12913. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  12914. nullpo_retr(NULL, unit=&group->unit[idx]);
  12915. if(!unit->alive)
  12916. group->alive_count++;
  12917. unit->bl.id=map_get_new_object_id();
  12918. unit->bl.type=BL_SKILL;
  12919. unit->bl.m=group->map;
  12920. unit->bl.x=x;
  12921. unit->bl.y=y;
  12922. unit->group=group;
  12923. unit->alive=1;
  12924. unit->val1=val1;
  12925. unit->val2=val2;
  12926. idb_put(skillunit_db, unit->bl.id, unit);
  12927. map_addiddb(&unit->bl);
  12928. map_addblock(&unit->bl);
  12929. // perform oninit actions
  12930. switch (group->skill_id) {
  12931. case WZ_ICEWALL:
  12932. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  12933. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  12934. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  12935. map[unit->bl.m].icewall_num++;
  12936. break;
  12937. case SA_LANDPROTECTOR:
  12938. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  12939. break;
  12940. case HP_BASILICA:
  12941. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  12942. break;
  12943. case SC_MAELSTROM:
  12944. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  12945. break;
  12946. default:
  12947. if (group->state.song_dance&0x1) //Check for dissonance.
  12948. skill_dance_overlap(unit, 1);
  12949. break;
  12950. }
  12951. clif_skill_setunit(unit);
  12952. return unit;
  12953. }
  12954. /*==========================================
  12955. *
  12956. *------------------------------------------*/
  12957. int skill_delunit (struct skill_unit* unit)
  12958. {
  12959. struct skill_unit_group *group;
  12960. nullpo_ret(unit);
  12961. if( !unit->alive )
  12962. return 0;
  12963. unit->alive=0;
  12964. nullpo_ret(group=unit->group);
  12965. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  12966. skill_dance_overlap(unit, 0);
  12967. // invoke onout event
  12968. if( !unit->range )
  12969. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  12970. // perform ondelete actions
  12971. switch (group->skill_id) {
  12972. case HT_ANKLESNARE: {
  12973. struct block_list* target = map_id2bl(group->val2);
  12974. if( target )
  12975. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  12976. }
  12977. break;
  12978. case WZ_ICEWALL:
  12979. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  12980. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  12981. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  12982. map[unit->bl.m].icewall_num--;
  12983. break;
  12984. case SA_LANDPROTECTOR:
  12985. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  12986. break;
  12987. case HP_BASILICA:
  12988. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  12989. break;
  12990. case RA_ELECTRICSHOCKER: {
  12991. struct block_list* target = map_id2bl(group->val2);
  12992. if( target )
  12993. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  12994. }
  12995. break;
  12996. case SC_MAELSTROM:
  12997. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  12998. break;
  12999. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  13000. if( group->val2 ) { // Someone Traped
  13001. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  13002. if( tsc && tsc->data[SC__MANHOLE] )
  13003. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  13004. }
  13005. break;
  13006. }
  13007. clif_skill_delunit(unit);
  13008. unit->group=NULL;
  13009. map_delblock(&unit->bl); // don't free yet
  13010. map_deliddb(&unit->bl);
  13011. idb_remove(skillunit_db, unit->bl.id);
  13012. if(--group->alive_count==0)
  13013. skill_delunitgroup(group);
  13014. return 0;
  13015. }
  13016. /*==========================================
  13017. *
  13018. *------------------------------------------*/
  13019. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  13020. /// Returns the target skill_unit_group or NULL if not found.
  13021. struct skill_unit_group* skill_id2group(int group_id)
  13022. {
  13023. return (struct skill_unit_group*)idb_get(group_db, group_id);
  13024. }
  13025. static int skill_unit_group_newid = MAX_SKILL_DB;
  13026. /// Returns a new group_id that isn't being used in group_db.
  13027. /// Fatal error if nothing is available.
  13028. static int skill_get_new_group_id(void)
  13029. {
  13030. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  13031. return skill_unit_group_newid++;// available
  13032. {// find next id
  13033. int base_id = skill_unit_group_newid;
  13034. while( base_id != ++skill_unit_group_newid )
  13035. {
  13036. if( skill_unit_group_newid < MAX_SKILL_DB )
  13037. skill_unit_group_newid = MAX_SKILL_DB;
  13038. if( skill_id2group(skill_unit_group_newid) == NULL )
  13039. return skill_unit_group_newid++;// available
  13040. }
  13041. // full loop, nothing available
  13042. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  13043. exit(1);
  13044. }
  13045. }
  13046. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  13047. {
  13048. struct unit_data* ud = unit_bl2ud( src );
  13049. struct skill_unit_group* group;
  13050. int i;
  13051. if(skillid <= 0 || skilllv <= 0) return 0;
  13052. nullpo_retr(NULL, src);
  13053. nullpo_retr(NULL, ud);
  13054. // find a free spot to store the new unit group
  13055. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  13056. if(i == MAX_SKILLUNITGROUP)
  13057. {
  13058. // array is full, make room by discarding oldest group
  13059. int j=0;
  13060. unsigned maxdiff=0,x,tick=gettick();
  13061. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  13062. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  13063. maxdiff=x;
  13064. j=i;
  13065. }
  13066. skill_delunitgroup(ud->skillunit[j]);
  13067. //Since elements must have shifted, we use the last slot.
  13068. i = MAX_SKILLUNITGROUP-1;
  13069. }
  13070. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  13071. group->src_id = src->id;
  13072. group->party_id = status_get_party_id(src);
  13073. group->guild_id = status_get_guild_id(src);
  13074. group->bg_id = bg_team_get_id(src);
  13075. group->group_id = skill_get_new_group_id();
  13076. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  13077. group->unit_count = count;
  13078. group->alive_count = 0;
  13079. group->val1 = 0;
  13080. group->val2 = 0;
  13081. group->val3 = 0;
  13082. group->skill_id = skillid;
  13083. group->skill_lv = skilllv;
  13084. group->unit_id = unit_id;
  13085. group->map = src->m;
  13086. group->limit = limit;
  13087. group->interval = interval;
  13088. group->tick = gettick();
  13089. group->valstr = NULL;
  13090. ud->skillunit[i] = group;
  13091. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  13092. group->tick += 1500;
  13093. idb_put(group_db, group->group_id, group);
  13094. return group;
  13095. }
  13096. /*==========================================
  13097. *
  13098. *------------------------------------------*/
  13099. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  13100. {
  13101. struct block_list* src;
  13102. struct unit_data *ud;
  13103. int i,j;
  13104. if( group == NULL )
  13105. {
  13106. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  13107. return 0;
  13108. }
  13109. src=map_id2bl(group->src_id);
  13110. ud = unit_bl2ud(src);
  13111. if(!src || !ud) {
  13112. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  13113. return 0;
  13114. }
  13115. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  13116. switch( group->skill_id ) {
  13117. case BA_DISSONANCE:
  13118. case BA_POEMBRAGI:
  13119. case BA_WHISTLE:
  13120. case BA_ASSASSINCROSS:
  13121. case BA_APPLEIDUN:
  13122. case DC_UGLYDANCE:
  13123. case DC_HUMMING:
  13124. case DC_DONTFORGETME:
  13125. case DC_FORTUNEKISS:
  13126. case DC_SERVICEFORYOU:
  13127. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  13128. break;
  13129. }
  13130. }
  13131. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  13132. {
  13133. struct status_change* sc = status_get_sc(src);
  13134. if (sc && sc->data[SC_DANCING])
  13135. {
  13136. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  13137. status_change_end(src, SC_DANCING, INVALID_TIMER);
  13138. }
  13139. }
  13140. // end Gospel's status change on 'src'
  13141. // (needs to be done when the group is deleted by other means than skill deactivation)
  13142. if (group->unit_id == UNT_GOSPEL) {
  13143. struct status_change *sc = status_get_sc(src);
  13144. if(sc && sc->data[SC_GOSPEL]) {
  13145. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  13146. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  13147. }
  13148. }
  13149. switch( group->skill_id ) {
  13150. case SG_SUN_WARM:
  13151. case SG_MOON_WARM:
  13152. case SG_STAR_WARM:
  13153. {
  13154. struct status_change *sc = NULL;
  13155. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  13156. sc->data[SC_WARM]->val4 = 0;
  13157. status_change_end(src, SC_WARM, INVALID_TIMER);
  13158. }
  13159. }
  13160. break;
  13161. case NC_NEUTRALBARRIER:
  13162. {
  13163. struct status_change *sc = NULL;
  13164. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  13165. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  13166. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  13167. }
  13168. }
  13169. break;
  13170. case NC_STEALTHFIELD:
  13171. {
  13172. struct status_change *sc = NULL;
  13173. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  13174. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  13175. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  13176. }
  13177. }
  13178. break;
  13179. case LG_BANDING:
  13180. {
  13181. struct status_change *sc = NULL;
  13182. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  13183. sc->data[SC_BANDING]->val4 = 0;
  13184. status_change_end(src,SC_BANDING,INVALID_TIMER);
  13185. }
  13186. }
  13187. break;
  13188. }
  13189. if (src->type==BL_PC && group->state.ammo_consume)
  13190. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  13191. group->alive_count=0;
  13192. // remove all unit cells
  13193. if(group->unit != NULL)
  13194. for( i = 0; i < group->unit_count; i++ )
  13195. skill_delunit(&group->unit[i]);
  13196. // clear Talkie-box string
  13197. if( group->valstr != NULL )
  13198. {
  13199. aFree(group->valstr);
  13200. group->valstr = NULL;
  13201. }
  13202. idb_remove(group_db, group->group_id);
  13203. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  13204. group->unit=NULL;
  13205. group->group_id=0;
  13206. group->unit_count=0;
  13207. // locate this group, swap with the last entry and delete it
  13208. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  13209. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  13210. if( i < MAX_SKILLUNITGROUP )
  13211. {
  13212. ud->skillunit[i] = ud->skillunit[j];
  13213. ud->skillunit[j] = NULL;
  13214. ers_free(skill_unit_ers, group);
  13215. }
  13216. else
  13217. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  13218. return 1;
  13219. }
  13220. /*==========================================
  13221. *
  13222. *------------------------------------------*/
  13223. int skill_clear_unitgroup (struct block_list *src)
  13224. {
  13225. struct unit_data *ud = unit_bl2ud(src);
  13226. nullpo_ret(ud);
  13227. while (ud->skillunit[0])
  13228. skill_delunitgroup(ud->skillunit[0]);
  13229. return 1;
  13230. }
  13231. /*==========================================
  13232. *
  13233. *------------------------------------------*/
  13234. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  13235. {
  13236. int i,j=-1,k,s,id;
  13237. struct unit_data *ud;
  13238. struct skill_unit_group_tickset *set;
  13239. nullpo_ret(bl);
  13240. if (group->interval==-1)
  13241. return NULL;
  13242. ud = unit_bl2ud(bl);
  13243. if (!ud) return NULL;
  13244. set = ud->skillunittick;
  13245. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  13246. id = s = group->skill_id;
  13247. else
  13248. id = s = group->group_id;
  13249. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  13250. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  13251. if (set[k].id == id)
  13252. return &set[k];
  13253. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  13254. j=k;
  13255. }
  13256. if (j == -1) {
  13257. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  13258. j = id % MAX_SKILLUNITGROUPTICKSET;
  13259. }
  13260. set[j].id = id;
  13261. set[j].tick = tick;
  13262. return &set[j];
  13263. }
  13264. /*==========================================
  13265. *
  13266. *------------------------------------------*/
  13267. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  13268. {
  13269. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  13270. struct skill_unit_group* group = unit->group;
  13271. unsigned int tick = va_arg(ap,unsigned int);
  13272. if( !unit->alive || bl->prev == NULL )
  13273. return 0;
  13274. nullpo_ret(group);
  13275. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  13276. return 0; //AoE skills are ineffective. [Skotlex]
  13277. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  13278. return 0;
  13279. skill_unit_onplace_timer(unit,bl,tick);
  13280. return 1;
  13281. }
  13282. /**
  13283. * @see DBApply
  13284. */
  13285. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  13286. {
  13287. struct skill_unit* unit = db_data2ptr(data);
  13288. struct skill_unit_group* group = unit->group;
  13289. unsigned int tick = va_arg(ap,unsigned int);
  13290. bool dissonance;
  13291. struct block_list* bl = &unit->bl;
  13292. if( !unit->alive )
  13293. return 0;
  13294. nullpo_ret(group);
  13295. // check for expiration
  13296. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  13297. {// skill unit expired (inlined from skill_unit_onlimit())
  13298. switch( group->unit_id )
  13299. {
  13300. case UNT_BLASTMINE:
  13301. case UNT_GROUNDDRIFT_WIND:
  13302. case UNT_GROUNDDRIFT_DARK:
  13303. case UNT_GROUNDDRIFT_POISON:
  13304. case UNT_GROUNDDRIFT_WATER:
  13305. case UNT_GROUNDDRIFT_FIRE:
  13306. group->unit_id = UNT_USED_TRAPS;
  13307. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  13308. group->limit=DIFF_TICK(tick+1500,group->tick);
  13309. unit->limit=DIFF_TICK(tick+1500,group->tick);
  13310. break;
  13311. case UNT_ANKLESNARE:
  13312. case UNT_ELECTRICSHOCKER:
  13313. if( group->val2 > 0 ) {
  13314. // Used Trap don't returns back to item
  13315. skill_delunit(unit);
  13316. break;
  13317. }
  13318. case UNT_SKIDTRAP:
  13319. case UNT_LANDMINE:
  13320. case UNT_SHOCKWAVE:
  13321. case UNT_SANDMAN:
  13322. case UNT_FLASHER:
  13323. case UNT_FREEZINGTRAP:
  13324. case UNT_CLAYMORETRAP:
  13325. case UNT_TALKIEBOX:
  13326. case UNT_CLUSTERBOMB:
  13327. case UNT_MAGENTATRAP:
  13328. case UNT_COBALTTRAP:
  13329. case UNT_MAIZETRAP:
  13330. case UNT_VERDURETRAP:
  13331. case UNT_FIRINGTRAP:
  13332. case UNT_ICEBOUNDTRAP:
  13333. {
  13334. struct block_list* src;
  13335. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  13336. { // revert unit back into a trap
  13337. struct item item_tmp;
  13338. memset(&item_tmp,0,sizeof(item_tmp));
  13339. item_tmp.nameid = ITEMID_TRAP;
  13340. item_tmp.identify = 1;
  13341. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  13342. }
  13343. skill_delunit(unit);
  13344. }
  13345. break;
  13346. case UNT_WARP_ACTIVE:
  13347. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  13348. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  13349. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  13350. // restart timers
  13351. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  13352. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  13353. // apply effect to all units standing on it
  13354. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  13355. break;
  13356. case UNT_CALLFAMILY:
  13357. {
  13358. struct map_session_data *sd = NULL;
  13359. if(group->val1) {
  13360. sd = map_charid2sd(group->val1);
  13361. group->val1 = 0;
  13362. if (sd && !map[sd->bl.m].flag.nowarp)
  13363. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  13364. }
  13365. if(group->val2) {
  13366. sd = map_charid2sd(group->val2);
  13367. group->val2 = 0;
  13368. if (sd && !map[sd->bl.m].flag.nowarp)
  13369. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  13370. }
  13371. skill_delunit(unit);
  13372. }
  13373. break;
  13374. case UNT_REVERBERATION:
  13375. if( unit->val1 <= 0 ) { // If it was deactivated.
  13376. skill_delunit(unit);
  13377. break;
  13378. }
  13379. clif_changetraplook(bl,UNT_USED_TRAPS);
  13380. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  13381. group->limit = DIFF_TICK(tick,group->tick) + 1500;
  13382. unit->limit = DIFF_TICK(tick,group->tick) + 1500;
  13383. group->unit_id = UNT_USED_TRAPS;
  13384. break;
  13385. case UNT_FEINTBOMB: {
  13386. struct block_list *src = map_id2bl(group->src_id);
  13387. if( src )
  13388. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|1, skill_castend_damage_id);
  13389. skill_delunit(unit);
  13390. break;
  13391. }
  13392. case UNT_BANDING:
  13393. {
  13394. struct block_list *src = map_id2bl(group->src_id);
  13395. struct status_change *sc;
  13396. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
  13397. {
  13398. skill_delunit(unit);
  13399. break;
  13400. }
  13401. // This unit isn't removed while SC_BANDING is active.
  13402. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  13403. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  13404. }
  13405. break;
  13406. default:
  13407. skill_delunit(unit);
  13408. }
  13409. }
  13410. else
  13411. {// skill unit is still active
  13412. switch( group->unit_id )
  13413. {
  13414. case UNT_ICEWALL:
  13415. // icewall loses 50 hp every second
  13416. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  13417. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  13418. unit->limit = DIFF_TICK(tick+700,group->tick);
  13419. break;
  13420. case UNT_SKIDTRAP:
  13421. case UNT_LANDMINE:
  13422. case UNT_SHOCKWAVE:
  13423. case UNT_SANDMAN:
  13424. case UNT_FLASHER:
  13425. case UNT_CLAYMORETRAP:
  13426. case UNT_FREEZINGTRAP:
  13427. case UNT_TALKIEBOX:
  13428. case UNT_ANKLESNARE:
  13429. case UNT_ELECTRICSHOCKER:
  13430. case UNT_CLUSTERBOMB:
  13431. if( unit->val1 <= 0 ) {
  13432. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  13433. skill_delunit(unit);
  13434. else {
  13435. group->unit_id = UNT_USED_TRAPS;
  13436. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  13437. }
  13438. }
  13439. break;
  13440. case UNT_REVERBERATION:
  13441. if( unit->val1 <= 0 ){
  13442. clif_changetraplook(bl,UNT_USED_TRAPS);
  13443. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  13444. group->limit = DIFF_TICK(tick,group->tick) + 1500;
  13445. unit->limit = DIFF_TICK(tick,group->tick) + 1500;
  13446. group->unit_id = UNT_USED_TRAPS;
  13447. }
  13448. break;
  13449. case UNT_WALLOFTHORN:
  13450. if( unit->val1 <= 0 ) {
  13451. group->unit_id = UNT_USED_TRAPS;
  13452. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  13453. }
  13454. break;
  13455. }
  13456. }
  13457. //Don't continue if unit or even group is expired and has been deleted.
  13458. if( !group || !unit->alive )
  13459. return 0;
  13460. dissonance = skill_dance_switch(unit, 0);
  13461. if( unit->range >= 0 && group->interval != -1 )
  13462. {
  13463. if( battle_config.skill_wall_check )
  13464. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  13465. else
  13466. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  13467. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  13468. group->unit_id = UNT_USED_TRAPS;
  13469. if( group->unit_id == UNT_TATAMIGAESHI )
  13470. {
  13471. unit->range = -1; //Disable processed cell.
  13472. if (--group->val1 <= 0) // number of live cells
  13473. { //All tiles were processed, disable skill.
  13474. group->target_flag=BCT_NOONE;
  13475. group->bl_flag= BL_NUL;
  13476. }
  13477. }
  13478. }
  13479. if( dissonance ) skill_dance_switch(unit, 1);
  13480. return 0;
  13481. }
  13482. /*==========================================
  13483. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  13484. *------------------------------------------*/
  13485. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  13486. {
  13487. map_freeblock_lock();
  13488. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  13489. map_freeblock_unlock();
  13490. return 0;
  13491. }
  13492. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  13493. /*==========================================
  13494. *
  13495. *------------------------------------------*/
  13496. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  13497. {
  13498. struct skill_unit* unit = (struct skill_unit *)bl;
  13499. struct skill_unit_group* group = unit->group;
  13500. struct block_list* target = va_arg(ap,struct block_list*);
  13501. unsigned int tick = va_arg(ap,unsigned int);
  13502. int flag = va_arg(ap,int);
  13503. bool dissonance;
  13504. int skill_id;
  13505. int i;
  13506. nullpo_ret(group);
  13507. if( !unit->alive || target->prev == NULL )
  13508. return 0;
  13509. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  13510. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  13511. dissonance = skill_dance_switch(unit, 0);
  13512. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13513. skill_id = unit->group->skill_id;
  13514. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  13515. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  13516. if( dissonance ) skill_dance_switch(unit, 1);
  13517. return 0;
  13518. }
  13519. //Target-type check.
  13520. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  13521. {
  13522. if( group->src_id == target->id && group->state.song_dance&0x2 )
  13523. { //Ensemble check to see if they went out/in of the area [Skotlex]
  13524. if( flag&1 )
  13525. {
  13526. if( flag&2 )
  13527. { //Clear this skill id.
  13528. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  13529. if( i < ARRAYLENGTH(skill_unit_temp) )
  13530. skill_unit_temp[i] = 0;
  13531. }
  13532. }
  13533. else
  13534. {
  13535. if( flag&2 )
  13536. { //Store this skill id.
  13537. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  13538. if( i < ARRAYLENGTH(skill_unit_temp) )
  13539. skill_unit_temp[i] = skill_id;
  13540. else
  13541. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  13542. }
  13543. }
  13544. if( flag&4 )
  13545. skill_unit_onleft(skill_id,target,tick);
  13546. }
  13547. if( dissonance ) skill_dance_switch(unit, 1);
  13548. return 0;
  13549. }
  13550. else
  13551. {
  13552. if( flag&1 )
  13553. {
  13554. int result = skill_unit_onplace(unit,target,tick);
  13555. if( flag&2 && result )
  13556. { //Clear skill ids we have stored in onout.
  13557. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  13558. if( i < ARRAYLENGTH(skill_unit_temp) )
  13559. skill_unit_temp[i] = 0;
  13560. }
  13561. }
  13562. else
  13563. {
  13564. int result = skill_unit_onout(unit,target,tick);
  13565. if( flag&2 && result )
  13566. { //Store this unit id.
  13567. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  13568. if( i < ARRAYLENGTH(skill_unit_temp) )
  13569. skill_unit_temp[i] = skill_id;
  13570. else
  13571. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  13572. }
  13573. }
  13574. //TODO: Normally, this is dangerous since the unit and group could be freed
  13575. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  13576. //cells do not get deleted within them. [Skotlex]
  13577. if( dissonance ) skill_dance_switch(unit, 1);
  13578. if( flag&4 )
  13579. skill_unit_onleft(skill_id,target,tick);
  13580. return 1;
  13581. }
  13582. }
  13583. /*==========================================
  13584. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  13585. * Flag values:
  13586. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  13587. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  13588. * units to figure out when they have left a group.
  13589. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  13590. *------------------------------------------*/
  13591. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  13592. {
  13593. nullpo_ret(bl);
  13594. if( bl->prev == NULL )
  13595. return 0;
  13596. if( flag&2 && !(flag&1) )
  13597. { //Onout, clear data
  13598. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  13599. }
  13600. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  13601. if( flag&2 && flag&1 )
  13602. { //Onplace, check any skill units you have left.
  13603. int i;
  13604. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  13605. if( skill_unit_temp[i] )
  13606. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  13607. }
  13608. return 0;
  13609. }
  13610. /*==========================================
  13611. *
  13612. *------------------------------------------*/
  13613. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  13614. {
  13615. int i,j;
  13616. unsigned int tick = gettick();
  13617. int *m_flag;
  13618. struct skill_unit *unit1;
  13619. struct skill_unit *unit2;
  13620. if (group == NULL)
  13621. return 0;
  13622. if (group->unit_count<=0)
  13623. return 0;
  13624. if (group->unit==NULL)
  13625. return 0;
  13626. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  13627. return 0; //Ensembles may not be moved around.
  13628. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
  13629. return 0; //Icewalls and Wall of Thorns don't get knocked back
  13630. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  13631. // m_flag
  13632. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  13633. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  13634. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  13635. // 3: Both 1+2.
  13636. for(i=0;i<group->unit_count;i++){
  13637. unit1=&group->unit[i];
  13638. if (!unit1->alive || unit1->bl.m!=m)
  13639. continue;
  13640. for(j=0;j<group->unit_count;j++){
  13641. unit2=&group->unit[j];
  13642. if (!unit2->alive)
  13643. continue;
  13644. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  13645. m_flag[i] |= 0x1;
  13646. }
  13647. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  13648. m_flag[i] |= 0x2;
  13649. }
  13650. }
  13651. }
  13652. j = 0;
  13653. for (i=0;i<group->unit_count;i++) {
  13654. unit1=&group->unit[i];
  13655. if (!unit1->alive)
  13656. continue;
  13657. if (!(m_flag[i]&0x2)) {
  13658. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  13659. skill_dance_overlap(unit1, 0);
  13660. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  13661. }
  13662. //Move Cell using "smart" criteria (avoid useless moving around)
  13663. switch(m_flag[i])
  13664. {
  13665. case 0:
  13666. //Cell moves independently, safely move it.
  13667. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  13668. break;
  13669. case 1:
  13670. //Cell moves unto another cell, look for a replacement cell that won't collide
  13671. //and has no cell moving into it (flag == 2)
  13672. for(;j<group->unit_count;j++)
  13673. {
  13674. if(m_flag[j]!=2 || !group->unit[j].alive)
  13675. continue;
  13676. //Move to where this cell would had moved.
  13677. unit2 = &group->unit[j];
  13678. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  13679. j++; //Skip this cell as we have used it.
  13680. break;
  13681. }
  13682. break;
  13683. case 2:
  13684. case 3:
  13685. break; //Don't move the cell as a cell will end on this tile anyway.
  13686. }
  13687. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  13688. if (group->state.song_dance&0x1) //Check for dissonance effect.
  13689. skill_dance_overlap(unit1, 1);
  13690. clif_skill_setunit(unit1);
  13691. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  13692. }
  13693. }
  13694. aFree(m_flag);
  13695. return 0;
  13696. }
  13697. /*==========================================
  13698. *
  13699. *------------------------------------------*/
  13700. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  13701. {
  13702. int i,j;
  13703. nullpo_ret(sd);
  13704. if(nameid<=0)
  13705. return 0;
  13706. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  13707. if(skill_produce_db[i].nameid == nameid )
  13708. break;
  13709. }
  13710. if( i >= MAX_SKILL_PRODUCE_DB )
  13711. return 0;
  13712. if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
  13713. {// cannot carry the produced stuff
  13714. return 0;
  13715. }
  13716. if(trigger>=0){
  13717. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  13718. if(skill_produce_db[i].itemlv!=trigger)
  13719. return 0;
  13720. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  13721. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  13722. return 0;
  13723. } else { // Weapon (itemlv must be higher or equal)
  13724. if(skill_produce_db[i].itemlv>trigger)
  13725. return 0;
  13726. }
  13727. }
  13728. if((j=skill_produce_db[i].req_skill)>0 &&
  13729. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  13730. return 0;
  13731. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  13732. int id,x,y;
  13733. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  13734. continue;
  13735. if(skill_produce_db[i].mat_amount[j] <= 0) {
  13736. if(pc_search_inventory(sd,id) < 0)
  13737. return 0;
  13738. }
  13739. else {
  13740. for(y=0,x=0;y<MAX_INVENTORY;y++)
  13741. if( sd->status.inventory[y].nameid == id )
  13742. x+=sd->status.inventory[y].amount;
  13743. if(x<qty*skill_produce_db[i].mat_amount[j])
  13744. return 0;
  13745. }
  13746. }
  13747. return i+1;
  13748. }
  13749. /*==========================================
  13750. *
  13751. *------------------------------------------*/
  13752. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  13753. {
  13754. int slot[3];
  13755. int i,sc,ele,idx,equip,wlv,make_per,flag = 0, firstQty = qty;
  13756. int num = -1; // exclude the recipe
  13757. struct status_data *status;
  13758. nullpo_ret(sd);
  13759. status = status_get_status_data(&sd->bl);
  13760. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  13761. return 0;
  13762. idx--;
  13763. if (qty < 1)
  13764. qty = 1;
  13765. if (!skill_id) //A skill can be specified for some override cases.
  13766. skill_id = skill_produce_db[idx].req_skill;
  13767. if( skill_id == GC_RESEARCHNEWPOISON )
  13768. skill_id = GC_CREATENEWPOISON;
  13769. slot[0]=slot1;
  13770. slot[1]=slot2;
  13771. slot[2]=slot3;
  13772. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  13773. int j;
  13774. if( slot[i]<=0 )
  13775. continue;
  13776. j = pc_search_inventory(sd,slot[i]);
  13777. if(j < 0)
  13778. continue;
  13779. if(slot[i]==1000){ /* Star Crumb */
  13780. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  13781. sc++;
  13782. }
  13783. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  13784. static const int ele_table[4]={3,1,4,2};
  13785. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  13786. ele=ele_table[slot[i]-994];
  13787. }
  13788. }
  13789. if( skill_id == RK_RUNEMASTERY ) {
  13790. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  13791. if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
  13792. else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
  13793. else temp_qty = 1;
  13794. for( i = 0; i < MAX_INVENTORY; i++ ) {
  13795. if( sd->status.inventory[i].nameid == nameid ) {
  13796. if( sd->status.inventory[i].amount >= MAX_RUNE ) {
  13797. clif_msgtable(sd->fd,0x61b);
  13798. return 0;
  13799. } else {
  13800. /**
  13801. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  13802. **/
  13803. if( temp_qty + sd->status.inventory[i].amount >= MAX_RUNE )
  13804. temp_qty = MAX_RUNE - sd->status.inventory[i].amount;
  13805. }
  13806. break;
  13807. }
  13808. }
  13809. qty = temp_qty;
  13810. }
  13811. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  13812. int j,id,x;
  13813. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  13814. continue;
  13815. num++;
  13816. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  13817. do{
  13818. int y=0;
  13819. j = pc_search_inventory(sd,id);
  13820. if(j >= 0){
  13821. y = sd->status.inventory[j].amount;
  13822. if(y>x)y=x;
  13823. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  13824. } else
  13825. ShowError("skill_produce_mix: material item error\n");
  13826. x-=y;
  13827. }while( j>=0 && x>0 );
  13828. }
  13829. if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
  13830. wlv = itemdb_wlv(nameid);
  13831. if(!equip) {
  13832. switch(skill_id){
  13833. case BS_IRON:
  13834. case BS_STEEL:
  13835. case BS_ENCHANTEDSTONE:
  13836. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  13837. i = pc_checkskill(sd,skill_id);
  13838. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  13839. switch(nameid){
  13840. case 998: // Iron
  13841. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  13842. break;
  13843. case 999: // Steel
  13844. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  13845. break;
  13846. case 1000: //Star Crumb
  13847. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  13848. break;
  13849. default: // Enchanted Stones
  13850. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  13851. break;
  13852. }
  13853. break;
  13854. case ASC_CDP:
  13855. make_per = (2000 + 40*status->dex + 20*status->luk);
  13856. break;
  13857. case AL_HOLYWATER:
  13858. /**
  13859. * Arch Bishop
  13860. **/
  13861. case AB_ANCILLA:
  13862. make_per = 100000; //100% success
  13863. break;
  13864. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  13865. case AM_TWILIGHT1:
  13866. case AM_TWILIGHT2:
  13867. case AM_TWILIGHT3:
  13868. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  13869. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  13870. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  13871. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  13872. int skill;
  13873. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  13874. make_per += skill*100; //+1% bonus per level
  13875. }
  13876. switch(nameid){
  13877. case 501: // Red Potion
  13878. case 503: // Yellow Potion
  13879. case 504: // White Potion
  13880. make_per += (1+rnd()%100)*10 + 2000;
  13881. break;
  13882. case 970: // Alcohol
  13883. make_per += (1+rnd()%100)*10 + 1000;
  13884. break;
  13885. case 7135: // Bottle Grenade
  13886. case 7136: // Acid Bottle
  13887. case 7137: // Plant Bottle
  13888. case 7138: // Marine Sphere Bottle
  13889. make_per += (1+rnd()%100)*10;
  13890. break;
  13891. case 546: // Condensed Yellow Potion
  13892. make_per -= (1+rnd()%50)*10;
  13893. break;
  13894. case 547: // Condensed White Potion
  13895. case 7139: // Glistening Coat
  13896. make_per -= (1+rnd()%100)*10;
  13897. break;
  13898. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  13899. case 505: // Blue Potion
  13900. case 545: // Condensed Red Potion
  13901. case 605: // Anodyne
  13902. case 606: // Aloevera
  13903. default:
  13904. break;
  13905. }
  13906. if(battle_config.pp_rate != 100)
  13907. make_per = make_per * battle_config.pp_rate / 100;
  13908. break;
  13909. case SA_CREATECON: // Elemental Converter Creation
  13910. make_per = 100000; // should be 100% success rate
  13911. break;
  13912. /**
  13913. * Rune Knight
  13914. **/
  13915. case RK_RUNEMASTERY:
  13916. make_per = 5 * (sd->itemid + pc_checkskill(sd,skill_id)) * 100;
  13917. break;
  13918. /**
  13919. * Guilotine Cross
  13920. **/
  13921. case GC_CREATENEWPOISON:
  13922. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  13923. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  13924. break;
  13925. case GN_MIX_COOKING:
  13926. make_per = 3000; //As I can see this is not affectd by dex or int
  13927. break;
  13928. case GN_MAKEBOMB:
  13929. // TODO: find a proper chance.
  13930. make_per = (5000 + 50*status->dex + 30*status->luk); //Custom rate value.
  13931. break;
  13932. case GN_CHANGEMATERIAL: // [Igniz]
  13933. switch( nameid ) {
  13934. case 1010: case 1056: case 1064: case 1045:
  13935. case 1025: case 964:
  13936. qty *= 8; break;
  13937. case 971: case 1059: case 968: case 1046:
  13938. case 1058:
  13939. qty *= 5; break;
  13940. case 1051:
  13941. qty *= 7; break;
  13942. case 1033: case 974: case 703: case 1009:
  13943. case 973: case 1026: case 1024: case 967:
  13944. case 1021:
  13945. qty *= 4; break;
  13946. case 1061: case 7166: case 1030: case 1019:
  13947. qty *= 2; break;
  13948. case 1003: case 2267: case 992: case 1038:
  13949. qty *= 1; break;
  13950. case 1008: case 1043: case 1049: case 1037:
  13951. qty *= 6; break;
  13952. case 970: case 958:
  13953. qty *= 9; break;
  13954. case 1041: case 1012: case 1050:
  13955. qty *= 3; break;
  13956. case 1034:
  13957. qty *= 15; break;
  13958. case 7063: case 991:
  13959. qty *= 1 + rand()%3; break;
  13960. case 1020: case 962: case 1014:
  13961. qty *= 4 + rand()%3; break;
  13962. case 1040: case 1035:
  13963. qty *= 8 + rand()%5; break;
  13964. case 1013:
  13965. qty *= 9 + rand()%5; break;
  13966. case 960: case 1053:
  13967. qty *= 6 + rand()%4; break;
  13968. case 1022:
  13969. qty *= 2 + rand()%2; break;
  13970. case 1016:
  13971. qty *= 7 + rand()%4; break;
  13972. // Throwable potions
  13973. case 13275: case 13276: case 13277: case 13278:
  13974. case 13279: case 13280: case 13281: case 13282:
  13975. case 13283: case 999:
  13976. qty *= 10;
  13977. break;
  13978. }
  13979. make_per = 100000; //100% success rate.
  13980. break;
  13981. case GN_S_PHARMACY:
  13982. // Note: This is not the chosen skill level but the highest available. Need confirmation/fix.
  13983. switch( sd->skilllv_old ) {
  13984. case 6:
  13985. case 7:
  13986. case 8:
  13987. qty = 3;
  13988. break; //3 items to make at once.
  13989. case 9:
  13990. qty = 3 + rnd()%3;
  13991. break; //3~5 items to make at once.
  13992. case 10:
  13993. qty = 4 + rnd()%3;
  13994. break; //4~6 items to make at once.
  13995. default:
  13996. qty = 2;
  13997. break; //2 item to make at once.
  13998. }
  13999. make_per = 100000; //100% success rate.
  14000. sd->skillid_old = sd->skilllv_old = 0;
  14001. break;
  14002. default:
  14003. if (sd->menuskill_id == AM_PHARMACY &&
  14004. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  14005. { //Assume Cooking Dish
  14006. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  14007. make_per = 10000; //100% Success
  14008. else
  14009. make_per = 1200 * (sd->menuskill_val - 10)
  14010. + 20 * (sd->status.base_level + 1)
  14011. + 20 * (status->dex + 1)
  14012. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  14013. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  14014. - 10 * (100 - status->luk + 1)
  14015. - 500 * (num - 1)
  14016. - 100 * (rnd()%4 + 1);
  14017. break;
  14018. }
  14019. make_per = 5000;
  14020. break;
  14021. }
  14022. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  14023. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  14024. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  14025. 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
  14026. 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
  14027. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  14028. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  14029. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  14030. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  14031. if(battle_config.wp_rate != 100)
  14032. make_per = make_per * battle_config.wp_rate / 100;
  14033. }
  14034. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  14035. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  14036. if(make_per < 1) make_per = 1;
  14037. if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  14038. struct item tmp_item;
  14039. memset(&tmp_item,0,sizeof(tmp_item));
  14040. tmp_item.nameid=nameid;
  14041. tmp_item.amount=1;
  14042. tmp_item.identify=1;
  14043. if(equip){
  14044. tmp_item.card[0]=CARD0_FORGE;
  14045. tmp_item.card[1]=((sc*5)<<8)+ele;
  14046. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14047. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14048. } else {
  14049. //Flag is only used on the end, so it can be used here. [Skotlex]
  14050. switch (skill_id) {
  14051. case BS_DAGGER:
  14052. case BS_SWORD:
  14053. case BS_TWOHANDSWORD:
  14054. case BS_AXE:
  14055. case BS_MACE:
  14056. case BS_KNUCKLE:
  14057. case BS_SPEAR:
  14058. flag = battle_config.produce_item_name_input&0x1;
  14059. break;
  14060. case AM_PHARMACY:
  14061. case AM_TWILIGHT1:
  14062. case AM_TWILIGHT2:
  14063. case AM_TWILIGHT3:
  14064. case GN_MIX_COOKING:
  14065. case GN_MAKEBOMB:
  14066. case GN_S_PHARMACY:
  14067. flag = battle_config.produce_item_name_input&0x2;
  14068. break;
  14069. case AL_HOLYWATER:
  14070. /**
  14071. * Arch Bishop
  14072. **/
  14073. case AB_ANCILLA:
  14074. flag = battle_config.produce_item_name_input&0x8;
  14075. break;
  14076. case ASC_CDP:
  14077. flag = battle_config.produce_item_name_input&0x10;
  14078. break;
  14079. default:
  14080. flag = battle_config.produce_item_name_input&0x80;
  14081. break;
  14082. }
  14083. if (flag) {
  14084. tmp_item.card[0]=CARD0_CREATE;
  14085. tmp_item.card[1]=0;
  14086. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14087. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14088. }
  14089. }
  14090. // if(log_config.produce > 0)
  14091. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  14092. //TODO update PICKLOG
  14093. if(equip){
  14094. clif_produceeffect(sd,0,nameid);
  14095. clif_misceffect(&sd->bl,3);
  14096. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  14097. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  14098. } else {
  14099. int fame = 0;
  14100. tmp_item.amount = 0;
  14101. if( skill_id == GN_MIX_COOKING && firstQty > 1 ) {// Mix Cooking level 2.
  14102. // Success. As I see the chance as level 2 is global, not indiviual.
  14103. if( rnd()%10000 < make_per )
  14104. tmp_item.amount = 5 + rnd()%5;
  14105. } else {
  14106. for (i=0; i< qty; i++) { //Apply quantity modifiers.
  14107. if (rnd()%10000 < make_per || qty == 1) { //Success
  14108. tmp_item.amount++;
  14109. if(nameid < 545 || nameid > 547)
  14110. continue;
  14111. if( skill_id != AM_PHARMACY &&
  14112. skill_id != AM_TWILIGHT1 &&
  14113. skill_id != AM_TWILIGHT2 &&
  14114. skill_id != AM_TWILIGHT3 &&
  14115. skill_id != GN_MIX_COOKING &&
  14116. skill_id != GN_MAKEBOMB &&
  14117. skill_id != GN_S_PHARMACY )
  14118. continue;
  14119. //Add fame as needed.
  14120. switch(++sd->potion_success_counter) {
  14121. case 3:
  14122. fame+=1; // Success to prepare 3 Condensed Potions in a row
  14123. break;
  14124. case 5:
  14125. fame+=3; // Success to prepare 5 Condensed Potions in a row
  14126. break;
  14127. case 7:
  14128. fame+=10; // Success to prepare 7 Condensed Potions in a row
  14129. break;
  14130. case 10:
  14131. fame+=50; // Success to prepare 10 Condensed Potions in a row
  14132. sd->potion_success_counter = 0;
  14133. break;
  14134. }
  14135. } else //Failure
  14136. sd->potion_success_counter = 0;
  14137. }
  14138. }
  14139. if (fame)
  14140. pc_addfame(sd,fame);
  14141. //Visual effects and the like.
  14142. switch (skill_id) {
  14143. case AM_PHARMACY:
  14144. case AM_TWILIGHT1:
  14145. case AM_TWILIGHT2:
  14146. case AM_TWILIGHT3:
  14147. case ASC_CDP:
  14148. clif_produceeffect(sd,2,nameid);
  14149. clif_misceffect(&sd->bl,5);
  14150. break;
  14151. case BS_IRON:
  14152. case BS_STEEL:
  14153. case BS_ENCHANTEDSTONE:
  14154. clif_produceeffect(sd,0,nameid);
  14155. clif_misceffect(&sd->bl,3);
  14156. break;
  14157. case RK_RUNEMASTERY:
  14158. case GC_CREATENEWPOISON:
  14159. clif_produceeffect(sd,2,nameid);
  14160. clif_misceffect(&sd->bl,5);
  14161. break;
  14162. case GN_MAKEBOMB:
  14163. case GN_MIX_COOKING:
  14164. clif_msg_skill(sd,skill_id,0x627);
  14165. break;
  14166. case GN_S_PHARMACY:
  14167. break; // No effects here.
  14168. default: //Those that don't require a skill?
  14169. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  14170. { //Cooking items.
  14171. clif_specialeffect(&sd->bl, 608, AREA);
  14172. if( sd->cook_mastery < 1999 )
  14173. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  14174. }
  14175. break;
  14176. }
  14177. }
  14178. if (tmp_item.amount) { //Success
  14179. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14180. clif_additem(sd,0,0,flag);
  14181. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14182. }
  14183. return 1;
  14184. }
  14185. }
  14186. //Failure
  14187. // if(log_config.produce)
  14188. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  14189. //TODO update PICKLOG
  14190. if(equip){
  14191. clif_produceeffect(sd,1,nameid);
  14192. clif_misceffect(&sd->bl,2);
  14193. } else {
  14194. switch (skill_id) {
  14195. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  14196. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  14197. case AM_PHARMACY:
  14198. case AM_TWILIGHT1:
  14199. case AM_TWILIGHT2:
  14200. case AM_TWILIGHT3:
  14201. clif_produceeffect(sd,3,nameid);
  14202. clif_misceffect(&sd->bl,6);
  14203. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  14204. break;
  14205. case BS_IRON:
  14206. case BS_STEEL:
  14207. case BS_ENCHANTEDSTONE:
  14208. clif_produceeffect(sd,1,nameid);
  14209. clif_misceffect(&sd->bl,2);
  14210. break;
  14211. case RK_RUNEMASTERY:
  14212. case GC_CREATENEWPOISON:
  14213. clif_produceeffect(sd,3,nameid);
  14214. clif_misceffect(&sd->bl,6);
  14215. break;
  14216. case GN_MIX_COOKING: {
  14217. struct item tmp_item;
  14218. const int products[5][2] = {{13265,6500},{13266,4000},{13267,3000},{13268,500},{12435,500}};
  14219. memset(&tmp_item,0,sizeof(tmp_item));
  14220. tmp_item.nameid = nameid;
  14221. do {
  14222. i = rnd()%5;
  14223. tmp_item.nameid = products[i][0];
  14224. }
  14225. while( rnd()%10000 >= products[i][1] );
  14226. tmp_item.amount = (firstQty > 1 )? 5 + rnd()%5 : 1; // When it fails it gives a random amount of items.
  14227. tmp_item.identify = 1;
  14228. if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
  14229. clif_additem(sd,0,0,flag);
  14230. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14231. }
  14232. clif_msg_skill(sd,skill_id,0x628);
  14233. }
  14234. break;
  14235. case GN_S_PHARMACY:
  14236. break; // No effects here.
  14237. case GN_MAKEBOMB:
  14238. clif_msg_skill(sd,skill_id,0x628);
  14239. break;
  14240. default:
  14241. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  14242. { //Cooking items.
  14243. clif_specialeffect(&sd->bl, 609, AREA);
  14244. if( sd->cook_mastery > 0 )
  14245. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  14246. }
  14247. }
  14248. }
  14249. return 0;
  14250. }
  14251. int skill_arrow_create (struct map_session_data *sd, int nameid)
  14252. {
  14253. int i,j,flag,index=-1;
  14254. struct item tmp_item;
  14255. nullpo_ret(sd);
  14256. if(nameid <= 0)
  14257. return 1;
  14258. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  14259. if(nameid == skill_arrow_db[i].nameid) {
  14260. index = i;
  14261. break;
  14262. }
  14263. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  14264. return 1;
  14265. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  14266. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  14267. memset(&tmp_item,0,sizeof(tmp_item));
  14268. tmp_item.identify = 1;
  14269. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  14270. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  14271. if(battle_config.produce_item_name_input&0x4) {
  14272. tmp_item.card[0]=CARD0_CREATE;
  14273. tmp_item.card[1]=0;
  14274. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14275. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14276. }
  14277. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  14278. continue;
  14279. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14280. clif_additem(sd,0,0,flag);
  14281. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14282. }
  14283. }
  14284. return 0;
  14285. }
  14286. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  14287. sc_type type;
  14288. int t_lv = 0, chance, i;
  14289. nullpo_ret(sd);
  14290. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  14291. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  14292. return 0;
  14293. }
  14294. switch( nameid )
  14295. { // t_lv used to take duration from skill_get_time2
  14296. case PO_PARALYSE: type = SC_PARALYSE; t_lv = 1; break;
  14297. case PO_PYREXIA: type = SC_PYREXIA; t_lv = 2; break;
  14298. case PO_DEATHHURT: type = SC_DEATHHURT; t_lv = 3; break;
  14299. case PO_LEECHESEND: type = SC_LEECHESEND; t_lv = 4; break;
  14300. case PO_VENOMBLEED: type = SC_VENOMBLEED; t_lv = 6; break;
  14301. case PO_TOXIN: type = SC_TOXIN; t_lv = 7; break;
  14302. case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; t_lv = 8; break;
  14303. case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; t_lv = 9; break;
  14304. default:
  14305. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  14306. return 0;
  14307. }
  14308. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  14309. sc_start4(&sd->bl,SC_POISONINGWEAPON,100,t_lv,type,chance,0,skill_get_time(GC_POISONINGWEAPON,sd->menuskill_val));
  14310. return 0;
  14311. }
  14312. static void skill_toggle_magicpower(struct block_list *bl, short skillid)
  14313. {
  14314. struct status_change *sc = status_get_sc(bl);
  14315. // non-offensive and non-magic skills do not affect the status
  14316. if (skill_get_nk(skillid)&NK_NO_DAMAGE || !(skill_get_type(skillid)&BF_MAGIC))
  14317. return;
  14318. if (sc && sc->count && sc->data[SC_MAGICPOWER])
  14319. {
  14320. if (sc->data[SC_MAGICPOWER]->val4)
  14321. {
  14322. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  14323. }
  14324. else
  14325. {
  14326. sc->data[SC_MAGICPOWER]->val4 = 1;
  14327. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  14328. }
  14329. }
  14330. }
  14331. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  14332. int x, y, i, class_, skill;
  14333. struct mob_data *md;
  14334. nullpo_ret(sd);
  14335. skill = sd->menuskill_val;
  14336. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) )
  14337. {
  14338. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  14339. return 0;
  14340. }
  14341. // Spawn Position
  14342. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  14343. x = sd->sc.comet_x;
  14344. y = sd->sc.comet_y;
  14345. sd->sc.comet_x = sd->sc.comet_y = 0;
  14346. sd->menuskill_val = 0;
  14347. class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;
  14348. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "");
  14349. if( md ) {
  14350. md->master_id = sd->bl.id;
  14351. md->special_state.ai = 3;
  14352. if( md->deletetimer != INVALID_TIMER )
  14353. delete_timer(md->deletetimer, mob_timer_delete);
  14354. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  14355. mob_spawn(md);
  14356. md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
  14357. }
  14358. return 0;
  14359. }
  14360. // Warlock Spellbooks. [LimitLine/3CeAM]
  14361. int skill_spellbook (struct map_session_data *sd, int nameid) {
  14362. int i, max_preserve, skill_id, point;
  14363. struct status_change *sc;
  14364. nullpo_ret(sd);
  14365. sc = status_get_sc(&sd->bl);
  14366. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  14367. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  14368. if( i > SC_MAXSPELLBOOK )
  14369. {
  14370. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  14371. return 0;
  14372. }
  14373. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  14374. if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
  14375. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skillid)) )
  14376. { // User don't know the skill
  14377. sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  14378. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  14379. return 0;
  14380. }
  14381. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  14382. point = skill_spellbook_db[i].point;
  14383. if( sc && sc->data[SC_READING_SB] ){
  14384. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve )
  14385. {
  14386. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  14387. return 0;
  14388. }
  14389. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  14390. if( !sc->data[i] ){
  14391. sc->data[SC_READING_SB]->val2 += point; // increase points
  14392. sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  14393. break;
  14394. }
  14395. }
  14396. }else{
  14397. sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  14398. sc_start4(&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  14399. }
  14400. return 1;
  14401. }
  14402. int skill_select_menu(struct map_session_data *sd,int flag,int skill_id) {
  14403. int id, lv, prob, aslvl = 0;
  14404. nullpo_ret(sd);
  14405. if (sd->sc.data[SC_STOP]) {
  14406. aslvl = sd->sc.data[SC_STOP]->val1;
  14407. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  14408. }
  14409. if( (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ||
  14410. skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC ) {
  14411. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  14412. return 0;
  14413. }
  14414. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  14415. lv = min(lv,sd->status.skill[skill_id].lv);
  14416. prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
  14417. sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  14418. return 0;
  14419. }
  14420. int skill_elementalanalysis(struct map_session_data* sd, int n, int skill_lv, unsigned short* item_list) {
  14421. int i;
  14422. nullpo_ret(sd);
  14423. nullpo_ret(item_list);
  14424. if( n <= 0 )
  14425. return 1;
  14426. for( i = 0; i < n; i++ ) {
  14427. int nameid, add_amount, del_amount, idx, product, flag;
  14428. struct item tmp_item;
  14429. idx = item_list[i*2+0]-2;
  14430. del_amount = item_list[i*2+1];
  14431. if( skill_lv == 2 )
  14432. del_amount -= (del_amount % 10);
  14433. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  14434. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  14435. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  14436. return 1;
  14437. }
  14438. switch( nameid ) {
  14439. // Level 1
  14440. case 994: product = 990; break; // Flame Heart -> Red Blood.
  14441. case 995: product = 991; break; // Mystic Frozen -> Crystal Blue.
  14442. case 996: product = 992; break; // Rough Wind -> Wind of Verdure.
  14443. case 997: product = 993; break; // Great Nature -> Green Live.
  14444. // Level 2
  14445. case 990: product = 994; break; // Red Blood -> Flame Heart.
  14446. case 991: product = 995; break; // Crystal Blue -> Mystic Frozen.
  14447. case 992: product = 996; break; // Wind of Verdure -> Rough Wind.
  14448. case 993: product = 997; break; // Green Live -> Great Nature.
  14449. default:
  14450. clif_skill_fail(sd,SO_EL_ANALYSIS,0,0);
  14451. return 1;
  14452. }
  14453. if( pc_delitem(sd,idx,del_amount,1,0,LOG_TYPE_CONSUME) ) {
  14454. clif_skill_fail(sd,SO_EL_ANALYSIS,0,0);
  14455. return 1;
  14456. }
  14457. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  14458. clif_skill_fail(sd,SO_EL_ANALYSIS,0,0);
  14459. return 1;
  14460. }
  14461. memset(&tmp_item,0,sizeof(tmp_item));
  14462. tmp_item.nameid = product;
  14463. tmp_item.amount = add_amount;
  14464. tmp_item.identify = 1;
  14465. if( tmp_item.amount ) {
  14466. if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
  14467. clif_additem(sd,0,0,flag);
  14468. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14469. }
  14470. }
  14471. }
  14472. return 0;
  14473. }
  14474. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  14475. int i, j, k, c, p, nameid, amount;
  14476. nullpo_ret(sd);
  14477. nullpo_ret(item_list);
  14478. // Search for objects that can be created.
  14479. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  14480. if( skill_produce_db[i].itemlv == 26 ) {
  14481. p = 0;
  14482. do {
  14483. c = 0;
  14484. // Verification of overlap between the objects required and the list submitted.
  14485. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  14486. if( skill_produce_db[i].mat_id[j] > 0 ) {
  14487. for( k = 0; k < n; k++ ) {
  14488. int idx = item_list[k*2+0]-2;
  14489. nameid = sd->status.inventory[idx].nameid;
  14490. amount = item_list[k*2+1];
  14491. 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] )
  14492. c++; // match
  14493. }
  14494. }
  14495. else
  14496. break; // No more items required
  14497. }
  14498. p++;
  14499. } while(n == j && c == n);
  14500. p--;
  14501. if ( p > 0 ) {
  14502. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  14503. return 1;
  14504. }
  14505. }
  14506. }
  14507. return 0;
  14508. }
  14509. /**
  14510. * for Royal Guard's LG_TRAMPLE
  14511. **/
  14512. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  14513. struct skill_unit *su = (struct skill_unit *)bl;
  14514. struct skill_unit_group *sg;
  14515. unsigned int tick;
  14516. nullpo_ret(su);
  14517. tick = va_arg(ap, unsigned int);
  14518. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  14519. switch( sg->unit_id ) {
  14520. case UNT_LANDMINE:
  14521. case UNT_CLAYMORETRAP:
  14522. case UNT_BLASTMINE:
  14523. case UNT_SHOCKWAVE:
  14524. case UNT_SANDMAN:
  14525. case UNT_FLASHER:
  14526. case UNT_FREEZINGTRAP:
  14527. case UNT_CLUSTERBOMB:
  14528. case UNT_FIRINGTRAP:
  14529. case UNT_ICEBOUNDTRAP:
  14530. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  14531. break;
  14532. }
  14533. // Traps aren't recovered.
  14534. skill_delunit(su);
  14535. }
  14536. return 0;
  14537. }
  14538. /*==========================================
  14539. *
  14540. *------------------------------------------*/
  14541. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
  14542. {
  14543. struct map_session_data *sd = map_id2sd(id);
  14544. struct skill_cd * cd = NULL;
  14545. if (data <= 0 || data >= MAX_SKILL)
  14546. return 0;
  14547. if (!sd) return 0;
  14548. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  14549. if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  14550. int i,cursor;
  14551. ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data );
  14552. cd->duration[cursor] = 0;
  14553. cd->skidx[cursor] = 0;
  14554. cd->nameid[cursor] = 0;
  14555. // compact the cool down list
  14556. for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
  14557. if( cd->duration[i] == 0 )
  14558. continue;
  14559. if( cursor != i ) {
  14560. cd->duration[cursor] = cd->duration[i];
  14561. cd->skidx[cursor] = cd->skidx[i];
  14562. cd->nameid[cursor] = cd->nameid[i];
  14563. }
  14564. cursor++;
  14565. }
  14566. if( cursor == 0 )
  14567. idb_remove(skillcd_db,sd->status.char_id);
  14568. else
  14569. cd->cursor = cursor;
  14570. }
  14571. sd->blockskill[data] = 0;
  14572. return 1;
  14573. }
  14574. /**
  14575. * flags a singular skill as being blocked from persistent usage.
  14576. * @param sd the player the skill delay affects
  14577. * @param skillid the skill which should be delayed
  14578. * @param tick the length of time the delay should last
  14579. * @param load whether this assignment is being loaded upon player login
  14580. * @return 0 if successful, -1 otherwise
  14581. */
  14582. int skill_blockpc_start_(struct map_session_data *sd, int skillid, int tick, bool load)
  14583. {
  14584. int oskillid = skillid;
  14585. struct skill_cd* cd = NULL;
  14586. nullpo_retr (-1, sd);
  14587. skillid = skill_get_index(skillid);
  14588. if (skillid == 0)
  14589. return -1;
  14590. if (tick < 1) {
  14591. sd->blockskill[skillid] = 0;
  14592. return -1;
  14593. }
  14594. if( battle_config.display_status_timers )
  14595. clif_skill_cooldown(sd, skillid, tick);
  14596. if( !load )
  14597. {// not being loaded initially so ensure the skill delay is recorded
  14598. if( !(cd = idb_get(skillcd_db,sd->status.char_id)) )
  14599. {// create a new skill cooldown object for map storage
  14600. CREATE( cd, struct skill_cd, 1 );
  14601. idb_put( skillcd_db, sd->status.char_id, cd );
  14602. }
  14603. // record the skill duration in the database map
  14604. cd->duration[cd->cursor] = tick;
  14605. cd->skidx[cd->cursor] = skillid;
  14606. cd->nameid[cd->cursor] = oskillid;
  14607. cd->cursor++;
  14608. }
  14609. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  14610. return 0;
  14611. }
  14612. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  14613. {
  14614. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  14615. if (data <= 0 || data >= MAX_SKILL)
  14616. return 0;
  14617. if (hd) hd->blockskill[data] = 0;
  14618. return 1;
  14619. }
  14620. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  14621. {
  14622. nullpo_retr (-1, hd);
  14623. skillid = skill_get_index(skillid);
  14624. if (skillid == 0)
  14625. return -1;
  14626. if (tick < 1) {
  14627. hd->blockskill[skillid] = 0;
  14628. return -1;
  14629. }
  14630. hd->blockskill[skillid] = 1;
  14631. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  14632. }
  14633. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  14634. {
  14635. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  14636. if( data <= 0 || data >= MAX_SKILL )
  14637. return 0;
  14638. if( md ) md->blockskill[data] = 0;
  14639. return 1;
  14640. }
  14641. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  14642. {
  14643. nullpo_retr (-1, md);
  14644. if( (skillid = skill_get_index(skillid)) == 0 )
  14645. return -1;
  14646. if( tick < 1 )
  14647. {
  14648. md->blockskill[skillid] = 0;
  14649. return -1;
  14650. }
  14651. md->blockskill[skillid] = 1;
  14652. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  14653. }
  14654. /**
  14655. * Adds a new skill unit entry for this player to recast after map load
  14656. **/
  14657. void skill_usave_add(struct map_session_data * sd, int skill_num, int skill_lv) {
  14658. struct skill_usave * sus = NULL;
  14659. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  14660. idb_remove(skillusave_db,sd->status.char_id);
  14661. }
  14662. CREATE( sus, struct skill_usave, 1 );
  14663. idb_put( skillusave_db, sd->status.char_id, sus );
  14664. sus->skill_num = skill_num;
  14665. sus->skill_lv = skill_lv;
  14666. return;
  14667. }
  14668. void skill_usave_trigger(struct map_session_data *sd) {
  14669. struct skill_usave * sus = NULL;
  14670. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
  14671. return;
  14672. }
  14673. skill_unitsetting(&sd->bl,sus->skill_num,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  14674. idb_remove(skillusave_db,sd->status.char_id);
  14675. return;
  14676. }
  14677. /*
  14678. *
  14679. */
  14680. int skill_split_str (char *str, char **val, int num)
  14681. {
  14682. int i;
  14683. for( i = 0; i < num && str; i++ )
  14684. {
  14685. val[i] = str;
  14686. str = strchr(str,',');
  14687. if( str )
  14688. *str++=0;
  14689. }
  14690. return i;
  14691. }
  14692. /*
  14693. *
  14694. */
  14695. int skill_split_atoi (char *str, int *val)
  14696. {
  14697. int i, j, diff, step = 1;
  14698. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  14699. if (!str) break;
  14700. val[i] = atoi(str);
  14701. str = strchr(str,':');
  14702. if (str)
  14703. *str++=0;
  14704. }
  14705. if(i==0) //No data found.
  14706. return 0;
  14707. if(i==1)
  14708. { //Single value, have the whole range have the same value.
  14709. for (; i < MAX_SKILL_LEVEL; i++)
  14710. val[i] = val[i-1];
  14711. return i;
  14712. }
  14713. //Check for linear change with increasing steps until we reach half of the data acquired.
  14714. for (step = 1; step <= i/2; step++)
  14715. {
  14716. diff = val[i-1] - val[i-step-1];
  14717. for(j = i-1; j >= step; j--)
  14718. if ((val[j]-val[j-step]) != diff)
  14719. break;
  14720. if (j>=step) //No match, try next step.
  14721. continue;
  14722. for(; i < MAX_SKILL_LEVEL; i++)
  14723. { //Apply linear increase
  14724. val[i] = val[i-step]+diff;
  14725. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  14726. { val[i] = 1; diff = 0; step = 1; }
  14727. }
  14728. return i;
  14729. }
  14730. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  14731. for (;i<MAX_SKILL_LEVEL; i++)
  14732. val[i] = val[i-1];
  14733. return i;
  14734. }
  14735. /*
  14736. *
  14737. */
  14738. void skill_init_unit_layout (void)
  14739. {
  14740. int i,j,size,pos = 0;
  14741. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  14742. // standard square layouts go first
  14743. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  14744. size = i*2+1;
  14745. skill_unit_layout[i].count = size*size;
  14746. for (j=0; j<size*size; j++) {
  14747. skill_unit_layout[i].dx[j] = (j%size-i);
  14748. skill_unit_layout[i].dy[j] = (j/size-i);
  14749. }
  14750. }
  14751. // afterwards add special ones
  14752. pos = i;
  14753. for (i=0;i<MAX_SKILL_DB;i++) {
  14754. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  14755. continue;
  14756. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  14757. int skill = i;
  14758. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  14759. skill -= EL_SKILLRANGEMIN;
  14760. skill += EL_SKILLBASE;
  14761. }
  14762. if( skill == EL_FIRE_MANTLE ) {
  14763. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  14764. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  14765. skill_unit_layout[pos].count = 8;
  14766. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14767. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14768. }
  14769. } else {
  14770. switch (i) {
  14771. case MG_FIREWALL:
  14772. case WZ_ICEWALL:
  14773. case WL_EARTHSTRAIN://Warlock
  14774. // these will be handled later
  14775. break;
  14776. case PR_SANCTUARY:
  14777. case NPC_EVILLAND: {
  14778. static const int dx[] = {
  14779. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  14780. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  14781. static const int dy[]={
  14782. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  14783. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  14784. skill_unit_layout[pos].count = 21;
  14785. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14786. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14787. }
  14788. break;
  14789. case PR_MAGNUS: {
  14790. static const int dx[] = {
  14791. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  14792. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  14793. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  14794. static const int dy[] = {
  14795. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  14796. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  14797. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  14798. skill_unit_layout[pos].count = 33;
  14799. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14800. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14801. }
  14802. break;
  14803. case AS_VENOMDUST: {
  14804. static const int dx[] = {-1, 0, 0, 0, 1};
  14805. static const int dy[] = { 0,-1, 0, 1, 0};
  14806. skill_unit_layout[pos].count = 5;
  14807. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14808. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14809. }
  14810. break;
  14811. case CR_GRANDCROSS:
  14812. case NPC_GRANDDARKNESS: {
  14813. static const int dx[] = {
  14814. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  14815. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  14816. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  14817. static const int dy[] = {
  14818. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  14819. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  14820. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  14821. skill_unit_layout[pos].count = 29;
  14822. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14823. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14824. }
  14825. break;
  14826. case PF_FOGWALL: {
  14827. static const int dx[] = {
  14828. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  14829. static const int dy[] = {
  14830. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  14831. skill_unit_layout[pos].count = 15;
  14832. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14833. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14834. }
  14835. break;
  14836. case PA_GOSPEL: {
  14837. static const int dx[] = {
  14838. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  14839. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  14840. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  14841. -1, 0, 1};
  14842. static const int dy[] = {
  14843. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  14844. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  14845. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  14846. 3, 3, 3};
  14847. skill_unit_layout[pos].count = 33;
  14848. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14849. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14850. }
  14851. break;
  14852. case NJ_KAENSIN: {
  14853. 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};
  14854. 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};
  14855. skill_unit_layout[pos].count = 24;
  14856. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14857. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14858. }
  14859. break;
  14860. case NJ_TATAMIGAESHI: {
  14861. //Level 1 (count 4, cross of 3x3)
  14862. static const int dx1[] = {-1, 1, 0, 0};
  14863. static const int dy1[] = { 0, 0,-1, 1};
  14864. //Level 2-3 (count 8, cross of 5x5)
  14865. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  14866. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  14867. //Level 4-5 (count 12, cross of 7x7
  14868. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  14869. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  14870. //lv1
  14871. j = 0;
  14872. skill_unit_layout[pos].count = 4;
  14873. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  14874. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  14875. skill_db[i].unit_layout_type[j] = pos;
  14876. //lv2/3
  14877. j++;
  14878. pos++;
  14879. skill_unit_layout[pos].count = 8;
  14880. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  14881. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  14882. skill_db[i].unit_layout_type[j] = pos;
  14883. skill_db[i].unit_layout_type[++j] = pos;
  14884. //lv4/5
  14885. j++;
  14886. pos++;
  14887. skill_unit_layout[pos].count = 12;
  14888. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  14889. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  14890. skill_db[i].unit_layout_type[j] = pos;
  14891. skill_db[i].unit_layout_type[++j] = pos;
  14892. //Fill in the rest using lv 5.
  14893. for (;j<MAX_SKILL_LEVEL;j++)
  14894. skill_db[i].unit_layout_type[j] = pos;
  14895. //Skip, this way the check below will fail and continue to the next skill.
  14896. pos++;
  14897. }
  14898. break;
  14899. case GN_WALLOFTHORN: {
  14900. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  14901. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  14902. skill_unit_layout[pos].count = 16;
  14903. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14904. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14905. }
  14906. break;
  14907. default:
  14908. ShowError("unknown unit layout at skill %d\n",i);
  14909. break;
  14910. }
  14911. }
  14912. if (!skill_unit_layout[pos].count)
  14913. continue;
  14914. for (j=0;j<MAX_SKILL_LEVEL;j++)
  14915. skill_db[i].unit_layout_type[j] = pos;
  14916. pos++;
  14917. }
  14918. // firewall and icewall have 8 layouts (direction-dependent)
  14919. firewall_unit_pos = pos;
  14920. for (i=0;i<8;i++) {
  14921. if (i&1) {
  14922. skill_unit_layout[pos].count = 5;
  14923. if (i&0x2) {
  14924. int dx[] = {-1,-1, 0, 0, 1};
  14925. int dy[] = { 1, 0, 0,-1,-1};
  14926. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14927. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14928. } else {
  14929. int dx[] = { 1, 1 ,0, 0,-1};
  14930. int dy[] = { 1, 0, 0,-1,-1};
  14931. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14932. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14933. }
  14934. } else {
  14935. skill_unit_layout[pos].count = 3;
  14936. if (i%4==0) {
  14937. int dx[] = {-1, 0, 1};
  14938. int dy[] = { 0, 0, 0};
  14939. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14940. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14941. } else {
  14942. int dx[] = { 0, 0, 0};
  14943. int dy[] = {-1, 0, 1};
  14944. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14945. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14946. }
  14947. }
  14948. pos++;
  14949. }
  14950. icewall_unit_pos = pos;
  14951. for (i=0;i<8;i++) {
  14952. skill_unit_layout[pos].count = 5;
  14953. if (i&1) {
  14954. if (i&0x2) {
  14955. int dx[] = {-2,-1, 0, 1, 2};
  14956. int dy[] = { 2, 1, 0,-1,-2};
  14957. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14958. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14959. } else {
  14960. int dx[] = { 2, 1 ,0,-1,-2};
  14961. int dy[] = { 2, 1, 0,-1,-2};
  14962. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14963. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14964. }
  14965. } else {
  14966. if (i%4==0) {
  14967. int dx[] = {-2,-1, 0, 1, 2};
  14968. int dy[] = { 0, 0, 0, 0, 0};
  14969. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14970. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14971. } else {
  14972. int dx[] = { 0, 0, 0, 0, 0};
  14973. int dy[] = {-2,-1, 0, 1, 2};
  14974. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14975. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14976. }
  14977. }
  14978. pos++;
  14979. }
  14980. earthstrain_unit_pos = pos;
  14981. for( i = 0; i < 8; i++ )
  14982. { // For each Direction
  14983. skill_unit_layout[pos].count = 15;
  14984. switch( i )
  14985. {
  14986. case 0: case 1: case 3: case 4: case 5: case 7:
  14987. {
  14988. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  14989. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  14990. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  14991. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  14992. }
  14993. break;
  14994. case 2:
  14995. case 6:
  14996. {
  14997. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  14998. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  14999. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15000. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15001. }
  15002. break;
  15003. }
  15004. pos++;
  15005. }
  15006. }
  15007. // Stasis skill usage check. [LimitLine/3CeAM]
  15008. int skill_stasis_check(struct block_list *bl, int src_id, int skillid) {
  15009. int inf = 0;
  15010. if( !bl || skillid < 1 )
  15011. return 0; // Can do it
  15012. inf = skill_get_inf2(skillid);
  15013. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  15014. return 1; // Can't do it.
  15015. switch( skillid )
  15016. {
  15017. case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
  15018. case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
  15019. case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
  15020. case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
  15021. case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
  15022. case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
  15023. case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
  15024. case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
  15025. case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
  15026. case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
  15027. case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
  15028. case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
  15029. case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
  15030. case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
  15031. case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
  15032. case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
  15033. case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
  15034. case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
  15035. case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
  15036. case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
  15037. case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
  15038. case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
  15039. case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
  15040. case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
  15041. // Skills that need to be confirmed.
  15042. case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
  15043. case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
  15044. case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
  15045. case SO_ARRULLO:
  15046. return 1; // Can't do it.
  15047. default:
  15048. return 0; // Can do it.
  15049. }
  15050. return 0; // Can Cast anything else like Weapon Skills
  15051. }
  15052. int skill_get_elemental_type( int skill_id , int skill_lv ) {
  15053. int type = 0;
  15054. switch( skill_id ) {
  15055. case SO_SUMMON_AGNI: type = 2114; break;
  15056. case SO_SUMMON_AQUA: type = 2117; break;
  15057. case SO_SUMMON_VENTUS: type = 2120; break;
  15058. case SO_SUMMON_TERA: type = 2123; break;
  15059. }
  15060. type += skill_lv - 1;
  15061. return type;
  15062. }
  15063. /**
  15064. * reload stored skill cooldowns when a player logs in.
  15065. * @param sd the affected player structure
  15066. */
  15067. void skill_cooldown_load(struct map_session_data * sd)
  15068. {
  15069. int i;
  15070. struct skill_cd* cd = NULL;
  15071. // always check to make sure the session properly exists
  15072. nullpo_retv(sd);
  15073. if( !(cd = idb_get(skillcd_db, sd->status.char_id)) )
  15074. {// no skill cooldown is associated with this character
  15075. return;
  15076. }
  15077. // process each individual cooldown associated with the character
  15078. for( i = 0; i < cd->cursor; i++ )
  15079. {
  15080. // block the skill from usage but ensure it is not recorded (load = true)
  15081. skill_blockpc_start_( sd, cd->nameid[i], cd->duration[i], true );
  15082. }
  15083. }
  15084. /*==========================================
  15085. * DB reading.
  15086. * skill_db.txt
  15087. * skill_require_db.txt
  15088. * skill_cast_db.txt
  15089. * skill_castnodex_db.txt
  15090. * skill_nocast_db.txt
  15091. * skill_unit_db.txt
  15092. * produce_db.txt
  15093. * create_arrow_db.txt
  15094. * abra_db.txt
  15095. *------------------------------------------*/
  15096. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  15097. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  15098. int id = atoi(split[0]);
  15099. int i;
  15100. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  15101. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  15102. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
  15103. || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) ) {
  15104. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  15105. return false;
  15106. }
  15107. i = skill_get_index(id);
  15108. if( !i ) // invalid skill id
  15109. return false;
  15110. skill_split_atoi(split[1],skill_db[i].range);
  15111. skill_db[i].hit = atoi(split[2]);
  15112. skill_db[i].inf = atoi(split[3]);
  15113. skill_split_atoi(split[4],skill_db[i].element);
  15114. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  15115. skill_split_atoi(split[6],skill_db[i].splash);
  15116. skill_db[i].max = atoi(split[7]);
  15117. skill_split_atoi(split[8],skill_db[i].num);
  15118. if( strcmpi(split[9],"yes") == 0 )
  15119. skill_db[i].castcancel = 1;
  15120. else
  15121. skill_db[i].castcancel = 0;
  15122. skill_db[i].cast_def_rate = atoi(split[10]);
  15123. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  15124. skill_split_atoi(split[12],skill_db[i].maxcount);
  15125. if( strcmpi(split[13],"weapon") == 0 )
  15126. skill_db[i].skill_type = BF_WEAPON;
  15127. else if( strcmpi(split[13],"magic") == 0 )
  15128. skill_db[i].skill_type = BF_MAGIC;
  15129. else if( strcmpi(split[13],"misc") == 0 )
  15130. skill_db[i].skill_type = BF_MISC;
  15131. else
  15132. skill_db[i].skill_type = 0;
  15133. skill_split_atoi(split[14],skill_db[i].blewcount);
  15134. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  15135. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  15136. strdb_iput(skilldb_name2id, skill_db[i].name, id);
  15137. return true;
  15138. }
  15139. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  15140. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  15141. char* p;
  15142. int j;
  15143. int i = atoi(split[0]);
  15144. i = skill_get_index(i);
  15145. if( !i ) // invalid skill id
  15146. return false;
  15147. skill_split_atoi(split[1],skill_db[i].hp);
  15148. skill_split_atoi(split[2],skill_db[i].mhp);
  15149. skill_split_atoi(split[3],skill_db[i].sp);
  15150. skill_split_atoi(split[4],skill_db[i].hp_rate);
  15151. skill_split_atoi(split[5],skill_db[i].sp_rate);
  15152. skill_split_atoi(split[6],skill_db[i].zeny);
  15153. //FIXME: document this
  15154. p = split[7];
  15155. for( j = 0; j < 32; j++ )
  15156. {
  15157. int l = atoi(p);
  15158. if( l == 99 ) // Any weapon
  15159. {
  15160. skill_db[i].weapon = 0;
  15161. break;
  15162. }
  15163. else
  15164. skill_db[i].weapon |= 1<<l;
  15165. p = strchr(p,':');
  15166. if(!p)
  15167. break;
  15168. p++;
  15169. }
  15170. //FIXME: document this
  15171. p = split[8];
  15172. for( j = 0; j < 32; j++ )
  15173. {
  15174. int l = atoi(p);
  15175. if( l == 99 ) // Any ammo type
  15176. {
  15177. skill_db[i].ammo = 0xFFFFFFFF;
  15178. break;
  15179. }
  15180. else if( l ) // 0 stands for no requirement
  15181. skill_db[i].ammo |= 1<<l;
  15182. p = strchr(p,':');
  15183. if( !p )
  15184. break;
  15185. p++;
  15186. }
  15187. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  15188. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  15189. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  15190. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  15191. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  15192. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  15193. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  15194. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  15195. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  15196. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  15197. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  15198. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  15199. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  15200. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  15201. /**
  15202. * New States
  15203. **/
  15204. else if( strcmpi(split[10],"dragon")==0 ) skill_db[i].state = ST_RIDINGDRAGON;
  15205. else if( strcmpi(split[10],"warg")==0 ) skill_db[i].state = ST_WUG;
  15206. else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[i].state = ST_RIDINGWUG;
  15207. else if( strcmpi(split[10],"mado")==0 ) skill_db[i].state = ST_MADO;
  15208. else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[i].state = ST_ELEMENTALSPIRIT;
  15209. /**
  15210. * Unknown or no state
  15211. **/
  15212. else skill_db[i].state = ST_NONE;
  15213. skill_split_atoi(split[11],skill_db[i].spiritball);
  15214. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  15215. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  15216. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  15217. }
  15218. return true;
  15219. }
  15220. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  15221. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  15222. int i = atoi(split[0]);
  15223. i = skill_get_index(i);
  15224. if( !i ) // invalid skill id
  15225. return false;
  15226. skill_split_atoi(split[1],skill_db[i].cast);
  15227. skill_split_atoi(split[2],skill_db[i].delay);
  15228. skill_split_atoi(split[3],skill_db[i].walkdelay);
  15229. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  15230. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  15231. skill_split_atoi(split[6],skill_db[i].cooldown);
  15232. #ifdef RENEWAL_CAST
  15233. skill_split_atoi(split[7],skill_db[i].fixed_cast);
  15234. #endif
  15235. return true;
  15236. }
  15237. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  15238. {// Skill id,Cast,Delay (optional)
  15239. int i = atoi(split[0]);
  15240. i = skill_get_index(i);
  15241. if( !i ) // invalid skill id
  15242. return false;
  15243. skill_split_atoi(split[1],skill_db[i].castnodex);
  15244. if( split[2] ) // optional column
  15245. skill_split_atoi(split[2],skill_db[i].delaynodex);
  15246. return true;
  15247. }
  15248. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  15249. {// SkillID,Flag
  15250. int i = atoi(split[0]);
  15251. i = skill_get_index(i);
  15252. if( !i ) // invalid skill id
  15253. return false;
  15254. skill_db[i].nocast |= atoi(split[1]);
  15255. return true;
  15256. }
  15257. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  15258. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  15259. int i = atoi(split[0]);
  15260. i = skill_get_index(i);
  15261. if( !i ) // invalid skill id
  15262. return false;
  15263. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  15264. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  15265. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  15266. skill_split_atoi(split[4],skill_db[i].unit_range);
  15267. skill_db[i].unit_interval = atoi(split[5]);
  15268. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  15269. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  15270. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  15271. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  15272. else if( strcmpi(split[6],"guild")==0 ) skill_db[i].unit_target = BCT_GUILD;
  15273. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  15274. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  15275. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  15276. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  15277. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  15278. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  15279. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  15280. skill_db[i].unit_target = BCT_NOENEMY;
  15281. //By default, target just characters.
  15282. skill_db[i].unit_target |= BL_CHAR;
  15283. if (skill_db[i].unit_flag&UF_NOPC)
  15284. skill_db[i].unit_target &= ~BL_PC;
  15285. if (skill_db[i].unit_flag&UF_NOMOB)
  15286. skill_db[i].unit_target &= ~BL_MOB;
  15287. if (skill_db[i].unit_flag&UF_SKILL)
  15288. skill_db[i].unit_target |= BL_SKILL;
  15289. return true;
  15290. }
  15291. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  15292. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  15293. int x,y;
  15294. int i = atoi(split[0]);
  15295. if( !i )
  15296. return false;
  15297. skill_produce_db[current].nameid = i;
  15298. skill_produce_db[current].itemlv = atoi(split[1]);
  15299. skill_produce_db[current].req_skill = atoi(split[2]);
  15300. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  15301. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  15302. {
  15303. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  15304. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  15305. }
  15306. return true;
  15307. }
  15308. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  15309. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  15310. int x,y;
  15311. int i = atoi(split[0]);
  15312. if( !i )
  15313. return false;
  15314. skill_arrow_db[current].nameid = i;
  15315. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  15316. {
  15317. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  15318. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  15319. }
  15320. return true;
  15321. }
  15322. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  15323. {// SkillID,PreservePoints
  15324. int skillid = atoi(split[0]),
  15325. points = atoi(split[1]),
  15326. nameid = atoi(split[2]);
  15327. if( !skill_get_index(skillid) || !skill_get_max(skillid) )
  15328. ShowError("spellbook_db: Invalid skill ID %d\n", skillid);
  15329. if ( !skill_get_inf(skillid) )
  15330. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skillid, skill_get_name(skillid));
  15331. if( points < 1 )
  15332. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skillid, skill_get_name(skillid));
  15333. else
  15334. {
  15335. skill_spellbook_db[current].skillid = skillid;
  15336. skill_spellbook_db[current].point = points;
  15337. skill_spellbook_db[current].nameid = nameid;
  15338. return true;
  15339. }
  15340. return false;
  15341. }
  15342. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  15343. {// SkillID
  15344. int i = atoi(split[0]);
  15345. short j = atoi(split[1]);
  15346. if( !skill_get_index(i) || !skill_get_max(i) ) {
  15347. ShowError("skill_improvise_db: Invalid skill ID %d\n", i);
  15348. return false;
  15349. }
  15350. if ( !skill_get_inf(i) ) {
  15351. ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  15352. return false;
  15353. }
  15354. if( j < 1 ) {
  15355. ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", i, skill_get_name(i));
  15356. return false;
  15357. }
  15358. if( current >= MAX_SKILL_IMPROVISE_DB ) {
  15359. ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  15360. }
  15361. skill_improvise_db[current].skillid = i;
  15362. skill_improvise_db[current].per = j; // Still need confirm it.
  15363. return true;
  15364. }
  15365. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  15366. {
  15367. int i = atoi(split[0]);
  15368. if( !skill_get_index(i) || !skill_get_max(i) )
  15369. {
  15370. ShowError("magicmushroom_db: Invalid skill ID %d\n", i);
  15371. return false;
  15372. }
  15373. if ( !skill_get_inf(i) )
  15374. {
  15375. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  15376. return false;
  15377. }
  15378. skill_magicmushroom_db[current].skillid = i;
  15379. return true;
  15380. }
  15381. static bool skill_parse_row_reproducedb(char* split[], int column, int current) {
  15382. int skillid = atoi(split[0]);
  15383. skillid = skill_get_index(skillid);
  15384. if( !skillid )
  15385. return false;
  15386. skill_reproduce_db[skillid] = true;
  15387. return true;
  15388. }
  15389. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  15390. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  15391. int i = atoi(split[0]);
  15392. if( !skill_get_index(i) || !skill_get_max(i) )
  15393. {
  15394. ShowError("abra_db: Invalid skill ID %d\n", i);
  15395. return false;
  15396. }
  15397. if ( !skill_get_inf(i) )
  15398. {
  15399. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  15400. return false;
  15401. }
  15402. skill_abra_db[current].skillid = i;
  15403. skill_abra_db[current].req_lv = atoi(split[2]);
  15404. skill_abra_db[current].per = atoi(split[3]);
  15405. return true;
  15406. }
  15407. static void skill_readdb(void)
  15408. {
  15409. // init skill db structures
  15410. db_clear(skilldb_name2id);
  15411. memset(skill_db,0,sizeof(skill_db));
  15412. memset(skill_produce_db,0,sizeof(skill_produce_db));
  15413. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  15414. memset(skill_abra_db,0,sizeof(skill_abra_db));
  15415. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  15416. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  15417. memset(skill_reproduce_db,0,sizeof(skill_reproduce_db));
  15418. // load skill databases
  15419. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  15420. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  15421. sv_readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  15422. sv_readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  15423. sv_readdb(db_path, DBPATH"skill_cast_db.txt" , ',', 7, 8, MAX_SKILL_DB, skill_parse_row_castdb);
  15424. sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  15425. sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  15426. sv_readdb(db_path, DBPATH"skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  15427. skill_init_unit_layout();
  15428. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  15429. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  15430. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  15431. //Warlock
  15432. sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
  15433. //Guillotine Cross
  15434. sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
  15435. sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb);
  15436. sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
  15437. }
  15438. void skill_reload (void)
  15439. {
  15440. skill_readdb();
  15441. }
  15442. /*==========================================
  15443. *
  15444. *------------------------------------------*/
  15445. int do_init_skill (void)
  15446. {
  15447. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  15448. skill_readdb();
  15449. group_db = idb_alloc(DB_OPT_BASE);
  15450. skillunit_db = idb_alloc(DB_OPT_BASE);
  15451. skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
  15452. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  15453. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  15454. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  15455. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  15456. add_timer_func_list(skill_castend_id,"skill_castend_id");
  15457. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  15458. add_timer_func_list(skill_timerskill,"skill_timerskill");
  15459. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  15460. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  15461. return 0;
  15462. }
  15463. int do_final_skill(void)
  15464. {
  15465. db_destroy(skilldb_name2id);
  15466. db_destroy(group_db);
  15467. db_destroy(skillunit_db);
  15468. db_destroy(skillcd_db);
  15469. db_destroy(skillusave_db);
  15470. ers_destroy(skill_unit_ers);
  15471. ers_destroy(skill_timer_ers);
  15472. return 0;
  15473. }