skill.cpp 751 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <math.h>
  6. #include <stdio.h>
  7. #include <stdlib.h>
  8. #include <string.h>
  9. #include <time.h>
  10. #include "../common/cbasetypes.hpp"
  11. #include "../common/ers.hpp"
  12. #include "../common/malloc.hpp"
  13. #include "../common/nullpo.hpp"
  14. #include "../common/random.hpp"
  15. #include "../common/showmsg.hpp"
  16. #include "../common/strlib.hpp"
  17. #include "../common/timer.hpp"
  18. #include "../common/utilities.hpp"
  19. #include "../common/utils.hpp"
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. // ranges reserved for mapping skill ids to skilldb offsets
  48. #define HM_SKILLRANGEMIN 700
  49. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  50. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  51. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  52. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  53. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  54. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  55. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  56. #if GD_SKILLRANGEMAX > 999
  57. #error GD_SKILLRANGEMAX is greater than 999
  58. #endif
  59. static uint16 skilldb_id2idx[(UINT16_MAX + 1)]; /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id) - [FWI] 20160423 the whole index thing should be removed.
  60. static uint16 skill_num = 1; /// Skill count, also as last index
  61. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  62. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  63. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  64. /**
  65. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  66. */
  67. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  68. struct skill_usave {
  69. uint16 skill_id, skill_lv;
  70. };
  71. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  72. static unsigned short skill_produce_count;
  73. AbraDatabase abra_db;
  74. ReadingSpellbookDatabase reading_spellbook_db;
  75. SkillArrowDatabase skill_arrow_db;
  76. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  77. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  78. struct s_skill_changematerial_db {
  79. t_itemid nameid;
  80. unsigned short rate;
  81. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  82. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  83. };
  84. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  85. static unsigned short skill_changematerial_count;
  86. MagicMushroomDatabase magic_mushroom_db;
  87. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  88. int firewall_unit_pos;
  89. int icewall_unit_pos;
  90. int earthstrain_unit_pos;
  91. int firerain_unit_pos;
  92. int wallofthorn_unit_pos;
  93. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  94. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  95. //Early declaration
  96. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  97. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  98. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  99. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  100. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  101. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
  102. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  103. // Use this function for splash skills that can't hit icewall when cast by players
  104. static inline int splash_target(struct block_list* bl) {
  105. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  106. }
  107. uint16 SKILL_MAX_DB(void) {
  108. return skill_num;
  109. }
  110. /**
  111. * Get skill id from name
  112. * @param name
  113. * @return Skill ID of the skill, or 0 if not found.
  114. **/
  115. uint16 skill_name2id(const char* name) {
  116. if (name == nullptr)
  117. return 0;
  118. for (const auto &it : skill_db) {
  119. if (strcmpi(it.second->name, name) == 0)
  120. return it.first;
  121. }
  122. return 0;
  123. }
  124. /**
  125. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  126. * @param skill_id
  127. * @param silent If Skill is undefined, show error message!
  128. * @return Skill Index or 0 if not found/unset
  129. **/
  130. uint16 skill_get_index_(uint16 skill_id, bool silent, const char *func, const char *file, int line) {
  131. uint16 idx = skilldb_id2idx[skill_id];
  132. if (!idx && skill_id != 0 && !silent)
  133. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  134. return idx;
  135. }
  136. /**
  137. * Get Skill name
  138. * @param skill_id
  139. * @return AEGIS Skill name
  140. **/
  141. const char* skill_get_name( uint16 skill_id ) {
  142. return skill_db.find(skill_id)->name;
  143. }
  144. /**
  145. * Get Skill name
  146. * @param skill_id
  147. * @return English Skill name
  148. **/
  149. const char* skill_get_desc( uint16 skill_id ) {
  150. return skill_db.find(skill_id)->desc;
  151. }
  152. static bool skill_check(uint16 id) {
  153. if (id == 0 || skill_get_index(id) == 0)
  154. return false;
  155. return true;
  156. }
  157. #define skill_get(id, var) do {\
  158. if (!skill_check(id))\
  159. return 0;\
  160. return var;\
  161. } while(0)
  162. #define skill_get_lv(id, lv, arrvar) do {\
  163. if (!skill_check(id))\
  164. return 0;\
  165. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  166. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  167. int a__ = arrvar[lv_idx - 2];\
  168. int b__ = arrvar[lv_idx - 1];\
  169. int c__ = arrvar[lv_idx];\
  170. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  171. }\
  172. return arrvar[lv_idx];\
  173. } while(0)
  174. // Skill DB
  175. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  176. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  177. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  178. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  179. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  180. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  181. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  182. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  183. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  184. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  185. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  186. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  187. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  188. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  189. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  190. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  191. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  192. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  193. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  194. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  195. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  196. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  197. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  198. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  199. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  200. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  201. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  202. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  203. #ifdef RENEWAL_CAST
  204. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  205. #endif
  206. // Skill requirements
  207. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  208. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  209. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  210. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  211. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  212. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  213. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  214. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  215. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  216. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  217. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  218. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  219. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  220. int splash = skill_get_splash_(skill_id, skill_lv);
  221. if (splash < 0)
  222. return AREA_SIZE;
  223. return splash;
  224. }
  225. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  226. if( skill_id == 0 ){
  227. return false;
  228. }
  229. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  230. if (!skill)
  231. return false;
  232. for (const auto &nkit : nk) {
  233. if (skill->nk[nkit])
  234. return true;
  235. }
  236. return false;
  237. }
  238. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  239. if( skill_id == 0 ){
  240. return false;
  241. }
  242. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  243. if (!skill)
  244. return false;
  245. for (const auto &inf2it : inf2) {
  246. if (skill->inf2[inf2it])
  247. return true;
  248. }
  249. return false;
  250. }
  251. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  252. if( skill_id == 0 ){
  253. return false;
  254. }
  255. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  256. if (!skill)
  257. return false;
  258. for (const auto &unitit : unit) {
  259. if (skill->unit_flag[unitit])
  260. return true;
  261. }
  262. return false;
  263. }
  264. int skill_tree_get_max(uint16 skill_id, int b_class)
  265. {
  266. int i;
  267. b_class = pc_class2idx(b_class);
  268. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].skill_id == 0 || skill_tree[b_class][i].skill_id == skill_id );
  269. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].skill_id == skill_id )
  270. return skill_tree[b_class][i].skill_lv;
  271. else
  272. return skill_get_max(skill_id);
  273. }
  274. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  275. int skill_attack_area(struct block_list *bl,va_list ap);
  276. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  277. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  278. int skill_greed(struct block_list *bl, va_list ap);
  279. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  280. static int skill_trap_splash(struct block_list *bl, va_list ap);
  281. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  282. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  283. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  284. static int skill_unit_effect(struct block_list *bl,va_list ap);
  285. static int skill_bind_trap(struct block_list *bl, va_list ap);
  286. e_cast_type skill_get_casttype (uint16 skill_id) {
  287. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  288. if( skill == nullptr ){
  289. return CAST_DAMAGE;
  290. }
  291. if (skill->inf&(INF_GROUND_SKILL))
  292. return CAST_GROUND;
  293. if (skill->inf&INF_SUPPORT_SKILL)
  294. return CAST_NODAMAGE;
  295. if (skill->inf&INF_SELF_SKILL) {
  296. if(skill->inf2[INF2_NOTARGETSELF])
  297. return CAST_DAMAGE; //Combo skill.
  298. return CAST_NODAMAGE;
  299. }
  300. if (skill->nk[NK_NODAMAGE])
  301. return CAST_NODAMAGE;
  302. return CAST_DAMAGE;
  303. }
  304. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  305. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  306. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  307. return 9; //Mobs have a range of 9 regardless of skill used.
  308. int32 range = skill_get_range(skill_id, skill_lv);
  309. if( range < 0 ) {
  310. if( battle_config.use_weapon_skill_range&bl->type )
  311. return status_get_range(bl);
  312. range *=-1;
  313. }
  314. if (isServer && range > 14) {
  315. range = 14; // Server-sided base range can't be above 14
  316. }
  317. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  318. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  319. if( bl->type == BL_PC ) {
  320. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  321. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  322. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  323. } else
  324. range += battle_config.mob_eye_range_bonus;
  325. }
  326. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  327. if( bl->type == BL_PC ) {
  328. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  329. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  330. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  331. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  332. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  333. }
  334. }
  335. }
  336. if( !range && bl->type != BL_PC )
  337. return 9; // Enable non players to use self skills on others. [Skotlex]
  338. return range;
  339. }
  340. /** Copy Referral: dummy skills should point to their source.
  341. * @param skill_id Dummy skill ID
  342. * @return Real skill id if found
  343. **/
  344. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  345. switch (skill_id) {
  346. case AB_DUPLELIGHT_MELEE:
  347. case AB_DUPLELIGHT_MAGIC:
  348. return AB_DUPLELIGHT;
  349. case WL_CHAINLIGHTNING_ATK:
  350. return WL_CHAINLIGHTNING;
  351. case WL_TETRAVORTEX_FIRE:
  352. case WL_TETRAVORTEX_WATER:
  353. case WL_TETRAVORTEX_WIND:
  354. case WL_TETRAVORTEX_GROUND:
  355. return WL_TETRAVORTEX;
  356. case WL_SUMMON_ATK_FIRE:
  357. return WL_SUMMONFB;
  358. case WL_SUMMON_ATK_WIND:
  359. return WL_SUMMONBL;
  360. case WL_SUMMON_ATK_WATER:
  361. return WL_SUMMONWB;
  362. case WL_SUMMON_ATK_GROUND:
  363. return WL_SUMMONSTONE;
  364. case LG_OVERBRAND_BRANDISH:
  365. case LG_OVERBRAND_PLUSATK:
  366. return LG_OVERBRAND;
  367. case WM_REVERBERATION_MELEE:
  368. case WM_REVERBERATION_MAGIC:
  369. return WM_REVERBERATION;
  370. case WM_SEVERE_RAINSTORM_MELEE:
  371. return WM_SEVERE_RAINSTORM;
  372. case GN_CRAZYWEED_ATK:
  373. return GN_CRAZYWEED;
  374. case GN_HELLS_PLANT_ATK:
  375. return GN_HELLS_PLANT;
  376. case GN_SLINGITEM_RANGEMELEEATK:
  377. return GN_SLINGITEM;
  378. case RL_R_TRIP_PLUSATK:
  379. return RL_R_TRIP;
  380. case NPC_MAXPAIN_ATK:
  381. return NPC_MAXPAIN;
  382. case SU_CN_METEOR2:
  383. return SU_CN_METEOR;
  384. case SU_SV_ROOTTWIST_ATK:
  385. return SU_SV_ROOTTWIST;
  386. case SU_LUNATICCARROTBEAT2:
  387. return SU_LUNATICCARROTBEAT;
  388. case NPC_REVERBERATION_ATK:
  389. return NPC_REVERBERATION;
  390. }
  391. return skill_id;
  392. }
  393. /**
  394. * Check skill unit maxcount
  395. * @param src: Caster to check against
  396. * @param x: X location of skill
  397. * @param y: Y location of skill
  398. * @param skill_id: Skill used
  399. * @param skill_lv: Skill level used
  400. * @param type: Type of unit to check against for battle_config checks
  401. * @param display_failure: Display skill failure message
  402. * @return True on skill cast success or false on failure
  403. */
  404. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  405. if (!src)
  406. return false;
  407. struct unit_data *ud = unit_bl2ud(src);
  408. struct map_session_data *sd = map_id2sd(src->id);
  409. int maxcount = 0;
  410. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  411. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  412. if (sd && display_failure)
  413. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  414. return false;
  415. }
  416. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  417. if (sd && display_failure)
  418. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  419. return false;
  420. }
  421. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  422. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  423. if (maxcount == 0) {
  424. if (sd && display_failure)
  425. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  426. return false;
  427. }
  428. }
  429. return true;
  430. }
  431. /**
  432. * Calculates heal value of skill's effect
  433. * @param src: Unit casting heal
  434. * @param target: Target of src
  435. * @param skill_id: Skill ID used
  436. * @param skill_lv: Skill Level used
  437. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  438. * @return modified heal value
  439. */
  440. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  441. int skill, hp = 0;
  442. #ifdef RENEWAL
  443. int hp_bonus = 0;
  444. double global_bonus = 1;
  445. #endif
  446. struct map_session_data *sd = BL_CAST(BL_PC, src);
  447. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  448. struct status_change *sc, *tsc;
  449. sc = status_get_sc(src);
  450. tsc = status_get_sc(target);
  451. switch( skill_id ) {
  452. #ifndef RENEWAL
  453. case BA_APPLEIDUN:
  454. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  455. if (sd)
  456. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  457. break;
  458. #endif
  459. case PR_SANCTUARY:
  460. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  461. break;
  462. case NPC_EVILLAND:
  463. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  464. break;
  465. case AB_HIGHNESSHEAL:
  466. #ifdef RENEWAL
  467. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  468. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  469. hp_bonus += skill * 2;
  470. #else
  471. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  472. hp = (hp * (17 + 3 * skill_lv)) / 10;
  473. #endif
  474. break;
  475. case SU_FRESHSHRIMP:
  476. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  477. break;
  478. case SU_BUNCHOFSHRIMP:
  479. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  480. break;
  481. default:
  482. if (skill_lv >= battle_config.max_heal_lv)
  483. return battle_config.max_heal;
  484. #ifdef RENEWAL
  485. /**
  486. * Renewal Heal Formula
  487. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  488. */
  489. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  490. #else
  491. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  492. #endif
  493. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  494. #ifdef RENEWAL
  495. hp_bonus += skill * 2;
  496. #else
  497. hp += hp * skill * 2 / 100;
  498. #endif
  499. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  500. #ifdef RENEWAL
  501. hp_bonus += skill * 2;
  502. #else
  503. hp += hp * skill * 2 / 100;
  504. #endif
  505. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  506. hp *= 2;
  507. break;
  508. }
  509. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  510. hp >>= 1;
  511. if (sd) {
  512. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  513. #ifdef RENEWAL
  514. hp_bonus += 10;
  515. #else
  516. hp += hp * 10 / 100;
  517. #endif
  518. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  519. #ifdef RENEWAL
  520. hp_bonus += 20;
  521. #else
  522. hp += hp * 20 / 100;
  523. #endif
  524. }
  525. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  526. #ifdef RENEWAL
  527. hp_bonus += 2;
  528. #else
  529. hp += hp * skill * 2 / 100;
  530. #endif
  531. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  532. #ifdef RENEWAL
  533. hp_bonus += 3;
  534. #else
  535. hp += hp * skill * 3 / 100;
  536. #endif
  537. if (skill = pc_skillheal_bonus(sd, skill_id))
  538. #ifdef RENEWAL
  539. hp_bonus += skill;
  540. #else
  541. hp += hp * skill / 100;
  542. #endif
  543. }
  544. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  545. #ifdef RENEWAL
  546. hp_bonus += skill;
  547. #else
  548. hp += hp * skill / 100;
  549. #endif
  550. if (sc && sc->count) {
  551. if (sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL))
  552. #ifdef RENEWAL
  553. hp_bonus += sc->data[SC_OFFERTORIUM]->val2;
  554. #else
  555. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  556. #endif
  557. if (sc->data[SC_GLASTHEIM_HEAL] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  558. #ifdef RENEWAL
  559. hp_bonus += sc->data[SC_GLASTHEIM_HEAL]->val1;
  560. #else
  561. hp += hp * sc->data[SC_GLASTHEIM_HEAL]->val1 / 100;
  562. #endif
  563. }
  564. if (tsc && tsc->count) {
  565. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  566. if (tsc->data[SC_INCHEALRATE])
  567. #ifdef RENEWAL
  568. hp_bonus += tsc->data[SC_INCHEALRATE]->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  569. #else
  570. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100;
  571. #endif
  572. if (tsc->data[SC_GLASTHEIM_HEAL])
  573. #ifdef RENEWAL
  574. hp_bonus += tsc->data[SC_GLASTHEIM_HEAL]->val2;
  575. #else
  576. hp += hp * tsc->data[SC_GLASTHEIM_HEAL]->val2 / 100;
  577. #endif
  578. if (tsc->data[SC_ANCILLA])
  579. #ifdef RENEWAL
  580. hp_bonus += tsc->data[SC_ANCILLA]->val1;
  581. #else
  582. hp += hp * tsc->data[SC_ANCILLA]->val1 / 100;
  583. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  584. hp += hp / 10;
  585. #endif
  586. #ifdef RENEWAL
  587. if (tsc->data[SC_ASSUMPTIO])
  588. hp_bonus += tsc->data[SC_ASSUMPTIO]->val1 * 2;
  589. #endif
  590. }
  591. }
  592. #ifdef RENEWAL
  593. if (hp_bonus)
  594. hp += hp * hp_bonus / 100;
  595. // MATK part of the RE heal formula [malufett]
  596. // Note: in this part matk bonuses from items or skills are not applied
  597. switch( skill_id ) {
  598. case BA_APPLEIDUN:
  599. case PR_SANCTUARY:
  600. case NPC_EVILLAND:
  601. break;
  602. default:
  603. {
  604. struct status_data *status = status_get_status_data(src);
  605. int min, max;
  606. min = status_base_matk_min(src, status, status_get_lv(src));
  607. max = status_base_matk_max(src, status, status_get_lv(src));
  608. if( status->rhw.matk > 0 ){
  609. int wMatk, variance;
  610. wMatk = status->rhw.matk;
  611. variance = wMatk * status->rhw.wlv / 10;
  612. min += wMatk - variance;
  613. max += wMatk + variance;
  614. }
  615. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  616. min = max;
  617. if( sd && sd->right_weapon.overrefine > 0 ){
  618. min++;
  619. max += sd->right_weapon.overrefine - 1;
  620. }
  621. if(max > min)
  622. hp += min+rnd()%(max-min);
  623. else
  624. hp += min;
  625. }
  626. }
  627. // Global multipliers are applied after the MATK is applied
  628. if (tsc && tsc->count) {
  629. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  630. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  631. global_bonus *= 1.1f;
  632. }
  633. }
  634. if (skill_id == AB_HIGHNESSHEAL)
  635. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  636. #endif
  637. if (heal && tsc && tsc->count) {
  638. uint8 penalty = 0;
  639. if (tsc->data[SC_CRITICALWOUND])
  640. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  641. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  642. penalty += 20;
  643. if (tsc->data[SC_NORECOVER_STATE])
  644. penalty = 100;
  645. if (penalty > 0) {
  646. #ifdef RENEWAL
  647. penalty = cap_value(penalty, 1, 100);
  648. global_bonus *= (100 - penalty) / 100.f;
  649. #else
  650. hp -= hp * penalty / 100;
  651. #endif
  652. }
  653. }
  654. #ifdef RENEWAL
  655. hp = (int)(hp * global_bonus);
  656. return (heal) ? max(1, hp) : hp;
  657. #else
  658. return hp;
  659. #endif
  660. }
  661. /**
  662. * Making Plagiarism and Reproduce check their own function
  663. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  664. * @param sd: Player who will copy the skill
  665. * @param skill_id: Target skill
  666. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  667. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  668. */
  669. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  670. uint16 skill_idx = skill_get_index(skill_id);
  671. if (!skill_idx)
  672. return 0;
  673. // Only copy skill that player doesn't have or the skill is old clone
  674. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  675. return 0;
  676. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  677. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  678. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  679. return 1;
  680. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  681. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  682. return 2;
  683. return 0;
  684. }
  685. /**
  686. * Check if the skill is ok to cast and when.
  687. * Done before skill_check_condition_castbegin, requirement
  688. * @param skill_id: Skill ID that casted
  689. * @param sd: Player who casted
  690. * @return true: Skill cannot be used, false: otherwise
  691. * @author [MouseJstr]
  692. */
  693. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  694. {
  695. nullpo_retr(1,sd);
  696. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  697. return false; // can do any damn thing they want
  698. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  699. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  700. struct map_data *mapdata = map_getmapdata(sd->bl.m);
  701. if (mapdata->flag[MF_NOSKILL] && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
  702. return true;
  703. // Epoque:
  704. // This code will compare the player's attack motion value which is influenced by ASPD before
  705. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  706. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  707. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  708. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  709. {// attempted to cast a skill before the attack motion has finished
  710. return true;
  711. }
  712. if (skill_blockpc_get(sd, skill_id) != -1){
  713. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  714. return true;
  715. }
  716. /**
  717. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  718. * 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
  719. */
  720. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
  721. return false;
  722. uint32 skill_nocast = skill_get_nocast(skill_id);
  723. // Check skill restrictions [Celest]
  724. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  725. (skill_nocast&2 && mapdata->flag[MF_PVP]) ||
  726. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  727. (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  728. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  729. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){
  730. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  731. return true;
  732. }
  733. if( sd->sc.data[SC_ALL_RIDING] )
  734. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  735. switch (skill_id) {
  736. case AL_WARP:
  737. case RETURN_TO_ELDICASTES:
  738. case ALL_GUARDIAN_RECALL:
  739. case ECLAGE_RECALL:
  740. case ALL_PRONTERA_RECALL:
  741. if(mapdata->flag[MF_NOWARP]) {
  742. clif_skill_teleportmessage(sd,0);
  743. return true;
  744. }
  745. return false;
  746. case AL_TELEPORT:
  747. case SC_DIMENSIONDOOR:
  748. case ALL_ODINS_RECALL:
  749. case WE_CALLALLFAMILY:
  750. if(mapdata->flag[MF_NOTELEPORT]) {
  751. clif_skill_teleportmessage(sd,0);
  752. return true;
  753. }
  754. return false; // gonna be checked in 'skill_castend_nodamage_id'
  755. case WE_CALLPARTNER:
  756. case WE_CALLPARENT:
  757. case WE_CALLBABY:
  758. if (mapdata->flag[MF_NOMEMO]) {
  759. clif_skill_teleportmessage(sd,1);
  760. return true;
  761. }
  762. break;
  763. case MC_VENDING:
  764. case ALL_BUYING_STORE:
  765. if( map_getmapflag(sd->bl.m, MF_NOVENDING) ) {
  766. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  767. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  768. return true;
  769. }
  770. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  771. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  772. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  773. return true;
  774. }
  775. if( npc_isnear(&sd->bl) ) {
  776. // uncomment to send msg_txt.
  777. //char output[150];
  778. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  779. //clif_displaymessage(sd->fd, output);
  780. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  781. return true;
  782. }
  783. case MC_IDENTIFY:
  784. return false; // always allowed
  785. case WZ_ICEWALL:
  786. // noicewall flag [Valaris]
  787. if (mapdata->flag[MF_NOICEWALL]) {
  788. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  789. return true;
  790. }
  791. break;
  792. case GC_DARKILLUSION:
  793. if( mapdata_flag_gvg2(mapdata) ) {
  794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  795. return true;
  796. }
  797. break;
  798. case GD_EMERGENCYCALL:
  799. case GD_ITEMEMERGENCYCALL:
  800. if (
  801. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  802. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  803. (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE]))
  804. ) {
  805. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  806. return true;
  807. }
  808. break;
  809. case WM_SIRCLEOFNATURE:
  810. case WM_SOUND_OF_DESTRUCTION:
  811. case WM_LULLABY_DEEPSLEEP:
  812. case WM_GLOOMYDAY:
  813. case WM_SATURDAY_NIGHT_FEVER:
  814. if( !mapdata_flag_vs(mapdata) ) {
  815. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  816. return true;
  817. }
  818. break;
  819. }
  820. return false;
  821. }
  822. /**
  823. * Check if the homunculus skill is ok to be processed
  824. * After checking from Homunculus side, also check the master condition
  825. * @param hd: Homunculus who casted
  826. * @param skill_id: Skill ID casted
  827. * @param skill_lv: Skill level casted
  828. * @return true: Skill cannot be used, false: otherwise
  829. */
  830. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  831. {
  832. struct map_session_data *sd = NULL;
  833. struct status_change *sc;
  834. int8 spiritball = 0;
  835. nullpo_retr(true, hd);
  836. spiritball = skill_get_spiritball(skill_id, skill_lv);
  837. sd = hd->master;
  838. sc = status_get_sc(&hd->bl);
  839. if (!sd)
  840. return true;
  841. if (sc && !sc->count)
  842. sc = NULL;
  843. if (util::vector_exists(hd->blockskill, skill_id))
  844. return true;
  845. switch(skill_id) {
  846. case HFLI_SBR44:
  847. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  848. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  849. return true;
  850. }
  851. break;
  852. case HVAN_EXPLOSION:
  853. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  854. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  855. return true;
  856. }
  857. break;
  858. case MH_LIGHT_OF_REGENE: // Must be cordial
  859. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  860. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  861. return true;
  862. }
  863. break;
  864. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  865. if (sc && sc->data[SC_ANGRIFFS_MODUS])
  866. return true;
  867. break;
  868. case MH_ANGRIFFS_MODUS:
  869. if (sc && sc->data[SC_GOLDENE_FERSE])
  870. return true;
  871. break;
  872. case MH_TINDER_BREAKER: // Must be in grappling mode
  873. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  874. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  875. return true;
  876. }
  877. break;
  878. case MH_SONIC_CRAW: // Must be in fighting mode
  879. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  880. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  881. return true;
  882. }
  883. break;
  884. case MH_SILVERVEIN_RUSH:
  885. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  886. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  887. return true;
  888. }
  889. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
  890. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  891. return true;
  892. }
  893. break;
  894. case MH_MIDNIGHT_FRENZY:
  895. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  896. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  897. return true;
  898. }
  899. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
  900. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  901. return true;
  902. }
  903. break;
  904. case MH_CBC:
  905. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  906. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  907. return true;
  908. }
  909. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
  910. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  911. return true;
  912. }
  913. break;
  914. case MH_EQC:
  915. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  916. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  917. return true;
  918. }
  919. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
  920. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  921. return true;
  922. }
  923. break;
  924. }
  925. if (spiritball) {
  926. if (hd->homunculus.spiritball < spiritball) {
  927. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  928. return true;
  929. }
  930. hom_delspiritball(hd, spiritball, 1);
  931. }
  932. //Use master's criteria.
  933. return skill_isNotOk(skill_id, hd->master);
  934. }
  935. /**
  936. * Check if the mercenary skill is ok to be processed
  937. * After checking from Homunculus side, also check the master condition
  938. * @param skill_id: Skill ID that casted
  939. * @param md: Mercenary who casted
  940. * @return true: Skill cannot be used, false: otherwise
  941. */
  942. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  943. {
  944. nullpo_retr(1, md);
  945. if (util::vector_exists(md->blockskill, skill_id))
  946. return true;
  947. return skill_isNotOk(skill_id, md->master);
  948. }
  949. /**
  950. * Check if the skill can be casted near NPC or not
  951. * @param src Object who casted
  952. * @param skill_id Skill ID that casted
  953. * @param skill_lv Skill Lv
  954. * @param pos_x Position x of the target
  955. * @param pos_y Position y of the target
  956. * @return true: Skill cannot be used, false: otherwise
  957. * @author [Cydh]
  958. */
  959. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  960. if (!src)
  961. return false;
  962. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  963. return false;
  964. //if self skill
  965. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  966. pos_x = src->x;
  967. pos_y = src->y;
  968. }
  969. if (pos_x <= 0) pos_x = src->x;
  970. if (pos_y <= 0) pos_y = src->y;
  971. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  972. }
  973. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  974. {
  975. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  976. uint8 dir;
  977. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  978. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  979. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  980. }
  981. nullpo_retr(NULL, src);
  982. //Monsters sometimes deploy more units on level 10
  983. if (src->type == BL_MOB && skill_lv >= 10) {
  984. if (skill_id == WZ_WATERBALL)
  985. pos = 4; //9x9 Area
  986. }
  987. if (pos != -1) // simple single-definition layout
  988. return &skill_unit_layout[pos];
  989. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  990. if (skill_id == MG_FIREWALL)
  991. return &skill_unit_layout [firewall_unit_pos + dir];
  992. else if (skill_id == WZ_ICEWALL)
  993. return &skill_unit_layout [icewall_unit_pos + dir];
  994. else if( skill_id == WL_EARTHSTRAIN )
  995. return &skill_unit_layout [earthstrain_unit_pos + dir];
  996. else if( skill_id == RL_FIRE_RAIN )
  997. return &skill_unit_layout[firerain_unit_pos + dir];
  998. else if( skill_id == GN_WALLOFTHORN )
  999. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1000. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1001. return &skill_unit_layout[0]; // default 1x1 layout
  1002. }
  1003. /** Stores temporary values.
  1004. * Common usages:
  1005. * [0] holds number of targets in area
  1006. * [1] holds the id of the original target
  1007. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1008. */
  1009. static int skill_area_temp[8];
  1010. /*==========================================
  1011. * Add effect to skill when hit succesfully target
  1012. *------------------------------------------*/
  1013. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick)
  1014. {
  1015. struct map_session_data *sd, *dstsd;
  1016. struct mob_data *md, *dstmd;
  1017. struct status_data *sstatus, *tstatus;
  1018. struct status_change *sc, *tsc;
  1019. int skill;
  1020. int rate;
  1021. nullpo_ret(src);
  1022. nullpo_ret(bl);
  1023. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1024. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1025. return 0;
  1026. sd = BL_CAST(BL_PC, src);
  1027. md = BL_CAST(BL_MOB, src);
  1028. dstsd = BL_CAST(BL_PC, bl);
  1029. dstmd = BL_CAST(BL_MOB, bl);
  1030. sc = status_get_sc(src);
  1031. tsc = status_get_sc(bl);
  1032. sstatus = status_get_status_data(src);
  1033. tstatus = status_get_status_data(bl);
  1034. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1035. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1036. // Chance to trigger Taekwon kicks
  1037. if (sc->data[SC_READYSTORM] &&
  1038. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1039. 0, 2, 0,
  1040. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1041. ; //Stance triggered
  1042. else if (sc->data[SC_READYDOWN] &&
  1043. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1044. 0, 2, 0,
  1045. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1046. ; //Stance triggered
  1047. else if (sc->data[SC_READYTURN] &&
  1048. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1049. 0, 2, 0,
  1050. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1051. ; //Stance triggered
  1052. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  1053. rate = 20;
  1054. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  1055. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  1056. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  1057. }
  1058. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1059. 0, 2, 0,
  1060. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1061. ; //Stance triggered
  1062. }
  1063. }
  1064. if (!tsc) //skill additional effect is about adding effects to the target...
  1065. //So if the target can't be inflicted with statuses, this is pointless.
  1066. return 0;
  1067. if( sd )
  1068. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1069. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1070. #ifndef RENEWAL
  1071. && skill_id != ASC_BREAKER
  1072. #endif
  1073. ) {
  1074. // Trigger status effects
  1075. enum sc_type type;
  1076. unsigned int time;
  1077. for (const auto &it : sd->addeff) {
  1078. rate = it.rate;
  1079. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1080. rate += it.arrow_rate;
  1081. if( !rate )
  1082. continue;
  1083. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1084. // Trigger has attack type consideration.
  1085. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1086. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1087. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1088. ;
  1089. else
  1090. continue;
  1091. }
  1092. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1093. // Trigger has range consideration.
  1094. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1095. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1096. continue; //Range Failed.
  1097. }
  1098. type = it.sc;
  1099. time = it.duration;
  1100. if (it.flag&ATF_TARGET)
  1101. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1102. if (it.flag&ATF_SELF)
  1103. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1104. }
  1105. }
  1106. if( skill_id ) {
  1107. // Trigger status effects on skills
  1108. enum sc_type type;
  1109. unsigned int time;
  1110. for (const auto &it : sd->addeff_onskill) {
  1111. if (skill_id != it.skill_id || !it.rate)
  1112. continue;
  1113. type = it.sc;
  1114. time = it.duration;
  1115. if (it.target&ATF_TARGET)
  1116. status_change_start(src,bl,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1117. if (it.target&ATF_SELF)
  1118. status_change_start(src,src,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1119. }
  1120. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1121. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1122. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1123. #ifdef RENEWAL
  1124. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1125. #else
  1126. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1127. #endif
  1128. clif_emotion(bl,ET_HUK);
  1129. }
  1130. }
  1131. }
  1132. if( dmg_lv < ATK_DEF ) // no damage, return;
  1133. return 0;
  1134. switch(skill_id) {
  1135. case 0:
  1136. { // Normal attacks (no skill used)
  1137. if( attack_type&BF_SKILL )
  1138. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1139. if(sd) {
  1140. // Automatic trigger of Blitz Beat
  1141. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1142. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  1143. rate=(sd->status.job_level+9)/10;
  1144. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  1145. }
  1146. // Automatic trigger of Warg Strike [Jobbie]
  1147. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  1148. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  1149. // Gank
  1150. if(dstmd && sd->status.weapon != W_BOW &&
  1151. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1152. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1153. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1154. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1155. else
  1156. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1157. }
  1158. }
  1159. if (sc) {
  1160. struct status_change_entry *sce;
  1161. // Enchant Poison gives a chance to poison attacked enemies
  1162. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  1163. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1164. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1165. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1166. if((sce=sc->data[SC_EDP]))
  1167. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1168. skill_get_time2(ASC_EDP,sce->val1));
  1169. if ((sce = sc->data[SC_LUXANIMA]) && rnd() % 100 < sce->val2)
  1170. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1171. }
  1172. }
  1173. break;
  1174. case SM_BASH:
  1175. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1176. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1177. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1178. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  1179. }
  1180. break;
  1181. case MER_CRASH:
  1182. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1183. break;
  1184. case AS_VENOMKNIFE:
  1185. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1186. skill_lv = pc_checkskill(sd, TF_POISON);
  1187. case TF_POISON:
  1188. case AS_SPLASHER:
  1189. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1190. && sd && skill_id==TF_POISON
  1191. )
  1192. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1193. break;
  1194. case AS_SONICBLOW:
  1195. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1196. break;
  1197. case AS_GRIMTOOTH:
  1198. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1199. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1200. break;
  1201. case WZ_FIREPILLAR:
  1202. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1203. break;
  1204. case MG_FROSTDIVER:
  1205. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1206. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1207. break;
  1208. case WZ_FROSTNOVA:
  1209. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1210. break;
  1211. case WZ_STORMGUST:
  1212. // Storm Gust counter was dropped in renewal
  1213. #ifdef RENEWAL
  1214. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1215. #else
  1216. //On third hit, there is a 150% to freeze the target
  1217. if(tsc->sg_counter >= 3 &&
  1218. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1219. tsc->sg_counter = 0;
  1220. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1221. else if( tsc->sg_counter > 250 )
  1222. tsc->sg_counter = 0;
  1223. #endif
  1224. break;
  1225. case WZ_METEOR:
  1226. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1227. break;
  1228. case WZ_VERMILION:
  1229. #ifdef RENEWAL
  1230. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1231. #else
  1232. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1233. #endif
  1234. break;
  1235. case WZ_HEAVENDRIVE:
  1236. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1237. break;
  1238. case HT_FREEZINGTRAP:
  1239. case MA_FREEZINGTRAP:
  1240. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1241. break;
  1242. case HT_FLASHER:
  1243. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1244. break;
  1245. case HT_LANDMINE:
  1246. case MA_LANDMINE:
  1247. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1248. break;
  1249. case HT_SHOCKWAVE:
  1250. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1251. break;
  1252. case HT_SANDMAN:
  1253. case MA_SANDMAN:
  1254. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1255. break;
  1256. case TF_SPRINKLESAND:
  1257. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1258. break;
  1259. case TF_THROWSTONE:
  1260. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1261. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1262. break;
  1263. case NPC_DARKCROSS:
  1264. case CR_HOLYCROSS:
  1265. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1266. break;
  1267. case NPC_GRANDDARKNESS:
  1268. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1269. attack_type |= BF_WEAPON;
  1270. break;
  1271. case CR_GRANDCROSS:
  1272. //Chance to cause blind status vs demon and undead element, but not against players
  1273. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1274. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1275. attack_type |= BF_WEAPON;
  1276. break;
  1277. case AM_ACIDTERROR:
  1278. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1279. #ifdef RENEWAL
  1280. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1281. #else
  1282. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1283. #endif
  1284. clif_emotion(bl,ET_HUK);
  1285. break;
  1286. case AM_DEMONSTRATION:
  1287. #ifdef RENEWAL
  1288. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1289. #else
  1290. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1291. #endif
  1292. break;
  1293. case CR_SHIELDCHARGE:
  1294. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1295. break;
  1296. #ifndef RENEWAL
  1297. case PA_PRESSURE:
  1298. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1299. //Fall through
  1300. case HW_GRAVITATION:
  1301. //Pressure and Gravitation can trigger physical autospells
  1302. attack_type |= BF_NORMAL;
  1303. attack_type |= BF_WEAPON;
  1304. break;
  1305. #endif
  1306. case RG_RAID:
  1307. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1308. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1309. #ifdef RENEWAL
  1310. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1311. break;
  1312. case RG_BACKSTAP:
  1313. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1314. #endif
  1315. break;
  1316. case BA_FROSTJOKER:
  1317. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1318. break;
  1319. case DC_SCREAM:
  1320. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1321. break;
  1322. case BD_LULLABY:
  1323. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  1324. break;
  1325. case DC_UGLYDANCE:
  1326. rate = 5+5*skill_lv;
  1327. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1328. rate += 5+skill;
  1329. #ifdef RENEWAL
  1330. status_zap(bl, 0, 2 * skill_lv + 10); // !TODO: How does caster's DEX/AGI play a role?
  1331. #else
  1332. status_zap(bl, 0, rate);
  1333. #endif
  1334. break;
  1335. case SL_STUN:
  1336. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1337. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1338. break;
  1339. case NPC_PETRIFYATTACK:
  1340. sc_start4(src,bl,status_skill2sc(skill_id),(20*skill_lv),
  1341. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1342. skill_get_time2(skill_id,skill_lv));
  1343. break;
  1344. case NPC_CURSEATTACK:
  1345. case NPC_SLEEPATTACK:
  1346. case NPC_BLINDATTACK:
  1347. case NPC_POISON:
  1348. case NPC_SILENCEATTACK:
  1349. case NPC_STUNATTACK:
  1350. case NPC_BLEEDING:
  1351. sc_start(src,bl,status_skill2sc(skill_id),(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1352. break;
  1353. case NPC_ACIDBREATH:
  1354. case NPC_ICEBREATH:
  1355. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1356. break;
  1357. case NPC_MENTALBREAKER:
  1358. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1359. //equal to Matk*skLevel.
  1360. rate = sstatus->matk_min;
  1361. if (rate < sstatus->matk_max)
  1362. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1363. rate*=skill_lv;
  1364. status_zap(bl, 0, rate);
  1365. break;
  1366. }
  1367. // Equipment breaking monster skills [Celest]
  1368. case NPC_WEAPONBRAKER:
  1369. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1370. break;
  1371. case NPC_ARMORBRAKE:
  1372. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1373. break;
  1374. case NPC_HELMBRAKE:
  1375. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1376. break;
  1377. case NPC_SHIELDBRAKE:
  1378. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1379. break;
  1380. case CH_TIGERFIST: {
  1381. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1382. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1383. if (status_get_class_(bl) == CLASS_BOSS)
  1384. basetime /= 5;
  1385. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1386. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1387. }
  1388. break;
  1389. case LK_SPIRALPIERCE:
  1390. case ML_SPIRALPIERCE:
  1391. if( dstsd || ( dstmd && status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1392. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1393. break;
  1394. case ST_REJECTSWORD:
  1395. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1396. break;
  1397. case PF_FOGWALL:
  1398. if (src != bl && !tsc->data[SC_DELUGE])
  1399. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1400. break;
  1401. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1402. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1403. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1404. break;
  1405. case ASC_METEORASSAULT:
  1406. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1407. switch(rnd()%3) {
  1408. case 0:
  1409. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1410. break;
  1411. case 1:
  1412. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1413. break;
  1414. default:
  1415. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1416. }
  1417. break;
  1418. case HW_NAPALMVULCAN:
  1419. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1420. break;
  1421. case WS_CARTTERMINATION: // Cart termination
  1422. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1423. break;
  1424. case CR_ACIDDEMONSTRATION:
  1425. case GN_FIRE_EXPANSION_ACID:
  1426. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1427. break;
  1428. case TK_DOWNKICK:
  1429. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1430. break;
  1431. case TK_JUMPKICK:
  1432. // debuff the following statuses
  1433. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1434. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1435. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1436. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1437. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1438. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1439. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1440. // New soul links confirmed to not dispell with this skill
  1441. // but thats likely a bug since soul links can't stack and
  1442. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1443. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1444. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1445. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1446. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1447. }
  1448. break;
  1449. case TK_TURNKICK:
  1450. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1451. if(attack_type&BF_MISC) //70% base stun chance...
  1452. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1453. break;
  1454. case GS_BULLSEYE: //0.1% coma rate.
  1455. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1456. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1457. break;
  1458. case GS_PIERCINGSHOT:
  1459. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1460. break;
  1461. case NJ_HYOUSYOURAKU:
  1462. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1463. break;
  1464. case GS_FLING:
  1465. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1466. break;
  1467. case GS_DISARM:
  1468. skill_strip_equip(src, bl, skill_id, skill_lv);
  1469. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1470. break;
  1471. case NPC_EVILLAND:
  1472. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1473. break;
  1474. case NPC_HELLJUDGEMENT:
  1475. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1476. break;
  1477. case NPC_CRITICALWOUND:
  1478. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1479. break;
  1480. case RK_DRAGONBREATH:
  1481. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1482. break;
  1483. case RK_DRAGONBREATH_WATER:
  1484. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1485. break;
  1486. case AB_ADORAMUS:
  1487. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1488. break;
  1489. case WL_COMET:
  1490. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, 20000);
  1491. break;
  1492. case NPC_COMET:
  1493. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1494. break;
  1495. case NPC_JACKFROST:
  1496. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1497. break;
  1498. case RA_WUGBITE: {
  1499. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1500. if (wug_rate < 50)
  1501. wug_rate = 50;
  1502. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1503. }
  1504. break;
  1505. case RA_SENSITIVEKEEN:
  1506. if( rnd()%100 < 8 * skill_lv )
  1507. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1508. break;
  1509. case RA_FIRINGTRAP:
  1510. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1511. break;
  1512. case RA_ICEBOUNDTRAP:
  1513. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1514. break;
  1515. case NC_PILEBUNKER:
  1516. if( rnd()%100 < 25 + 15*skill_lv ) {
  1517. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1518. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1519. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1520. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1521. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1522. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1523. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1524. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1525. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1526. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1527. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1528. }
  1529. break;
  1530. case NC_FLAMELAUNCHER:
  1531. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1532. break;
  1533. case NC_COLDSLOWER:
  1534. // Status chances are applied officially through a check
  1535. // The skill first trys to give the frozen status to targets that are hit
  1536. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1537. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1538. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1539. break;
  1540. case NC_POWERSWING:
  1541. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1542. break;
  1543. case GC_WEAPONCRUSH:
  1544. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1545. break;
  1546. case LG_PINPOINTATTACK:
  1547. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1548. switch( skill_lv ) {
  1549. case 1:
  1550. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1551. break;
  1552. case 2:
  1553. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1554. break;
  1555. case 3:
  1556. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1557. break;
  1558. case 4:
  1559. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1560. break;
  1561. case 5:
  1562. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1563. break;
  1564. }
  1565. break;
  1566. case LG_MOONSLASHER:
  1567. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1568. break;
  1569. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1570. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1571. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1572. break;
  1573. case LG_HESPERUSLIT:
  1574. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1575. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1576. break;
  1577. case SR_DRAGONCOMBO:
  1578. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1579. break;
  1580. case SR_WINDMILL:
  1581. if( dstsd )
  1582. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1583. else if( dstmd )
  1584. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1585. break;
  1586. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1587. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1588. break;
  1589. case SR_EARTHSHAKER:
  1590. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1591. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1592. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1593. break;
  1594. case SO_EARTHGRAVE:
  1595. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1596. break;
  1597. case SO_DIAMONDDUST:
  1598. rate = 5 + 5 * skill_lv;
  1599. if( sc && sc->data[SC_COOLER_OPTION] )
  1600. rate += (sd ? sd->status.job_level / 5 : 0);
  1601. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1602. break;
  1603. case SO_VARETYR_SPEAR:
  1604. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1605. break;
  1606. case SO_POISON_BUSTER:
  1607. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1608. break;
  1609. case GN_SPORE_EXPLOSION:
  1610. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1611. break;
  1612. case GN_SLINGITEM_RANGEMELEEATK:
  1613. if( sd ) {
  1614. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1615. case ITEMID_COCONUT_BOMB:
  1616. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1617. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1618. break;
  1619. case ITEMID_MELON_BOMB:
  1620. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1621. break;
  1622. case ITEMID_BANANA_BOMB:
  1623. {
  1624. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1625. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1626. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1627. break;
  1628. }
  1629. }
  1630. sd->itemid = 0;
  1631. }
  1632. break;
  1633. case GN_HELLS_PLANT_ATK:
  1634. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1635. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1636. break;
  1637. case EL_WIND_SLASH: // Non confirmed rate.
  1638. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1639. break;
  1640. case EL_STONE_HAMMER:
  1641. rate = 10 * skill_lv;
  1642. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1643. break;
  1644. case EL_ROCK_CRUSHER:
  1645. case EL_ROCK_CRUSHER_ATK:
  1646. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1647. break;
  1648. case EL_TYPOON_MIS:
  1649. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1650. break;
  1651. case KO_JYUMONJIKIRI:
  1652. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1653. break;
  1654. case SP_SOULEXPLOSION:
  1655. case KO_SETSUDAN: // Remove soul link when hit.
  1656. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1657. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1658. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1659. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1660. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1661. break;
  1662. case KO_MAKIBISHI:
  1663. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1664. break;
  1665. case MH_EQC:
  1666. {
  1667. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1668. if (hd) {
  1669. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1670. status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
  1671. }
  1672. }
  1673. break;
  1674. case MH_STAHL_HORN:
  1675. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1676. break;
  1677. case MH_NEEDLE_OF_PARALYZE:
  1678. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1679. break;
  1680. case MH_XENO_SLASHER:
  1681. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1682. break;
  1683. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1684. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1685. break;
  1686. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1687. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1688. break;
  1689. case GN_ILLUSIONDOPING:
  1690. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1691. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1692. break;
  1693. case RL_MASS_SPIRAL:
  1694. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1695. break;
  1696. case RL_SLUGSHOT:
  1697. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1698. break;
  1699. case RL_BANISHING_BUSTER: {
  1700. uint16 i, n = skill_lv;
  1701. if (!tsc || !tsc->count)
  1702. break;
  1703. if (status_isimmune(bl))
  1704. break;
  1705. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1706. if (sd)
  1707. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1708. break;
  1709. }
  1710. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1711. if (!tsc->data[i])
  1712. continue;
  1713. switch (i) {
  1714. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1715. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1716. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1717. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1718. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1719. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1720. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1721. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1722. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1723. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1724. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1725. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1726. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1727. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1728. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1729. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1730. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1731. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1732. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1733. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1734. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1735. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1736. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1737. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1738. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1739. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1740. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1741. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1742. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1743. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1744. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1745. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1746. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1747. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1748. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1749. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1750. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1751. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1752. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1753. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1754. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1755. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1756. case SC_P_ALTER: case SC_E_CHAIN:
  1757. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1758. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1759. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1760. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  1761. case SC_SPORE_EXPLOSION:
  1762. case SC_NEWMOON: case SC_FLASHKICK: case SC_NOVAEXPLOSING:
  1763. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  1764. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  1765. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  1766. #ifdef RENEWAL
  1767. case SC_EXTREMITYFIST2:
  1768. #endif
  1769. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1770. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1771. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1772. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1773. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1774. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1775. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1776. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1777. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1778. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1779. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1780. case SC_SPRITEMABLE: case SC_BITESCAR:
  1781. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  1782. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  1783. case SC_DAILYSENDMAILCNT:
  1784. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  1785. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  1786. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  1787. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  1788. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  1789. case SC_EP16_2_BUFF_SS: case SC_EP16_2_BUFF_SC: case SC_EP16_2_BUFF_AC:
  1790. case SC_EMERGENCY_MOVE: case SC_MADOGEAR: case SC_HOMUN_TIME:
  1791. case SC_PACKING_ENVELOPE1: case SC_PACKING_ENVELOPE2: case SC_PACKING_ENVELOPE3:
  1792. case SC_PACKING_ENVELOPE4: case SC_PACKING_ENVELOPE5: case SC_PACKING_ENVELOPE6:
  1793. case SC_PACKING_ENVELOPE7: case SC_PACKING_ENVELOPE8: case SC_PACKING_ENVELOPE9: case SC_PACKING_ENVELOPE10:
  1794. continue;
  1795. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1796. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1797. case SC_FORTUNE: case SC_SERVICE4U:
  1798. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  1799. continue; //If in song area don't end it, even if config enabled
  1800. break;
  1801. case SC_ASSUMPTIO:
  1802. if( bl->type == BL_MOB )
  1803. continue;
  1804. break;
  1805. }
  1806. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1807. tsc->data[i]->val2 = 0;
  1808. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1809. n--;
  1810. }
  1811. //Remove bonus_script by Banishing Buster
  1812. if (dstsd)
  1813. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1814. }
  1815. break;
  1816. case RL_S_STORM:
  1817. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1818. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1819. break;
  1820. case RL_AM_BLAST:
  1821. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1822. break;
  1823. case SU_SCRATCH:
  1824. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1825. break;
  1826. case SU_SV_STEMSPEAR:
  1827. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1828. break;
  1829. case SU_CN_METEOR2:
  1830. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1831. break;
  1832. case SU_SCAROFTAROU:
  1833. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1834. break;
  1835. case SU_LUNATICCARROTBEAT2:
  1836. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1837. break;
  1838. case SJ_FULLMOONKICK:
  1839. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1840. break;
  1841. case SJ_STAREMPEROR:
  1842. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1843. break;
  1844. case SP_CURSEEXPLOSION:
  1845. status_change_end(bl, SC_SOULCURSE, INVALID_TIMER);
  1846. break;
  1847. case SP_SHA:
  1848. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1849. break;
  1850. } //end switch skill_id
  1851. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1852. { //Pass heritage to Master for status causing effects. [Skotlex]
  1853. sd = map_id2sd(md->master_id);
  1854. src = sd?&sd->bl:src;
  1855. }
  1856. // Coma
  1857. if (sd && sd->special_state.bonus_coma && (!md || util::vector_exists(status_get_race2(&md->bl), RC2_GVG) || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1858. rate = 0;
  1859. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1860. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  1861. rate += sd->indexed_bonus.coma_class[tstatus->class_] + sd->indexed_bonus.coma_class[CLASS_ALL];
  1862. rate += sd->indexed_bonus.coma_race[tstatus->race] + sd->indexed_bonus.coma_race[RC_ALL];
  1863. }
  1864. if (attack_type&BF_WEAPON) {
  1865. rate += sd->indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd->indexed_bonus.weapon_coma_ele[ELE_ALL];
  1866. rate += sd->indexed_bonus.weapon_coma_race[tstatus->race] + sd->indexed_bonus.weapon_coma_race[RC_ALL];
  1867. rate += sd->indexed_bonus.weapon_coma_class[tstatus->class_] + sd->indexed_bonus.weapon_coma_class[CLASS_ALL];
  1868. }
  1869. if (rate > 0)
  1870. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1871. }
  1872. if( attack_type&BF_WEAPON )
  1873. { // Breaking Equipment
  1874. if( sd && battle_config.equip_self_break_rate )
  1875. { // Self weapon breaking
  1876. rate = battle_config.equip_natural_break_rate;
  1877. #ifndef RENEWAL
  1878. if( sc )
  1879. {
  1880. if(sc->data[SC_OVERTHRUST])
  1881. rate += 10;
  1882. if(sc->data[SC_MAXOVERTHRUST])
  1883. rate += 10;
  1884. }
  1885. #endif
  1886. if( rate )
  1887. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1888. }
  1889. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1890. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1891. // Target weapon breaking
  1892. rate = 0;
  1893. if( sd )
  1894. rate += sd->bonus.break_weapon_rate;
  1895. if( sc && sc->data[SC_MELTDOWN] )
  1896. rate += sc->data[SC_MELTDOWN]->val2;
  1897. if( rate )
  1898. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1899. // Target armor breaking
  1900. rate = 0;
  1901. if( sd )
  1902. rate += sd->bonus.break_armor_rate;
  1903. if( sc && sc->data[SC_MELTDOWN] )
  1904. rate += sc->data[SC_MELTDOWN]->val3;
  1905. if( rate )
  1906. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1907. }
  1908. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1909. if (sd->def_set_race[tstatus->race].rate)
  1910. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1911. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1912. if (sd->mdef_set_race[tstatus->race].rate)
  1913. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1914. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1915. if (sd->norecover_state_race[tstatus->race].rate)
  1916. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1917. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1918. }
  1919. }
  1920. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1921. struct unit_data *ud = unit_bl2ud(src);
  1922. if( sc->data[SC_WILD_STORM_OPTION] )
  1923. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1924. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1925. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1926. else if( sc->data[SC_TROPIC_OPTION] )
  1927. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1928. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1929. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1930. else
  1931. skill = 0;
  1932. if ( rnd()%100 < 25 && skill ){
  1933. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1934. if (ud) {
  1935. rate = skill_delayfix(src, skill, skill_lv);
  1936. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1937. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  1938. if ( battle_config.display_status_timers )
  1939. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  1940. }
  1941. }
  1942. }
  1943. }
  1944. // Autospell when attacking
  1945. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  1946. {
  1947. for (const auto &it : sd->autospell) {
  1948. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  1949. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  1950. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  1951. continue; // one or more trigger conditions were not fulfilled
  1952. skill = it.id;
  1953. sd->state.autocast = 1;
  1954. if ( skill_isNotOk(skill, sd) ) {
  1955. sd->state.autocast = 0;
  1956. continue;
  1957. }
  1958. sd->state.autocast = 0;
  1959. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  1960. if (it.flag & 2)
  1961. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  1962. rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  1963. if (rnd()%1000 >= rate)
  1964. continue;
  1965. block_list *tbl = (it.flag & 1) ? bl : src;
  1966. e_cast_type type = skill_get_casttype(skill);
  1967. if (type == CAST_GROUND) {
  1968. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  1969. continue;
  1970. }
  1971. if (battle_config.autospell_check_range &&
  1972. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  1973. continue;
  1974. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1975. type = CAST_GROUND;
  1976. #ifndef RENEWAL
  1977. else if (skill == AS_SONICBLOW)
  1978. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1979. #endif
  1980. sd->state.autocast = 1;
  1981. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1982. #ifndef RENEWAL
  1983. skill_toggle_magicpower(src, skill);
  1984. #endif
  1985. switch (type) {
  1986. case CAST_GROUND:
  1987. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1988. break;
  1989. case CAST_NODAMAGE:
  1990. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1991. break;
  1992. case CAST_DAMAGE:
  1993. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1994. break;
  1995. }
  1996. sd->state.autocast = 0;
  1997. //Set canact delay. [Skotlex]
  1998. unit_data *ud = unit_bl2ud(src);
  1999. if (ud) {
  2000. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2001. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2002. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2003. if ( battle_config.display_status_timers && sd )
  2004. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2005. }
  2006. }
  2007. }
  2008. }
  2009. //Autobonus when attacking
  2010. if( sd && !sd->autobonus.empty() )
  2011. {
  2012. for(auto &it : sd->autobonus) {
  2013. if (rnd()%1000 >= it->rate)
  2014. continue;
  2015. if (!(((it->atk_type)&attack_type)&BF_WEAPONMASK &&
  2016. ((it->atk_type)&attack_type)&BF_RANGEMASK &&
  2017. ((it->atk_type)&attack_type)&BF_SKILLMASK))
  2018. continue; // one or more trigger conditions were not fulfilled
  2019. pc_exeautobonus(*sd, &sd->autobonus, it);
  2020. }
  2021. }
  2022. //Polymorph
  2023. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2024. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2025. (rnd()%10000 < sd->bonus.classchange))
  2026. {
  2027. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2028. if (class_ != 0 && mobdb_checkid(class_))
  2029. mob_class_change(dstmd,class_);
  2030. }
  2031. return 0;
  2032. }
  2033. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2034. if( sd == nullptr || !skill_id )
  2035. return 0;
  2036. for (auto &it : sd->autospell3) {
  2037. if (it.trigger_skill != skill_id)
  2038. continue;
  2039. if (it.lock)
  2040. continue; // autospell already being executed
  2041. uint16 skill = it.id;
  2042. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2043. if( skill_isNotOk(skill, sd) ) {
  2044. sd->state.autocast = 0;
  2045. continue;
  2046. }
  2047. sd->state.autocast = 0;
  2048. if( skill > 0 && bl == nullptr )
  2049. continue; // No target
  2050. if( rnd()%1000 >= it.rate )
  2051. continue;
  2052. block_list *tbl = (it.flag & 1) ? &sd->bl : bl;
  2053. uint16 skill_lv = it.lv ? it.lv : 1;
  2054. if (it.flag & 2)
  2055. skill_lv = rnd_value( 1, skill_lv ); //random skill_lv
  2056. e_cast_type type = skill_get_casttype(skill);
  2057. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2058. continue;
  2059. if (battle_config.autospell_check_range &&
  2060. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2061. continue;
  2062. sd->state.autocast = 1;
  2063. it.lock = true;
  2064. skill_consume_requirement(sd,skill,skill_lv,1);
  2065. switch( type ) {
  2066. case CAST_GROUND:
  2067. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2068. break;
  2069. case CAST_NODAMAGE:
  2070. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2071. break;
  2072. case CAST_DAMAGE:
  2073. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2074. break;
  2075. }
  2076. it.lock = false;
  2077. sd->state.autocast = 0;
  2078. }
  2079. if( sd && !sd->autobonus3.empty() ) {
  2080. for (auto &it : sd->autobonus3) {
  2081. if (rnd()%1000 >= it->rate)
  2082. continue;
  2083. if (it->atk_type != skill_id)
  2084. continue;
  2085. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2086. }
  2087. }
  2088. return 1;
  2089. }
  2090. /* Splitted off from skill_additional_effect, which is never called when the
  2091. * attack skill kills the enemy. Place in this function counter status effects
  2092. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2093. * from cards) that will take effect on the source, not the target. [Skotlex]
  2094. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2095. * type of skills, so not every instance of skill_additional_effect needs a call
  2096. * to this one.
  2097. */
  2098. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2099. {
  2100. int rate;
  2101. struct map_session_data *sd=NULL;
  2102. struct map_session_data *dstsd=NULL;
  2103. nullpo_ret(src);
  2104. nullpo_ret(bl);
  2105. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2106. sd = BL_CAST(BL_PC, src);
  2107. dstsd = BL_CAST(BL_PC, bl);
  2108. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  2109. enum sc_type type;
  2110. unsigned int time;
  2111. for (const auto &it : dstsd->addeff_atked) {
  2112. rate = it.rate;
  2113. if (attack_type&BF_LONG)
  2114. rate += it.arrow_rate;
  2115. if (!rate)
  2116. continue;
  2117. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2118. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2119. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2120. continue; //Range Failed.
  2121. }
  2122. type = it.sc;
  2123. time = it.duration;
  2124. if (it.flag&ATF_TARGET && src != bl)
  2125. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2126. if (it.flag&ATF_SELF && !status_isdead(bl))
  2127. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2128. }
  2129. }
  2130. switch(skill_id) {
  2131. case MO_EXTREMITYFIST:
  2132. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2133. break;
  2134. case GS_FULLBUSTER:
  2135. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2136. break;
  2137. case HFLI_SBR44: //[orn]
  2138. case HVAN_EXPLOSION:
  2139. if(src->type == BL_HOM){
  2140. TBL_HOM *hd = (TBL_HOM*)src;
  2141. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2142. if (hd->master)
  2143. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2144. }
  2145. break;
  2146. case CR_GRANDCROSS:
  2147. case NPC_GRANDDARKNESS:
  2148. attack_type |= BF_WEAPON;
  2149. break;
  2150. case LG_HESPERUSLIT:
  2151. {
  2152. status_change *sc = status_get_sc(src);
  2153. if( sc && sc->data[SC_FORCEOFVANGUARD]) {
  2154. for(int i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2155. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2156. }
  2157. }
  2158. break;
  2159. case SP_SPA:
  2160. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2161. break;
  2162. case SP_SHA:
  2163. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2164. break;
  2165. case SP_SWHOO:
  2166. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2167. break;
  2168. }
  2169. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2170. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2171. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2172. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2173. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2174. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2175. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2176. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2177. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2178. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2179. }
  2180. if( sd && status_isdead(bl) ) {
  2181. int sp = 0, hp = 0;
  2182. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2183. sp += sd->bonus.sp_gain_value;
  2184. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2185. hp += sd->bonus.hp_gain_value;
  2186. }
  2187. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2188. sp += sd->bonus.long_sp_gain_value;
  2189. hp += sd->bonus.long_hp_gain_value;
  2190. }
  2191. if( attack_type&BF_MAGIC ) {
  2192. sp += sd->bonus.magic_sp_gain_value;
  2193. hp += sd->bonus.magic_hp_gain_value;
  2194. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2195. struct status_change *sc = NULL;
  2196. if( ( sc = status_get_sc(src) ) ) {
  2197. if(sc->data[SC_SPIRIT] &&
  2198. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2199. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2200. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2201. }
  2202. }
  2203. }
  2204. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2205. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2206. }
  2207. }
  2208. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2209. struct status_change *sc = status_get_sc(bl);
  2210. if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
  2211. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2212. }
  2213. // Trigger counter-spells to retaliate against damage causing skills.
  2214. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2215. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2216. {
  2217. for (const auto &it : dstsd->autospell2) {
  2218. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2219. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2220. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2221. continue; // one or more trigger conditions were not fulfilled
  2222. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2223. if (it.flag & 2)
  2224. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2225. int autospl_rate = it.rate;
  2226. //Physical range attacks only trigger autospells half of the time
  2227. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2228. autospl_rate>>=1;
  2229. dstsd->state.autocast = 1;
  2230. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2231. dstsd->state.autocast = 0;
  2232. continue;
  2233. }
  2234. dstsd->state.autocast = 0;
  2235. if (rnd()%1000 >= autospl_rate)
  2236. continue;
  2237. block_list *tbl = (it.flag & 1) ? src : bl;
  2238. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2239. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2240. continue;
  2241. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2242. continue;
  2243. dstsd->state.autocast = 1;
  2244. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2245. switch (type) {
  2246. case CAST_GROUND:
  2247. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2248. break;
  2249. case CAST_NODAMAGE:
  2250. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2251. break;
  2252. case CAST_DAMAGE:
  2253. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2254. break;
  2255. }
  2256. dstsd->state.autocast = 0;
  2257. //Set canact delay. [Skotlex]
  2258. unit_data *ud = unit_bl2ud(bl);
  2259. if (ud) {
  2260. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2261. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2262. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2263. if ( battle_config.display_status_timers && dstsd )
  2264. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2265. }
  2266. }
  2267. }
  2268. }
  2269. //Autobonus when attacked
  2270. if( dstsd && !status_isdead(bl) && !dstsd->autobonus2.empty() && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)) ) {
  2271. for (auto &it : dstsd->autobonus2) {
  2272. if (rnd()%1000 >= it->rate)
  2273. continue;
  2274. if (!(((it->atk_type)&attack_type)&BF_WEAPONMASK &&
  2275. ((it->atk_type)&attack_type)&BF_RANGEMASK &&
  2276. ((it->atk_type)&attack_type)&BF_SKILLMASK))
  2277. continue; // one or more trigger conditions were not fulfilled
  2278. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2279. }
  2280. }
  2281. return 0;
  2282. }
  2283. /*=========================================================================
  2284. Breaks equipment. On-non players causes the corresponding strip effect.
  2285. - rate goes from 0 to 10000 (100.00%)
  2286. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2287. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2288. --------------------------------------------------------------------------*/
  2289. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2290. {
  2291. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2292. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2293. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2294. struct status_change *sc = status_get_sc(bl);
  2295. int i;
  2296. TBL_PC *sd;
  2297. sd = BL_CAST(BL_PC, bl);
  2298. if (sc && !sc->count)
  2299. sc = NULL;
  2300. if (sd) {
  2301. if (sd->bonus.unbreakable_equip)
  2302. where &= ~sd->bonus.unbreakable_equip;
  2303. if (sd->bonus.unbreakable)
  2304. rate -= rate*sd->bonus.unbreakable/100;
  2305. if (where&EQP_WEAPON) {
  2306. switch (sd->status.weapon) {
  2307. case W_FIST: //Bare fists should not break :P
  2308. case W_1HAXE:
  2309. case W_2HAXE:
  2310. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2311. case W_2HMACE:
  2312. case W_STAFF:
  2313. case W_2HSTAFF:
  2314. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2315. case W_HUUMA:
  2316. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2317. case W_DOUBLE_DA:
  2318. case W_DOUBLE_SA:
  2319. where &= ~EQP_WEAPON;
  2320. }
  2321. }
  2322. }
  2323. if (flag&BCT_ENEMY) {
  2324. if (battle_config.equip_skill_break_rate != 100)
  2325. rate = rate*battle_config.equip_skill_break_rate/100;
  2326. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2327. if (battle_config.equip_self_break_rate != 100)
  2328. rate = rate*battle_config.equip_self_break_rate/100;
  2329. }
  2330. for (i = 0; i < 4; i++) {
  2331. if (where&where_list[i]) {
  2332. if (sc && sc->count && sc->data[scdef[i]])
  2333. where&=~where_list[i];
  2334. else if (rnd()%10000 >= rate)
  2335. where&=~where_list[i];
  2336. else if (!sd) //Cause Strip effect.
  2337. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2338. }
  2339. }
  2340. if (!where) //Nothing to break.
  2341. return 0;
  2342. if (sd) {
  2343. for (i = 0; i < EQI_MAX; i++) {
  2344. short j = sd->equip_index[i];
  2345. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2346. continue;
  2347. switch(i) {
  2348. case EQI_HEAD_TOP: //Upper Head
  2349. flag = (where&EQP_HELM);
  2350. break;
  2351. case EQI_ARMOR: //Body
  2352. flag = (where&EQP_ARMOR);
  2353. break;
  2354. case EQI_HAND_R: //Left/Right hands
  2355. case EQI_HAND_L:
  2356. flag = (
  2357. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2358. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2359. break;
  2360. case EQI_SHOES:
  2361. flag = (where&EQP_SHOES);
  2362. break;
  2363. case EQI_GARMENT:
  2364. flag = (where&EQP_GARMENT);
  2365. break;
  2366. default:
  2367. continue;
  2368. }
  2369. if (flag) {
  2370. sd->inventory.u.items_inventory[j].attribute = 1;
  2371. pc_unequipitem(sd, j, 3);
  2372. }
  2373. }
  2374. clif_equiplist(sd);
  2375. }
  2376. return where; //Return list of pieces broken.
  2377. }
  2378. /**
  2379. * Strip equipment from a target
  2380. * @param src: Source of call
  2381. * @param target: Target to strip
  2382. * @param skill_id: Skill used
  2383. * @param skill_lv: Skill level used
  2384. * @return True on successful strip or false otherwise
  2385. */
  2386. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2387. {
  2388. nullpo_retr(false, src);
  2389. nullpo_retr(false, target);
  2390. struct status_change *tsc = status_get_sc(target);
  2391. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2392. return false;
  2393. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2394. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2395. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2396. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2397. int rate, time, location, mod = 100;
  2398. switch (skill_id) { // Rate
  2399. case RG_STRIPWEAPON:
  2400. case RG_STRIPARMOR:
  2401. case RG_STRIPSHIELD:
  2402. case RG_STRIPHELM:
  2403. case GC_WEAPONCRUSH:
  2404. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2405. mod = 1000;
  2406. break;
  2407. case ST_FULLSTRIP: {
  2408. int min_rate = 50 + 20 * skill_lv;
  2409. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2410. rate = max(min_rate, rate);
  2411. mod = 1000;
  2412. break;
  2413. }
  2414. case GS_DISARM:
  2415. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2416. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2417. break;
  2418. case WL_EARTHSTRAIN: {
  2419. int job_lv = 0;
  2420. if (src->type == BL_PC)
  2421. job_lv = ((TBL_PC*)src)->status.job_level;
  2422. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2423. break;
  2424. }
  2425. case SC_STRIPACCESSARY:
  2426. rate = 12 + 2 * skill_lv;
  2427. break;
  2428. default:
  2429. return false;
  2430. }
  2431. if (rnd()%mod >= rate)
  2432. return false;
  2433. switch (skill_id) { // Duration
  2434. case SC_STRIPACCESSARY:
  2435. case GS_DISARM:
  2436. time = skill_get_time(skill_id, skill_lv);
  2437. break;
  2438. case WL_EARTHSTRAIN:
  2439. case RG_STRIPWEAPON:
  2440. case RG_STRIPARMOR:
  2441. case RG_STRIPSHIELD:
  2442. case RG_STRIPHELM:
  2443. case GC_WEAPONCRUSH:
  2444. case ST_FULLSTRIP:
  2445. if (skill_id == WL_EARTHSTRAIN)
  2446. time = skill_get_time2(skill_id, skill_lv);
  2447. else
  2448. time = skill_get_time(skill_id, skill_lv);
  2449. if (target->type == BL_PC)
  2450. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2451. else {
  2452. time += 15000;
  2453. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2454. }
  2455. break;
  2456. }
  2457. switch (skill_id) { // Location
  2458. case GC_WEAPONCRUSH:
  2459. case RG_STRIPWEAPON:
  2460. case GS_DISARM:
  2461. location = EQP_WEAPON;
  2462. break;
  2463. case RG_STRIPARMOR:
  2464. location = EQP_ARMOR;
  2465. break;
  2466. case RG_STRIPSHIELD:
  2467. location = EQP_SHIELD;
  2468. break;
  2469. case RG_STRIPHELM:
  2470. location = EQP_HELM;
  2471. break;
  2472. case ST_FULLSTRIP:
  2473. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2474. break;
  2475. case SC_STRIPACCESSARY:
  2476. location = EQP_ACC;
  2477. break;
  2478. }
  2479. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2480. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->data[sc_def[i]])
  2481. location &=~ pos[i];
  2482. }
  2483. if (!location)
  2484. return false;
  2485. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2486. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2487. location &=~ pos[i];
  2488. }
  2489. return location ? true : false;
  2490. }
  2491. /**
  2492. * Used to knock back players, monsters, traps, etc
  2493. * @param src Object that give knock back
  2494. * @param target Object that receive knock back
  2495. * @param count Number of knock back cell requested
  2496. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2497. * @param flag
  2498. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2499. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2500. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2501. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2502. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2503. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2504. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2505. * @return Number of knocked back cells done
  2506. */
  2507. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2508. {
  2509. int dx = 0, dy = 0;
  2510. uint8 checkflag = 0;
  2511. struct status_change *tsc = status_get_sc(target);
  2512. enum e_unit_blown reason = UB_KNOCKABLE;
  2513. nullpo_ret(src);
  2514. nullpo_ret(target);
  2515. if (!count)
  2516. return count; // Actual knockback distance is 0.
  2517. // Create flag needed in unit_blown_immune
  2518. if(src != target)
  2519. checkflag |= 0x1; // Offensive
  2520. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2521. checkflag |= 0x2; // Knockback type
  2522. if(status_get_class_(src) == CLASS_BOSS)
  2523. checkflag |= 0x4; // Boss attack
  2524. // Get reason and check for flags
  2525. reason = unit_blown_immune(target, checkflag);
  2526. switch(reason) {
  2527. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2528. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2529. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2530. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2531. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2532. }
  2533. if (dir == -1) // <optimized>: do the computation here instead of outside
  2534. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2535. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2536. dx = -dirx[dir];
  2537. dy = -diry[dir];
  2538. }
  2539. if (tsc) {
  2540. if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2541. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2542. if (tsc->data[SC_ROLLINGCUTTER])
  2543. status_change_end(target, SC_ROLLINGCUTTER, INVALID_TIMER);
  2544. if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
  2545. return 0;
  2546. }
  2547. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2548. }
  2549. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2550. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2551. // In case of success returns type of reflection, otherwise 0
  2552. // 1 - Regular reflection (Maya)
  2553. // 2 - SL_KAITE reflection
  2554. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2555. {
  2556. struct status_change *sc = status_get_sc(bl);
  2557. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2558. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2559. // Item-based reflection - Bypasses Boss check
  2560. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2561. return 1;
  2562. }
  2563. // Magic Mirror reflection - Bypasses Boss check
  2564. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2565. return 1;
  2566. if( status_get_class_(src) == CLASS_BOSS )
  2567. return 0;
  2568. // status-based reflection
  2569. if( !sc || sc->count == 0 )
  2570. return 0;
  2571. // Kaite reflection - Does not bypass Boss check
  2572. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
  2573. #ifdef RENEWAL
  2574. && type // Does not reflect AoE
  2575. #endif
  2576. ) {
  2577. // Kaite only works against non-players if they are low-level.
  2578. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2579. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2580. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2581. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2582. return 2;
  2583. }
  2584. return 0;
  2585. }
  2586. /**
  2587. * Checks whether a skill can be used in combos or not
  2588. * @param skill_id: Target skill
  2589. * @return 0: Skill is not a combo
  2590. * 1: Skill is a normal combo
  2591. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2592. * @author Panikon
  2593. */
  2594. int skill_is_combo(uint16 skill_id) {
  2595. switch(skill_id) {
  2596. case MO_CHAINCOMBO:
  2597. case MO_COMBOFINISH:
  2598. case CH_TIGERFIST:
  2599. case CH_CHAINCRUSH:
  2600. case MO_EXTREMITYFIST:
  2601. case TK_TURNKICK:
  2602. case TK_STORMKICK:
  2603. case TK_DOWNKICK:
  2604. case TK_COUNTER:
  2605. case TK_JUMPKICK:
  2606. case HT_POWER:
  2607. case SR_DRAGONCOMBO:
  2608. return 1;
  2609. case SR_FALLENEMPIRE:
  2610. case SR_TIGERCANNON:
  2611. case SR_GATEOFHELL:
  2612. return 2;
  2613. }
  2614. return 0;
  2615. }
  2616. /*
  2617. * Combo handler, start stop combo status
  2618. */
  2619. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2620. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2621. switch (skill_id) {
  2622. case MH_MIDNIGHT_FRENZY:
  2623. case MH_EQC:
  2624. {
  2625. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2626. short idx = hom_skill_get_index(skill_id2);
  2627. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2628. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2629. if (idx == -1)
  2630. break;
  2631. sd = hd->master;
  2632. hd->homunculus.hskill[idx].flag= flag;
  2633. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2634. }
  2635. break;
  2636. case MO_COMBOFINISH:
  2637. case CH_TIGERFIST:
  2638. case CH_CHAINCRUSH:
  2639. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2640. break;
  2641. case TK_JUMPKICK:
  2642. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2643. break;
  2644. case MO_TRIPLEATTACK:
  2645. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2646. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2647. break;
  2648. case SR_FALLENEMPIRE:
  2649. if (sd){
  2650. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2651. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2652. }
  2653. break;
  2654. }
  2655. }
  2656. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2657. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2658. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2659. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2660. struct status_change_entry *sce;
  2661. TBL_PC *sd = BL_CAST(BL_PC,src);
  2662. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2663. struct status_change *sc = status_get_sc(src);
  2664. if(sc == NULL) return;
  2665. //End previous combo state after skill is invoked
  2666. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2667. switch (skill_id) {
  2668. case TK_TURNKICK:
  2669. case TK_STORMKICK:
  2670. case TK_DOWNKICK:
  2671. case TK_COUNTER:
  2672. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2673. sce->val1 = skill_id; //Update combo-skill
  2674. sce->val3 = skill_id;
  2675. if( sce->timer != INVALID_TIMER )
  2676. delete_timer(sce->timer, status_change_timer);
  2677. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2678. break;
  2679. }
  2680. unit_cancel_combo(src); // Cancel combo wait
  2681. break;
  2682. default:
  2683. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2684. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2685. }
  2686. }
  2687. //start new combo
  2688. if (sd) { //player only
  2689. switch (skill_id) {
  2690. case MO_TRIPLEATTACK:
  2691. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2692. duration = 1;
  2693. target_id = 0; // Will target current auto-target instead
  2694. }
  2695. break;
  2696. case MO_CHAINCOMBO:
  2697. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2698. duration = 1;
  2699. target_id = 0; // Will target current auto-target instead
  2700. }
  2701. break;
  2702. case MO_COMBOFINISH:
  2703. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2704. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2705. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2706. duration = 1;
  2707. target_id = 0; // Will target current auto-target instead
  2708. }
  2709. case CH_TIGERFIST:
  2710. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2711. duration = 1;
  2712. target_id = 0; // Will target current auto-target instead
  2713. }
  2714. case CH_CHAINCRUSH:
  2715. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2716. duration = 1;
  2717. target_id = 0; // Will target current auto-target instead
  2718. }
  2719. break;
  2720. case AC_DOUBLE:
  2721. if (pc_checkskill(sd, HT_POWER)) {
  2722. duration = 2000;
  2723. nodelay = 1; //Neither gives walk nor attack delay
  2724. target_id = 0; //Does not need to be used on previous target
  2725. }
  2726. break;
  2727. case SR_DRAGONCOMBO:
  2728. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2729. duration = 1;
  2730. break;
  2731. case SR_FALLENEMPIRE:
  2732. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2733. duration = 1;
  2734. break;
  2735. case SJ_PROMINENCEKICK:
  2736. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2737. duration = 1;
  2738. break;
  2739. }
  2740. }
  2741. else { //other
  2742. switch(skill_id) {
  2743. case MH_TINDER_BREAKER:
  2744. case MH_CBC:
  2745. case MH_SONIC_CRAW:
  2746. case MH_SILVERVEIN_RUSH:
  2747. if(hd->homunculus.spiritball > 0) duration = 2000;
  2748. nodelay = 1;
  2749. break;
  2750. case MH_EQC:
  2751. case MH_MIDNIGHT_FRENZY:
  2752. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2753. nodelay = 1;
  2754. break;
  2755. }
  2756. }
  2757. if (duration) { //Possible to chain
  2758. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2759. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  2760. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2761. clif_combo_delay(src, duration);
  2762. }
  2763. }
  2764. /**
  2765. * Copy skill by Plagiarism or Reproduce
  2766. * @param src: The caster
  2767. * @param bl: The target
  2768. * @param skill_id: Skill that casted
  2769. * @param skill_lv: Skill level of the casted skill
  2770. */
  2771. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2772. {
  2773. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2774. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2775. return;
  2776. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2777. else if (tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2778. return;
  2779. else {
  2780. uint16 idx;
  2781. uint8 lv;
  2782. skill_id = skill_dummy2skill_id(skill_id);
  2783. //Use skill index, avoiding out-of-bound array [Cydh]
  2784. if (!(idx = skill_get_index(skill_id)))
  2785. return;
  2786. switch (skill_isCopyable(tsd,skill_id)) {
  2787. case 1: //Copied by Plagiarism
  2788. {
  2789. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2790. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2791. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2792. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2793. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2794. }
  2795. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2796. tsd->cloneskill_idx = idx;
  2797. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2798. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2799. }
  2800. break;
  2801. case 2: //Copied by Reproduce
  2802. {
  2803. struct status_change *tsc = status_get_sc(bl);
  2804. //Already did SC check
  2805. //Skill level copied depends on Reproduce skill that used
  2806. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2807. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2808. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2809. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2810. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2811. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2812. }
  2813. //Level dependent and limitation.
  2814. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2815. lv = min(lv,skill_get_max(skill_id));
  2816. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2817. lv = min(lv,skill_lv);
  2818. tsd->reproduceskill_idx = idx;
  2819. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2820. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2821. }
  2822. break;
  2823. default: return;
  2824. }
  2825. tsd->status.skill[idx].id = skill_id;
  2826. tsd->status.skill[idx].lv = lv;
  2827. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2828. clif_addskill(tsd,skill_id);
  2829. }
  2830. }
  2831. /**
  2832. * Knockback the target on skill_attack
  2833. * @param src is the master behind the attack
  2834. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2835. * @param target is the target to be attacked.
  2836. * @param blewcount
  2837. * @param skill_id
  2838. * @param skill_lv
  2839. * @param damage
  2840. * @param tick
  2841. * @param flag can hold a bunch of information:
  2842. */
  2843. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
  2844. int8 dir = -1; // Default direction
  2845. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2846. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2847. if (!blewcount || target == dsrc || status_isdead(target))
  2848. return;
  2849. // Skill specific direction
  2850. switch (skill_id) {
  2851. case MG_FIREWALL:
  2852. case EL_FIRE_MANTLE:
  2853. dir = unit_getdir(target); // Backwards
  2854. break;
  2855. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2856. case WZ_STORMGUST:
  2857. if(!battle_config.stormgust_knockback)
  2858. dir = rnd()%8;
  2859. break;
  2860. case MC_CARTREVOLUTION:
  2861. if (battle_config.cart_revo_knockback)
  2862. dir = 6; // Official servers push target to the West
  2863. break;
  2864. case AC_SHOWER:
  2865. case WL_CRIMSONROCK:
  2866. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  2867. dir = map_calc_dir(target, src->x, src->y);
  2868. else
  2869. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  2870. break;
  2871. case HT_PHANTASMIC: // issue #1378
  2872. if (status_get_hp(target) - damage <= 0) return;
  2873. break;
  2874. }
  2875. // Blown-specific handling
  2876. switch( skill_id ) {
  2877. case SR_KNUCKLEARROW:
  2878. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2879. // Boss & Immune Knockback stay in place and don't get bonus damage
  2880. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2881. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  2882. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2883. dir_ka = -1;
  2884. break;
  2885. case RL_R_TRIP:
  2886. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  2887. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2888. break;
  2889. default:
  2890. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  2891. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2892. TBL_SKILL *su = (TBL_SKILL*)target;
  2893. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2894. skill_blown(src, target, 3, -1, BLOWN_NONE);
  2895. }
  2896. break;
  2897. }
  2898. clif_fixpos(target);
  2899. }
  2900. /*
  2901. * =========================================================================
  2902. * Does a skill attack with the given properties.
  2903. * @param src is the master behind the attack (player/mob/pet)
  2904. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2905. * @param bl is the target to be attacked.
  2906. * @param flag can hold a bunch of information:
  2907. * flag&1
  2908. * flag&2 - Disable re-triggered by double casting
  2909. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2910. * flag&8 - SC_COMBO state used to deal bonus damage
  2911. *
  2912. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2913. * (usually holds number of targets, or just 1 for simple splash attacks)
  2914. *
  2915. * flag&0xF000 - Values from enum e_skill_display
  2916. * flag&0x3F0000 - Values from enum e_battle_check_target
  2917. *
  2918. * flag&0x1000000 - Return 0 if damage was reflected
  2919. *-------------------------------------------------------------------------*/
  2920. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  2921. {
  2922. struct Damage dmg;
  2923. struct status_data *sstatus, *tstatus;
  2924. struct status_change *sc, *tsc;
  2925. struct map_session_data *sd, *tsd;
  2926. int64 damage;
  2927. bool rmdamage = false;//magic reflected
  2928. int type;
  2929. enum e_damage_type dmg_type;
  2930. bool shadow_flag = false;
  2931. bool additional_effects = true;
  2932. if(skill_id > 0 && !skill_lv)
  2933. return 0;
  2934. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2935. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2936. nullpo_ret(bl); //Target to be attacked.
  2937. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  2938. return 0;
  2939. if (src != dsrc) {
  2940. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2941. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2942. return 0;
  2943. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  2944. //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]
  2945. if (!status_check_skilluse(src, bl, skill_id, 2))
  2946. return 0;
  2947. }
  2948. sd = BL_CAST(BL_PC, src);
  2949. tsd = BL_CAST(BL_PC, bl);
  2950. sstatus = status_get_status_data(src);
  2951. tstatus = status_get_status_data(bl);
  2952. sc= status_get_sc(src);
  2953. tsc= status_get_sc(bl);
  2954. if (tsc && !tsc->count)
  2955. tsc = NULL; //Don't need it.
  2956. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2957. if (tsc && tsc->data[SC_TRICKDEAD])
  2958. return 0;
  2959. #ifndef RENEWAL
  2960. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2961. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2962. return 0;
  2963. #endif
  2964. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2965. //If the damage source is a unit, the damage is not delayed
  2966. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  2967. dmg.amotion = 0;
  2968. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2969. // Adjusted to the new system [Skotlex]
  2970. if( src->type == BL_PET ) { // [Valaris]
  2971. struct pet_data *pd = (TBL_PET*)src;
  2972. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2973. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2974. int element = skill_get_ele(skill_id, skill_lv);
  2975. /*if (skill_id == -1) Does it ever worked?
  2976. element = sstatus->rhw.ele;*/
  2977. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2978. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2979. else
  2980. dmg.damage = pd->a_skill->damage; // Fixed damage
  2981. }
  2982. else
  2983. dmg.damage = 1*pd->a_skill->div_;
  2984. dmg.damage2 = 0;
  2985. dmg.div_= pd->a_skill->div_;
  2986. }
  2987. }
  2988. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2989. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2990. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2991. { //Magic reflection, switch caster/target
  2992. struct block_list *tbl = bl;
  2993. rmdamage = true;
  2994. bl = src;
  2995. src = tbl;
  2996. dsrc = tbl;
  2997. sd = BL_CAST(BL_PC, src);
  2998. tsd = BL_CAST(BL_PC, bl);
  2999. tsc = status_get_sc(bl);
  3000. if (tsc && !tsc->count)
  3001. tsc = NULL; //Don't need it.
  3002. /* bugreport:2564 flag&2 disables double casting trigger */
  3003. flag |= 2;
  3004. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3005. flag |= 4;
  3006. //Spirit of Wizard blocks Kaite's reflection
  3007. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  3008. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3009. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3010. if (type >= 0) {
  3011. if ( tsd )
  3012. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3013. dmg.damage = dmg.damage2 = 0;
  3014. dmg.dmg_lv = ATK_MISS;
  3015. tsc->data[SC_SPIRIT]->val3 = skill_id;
  3016. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  3017. }
  3018. } else if( type != 2 ) /* Kaite bypasses */
  3019. additional_effects = false;
  3020. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3021. #if MAGIC_REFLECTION_TYPE
  3022. #ifdef RENEWAL
  3023. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3024. #else
  3025. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3026. // regardless of caster's equipment (Aegis 11.1)
  3027. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3028. #endif
  3029. short s_ele = skill_get_ele(skill_id, skill_lv);
  3030. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3031. s_ele = sstatus->rhw.ele;
  3032. else if (s_ele == ELE_ENDOWED) //Use status element
  3033. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3034. else if( s_ele == ELE_RANDOM) //Use random element
  3035. s_ele = rnd()%ELE_ALL;
  3036. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3037. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  3038. struct status_data *status = status_get_status_data(bl);
  3039. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3040. per /=20; //Uses 20% SP intervals.
  3041. //SP Cost: 1% + 0.5% per every 20% SP
  3042. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3043. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  3044. //Reduction: 6% + 6% every 20%
  3045. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3046. }
  3047. if (dmg.damage > 0 && tsd && tsd->bonus.reduce_damage_return != 0) {
  3048. dmg.damage -= dmg.damage * tsd->bonus.reduce_damage_return / 100;
  3049. dmg.damage = i64max(dmg.damage, 1);
  3050. }
  3051. }
  3052. #endif
  3053. }
  3054. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  3055. int sp = skill_get_sp(skill_id,skill_lv);
  3056. #ifndef RENEWAL
  3057. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3058. #endif
  3059. dmg.damage = dmg.damage2 = 0;
  3060. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3061. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3062. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3063. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3064. status_heal(bl, 0, sp, 2);
  3065. }
  3066. if( (dmg.damage || dmg.damage2) && tsc && (tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 || tsc->data[SC_NPC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_NPC_HALLUCINATIONWALK]->val3) ) {
  3067. dmg.damage = dmg.damage2 = 0;
  3068. dmg.dmg_lv = ATK_MISS;
  3069. }
  3070. }
  3071. damage = dmg.damage + dmg.damage2;
  3072. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3073. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3074. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  3075. damage = 1;
  3076. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  3077. struct block_list *nbl;
  3078. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3079. if( nbl ){ // Only one target is chosen.
  3080. damage = damage / 2; // Deflect half of the damage to a target nearby
  3081. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3082. }
  3083. }
  3084. //Skill hit type
  3085. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3086. switch( skill_id ) {
  3087. case SC_TRIANGLESHOT:
  3088. if( rnd()%100 > (1 + skill_lv) )
  3089. dmg.blewcount = 0;
  3090. break;
  3091. default:
  3092. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3093. dmg.blewcount = 0; //only pushback when it hit for other
  3094. break;
  3095. }
  3096. switch( skill_id ) {
  3097. case CR_GRANDCROSS:
  3098. case NPC_GRANDDARKNESS:
  3099. if( battle_config.gx_disptype)
  3100. dsrc = src;
  3101. if( src == bl)
  3102. dmg_type = DMG_ENDURE;
  3103. else
  3104. flag|= SD_ANIMATION;
  3105. break;
  3106. case NJ_TATAMIGAESHI: //For correct knockback.
  3107. dsrc = src;
  3108. flag|= SD_ANIMATION;
  3109. break;
  3110. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3111. int level;
  3112. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3113. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3114. }
  3115. break;
  3116. case SL_STIN:
  3117. case SL_STUN:
  3118. if (skill_lv >= 7) {
  3119. struct status_change *sc_cur = status_get_sc(src);
  3120. if (sc_cur && !sc_cur->data[SC_SMA])
  3121. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3122. }
  3123. break;
  3124. }
  3125. //combo handling
  3126. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3127. //Display damage.
  3128. switch( skill_id ) {
  3129. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3130. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3131. break;
  3132. //Skills that need be passed as a normal attack for the client to display correctly.
  3133. case HVAN_EXPLOSION:
  3134. case NPC_SELFDESTRUCTION:
  3135. if(src->type == BL_PC)
  3136. dmg.blewcount = 10;
  3137. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3138. // fall through
  3139. case KN_AUTOCOUNTER:
  3140. case NPC_CRITICALSLASH:
  3141. case TF_DOUBLE:
  3142. case GS_CHAINACTION:
  3143. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3144. break;
  3145. case AS_SPLASHER:
  3146. if( flag&SD_ANIMATION ) // the surrounding targets
  3147. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3148. else // the central target doesn't display an animation
  3149. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3150. break;
  3151. case SR_EARTHSHAKER:
  3152. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3153. break;
  3154. case WL_SOULEXPANSION:
  3155. case WL_COMET:
  3156. case NPC_COMET:
  3157. case KO_MUCHANAGE:
  3158. #ifndef RENEWAL
  3159. case NJ_HUUMA:
  3160. #endif
  3161. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3162. break;
  3163. case WL_CHAINLIGHTNING_ATK:
  3164. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3165. break;
  3166. case WL_TETRAVORTEX_FIRE:
  3167. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3168. break;
  3169. case LG_SHIELDPRESS:
  3170. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3171. break;
  3172. case NPC_EARTHQUAKE:
  3173. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3174. break;
  3175. case NPC_DARKPIERCING:
  3176. case EL_FIRE_BOMB:
  3177. case EL_FIRE_BOMB_ATK:
  3178. case EL_FIRE_WAVE:
  3179. case EL_FIRE_WAVE_ATK:
  3180. case EL_FIRE_MANTLE:
  3181. case EL_CIRCLE_OF_FIRE:
  3182. case EL_FIRE_ARROW:
  3183. case EL_ICE_NEEDLE:
  3184. case EL_WATER_SCREW:
  3185. case EL_WATER_SCREW_ATK:
  3186. case EL_WIND_SLASH:
  3187. case EL_TIDAL_WEAPON:
  3188. case EL_ROCK_CRUSHER:
  3189. case EL_ROCK_CRUSHER_ATK:
  3190. case EL_HURRICANE:
  3191. case EL_HURRICANE_ATK:
  3192. case KO_BAKURETSU:
  3193. case GN_HELLS_PLANT_ATK:
  3194. case SU_SV_ROOTTWIST_ATK:
  3195. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3196. break;
  3197. case GN_FIRE_EXPANSION_ACID:
  3198. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3199. break;
  3200. case GN_SLINGITEM_RANGEMELEEATK:
  3201. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3202. break;
  3203. case EL_STONE_RAIN:
  3204. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3205. break;
  3206. case WM_SEVERE_RAINSTORM_MELEE:
  3207. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3208. break;
  3209. case HT_CLAYMORETRAP:
  3210. case HT_BLASTMINE:
  3211. case HT_FLASHER:
  3212. case HT_FREEZINGTRAP:
  3213. case RA_CLUSTERBOMB:
  3214. case RA_FIRINGTRAP:
  3215. case RA_ICEBOUNDTRAP:
  3216. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3217. if( dsrc != src ) // avoid damage display redundancy
  3218. break;
  3219. //Fall through
  3220. case HT_LANDMINE:
  3221. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3222. break;
  3223. case WZ_SIGHTBLASTER:
  3224. //Sightblaster should never call clif_skill_damage twice
  3225. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3226. break;
  3227. case RL_R_TRIP_PLUSATK:
  3228. case RL_S_STORM:
  3229. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3230. break;
  3231. case SU_LUNATICCARROTBEAT:
  3232. case SU_LUNATICCARROTBEAT2:
  3233. case SP_CURSEEXPLOSION:
  3234. case SP_SPA:
  3235. case SP_SHA:
  3236. if (dmg.div_ < 2)
  3237. type = DMG_SPLASH;
  3238. if (!(flag&SD_ANIMATION))
  3239. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3240. // Fall through
  3241. case WM_REVERBERATION:
  3242. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3243. break;
  3244. case SJ_FALLINGSTAR_ATK:
  3245. case SJ_FALLINGSTAR_ATK2:
  3246. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3247. break;
  3248. case SJ_NOVAEXPLOSING:
  3249. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3250. break;
  3251. case AB_DUPLELIGHT_MELEE:
  3252. case AB_DUPLELIGHT_MAGIC:
  3253. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3254. default:
  3255. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3256. dmg_type = DMG_SPLASH;
  3257. if (src->type == BL_SKILL) {
  3258. TBL_SKILL *su = (TBL_SKILL*)src;
  3259. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3260. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3261. break;
  3262. }
  3263. }
  3264. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3265. break;
  3266. }
  3267. map_freeblock_lock();
  3268. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3269. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3270. skill_do_copy(src,bl,skill_id,skill_lv);
  3271. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3272. { //Skills with can't walk delay also stop normal attacking for that
  3273. //duration when the attack connects. [Skotlex]
  3274. struct unit_data *ud = unit_bl2ud(src);
  3275. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3276. ud->attackabletime = tick + type;
  3277. }
  3278. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3279. // Instant damage
  3280. if( !dmg.amotion ) {
  3281. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION])
  3282. #ifndef RENEWAL
  3283. || skill_id == HW_GRAVITATION
  3284. #endif
  3285. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3286. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3287. if( !status_isdead(bl) && additional_effects )
  3288. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3289. if( damage > 0 ) //Counter status effects [Skotlex]
  3290. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3291. }
  3292. // Blow!
  3293. if (!(flag&4))
  3294. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3295. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3296. if( dmg.amotion ) {
  3297. if( shadow_flag ) {
  3298. if( !status_isdead(bl) && additional_effects )
  3299. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3300. if( dmg.flag > ATK_BLOCK )
  3301. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3302. } else
  3303. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3304. }
  3305. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3306. #ifndef RENEWAL
  3307. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3308. #endif
  3309. ) {
  3310. if (tsc->data[SC_DEVOTION]) {
  3311. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3312. struct block_list *d_bl = map_id2bl(sce->val1);
  3313. if (d_bl && (
  3314. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3315. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3316. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3317. {
  3318. if (!rmdamage) {
  3319. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3320. status_fix_damage(NULL, d_bl, damage, 0, 0);
  3321. } else {
  3322. bool isDevotRdamage = false;
  3323. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3324. isDevotRdamage = true;
  3325. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3326. // This check is only for magical skill.
  3327. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3328. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3329. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0, 0);
  3330. }
  3331. } else {
  3332. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3333. if (!dmg.amotion)
  3334. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3335. }
  3336. }
  3337. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3338. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3339. struct block_list *e_bl = map_id2bl(sce->val1);
  3340. if (e_bl) {
  3341. if (!rmdamage) {
  3342. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3343. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3344. } else {
  3345. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3346. status_fix_damage(bl, bl, damage, 0, 0);
  3347. }
  3348. }
  3349. }
  3350. }
  3351. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3352. if( skill_id == RG_INTIMIDATE ) {
  3353. int rate = 50 + skill_lv * 5;
  3354. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3355. if(rnd()%100 < rate)
  3356. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3357. }
  3358. }
  3359. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3360. dmg.flag |= BF_WEAPON;
  3361. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3362. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3363. {
  3364. if (battle_config.left_cardfix_to_right)
  3365. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3366. else
  3367. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3368. }
  3369. if( damage > 0 ) { // Post-damage effects
  3370. switch( skill_id ) {
  3371. case GC_VENOMPRESSURE: {
  3372. struct status_change *ssc = status_get_sc(src);
  3373. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3374. sc_start4(src, bl, (sc_type)ssc->data[SC_POISONINGWEAPON]->val2, 100, ssc->data[SC_POISONINGWEAPON]->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3375. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3376. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3377. }
  3378. }
  3379. break;
  3380. }
  3381. if( sd )
  3382. skill_onskillusage(sd, bl, skill_id, tick);
  3383. }
  3384. if (!(flag&2)) {
  3385. switch (skill_id) {
  3386. case MG_COLDBOLT:
  3387. case MG_FIREBOLT:
  3388. case MG_LIGHTNINGBOLT:
  3389. if (sc && sc->data[SC_DOUBLECAST] && rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  3390. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3391. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3392. break;
  3393. case SU_BITE:
  3394. case SU_SCRATCH:
  3395. case SU_SV_STEMSPEAR:
  3396. case SU_SCAROFTAROU:
  3397. case SU_PICKYPECK:
  3398. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3399. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3400. break;
  3401. }
  3402. }
  3403. map_freeblock_unlock();
  3404. if ((flag&0x1000000) && rmdamage)
  3405. return 0; //Should return 0 when damage was reflected
  3406. return damage;
  3407. }
  3408. /*==========================================
  3409. * Sub function for recursive skill call.
  3410. * Checking bl battle flag and display damage
  3411. * then call func with source,target,skill_id,skill_lv,tick,flag
  3412. *------------------------------------------*/
  3413. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3414. int skill_area_sub(struct block_list *bl, va_list ap)
  3415. {
  3416. struct block_list *src;
  3417. uint16 skill_id,skill_lv;
  3418. int flag;
  3419. t_tick tick;
  3420. SkillFunc func;
  3421. nullpo_ret(bl);
  3422. src = va_arg(ap,struct block_list *);
  3423. skill_id = va_arg(ap,int);
  3424. skill_lv = va_arg(ap,int);
  3425. tick = va_arg(ap,t_tick);
  3426. flag = va_arg(ap,int);
  3427. func = va_arg(ap,SkillFunc);
  3428. if (flag&BCT_WOS && src == bl)
  3429. return 0;
  3430. if(battle_check_target(src,bl,flag) > 0) {
  3431. // several splash skills need this initial dummy packet to display correctly
  3432. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3433. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3434. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3435. skill_area_temp[2]++;
  3436. return func(src,bl,skill_id,skill_lv,tick,flag);
  3437. }
  3438. return 0;
  3439. }
  3440. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3441. {
  3442. struct skill_unit *unit;
  3443. uint16 skill_id,g_skill_id;
  3444. unit = (struct skill_unit *)bl;
  3445. if(bl->prev == NULL || bl->type != BL_SKILL)
  3446. return 0;
  3447. if(!unit->alive)
  3448. return 0;
  3449. skill_id = va_arg(ap,int);
  3450. g_skill_id = unit->group->skill_id;
  3451. switch (skill_id) {
  3452. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3453. if(g_skill_id == SA_LANDPROTECTOR)
  3454. break;
  3455. //Fall through
  3456. case MH_STEINWAND:
  3457. case MG_SAFETYWALL:
  3458. case SC_MAELSTROM:
  3459. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3460. return 0;
  3461. break;
  3462. case AL_WARP:
  3463. case HT_SKIDTRAP:
  3464. case MA_SKIDTRAP:
  3465. case HT_LANDMINE:
  3466. case MA_LANDMINE:
  3467. case HT_ANKLESNARE:
  3468. case HT_SHOCKWAVE:
  3469. case HT_SANDMAN:
  3470. case MA_SANDMAN:
  3471. case HT_FLASHER:
  3472. case HT_FREEZINGTRAP:
  3473. case MA_FREEZINGTRAP:
  3474. case HT_BLASTMINE:
  3475. case HT_CLAYMORETRAP:
  3476. case HT_TALKIEBOX:
  3477. #ifndef RENEWAL
  3478. case HP_BASILICA:
  3479. #endif
  3480. case RA_ELECTRICSHOCKER:
  3481. case RA_CLUSTERBOMB:
  3482. case RA_MAGENTATRAP:
  3483. case RA_COBALTTRAP:
  3484. case RA_MAIZETRAP:
  3485. case RA_VERDURETRAP:
  3486. case RA_FIRINGTRAP:
  3487. case RA_ICEBOUNDTRAP:
  3488. case SC_DIMENSIONDOOR:
  3489. case SC_BLOODYLUST:
  3490. case NPC_REVERBERATION:
  3491. case GN_THORNS_TRAP:
  3492. case RL_B_TRAP:
  3493. case SC_ESCAPE:
  3494. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3495. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3496. return 0;
  3497. break;
  3498. default: //Avoid stacking with same kind of trap. [Skotlex]
  3499. if (g_skill_id != skill_id)
  3500. return 0;
  3501. break;
  3502. }
  3503. return 1;
  3504. }
  3505. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3506. {
  3507. //Non players do not check for the skill's splash-trigger area.
  3508. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3509. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3510. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3511. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3512. return 0;
  3513. }
  3514. range += layout_type;
  3515. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3516. }
  3517. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3518. {
  3519. uint16 skill_id;
  3520. if(bl->prev == NULL)
  3521. return 0;
  3522. skill_id = va_arg(ap,int);
  3523. if( status_isdead(bl) && skill_id != AL_WARP )
  3524. return 0;
  3525. #ifndef RENEWAL
  3526. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3527. return 0;
  3528. #endif
  3529. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3530. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3531. return 1;
  3532. }
  3533. /**
  3534. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3535. * @param bl Object that casted skill
  3536. * @param x Position x of the target
  3537. * @param y Position y of the target
  3538. * @param skill_id The casted skill
  3539. * @param skill_lv The skill Lv
  3540. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3541. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3542. */
  3543. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3544. {
  3545. int range = 0, type;
  3546. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3547. if (isNearNPC)
  3548. range = skill_get_splash(skill_id,skill_lv);
  3549. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3550. if (!isNearNPC || !range) {
  3551. switch (skill_id) { // to be expanded later
  3552. case WZ_ICEWALL:
  3553. range = 2;
  3554. break;
  3555. case SC_MANHOLE:
  3556. range = 0;
  3557. break;
  3558. default: {
  3559. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3560. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3561. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3562. return 0;
  3563. }
  3564. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3565. }
  3566. break;
  3567. }
  3568. }
  3569. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3570. //Check the additional range [Cydh]
  3571. if (isNearNPC && skill_npc_range > 0)
  3572. range += skill_npc_range;
  3573. if (!isNearNPC) { //Doesn't check the NPC range
  3574. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3575. if (bl->type&battle_config.skill_nofootset)
  3576. type = BL_CHAR;
  3577. else if(bl->type == BL_MOB)
  3578. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3579. else
  3580. return 0; //Don't check
  3581. } else
  3582. type = BL_NPC;
  3583. return (!isNearNPC) ?
  3584. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3585. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3586. //isNearNPC is used to check range from NPC
  3587. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3588. }
  3589. /*==========================================
  3590. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3591. * Flag:
  3592. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3593. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3594. *------------------------------------------*/
  3595. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3596. {
  3597. struct status_data *status;
  3598. struct map_session_data *sd = NULL;
  3599. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3600. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3601. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3602. nullpo_retr(0, bl);
  3603. switch( bl->type )
  3604. {
  3605. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3606. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3607. }
  3608. status = status_get_status_data(bl);
  3609. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3610. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3611. if (skill == nullptr)
  3612. return 0;
  3613. // Requirements
  3614. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3615. {
  3616. itemid[i] = skill->require.itemid[i];
  3617. amount[i] = skill->require.amount[i];
  3618. }
  3619. hp = skill->require.hp[skill_lv - 1];
  3620. sp = skill->require.sp[skill_lv - 1];
  3621. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3622. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3623. state = skill->require.state;
  3624. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3625. hp += (status->max_hp * mhp) / 100;
  3626. if( hp_rate > 0 )
  3627. hp += (status->hp * hp_rate) / 100;
  3628. else
  3629. hp += (status->max_hp * (-hp_rate)) / 100;
  3630. if( sp_rate > 0 )
  3631. sp += (status->sp * sp_rate) / 100;
  3632. else
  3633. sp += (status->max_sp * (-sp_rate)) / 100;
  3634. if( !(type&2) )
  3635. {
  3636. if( hp > 0 && status->hp <= (unsigned int)hp )
  3637. {
  3638. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3639. return 0;
  3640. }
  3641. if( sp > 0 && status->sp <= (unsigned int)sp )
  3642. {
  3643. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3644. return 0;
  3645. }
  3646. }
  3647. if( !type )
  3648. switch( state )
  3649. {
  3650. case ST_MOVE_ENABLE:
  3651. if( !unit_can_move(bl) )
  3652. {
  3653. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3654. return 0;
  3655. }
  3656. break;
  3657. }
  3658. if( !(type&1) )
  3659. return 1;
  3660. // Check item existences
  3661. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3662. {
  3663. index[i] = -1;
  3664. if( itemid[i] == 0 ) continue; // No item
  3665. index[i] = pc_search_inventory(sd, itemid[i]);
  3666. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3667. {
  3668. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3669. return 0;
  3670. }
  3671. }
  3672. // Consume items
  3673. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3674. {
  3675. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3676. }
  3677. if( type&2 )
  3678. return 1;
  3679. if( sp || hp )
  3680. status_zap(bl, hp, sp);
  3681. return 1;
  3682. }
  3683. /*==========================================
  3684. *
  3685. *------------------------------------------*/
  3686. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3687. {
  3688. switch (skill_id) {
  3689. case RL_QD_SHOT:
  3690. {
  3691. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3692. struct unit_data *ud = unit_bl2ud(src);
  3693. if (ud && ud->target == target->id)
  3694. return 1;
  3695. }
  3696. }
  3697. }
  3698. return 1;
  3699. }
  3700. /*==========================================
  3701. *
  3702. *------------------------------------------*/
  3703. static TIMER_FUNC(skill_timerskill){
  3704. struct block_list *src = map_id2bl(id),*target;
  3705. struct unit_data *ud = unit_bl2ud(src);
  3706. struct skill_timerskill *skl;
  3707. struct skill_unit *unit = NULL;
  3708. int range;
  3709. nullpo_ret(src);
  3710. nullpo_ret(ud);
  3711. skl = ud->skilltimerskill[data];
  3712. nullpo_ret(skl);
  3713. ud->skilltimerskill[data] = NULL;
  3714. do {
  3715. if(src->prev == NULL)
  3716. break; // Source not on Map
  3717. if(skl->target_id) {
  3718. target = map_id2bl(skl->target_id);
  3719. if( ( skl->skill_id == RG_INTIMIDATE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3720. target = src; //Required since it has to warp.
  3721. if (skl->skill_id == SR_SKYNETBLOW) {
  3722. skill_area_temp[1] = 0;
  3723. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  3724. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3725. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3726. break;
  3727. }
  3728. if(target == NULL)
  3729. break; // Target offline?
  3730. if(target->prev == NULL)
  3731. break; // Target not on Map
  3732. if(src->m != target->m)
  3733. break; // Different Maps
  3734. if(status_isdead(src)) {
  3735. switch(skl->skill_id) {
  3736. case WL_CHAINLIGHTNING_ATK:
  3737. case WL_TETRAVORTEX_FIRE:
  3738. case WL_TETRAVORTEX_WATER:
  3739. case WL_TETRAVORTEX_WIND:
  3740. case WL_TETRAVORTEX_GROUND:
  3741. // For SR_FLASHCOMBO
  3742. case SR_DRAGONCOMBO:
  3743. case SR_FALLENEMPIRE:
  3744. case SR_TIGERCANNON:
  3745. if (src->type != BL_PC)
  3746. continue;
  3747. break; // Exceptions
  3748. default:
  3749. continue; // Caster is Dead
  3750. }
  3751. }
  3752. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3753. break;
  3754. switch(skl->skill_id) {
  3755. case KN_AUTOCOUNTER:
  3756. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3757. break;
  3758. case RG_INTIMIDATE:
  3759. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3760. short x,y;
  3761. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3762. if (target != src && !status_isdead(target))
  3763. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3764. }
  3765. break;
  3766. case BA_FROSTJOKER:
  3767. case DC_SCREAM:
  3768. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3769. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3770. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3771. break;
  3772. case PR_LEXDIVINA:
  3773. if (src->type == BL_MOB) {
  3774. // Monsters use the default duration when casting Lex Divina
  3775. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(status_sc2skill(status_skill2sc(skl->skill_id)), 1));
  3776. break;
  3777. }
  3778. // Fall through
  3779. case PR_STRECOVERY:
  3780. case BS_HAMMERFALL:
  3781. case MER_LEXDIVINA:
  3782. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3783. break;
  3784. case WZ_WATERBALL:
  3785. {
  3786. //Get the next waterball cell to consume
  3787. struct s_skill_unit_layout *layout;
  3788. int i;
  3789. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3790. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3791. int ux = skl->x + layout->dx[i];
  3792. int uy = skl->y + layout->dy[i];
  3793. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3794. if (unit)
  3795. break;
  3796. }
  3797. } // Fall through
  3798. case WZ_JUPITEL:
  3799. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3800. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3801. // Apply canact delay here to prevent hacks (unlimited casting)
  3802. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  3803. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3804. }
  3805. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3806. skill_delunit(unit); // Consume unit for next waterball
  3807. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3808. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3809. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3810. } else {
  3811. struct status_change *sc = status_get_sc(src);
  3812. if(sc) {
  3813. if(sc->data[SC_SPIRIT] &&
  3814. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3815. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3816. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3817. }
  3818. }
  3819. break;
  3820. case WL_CHAINLIGHTNING_ATK: {
  3821. #ifndef RENEWAL
  3822. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3823. #endif
  3824. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  3825. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3826. { // Remaining Chains Hit
  3827. struct block_list *nbl = NULL; // Next Target of Chain
  3828. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  3829. splash_target(src), target->id); // Search for a new Target around current one...
  3830. if( nbl == NULL )
  3831. skl->x++;
  3832. else
  3833. skl->x = 0;
  3834. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  3835. }
  3836. }
  3837. break;
  3838. case WL_TETRAVORTEX_FIRE:
  3839. case WL_TETRAVORTEX_WATER:
  3840. case WL_TETRAVORTEX_WIND:
  3841. case WL_TETRAVORTEX_GROUND:
  3842. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3843. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3844. if (skl->type >= 3) { // Final Hit
  3845. if (!status_isdead(target)) { // Final Status Effect
  3846. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3847. applyeffects[4] = { 0, 0, 0, 0 },
  3848. i, j = 0, k = 0;
  3849. for(i = 1; i <= 8; i = i + i) {
  3850. if (skl->x&i) {
  3851. applyeffects[j] = effects[k];
  3852. j++;
  3853. }
  3854. k++;
  3855. }
  3856. if (j) {
  3857. i = applyeffects[rnd()%j];
  3858. sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
  3859. }
  3860. }
  3861. }
  3862. break;
  3863. case NPC_REVERBERATION_ATK:
  3864. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3865. break;
  3866. case SR_WINDMILL:
  3867. if( target->type == BL_PC ) {
  3868. struct map_session_data *tsd = NULL;
  3869. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3870. pc_setsit(tsd);
  3871. skill_sit(tsd, true);
  3872. clif_sitting(&tsd->bl);
  3873. }
  3874. }
  3875. break;
  3876. case SR_KNUCKLEARROW:
  3877. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3878. break;
  3879. case CH_PALMSTRIKE:
  3880. {
  3881. struct status_change* tsc = status_get_sc(target);
  3882. struct status_change* sc = status_get_sc(src);
  3883. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3884. ( sc && sc->option&OPTION_HIDE ) ){
  3885. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  3886. break;
  3887. }
  3888. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3889. break;
  3890. }
  3891. // For SR_FLASHCOMBO
  3892. case SR_DRAGONCOMBO:
  3893. case SR_FALLENEMPIRE:
  3894. case SR_TIGERCANNON:
  3895. if( src->type == BL_PC ) {
  3896. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3897. break;
  3898. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3899. }
  3900. break;
  3901. case SU_SV_ROOTTWIST_ATK: {
  3902. struct status_change *tsc = status_get_sc(target);
  3903. if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
  3904. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  3905. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3906. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  3907. }
  3908. }
  3909. break;
  3910. default:
  3911. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3912. break;
  3913. }
  3914. }
  3915. else {
  3916. if(src->m != skl->map)
  3917. break;
  3918. switch( skl->skill_id )
  3919. {
  3920. case GN_CRAZYWEED_ATK:
  3921. {
  3922. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3923. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  3924. }
  3925. case WL_EARTHSTRAIN:
  3926. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3927. break;
  3928. case RL_FIRE_RAIN: {
  3929. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3930. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  3931. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  3932. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3933. }
  3934. break;
  3935. case NC_MAGMA_ERUPTION:
  3936. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3937. break;
  3938. }
  3939. }
  3940. } while (0);
  3941. //Free skl now that it is no longer needed.
  3942. ers_free(skill_timer_ers, skl);
  3943. return 0;
  3944. }
  3945. /*==========================================
  3946. *
  3947. *------------------------------------------*/
  3948. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3949. {
  3950. int i;
  3951. struct unit_data *ud;
  3952. nullpo_retr(1, src);
  3953. if (src->prev == NULL)
  3954. return 0;
  3955. ud = unit_bl2ud(src);
  3956. nullpo_retr(1, ud);
  3957. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3958. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3959. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3960. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3961. ud->skilltimerskill[i]->src_id = src->id;
  3962. ud->skilltimerskill[i]->target_id = target;
  3963. ud->skilltimerskill[i]->skill_id = skill_id;
  3964. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3965. ud->skilltimerskill[i]->map = src->m;
  3966. ud->skilltimerskill[i]->x = x;
  3967. ud->skilltimerskill[i]->y = y;
  3968. ud->skilltimerskill[i]->type = type;
  3969. ud->skilltimerskill[i]->flag = flag;
  3970. return 0;
  3971. }
  3972. /*==========================================
  3973. *
  3974. *------------------------------------------*/
  3975. int skill_cleartimerskill (struct block_list *src)
  3976. {
  3977. int i;
  3978. struct unit_data *ud;
  3979. nullpo_ret(src);
  3980. ud = unit_bl2ud(src);
  3981. nullpo_ret(ud);
  3982. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3983. if(ud->skilltimerskill[i]) {
  3984. switch(ud->skilltimerskill[i]->skill_id) {
  3985. case WL_TETRAVORTEX_FIRE:
  3986. case WL_TETRAVORTEX_WATER:
  3987. case WL_TETRAVORTEX_WIND:
  3988. case WL_TETRAVORTEX_GROUND:
  3989. // For SR_FLASHCOMBO
  3990. case SR_DRAGONCOMBO:
  3991. case SR_FALLENEMPIRE:
  3992. case SR_TIGERCANNON:
  3993. if (src->type != BL_PC)
  3994. break;
  3995. continue;
  3996. }
  3997. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3998. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3999. ud->skilltimerskill[i]=NULL;
  4000. }
  4001. }
  4002. return 1;
  4003. }
  4004. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4005. skill_unit *su = (skill_unit*)bl;
  4006. nullpo_ret(su);
  4007. if (bl->type != BL_SKILL)
  4008. return 0;
  4009. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4010. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4011. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4012. su->limit = DIFF_TICK(gettick(), sg->tick);
  4013. sg->unit_id = UNT_USED_TRAPS;
  4014. }
  4015. return 1;
  4016. }
  4017. /**
  4018. * Reveal hidden trap
  4019. **/
  4020. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4021. {
  4022. TBL_SKILL *su = (TBL_SKILL*)bl;
  4023. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4024. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4025. //clif_changetraplook(bl, su->group->unit_id);
  4026. su->hidden = false;
  4027. skill_getareachar_skillunit_visibilty(su, AREA);
  4028. return 1;
  4029. }
  4030. return 0;
  4031. }
  4032. /**
  4033. * Attempt to reveal trap in area
  4034. * @param src Skill caster
  4035. * @param range Affected range
  4036. * @param x
  4037. * @param y
  4038. * TODO: Remove hardcode usages for this function
  4039. **/
  4040. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4041. if (!battle_config.traps_setting)
  4042. return;
  4043. nullpo_retv(src);
  4044. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4045. }
  4046. /*========================================== [Playtester]
  4047. * Process tarot card's effects
  4048. * @param src: Source of the tarot card effect
  4049. * @param target: Target of the tartor card effect
  4050. * @param skill_id: ID of the skill used
  4051. * @param skill_lv: Level of the skill used
  4052. * @param tick: Processing tick time
  4053. * @return Card number
  4054. *------------------------------------------*/
  4055. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4056. {
  4057. int card = 0;
  4058. if (battle_config.tarotcard_equal_chance) {
  4059. //eAthena equal chances
  4060. card = rnd() % 14 + 1;
  4061. }
  4062. else {
  4063. //Official chances
  4064. int rate = rnd() % 100;
  4065. if (rate < 10) card = 1; // THE FOOL
  4066. else if (rate < 20) card = 2; // THE MAGICIAN
  4067. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4068. else if (rate < 37) card = 4; // THE CHARIOT
  4069. else if (rate < 47) card = 5; // STRENGTH
  4070. else if (rate < 62) card = 6; // THE LOVERS
  4071. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4072. else if (rate < 69) card = 8; // THE HANGED MAN
  4073. else if (rate < 74) card = 9; // DEATH
  4074. else if (rate < 82) card = 10; // TEMPERANCE
  4075. else if (rate < 83) card = 11; // THE DEVIL
  4076. else if (rate < 85) card = 12; // THE TOWER
  4077. else if (rate < 90) card = 13; // THE STAR
  4078. else card = 14; // THE SUN
  4079. }
  4080. switch (card) {
  4081. case 1: // THE FOOL - heals SP to 0
  4082. {
  4083. status_percent_damage(src, target, 0, 100, false);
  4084. break;
  4085. }
  4086. case 2: // THE MAGICIAN - matk halved
  4087. {
  4088. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4089. break;
  4090. }
  4091. case 3: // THE HIGH PRIESTESS - all buffs removed
  4092. {
  4093. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4094. break;
  4095. }
  4096. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4097. {
  4098. status_fix_damage(src, target, 1000, 0, skill_id);
  4099. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4100. if (!status_isdead(target))
  4101. {
  4102. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4103. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4104. }
  4105. break;
  4106. }
  4107. case 5: // STRENGTH - atk halved
  4108. {
  4109. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4110. break;
  4111. }
  4112. case 6: // THE LOVERS - 2000HP heal, random teleported
  4113. {
  4114. status_heal(target, 2000, 0, 0);
  4115. if (!map_flag_vs(target->m))
  4116. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4117. break;
  4118. }
  4119. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4120. {
  4121. // Recursive call
  4122. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4123. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4124. break;
  4125. }
  4126. case 8: // THE HANGED MAN - stop, freeze or stoned
  4127. {
  4128. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4129. uint8 rand_eff = rnd() % 3;
  4130. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_sc2skill(sc[rand_eff]), 1));
  4131. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4132. break;
  4133. }
  4134. case 9: // DEATH - curse, coma and poison
  4135. {
  4136. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4137. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4138. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_sc2skill(SC_POISON), 1));
  4139. break;
  4140. }
  4141. case 10: // TEMPERANCE - confusion
  4142. {
  4143. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4144. break;
  4145. }
  4146. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4147. {
  4148. status_fix_damage(src, target, 6666, 0, skill_id);
  4149. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4150. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4151. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4152. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4153. break;
  4154. }
  4155. case 12: // THE TOWER - 4444 damage
  4156. {
  4157. status_fix_damage(src, target, 4444, 0, skill_id);
  4158. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4159. break;
  4160. }
  4161. case 13: // THE STAR - stun
  4162. {
  4163. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_sc2skill(SC_STUN), 1));
  4164. break;
  4165. }
  4166. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4167. {
  4168. #ifdef RENEWAL
  4169. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4170. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4171. #endif
  4172. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4173. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4174. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4175. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4176. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4177. return 14; //To make sure a valid number is returned
  4178. }
  4179. }
  4180. return card;
  4181. }
  4182. /*==========================================
  4183. *
  4184. *
  4185. *------------------------------------------*/
  4186. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4187. {
  4188. struct map_session_data *sd = NULL;
  4189. struct status_data *tstatus;
  4190. struct status_change *sc, *tsc;
  4191. if (skill_id > 0 && !skill_lv) return 0;
  4192. nullpo_retr(1, src);
  4193. nullpo_retr(1, bl);
  4194. if (src->m != bl->m)
  4195. return 1;
  4196. if (bl->prev == NULL)
  4197. return 1;
  4198. sd = BL_CAST(BL_PC, src);
  4199. if (status_isdead(bl))
  4200. return 1;
  4201. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4202. { //GTB makes all targetted magic display miss with a single bolt.
  4203. sc_type sct = status_skill2sc(skill_id);
  4204. if(sct != SC_NONE)
  4205. status_change_end(bl, sct, INVALID_TIMER);
  4206. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  4207. return 1;
  4208. }
  4209. sc = status_get_sc(src);
  4210. tsc = status_get_sc(bl);
  4211. if (sc && !sc->count)
  4212. sc = NULL; //Unneeded
  4213. if (tsc && !tsc->count)
  4214. tsc = NULL;
  4215. tstatus = status_get_status_data(bl);
  4216. map_freeblock_lock();
  4217. switch(skill_id) {
  4218. case MER_CRASH:
  4219. case SM_BASH:
  4220. case MS_BASH:
  4221. case MC_MAMMONITE:
  4222. case TF_DOUBLE:
  4223. case AC_DOUBLE:
  4224. case MA_DOUBLE:
  4225. case AS_SONICBLOW:
  4226. case KN_PIERCE:
  4227. case ML_PIERCE:
  4228. case KN_SPEARBOOMERANG:
  4229. case TF_POISON:
  4230. case TF_SPRINKLESAND:
  4231. case AC_CHARGEARROW:
  4232. case MA_CHARGEARROW:
  4233. case RG_INTIMIDATE:
  4234. case AM_ACIDTERROR:
  4235. case BA_MUSICALSTRIKE:
  4236. case DC_THROWARROW:
  4237. case BA_DISSONANCE:
  4238. case CR_HOLYCROSS:
  4239. case NPC_DARKCROSS:
  4240. case CR_SHIELDCHARGE:
  4241. case CR_SHIELDBOOMERANG:
  4242. case NPC_PIERCINGATT:
  4243. case NPC_MENTALBREAKER:
  4244. case NPC_RANGEATTACK:
  4245. case NPC_CRITICALSLASH:
  4246. case NPC_COMBOATTACK:
  4247. case NPC_GUIDEDATTACK:
  4248. case NPC_POISON:
  4249. case NPC_RANDOMATTACK:
  4250. case NPC_WATERATTACK:
  4251. case NPC_GROUNDATTACK:
  4252. case NPC_FIREATTACK:
  4253. case NPC_WINDATTACK:
  4254. case NPC_POISONATTACK:
  4255. case NPC_HOLYATTACK:
  4256. case NPC_DARKNESSATTACK:
  4257. case NPC_TELEKINESISATTACK:
  4258. case NPC_UNDEADATTACK:
  4259. case NPC_ARMORBRAKE:
  4260. case NPC_WEAPONBRAKER:
  4261. case NPC_HELMBRAKE:
  4262. case NPC_SHIELDBRAKE:
  4263. case NPC_BLINDATTACK:
  4264. case NPC_SILENCEATTACK:
  4265. case NPC_STUNATTACK:
  4266. case NPC_PETRIFYATTACK:
  4267. case NPC_CURSEATTACK:
  4268. case NPC_SLEEPATTACK:
  4269. #ifdef RENEWAL
  4270. case CR_ACIDDEMONSTRATION:
  4271. #endif
  4272. case LK_AURABLADE:
  4273. case LK_SPIRALPIERCE:
  4274. case ML_SPIRALPIERCE:
  4275. case CG_ARROWVULCAN:
  4276. case HW_MAGICCRASHER:
  4277. case ITM_TOMAHAWK:
  4278. case CH_CHAINCRUSH:
  4279. case CH_TIGERFIST:
  4280. case PA_SHIELDCHAIN: // Shield Chain
  4281. case PA_SACRIFICE:
  4282. case WS_CARTTERMINATION: // Cart Termination
  4283. case AS_VENOMKNIFE:
  4284. case HT_PHANTASMIC:
  4285. case TK_DOWNKICK:
  4286. case TK_COUNTER:
  4287. case GS_CHAINACTION:
  4288. case GS_TRIPLEACTION:
  4289. #ifndef RENEWAL
  4290. case GS_MAGICALBULLET:
  4291. #endif
  4292. case GS_TRACKING:
  4293. case GS_PIERCINGSHOT:
  4294. case GS_RAPIDSHOWER:
  4295. case GS_DUST:
  4296. case GS_DISARM: // Added disarm. [Reddozen]
  4297. case GS_FULLBUSTER:
  4298. case NJ_SYURIKEN:
  4299. case NJ_KUNAI:
  4300. case ASC_BREAKER:
  4301. case HFLI_MOON: //[orn]
  4302. case HFLI_SBR44: //[orn]
  4303. case NPC_BLEEDING:
  4304. case NPC_CRITICALWOUND:
  4305. case NPC_HELLPOWER:
  4306. case RK_SONICWAVE:
  4307. case AB_DUPLELIGHT_MELEE:
  4308. case RA_AIMEDBOLT:
  4309. case NC_BOOSTKNUCKLE:
  4310. case NC_PILEBUNKER:
  4311. case NC_AXEBOOMERANG:
  4312. case NC_POWERSWING:
  4313. case NC_MAGMA_ERUPTION:
  4314. case GC_WEAPONCRUSH:
  4315. case GC_VENOMPRESSURE:
  4316. case SC_TRIANGLESHOT:
  4317. case SC_FEINTBOMB:
  4318. case LG_BANISHINGPOINT:
  4319. case LG_SHIELDPRESS:
  4320. case LG_RAGEBURST:
  4321. case LG_HESPERUSLIT:
  4322. case SR_DRAGONCOMBO:
  4323. case SR_FALLENEMPIRE:
  4324. case SR_CRESCENTELBOW_AUTOSPELL:
  4325. case SR_GATEOFHELL:
  4326. case SR_GENTLETOUCH_QUIET:
  4327. case WM_SEVERE_RAINSTORM_MELEE:
  4328. case WM_GREAT_ECHO:
  4329. case GN_SLINGITEM_RANGEMELEEATK:
  4330. case KO_SETSUDAN:
  4331. case RL_MASS_SPIRAL:
  4332. case RL_BANISHING_BUSTER:
  4333. case RL_SLUGSHOT:
  4334. case RL_AM_BLAST:
  4335. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4336. break;
  4337. case MO_TRIPLEATTACK:
  4338. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4339. break;
  4340. case LK_HEADCRUSH:
  4341. if (status_get_class_(bl) == CLASS_BOSS) {
  4342. if (sd)
  4343. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4344. break;
  4345. }
  4346. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4347. break;
  4348. case LK_JOINTBEAT:
  4349. flag = 1 << rnd() % 6;
  4350. if (flag != BREAK_NECK && tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)
  4351. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4352. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4353. sc_start4(src, bl, SC_JOINTBEAT, 50 + (skill_lv + 1), skill_lv, flag&BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv));
  4354. break;
  4355. case MO_COMBOFINISH:
  4356. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4357. { //Becomes a splash attack when Soul Linked.
  4358. map_foreachinshootrange(skill_area_sub, bl,
  4359. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4360. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4361. skill_castend_damage_id);
  4362. } else
  4363. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4364. break;
  4365. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4366. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4367. skill_area_temp[1] = 0;
  4368. map_foreachinshootrange(skill_attack_area, src,
  4369. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4370. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4371. break;
  4372. case KN_CHARGEATK:
  4373. {
  4374. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4375. unsigned int dist = distance_bl(src, bl);
  4376. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4377. // teleport to target (if not on WoE grounds)
  4378. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4379. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4380. // cause damage and knockback if the path to target was a straight one
  4381. if (path) {
  4382. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4383. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4384. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4385. // make the caster look in the direction of the target
  4386. unit_setdir(src, (dir+4)%8);
  4387. }
  4388. }
  4389. break;
  4390. case NC_FLAMELAUNCHER:
  4391. skill_area_temp[1] = bl->id;
  4392. if (battle_config.skill_eightpath_algorithm) {
  4393. //Use official AoE algorithm
  4394. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4395. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4396. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4397. } else {
  4398. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4399. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4400. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4401. }
  4402. break;
  4403. #ifndef RENEWAL
  4404. case SN_SHARPSHOOTING:
  4405. flag |= 2; // Flag for specific mob damage formula
  4406. #endif
  4407. case MA_SHARPSHOOTING:
  4408. case NJ_KAMAITACHI:
  4409. case NPC_DARKPIERCING:
  4410. case NPC_ACIDBREATH:
  4411. case NPC_DARKNESSBREATH:
  4412. case NPC_FIREBREATH:
  4413. case NPC_ICEBREATH:
  4414. case NPC_THUNDERBREATH:
  4415. skill_area_temp[1] = bl->id;
  4416. if (battle_config.skill_eightpath_algorithm) {
  4417. //Use official AoE algorithm
  4418. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4419. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4420. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4421. #ifndef RENEWAL
  4422. if (skill_id == SN_SHARPSHOOTING)
  4423. flag &= ~2; // Only targets in the splash area are affected
  4424. #endif
  4425. //These skills hit at least the target if the AoE doesn't hit
  4426. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4427. }
  4428. } else {
  4429. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4430. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4431. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4432. }
  4433. break;
  4434. case MO_INVESTIGATE:
  4435. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4436. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4437. break;
  4438. case RG_BACKSTAP:
  4439. {
  4440. if (!check_distance_bl(src, bl, 0)) {
  4441. #ifdef RENEWAL
  4442. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4443. short x, y;
  4444. if (dir > 0 && dir < 4)
  4445. x = -1;
  4446. else if (dir > 4)
  4447. x = 1;
  4448. else
  4449. x = 0;
  4450. if (dir > 2 && dir < 6)
  4451. y = -1;
  4452. else if (dir == 7 || dir < 2)
  4453. y = 1;
  4454. else
  4455. y = 0;
  4456. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4457. #else
  4458. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4459. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4460. #endif
  4461. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4462. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4463. unit_setdir(bl,dir);
  4464. #ifdef RENEWAL
  4465. clif_blown(src);
  4466. #endif
  4467. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4468. }
  4469. else if (sd)
  4470. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4471. }
  4472. }
  4473. break;
  4474. case MO_FINGEROFFENSIVE:
  4475. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4476. if (battle_config.finger_offensive_type && sd) {
  4477. for (int i = 1; i < sd->spiritball_old; i++)
  4478. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4479. }
  4480. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4481. break;
  4482. case MO_CHAINCOMBO:
  4483. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4484. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4485. break;
  4486. #ifndef RENEWAL
  4487. case NJ_ISSEN:
  4488. #endif
  4489. case MO_EXTREMITYFIST:
  4490. {
  4491. struct block_list *mbl = bl; // For NJ_ISSEN
  4492. short x, y, i = 2; // Move 2 cells (From target)
  4493. short dir = map_calc_dir(src,bl->x,bl->y);
  4494. #ifdef RENEWAL
  4495. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4496. flag |= 1; // Give +100% damage increase
  4497. #endif
  4498. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4499. if (skill_id == MO_EXTREMITYFIST) {
  4500. status_set_sp(src, 0, 0);
  4501. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4502. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4503. #ifdef RENEWAL
  4504. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4505. #endif
  4506. } else {
  4507. status_set_hp(src, 1, 0);
  4508. status_change_end(src, SC_NEN, INVALID_TIMER);
  4509. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4510. }
  4511. if (skill_id == MO_EXTREMITYFIST) {
  4512. mbl = src; // For MO_EXTREMITYFIST
  4513. i = 3; // Move 3 cells (From caster)
  4514. }
  4515. if (dir > 0 && dir < 4)
  4516. x = -i;
  4517. else if (dir > 4)
  4518. x = i;
  4519. else
  4520. x = 0;
  4521. if (dir > 2 && dir < 6)
  4522. y = -i;
  4523. else if (dir == 7 || dir < 2)
  4524. y = i;
  4525. else
  4526. y = 0;
  4527. // Ashura Strike still has slide effect in GVG
  4528. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4529. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4530. clif_blown(src);
  4531. clif_spiritball(src);
  4532. }
  4533. }
  4534. break;
  4535. case HT_POWER:
  4536. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  4537. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4538. break;
  4539. case SU_PICKYPECK:
  4540. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4541. case SU_BITE:
  4542. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4543. break;
  4544. case SU_SVG_SPIRIT:
  4545. skill_area_temp[1] = bl->id;
  4546. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4547. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4548. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4549. break;
  4550. //Splash attack skills.
  4551. case AS_GRIMTOOTH:
  4552. case MC_CARTREVOLUTION:
  4553. case NPC_SPLASHATTACK:
  4554. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4555. case AS_SPLASHER:
  4556. case HT_BLITZBEAT:
  4557. case AC_SHOWER:
  4558. case MA_SHOWER:
  4559. case MG_NAPALMBEAT:
  4560. case MG_FIREBALL:
  4561. case RG_RAID:
  4562. #ifdef RENEWAL
  4563. case SN_SHARPSHOOTING:
  4564. #endif
  4565. case HW_NAPALMVULCAN:
  4566. case NJ_HUUMA:
  4567. case ASC_METEORASSAULT:
  4568. case GS_SPREADATTACK:
  4569. case NPC_PULSESTRIKE:
  4570. case NPC_HELLJUDGEMENT:
  4571. case NPC_VAMPIRE_GIFT:
  4572. case NPC_MAXPAIN_ATK:
  4573. case NPC_JACKFROST:
  4574. case NPC_REVERBERATION_ATK:
  4575. case NPC_ARROWSTORM:
  4576. case NPC_IGNITIONBREAK:
  4577. case RK_IGNITIONBREAK:
  4578. case RK_HUNDREDSPEAR:
  4579. case AB_JUDEX:
  4580. case AB_ADORAMUS:
  4581. case WL_SOULEXPANSION:
  4582. case WL_CRIMSONROCK:
  4583. case WL_JACKFROST:
  4584. case RA_ARROWSTORM:
  4585. case RA_WUGDASH:
  4586. case NC_VULCANARM:
  4587. case NC_COLDSLOWER:
  4588. case NC_SELFDESTRUCTION:
  4589. case NC_AXETORNADO:
  4590. case GC_ROLLINGCUTTER:
  4591. case GC_COUNTERSLASH:
  4592. case LG_CANNONSPEAR:
  4593. case LG_OVERBRAND:
  4594. case LG_MOONSLASHER:
  4595. case LG_RAYOFGENESIS:
  4596. case LG_EARTHDRIVE:
  4597. case SR_RAMPAGEBLASTER:
  4598. case SR_SKYNETBLOW:
  4599. case SR_WINDMILL:
  4600. case SR_RIDEINLIGHTNING:
  4601. case SO_VARETYR_SPEAR:
  4602. case SO_POISON_BUSTER:
  4603. case GN_CART_TORNADO:
  4604. case GN_CARTCANNON:
  4605. case GN_SPORE_EXPLOSION:
  4606. case GN_DEMONIC_FIRE:
  4607. case GN_FIRE_EXPANSION_ACID:
  4608. case GN_HELLS_PLANT_ATK:
  4609. case KO_HAPPOKUNAI:
  4610. case KO_HUUMARANKA:
  4611. case KO_MUCHANAGE:
  4612. case KO_BAKURETSU:
  4613. case GN_ILLUSIONDOPING:
  4614. case RL_FIREDANCE:
  4615. case RL_S_STORM:
  4616. case RL_R_TRIP:
  4617. case MH_XENO_SLASHER:
  4618. case NC_ARMSCANNON:
  4619. case SU_SCRATCH:
  4620. case SU_LUNATICCARROTBEAT:
  4621. case SU_LUNATICCARROTBEAT2:
  4622. case SJ_FULLMOONKICK:
  4623. case SJ_NEWMOONKICK:
  4624. case SJ_SOLARBURST:
  4625. case SJ_PROMINENCEKICK:
  4626. case SJ_STAREMPEROR:
  4627. case SJ_FALLINGSTAR_ATK2:
  4628. case SP_CURSEEXPLOSION:
  4629. case SP_SHA:
  4630. case SP_SWHOO:
  4631. if( flag&1 ) {//Recursive invocation
  4632. int sflag = skill_area_temp[0] & 0xFFF;
  4633. int heal = 0;
  4634. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  4635. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  4636. break; // Under Hovering characters are immune to select trap and ground target skills.
  4637. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  4638. break; // No damage should happen if the target is on Land Protector
  4639. if( flag&SD_LEVEL )
  4640. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4641. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  4642. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4643. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  4644. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  4645. break;
  4646. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4647. switch (skill_id) {
  4648. case NPC_VAMPIRE_GIFT:
  4649. if (heal > 0) {
  4650. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4651. status_heal(src, heal, 0, 0);
  4652. }
  4653. break;
  4654. #ifdef RENEWAL
  4655. case SN_SHARPSHOOTING:
  4656. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4657. break;
  4658. #endif
  4659. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  4660. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  4661. break;
  4662. }
  4663. } else {
  4664. int starget = BL_CHAR|BL_SKILL;
  4665. skill_area_temp[0] = 0;
  4666. skill_area_temp[1] = bl->id;
  4667. skill_area_temp[2] = 0;
  4668. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4669. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  4670. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  4671. break;
  4672. }
  4673. if (skill_id == SP_SWHOO)
  4674. status_change_end(src, SC_USE_SKILL_SP_SPA, INVALID_TIMER);
  4675. switch ( skill_id ) {
  4676. case LG_EARTHDRIVE:
  4677. case GN_CARTCANNON:
  4678. case SU_SCRATCH:
  4679. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4680. break;
  4681. #ifdef RENEWAL
  4682. case NJ_HUUMA:
  4683. #endif
  4684. case LG_MOONSLASHER:
  4685. case MH_XENO_SLASHER:
  4686. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  4687. break;
  4688. case NPC_REVERBERATION_ATK:
  4689. case NC_ARMSCANNON:
  4690. skill_area_temp[1] = 0;
  4691. starget = splash_target(src);
  4692. break;
  4693. case WL_CRIMSONROCK:
  4694. skill_area_temp[4] = bl->x;
  4695. skill_area_temp[5] = bl->y;
  4696. break;
  4697. case SU_LUNATICCARROTBEAT:
  4698. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  4699. skill_id = SU_LUNATICCARROTBEAT2;
  4700. break;
  4701. }
  4702. // if skill damage should be split among targets, count them
  4703. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4704. //special case: Venom Splasher uses a different range for searching than for splashing
  4705. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  4706. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4707. // recursive invocation of skill_castend_damage_id() with flag|1
  4708. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4709. if (skill_id == RA_ARROWSTORM)
  4710. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4711. if( skill_id == AS_SPLASHER ) {
  4712. map_freeblock_unlock(); // Don't consume a second gemstone.
  4713. return 0;
  4714. }
  4715. }
  4716. break;
  4717. //Place units around target
  4718. case NJ_BAKUENRYU:
  4719. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4720. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4721. break;
  4722. case SM_MAGNUM:
  4723. case MS_MAGNUM:
  4724. if( flag&1 ) {
  4725. // For players, damage depends on distance, so add it to flag if it is > 1
  4726. // Cannot hit hidden targets
  4727. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4728. }
  4729. break;
  4730. #ifdef RENEWAL
  4731. case KN_BRANDISHSPEAR:
  4732. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4733. break;
  4734. #else
  4735. case KN_BRANDISHSPEAR:
  4736. #endif
  4737. case ML_BRANDISH:
  4738. //Coded apart for it needs the flag passed to the damage calculation.
  4739. if (skill_area_temp[1] != bl->id)
  4740. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4741. else
  4742. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4743. break;
  4744. #ifdef RENEWAL
  4745. case KN_BOWLINGBASH:
  4746. if (flag & 1) {
  4747. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
  4748. skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE);
  4749. } else {
  4750. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4751. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4752. }
  4753. break;
  4754. #else
  4755. case KN_BOWLINGBASH:
  4756. #endif
  4757. case MS_BOWLINGBASH:
  4758. {
  4759. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4760. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4761. c = (skill_lv-(flag&0xFFF)+1)/2;
  4762. // Determine the Bowling Bash area depending on configuration
  4763. if (battle_config.bowling_bash_area == 0) {
  4764. // Gutter line system
  4765. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4766. if(min_x < 0) min_x = 0;
  4767. max_x = min_x + 39;
  4768. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4769. if(min_y < 0) min_y = 0;
  4770. max_y = min_y + 39;
  4771. } else if (battle_config.bowling_bash_area == 1) {
  4772. // Gutter line system without demi gutter bug
  4773. min_x = src->x - (src->x)%40;
  4774. max_x = min_x + 39;
  4775. min_y = src->y - (src->y)%40;
  4776. max_y = min_y + 39;
  4777. } else {
  4778. // Area around caster
  4779. min_x = src->x - battle_config.bowling_bash_area;
  4780. max_x = src->x + battle_config.bowling_bash_area;
  4781. min_y = src->y - battle_config.bowling_bash_area;
  4782. max_y = src->y + battle_config.bowling_bash_area;
  4783. }
  4784. // Initialization, break checks, direction
  4785. if((flag&0xFFF) > 0) {
  4786. // Ignore monsters outside area
  4787. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4788. break;
  4789. // Ignore monsters already in list
  4790. if(idb_exists(bowling_db, bl->id))
  4791. break;
  4792. // Random direction
  4793. dir = rnd()%8;
  4794. } else {
  4795. // Create an empty list of already hit targets
  4796. db_clear(bowling_db);
  4797. // Direction is walkpath
  4798. dir = (unit_getdir(src)+4)%8;
  4799. }
  4800. // Add current target to the list of already hit targets
  4801. idb_put(bowling_db, bl->id, bl);
  4802. // Keep moving target in direction square by square
  4803. tx = bl->x;
  4804. ty = bl->y;
  4805. for(i=0;i<c;i++) {
  4806. // Target coordinates (get changed even if knockback fails)
  4807. tx -= dirx[dir];
  4808. ty -= diry[dir];
  4809. // If target cell is a wall then break
  4810. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4811. break;
  4812. skill_blown(src,bl,1,dir,BLOWN_NONE);
  4813. int count;
  4814. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4815. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4816. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4817. (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4818. // Recursive call
  4819. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4820. // Self-collision
  4821. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4822. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  4823. break;
  4824. }
  4825. }
  4826. // Original hit or chain hit depending on flag
  4827. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4828. }
  4829. break;
  4830. case KN_SPEARSTAB:
  4831. if(flag&1) {
  4832. if (bl->id==skill_area_temp[1])
  4833. break;
  4834. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4835. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4836. } else {
  4837. int x=bl->x,y=bl->y,i,dir;
  4838. dir = map_calc_dir(bl,src->x,src->y);
  4839. skill_area_temp[1] = bl->id;
  4840. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4841. // all the enemies between the caster and the target are hit, as well as the target
  4842. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4843. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4844. for (i=0;i<4;i++) {
  4845. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4846. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4847. x += dirx[dir];
  4848. y += diry[dir];
  4849. }
  4850. }
  4851. break;
  4852. case TK_TURNKICK:
  4853. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4854. {
  4855. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4856. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4857. map_foreachinallrange(skill_area_sub,bl,
  4858. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4859. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4860. skill_castend_nodamage_id);
  4861. }
  4862. break;
  4863. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4864. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4865. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  4866. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4867. break;
  4868. case PR_TURNUNDEAD:
  4869. case ALL_RESURRECTION:
  4870. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4871. break;
  4872. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4873. break;
  4874. case AL_HOLYLIGHT:
  4875. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  4876. case MG_SOULSTRIKE:
  4877. case NPC_DARKSTRIKE:
  4878. case MG_COLDBOLT:
  4879. case MG_FIREBOLT:
  4880. case MG_LIGHTNINGBOLT:
  4881. case WZ_EARTHSPIKE:
  4882. case AL_HEAL:
  4883. case NPC_DARKTHUNDER:
  4884. case PR_ASPERSIO:
  4885. case MG_FROSTDIVER:
  4886. case WZ_SIGHTBLASTER:
  4887. case WZ_SIGHTRASHER:
  4888. #ifdef RENEWAL
  4889. case PA_PRESSURE:
  4890. #endif
  4891. case NJ_KOUENKA:
  4892. case NJ_HYOUSENSOU:
  4893. case NJ_HUUJIN:
  4894. case AB_HIGHNESSHEAL:
  4895. case AB_DUPLELIGHT_MAGIC:
  4896. case WM_METALICSOUND:
  4897. case KO_KAIHOU:
  4898. case MH_ERASER_CUTTER:
  4899. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4900. break;
  4901. case NPC_MAGICALATTACK:
  4902. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4903. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4904. break;
  4905. case HVAN_CAPRICE: //[blackhole89]
  4906. {
  4907. int ran=rnd()%4;
  4908. int sid = 0;
  4909. switch(ran)
  4910. {
  4911. case 0: sid=MG_COLDBOLT; break;
  4912. case 1: sid=MG_FIREBOLT; break;
  4913. case 2: sid=MG_LIGHTNINGBOLT; break;
  4914. case 3: sid=WZ_EARTHSPIKE; break;
  4915. }
  4916. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4917. }
  4918. break;
  4919. case WZ_WATERBALL:
  4920. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4921. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4922. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4923. break;
  4924. case WZ_JUPITEL:
  4925. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4926. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4927. break;
  4928. case PR_BENEDICTIO:
  4929. //Should attack undead and demons. [Skotlex]
  4930. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4931. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4932. break;
  4933. case SJ_NOVAEXPLOSING:
  4934. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4935. // We can end Dimension here since the cooldown code is processed before this point.
  4936. if (sc && sc->data[SC_DIMENSION])
  4937. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  4938. else // Dimension not active? Activate the 2 second skill block penalty.
  4939. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4940. break;
  4941. case SP_SOULEXPLOSION:
  4942. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  4943. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  4944. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  4945. if (sd)
  4946. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4947. break;
  4948. }
  4949. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4950. break;
  4951. case SL_SMA:
  4952. status_change_end(src, SC_SMA, INVALID_TIMER);
  4953. case SL_STIN:
  4954. case SL_STUN:
  4955. case SP_SPA:
  4956. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4957. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4958. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4959. break;
  4960. }
  4961. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4962. break;
  4963. case NPC_DARKBREATH:
  4964. clif_emotion(src,ET_ANGER);
  4965. if (rnd() % 2 == 0)
  4966. break; // 50% chance
  4967. case SN_FALCONASSAULT:
  4968. #ifndef RENEWAL
  4969. case PA_PRESSURE:
  4970. case CR_ACIDDEMONSTRATION:
  4971. #endif
  4972. case TF_THROWSTONE:
  4973. case NPC_SMOKING:
  4974. case GS_FLING:
  4975. case NJ_ZENYNAGE:
  4976. case GN_THORNS_TRAP:
  4977. case RL_B_TRAP:
  4978. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4979. break;
  4980. #ifdef RENEWAL
  4981. case NJ_ISSEN: {
  4982. short x, y;
  4983. short dir = map_calc_dir(src, bl->x, bl->y);
  4984. // Move 2 cells (From target)
  4985. if (dir > 0 && dir < 4)
  4986. x = -2;
  4987. else if (dir > 4)
  4988. x = 2;
  4989. else
  4990. x = 0;
  4991. if (dir > 2 && dir < 6)
  4992. y = -2;
  4993. else if (dir == 7 || dir < 2)
  4994. y = 2;
  4995. else
  4996. y = 0;
  4997. // Doesn't have slide effect in GVG
  4998. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  4999. clif_blown(src);
  5000. clif_spiritball(src);
  5001. }
  5002. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5003. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5004. status_change_end(src, SC_NEN, INVALID_TIMER);
  5005. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5006. }
  5007. break;
  5008. #endif
  5009. case RK_DRAGONBREATH_WATER:
  5010. case RK_DRAGONBREATH:
  5011. if( tsc && tsc->data[SC_HIDING] )
  5012. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5013. else {
  5014. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5015. }
  5016. break;
  5017. case NPC_SELFDESTRUCTION:
  5018. if( tsc && tsc->data[SC_HIDING] )
  5019. break;
  5020. case HVAN_EXPLOSION:
  5021. if (src != bl)
  5022. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5023. break;
  5024. // Celest
  5025. case PF_SOULBURN:
  5026. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5027. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5028. if (skill_lv == 5)
  5029. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5030. status_percent_damage(src, bl, 0, 100, false);
  5031. } else {
  5032. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5033. if (skill_lv == 5)
  5034. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5035. status_percent_damage(src, src, 0, 100, false);
  5036. }
  5037. break;
  5038. case NPC_BLOODDRAIN:
  5039. case NPC_ENERGYDRAIN:
  5040. {
  5041. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5042. src, src, bl, skill_id, skill_lv, tick, flag);
  5043. if (heal > 0){
  5044. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5045. status_heal(src, heal, 0, 0);
  5046. }
  5047. }
  5048. break;
  5049. case GS_BULLSEYE:
  5050. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5051. break;
  5052. case NJ_KASUMIKIRI:
  5053. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5054. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5055. break;
  5056. case NJ_KIRIKAGE:
  5057. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5058. { //You don't move on GVG grounds.
  5059. short x, y;
  5060. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5061. if (unit_movepos(src, x, y, 0, 0)) {
  5062. clif_blown(src);
  5063. }
  5064. }
  5065. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5066. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5067. break;
  5068. case RK_PHANTOMTHRUST:
  5069. case NPC_PHANTOMTHRUST:
  5070. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5071. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5072. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5073. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5074. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5075. break;
  5076. case RK_WINDCUTTER:
  5077. case RK_STORMBLAST:
  5078. if( flag&1 )
  5079. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5080. else {
  5081. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5082. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5083. }
  5084. break;
  5085. case GC_DARKILLUSION:
  5086. {
  5087. short x, y;
  5088. short dir = map_calc_dir(src,bl->x,bl->y);
  5089. if( dir > 0 && dir < 4) x = 2;
  5090. else if( dir > 4 ) x = -2;
  5091. else x = 0;
  5092. if( dir > 2 && dir < 6 ) y = 2;
  5093. else if( dir == 7 || dir < 2 ) y = -2;
  5094. else y = 0;
  5095. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5096. clif_blown(src);
  5097. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5098. if( rnd()%100 < 4 * skill_lv )
  5099. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5100. }
  5101. }
  5102. break;
  5103. case GC_CROSSRIPPERSLASHER:
  5104. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  5105. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5106. else
  5107. {
  5108. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5109. }
  5110. break;
  5111. case GC_CROSSIMPACT:
  5112. if (skill_check_unit_movepos(0, src, bl->x, bl->y, 1, 1)) {
  5113. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_IGNORE_NO_KNOCKBACK); // Target position is actually one cell next to the target
  5114. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5115. } else {
  5116. if (sd)
  5117. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5118. }
  5119. break;
  5120. case GC_PHANTOMMENACE:
  5121. if (flag&1) { // Only Hits Invisible Targets
  5122. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5123. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5124. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5125. }
  5126. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5127. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5128. }
  5129. break;
  5130. case GC_DARKCROW:
  5131. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5132. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5133. break;
  5134. case WL_DRAINLIFE:
  5135. {
  5136. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5137. int rate = 70 + 5 * skill_lv;
  5138. heal = heal * (5 + 5 * skill_lv) / 100;
  5139. if( bl->type == BL_SKILL )
  5140. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5141. if( heal && rnd()%100 < rate )
  5142. {
  5143. status_heal(src, heal, 0, 0);
  5144. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5145. }
  5146. }
  5147. break;
  5148. case WL_TETRAVORTEX_FIRE:
  5149. case WL_TETRAVORTEX_WATER:
  5150. case WL_TETRAVORTEX_WIND:
  5151. case WL_TETRAVORTEX_GROUND:
  5152. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5153. break;
  5154. case WL_TETRAVORTEX:
  5155. if (sd == nullptr) { // Monster usage
  5156. uint8 i = 0;
  5157. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5158. { WL_TETRAVORTEX_WIND, 4 },
  5159. { WL_TETRAVORTEX_WATER, 2 },
  5160. { WL_TETRAVORTEX_GROUND, 8 } };
  5161. for (const auto &skill : tetra_skills) {
  5162. if (skill_lv > 5) {
  5163. skill_area_temp[0] = i;
  5164. skill_area_temp[1] = skill[1];
  5165. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5166. } else
  5167. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5168. i++;
  5169. }
  5170. } else if (sc) { // No SC? No spheres
  5171. int i, k = 0;
  5172. if (sc->data[SC_SPHERE_5]) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5173. status_change_end(src, SC_SPHERE_1, INVALID_TIMER);
  5174. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5175. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5176. continue;
  5177. uint16 subskill = 0;
  5178. switch (sc->data[static_cast<sc_type>(i)]->val1) {
  5179. case WLS_FIRE:
  5180. subskill = WL_TETRAVORTEX_FIRE;
  5181. k |= 1;
  5182. break;
  5183. case WLS_WIND:
  5184. subskill = WL_TETRAVORTEX_WIND;
  5185. k |= 4;
  5186. break;
  5187. case WLS_WATER:
  5188. subskill = WL_TETRAVORTEX_WATER;
  5189. k |= 2;
  5190. break;
  5191. case WLS_STONE:
  5192. subskill = WL_TETRAVORTEX_GROUND;
  5193. k |= 8;
  5194. break;
  5195. }
  5196. if (skill_lv > 5) {
  5197. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5198. skill_area_temp[1] = k;
  5199. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5200. } else
  5201. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5202. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5203. }
  5204. }
  5205. break;
  5206. case WL_RELEASE:
  5207. if (sc == nullptr)
  5208. break;
  5209. if (sd) {
  5210. int i;
  5211. #ifndef RENEWAL
  5212. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5213. #endif
  5214. if (skill_lv == 1) { // SpellBook
  5215. if (sc->data[SC_FREEZE_SP] == nullptr)
  5216. break;
  5217. bool found_spell = false;
  5218. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5219. if (sc->data[i] != nullptr) {
  5220. found_spell = true;
  5221. break;
  5222. }
  5223. }
  5224. if (!found_spell)
  5225. break;
  5226. // Now extract the data from the preserved spell
  5227. uint16 pres_skill_id = sc->data[i]->val1;
  5228. uint16 pres_skill_lv = sc->data[i]->val2;
  5229. uint16 point = sc->data[i]->val3;
  5230. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5231. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5232. sc->data[SC_FREEZE_SP]->val2 -= point;
  5233. else // Last spell to be released
  5234. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  5235. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5236. break;
  5237. // Get the requirement for the preserved skill
  5238. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5239. switch( skill_get_casttype(pres_skill_id) )
  5240. {
  5241. case CAST_GROUND:
  5242. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5243. break;
  5244. case CAST_NODAMAGE:
  5245. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5246. break;
  5247. case CAST_DAMAGE:
  5248. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5249. break;
  5250. }
  5251. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5252. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5253. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5254. if( cooldown > 0 )
  5255. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5256. } else { // Summoned Balls
  5257. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5258. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5259. continue;
  5260. int skele = WL_RELEASE - 5 + sc->data[static_cast<sc_type>(i)]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5261. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5262. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->data[static_cast<sc_type>(i)]->val2, BF_MAGIC, flag | SD_LEVEL);
  5263. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER); // Eliminate ball
  5264. }
  5265. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5266. }
  5267. }
  5268. break;
  5269. case WL_FROSTMISTY:
  5270. // Causes Freezing status through walls.
  5271. sc_start(src, bl, status_skill2sc(skill_id), 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5272. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5273. // Doesn't deal damage through non-shootable walls.
  5274. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5275. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5276. break;
  5277. case WL_HELLINFERNO:
  5278. if (flag & 1) {
  5279. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5280. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5281. } else {
  5282. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5283. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5284. }
  5285. break;
  5286. case RA_WUGSTRIKE:
  5287. if( sd && pc_isridingwug(sd) ){
  5288. short x[8]={0,-1,-1,-1,0,1,1,1};
  5289. short y[8]={1,1,0,-1,-1,-1,0,1};
  5290. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5291. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5292. clif_blown(src);
  5293. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5294. }
  5295. break;
  5296. }
  5297. case RA_WUGBITE:
  5298. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5299. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5300. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5301. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5302. break;
  5303. case RA_SENSITIVEKEEN:
  5304. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5305. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5306. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5307. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5308. }
  5309. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5310. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5311. } else {
  5312. skill_unit *su = BL_CAST(BL_SKILL, bl);
  5313. std::shared_ptr<s_skill_unit_group> sg;
  5314. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5315. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5316. {
  5317. struct item item_tmp;
  5318. memset(&item_tmp,0,sizeof(item_tmp));
  5319. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5320. item_tmp.identify = 1;
  5321. if( item_tmp.nameid )
  5322. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5323. }
  5324. skill_delunit(su);
  5325. }
  5326. }
  5327. break;
  5328. case NC_INFRAREDSCAN:
  5329. if( flag&1 ) {
  5330. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  5331. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  5332. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5333. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  5334. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  5335. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5336. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5337. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5338. } else {
  5339. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5340. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5341. }
  5342. break;
  5343. case SC_FATALMENACE:
  5344. if( flag&1 )
  5345. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5346. else {
  5347. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5348. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5349. }
  5350. break;
  5351. case LG_PINPOINTATTACK:
  5352. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5353. clif_blown(src);
  5354. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5355. break;
  5356. case SR_KNUCKLEARROW:
  5357. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5358. dir_ka = map_calc_dir(bl, src->x, src->y);
  5359. // Has slide effect
  5360. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5361. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5362. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5363. break;
  5364. case SR_HOWLINGOFLION:
  5365. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5366. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5367. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5368. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5369. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5370. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5371. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5372. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5373. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5374. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5375. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5376. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5377. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5378. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5379. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5380. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5381. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5382. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5383. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5384. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5385. break;
  5386. case SR_EARTHSHAKER:
  5387. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5388. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5389. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5390. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5391. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5392. } else {
  5393. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5394. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5395. }
  5396. break;
  5397. case SR_TIGERCANNON:
  5398. if (flag & 1) {
  5399. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5400. } else if (sd) {
  5401. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5402. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5403. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5404. }
  5405. break;
  5406. case WM_REVERBERATION:
  5407. if (flag & 1)
  5408. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5409. else {
  5410. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5411. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5412. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  5413. }
  5414. break;
  5415. case NPC_POISON_BUSTER:
  5416. if( tsc && tsc->data[SC_POISON] ) {
  5417. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5418. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5419. }
  5420. else if( sd )
  5421. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5422. break;
  5423. case KO_JYUMONJIKIRI: {
  5424. short x, y;
  5425. short dir = map_calc_dir(src,bl->x,bl->y);
  5426. if (dir > 0 && dir < 4)
  5427. x = 2;
  5428. else if (dir > 4)
  5429. x = -2;
  5430. else
  5431. x = 0;
  5432. if (dir > 2 && dir < 6)
  5433. y = 2;
  5434. else if (dir == 7 || dir < 2)
  5435. y = -2;
  5436. else
  5437. y = 0;
  5438. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5439. clif_blown(src);
  5440. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5441. }
  5442. }
  5443. break;
  5444. case EL_FIRE_BOMB:
  5445. case EL_FIRE_WAVE:
  5446. case EL_WATER_SCREW:
  5447. case EL_HURRICANE:
  5448. case EL_TYPOON_MIS:
  5449. if( flag&1 )
  5450. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5451. else {
  5452. int i = skill_get_splash(skill_id,skill_lv);
  5453. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5454. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5455. if( rnd()%100 < 30 )
  5456. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5457. else
  5458. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5459. }
  5460. break;
  5461. case EL_ROCK_CRUSHER:
  5462. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5463. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5464. if( rnd()%100 < 50 )
  5465. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5466. else
  5467. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5468. break;
  5469. case EL_STONE_RAIN:
  5470. if( flag&1 )
  5471. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5472. else {
  5473. int i = skill_get_splash(skill_id,skill_lv);
  5474. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5475. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5476. if( rnd()%100 < 30 )
  5477. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5478. else
  5479. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5480. }
  5481. break;
  5482. case EL_FIRE_ARROW:
  5483. case EL_ICE_NEEDLE:
  5484. case EL_WIND_SLASH:
  5485. case EL_STONE_HAMMER:
  5486. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5487. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5488. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5489. break;
  5490. case EL_TIDAL_WEAPON:
  5491. if( src->type == BL_ELEM ) {
  5492. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5493. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  5494. sc_type type = status_skill2sc(skill_id), type2;
  5495. type2 = static_cast<sc_type>(type - 1);
  5496. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5497. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5498. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  5499. elemental_clean_single_effect(ele, skill_id);
  5500. }
  5501. if( rnd()%100 < 50 )
  5502. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5503. else {
  5504. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5505. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5506. }
  5507. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5508. }
  5509. break;
  5510. //recursive homon skill
  5511. case MH_MAGMA_FLOW:
  5512. case MH_HEILIGE_STANGE:
  5513. if(flag&1){
  5514. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5515. break;//chance to not trigger atk for magma
  5516. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5517. }
  5518. else
  5519. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5520. break;
  5521. case MH_STAHL_HORN:
  5522. case MH_NEEDLE_OF_PARALYZE:
  5523. case MH_SONIC_CRAW:
  5524. case MH_MIDNIGHT_FRENZY:
  5525. case MH_SILVERVEIN_RUSH:
  5526. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5527. break;
  5528. case MH_TINDER_BREAKER:
  5529. case MH_CBC:
  5530. case MH_EQC:
  5531. {
  5532. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5533. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  5534. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5535. clif_blown(src);
  5536. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5537. }
  5538. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5539. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5540. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5541. }
  5542. break;
  5543. case RL_H_MINE:
  5544. if (!(flag&1)) {
  5545. // Direct attack
  5546. if (!sd || !sd->flicker) {
  5547. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5548. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5549. break;
  5550. }
  5551. // Triggered by RL_FLICKER
  5552. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5553. // Splash damage around it!
  5554. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5555. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5556. flag |= 1; // Don't consume requirement
  5557. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5558. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5559. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5560. }
  5561. }
  5562. else
  5563. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5564. if (sd && sd->flicker)
  5565. flag |= 1; // Don't consume requirement
  5566. break;
  5567. case RL_QD_SHOT:
  5568. if (skill_area_temp[1] == bl->id)
  5569. break;
  5570. if (flag&1 && tsc && tsc->data[SC_C_MARKER])
  5571. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5572. break;
  5573. case RL_D_TAIL:
  5574. case RL_HAMMER_OF_GOD:
  5575. if (flag&1)
  5576. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5577. else {
  5578. if (sd && tsc && tsc->data[SC_C_MARKER]) {
  5579. int i;
  5580. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  5581. if (i < MAX_SKILL_CRIMSON_MARKER)
  5582. flag |= 8;
  5583. }
  5584. if (skill_id == RL_HAMMER_OF_GOD)
  5585. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  5586. else
  5587. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5588. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5589. }
  5590. break;
  5591. case SU_SCAROFTAROU:
  5592. case SU_SV_STEMSPEAR:
  5593. if (skill_id == SU_SCAROFTAROU)
  5594. sc_start(src, bl, status_skill2sc(skill_id), 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  5595. else {
  5596. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  5597. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  5598. }
  5599. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5600. break;
  5601. case 0:/* no skill - basic/normal attack */
  5602. if(sd) {
  5603. if (flag & 3){
  5604. if (bl->id != skill_area_temp[1])
  5605. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5606. } else {
  5607. skill_area_temp[1] = bl->id;
  5608. map_foreachinallrange(skill_area_sub, bl,
  5609. sd->bonus.splash_range, BL_CHAR,
  5610. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5611. skill_castend_damage_id);
  5612. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5613. }
  5614. }
  5615. break;
  5616. case SJ_FALLINGSTAR_ATK:
  5617. if (sd) { // If a player used the skill it will search for targets marked by that player.
  5618. if (tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 1) { // Mark placed by a player.
  5619. int8 i = 0;
  5620. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  5621. if (i < MAX_STELLAR_MARKS) {
  5622. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5623. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  5624. }
  5625. }
  5626. } else if ( tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 2 ) { // Mark placed by a monster.
  5627. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  5628. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5629. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  5630. }
  5631. break;
  5632. case SJ_FLASHKICK: {
  5633. struct map_session_data *tsd = BL_CAST(BL_PC, bl);
  5634. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  5635. // Only players and monsters can be tagged....I think??? [Rytech]
  5636. // Lets only allow players and monsters to use this skill for safety reasons.
  5637. if ((!tsd && !tmd) || !sd && !md) {
  5638. if (sd)
  5639. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5640. break;
  5641. }
  5642. // Check if the target is already tagged by another source.
  5643. if ((tsd && tsd->sc.data[SC_FLASHKICK] && tsd->sc.data[SC_FLASHKICK]->val1 != src->id) || (tmd && tmd->sc.data[SC_FLASHKICK] && tmd->sc.data[SC_FLASHKICK]->val1 != src->id)) { // Same as the above check, but for monsters.
  5644. // Can't tag a player that was already tagged from another source.
  5645. if (sd)
  5646. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  5647. map_freeblock_unlock();
  5648. return 1;
  5649. }
  5650. if (sd) { // Tagging the target.
  5651. int i;
  5652. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  5653. if (i == MAX_STELLAR_MARKS) {
  5654. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  5655. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  5656. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5657. map_freeblock_unlock();
  5658. return 1;
  5659. }
  5660. }
  5661. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  5662. // Note: Not sure if it works like this in official but you can't mark on something you can't
  5663. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  5664. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  5665. sd->stellar_mark[i] = bl->id;
  5666. // Val4 flags if the status was applied by a player or a monster.
  5667. // This will be important for other skills that work together with this one.
  5668. // 1 = Player, 2 = Monster.
  5669. // Note: Because the attacker's ID and the slot number is handled here, we have to
  5670. // apply the status here. We can't pass this data to skill_additional_effect.
  5671. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  5672. }
  5673. } else if (md) { // Monsters can't track with this skill. Just give the status.
  5674. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  5675. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  5676. }
  5677. }
  5678. break;
  5679. default:
  5680. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5681. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5682. 0, abs(skill_get_num(skill_id, skill_lv)),
  5683. skill_id, skill_lv, skill_get_hit(skill_id));
  5684. map_freeblock_unlock();
  5685. return 1;
  5686. }
  5687. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5688. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5689. map_freeblock_unlock();
  5690. if( sd && !(flag&1) )
  5691. {// ensure that the skill last-cast tick is recorded
  5692. sd->canskill_tick = gettick();
  5693. if( sd->state.arrow_atk )
  5694. {// consume arrow on last invocation to this skill.
  5695. battle_consume_ammo(sd, skill_id, skill_lv);
  5696. }
  5697. // perform skill requirement consumption
  5698. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5699. }
  5700. return 0;
  5701. }
  5702. /**
  5703. * Give a song's buff/debuff or damage to all targets around
  5704. * @param target: Target
  5705. * @param ap: Argument list
  5706. * @return 1 on success or 0 otherwise
  5707. */
  5708. static int skill_apply_songs(struct block_list* target, va_list ap)
  5709. {
  5710. int flag = va_arg(ap, int);
  5711. struct block_list* src = va_arg(ap, struct block_list*);
  5712. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  5713. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  5714. t_tick tick = va_arg(ap, t_tick);
  5715. if (flag & BCT_WOS && src == target)
  5716. return 0;
  5717. if (battle_check_target(src, target, flag) > 0) {
  5718. switch (skill_id) {
  5719. // Attack type songs
  5720. case BA_DISSONANCE:
  5721. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  5722. return 1;
  5723. case DC_UGLYDANCE:
  5724. case BD_LULLABY:
  5725. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  5726. default: // Buff/Debuff type songs
  5727. if (skill_id == CG_HERMODE && src->id != target->id)
  5728. status_change_clear_buffs(target, SCCB_BUFFS); // Should dispell only allies.
  5729. return sc_start(src, target, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5730. }
  5731. }
  5732. return 0;
  5733. }
  5734. /**
  5735. * Calculate a song's bonus values
  5736. * @param src: Caster
  5737. * @param skill_id: Song skill ID
  5738. * @param skill_lv: Song skill level
  5739. * @param tick: Timer tick
  5740. * @return Number of targets or 0 otherwise
  5741. */
  5742. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  5743. {
  5744. nullpo_ret(src);
  5745. if (src->type != BL_PC) {
  5746. ShowWarning("skill_castend_song: Expected player type for src!\n");
  5747. return 0;
  5748. }
  5749. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  5750. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  5751. return 0;
  5752. }
  5753. struct map_session_data* sd = BL_CAST(BL_PC, src);
  5754. int flag = BCT_PARTY;
  5755. switch (skill_id) {
  5756. case BD_ROKISWEIL:
  5757. flag = BCT_ENEMY | BCT_WOS;
  5758. break;
  5759. case BD_LULLABY:
  5760. case BD_ETERNALCHAOS:
  5761. case BA_DISSONANCE:
  5762. case DC_UGLYDANCE:
  5763. case DC_DONTFORGETME:
  5764. flag = BCT_ENEMY;
  5765. break;
  5766. case CG_HERMODE:
  5767. flag |= BCT_GUILD;
  5768. break;
  5769. }
  5770. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  5771. sd->skill_id_dance = skill_id;
  5772. sd->skill_lv_dance = skill_lv;
  5773. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  5774. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  5775. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  5776. }
  5777. /**
  5778. * Use no-damage skill from 'src' to 'bl
  5779. * @param src Caster
  5780. * @param bl Target of the skill, bl maybe same with src for self skill
  5781. * @param skill_id
  5782. * @param skill_lv
  5783. * @param tick
  5784. * @param flag Various value, &1: Recursive effect
  5785. **/
  5786. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  5787. {
  5788. struct map_session_data *sd, *dstsd;
  5789. struct mob_data *md, *dstmd;
  5790. struct homun_data *hd;
  5791. struct mercenary_data *mer;
  5792. struct status_data *sstatus, *tstatus;
  5793. struct status_change *tsc;
  5794. struct status_change_entry *tsce;
  5795. int i = 0;
  5796. enum sc_type type;
  5797. if(skill_id > 0 && !skill_lv) return 0; // celest
  5798. nullpo_retr(1, src);
  5799. nullpo_retr(1, bl);
  5800. if (src->m != bl->m)
  5801. return 1;
  5802. sd = BL_CAST(BL_PC, src);
  5803. hd = BL_CAST(BL_HOM, src);
  5804. md = BL_CAST(BL_MOB, src);
  5805. mer = BL_CAST(BL_MER, src);
  5806. dstsd = BL_CAST(BL_PC, bl);
  5807. dstmd = BL_CAST(BL_MOB, bl);
  5808. if(bl->prev == NULL)
  5809. return 1;
  5810. if(status_isdead(src))
  5811. return 1;
  5812. if( src != bl && status_isdead(bl) ) {
  5813. switch( skill_id ) { // Skills that may be cast on dead targets
  5814. case NPC_WIDESOULDRAIN:
  5815. case PR_REDEMPTIO:
  5816. case ALL_RESURRECTION:
  5817. case WM_DEADHILLHERE:
  5818. case WE_ONEFOREVER:
  5819. break;
  5820. default:
  5821. return 1;
  5822. }
  5823. }
  5824. tstatus = status_get_status_data(bl);
  5825. sstatus = status_get_status_data(src);
  5826. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5827. switch (skill_id) {
  5828. case HLIF_HEAL: //[orn]
  5829. if (bl->type != BL_HOM) {
  5830. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5831. break ;
  5832. }
  5833. case AL_HEAL:
  5834. case ALL_RESURRECTION:
  5835. case PR_ASPERSIO:
  5836. case AB_HIGHNESSHEAL:
  5837. //Apparently only player casted skills can be offensive like this.
  5838. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5839. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5840. //Offensive heal does not works on non-enemies. [Skotlex]
  5841. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5842. return 0;
  5843. }
  5844. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5845. }
  5846. break;
  5847. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5848. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5849. case MH_STEINWAND: {
  5850. struct block_list *s_src = battle_get_master(src);
  5851. short ret = 0;
  5852. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5853. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5854. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5855. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5856. if (hd)
  5857. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5858. return ret;
  5859. }
  5860. break;
  5861. default:
  5862. //Skill is actually ground placed.
  5863. if (src == bl && skill_get_unit_id(skill_id))
  5864. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5865. }
  5866. type = status_skill2sc(skill_id);
  5867. tsc = status_get_sc(bl);
  5868. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5869. if (src!=bl && type > -1 &&
  5870. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  5871. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5872. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5873. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5874. map_freeblock_lock();
  5875. switch(skill_id)
  5876. {
  5877. case HLIF_HEAL: //[orn]
  5878. case AL_HEAL:
  5879. case AB_HIGHNESSHEAL:
  5880. {
  5881. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5882. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  5883. heal = 0;
  5884. if( tsc && tsc->count ) {
  5885. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  5886. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5887. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5888. if (src == bl)
  5889. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5890. else {
  5891. bl = src;
  5892. dstsd = sd;
  5893. }
  5894. }
  5895. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5896. heal = 0; //Needed so that it actually displays 0 when healing.
  5897. }
  5898. if (skill_id == AL_HEAL)
  5899. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  5900. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5901. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5902. heal = ~heal + 1;
  5903. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  5904. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5905. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5906. if (heal_get_jobexp <= 0)
  5907. heal_get_jobexp = 1;
  5908. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  5909. }
  5910. }
  5911. break;
  5912. case PR_REDEMPTIO:
  5913. if (sd && !(flag&1)) {
  5914. if (sd->status.party_id == 0) {
  5915. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5916. break;
  5917. }
  5918. skill_area_temp[0] = 0;
  5919. party_foreachsamemap(skill_area_sub,
  5920. sd,skill_get_splash(skill_id, skill_lv),
  5921. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5922. skill_castend_nodamage_id);
  5923. if (skill_area_temp[0] == 0) {
  5924. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5925. break;
  5926. }
  5927. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  5928. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  5929. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  5930. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  5931. }
  5932. status_set_hp(src, 1, 0);
  5933. status_set_sp(src, 0, 0);
  5934. break;
  5935. } else if (status_isdead(bl) && flag&1) { //Revive
  5936. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5937. skill_lv = 3; //Resurrection level 3 is used
  5938. } else //Invalid target, skip resurrection.
  5939. break;
  5940. case ALL_RESURRECTION:
  5941. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  5942. { //No reviving in WoE grounds!
  5943. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5944. break;
  5945. }
  5946. if (!status_isdead(bl))
  5947. break;
  5948. {
  5949. int per = 0, sper = 0;
  5950. if (tsc && tsc->data[SC_HELLPOWER]) {
  5951. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  5952. break;
  5953. }
  5954. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  5955. break;
  5956. switch(skill_lv){
  5957. case 1: per=10; break;
  5958. case 2: per=30; break;
  5959. case 3: per=50; break;
  5960. case 4: per=80; break;
  5961. }
  5962. if(dstsd && dstsd->special_state.restart_full_recover)
  5963. per = sper = 100;
  5964. if (status_revive(bl, per, sper))
  5965. {
  5966. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5967. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5968. {
  5969. t_exp exp = 0,jexp = 0;
  5970. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5971. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5972. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  5973. if (exp < 1) exp = 1;
  5974. }
  5975. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5976. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  5977. if (jexp < 1) jexp = 1;
  5978. }
  5979. if(exp > 0 || jexp > 0)
  5980. pc_gainexp (sd, bl, exp, jexp, 0);
  5981. }
  5982. }
  5983. }
  5984. break;
  5985. case AL_DECAGI:
  5986. case MER_DECAGI:
  5987. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5988. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  5989. break;
  5990. case AL_CRUCIS:
  5991. if (flag&1)
  5992. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  5993. else {
  5994. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5995. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5996. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5997. }
  5998. break;
  5999. case SP_SOULCURSE:
  6000. if (flag&1)
  6001. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6002. else {
  6003. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6004. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6005. }
  6006. break;
  6007. case PR_LEXDIVINA:
  6008. case MER_LEXDIVINA:
  6009. if (tsce)
  6010. status_change_end(bl, type, INVALID_TIMER);
  6011. else
  6012. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6013. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6014. break;
  6015. case SA_ABRACADABRA:
  6016. if (abra_db.empty()) {
  6017. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6018. break;
  6019. }
  6020. else {
  6021. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6022. do {
  6023. auto abra_spell = abra_db.random();
  6024. abra_skill_id = abra_spell->skill_id;
  6025. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6026. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6027. break;
  6028. }
  6029. } while (checked++ < checked_max);
  6030. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6031. if( sd )
  6032. {// player-casted
  6033. sd->state.abra_flag = 1;
  6034. sd->skillitem = abra_skill_id;
  6035. sd->skillitemlv = abra_skill_lv;
  6036. sd->skillitem_keep_requirement = false;
  6037. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6038. }
  6039. else
  6040. {// mob-casted
  6041. struct unit_data *ud = unit_bl2ud(src);
  6042. int inf = skill_get_inf(abra_skill_id);
  6043. if (!ud) break;
  6044. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6045. if (src->type == BL_PET)
  6046. bl = (struct block_list*)((TBL_PET*)src)->master;
  6047. if (!bl) bl = src;
  6048. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6049. } else { //Assume offensive skills
  6050. int target_id = 0;
  6051. if (ud->target)
  6052. target_id = ud->target;
  6053. else switch (src->type) {
  6054. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6055. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6056. }
  6057. if (!target_id)
  6058. break;
  6059. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6060. bl = map_id2bl(target_id);
  6061. if (!bl) bl = src;
  6062. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6063. } else
  6064. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6065. }
  6066. }
  6067. }
  6068. break;
  6069. case SA_COMA:
  6070. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6071. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6072. break;
  6073. case SA_FULLRECOVERY:
  6074. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6075. if (status_isimmune(bl))
  6076. break;
  6077. status_percent_heal(bl, 100, 100);
  6078. break;
  6079. case NPC_ALLHEAL:
  6080. {
  6081. int heal;
  6082. if( status_isimmune(bl) )
  6083. break;
  6084. heal = status_percent_heal(bl, 100, 0);
  6085. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6086. if( dstmd )
  6087. { // Reset Damage Logs
  6088. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6089. dstmd->tdmg = 0;
  6090. }
  6091. }
  6092. break;
  6093. case SA_SUMMONMONSTER:
  6094. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6095. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6096. break;
  6097. case SA_LEVELUP:
  6098. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6099. if (sd && pc_nextbaseexp(sd))
  6100. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6101. break;
  6102. case SA_INSTANTDEATH:
  6103. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6104. status_kill(src);
  6105. break;
  6106. case SA_QUESTION:
  6107. clif_emotion(src,ET_QUESTION);
  6108. case SA_GRAVITY:
  6109. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6110. break;
  6111. case SA_CLASSCHANGE:
  6112. case SA_MONOCELL:
  6113. if (dstmd)
  6114. {
  6115. int class_;
  6116. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6117. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6118. break;
  6119. }
  6120. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6121. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6122. mob_class_change(dstmd,class_);
  6123. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6124. 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 };
  6125. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6126. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6127. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6128. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  6129. }
  6130. }
  6131. break;
  6132. case SA_DEATH:
  6133. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6134. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6135. break;
  6136. }
  6137. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6138. status_kill(bl);
  6139. break;
  6140. case SA_REVERSEORCISH:
  6141. case ALL_REVERSEORCISH:
  6142. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6143. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6144. break;
  6145. case SA_FORTUNE:
  6146. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6147. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  6148. break;
  6149. case SA_TAMINGMONSTER:
  6150. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6151. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6152. pet_catch_process1(sd, dstmd->mob_id);
  6153. }
  6154. break;
  6155. case CR_PROVIDENCE:
  6156. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6157. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6158. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6159. map_freeblock_unlock();
  6160. return 1;
  6161. }
  6162. }
  6163. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6164. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6165. break;
  6166. case CG_MARIONETTE:
  6167. {
  6168. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->data[SC_CURSE] || tsc->data[SC_QUAGMIRE])) )
  6169. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6170. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6171. map_freeblock_unlock();
  6172. return 1;
  6173. }
  6174. status_change* sc = status_get_sc(src);
  6175. if( sc && tsc )
  6176. {
  6177. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  6178. {
  6179. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6180. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6181. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6182. }
  6183. else
  6184. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  6185. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  6186. {
  6187. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  6188. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  6189. }
  6190. else
  6191. {
  6192. if( sd )
  6193. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6194. map_freeblock_unlock();
  6195. return 1;
  6196. }
  6197. }
  6198. }
  6199. break;
  6200. case RG_CLOSECONFINE:
  6201. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6202. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6203. break;
  6204. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6205. case SA_FROSTWEAPON:
  6206. case SA_LIGHTNINGLOADER:
  6207. case SA_SEISMICWEAPON:
  6208. if (dstsd && dstsd->status.weapon == W_FIST) {
  6209. if (sd)
  6210. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6211. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6212. break;
  6213. }
  6214. #ifdef RENEWAL
  6215. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6216. #else
  6217. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6218. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  6219. if (dstsd){
  6220. short index = dstsd->equip_index[EQI_HAND_R];
  6221. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6222. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6223. }
  6224. if (sd)
  6225. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6226. }
  6227. #endif
  6228. break;
  6229. case PR_ASPERSIO:
  6230. if (sd && dstmd) {
  6231. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6232. break;
  6233. }
  6234. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6235. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6236. break;
  6237. case ITEM_ENCHANTARMS:
  6238. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  6239. break;
  6240. case TK_SEVENWIND:
  6241. switch(skill_get_ele(skill_id,skill_lv)) {
  6242. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6243. case ELE_WIND : type = SC_WINDWEAPON; break;
  6244. case ELE_WATER : type = SC_WATERWEAPON; break;
  6245. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6246. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6247. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6248. case ELE_HOLY : type = SC_ASPERSIO; break;
  6249. }
  6250. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6251. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6252. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6253. break;
  6254. case PR_KYRIE:
  6255. case MER_KYRIE:
  6256. case SU_TUNAPARTY:
  6257. case SU_GROOMING:
  6258. case SU_CHATTERING:
  6259. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6260. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6261. break;
  6262. //Passive Magnum, should had been casted on yourself.
  6263. case SM_MAGNUM:
  6264. case MS_MAGNUM:
  6265. skill_area_temp[1] = 0;
  6266. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6267. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6268. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6269. // Initiate 20% of your damage becomes fire element.
  6270. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6271. break;
  6272. case TK_JUMPKICK:
  6273. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6274. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6275. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6276. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6277. clif_blown(src);
  6278. }
  6279. } else
  6280. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6281. break;
  6282. case PR_BENEDICTIO:
  6283. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6284. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6285. break;
  6286. case AL_INCAGI:
  6287. case AL_BLESSING:
  6288. case MER_INCAGI:
  6289. case MER_BLESSING:
  6290. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  6291. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6292. break;
  6293. }
  6294. case PR_SLOWPOISON:
  6295. case PR_LEXAETERNA:
  6296. #ifndef RENEWAL
  6297. case PR_IMPOSITIO:
  6298. case PR_SUFFRAGIUM:
  6299. #endif
  6300. case LK_BERSERK:
  6301. case MS_BERSERK:
  6302. case KN_TWOHANDQUICKEN:
  6303. case KN_ONEHAND:
  6304. case MER_QUICKEN:
  6305. case CR_SPEARQUICKEN:
  6306. case CR_REFLECTSHIELD:
  6307. case MS_REFLECTSHIELD:
  6308. case AS_POISONREACT:
  6309. #ifndef RENEWAL
  6310. case MC_LOUD:
  6311. #endif
  6312. case MG_ENERGYCOAT:
  6313. case MO_EXPLOSIONSPIRITS:
  6314. case MO_STEELBODY:
  6315. case MO_BLADESTOP:
  6316. case LK_AURABLADE:
  6317. case LK_PARRYING:
  6318. case MS_PARRYING:
  6319. case LK_CONCENTRATION:
  6320. #ifdef RENEWAL
  6321. case HP_BASILICA:
  6322. #endif
  6323. case WS_CARTBOOST:
  6324. case SN_SIGHT:
  6325. case WS_MELTDOWN:
  6326. case WS_OVERTHRUSTMAX:
  6327. case ST_REJECTSWORD:
  6328. case HW_MAGICPOWER:
  6329. case PF_MEMORIZE:
  6330. case PA_SACRIFICE:
  6331. case ASC_EDP:
  6332. case PF_DOUBLECASTING:
  6333. case SG_SUN_COMFORT:
  6334. case SG_MOON_COMFORT:
  6335. case SG_STAR_COMFORT:
  6336. case GS_MADNESSCANCEL:
  6337. case GS_ADJUSTMENT:
  6338. case GS_INCREASING:
  6339. #ifdef RENEWAL
  6340. case GS_MAGICALBULLET:
  6341. #endif
  6342. case NJ_KASUMIKIRI:
  6343. case NJ_UTSUSEMI:
  6344. case NJ_NEN:
  6345. case NPC_DEFENDER:
  6346. case NPC_MAGICMIRROR:
  6347. case ST_PRESERVE:
  6348. case NPC_KEEPING:
  6349. case NPC_BARRIER:
  6350. case NPC_INVINCIBLE:
  6351. case NPC_INVINCIBLEOFF:
  6352. case MER_INVINCIBLEOFF2:
  6353. case RK_DEATHBOUND:
  6354. case AB_EXPIATIO:
  6355. case AB_DUPLELIGHT:
  6356. case AB_SECRAMENT:
  6357. case AB_OFFERTORIUM:
  6358. case NC_ACCELERATION:
  6359. case NC_HOVERING:
  6360. case NC_SHAPESHIFT:
  6361. case WL_MARSHOFABYSS:
  6362. case WL_RECOGNIZEDSPELL:
  6363. case GC_VENOMIMPRESS:
  6364. case SC_DEADLYINFECT:
  6365. case LG_EXEEDBREAK:
  6366. case LG_PRESTIGE:
  6367. case LG_INSPIRATION:
  6368. case SR_CRESCENTELBOW:
  6369. case SR_LIGHTNINGWALK:
  6370. case GN_CARTBOOST:
  6371. case GN_BLOOD_SUCKER:
  6372. case GN_HELLS_PLANT:
  6373. case KO_MEIKYOUSISUI:
  6374. case ALL_ODINS_POWER:
  6375. case ALL_FULL_THROTTLE:
  6376. case RA_UNLIMIT:
  6377. case WL_TELEKINESIS_INTENSE:
  6378. case RL_HEAT_BARREL:
  6379. case RL_P_ALTER:
  6380. case RL_E_CHAIN:
  6381. case SU_FRESHSHRIMP:
  6382. case SU_ARCLOUSEDASH:
  6383. case NPC_MAXPAIN:
  6384. case SP_SOULREAPER:
  6385. case SJ_LIGHTOFMOON:
  6386. case SJ_LIGHTOFSTAR:
  6387. case SJ_FALLINGSTAR:
  6388. case SJ_LIGHTOFSUN:
  6389. case SJ_BOOKOFDIMENSION:
  6390. case NPC_HALLUCINATIONWALK:
  6391. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6392. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6393. break;
  6394. case LG_SHIELDSPELL:
  6395. if (skill_lv == 1)
  6396. type = SC_SHIELDSPELL_HP;
  6397. else if (skill_lv == 2)
  6398. type = SC_SHIELDSPELL_SP;
  6399. else
  6400. type = SC_SHIELDSPELL_ATK;
  6401. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6402. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6403. break;
  6404. case SJ_GRAVITYCONTROL: {
  6405. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  6406. if (bl->type == BL_PC)
  6407. fall_damage += dstsd->weight / 10 - tstatus->def;
  6408. else // Monster's don't have weight. Put something in its place.
  6409. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  6410. fall_damage = max(1, fall_damage);
  6411. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  6412. }
  6413. break;
  6414. case NPC_HALLUCINATION:
  6415. case NPC_HELLPOWER:
  6416. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6417. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  6418. break;
  6419. case KN_AUTOCOUNTER:
  6420. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6421. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  6422. break;
  6423. case SO_STRIKING:
  6424. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  6425. int bonus = 0;
  6426. if (dstsd) {
  6427. short index = dstsd->equip_index[EQI_HAND_R];
  6428. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6429. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  6430. }
  6431. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  6432. } else if (sd)
  6433. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  6434. break;
  6435. case NPC_STOP:
  6436. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6437. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  6438. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  6439. break;
  6440. case HP_ASSUMPTIO:
  6441. if( sd && dstmd )
  6442. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6443. else
  6444. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6445. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6446. break;
  6447. case MG_SIGHT:
  6448. case MER_SIGHT:
  6449. case AL_RUWACH:
  6450. case WZ_SIGHTBLASTER:
  6451. case NPC_WIDESIGHT:
  6452. case NPC_STONESKIN:
  6453. case NPC_ANTIMAGIC:
  6454. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6455. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  6456. break;
  6457. case HLIF_AVOID:
  6458. case HAMI_DEFENCE:
  6459. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  6460. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  6461. break;
  6462. case NJ_BUNSINJYUTSU:
  6463. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  6464. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6465. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6466. status_change_end(bl, SC_NEN, INVALID_TIMER);
  6467. break;
  6468. /* Was modified to only affect targetted char. [Skotlex]
  6469. case HP_ASSUMPTIO:
  6470. if (flag&1)
  6471. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6472. else
  6473. {
  6474. map_foreachinallrange(skill_area_sub, bl,
  6475. skill_get_splash(skill_id, skill_lv), BL_PC,
  6476. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  6477. skill_castend_nodamage_id);
  6478. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6479. }
  6480. break;
  6481. */
  6482. case SM_ENDURE:
  6483. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6484. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6485. break;
  6486. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  6487. if (sd && dstsd && dstsd->sc.count) {
  6488. if (dstsd->sc.data[SC_FIREWEAPON] ||
  6489. dstsd->sc.data[SC_WATERWEAPON] ||
  6490. dstsd->sc.data[SC_WINDWEAPON] ||
  6491. dstsd->sc.data[SC_EARTHWEAPON] ||
  6492. dstsd->sc.data[SC_SHADOWWEAPON] ||
  6493. dstsd->sc.data[SC_GHOSTWEAPON]
  6494. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  6495. ) {
  6496. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6497. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6498. break;
  6499. }
  6500. }
  6501. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6502. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6503. break;
  6504. case LK_TENSIONRELAX:
  6505. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6506. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  6507. skill_get_time(skill_id,skill_lv)));
  6508. break;
  6509. case MC_CHANGECART:
  6510. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6511. break;
  6512. case MC_CARTDECORATE:
  6513. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6514. if( sd ) {
  6515. clif_SelectCart(sd);
  6516. }
  6517. break;
  6518. case TK_MISSION:
  6519. if (sd) {
  6520. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  6521. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  6522. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6523. break;
  6524. }
  6525. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  6526. if (!id) {
  6527. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6528. break;
  6529. }
  6530. sd->mission_mobid = id;
  6531. sd->mission_count = 0;
  6532. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  6533. clif_mission_info(sd, id, 0);
  6534. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6535. }
  6536. break;
  6537. case AC_CONCENTRATION:
  6538. {
  6539. int splash = skill_get_splash(skill_id, skill_lv);
  6540. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6541. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6542. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  6543. map_foreachinallrange( status_change_timer_sub, src,
  6544. splash, BL_CHAR, src, NULL, type, tick);
  6545. }
  6546. break;
  6547. case SM_PROVOKE:
  6548. case SM_SELFPROVOKE:
  6549. case MER_PROVOKE:
  6550. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  6551. map_freeblock_unlock();
  6552. return 1;
  6553. }
  6554. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  6555. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  6556. {
  6557. if( sd )
  6558. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6559. map_freeblock_unlock();
  6560. return 0;
  6561. }
  6562. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  6563. unit_skillcastcancel(bl, 2);
  6564. if( tsc && tsc->count )
  6565. {
  6566. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6567. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  6568. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6569. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6570. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  6571. }
  6572. if( dstmd )
  6573. {
  6574. dstmd->state.provoke_flag = src->id;
  6575. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6576. }
  6577. break;
  6578. case ML_DEVOTION:
  6579. case CR_DEVOTION:
  6580. {
  6581. int count, lv;
  6582. if( !dstsd || (!sd && !mer) )
  6583. { // Only players can be devoted
  6584. if( sd )
  6585. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6586. break;
  6587. }
  6588. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6589. lv = -lv;
  6590. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6591. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6592. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6593. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6594. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  6595. {
  6596. if( sd )
  6597. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6598. map_freeblock_unlock();
  6599. return 1;
  6600. }
  6601. i = 0;
  6602. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6603. if( sd )
  6604. { // Player Devoting Player
  6605. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6606. if( i == count )
  6607. {
  6608. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6609. if( i == count )
  6610. { // No free slots, skill Fail
  6611. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6612. map_freeblock_unlock();
  6613. return 1;
  6614. }
  6615. }
  6616. sd->devotion[i] = bl->id;
  6617. }
  6618. else
  6619. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6620. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6621. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  6622. clif_devotion(src, NULL);
  6623. }
  6624. break;
  6625. case SP_SOULUNITY: {
  6626. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  6627. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  6628. if (!dstsd || !sd) { // Only put player's souls in unity.
  6629. if (sd)
  6630. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6631. break;
  6632. }
  6633. if (dstsd->sc.data[type] && dstsd->sc.data[type]->val2 != src->id) { // Fail if a player is in unity with another source.
  6634. if (sd)
  6635. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6636. map_freeblock_unlock();
  6637. return 1;
  6638. }
  6639. if (sd) { // Unite player's soul with caster's soul.
  6640. i = 0;
  6641. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  6642. if (i == count) {
  6643. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  6644. if(i == count) { // No more free slots? Fail the skill.
  6645. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6646. map_freeblock_unlock();
  6647. return 1;
  6648. }
  6649. }
  6650. sd->united_soul[i] = bl->id;
  6651. }
  6652. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  6653. } else if (sd)
  6654. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6655. }
  6656. break;
  6657. case MO_CALLSPIRITS:
  6658. if(sd) {
  6659. int limit = skill_lv;
  6660. if( sd->sc.data[SC_RAISINGDRAGON] )
  6661. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6662. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6663. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6664. }
  6665. break;
  6666. case CH_SOULCOLLECT:
  6667. if(sd) {
  6668. int limit = 5;
  6669. if( sd->sc.data[SC_RAISINGDRAGON] )
  6670. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6671. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6672. for (i = 0; i < limit; i++)
  6673. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6674. }
  6675. break;
  6676. case MO_KITRANSLATION:
  6677. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6678. //Require will define how many spiritballs will be transferred
  6679. struct s_skill_condition require;
  6680. require = skill_get_requirement(sd,skill_id,skill_lv);
  6681. pc_delspiritball(sd,require.spiritball,0);
  6682. for (i = 0; i < require.spiritball; i++)
  6683. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6684. } else {
  6685. if(sd)
  6686. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6687. map_freeblock_unlock();
  6688. return 0;
  6689. }
  6690. break;
  6691. case TK_TURNKICK:
  6692. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6693. if (skill_area_temp[1] != bl->id) {
  6694. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  6695. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6696. }
  6697. break;
  6698. case MO_ABSORBSPIRITS:
  6699. i = 0;
  6700. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  6701. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  6702. if (dstsd->spiritball > 0) {
  6703. i = dstsd->spiritball * 7;
  6704. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6705. }
  6706. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6707. i += dstsd->spiritcharm * 7;
  6708. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6709. }
  6710. } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6711. i = 2 * dstmd->level;
  6712. mob_target(dstmd,src,0);
  6713. } else {
  6714. if (sd)
  6715. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6716. break;
  6717. }
  6718. if (i) status_heal(src, 0, i, 3);
  6719. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6720. break;
  6721. case AC_MAKINGARROW:
  6722. if(sd) {
  6723. clif_arrow_create_list(sd);
  6724. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6725. }
  6726. break;
  6727. case AM_PHARMACY:
  6728. if(sd) {
  6729. clif_skill_produce_mix_list(sd,skill_id,22);
  6730. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6731. }
  6732. break;
  6733. case SA_CREATECON:
  6734. if(sd) {
  6735. clif_elementalconverter_list(sd);
  6736. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6737. }
  6738. break;
  6739. case BS_HAMMERFALL:
  6740. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6741. break;
  6742. case RG_RAID:
  6743. skill_area_temp[1] = 0;
  6744. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6745. map_foreachinrange(skill_area_sub, bl,
  6746. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6747. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6748. skill_castend_damage_id);
  6749. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6750. break;
  6751. //List of self skills that give damage around caster
  6752. case ASC_METEORASSAULT:
  6753. case GS_SPREADATTACK:
  6754. case RK_WINDCUTTER:
  6755. case RK_STORMBLAST:
  6756. case NC_AXETORNADO:
  6757. case GC_COUNTERSLASH:
  6758. case SR_SKYNETBLOW:
  6759. case SR_RAMPAGEBLASTER:
  6760. case SR_HOWLINGOFLION:
  6761. case LG_CANNONSPEAR:
  6762. case LG_OVERBRAND:
  6763. case LG_RAYOFGENESIS:
  6764. case KO_HAPPOKUNAI:
  6765. case RL_FIREDANCE:
  6766. case RL_R_TRIP:
  6767. case SJ_FULLMOONKICK:
  6768. case SJ_NEWMOONKICK:
  6769. case SJ_SOLARBURST:
  6770. case SJ_STAREMPEROR:
  6771. case SJ_FALLINGSTAR_ATK:
  6772. {
  6773. struct status_change *sc = status_get_sc(src);
  6774. int starget = BL_CHAR|BL_SKILL;
  6775. if (skill_id == SR_HOWLINGOFLION)
  6776. starget = splash_target(src);
  6777. if (skill_id == SJ_NEWMOONKICK) {
  6778. if (tsce) {
  6779. status_change_end(bl, type, INVALID_TIMER);
  6780. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6781. break;
  6782. } else
  6783. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6784. }
  6785. if (skill_id == SJ_STAREMPEROR && sc && sc->data[SC_DIMENSION]) {
  6786. if (sd) {
  6787. // Remove old shields if any exist.
  6788. pc_delspiritball(sd, sd->spiritball, 0);
  6789. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  6790. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  6791. }
  6792. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  6793. }
  6794. skill_area_temp[1] = 0;
  6795. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6796. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6797. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6798. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6799. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6800. }
  6801. break;
  6802. case NPC_IGNITIONBREAK:
  6803. case RK_IGNITIONBREAK:
  6804. skill_area_temp[1] = 0;
  6805. #if PACKETVER >= 20180207
  6806. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6807. #else
  6808. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6809. #endif
  6810. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6811. break;
  6812. case SR_TIGERCANNON:
  6813. case SR_WINDMILL:
  6814. case GN_CART_TORNADO:
  6815. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6816. case SR_EARTHSHAKER:
  6817. case NC_INFRAREDSCAN:
  6818. case NPC_VAMPIRE_GIFT:
  6819. case NPC_HELLJUDGEMENT:
  6820. case NPC_PULSESTRIKE:
  6821. case LG_MOONSLASHER:
  6822. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6823. break;
  6824. #ifdef RENEWAL
  6825. case KN_BRANDISHSPEAR:
  6826. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6827. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  6828. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6829. skill_castend_damage_id);
  6830. break;
  6831. #else
  6832. case KN_BRANDISHSPEAR:
  6833. #endif
  6834. case ML_BRANDISH:
  6835. skill_area_temp[1] = bl->id;
  6836. if(skill_lv >= 10)
  6837. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6838. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6839. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6840. skill_castend_damage_id);
  6841. if(skill_lv >= 7)
  6842. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6843. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6844. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6845. skill_castend_damage_id);
  6846. if(skill_lv >= 4)
  6847. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6848. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6849. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6850. skill_castend_damage_id);
  6851. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6852. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6853. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6854. skill_castend_damage_id);
  6855. break;
  6856. case WZ_SIGHTRASHER:
  6857. //Passive side of the attack.
  6858. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6859. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6860. map_foreachinshootrange(skill_area_sub,src,
  6861. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6862. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6863. skill_castend_damage_id);
  6864. break;
  6865. case WZ_FROSTNOVA:
  6866. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6867. skill_area_temp[1] = 0;
  6868. map_foreachinshootrange(skill_attack_area, src,
  6869. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6870. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6871. break;
  6872. case HVAN_EXPLOSION: //[orn]
  6873. case NPC_SELFDESTRUCTION:
  6874. //Self Destruction hits everyone in range (allies+enemies)
  6875. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6876. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6877. BCT_ENEMY:BCT_ALL;
  6878. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6879. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6880. map_foreachinshootrange(skill_area_sub, bl,
  6881. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6882. src, skill_id, skill_lv, tick, flag|i,
  6883. skill_castend_damage_id);
  6884. if(map_addblock(src)) {
  6885. map_freeblock_unlock();
  6886. return 1;
  6887. }
  6888. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  6889. break;
  6890. case AL_ANGELUS:
  6891. #ifdef RENEWAL
  6892. case PR_SUFFRAGIUM:
  6893. case PR_IMPOSITIO:
  6894. #endif
  6895. case PR_MAGNIFICAT:
  6896. case PR_GLORIA:
  6897. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6898. // Animations don't play when outside visible range
  6899. if (check_distance_bl(src, bl, AREA_SIZE))
  6900. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  6901. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6902. }
  6903. else if (sd)
  6904. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  6905. break;
  6906. #ifdef RENEWAL
  6907. case MC_LOUD:
  6908. #endif
  6909. case SN_WINDWALK:
  6910. case CASH_BLESSING:
  6911. case CASH_INCAGI:
  6912. case CASH_ASSUMPTIO:
  6913. case WM_FRIGG_SONG:
  6914. case NV_HELPANGEL:
  6915. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6916. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6917. else if( sd )
  6918. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6919. break;
  6920. case MER_MAGNIFICAT:
  6921. if( mer != NULL )
  6922. {
  6923. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6924. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6925. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6926. else if( mer->master && !(flag&1) )
  6927. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6928. }
  6929. break;
  6930. case BS_ADRENALINE:
  6931. case BS_ADRENALINE2:
  6932. case BS_WEAPONPERFECT:
  6933. case BS_OVERTHRUST:
  6934. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6935. int weapontype = skill_get_weapontype(skill_id);
  6936. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6937. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6938. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6939. }
  6940. } else if (sd) {
  6941. party_foreachsamemap(skill_area_sub,
  6942. sd,skill_get_splash(skill_id, skill_lv),
  6943. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6944. skill_castend_nodamage_id);
  6945. }
  6946. break;
  6947. case BS_MAXIMIZE:
  6948. case NV_TRICKDEAD:
  6949. case CR_DEFENDER:
  6950. case ML_DEFENDER:
  6951. case CR_AUTOGUARD:
  6952. case ML_AUTOGUARD:
  6953. case TK_READYSTORM:
  6954. case TK_READYDOWN:
  6955. case TK_READYTURN:
  6956. case TK_READYCOUNTER:
  6957. case TK_DODGE:
  6958. case CR_SHRINK:
  6959. case SG_FUSION:
  6960. case GS_GATLINGFEVER:
  6961. case SJ_LUNARSTANCE:
  6962. case SJ_STARSTANCE:
  6963. case SJ_UNIVERSESTANCE:
  6964. case SJ_SUNSTANCE:
  6965. case SP_SOULCOLLECT:
  6966. if( tsce )
  6967. {
  6968. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6969. map_freeblock_unlock();
  6970. return 0;
  6971. }
  6972. if( skill_id == SP_SOULCOLLECT ){
  6973. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), max(1000, skill_get_time(skill_id, skill_lv))));
  6974. }else{
  6975. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6976. }
  6977. break;
  6978. case SL_KAITE:
  6979. case SL_KAAHI:
  6980. case SL_KAIZEL:
  6981. case SL_KAUPE:
  6982. case SP_KAUTE:
  6983. if (sd) {
  6984. if (!dstsd || !(
  6985. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6986. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6987. dstsd->status.char_id == sd->status.char_id ||
  6988. dstsd->status.char_id == sd->status.partner_id ||
  6989. dstsd->status.char_id == sd->status.child ||
  6990. (skill_id == SP_KAUTE && dstsd->sc.data[SC_SOULUNITY])
  6991. )) {
  6992. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6993. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6994. break;
  6995. }
  6996. }
  6997. if (skill_id == SP_KAUTE) {
  6998. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  6999. if (sd)
  7000. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  7001. break;
  7002. }
  7003. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7004. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  7005. } else
  7006. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7007. break;
  7008. case SM_AUTOBERSERK:
  7009. case MER_AUTOBERSERK:
  7010. if( tsce )
  7011. i = status_change_end(bl, type, INVALID_TIMER);
  7012. else
  7013. i = sc_start(src,bl,type,100,skill_lv,60000);
  7014. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7015. break;
  7016. case TF_HIDING:
  7017. case ST_CHASEWALK:
  7018. case KO_YAMIKUMO:
  7019. if (tsce)
  7020. {
  7021. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  7022. map_freeblock_unlock();
  7023. return 0;
  7024. }
  7025. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7026. break;
  7027. case TK_RUN:
  7028. if (tsce)
  7029. {
  7030. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7031. map_freeblock_unlock();
  7032. return 0;
  7033. }
  7034. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  7035. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  7036. clif_walkok(sd); // So aegis has to resend the walk ok.
  7037. break;
  7038. case AS_CLOAKING:
  7039. case GC_CLOAKINGEXCEED:
  7040. case LG_FORCEOFVANGUARD:
  7041. case SC_REPRODUCE:
  7042. case SC_INVISIBILITY:
  7043. case RA_CAMOUFLAGE:
  7044. if (tsce) {
  7045. i = status_change_end(bl, type, INVALID_TIMER);
  7046. if( i )
  7047. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7048. else if( sd )
  7049. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7050. map_freeblock_unlock();
  7051. return 0;
  7052. }
  7053. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7054. if( i )
  7055. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7056. else if( sd )
  7057. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7058. break;
  7059. case CG_SPECIALSINGER:
  7060. if (tsc && tsc->data[SC_ENSEMBLEFATIGUE]) {
  7061. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7062. status_change_end(bl, SC_ENSEMBLEFATIGUE, INVALID_TIMER);
  7063. }
  7064. break;
  7065. case BD_ADAPTATION:
  7066. #ifdef RENEWAL
  7067. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7068. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7069. #else
  7070. if(tsc && tsc->data[SC_DANCING]){
  7071. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7072. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  7073. }
  7074. #endif
  7075. break;
  7076. case BA_FROSTJOKER:
  7077. case DC_SCREAM:
  7078. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7079. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  7080. if (md) {
  7081. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  7082. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  7083. char temp[70];
  7084. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  7085. clif_disp_overhead(&md->bl,temp);
  7086. }
  7087. break;
  7088. case BA_PANGVOICE:
  7089. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  7090. break;
  7091. case DC_WINKCHARM:
  7092. if( dstsd )
  7093. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  7094. else
  7095. if( dstmd )
  7096. {
  7097. if( status_get_lv(src) > status_get_lv(bl)
  7098. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  7099. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  7100. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  7101. else
  7102. {
  7103. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7104. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7105. }
  7106. }
  7107. break;
  7108. #ifdef RENEWAL
  7109. case BD_LULLABY:
  7110. case BD_RICHMANKIM:
  7111. case BD_ETERNALCHAOS:
  7112. case BD_DRUMBATTLEFIELD:
  7113. case BD_RINGNIBELUNGEN:
  7114. case BD_ROKISWEIL:
  7115. case BD_INTOABYSS:
  7116. case BD_SIEGFRIED:
  7117. case BA_DISSONANCE:
  7118. case BA_POEMBRAGI:
  7119. case BA_WHISTLE:
  7120. case BA_ASSASSINCROSS:
  7121. case BA_APPLEIDUN:
  7122. case DC_UGLYDANCE:
  7123. case DC_HUMMING:
  7124. case DC_DONTFORGETME:
  7125. case DC_FORTUNEKISS:
  7126. case DC_SERVICEFORYOU:
  7127. skill_castend_song(src, skill_id, skill_lv, tick);
  7128. break;
  7129. #endif
  7130. case TF_STEAL:
  7131. if(sd) {
  7132. if(pc_steal_item(sd,bl,skill_lv))
  7133. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7134. else
  7135. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  7136. }
  7137. break;
  7138. case RG_STEALCOIN:
  7139. if(sd) {
  7140. if(pc_steal_coin(sd,bl))
  7141. {
  7142. dstmd->state.provoke_flag = src->id;
  7143. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7144. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7145. }
  7146. else
  7147. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7148. }
  7149. break;
  7150. case MG_STONECURSE:
  7151. {
  7152. int brate = 0;
  7153. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  7154. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7155. break;
  7156. }
  7157. if(status_isimmune(bl) || !tsc)
  7158. break;
  7159. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  7160. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  7161. if (tsc && tsc->data[type]) {
  7162. status_change_end(bl, type, INVALID_TIMER);
  7163. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7164. break;
  7165. }
  7166. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  7167. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  7168. skill_get_time2(skill_id,skill_lv)))
  7169. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7170. else if(sd) {
  7171. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7172. // Level 6-10 doesn't consume a red gem if it fails [celest]
  7173. if (skill_lv > 5)
  7174. { // not to consume items
  7175. map_freeblock_unlock();
  7176. return 0;
  7177. }
  7178. }
  7179. }
  7180. break;
  7181. case NV_FIRSTAID:
  7182. clif_skill_nodamage(src,bl,skill_id,5,1);
  7183. status_heal(bl,5,0,0);
  7184. break;
  7185. case AL_CURE:
  7186. if(status_isimmune(bl)) {
  7187. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7188. break;
  7189. }
  7190. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7191. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7192. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7193. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  7194. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7195. break;
  7196. case TF_DETOXIFY:
  7197. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7198. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7199. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7200. break;
  7201. case PR_STRECOVERY:
  7202. if(status_isimmune(bl)) {
  7203. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7204. break;
  7205. }
  7206. if (tsc && tsc->opt1) {
  7207. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7208. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7209. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7210. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7211. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  7212. }
  7213. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  7214. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  7215. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  7216. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  7217. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7218. if(dstmd)
  7219. mob_unlocktarget(dstmd,tick);
  7220. break;
  7221. // Mercenary Supportive Skills
  7222. case MER_BENEDICTION:
  7223. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7224. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7225. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7226. break;
  7227. case MER_COMPRESS:
  7228. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  7229. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7230. break;
  7231. case MER_MENTALCURE:
  7232. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7233. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7234. break;
  7235. case MER_RECUPERATE:
  7236. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7237. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7238. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7239. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7240. break;
  7241. case MER_REGAIN:
  7242. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7243. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7244. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7245. break;
  7246. case MER_TENDER:
  7247. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7248. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7249. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7250. break;
  7251. case MER_SCAPEGOAT:
  7252. if( mer && mer->master )
  7253. {
  7254. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  7255. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  7256. }
  7257. break;
  7258. case MER_ESTIMATION:
  7259. if( !mer )
  7260. break;
  7261. sd = mer->master;
  7262. case WZ_ESTIMATION:
  7263. if( sd == NULL )
  7264. break;
  7265. if( dstsd )
  7266. { // Fail on Players
  7267. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7268. break;
  7269. }
  7270. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7271. clif_skill_estimation(sd, bl);
  7272. if( skill_id == MER_ESTIMATION )
  7273. sd = NULL;
  7274. break;
  7275. case BS_REPAIRWEAPON:
  7276. if(sd && dstsd)
  7277. clif_item_repair_list(sd,dstsd,skill_lv);
  7278. break;
  7279. case MC_IDENTIFY:
  7280. if(sd) {
  7281. clif_item_identify_list(sd);
  7282. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  7283. map_freeblock_unlock();
  7284. return 1;
  7285. }
  7286. else { // consume sp only if succeeded
  7287. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  7288. status_zap(src,0,req.sp);
  7289. }
  7290. }
  7291. break;
  7292. // Weapon Refining [Celest]
  7293. case WS_WEAPONREFINE:
  7294. if(sd)
  7295. clif_item_refine_list(sd);
  7296. break;
  7297. case MC_VENDING:
  7298. if(sd)
  7299. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  7300. if ( !pc_can_give_items(sd) )
  7301. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7302. else {
  7303. sd->state.prevend = 1;
  7304. sd->state.workinprogress = WIP_DISABLE_ALL;
  7305. sd->vend_skill_lv = skill_lv;
  7306. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  7307. if (i < MAX_CART)
  7308. intif_storage_save(sd, &sd->cart);
  7309. else
  7310. clif_openvendingreq(sd,2+skill_lv);
  7311. }
  7312. }
  7313. break;
  7314. case AL_TELEPORT:
  7315. case ALL_ODINS_RECALL:
  7316. if(sd)
  7317. {
  7318. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  7319. clif_skill_teleportmessage(sd,0);
  7320. break;
  7321. }
  7322. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  7323. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  7324. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  7325. break;
  7326. }
  7327. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  7328. sd->hd->blockskill.clear();
  7329. sd->hd->blockskill.shrink_to_fit();
  7330. }
  7331. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  7332. {
  7333. if( skill_lv == 1 )
  7334. pc_randomwarp(sd,CLR_TELEPORT);
  7335. else
  7336. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  7337. break;
  7338. }
  7339. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7340. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  7341. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  7342. else
  7343. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  7344. } else
  7345. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  7346. break;
  7347. case NPC_EXPULSION:
  7348. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7349. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  7350. break;
  7351. case AL_HOLYWATER:
  7352. if(sd) {
  7353. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  7354. struct skill_unit* su;
  7355. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  7356. skill_delunit(su);
  7357. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7358. }
  7359. else
  7360. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7361. }
  7362. break;
  7363. case TF_PICKSTONE:
  7364. if(sd) {
  7365. unsigned char eflag;
  7366. struct item item_tmp;
  7367. struct block_list tbl;
  7368. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7369. memset(&item_tmp,0,sizeof(item_tmp));
  7370. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  7371. item_tmp.nameid = ITEMID_STONE;
  7372. item_tmp.identify = 1;
  7373. tbl.id = 0;
  7374. // Commented because of duplicate animation [Lemongrass]
  7375. // At the moment this displays the pickup animation a second time
  7376. // If this is required in older clients, we need to add a version check here
  7377. //clif_takeitem(&sd->bl,&tbl);
  7378. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  7379. if(eflag) {
  7380. clif_additem(sd,0,0,eflag);
  7381. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  7382. }
  7383. }
  7384. break;
  7385. case ASC_CDP:
  7386. if(sd) {
  7387. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  7388. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7389. else
  7390. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  7391. }
  7392. break;
  7393. case RG_STRIPWEAPON:
  7394. case RG_STRIPSHIELD:
  7395. case RG_STRIPARMOR:
  7396. case RG_STRIPHELM:
  7397. case ST_FULLSTRIP:
  7398. case GC_WEAPONCRUSH:
  7399. case SC_STRIPACCESSARY: {
  7400. bool i;
  7401. //Special message when trying to use strip on FCP [Jobbie]
  7402. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  7403. {
  7404. clif_gospel_info(sd, 0x28);
  7405. break;
  7406. }
  7407. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  7408. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7409. //Nothing stripped.
  7410. if( sd && !i )
  7411. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7412. break;
  7413. }
  7414. case AM_BERSERKPITCHER:
  7415. case AM_POTIONPITCHER:
  7416. {
  7417. int j,hp = 0,sp = 0;
  7418. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  7419. map_freeblock_unlock();
  7420. return 1;
  7421. }
  7422. if( sd ) {
  7423. int x,bonus=100;
  7424. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  7425. x = skill_lv%11 - 1;
  7426. j = pc_search_inventory(sd, require.itemid[x]);
  7427. if (j < 0 || require.itemid[x] <= 0) {
  7428. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7429. map_freeblock_unlock();
  7430. return 1;
  7431. }
  7432. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  7433. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7434. map_freeblock_unlock();
  7435. return 1;
  7436. }
  7437. if( skill_id == AM_BERSERKPITCHER ) {
  7438. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  7439. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7440. map_freeblock_unlock();
  7441. return 1;
  7442. }
  7443. }
  7444. potion_flag = 1;
  7445. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  7446. potion_target = bl->id;
  7447. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7448. potion_flag = potion_target = 0;
  7449. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  7450. bonus += sd->status.base_level;
  7451. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  7452. hp = tstatus->max_hp * potion_per_hp / 100;
  7453. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7454. if( dstsd ) {
  7455. sp = dstsd->status.max_sp * potion_per_sp / 100;
  7456. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7457. }
  7458. } else {
  7459. if( potion_hp > 0 ) {
  7460. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7461. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7462. if( dstsd )
  7463. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7464. }
  7465. if( potion_sp > 0 ) {
  7466. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7467. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  7468. if( dstsd )
  7469. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  7470. }
  7471. }
  7472. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  7473. hp += hp * bonus / 100;
  7474. }
  7475. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  7476. sp += sp * bonus / 100;
  7477. }
  7478. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  7479. hp += hp * j / 100;
  7480. sp += sp * j / 100;
  7481. }
  7482. } else {
  7483. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  7484. switch (skill_lv) {
  7485. case 1: hp = 45; break;
  7486. case 2: hp = 105; break;
  7487. case 3: hp = 175; break;
  7488. default: hp = 325; break;
  7489. }
  7490. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  7491. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7492. if( dstsd )
  7493. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7494. }
  7495. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  7496. hp += hp * j / 100;
  7497. sp += sp * j / 100;
  7498. }
  7499. if (tsc && tsc->count) {
  7500. uint8 penalty = 0;
  7501. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7502. hp += hp / 10;
  7503. sp += sp / 10;
  7504. }
  7505. if (tsc->data[SC_CRITICALWOUND])
  7506. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7507. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3)
  7508. penalty += 20;
  7509. if (tsc->data[SC_NORECOVER_STATE])
  7510. penalty = 100;
  7511. if (penalty > 0) {
  7512. hp -= hp * penalty / 100;
  7513. sp -= sp * penalty / 100;
  7514. }
  7515. }
  7516. #ifdef RENEWAL
  7517. if (bl->type == BL_HOM)
  7518. hp *= 3; // Heal effectiveness is 3x for Homunculus
  7519. #endif
  7520. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7521. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  7522. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7523. if( sp > 0 )
  7524. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7525. if (tsc) {
  7526. #ifdef RENEWAL
  7527. if (tsc->data[SC_EXTREMITYFIST2])
  7528. sp = 0;
  7529. #endif
  7530. if (tsc->data[SC_NORECOVER_STATE]) {
  7531. hp = 0;
  7532. sp = 0;
  7533. }
  7534. }
  7535. status_heal(bl,hp,sp,0);
  7536. }
  7537. break;
  7538. case AM_CP_WEAPON:
  7539. case AM_CP_SHIELD:
  7540. case AM_CP_ARMOR:
  7541. case AM_CP_HELM:
  7542. {
  7543. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7544. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  7545. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7546. map_freeblock_unlock(); // Don't consume item requirements
  7547. return 0;
  7548. }
  7549. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7550. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7551. }
  7552. break;
  7553. case AM_TWILIGHT1:
  7554. if (sd) {
  7555. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7556. //Prepare 200 White Potions.
  7557. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  7558. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7559. }
  7560. break;
  7561. case AM_TWILIGHT2:
  7562. if (sd) {
  7563. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7564. //Prepare 200 Slim White Potions.
  7565. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  7566. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7567. }
  7568. break;
  7569. case AM_TWILIGHT3:
  7570. if (sd) {
  7571. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  7572. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  7573. if( ebottle >= 0 )
  7574. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  7575. //check if you can produce all three, if not, then fail:
  7576. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  7577. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  7578. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  7579. || ebottle < 200 //200 empty bottle are required at total.
  7580. ) {
  7581. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7582. break;
  7583. }
  7584. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7585. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  7586. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  7587. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  7588. }
  7589. break;
  7590. case SA_DISPELL:
  7591. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  7592. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  7593. break; // Outside PvP it should only affect party members and no skill fail message
  7594. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7595. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7596. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  7597. || rnd()%100 >= 50+10*skill_lv)
  7598. {
  7599. if (sd)
  7600. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7601. break;
  7602. }
  7603. if(status_isimmune(bl))
  7604. break;
  7605. //Remove bonus_script by Dispell
  7606. if (dstsd)
  7607. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  7608. if(!tsc || !tsc->count)
  7609. break;
  7610. for(i=0;i<SC_MAX;i++) {
  7611. if (!tsc->data[i])
  7612. continue;
  7613. switch (i) {
  7614. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7615. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7616. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7617. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7618. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7619. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7620. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7621. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  7622. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  7623. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7624. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7625. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7626. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7627. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7628. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7629. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7630. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  7631. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7632. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7633. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7634. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7635. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7636. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7637. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  7638. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  7639. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  7640. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  7641. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  7642. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  7643. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7644. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  7645. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  7646. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  7647. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  7648. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  7649. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  7650. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  7651. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  7652. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  7653. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  7654. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  7655. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  7656. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  7657. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  7658. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  7659. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  7660. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  7661. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  7662. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  7663. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  7664. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  7665. case SC_SPORE_EXPLOSION:
  7666. case SC_NEWMOON: case SC_FLASHKICK: case SC_NOVAEXPLOSING:
  7667. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  7668. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  7669. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  7670. #ifdef RENEWAL
  7671. case SC_EXTREMITYFIST2:
  7672. #endif
  7673. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  7674. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  7675. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  7676. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  7677. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  7678. case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT_WATER: case SC_REUSE_REFRESH:
  7679. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  7680. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  7681. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  7682. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  7683. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  7684. case SC_SPRITEMABLE: case SC_BITESCAR: case SC_CRUSHSTRIKE:
  7685. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  7686. case SC_ARMOR_ELEMENT_EARTH: case SC_ARMOR_ELEMENT_FIRE: case SC_ARMOR_ELEMENT_WIND:
  7687. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  7688. case SC_MADOGEAR:
  7689. // Clans
  7690. case SC_CLAN_INFO:
  7691. case SC_SWORDCLAN:
  7692. case SC_ARCWANDCLAN:
  7693. case SC_GOLDENMACECLAN:
  7694. case SC_CROSSBOWCLAN:
  7695. case SC_JUMPINGCLAN:
  7696. case SC_DAILYSENDMAILCNT:
  7697. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  7698. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  7699. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  7700. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  7701. case SC_EP16_2_BUFF_SS: case SC_EP16_2_BUFF_SC: case SC_EP16_2_BUFF_AC:
  7702. case SC_EMERGENCY_MOVE: case SC_HOMUN_TIME:
  7703. case SC_PACKING_ENVELOPE1: case SC_PACKING_ENVELOPE2: case SC_PACKING_ENVELOPE3:
  7704. case SC_PACKING_ENVELOPE4: case SC_PACKING_ENVELOPE5: case SC_PACKING_ENVELOPE6:
  7705. case SC_PACKING_ENVELOPE7: case SC_PACKING_ENVELOPE8: case SC_PACKING_ENVELOPE9: case SC_PACKING_ENVELOPE10:
  7706. continue;
  7707. case SC_WHISTLE:
  7708. case SC_ASSNCROS:
  7709. case SC_POEMBRAGI:
  7710. case SC_APPLEIDUN:
  7711. case SC_HUMMING:
  7712. case SC_DONTFORGETME:
  7713. case SC_FORTUNE:
  7714. case SC_SERVICE4U:
  7715. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  7716. continue; //If in song area don't end it, even if config enabled
  7717. break;
  7718. case SC_ASSUMPTIO:
  7719. if( bl->type == BL_MOB )
  7720. continue;
  7721. break;
  7722. }
  7723. 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.
  7724. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7725. }
  7726. break;
  7727. }
  7728. //Affect all targets on splash area.
  7729. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  7730. src, skill_id, skill_lv, tick, flag|1,
  7731. skill_castend_damage_id);
  7732. break;
  7733. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7734. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  7735. #ifdef RENEWAL
  7736. |BLOWN_DONT_SEND_PACKET
  7737. #endif
  7738. ));
  7739. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7740. #ifdef RENEWAL
  7741. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  7742. #else
  7743. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  7744. #endif
  7745. break;
  7746. case TK_HIGHJUMP:
  7747. {
  7748. int x,y, dir = unit_getdir(src);
  7749. struct map_data *mapdata = &map[src->m];
  7750. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7751. if( mapdata->flag[MF_NOTELEPORT] &&
  7752. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  7753. ) {
  7754. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  7755. break;
  7756. } else if(dir%2) {
  7757. //Diagonal
  7758. x = src->x + dirx[dir]*(skill_lv*4)/3;
  7759. y = src->y + diry[dir]*(skill_lv*4)/3;
  7760. } else {
  7761. x = src->x + dirx[dir]*skill_lv*2;
  7762. y = src->y + diry[dir]*skill_lv*2;
  7763. }
  7764. int x1 = x + dirx[dir];
  7765. int y1 = y + diry[dir];
  7766. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7767. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  7768. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  7769. unit_movepos(src, x, y, 1, 0))
  7770. clif_blown(src);
  7771. }
  7772. break;
  7773. case SA_CASTCANCEL:
  7774. case SO_SPELLFIST:
  7775. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7776. unit_skillcastcancel(src,1);
  7777. if(sd) {
  7778. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7779. if( skill_id == SO_SPELLFIST ){
  7780. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  7781. sd->skill_id_old = sd->skill_lv_old = 0;
  7782. break;
  7783. }
  7784. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7785. if(sp < 0) sp = 0;
  7786. status_zap(src, 0, sp);
  7787. }
  7788. break;
  7789. case SA_SPELLBREAKER:
  7790. {
  7791. int sp;
  7792. if(tsc && tsc->data[SC_MAGICROD]) {
  7793. sp = skill_get_sp(skill_id,skill_lv);
  7794. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7795. if(sp < 1) sp = 1;
  7796. status_heal(bl,0,sp,2);
  7797. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7798. } else {
  7799. struct unit_data *ud = unit_bl2ud(bl);
  7800. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7801. if (!ud || ud->skilltimer == INVALID_TIMER)
  7802. break; //Nothing to cancel.
  7803. bl_skill_id = ud->skill_id;
  7804. bl_skill_lv = ud->skill_lv;
  7805. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  7806. if (rnd()%100 < 90)
  7807. {
  7808. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7809. break;
  7810. }
  7811. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7812. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7813. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7814. unit_skillcastcancel(bl,0);
  7815. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7816. status_zap(bl, hp, sp);
  7817. if (hp && skill_lv >= 5)
  7818. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7819. else
  7820. hp = 0;
  7821. if (sp) //Recover some of the SP used
  7822. sp = sp*(25*(skill_lv-1))/100;
  7823. if(hp || sp)
  7824. status_heal(src, hp, sp, 2);
  7825. }
  7826. }
  7827. break;
  7828. case SA_MAGICROD:
  7829. #ifdef RENEWAL
  7830. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7831. #endif
  7832. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7833. break;
  7834. case SA_AUTOSPELL:
  7835. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7836. if (sd) {
  7837. sd->state.workinprogress = WIP_DISABLE_ALL;
  7838. clif_autospell(sd,skill_lv);
  7839. } else {
  7840. int maxlv=1,spellid=0;
  7841. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7842. if(skill_lv >= 10) {
  7843. spellid = MG_FROSTDIVER;
  7844. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7845. // maxlv = 10;
  7846. // else
  7847. maxlv = skill_lv - 9;
  7848. }
  7849. else if(skill_lv >=8) {
  7850. spellid = MG_FIREBALL;
  7851. maxlv = skill_lv - 7;
  7852. }
  7853. else if(skill_lv >=5) {
  7854. spellid = MG_SOULSTRIKE;
  7855. maxlv = skill_lv - 4;
  7856. }
  7857. else if(skill_lv >=2) {
  7858. int i_rnd = rnd()%3;
  7859. spellid = spellarray[i_rnd];
  7860. maxlv = skill_lv - 1;
  7861. }
  7862. else if(skill_lv > 0) {
  7863. spellid = MG_NAPALMBEAT;
  7864. maxlv = 3;
  7865. }
  7866. if(spellid > 0)
  7867. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7868. skill_get_time(SA_AUTOSPELL,skill_lv));
  7869. }
  7870. break;
  7871. case BS_GREED:
  7872. if(sd){
  7873. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7874. map_foreachinallrange(skill_greed,bl,
  7875. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7876. }
  7877. break;
  7878. case SA_ELEMENTWATER:
  7879. case SA_ELEMENTFIRE:
  7880. case SA_ELEMENTGROUND:
  7881. case SA_ELEMENTWIND:
  7882. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  7883. break;
  7884. case NPC_ATTRICHANGE:
  7885. case NPC_CHANGEWATER:
  7886. case NPC_CHANGEGROUND:
  7887. case NPC_CHANGEFIRE:
  7888. case NPC_CHANGEWIND:
  7889. case NPC_CHANGEPOISON:
  7890. case NPC_CHANGEHOLY:
  7891. case NPC_CHANGEDARKNESS:
  7892. case NPC_CHANGETELEKINESIS:
  7893. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7894. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7895. skill_get_time(skill_id, skill_lv)));
  7896. break;
  7897. case NPC_CHANGEUNDEAD:
  7898. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7899. //TO-DO This is ugly, fix it
  7900. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7901. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7902. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7903. skill_get_time(skill_id, skill_lv)));
  7904. break;
  7905. case NPC_PROVOCATION:
  7906. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7907. if (md) mob_unlocktarget(md, tick);
  7908. break;
  7909. case NPC_REBIRTH:
  7910. if( md && md->state.rebirth )
  7911. break; // only works once
  7912. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  7913. break;
  7914. case NPC_DARKBLESSING:
  7915. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7916. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7917. break;
  7918. case NPC_LICK:
  7919. status_zap(bl, 0, 100);
  7920. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7921. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7922. break;
  7923. case NPC_SUICIDE:
  7924. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7925. status_kill(src); //When suiciding, neither exp nor drops is given.
  7926. break;
  7927. case NPC_SUMMONSLAVE:
  7928. case NPC_SUMMONMONSTER:
  7929. case NPC_DEATHSUMMON:
  7930. if(md && md->skill_idx >= 0)
  7931. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  7932. break;
  7933. case NPC_CALLSLAVE:
  7934. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7935. break;
  7936. case NPC_RANDOMMOVE:
  7937. if (md) {
  7938. md->next_walktime = tick - 1;
  7939. mob_randomwalk(md,tick);
  7940. }
  7941. break;
  7942. case NPC_SPEEDUP:
  7943. {
  7944. // or does it increase casting rate? just a guess xD
  7945. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7946. if (i_type > SC_ASPDPOTION3)
  7947. i_type = SC_ASPDPOTION3;
  7948. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7949. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7950. }
  7951. break;
  7952. case NPC_REVENGE:
  7953. // not really needed... but adding here anyway ^^
  7954. if (md && md->master_id > 0) {
  7955. struct block_list *mbl, *tbl;
  7956. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7957. (tbl = battle_gettargeted(mbl)) == NULL)
  7958. break;
  7959. md->state.provoke_flag = tbl->id;
  7960. mob_target(md, tbl, sstatus->rhw.range);
  7961. }
  7962. break;
  7963. case NPC_RUN:
  7964. if (md) {
  7965. block_list* tbl = map_id2bl(md->target_id);
  7966. if (tbl) {
  7967. mob_unlocktarget(md, tick);
  7968. unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
  7969. }
  7970. }
  7971. break;
  7972. case NPC_TRANSFORMATION:
  7973. case NPC_METAMORPHOSIS:
  7974. if(md && md->skill_idx >= 0) {
  7975. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  7976. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7977. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  7978. if (class_) mob_class_change(md, class_);
  7979. }
  7980. break;
  7981. case NPC_EMOTION_ON:
  7982. case NPC_EMOTION:
  7983. //val[0] is the emotion to use.
  7984. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7985. //val[1] 'sets' the mode
  7986. //val[2] adds to the current mode
  7987. //val[3] removes from the current mode
  7988. //val[4] if set, asks to delete the previous mode change.
  7989. if(md && md->skill_idx >= 0 && tsc)
  7990. {
  7991. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  7992. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  7993. status_change_end(bl, type, INVALID_TIMER);
  7994. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7995. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  7996. mob_unlocktarget(md,tick);
  7997. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  7998. sc_start4(src,src, type, 100, skill_lv,
  7999. md->db->skill[md->skill_idx]->val[1],
  8000. md->db->skill[md->skill_idx]->val[2],
  8001. md->db->skill[md->skill_idx]->val[3],
  8002. skill_get_time(skill_id, skill_lv));
  8003. //Reset aggressive state depending on resulting mode
  8004. if (!battle_config.npc_emotion_behavior)
  8005. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8006. }
  8007. break;
  8008. case NPC_POWERUP:
  8009. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8010. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8011. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8012. break;
  8013. case NPC_AGIUP:
  8014. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8015. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8016. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8017. break;
  8018. case NPC_INVISIBLE:
  8019. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8020. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8021. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8022. break;
  8023. case NPC_SIEGEMODE:
  8024. // not sure what it does
  8025. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8026. break;
  8027. case WE_MALE: {
  8028. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8029. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8030. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8031. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8032. }
  8033. }
  8034. break;
  8035. case WE_FEMALE: {
  8036. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8037. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8038. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8039. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8040. }
  8041. }
  8042. break;
  8043. // parent-baby skills
  8044. case WE_BABY:
  8045. if(sd){
  8046. struct map_session_data *f_sd = pc_get_father(sd);
  8047. struct map_session_data *m_sd = pc_get_mother(sd);
  8048. if( (!f_sd && !m_sd) // if neither was found
  8049. || (sd->status.party_id != 0 && //not in same party
  8050. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8051. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8052. ))
  8053. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8054. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8055. ) {
  8056. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8057. map_freeblock_unlock();
  8058. return 0;
  8059. }
  8060. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8061. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8062. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8063. }
  8064. break;
  8065. case WE_CALLALLFAMILY:
  8066. if (sd) {
  8067. struct map_session_data *p_sd = pc_get_partner(sd);
  8068. struct map_session_data *c_sd = pc_get_child(sd);
  8069. if (!p_sd && !c_sd) { // Fail if no family members are found
  8070. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8071. map_freeblock_unlock();
  8072. return 1;
  8073. }
  8074. // Partner must be on the same map and in same party
  8075. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8076. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8077. // Child must be on the same map and in same party as the parent casting
  8078. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  8079. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8080. }
  8081. break;
  8082. case WE_ONEFOREVER:
  8083. if (sd) {
  8084. struct map_session_data *p_sd = pc_get_partner(sd);
  8085. struct map_session_data *c_sd = pc_get_child(sd);
  8086. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  8087. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8088. map_freeblock_unlock();
  8089. return 1;
  8090. }
  8091. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  8092. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8093. break;
  8094. }
  8095. if (status_isdead(bl)) {
  8096. int per = 30, sper = 0;
  8097. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8098. break;
  8099. if (tsc && tsc->data[SC_HELLPOWER])
  8100. break;
  8101. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  8102. break;
  8103. if (dstsd->special_state.restart_full_recover)
  8104. per = sper = 100;
  8105. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  8106. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8107. }
  8108. }
  8109. break;
  8110. case WE_CHEERUP:
  8111. if (sd) {
  8112. struct map_session_data *f_sd = pc_get_father(sd);
  8113. struct map_session_data *m_sd = pc_get_mother(sd);
  8114. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  8115. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8116. map_freeblock_unlock();
  8117. return 1;
  8118. }
  8119. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  8120. if (dstsd == f_sd || dstsd == m_sd)
  8121. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8122. } else
  8123. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8124. }
  8125. break;
  8126. case PF_HPCONVERSION:
  8127. {
  8128. int hp, sp;
  8129. hp = sstatus->max_hp/10;
  8130. sp = hp * 10 * skill_lv / 100;
  8131. if (!status_charge(src,hp,0)) {
  8132. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8133. break;
  8134. }
  8135. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8136. status_heal(bl,0,sp,2);
  8137. }
  8138. break;
  8139. case MA_REMOVETRAP:
  8140. case HT_REMOVETRAP:
  8141. {
  8142. skill_unit* su = BL_CAST(BL_SKILL, bl);
  8143. std::shared_ptr<s_skill_unit_group> sg;
  8144. std::shared_ptr<s_skill_db> skill_group;
  8145. // Mercenaries can remove any trap
  8146. // Players can only remove their own traps or traps on Vs maps.
  8147. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  8148. {
  8149. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8150. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  8151. { // prevent picking up expired traps
  8152. if( battle_config.skill_removetrap_type )
  8153. { // get back all items used to deploy the trap
  8154. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  8155. {
  8156. if( skill_group->require.itemid[i] > 0 )
  8157. {
  8158. int flag2;
  8159. struct item item_tmp;
  8160. memset(&item_tmp,0,sizeof(item_tmp));
  8161. item_tmp.nameid = skill_group->require.itemid[i];
  8162. item_tmp.identify = 1;
  8163. item_tmp.amount = skill_group->require.amount[i];
  8164. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  8165. clif_additem(sd,0,0,flag2);
  8166. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8167. }
  8168. }
  8169. }
  8170. }
  8171. else
  8172. { // get back 1 trap
  8173. struct item item_tmp;
  8174. memset(&item_tmp,0,sizeof(item_tmp));
  8175. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  8176. item_tmp.identify = 1;
  8177. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  8178. {
  8179. clif_additem(sd,0,0,flag);
  8180. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8181. }
  8182. }
  8183. }
  8184. skill_delunit(su);
  8185. }else if(sd)
  8186. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8187. }
  8188. break;
  8189. case HT_SPRINGTRAP:
  8190. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8191. {
  8192. struct skill_unit *su=NULL;
  8193. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  8194. switch(su->group->unit_id){
  8195. case UNT_ANKLESNARE: // ankle snare
  8196. if (su->group->val2 != 0)
  8197. // if it is already trapping something don't spring it,
  8198. // remove trap should be used instead
  8199. break;
  8200. // otherwise fallthrough to below
  8201. case UNT_BLASTMINE:
  8202. case UNT_SKIDTRAP:
  8203. case UNT_LANDMINE:
  8204. case UNT_SHOCKWAVE:
  8205. case UNT_SANDMAN:
  8206. case UNT_FLASHER:
  8207. case UNT_FREEZINGTRAP:
  8208. case UNT_CLAYMORETRAP:
  8209. case UNT_TALKIEBOX:
  8210. su->group->unit_id = UNT_USED_TRAPS;
  8211. clif_changetraplook(bl, UNT_USED_TRAPS);
  8212. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  8213. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  8214. }
  8215. }
  8216. }
  8217. break;
  8218. case BD_ENCORE:
  8219. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8220. if(sd)
  8221. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  8222. break;
  8223. case AS_SPLASHER:
  8224. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  8225. // Renewal dropped the 3/4 hp requirement
  8226. #ifndef RENEWAL
  8227. || tstatus-> hp > tstatus->max_hp*3/4
  8228. #endif
  8229. ) {
  8230. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8231. map_freeblock_unlock();
  8232. return 1;
  8233. }
  8234. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8235. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  8236. #ifndef RENEWAL
  8237. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  8238. #endif
  8239. break;
  8240. case PF_MINDBREAKER:
  8241. {
  8242. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  8243. map_freeblock_unlock();
  8244. return 1;
  8245. }
  8246. if (tsce)
  8247. { //HelloKitty2 (?) explained that this silently fails when target is
  8248. //already inflicted. [Skotlex]
  8249. map_freeblock_unlock();
  8250. return 1;
  8251. }
  8252. //Has a 55% + skill_lv*5% success chance.
  8253. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8254. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  8255. {
  8256. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8257. map_freeblock_unlock();
  8258. return 0;
  8259. }
  8260. unit_skillcastcancel(bl,0);
  8261. if(tsc && tsc->count){
  8262. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8263. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  8264. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8265. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8266. }
  8267. if (dstmd)
  8268. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8269. }
  8270. break;
  8271. case PF_SOULCHANGE:
  8272. {
  8273. unsigned int sp1 = 0, sp2 = 0;
  8274. if (dstmd) {
  8275. if (dstmd->state.soul_change_flag) {
  8276. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8277. break;
  8278. }
  8279. dstmd->state.soul_change_flag = 1;
  8280. sp2 = sstatus->max_sp * 3 /100;
  8281. status_heal(src, 0, sp2, 2);
  8282. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8283. break;
  8284. }
  8285. sp1 = sstatus->sp;
  8286. sp2 = tstatus->sp;
  8287. #ifdef RENEWAL
  8288. sp1 = sp1 / 2;
  8289. sp2 = sp2 / 2;
  8290. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  8291. sp1 = tstatus->sp;
  8292. #endif
  8293. if (tsc && tsc->data[SC_NORECOVER_STATE])
  8294. sp1 = tstatus->sp;
  8295. status_set_sp(src, sp2, 3);
  8296. status_set_sp(bl, sp1, 3);
  8297. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8298. }
  8299. break;
  8300. // Slim Pitcher
  8301. case CR_SLIMPITCHER:
  8302. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  8303. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  8304. break;
  8305. if (potion_hp || potion_sp) {
  8306. int hp = potion_hp, sp = potion_sp;
  8307. hp = hp * (100 + (tstatus->vit<<1))/100;
  8308. sp = sp * (100 + (tstatus->int_<<1))/100;
  8309. if (dstsd) {
  8310. if (hp)
  8311. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8312. if (sp)
  8313. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8314. }
  8315. if (tsc && tsc->count) {
  8316. uint8 penalty = 0;
  8317. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  8318. hp += hp / 10;
  8319. sp += sp / 10;
  8320. }
  8321. if (tsc->data[SC_CRITICALWOUND])
  8322. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  8323. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  8324. penalty += 20;
  8325. if (tsc->data[SC_NORECOVER_STATE])
  8326. penalty = 100;
  8327. if (penalty > 0) {
  8328. hp -= hp * penalty / 100;
  8329. sp -= sp * penalty / 100;
  8330. }
  8331. }
  8332. if(hp > 0)
  8333. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8334. if(sp > 0)
  8335. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8336. status_heal(bl,hp,sp,0);
  8337. }
  8338. break;
  8339. // Full Chemical Protection
  8340. case CR_FULLPROTECTION:
  8341. {
  8342. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8343. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  8344. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  8345. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  8346. continue;
  8347. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  8348. s++;
  8349. }
  8350. if( sd && !s ){
  8351. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8352. map_freeblock_unlock(); // Don't consume item requirements
  8353. return 0;
  8354. }
  8355. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8356. }
  8357. break;
  8358. case RG_CLEANER: //AppleGirl
  8359. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8360. break;
  8361. #ifndef RENEWAL
  8362. case CG_LONGINGFREEDOM:
  8363. {
  8364. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  8365. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  8366. {
  8367. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8368. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8369. }
  8370. }
  8371. break;
  8372. #endif
  8373. case CG_TAROTCARD:
  8374. {
  8375. int card = -1;
  8376. if (tsc && tsc->data[SC_TAROTCARD]) {
  8377. //Target currently has the SUN tarot card effect and is immune to any other effect
  8378. map_freeblock_unlock();
  8379. return 0;
  8380. }
  8381. if( rnd() % 100 > skill_lv * 8 ||
  8382. #ifndef RENEWAL
  8383. (tsc && tsc->data[SC_BASILICA]) ||
  8384. #endif
  8385. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  8386. if( sd )
  8387. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8388. map_freeblock_unlock();
  8389. return 0;
  8390. }
  8391. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  8392. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  8393. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  8394. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8395. }
  8396. break;
  8397. case SL_ALCHEMIST:
  8398. case SL_ASSASIN:
  8399. case SL_BARDDANCER:
  8400. case SL_BLACKSMITH:
  8401. case SL_CRUSADER:
  8402. case SL_HUNTER:
  8403. case SL_KNIGHT:
  8404. case SL_MONK:
  8405. case SL_PRIEST:
  8406. case SL_ROGUE:
  8407. case SL_SAGE:
  8408. case SL_SOULLINKER:
  8409. case SL_STAR:
  8410. case SL_SUPERNOVICE:
  8411. case SL_WIZARD:
  8412. if (sd && tsc && (tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8413. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8414. break;
  8415. }
  8416. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  8417. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  8418. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8419. break;
  8420. }
  8421. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  8422. { //Erase death count 1% of the casts
  8423. pc_setparam(dstsd, SP_PCDIECOUNTER, 0);
  8424. clif_specialeffect(bl, EF_ANGEL2, AREA);
  8425. //SC_SPIRIT invokes status_calc_pc for us.
  8426. }
  8427. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8428. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8429. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8430. break;
  8431. case SL_HIGH:
  8432. if (sd && tsc && (tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8433. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8434. break;
  8435. }
  8436. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  8437. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8438. break;
  8439. }
  8440. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8441. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8442. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8443. break;
  8444. case SP_SOULGOLEM:
  8445. case SP_SOULSHADOW:
  8446. case SP_SOULFALCON:
  8447. case SP_SOULFAIRY:
  8448. if (sd && !dstsd) { // Only player's can be soul linked.
  8449. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8450. break;
  8451. }
  8452. if (tsc) {
  8453. if (tsc->data[status_skill2sc(skill_id)]) { // Allow refreshing an already active soul link.
  8454. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8455. break;
  8456. } else if (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8457. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  8458. break;
  8459. }
  8460. }
  8461. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8462. break;
  8463. case SP_SOULREVOLVE:
  8464. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]))) {
  8465. if (sd)
  8466. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  8467. break;
  8468. }
  8469. status_heal(bl, 0, 50*skill_lv, 2);
  8470. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8471. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  8472. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  8473. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  8474. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  8475. break;
  8476. case SL_SWOO:
  8477. if (tsce) {
  8478. if(sd)
  8479. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8480. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  8481. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  8482. break;
  8483. }
  8484. case SL_SKA: // [marquis007]
  8485. case SL_SKE:
  8486. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  8487. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8488. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8489. break;
  8490. }
  8491. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8492. if (skill_id == SL_SKE)
  8493. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8494. break;
  8495. // New guild skills [Celest]
  8496. case GD_BATTLEORDER:
  8497. case GD_REGENERATION:
  8498. case GD_RESTORE:
  8499. case GD_EMERGENCY_MOVE:
  8500. if(flag&1) {
  8501. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  8502. if( skill_id == GD_RESTORE )
  8503. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  8504. else
  8505. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  8506. }
  8507. } else if (status_get_guild_id(src)) {
  8508. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8509. map_foreachinallrange(skill_area_sub, src,
  8510. skill_get_splash(skill_id, skill_lv), BL_PC,
  8511. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8512. skill_castend_nodamage_id);
  8513. if (sd)
  8514. #ifdef RENEWAL
  8515. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8516. #else
  8517. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  8518. #endif
  8519. }
  8520. break;
  8521. case GD_EMERGENCYCALL:
  8522. case GD_ITEMEMERGENCYCALL:
  8523. {
  8524. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  8525. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  8526. uint8 j = 0, calls = 0, called = 0;
  8527. struct guild *g;
  8528. // i don't know if it actually summons in a circle, but oh well. ;P
  8529. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  8530. if (!g)
  8531. break;
  8532. if (skill_id == GD_ITEMEMERGENCYCALL)
  8533. switch (skill_lv) {
  8534. case 1: calls = 7; break;
  8535. case 2: calls = 12; break;
  8536. case 3: calls = 20; break;
  8537. default: calls = 0; break;
  8538. }
  8539. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8540. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  8541. if (j > 8)
  8542. j = 0;
  8543. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  8544. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  8545. continue;
  8546. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
  8547. continue;
  8548. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  8549. dx[j] = dy[j] = 0;
  8550. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  8551. called++;
  8552. }
  8553. }
  8554. if (sd)
  8555. #ifdef RENEWAL
  8556. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8557. #else
  8558. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  8559. #endif
  8560. }
  8561. break;
  8562. case GD_CHARGESHOUT_FLAG:
  8563. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  8564. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  8565. if (md) {
  8566. sd->guild->chargeshout_flag_id = md->bl.id;
  8567. md->master_id = src->id;
  8568. if (md->deletetimer != INVALID_TIMER)
  8569. delete_timer(md->deletetimer, mob_timer_delete);
  8570. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  8571. mob_spawn(md);
  8572. }
  8573. }
  8574. break;
  8575. case GD_CHARGESHOUT_BEATING:
  8576. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  8577. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  8578. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  8579. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8580. else
  8581. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8582. } else
  8583. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8584. break;
  8585. case SG_FEEL:
  8586. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  8587. if (sd) {
  8588. if(!sd->feel_map[skill_lv-1].index)
  8589. clif_feel_req(sd->fd,sd, skill_lv);
  8590. else
  8591. clif_feel_info(sd, skill_lv-1, 1);
  8592. }
  8593. break;
  8594. case SG_HATE:
  8595. if (sd) {
  8596. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8597. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  8598. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8599. }
  8600. break;
  8601. case SJ_DOCUMENT:
  8602. if (sd) {
  8603. switch (skill_lv) {
  8604. case 1:
  8605. pc_resetfeel(sd);
  8606. break;
  8607. case 2:
  8608. pc_resethate(sd);
  8609. break;
  8610. case 3:
  8611. pc_resetfeel(sd);
  8612. pc_resethate(sd);
  8613. break;
  8614. }
  8615. }
  8616. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8617. break;
  8618. case GS_GLITTERING:
  8619. if(sd) {
  8620. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8621. if(rnd()%100 < (20+10*skill_lv))
  8622. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  8623. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  8624. pc_delspiritball(sd,1,0);
  8625. }
  8626. break;
  8627. case GS_CRACKER:
  8628. /* per official standards, this skill works on players and mobs. */
  8629. if (sd && (dstsd || dstmd))
  8630. {
  8631. i =65 -5*distance_bl(src,bl); //Base rate
  8632. if (i < 30) i = 30;
  8633. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8634. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  8635. }
  8636. break;
  8637. case AM_CALLHOMUN: //[orn]
  8638. if (sd && !hom_call(sd))
  8639. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8640. #ifdef RENEWAL
  8641. else if (sd && hom_is_active(sd->hd))
  8642. skill_area_temp[0] = 1; // Already passed pre-cast checks
  8643. #endif
  8644. break;
  8645. case AM_REST:
  8646. if (sd) {
  8647. if (hom_vaporize(sd,HOM_ST_REST))
  8648. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8649. else
  8650. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8651. }
  8652. break;
  8653. case HAMI_CASTLE: //[orn]
  8654. if (src != bl && rnd()%100 < 20 * skill_lv) {
  8655. int x = src->x, y = src->y;
  8656. if (hd)
  8657. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  8658. // Move source
  8659. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8660. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  8661. clif_blown(src);
  8662. // Move target
  8663. if (unit_movepos(bl,x,y,0,0)) {
  8664. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  8665. clif_blown(bl);
  8666. }
  8667. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  8668. }
  8669. }
  8670. else if (hd && hd->master) // Failed
  8671. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  8672. else if (sd)
  8673. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8674. break;
  8675. case HVAN_CHAOTIC: //[orn]
  8676. {
  8677. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  8678. int r = rnd()%100;
  8679. i = (skill_lv-1)%5;
  8680. if(r<per[i][0]) //Self
  8681. bl = src;
  8682. else if(r<per[i][1]) //Master
  8683. bl = battle_get_master(src);
  8684. else //Enemy
  8685. bl = map_id2bl(battle_gettarget(src));
  8686. if (!bl) bl = src;
  8687. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  8688. //Eh? why double skill packet?
  8689. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  8690. clif_skill_nodamage(src,bl,skill_id,i,1);
  8691. status_heal(bl, i, 0, 0);
  8692. }
  8693. break;
  8694. //Homun single-target support skills [orn]
  8695. case HAMI_BLOODLUST:
  8696. case HFLI_FLEET:
  8697. case HFLI_SPEED:
  8698. case HLIF_CHANGE:
  8699. case MH_ANGRIFFS_MODUS:
  8700. case MH_GOLDENE_FERSE:
  8701. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8702. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8703. if (hd)
  8704. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  8705. break;
  8706. case NPC_DRAGONFEAR:
  8707. if (flag&1) {
  8708. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  8709. int j;
  8710. j = i = rnd()%ARRAYLENGTH(sc);
  8711. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  8712. i++;
  8713. if ( i == ARRAYLENGTH(sc) )
  8714. i = 0;
  8715. if (i == j)
  8716. break;
  8717. }
  8718. break;
  8719. }
  8720. case NPC_WIDEBLEEDING:
  8721. case NPC_WIDECONFUSE:
  8722. case NPC_WIDECURSE:
  8723. case NPC_WIDEFREEZE:
  8724. case NPC_WIDESLEEP:
  8725. case NPC_WIDESILENCE:
  8726. case NPC_WIDESTONE:
  8727. case NPC_WIDESTUN:
  8728. case NPC_SLOWCAST:
  8729. case NPC_WIDEHELLDIGNITY:
  8730. case NPC_WIDEHEALTHFEAR:
  8731. case NPC_WIDEBODYBURNNING:
  8732. case NPC_WIDEFROSTMISTY:
  8733. case NPC_WIDECOLD:
  8734. case NPC_WIDE_DEEP_SLEEP:
  8735. case NPC_WIDESIREN:
  8736. if (flag&1){
  8737. switch ( type ) {
  8738. case SC_BURNING:
  8739. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  8740. break;
  8741. case SC_VOICEOFSIREN:
  8742. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8743. break;
  8744. default:
  8745. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8746. }
  8747. }
  8748. else {
  8749. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8750. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8751. map_foreachinallrange(skill_area_sub, bl,
  8752. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8753. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8754. skill_castend_nodamage_id);
  8755. }
  8756. break;
  8757. case NPC_WIDESOULDRAIN:
  8758. if (flag&1)
  8759. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  8760. else {
  8761. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8762. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8763. map_foreachinallrange(skill_area_sub, bl,
  8764. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8765. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8766. skill_castend_nodamage_id);
  8767. }
  8768. break;
  8769. case ALL_PARTYFLEE:
  8770. if( sd && !(flag&1) ) {
  8771. if( !sd->status.party_id ) {
  8772. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8773. break;
  8774. }
  8775. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8776. } else
  8777. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8778. break;
  8779. case NPC_TALK:
  8780. case ALL_WEWISH:
  8781. case ALL_CATCRY:
  8782. case ALL_DREAM_SUMMERNIGHT:
  8783. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8784. break;
  8785. case ALL_BUYING_STORE:
  8786. if( sd )
  8787. {// players only, skill allows 5 buying slots
  8788. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  8789. }
  8790. break;
  8791. case RK_ENCHANTBLADE:
  8792. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8793. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  8794. break;
  8795. case RK_DRAGONHOWLING:
  8796. if( flag&1)
  8797. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8798. else
  8799. {
  8800. skill_area_temp[2] = 0;
  8801. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8802. map_foreachinallrange(skill_area_sub, src,
  8803. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8804. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  8805. skill_castend_nodamage_id);
  8806. }
  8807. break;
  8808. case LG_EARTHDRIVE: {
  8809. int dummy = 1;
  8810. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8811. i = skill_get_splash(skill_id,skill_lv);
  8812. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  8813. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8814. }
  8815. break;
  8816. case RK_LUXANIMA:
  8817. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  8818. case RK_GIANTGROWTH:
  8819. case RK_STONEHARDSKIN:
  8820. case RK_VITALITYACTIVATION:
  8821. case RK_ABUNDANCE:
  8822. case RK_CRUSHSTRIKE:
  8823. case RK_REFRESH:
  8824. case RK_MILLENNIUMSHIELD:
  8825. if (sd) {
  8826. uint8 rune_level = 1; // RK_GIANTGROWTH
  8827. if (skill_id == RK_VITALITYACTIVATION)
  8828. rune_level = 2;
  8829. else if (skill_id == RK_STONEHARDSKIN)
  8830. rune_level = 4;
  8831. else if (skill_id == RK_ABUNDANCE)
  8832. rune_level = 6;
  8833. else if (skill_id == RK_CRUSHSTRIKE)
  8834. rune_level = 7;
  8835. else if (skill_id == RK_REFRESH)
  8836. rune_level = 8;
  8837. else if (skill_id == RK_MILLENNIUMSHIELD)
  8838. rune_level = 9;
  8839. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  8840. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  8841. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8842. else if (skill_id == RK_STONEHARDSKIN)
  8843. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  8844. } else
  8845. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8846. }
  8847. break;
  8848. case RK_FIGHTINGSPIRIT: {
  8849. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  8850. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  8851. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8852. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  8853. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8854. break;
  8855. }
  8856. case GC_ROLLINGCUTTER:
  8857. {
  8858. short count = 1;
  8859. skill_area_temp[2] = 0;
  8860. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  8861. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8862. { // Every time the skill is casted the status change is reseted adding a counter.
  8863. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8864. if( count > 10 )
  8865. count = 10; // Max coounter
  8866. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8867. }
  8868. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8869. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8870. }
  8871. break;
  8872. case GC_WEAPONBLOCKING:
  8873. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8874. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8875. else
  8876. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8877. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8878. break;
  8879. case GC_CREATENEWPOISON:
  8880. if( sd )
  8881. {
  8882. clif_skill_produce_mix_list(sd,skill_id,25);
  8883. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8884. }
  8885. break;
  8886. case GC_POISONINGWEAPON:
  8887. if( sd ) {
  8888. clif_poison_list(sd,skill_lv);
  8889. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8890. }
  8891. break;
  8892. case GC_ANTIDOTE:
  8893. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8894. if( tsc )
  8895. {
  8896. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8897. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8898. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8899. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8900. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8901. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8902. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8903. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8904. }
  8905. break;
  8906. case GC_PHANTOMMENACE:
  8907. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8908. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8909. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8910. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8911. break;
  8912. case GC_HALLUCINATIONWALK:
  8913. {
  8914. int heal = status_get_max_hp(bl) / 10;
  8915. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8916. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8917. break;
  8918. }
  8919. if( !status_charge(bl,heal,0) )
  8920. {
  8921. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8922. break;
  8923. }
  8924. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8925. }
  8926. break;
  8927. case AB_ANCILLA:
  8928. if( sd ) {
  8929. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8930. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8931. }
  8932. break;
  8933. case AB_CLEMENTIA:
  8934. case AB_CANTO:
  8935. {
  8936. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8937. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8938. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8939. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8940. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8941. else if( sd )
  8942. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8943. }
  8944. break;
  8945. case AB_PRAEFATIO:
  8946. case AB_RENOVATIO:
  8947. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8948. if (skill_id == AB_PRAEFATIO)
  8949. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  8950. else
  8951. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8952. } else if( sd )
  8953. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8954. break;
  8955. case AB_CHEAL:
  8956. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8957. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8958. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8959. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8960. if( partycount > 1 )
  8961. i += (i / 100) * (partycount * 10) / 4;
  8962. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8963. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8964. clif_skill_nodamage(src, bl, skill_id, i, 1);
  8965. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8966. i = ~i + 1;
  8967. status_heal(bl, i, 0, 0);
  8968. }
  8969. } else if( sd )
  8970. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8971. break;
  8972. case AB_ORATIO:
  8973. if( flag&1 )
  8974. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8975. else {
  8976. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8977. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8978. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8979. }
  8980. break;
  8981. case AB_LAUDAAGNUS:
  8982. if( flag&1 || !sd || !sd->status.party_id ) {
  8983. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8984. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8985. // Success Chance: (60 + 10 * Skill Level) %
  8986. if( rnd()%100 > 60+10*skill_lv ) break;
  8987. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8988. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8989. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8990. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8991. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8992. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8993. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8994. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8995. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8996. } else if( sd )
  8997. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8998. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8999. break;
  9000. case AB_LAUDARAMUS:
  9001. if( flag&1 || !sd || !sd->status.party_id ) {
  9002. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  9003. // Success Chance: (60 + 10 * Skill Level) %
  9004. if( rnd()%100 > 60+10*skill_lv ) break;
  9005. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9006. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9007. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  9008. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9009. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9010. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9011. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9012. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9013. } else if( sd )
  9014. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9015. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9016. break;
  9017. case AB_CLEARANCE:
  9018. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  9019. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  9020. break;
  9021. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9022. if(rnd()%100 >= 60 + 8 * skill_lv) {
  9023. if (sd)
  9024. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9025. break;
  9026. }
  9027. if(status_isimmune(bl))
  9028. break;
  9029. //Remove bonus_script by Clearance
  9030. if (dstsd)
  9031. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  9032. if(!tsc || !tsc->count)
  9033. break;
  9034. for( i = 0; i < SC_MAX; i++ ) {
  9035. if (!tsc->data[i])
  9036. continue;
  9037. switch (i) {
  9038. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  9039. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  9040. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  9041. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  9042. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  9043. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  9044. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  9045. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  9046. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  9047. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  9048. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  9049. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  9050. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  9051. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  9052. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  9053. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  9054. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  9055. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  9056. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  9057. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  9058. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  9059. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  9060. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  9061. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  9062. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  9063. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  9064. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  9065. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  9066. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  9067. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  9068. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  9069. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  9070. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  9071. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  9072. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  9073. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  9074. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  9075. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  9076. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  9077. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  9078. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  9079. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  9080. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  9081. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  9082. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  9083. case SC_P_ALTER: case SC_E_CHAIN:
  9084. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  9085. case SC_NEWMOON: case SC_FLASHKICK: case SC_DIMENSION:
  9086. case SC_NOVAEXPLOSING:
  9087. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  9088. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  9089. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  9090. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  9091. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM:
  9092. case SC_SPORE_EXPLOSION:
  9093. #ifdef RENEWAL
  9094. case SC_EXTREMITYFIST2:
  9095. #endif
  9096. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  9097. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  9098. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  9099. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  9100. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  9101. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  9102. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  9103. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  9104. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  9105. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  9106. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  9107. case SC_SPRITEMABLE: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  9108. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  9109. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  9110. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  9111. case SC_DAILYSENDMAILCNT:
  9112. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  9113. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  9114. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  9115. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  9116. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  9117. case SC_EP16_2_BUFF_SS: case SC_EP16_2_BUFF_SC: case SC_EP16_2_BUFF_AC:
  9118. case SC_EMERGENCY_MOVE: case SC_MADOGEAR: case SC_HOMUN_TIME:
  9119. case SC_PACKING_ENVELOPE1: case SC_PACKING_ENVELOPE2: case SC_PACKING_ENVELOPE3:
  9120. case SC_PACKING_ENVELOPE4: case SC_PACKING_ENVELOPE5: case SC_PACKING_ENVELOPE6:
  9121. case SC_PACKING_ENVELOPE7: case SC_PACKING_ENVELOPE8: case SC_PACKING_ENVELOPE9: case SC_PACKING_ENVELOPE10:
  9122. continue;
  9123. case SC_ASSUMPTIO:
  9124. if( bl->type == BL_MOB )
  9125. continue;
  9126. break;
  9127. }
  9128. 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.
  9129. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  9130. }
  9131. break;
  9132. }
  9133. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  9134. break;
  9135. case AB_SILENTIUM:
  9136. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  9137. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9138. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9139. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9140. break;
  9141. case WL_STASIS:
  9142. if (flag&1)
  9143. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9144. else {
  9145. struct map_data *mapdata = map_getmapdata(src->m);
  9146. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  9147. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9148. }
  9149. break;
  9150. case WL_CHAINLIGHTNING:
  9151. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  9152. break;
  9153. case WL_WHITEIMPRISON:
  9154. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  9155. {
  9156. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  9157. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  9158. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  9159. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  9160. if( sd )
  9161. skill_blockpc_start(sd,skill_id,4000);
  9162. if( !(tsc && tsc->data[type]) ){
  9163. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  9164. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  9165. if( !i )
  9166. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9167. }
  9168. }else
  9169. if( sd )
  9170. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  9171. break;
  9172. case NPC_JACKFROST:
  9173. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9174. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9175. break;
  9176. case WL_SIENNAEXECRATE:
  9177. if( status_isimmune(bl) || !tsc )
  9178. break;
  9179. if( flag&1 ) {
  9180. if( bl->id == skill_area_temp[1] )
  9181. break; // Already work on this target
  9182. if( tsc && tsc->data[type] )
  9183. status_change_end(bl,type,INVALID_TIMER);
  9184. else
  9185. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9186. } else {
  9187. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  9188. // IroWiki says Rate should be reduced by target stats, but currently unknown
  9189. if( rnd()%100 < rate ) { // Success on First Target
  9190. if( !tsc->data[type] )
  9191. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9192. else {
  9193. rate = 1;
  9194. status_change_end(bl,type,INVALID_TIMER);
  9195. }
  9196. if( rate ) {
  9197. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9198. skill_area_temp[1] = bl->id;
  9199. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9200. }
  9201. // Doesn't send failure packet if it fails on defense.
  9202. }
  9203. else if( sd ) // Failure on Rate
  9204. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9205. }
  9206. break;
  9207. case WL_SUMMONFB:
  9208. case WL_SUMMONBL:
  9209. case WL_SUMMONWB:
  9210. case WL_SUMMONSTONE:
  9211. {
  9212. status_change *sc = status_get_sc(src);
  9213. if (sc == nullptr)
  9214. break;
  9215. e_wl_spheres element;
  9216. switch (skill_id) { // Set val2. The SC element for this ball
  9217. case WL_SUMMONFB:
  9218. element = WLS_FIRE;
  9219. break;
  9220. case WL_SUMMONBL:
  9221. element = WLS_WIND;
  9222. break;
  9223. case WL_SUMMONWB:
  9224. element = WLS_WATER;
  9225. break;
  9226. case WL_SUMMONSTONE:
  9227. element = WLS_STONE;
  9228. break;
  9229. }
  9230. if (skill_lv == 1) {
  9231. sc_type sphere = SC_NONE;
  9232. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9233. if (sc->data[i] == nullptr) {
  9234. sphere = static_cast<sc_type>(i); // Take the free SC
  9235. break;
  9236. }
  9237. }
  9238. if (sphere == SC_NONE) {
  9239. if (sd) // No free slots to put SC
  9240. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  9241. break;
  9242. }
  9243. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9244. } else {
  9245. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9246. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER); // Removes previous type
  9247. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9248. }
  9249. }
  9250. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  9251. }
  9252. break;
  9253. case WL_READING_SB_READING:
  9254. if (sd) {
  9255. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  9256. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0);
  9257. break;
  9258. }
  9259. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9260. skill_spellbook(sd, ITEMID_WL_MB_SG + skill_lv - 1);
  9261. }
  9262. break;
  9263. case RA_FEARBREEZE:
  9264. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9265. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9266. break;
  9267. case RA_WUGMASTERY:
  9268. if( sd ) {
  9269. if( !pc_iswug(sd) )
  9270. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9271. else
  9272. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9273. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9274. }
  9275. break;
  9276. case RA_WUGRIDER:
  9277. if( sd ) {
  9278. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  9279. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9280. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  9281. } else if( pc_isridingwug(sd) ) {
  9282. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  9283. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9284. }
  9285. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9286. }
  9287. break;
  9288. case RA_WUGDASH:
  9289. if( tsce ) {
  9290. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  9291. map_freeblock_unlock();
  9292. return 0;
  9293. }
  9294. if( sd && pc_isridingwug(sd) ) {
  9295. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  9296. clif_walkok(sd);
  9297. }
  9298. break;
  9299. case RA_SENSITIVEKEEN:
  9300. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9301. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9302. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  9303. break;
  9304. case NC_F_SIDESLIDE:
  9305. case NC_B_SIDESLIDE:
  9306. {
  9307. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  9308. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  9309. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9310. }
  9311. break;
  9312. case NC_SELFDESTRUCTION:
  9313. if( sd ) {
  9314. if( pc_ismadogear(sd) )
  9315. pc_setmadogear(sd, false);
  9316. skill_area_temp[1] = 0;
  9317. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9318. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9319. status_set_sp(src, 0, 0);
  9320. skill_clear_unitgroup(src);
  9321. }
  9322. break;
  9323. case NC_EMERGENCYCOOL:
  9324. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9325. if (sd) {
  9326. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  9327. int16 limit[] = { -45, -75, -105 };
  9328. i = 0;
  9329. for (const auto &reqItem : req.eqItem) {
  9330. if (pc_search_inventory(sd, reqItem) != -1)
  9331. break;
  9332. i++;
  9333. }
  9334. pc_overheat(sd, limit[min(i, 2)]);
  9335. }
  9336. break;
  9337. case NC_ANALYZE:
  9338. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9339. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9340. break;
  9341. case NC_MAGNETICFIELD:
  9342. if (flag & 1) {
  9343. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  9344. } else {
  9345. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  9346. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  9347. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
  9348. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9349. }
  9350. break;
  9351. case NC_REPAIR:
  9352. if( sd ) {
  9353. int heal, hp = 0;
  9354. if( !dstsd || !pc_ismadogear(dstsd) ) {
  9355. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  9356. break;
  9357. }
  9358. switch(skill_lv) {
  9359. case 1: hp = 4; break;
  9360. case 2: hp = 7; break;
  9361. case 3: hp = 13; break;
  9362. case 4: hp = 17; break;
  9363. case 5: default: hp = 23; break;
  9364. }
  9365. heal = dstsd->status.max_hp * hp / 100;
  9366. status_heal(bl,heal,0,2);
  9367. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  9368. }
  9369. break;
  9370. case NC_DISJOINT:
  9371. {
  9372. if( bl->type != BL_MOB ) break;
  9373. md = map_id2md(bl->id);
  9374. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  9375. status_kill(bl);
  9376. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9377. }
  9378. break;
  9379. case SC_AUTOSHADOWSPELL:
  9380. if( sd ) {
  9381. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  9382. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  9383. {
  9384. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  9385. clif_autoshadowspell_list(sd);
  9386. clif_skill_nodamage(src,bl,skill_id,1,1);
  9387. }
  9388. else
  9389. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  9390. }
  9391. break;
  9392. case SC_SHADOWFORM:
  9393. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  9394. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  9395. dstsd->shadowform_id = src->id;
  9396. }
  9397. else if( sd )
  9398. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9399. break;
  9400. case SC_BODYPAINT:
  9401. if( flag&1 ) {
  9402. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  9403. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  9404. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  9405. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  9406. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  9407. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  9408. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9409. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9410. }
  9411. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  9412. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9413. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  9414. } else {
  9415. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  9416. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9417. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9418. }
  9419. break;
  9420. case SC_ENERVATION:
  9421. case SC_GROOMY:
  9422. case SC_LAZINESS:
  9423. case SC_UNLUCKY:
  9424. case SC_WEAKNESS:
  9425. if( !(tsc && tsc->data[type]) ) {
  9426. int rate;
  9427. if (status_get_class_(bl) == CLASS_BOSS)
  9428. break;
  9429. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  9430. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  9431. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  9432. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  9433. } else if( sd )
  9434. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9435. break;
  9436. case SC_IGNORANCE:
  9437. if( !(tsc && tsc->data[type]) ) {
  9438. int rate;
  9439. if (status_get_class_(bl) == CLASS_BOSS)
  9440. break;
  9441. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  9442. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  9443. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  9444. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  9445. int sp = 100 * skill_lv;
  9446. if( dstmd )
  9447. sp = dstmd->level;
  9448. if( !dstmd )
  9449. status_zap(bl, 0, sp);
  9450. status_heal(src, 0, sp / 2, 3);
  9451. } else if( sd )
  9452. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9453. } else if( sd )
  9454. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9455. break;
  9456. case LG_TRAMPLE:
  9457. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9458. if (rnd()%100 < (25 + 25 * skill_lv))
  9459. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  9460. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  9461. break;
  9462. case LG_REFLECTDAMAGE:
  9463. if( tsc && tsc->data[type] )
  9464. status_change_end(bl,type,INVALID_TIMER);
  9465. else
  9466. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9467. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9468. break;
  9469. case LG_PIETY:
  9470. if( flag&1 )
  9471. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9472. else {
  9473. skill_area_temp[2] = 0;
  9474. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  9475. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9476. }
  9477. break;
  9478. case SR_CURSEDCIRCLE:
  9479. if( flag&1 ) {
  9480. if( status_get_class_(bl) == CLASS_BOSS )
  9481. break;
  9482. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  9483. if( bl->type == BL_MOB )
  9484. mob_unlocktarget((TBL_MOB*)bl,gettick());
  9485. clif_bladestop(src, bl->id, 1);
  9486. map_freeblock_unlock();
  9487. return 1;
  9488. }
  9489. } else {
  9490. int count = 0;
  9491. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9492. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  9493. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9494. if( sd ) pc_delspiritball(sd, count, 0);
  9495. clif_skill_nodamage(src, src, skill_id, skill_lv,
  9496. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  9497. }
  9498. break;
  9499. case SR_RAISINGDRAGON:
  9500. if( sd ) {
  9501. short max = 5 + skill_lv;
  9502. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9503. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  9504. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  9505. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  9506. }
  9507. break;
  9508. case SR_ASSIMILATEPOWER:
  9509. if (flag&1) {
  9510. i = 0;
  9511. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  9512. if (dstsd->spiritball > 0) {
  9513. i = dstsd->spiritball;
  9514. pc_delspiritball(dstsd,dstsd->spiritball,0);
  9515. }
  9516. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  9517. i += dstsd->spiritcharm;
  9518. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  9519. }
  9520. }
  9521. if (i)
  9522. status_percent_heal(src, 0, i);
  9523. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  9524. } else {
  9525. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9526. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  9527. }
  9528. break;
  9529. case SR_POWERVELOCITY:
  9530. if( !dstsd )
  9531. break;
  9532. if( sd && dstsd->spiritball <= 5 ) {
  9533. for(i = 0; i <= 5; i++) {
  9534. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  9535. pc_delspiritball(sd, sd->spiritball, 0);
  9536. }
  9537. }
  9538. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9539. break;
  9540. case SR_GENTLETOUCH_CURE:
  9541. {
  9542. unsigned int heal;
  9543. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9544. heal = 0;
  9545. else {
  9546. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  9547. status_heal(bl, heal, 0, 0);
  9548. }
  9549. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  9550. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9551. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9552. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9553. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9554. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9555. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9556. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9557. }
  9558. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9559. }
  9560. break;
  9561. case SR_GENTLETOUCH_ENERGYGAIN:
  9562. case SR_GENTLETOUCH_CHANGE:
  9563. case SR_GENTLETOUCH_REVITALIZE:
  9564. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9565. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9566. break;
  9567. case SR_FLASHCOMBO: {
  9568. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  9569. const int delay[] = { 0, 750, 1250 };
  9570. if (sd) // Disable attacking/acting/moving for skill's duration.
  9571. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  9572. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9573. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9574. for (i = 0; i < ARRAYLENGTH(combo); i++)
  9575. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  9576. }
  9577. break;
  9578. case WA_SWING_DANCE:
  9579. case WA_MOONLIT_SERENADE:
  9580. case WA_SYMPHONY_OF_LOVER:
  9581. case MI_RUSH_WINDMILL:
  9582. case MI_ECHOSONG:
  9583. if( !sd || !sd->status.party_id || (flag & 1) ) {
  9584. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9585. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  9586. } else if( sd ) {
  9587. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9588. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  9589. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9590. }
  9591. break;
  9592. case MI_HARMONIZE:
  9593. if( src != bl )
  9594. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9595. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9596. break;
  9597. case WM_DEADHILLHERE:
  9598. if( bl->type == BL_PC ) {
  9599. if( !status_isdead(bl) )
  9600. break;
  9601. int heal = tstatus->sp;
  9602. if( heal <= 0 )
  9603. heal = 1;
  9604. tstatus->hp = heal;
  9605. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  9606. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9607. pc_revive((TBL_PC*)bl,heal,0);
  9608. clif_resurrection(bl,1);
  9609. }
  9610. break;
  9611. case WM_VOICEOFSIREN:
  9612. if (flag&1)
  9613. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  9614. else {
  9615. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  9616. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  9617. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9618. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9619. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9620. }
  9621. break;
  9622. case WM_GLOOMYDAY:
  9623. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9624. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  9625. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  9626. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  9627. { // !TODO: Which skills aren't boosted anymore?
  9628. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9629. break;
  9630. }
  9631. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9632. break;
  9633. case WM_SATURDAY_NIGHT_FEVER:
  9634. if( flag&1 ) {
  9635. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9636. } else if (sd) {
  9637. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  9638. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9639. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9640. }
  9641. }
  9642. break;
  9643. case WM_SIRCLEOFNATURE:
  9644. case WM_SONG_OF_MANA:
  9645. case WM_DANCE_WITH_WUG:
  9646. case WM_LERADS_DEW:
  9647. case WM_UNLIMITED_HUMMING_VOICE:
  9648. if( flag&1 ) { // These affect to to all party members near the caster.
  9649. struct status_change *sc = status_get_sc(src);
  9650. if( sc && sc->data[type] ) {
  9651. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  9652. }
  9653. } else if( sd ) {
  9654. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  9655. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  9656. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9657. }
  9658. break;
  9659. case WM_MELODYOFSINK:
  9660. if( flag&1 ) {
  9661. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9662. } else { // These affect to all targets around the caster.
  9663. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  9664. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9665. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9666. }
  9667. }
  9668. break;
  9669. case WM_BEYOND_OF_WARCRY:
  9670. if( flag&1 ) {
  9671. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9672. } else { // These affect to all targets around the caster.
  9673. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  9674. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9675. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9676. }
  9677. }
  9678. break;
  9679. case WM_SOUND_OF_DESTRUCTION:
  9680. if (flag&1) {
  9681. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  9682. } else {
  9683. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9684. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9685. }
  9686. break;
  9687. case WM_RANDOMIZESPELL:
  9688. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  9689. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  9690. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  9691. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  9692. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  9693. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9694. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  9695. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9696. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  9697. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9698. }
  9699. break;
  9700. case RETURN_TO_ELDICASTES:
  9701. case ALL_GUARDIAN_RECALL:
  9702. case ECLAGE_RECALL:
  9703. case ALL_PRONTERA_RECALL:
  9704. if( sd )
  9705. {
  9706. short x=0, y=0; // Destiny position.
  9707. unsigned short mapindex=0;
  9708. switch(skill_id){
  9709. default:
  9710. case RETURN_TO_ELDICASTES:
  9711. x = 198;
  9712. y = 187;
  9713. mapindex = mapindex_name2id(MAP_DICASTES);
  9714. break;
  9715. case ALL_GUARDIAN_RECALL:
  9716. x = 44;
  9717. y = 151;
  9718. mapindex = mapindex_name2id(MAP_MORA);
  9719. break;
  9720. case ECLAGE_RECALL:
  9721. x = 47;
  9722. y = 31;
  9723. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9724. break;
  9725. case ALL_PRONTERA_RECALL:
  9726. if(skill_lv == 1) {
  9727. x = 115;
  9728. y = 72;
  9729. }
  9730. else if(skill_lv == 2) {
  9731. x = 159;
  9732. y = 192;
  9733. }
  9734. mapindex = mapindex_name2id(MAP_PRONTERA);
  9735. break;
  9736. }
  9737. if(!mapindex)
  9738. { //Given map not found?
  9739. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9740. map_freeblock_unlock();
  9741. return 0;
  9742. }
  9743. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9744. }
  9745. break;
  9746. case ECL_SNOWFLIP:
  9747. case ECL_PEONYMAMY:
  9748. case ECL_SADAGUI:
  9749. case ECL_SEQUOIADUST:
  9750. switch(skill_id){
  9751. case ECL_SNOWFLIP:
  9752. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9753. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9754. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9755. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9756. break;
  9757. case ECL_PEONYMAMY:
  9758. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9759. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9760. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9761. break;
  9762. case ECL_SADAGUI:
  9763. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9764. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9765. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9766. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9767. break;
  9768. case ECL_SEQUOIADUST:
  9769. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9770. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9771. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9772. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9773. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9774. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9775. break;
  9776. }
  9777. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  9778. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9779. break;
  9780. case GM_SANDMAN:
  9781. if( tsc ) {
  9782. if( tsc->opt1 == OPT1_SLEEP )
  9783. tsc->opt1 = 0;
  9784. else
  9785. tsc->opt1 = OPT1_SLEEP;
  9786. clif_changeoption(bl);
  9787. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9788. }
  9789. break;
  9790. case SO_ARRULLO:
  9791. {
  9792. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  9793. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9794. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  9795. }
  9796. break;
  9797. case WM_LULLABY_DEEPSLEEP:
  9798. if (flag&1) {
  9799. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  9800. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  9801. sc_start(src, bl, type, rate, skill_lv, duration);
  9802. } else {
  9803. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9804. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9805. }
  9806. break;
  9807. case SO_SUMMON_AGNI:
  9808. case SO_SUMMON_AQUA:
  9809. case SO_SUMMON_VENTUS:
  9810. case SO_SUMMON_TERA:
  9811. if( sd ) {
  9812. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9813. // Remove previous elemental first.
  9814. if( sd->ed )
  9815. elemental_delete(sd->ed);
  9816. // Summoning the new one.
  9817. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9818. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9819. break;
  9820. }
  9821. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9822. }
  9823. break;
  9824. case SO_EL_CONTROL:
  9825. if( sd ) {
  9826. enum e_mode mode = EL_MODE_PASSIVE; // Standard mode.
  9827. if( !sd->ed ) break;
  9828. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9829. elemental_delete(sd->ed);
  9830. break;
  9831. }
  9832. switch( skill_lv ) {// Select mode bassed on skill level used.
  9833. case 2: mode = static_cast<e_mode>(EL_MODE_ASSIST); break;
  9834. case 3: mode = static_cast<e_mode>(EL_MODE_AGGRESSIVE); break;
  9835. }
  9836. if( !elemental_change_mode(sd->ed,mode) ) {
  9837. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9838. break;
  9839. }
  9840. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9841. }
  9842. break;
  9843. case SO_EL_ACTION:
  9844. if( sd ) {
  9845. int duration = 3000;
  9846. if( !sd->ed )
  9847. break;
  9848. switch(sd->ed->db->class_) {
  9849. case 2115:case 2124:
  9850. case 2118:case 2121:
  9851. duration = 6000;
  9852. break;
  9853. case 2116:case 2119:
  9854. case 2122:case 2125:
  9855. duration = 9000;
  9856. break;
  9857. }
  9858. sd->skill_id_old = skill_id;
  9859. elemental_action(sd->ed, bl, tick);
  9860. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9861. skill_blockpc_start(sd, skill_id, duration);
  9862. }
  9863. break;
  9864. case SO_EL_CURE:
  9865. if( sd ) {
  9866. struct elemental_data *ed = sd->ed;
  9867. int s_hp, s_sp;
  9868. if( !ed )
  9869. break;
  9870. s_hp = sd->battle_status.hp * 10 / 100;
  9871. s_sp = sd->battle_status.sp * 10 / 100;
  9872. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9873. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9874. break;
  9875. }
  9876. status_heal(&ed->bl,s_hp,s_sp,3);
  9877. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9878. }
  9879. break;
  9880. case GN_CHANGEMATERIAL:
  9881. case SO_EL_ANALYSIS:
  9882. if( sd ) {
  9883. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9884. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9885. }
  9886. break;
  9887. case GN_MANDRAGORA:
  9888. if( flag&1 ) {
  9889. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9890. if (rate < 10)
  9891. rate = 10;
  9892. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  9893. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  9894. if (rnd()%100 < rate) {
  9895. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9896. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9897. }
  9898. } else {
  9899. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9900. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9901. }
  9902. break;
  9903. case GN_SLINGITEM:
  9904. if( sd ) {
  9905. i = sd->equip_index[EQI_AMMO];
  9906. if( i < 0 )
  9907. break; // No ammo.
  9908. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  9909. if( ammo_id == 0 )
  9910. break;
  9911. sd->itemid = ammo_id;
  9912. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  9913. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9914. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9915. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9916. else
  9917. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9918. } else //Otherwise, it fails, shows animation and removes items.
  9919. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9920. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  9921. switch (ammo_id) {
  9922. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  9923. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  9924. status_percent_heal(bl, 1, 0);
  9925. break;
  9926. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  9927. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  9928. status_percent_heal(bl, 2, 0);
  9929. break;
  9930. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  9931. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  9932. status_percent_heal(bl, 5, 0);
  9933. break;
  9934. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  9935. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  9936. status_percent_heal(bl, 0, 2);
  9937. break;
  9938. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  9939. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  9940. status_percent_heal(bl, 0, 4);
  9941. break;
  9942. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  9943. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  9944. status_percent_heal(bl, 0, 8);
  9945. break;
  9946. default:
  9947. if (dstsd)
  9948. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  9949. break;
  9950. }
  9951. }
  9952. }
  9953. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9954. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9955. break;
  9956. case GN_MIX_COOKING:
  9957. case GN_MAKEBOMB:
  9958. case GN_S_PHARMACY:
  9959. if( sd ) {
  9960. int qty = 1;
  9961. sd->skill_id_old = skill_id;
  9962. sd->skill_lv_old = skill_lv;
  9963. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9964. qty = 10;
  9965. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9966. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9967. }
  9968. break;
  9969. case EL_CIRCLE_OF_FIRE:
  9970. case EL_PYROTECHNIC:
  9971. case EL_HEATER:
  9972. case EL_TROPIC:
  9973. case EL_AQUAPLAY:
  9974. case EL_COOLER:
  9975. case EL_CHILLY_AIR:
  9976. case EL_GUST:
  9977. case EL_BLAST:
  9978. case EL_WILD_STORM:
  9979. case EL_PETROLOGY:
  9980. case EL_CURSED_SOIL:
  9981. case EL_UPHEAVAL:
  9982. case EL_FIRE_CLOAK:
  9983. case EL_WATER_DROP:
  9984. case EL_WIND_CURTAIN:
  9985. case EL_SOLID_SKIN:
  9986. case EL_STONE_SHIELD:
  9987. case EL_WIND_STEP: {
  9988. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9989. if( ele ) {
  9990. sc_type type2 = (sc_type)(type-1);
  9991. struct status_change *sc = status_get_sc(&ele->bl);
  9992. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9993. elemental_clean_single_effect(ele, skill_id);
  9994. } else {
  9995. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9996. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9997. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9998. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  9999. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10000. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10001. }
  10002. }
  10003. }
  10004. break;
  10005. case EL_FIRE_MANTLE:
  10006. case EL_WATER_BARRIER:
  10007. case EL_ZEPHYR:
  10008. case EL_POWER_OF_GAIA:
  10009. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10010. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10011. break;
  10012. case EL_WATER_SCREEN: {
  10013. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  10014. if( ele ) {
  10015. struct status_change *sc = status_get_sc(&ele->bl);
  10016. sc_type type2 = (sc_type)(type-1);
  10017. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10018. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10019. elemental_clean_single_effect(ele, skill_id);
  10020. } else {
  10021. // This not heals at the end.
  10022. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10023. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10024. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10025. }
  10026. }
  10027. }
  10028. break;
  10029. case KO_KAHU_ENTEN:
  10030. case KO_HYOUHU_HUBUKI:
  10031. case KO_KAZEHU_SEIRAN:
  10032. case KO_DOHU_KOUKAI:
  10033. if (sd) {
  10034. int ele_type = skill_get_ele(skill_id,skill_lv);
  10035. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10036. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10037. }
  10038. break;
  10039. case KO_ZANZOU:
  10040. if(sd){
  10041. struct mob_data *md2;
  10042. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10043. if( md2 )
  10044. {
  10045. md2->master_id = src->id;
  10046. md2->special_state.ai = AI_ZANZOU;
  10047. if( md2->deletetimer != INVALID_TIMER )
  10048. delete_timer(md2->deletetimer, mob_timer_delete);
  10049. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10050. mob_spawn( md2 );
  10051. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10052. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10053. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10054. }
  10055. }
  10056. break;
  10057. case KO_KYOUGAKU:
  10058. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  10059. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10060. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10061. }else if( sd )
  10062. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10063. break;
  10064. case KO_JYUSATSU:
  10065. if( dstsd && tsc && !tsc->data[type] &&
  10066. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10067. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10068. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10069. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10070. if( status_get_lv(bl) <= status_get_lv(src) )
  10071. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10072. }else if( sd )
  10073. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10074. break;
  10075. case KO_GENWAKU:
  10076. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10077. int x = src->x, y = src->y;
  10078. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  10079. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10080. break;
  10081. }
  10082. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  10083. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10084. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10085. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  10086. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10087. clif_blown(src);
  10088. if (!unit_blown_immune(bl, 0x1)) {
  10089. unit_movepos(bl,x,y,0,0);
  10090. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  10091. clif_sitting(bl); //Avoid sitting sync problem
  10092. clif_blown(bl);
  10093. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  10094. }
  10095. }
  10096. }
  10097. break;
  10098. case OB_AKAITSUKI:
  10099. case OB_OBOROGENSOU:
  10100. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  10101. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  10102. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10103. break;
  10104. }
  10105. case KO_IZAYOI:
  10106. case OB_ZANGETSU:
  10107. case KG_KYOMU:
  10108. case KG_KAGEMUSYA:
  10109. case SP_SOULDIVISION:
  10110. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  10111. if (bl->type != BL_PC) {
  10112. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10113. break;
  10114. }
  10115. }
  10116. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10117. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10118. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10119. break;
  10120. case KG_KAGEHUMI:
  10121. if( flag&1 ){
  10122. if (bl->type != BL_PC)
  10123. break;
  10124. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])) {
  10125. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  10126. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10127. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  10128. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  10129. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  10130. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  10131. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  10132. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  10133. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  10134. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10135. }
  10136. }else{
  10137. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10138. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10139. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10140. }
  10141. break;
  10142. case MH_SILENT_BREEZE:
  10143. {
  10144. int heal = 5 * status_get_lv(&hd->bl) +
  10145. #ifdef RENEWAL
  10146. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  10147. #else
  10148. status_base_matk_min(&hd->battle_status);
  10149. #endif
  10150. //Silences the homunculus and target
  10151. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10152. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10153. //Recover the target's HP
  10154. status_heal(bl,heal,0,3);
  10155. //Removes these SC from target
  10156. if (tsc) {
  10157. const enum sc_type scs[] = {
  10158. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  10159. };
  10160. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10161. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  10162. }
  10163. if (hd)
  10164. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10165. }
  10166. break;
  10167. case MH_OVERED_BOOST:
  10168. if (hd && battle_get_master(src)) {
  10169. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10170. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10171. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10172. }
  10173. break;
  10174. case MH_GRANITIC_ARMOR:
  10175. case MH_PYROCLASTIC:
  10176. if(hd) {
  10177. struct block_list *s_bl = battle_get_master(src);
  10178. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  10179. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10180. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10181. }
  10182. break;
  10183. case MH_LIGHT_OF_REGENE: //self
  10184. if(hd) {
  10185. struct block_list *s_bl = battle_get_master(src);
  10186. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10187. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10188. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10189. }
  10190. break;
  10191. case MH_STYLE_CHANGE:
  10192. if(hd){
  10193. struct status_change_entry *sce;
  10194. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  10195. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  10196. else sce->val1 = MH_MD_FIGHTING;
  10197. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  10198. // char output[128];
  10199. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  10200. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  10201. //}
  10202. }
  10203. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  10204. }
  10205. break;
  10206. case MH_PAIN_KILLER:
  10207. bl = battle_get_master(src);
  10208. if (bl != nullptr)
  10209. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10210. if (hd)
  10211. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10212. break;
  10213. case MH_MAGMA_FLOW:
  10214. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10215. if (hd)
  10216. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10217. break;
  10218. case MH_SUMMON_LEGION: {
  10219. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  10220. int qty[5] = {3 , 3 , 4 , 4 , 5};
  10221. struct mob_data *sum_md;
  10222. int i_slave,c=0;
  10223. int maxcount = qty[skill_lv-1];
  10224. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  10225. if(c >= maxcount) {
  10226. map_freeblock_unlock();
  10227. return 0; //max qty already spawned
  10228. }
  10229. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  10230. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  10231. if (sum_md) {
  10232. sum_md->master_id = src->id;
  10233. sum_md->special_state.ai = AI_LEGION;
  10234. if (sum_md->deletetimer != INVALID_TIMER)
  10235. delete_timer(sum_md->deletetimer, mob_timer_delete);
  10236. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  10237. mob_spawn(sum_md); //Now it is ready for spawning.
  10238. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  10239. }
  10240. }
  10241. if (hd)
  10242. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10243. }
  10244. break;
  10245. case RL_RICHS_COIN:
  10246. if (sd) {
  10247. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10248. for (i = 0; i < 10; i++)
  10249. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  10250. }
  10251. break;
  10252. case RL_C_MARKER:
  10253. if (sd) {
  10254. // If marked by someone else remove it
  10255. if (tsce && tsce->val2 != src->id)
  10256. status_change_end(bl, type, INVALID_TIMER);
  10257. // Check if marked before
  10258. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  10259. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10260. // Find empty slot
  10261. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  10262. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10263. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10264. break;
  10265. }
  10266. }
  10267. sd->c_marker[i] = bl->id;
  10268. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10269. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10270. }
  10271. // If mob casts this, at least SC_C_MARKER as debuff
  10272. else {
  10273. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10274. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10275. }
  10276. break;
  10277. case RL_QD_SHOT:
  10278. if (sd) {
  10279. skill_area_temp[1] = bl->id;
  10280. // Check surrounding
  10281. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  10282. if (skill_area_temp[0])
  10283. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10284. // Main target always receives damage
  10285. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10286. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  10287. } else {
  10288. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10289. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10290. }
  10291. status_change_end(src, SC_QD_SHOT_READY, INVALID_TIMER); // End here to prevent spamming of the skill onto the target.
  10292. skill_area_temp[0] = 0;
  10293. skill_area_temp[1] = 0;
  10294. break;
  10295. case RL_FLICKER:
  10296. if (sd) {
  10297. sd->flicker = true;
  10298. skill_area_temp[1] = 0;
  10299. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10300. // Detonate RL_B_TRAP
  10301. if (pc_checkskill(sd, RL_B_TRAP))
  10302. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  10303. // Detonate RL_H_MINE
  10304. if ((i = pc_checkskill(sd, RL_H_MINE)))
  10305. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  10306. sd->flicker = false;
  10307. }
  10308. break;
  10309. case SO_ELEMENTAL_SHIELD:
  10310. if (!sd || sd->status.party_id == 0 || flag&1) {
  10311. if (sd && sd->status.party_id == 0) {
  10312. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10313. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10314. elemental_delete(sd->ed);
  10315. }
  10316. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  10317. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  10318. }
  10319. else {
  10320. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10321. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10322. elemental_delete(sd->ed);
  10323. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10324. }
  10325. break;
  10326. case SU_HIDE:
  10327. if (tsce) {
  10328. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10329. status_change_end(bl, type, INVALID_TIMER);
  10330. map_freeblock_unlock();
  10331. return 0;
  10332. }
  10333. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10334. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10335. break;
  10336. case SU_STOOP:
  10337. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10338. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10339. break;
  10340. case SU_SV_ROOTTWIST:
  10341. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10342. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  10343. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10344. break;
  10345. }
  10346. if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
  10347. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10348. else {
  10349. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10350. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  10351. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  10352. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  10353. }
  10354. break;
  10355. case SU_TUNABELLY:
  10356. {
  10357. unsigned int heal = 0;
  10358. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10359. heal = 0;
  10360. else if (status_get_hp(bl) != status_get_max_hp(bl))
  10361. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  10362. status_heal(bl, heal, 0, 1|2|4);
  10363. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10364. }
  10365. break;
  10366. case SU_BUNCHOFSHRIMP:
  10367. case SU_HISS:
  10368. case SU_PURRING:
  10369. case SU_MEOWMEOW:
  10370. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10371. int duration = skill_get_time(skill_id, skill_lv);
  10372. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  10373. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  10374. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  10375. } else if (sd) {
  10376. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10377. }
  10378. break;
  10379. case SU_SHRIMPARTY:
  10380. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10381. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10382. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  10383. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  10384. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  10385. }
  10386. } else if (sd)
  10387. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10388. break;
  10389. case SU_POWEROFFLOCK:
  10390. if (flag&1) {
  10391. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10392. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  10393. } else {
  10394. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10395. if (battle_config.skill_wall_check)
  10396. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10397. else
  10398. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10399. }
  10400. break;
  10401. case ALL_EQSWITCH:
  10402. if( sd ){
  10403. clif_equipswitch_reply( sd, false );
  10404. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  10405. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  10406. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  10407. }
  10408. }
  10409. }
  10410. break;
  10411. case AB_VITUPERATUM:
  10412. if (flag&1)
  10413. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10414. else {
  10415. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10416. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10417. }
  10418. break;
  10419. case AB_CONVENIO:
  10420. if (sd) {
  10421. party_data *p = party_search(sd->status.party_id);
  10422. int i = 0, count = 0;
  10423. // Only usable in party
  10424. if (p == nullptr) {
  10425. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10426. break;
  10427. }
  10428. // Only usable as party leader.
  10429. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  10430. if (i == MAX_PARTY || !p->party.member[i].leader) {
  10431. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10432. break;
  10433. }
  10434. // Do the teleport part
  10435. for (i = 0; i < MAX_PARTY; ++i) {
  10436. map_session_data *pl_sd = p->data[i].sd;
  10437. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  10438. sd->bl.m != pl_sd->bl.m)
  10439. continue;
  10440. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  10441. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  10442. count++;
  10443. }
  10444. }
  10445. if (!count)
  10446. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10447. }
  10448. break;
  10449. default:
  10450. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  10451. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10452. map_freeblock_unlock();
  10453. return 1;
  10454. }
  10455. if (skill_id != SR_CURSEDCIRCLE) {
  10456. struct status_change *sc = status_get_sc(src);
  10457. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  10458. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10459. }
  10460. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  10461. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  10462. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  10463. }
  10464. if( sd && !(flag&1) )
  10465. {// ensure that the skill last-cast tick is recorded
  10466. sd->canskill_tick = gettick();
  10467. if( sd->state.arrow_atk )
  10468. {// consume arrow on last invocation to this skill.
  10469. battle_consume_ammo(sd, skill_id, skill_lv);
  10470. }
  10471. skill_onskillusage(sd, bl, skill_id, tick);
  10472. // perform skill requirement consumption
  10473. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10474. }
  10475. map_freeblock_unlock();
  10476. return 0;
  10477. }
  10478. /**
  10479. * Checking that causing skill failed
  10480. * @param src Caster
  10481. * @param target Target
  10482. * @param skill_id
  10483. * @param skill_lv
  10484. * @return -1 success, others are failed @see enum useskill_fail_cause.
  10485. **/
  10486. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  10487. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  10488. int inf = skill->inf;
  10489. struct status_change *tsc = status_get_sc(target);
  10490. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  10491. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  10492. switch (skill_id) {
  10493. case AL_HEAL:
  10494. case AL_INCAGI:
  10495. case AL_DECAGI:
  10496. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  10497. case AB_RENOVATIO:
  10498. case AB_HIGHNESSHEAL:
  10499. if (tsc && tsc->option&OPTION_MADOGEAR)
  10500. return USESKILL_FAIL_TOTARGET;
  10501. break;
  10502. case RG_BACKSTAP:
  10503. {
  10504. #ifndef RENEWAL
  10505. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  10506. if (map_check_dir(dir, t_dir))
  10507. return USESKILL_FAIL_MAX;
  10508. #endif
  10509. if (check_distance_bl(src, target, 0))
  10510. return USESKILL_FAIL_MAX;
  10511. }
  10512. break;
  10513. case PR_TURNUNDEAD:
  10514. {
  10515. struct status_data *tstatus = status_get_status_data(target);
  10516. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  10517. return USESKILL_FAIL_MAX;
  10518. }
  10519. break;
  10520. case PR_LEXDIVINA:
  10521. case MER_LEXDIVINA:
  10522. {
  10523. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  10524. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  10525. return USESKILL_FAIL_LEVEL;
  10526. else
  10527. return -1; //Works on silenced allies
  10528. }
  10529. break;
  10530. case RA_WUGSTRIKE:
  10531. // Check if path can be reached
  10532. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  10533. return USESKILL_FAIL_MAX;
  10534. break;
  10535. case MG_NAPALMBEAT:
  10536. case MG_FIREBALL:
  10537. case HT_BLITZBEAT:
  10538. case AS_GRIMTOOTH:
  10539. case MO_COMBOFINISH:
  10540. case NC_VULCANARM:
  10541. case SR_TIGERCANNON:
  10542. // These can damage traps, but can't target traps directly
  10543. if (target->type == BL_SKILL) {
  10544. TBL_SKILL *su = (TBL_SKILL*)target;
  10545. if (!su || !su->group)
  10546. return USESKILL_FAIL_MAX;
  10547. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  10548. return USESKILL_FAIL_MAX;
  10549. }
  10550. break;
  10551. }
  10552. if (inf&INF_ATTACK_SKILL ||
  10553. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  10554. ) // Casted through combo.
  10555. inf = BCT_ENEMY; //Offensive skill.
  10556. else if (skill->inf2[INF2_NOTARGETENEMY])
  10557. inf = BCT_NOENEMY;
  10558. else
  10559. inf = 0;
  10560. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  10561. inf |=
  10562. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  10563. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  10564. //Remove neutral targets (but allow enemy if skill is designed to be so)
  10565. inf &= ~BCT_NEUTRAL;
  10566. }
  10567. switch (skill_id) {
  10568. // Cannot be casted to Emperium
  10569. case WZ_ESTIMATION:
  10570. case SL_SKE:
  10571. case SL_SKA:
  10572. case RK_PHANTOMTHRUST:
  10573. case NPC_PHANTOMTHRUST:
  10574. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  10575. return USESKILL_FAIL_MAX;
  10576. break;
  10577. }
  10578. if (inf && battle_check_target(src, target, inf) <= 0) {
  10579. switch(skill_id) {
  10580. case RK_PHANTOMTHRUST:
  10581. case NPC_PHANTOMTHRUST:
  10582. case AB_CLEARANCE:
  10583. return USESKILL_FAIL_TOTARGET;
  10584. default:
  10585. return USESKILL_FAIL_LEVEL;
  10586. }
  10587. }
  10588. // Fogwall makes all offensive-type targetted skills fail at 75%
  10589. // Jump Kick can still fail even though you can jump to friendly targets.
  10590. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  10591. return USESKILL_FAIL_LEVEL;
  10592. return -1;
  10593. }
  10594. TIMER_FUNC( skill_keep_using ){
  10595. struct map_session_data* sd = map_id2sd( id );
  10596. if( sd && sd->skill_keep_using.skill_id ){
  10597. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  10598. }
  10599. return 0;
  10600. }
  10601. /**
  10602. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  10603. * @param tid
  10604. * @param tick
  10605. * @param data
  10606. **/
  10607. TIMER_FUNC(skill_castend_id){
  10608. struct block_list *target, *src;
  10609. struct map_session_data *sd;
  10610. struct mob_data *md;
  10611. struct unit_data *ud;
  10612. struct status_change *sc = NULL;
  10613. int flag = 0;
  10614. src = map_id2bl(id);
  10615. if( src == NULL )
  10616. {
  10617. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  10618. return 0;// not found
  10619. }
  10620. ud = unit_bl2ud(src);
  10621. if( ud == NULL )
  10622. {
  10623. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  10624. return 0;// ???
  10625. }
  10626. sd = BL_CAST(BL_PC, src);
  10627. md = BL_CAST(BL_MOB, src);
  10628. if( src->prev == NULL ) {
  10629. ud->skilltimer = INVALID_TIMER;
  10630. return 0;
  10631. }
  10632. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  10633. if( ud->skilltimer != tid ) {
  10634. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  10635. ud->skilltimer = INVALID_TIMER;
  10636. return 0;
  10637. }
  10638. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  10639. {// restore original walk speed
  10640. ud->skilltimer = INVALID_TIMER;
  10641. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10642. } else
  10643. ud->skilltimer = INVALID_TIMER;
  10644. }
  10645. if (ud->skilltarget == id)
  10646. target = src;
  10647. else
  10648. target = map_id2bl(ud->skilltarget);
  10649. // Use a do so that you can break out of it when the skill fails.
  10650. do {
  10651. bool fail = false;
  10652. int8 res = USESKILL_FAIL_LEVEL;
  10653. if (!target || target->prev == NULL)
  10654. break;
  10655. if (src->m != target->m || status_isdead(src))
  10656. break;
  10657. //These should become skill_castend_pos
  10658. switch (ud->skill_id) {
  10659. case WE_CALLPARTNER:
  10660. if (sd)
  10661. clif_callpartner(sd);
  10662. case WE_CALLPARENT:
  10663. if (sd) {
  10664. struct map_session_data *f_sd = pc_get_father(sd);
  10665. struct map_session_data *m_sd = pc_get_mother(sd);
  10666. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10667. fail = true;
  10668. break;
  10669. }
  10670. }
  10671. case WE_CALLBABY:
  10672. if (sd) {
  10673. struct map_session_data *c_sd = pc_get_child(sd);
  10674. if (c_sd && c_sd->state.autotrade) {
  10675. fail = true;
  10676. break;
  10677. }
  10678. }
  10679. case AM_RESURRECTHOMUN:
  10680. case PF_SPIDERWEB:
  10681. {
  10682. //Find a random spot to place the skill. [Skotlex]
  10683. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10684. ud->skillx = target->x + splash;
  10685. ud->skilly = target->y + splash;
  10686. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10687. ud->skillx = target->x;
  10688. ud->skilly = target->y;
  10689. }
  10690. ud->skilltimer = tid;
  10691. return skill_castend_pos(tid,tick,id,data);
  10692. }
  10693. case GN_WALLOFTHORN:
  10694. case SC_ESCAPE:
  10695. case WL_FROSTMISTY:
  10696. case SU_CN_POWDERING:
  10697. ud->skillx = target->x;
  10698. ud->skilly = target->y;
  10699. ud->skilltimer = tid;
  10700. return skill_castend_pos(tid,tick,id,data);
  10701. }
  10702. // Failing
  10703. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10704. if (sd && res != USESKILL_FAIL_MAX)
  10705. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10706. break;
  10707. }
  10708. //Avoid doing double checks for instant-cast skills.
  10709. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10710. break;
  10711. if(md) {
  10712. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10713. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  10714. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  10715. }
  10716. if (src != target && battle_config.skill_add_range &&
  10717. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  10718. {
  10719. if (sd) {
  10720. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10721. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10722. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10723. }
  10724. break;
  10725. }
  10726. #ifdef OFFICIAL_WALKPATH
  10727. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  10728. {
  10729. if (sd) {
  10730. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10731. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10732. }
  10733. break;
  10734. }
  10735. #endif
  10736. if( sd )
  10737. {
  10738. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10739. break;
  10740. else {
  10741. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10742. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  10743. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10744. break; // Show a skill fail message (Damage type consumes requirements)
  10745. }
  10746. }
  10747. }
  10748. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10749. break;
  10750. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10751. ud->state.running = 0;
  10752. status_change_end(src, SC_RUN, INVALID_TIMER);
  10753. flag = 1;
  10754. }
  10755. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10756. unit_stop_walking(src,1);
  10757. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10758. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10759. if (sd) { //Cooldown application
  10760. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10761. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10762. }
  10763. if( battle_config.display_status_timers && sd )
  10764. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10765. if( sd )
  10766. {
  10767. switch( ud->skill_id )
  10768. {
  10769. case GS_DESPERADO:
  10770. case RL_FIREDANCE:
  10771. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10772. break;
  10773. case KN_BRANDISHSPEAR:
  10774. case CR_GRANDCROSS: {
  10775. sc_type type;
  10776. if (ud->skill_id == KN_BRANDISHSPEAR)
  10777. type = SC_STRIPWEAPON;
  10778. else
  10779. type = SC_STRIPSHIELD;
  10780. if ((sc = status_get_sc(src)) && sc->data[type]) {
  10781. const struct TimerData* timer = get_timer(sc->data[type]->timer);
  10782. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  10783. break;
  10784. }
  10785. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10786. break;
  10787. }
  10788. }
  10789. }
  10790. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10791. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10792. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10793. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10794. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10795. map_freeblock_lock();
  10796. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10797. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10798. else
  10799. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10800. if( sd && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, sd) && skill_check_condition_castbegin(sd, ud->skill_id, ud->skill_lv) ){
  10801. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  10802. }
  10803. sc = status_get_sc(src);
  10804. if(sc && sc->count) {
  10805. if (ud->skill_id != RA_CAMOUFLAGE)
  10806. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10807. if(sc->data[SC_SPIRIT] &&
  10808. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10809. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10810. ud->skill_id != WZ_WATERBALL)
  10811. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10812. #ifndef RENEWAL
  10813. if( sc->data[SC_DANCING] && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  10814. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10815. #endif
  10816. }
  10817. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  10818. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10819. if (ud->skilltimer == INVALID_TIMER) {
  10820. if(md) md->skill_idx = -1;
  10821. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10822. ud->skill_lv = ud->skilltarget = 0;
  10823. }
  10824. map_freeblock_unlock();
  10825. return 1;
  10826. } while(0);
  10827. //Skill failed.
  10828. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10829. { //When Asura fails... (except when it fails from Wall of Fog)
  10830. //Consume SP/spheres
  10831. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10832. status_set_sp(src, 0, 0);
  10833. sc = &sd->sc;
  10834. if (sc->count)
  10835. { //End states
  10836. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10837. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10838. #ifdef RENEWAL
  10839. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10840. #endif
  10841. }
  10842. if( target && target->m == src->m ) { //Move character to target anyway.
  10843. short x, y;
  10844. short dir = map_calc_dir(src,target->x,target->y);
  10845. //Move 3 cells (From Caster)
  10846. if( dir > 0 && dir < 4 )
  10847. x = -3;
  10848. else if( dir > 4 )
  10849. x = 3;
  10850. else
  10851. x = 0;
  10852. if( dir > 2 && dir < 6 )
  10853. y = -3;
  10854. else if( dir == 7 || dir < 2 )
  10855. y = 3;
  10856. else
  10857. y = 0;
  10858. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10859. clif_blown(src);
  10860. clif_spiritball(src);
  10861. }
  10862. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  10863. }
  10864. }
  10865. ud->skill_id = ud->skilltarget = 0;
  10866. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10867. ud->canact_tick = tick;
  10868. //You can't place a skill failed packet here because it would be
  10869. //sent in ALL cases, even cases where skill_check_condition fails
  10870. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10871. if (sd) {
  10872. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10873. if (sd->skill_keep_using.skill_id > 0) {
  10874. sd->skill_keep_using.skill_id = 0;
  10875. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  10876. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  10877. sd->skill_keep_using.tid = INVALID_TIMER;
  10878. }
  10879. }
  10880. } else if (md)
  10881. md->skill_idx = -1;
  10882. return 0;
  10883. }
  10884. /*==========================================
  10885. *
  10886. *------------------------------------------*/
  10887. TIMER_FUNC(skill_castend_pos){
  10888. struct block_list* src = map_id2bl(id);
  10889. struct map_session_data *sd;
  10890. struct unit_data *ud = unit_bl2ud(src);
  10891. struct mob_data *md;
  10892. nullpo_ret(ud);
  10893. sd = BL_CAST(BL_PC , src);
  10894. md = BL_CAST(BL_MOB, src);
  10895. if( src->prev == NULL ) {
  10896. ud->skilltimer = INVALID_TIMER;
  10897. return 0;
  10898. }
  10899. if( ud->skilltimer != tid )
  10900. {
  10901. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10902. ud->skilltimer = INVALID_TIMER;
  10903. return 0;
  10904. }
  10905. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10906. {// restore original walk speed
  10907. ud->skilltimer = INVALID_TIMER;
  10908. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10909. } else
  10910. ud->skilltimer = INVALID_TIMER;
  10911. do {
  10912. if( status_isdead(src) )
  10913. break;
  10914. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  10915. break;
  10916. if(tid != INVALID_TIMER)
  10917. { //Avoid double checks on instant cast skills. [Skotlex]
  10918. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10919. break;
  10920. if (battle_config.skill_add_range &&
  10921. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  10922. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  10923. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10924. break;
  10925. }
  10926. }
  10927. if( sd )
  10928. {
  10929. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10930. break;
  10931. else
  10932. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10933. }
  10934. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10935. break;
  10936. if(md) {
  10937. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10938. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  10939. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  10940. }
  10941. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10942. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10943. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10944. if (ud->walktimer != INVALID_TIMER)
  10945. unit_stop_walking(src,1);
  10946. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10947. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10948. if (sd) { //Cooldown application
  10949. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10950. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10951. }
  10952. if( battle_config.display_status_timers && sd )
  10953. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10954. // if( sd )
  10955. // {
  10956. // switch( ud->skill_id )
  10957. // {
  10958. // case ????:
  10959. // sd->canequip_tick = tick + ????;
  10960. // break;
  10961. // }
  10962. // }
  10963. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10964. map_freeblock_lock();
  10965. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10966. if (ud->skill_id != RA_CAMOUFLAGE)
  10967. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10968. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10969. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10970. if (ud->skilltimer == INVALID_TIMER) {
  10971. if (md) md->skill_idx = -1;
  10972. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10973. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10974. }
  10975. map_freeblock_unlock();
  10976. return 1;
  10977. } while(0);
  10978. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10979. ud->canact_tick = tick;
  10980. ud->skill_id = ud->skill_lv = 0;
  10981. if(sd)
  10982. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10983. else if(md)
  10984. md->skill_idx = -1;
  10985. return 0;
  10986. }
  10987. /* skill count without self */
  10988. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10989. struct block_list* src = va_arg(ap, struct block_list*);
  10990. if( src->id != bl->id ) {
  10991. return 1;
  10992. }
  10993. return 0;
  10994. }
  10995. /*==========================================
  10996. *
  10997. *------------------------------------------*/
  10998. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  10999. {
  11000. struct map_session_data* sd;
  11001. struct status_change* sc;
  11002. struct status_change_entry *sce;
  11003. std::shared_ptr<s_skill_unit_group> sg;
  11004. enum sc_type type;
  11005. int i;
  11006. //if(skill_lv <= 0) return 0;
  11007. if(skill_id > 0 && !skill_lv) return 0; // celest
  11008. nullpo_ret(src);
  11009. if(status_isdead(src))
  11010. return 0;
  11011. sd = BL_CAST(BL_PC, src);
  11012. sc = status_get_sc(src);
  11013. type = status_skill2sc(skill_id);
  11014. sce = (sc && type != -1)?sc->data[type]:NULL;
  11015. switch (skill_id) { //Skill effect.
  11016. case WZ_METEOR:
  11017. case WZ_ICEWALL:
  11018. case MO_BODYRELOCATION:
  11019. case CR_CULTIVATION:
  11020. case HW_GANBANTEIN:
  11021. case LG_EARTHDRIVE:
  11022. case SC_ESCAPE:
  11023. case SU_CN_METEOR:
  11024. break; //Effect is displayed on respective switch case.
  11025. default:
  11026. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  11027. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11028. else
  11029. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11030. }
  11031. switch(skill_id)
  11032. {
  11033. case PR_BENEDICTIO:
  11034. skill_area_temp[1] = src->id;
  11035. i = skill_get_splash(skill_id, skill_lv);
  11036. map_foreachinallarea(skill_area_sub,
  11037. src->m, x-i, y-i, x+i, y+i, BL_PC,
  11038. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  11039. skill_castend_nodamage_id);
  11040. map_foreachinallarea(skill_area_sub,
  11041. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11042. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  11043. skill_castend_damage_id);
  11044. break;
  11045. case BS_HAMMERFALL:
  11046. i = skill_get_splash(skill_id, skill_lv);
  11047. map_foreachinallarea(skill_area_sub,
  11048. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11049. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  11050. skill_castend_nodamage_id);
  11051. break;
  11052. case HT_DETECTING:
  11053. i = skill_get_splash(skill_id, skill_lv);
  11054. map_foreachinallarea( status_change_timer_sub,
  11055. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  11056. src,NULL,SC_SIGHT,tick);
  11057. skill_reveal_trap_inarea(src, i, x, y);
  11058. break;
  11059. case SR_RIDEINLIGHTNING:
  11060. i = skill_get_splash(skill_id, skill_lv);
  11061. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11062. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11063. break;
  11064. case NPC_LEX_AETERNA:
  11065. i = skill_get_splash(skill_id, skill_lv);
  11066. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  11067. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11068. break;
  11069. case SA_VOLCANO:
  11070. case SA_DELUGE:
  11071. case SA_VIOLENTGALE:
  11072. { //Does not consumes if the skill is already active. [Skotlex]
  11073. std::shared_ptr<s_skill_unit_group> sg2;
  11074. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  11075. {
  11076. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  11077. {
  11078. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11079. return 0; // not to consume items
  11080. }
  11081. else
  11082. sg2->limit = 0; //Disable it.
  11083. }
  11084. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11085. break;
  11086. }
  11087. // Skill Unit Setting
  11088. case MG_SAFETYWALL: {
  11089. int dummy = 1;
  11090. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  11091. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11092. return 0; // Don't consume gems if cast on Land Protector
  11093. }
  11094. }
  11095. case MG_FIREWALL:
  11096. case MG_THUNDERSTORM:
  11097. case AL_PNEUMA:
  11098. case WZ_FIREPILLAR:
  11099. case WZ_QUAGMIRE:
  11100. case WZ_VERMILION:
  11101. case WZ_STORMGUST:
  11102. case WZ_HEAVENDRIVE:
  11103. case PR_SANCTUARY:
  11104. case PR_MAGNUS:
  11105. case CR_GRANDCROSS:
  11106. case NPC_GRANDDARKNESS:
  11107. case HT_SKIDTRAP:
  11108. case MA_SKIDTRAP:
  11109. case HT_LANDMINE:
  11110. case MA_LANDMINE:
  11111. case HT_ANKLESNARE:
  11112. case HT_SHOCKWAVE:
  11113. case HT_SANDMAN:
  11114. case MA_SANDMAN:
  11115. case HT_FLASHER:
  11116. case HT_FREEZINGTRAP:
  11117. case MA_FREEZINGTRAP:
  11118. case HT_BLASTMINE:
  11119. case HT_CLAYMORETRAP:
  11120. case AS_VENOMDUST:
  11121. case AM_DEMONSTRATION:
  11122. case PF_FOGWALL:
  11123. case PF_SPIDERWEB:
  11124. case HT_TALKIEBOX:
  11125. case WE_CALLPARTNER:
  11126. case WE_CALLPARENT:
  11127. case WE_CALLBABY:
  11128. case SA_LANDPROTECTOR:
  11129. #ifndef RENEWAL
  11130. case BD_LULLABY:
  11131. case BD_RICHMANKIM:
  11132. case BD_ETERNALCHAOS:
  11133. case BD_DRUMBATTLEFIELD:
  11134. case BD_RINGNIBELUNGEN:
  11135. case BD_ROKISWEIL:
  11136. case BD_INTOABYSS:
  11137. case BD_SIEGFRIED:
  11138. case BA_DISSONANCE:
  11139. case BA_POEMBRAGI:
  11140. case BA_WHISTLE:
  11141. case BA_ASSASSINCROSS:
  11142. case BA_APPLEIDUN:
  11143. case DC_UGLYDANCE:
  11144. case DC_HUMMING:
  11145. case DC_DONTFORGETME:
  11146. case DC_FORTUNEKISS:
  11147. case DC_SERVICEFORYOU:
  11148. #endif
  11149. case CG_MOONLIT:
  11150. case GS_DESPERADO:
  11151. case NJ_KAENSIN:
  11152. case NJ_BAKUENRYU:
  11153. case NJ_SUITON:
  11154. case NJ_HYOUSYOURAKU:
  11155. case NJ_RAIGEKISAI:
  11156. case NJ_KAMAITACHI:
  11157. #ifdef RENEWAL
  11158. case HW_GRAVITATION:
  11159. #endif
  11160. case NPC_EVILLAND:
  11161. case NPC_VENOMFOG:
  11162. case NPC_COMET:
  11163. case NPC_ICEMINE:
  11164. case NPC_FLAMECROSS:
  11165. case NPC_HELLBURNING:
  11166. case NPC_REVERBERATION:
  11167. case WL_COMET:
  11168. case RA_ELECTRICSHOCKER:
  11169. case RA_CLUSTERBOMB:
  11170. case RA_MAGENTATRAP:
  11171. case RA_COBALTTRAP:
  11172. case RA_MAIZETRAP:
  11173. case RA_VERDURETRAP:
  11174. case RA_FIRINGTRAP:
  11175. case RA_ICEBOUNDTRAP:
  11176. case SC_MANHOLE:
  11177. case SC_DIMENSIONDOOR:
  11178. case SC_CHAOSPANIC:
  11179. case SC_MAELSTROM:
  11180. case SC_BLOODYLUST:
  11181. case WM_POEMOFNETHERWORLD:
  11182. case SO_PSYCHIC_WAVE:
  11183. case SO_VACUUM_EXTREME:
  11184. case GN_THORNS_TRAP:
  11185. case SO_EARTHGRAVE:
  11186. case SO_DIAMONDDUST:
  11187. case SO_FIRE_INSIGNIA:
  11188. case SO_WATER_INSIGNIA:
  11189. case SO_WIND_INSIGNIA:
  11190. case SO_EARTH_INSIGNIA:
  11191. case KO_ZENKAI:
  11192. case MH_LAVA_SLIDE:
  11193. case MH_VOLCANIC_ASH:
  11194. case MH_POISON_MIST:
  11195. case MH_STEINWAND:
  11196. case MH_XENO_SLASHER:
  11197. case LG_KINGS_GRACE:
  11198. case SJ_BOOKOFCREATINGSTAR:
  11199. case RL_B_TRAP:
  11200. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  11201. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  11202. case GN_WALLOFTHORN:
  11203. case GN_DEMONIC_FIRE:
  11204. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11205. break;
  11206. case WZ_ICEWALL:
  11207. flag|=1;
  11208. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  11209. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11210. break;
  11211. case RG_GRAFFITI: /* Graffiti [Valaris] */
  11212. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11213. flag|=1;
  11214. break;
  11215. case NPC_EARTHQUAKE:
  11216. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11217. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11218. break;
  11219. #ifndef RENEWAL
  11220. case HP_BASILICA:
  11221. if( sc->data[SC_BASILICA] ) {
  11222. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  11223. return 0;
  11224. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  11225. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  11226. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11227. return 0;
  11228. }
  11229. skill_clear_unitgroup(src);
  11230. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11231. flag|=1;
  11232. }
  11233. break;
  11234. #endif
  11235. case CG_HERMODE:
  11236. #ifdef RENEWAL
  11237. skill_castend_song(src, skill_id, skill_lv, tick);
  11238. #else
  11239. skill_clear_unitgroup(src);
  11240. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11241. sc_start4(src,src,SC_DANCING,100,
  11242. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  11243. flag|=1;
  11244. #endif
  11245. break;
  11246. case RG_CLEANER: // [Valaris]
  11247. i = skill_get_splash(skill_id, skill_lv);
  11248. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  11249. break;
  11250. case SO_WARMER:
  11251. case SO_CLOUD_KILL:
  11252. case NPC_CLOUD_KILL:
  11253. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  11254. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11255. break;
  11256. case SU_CN_POWDERING:
  11257. case SU_NYANGGRASS:
  11258. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  11259. if (skill_id == SU_CN_POWDERING)
  11260. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  11261. else
  11262. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11263. }
  11264. flag |= 1;
  11265. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11266. break;
  11267. case SU_CN_METEOR:
  11268. if (sd) {
  11269. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  11270. skill_id = SU_CN_METEOR2;
  11271. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  11272. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  11273. }
  11274. // Fall through
  11275. case WZ_METEOR: {
  11276. int area = skill_get_splash(skill_id, skill_lv);
  11277. short tmpx = 0, tmpy = 0;
  11278. for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) {
  11279. // Creates a random Cell in the Splash Area
  11280. tmpx = x - area + rnd()%(area * 2 + 1);
  11281. tmpy = y - area + rnd()%(area * 2 + 1);
  11282. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  11283. }
  11284. }
  11285. break;
  11286. case AL_WARP:
  11287. if(sd)
  11288. {
  11289. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  11290. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  11291. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  11292. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  11293. );
  11294. }
  11295. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11296. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11297. return 0; // not to consume item.
  11298. case MO_BODYRELOCATION:
  11299. if (unit_movepos(src, x, y, 2, 1)) {
  11300. #if PACKETVER >= 20111005
  11301. clif_snap(src, src->x, src->y);
  11302. #else
  11303. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  11304. #endif
  11305. if (sd)
  11306. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  11307. }
  11308. break;
  11309. case NJ_SHADOWJUMP:
  11310. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  11311. clif_blown(src);
  11312. status_change_end(src, SC_HIDING, INVALID_TIMER);
  11313. break;
  11314. case AM_SPHEREMINE:
  11315. case AM_CANNIBALIZE:
  11316. {
  11317. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  11318. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  11319. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  11320. struct mob_data *md;
  11321. // Correct info, don't change any of this! [celest]
  11322. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  11323. if (md) {
  11324. md->master_id = src->id;
  11325. md->special_state.ai = ai;
  11326. if( md->deletetimer != INVALID_TIMER )
  11327. delete_timer(md->deletetimer, mob_timer_delete);
  11328. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  11329. mob_spawn (md); //Now it is ready for spawning.
  11330. }
  11331. }
  11332. break;
  11333. // Slim Pitcher [Celest]
  11334. case CR_SLIMPITCHER:
  11335. if (sd) {
  11336. int i_lv = 0, j = 0;
  11337. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  11338. i_lv = skill_lv%11 - 1;
  11339. j = pc_search_inventory(sd, require.itemid[i_lv]);
  11340. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  11341. {
  11342. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11343. return 1;
  11344. }
  11345. potion_flag = 1;
  11346. potion_hp = 0;
  11347. potion_sp = 0;
  11348. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  11349. potion_flag = 0;
  11350. //Apply skill bonuses
  11351. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  11352. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  11353. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  11354. + pc_skillheal_bonus(sd, skill_id);
  11355. potion_hp = potion_hp * (100+i_lv)/100;
  11356. potion_sp = potion_sp * (100+i_lv)/100;
  11357. if(potion_hp > 0 || potion_sp > 0) {
  11358. i_lv = skill_get_splash(skill_id, skill_lv);
  11359. map_foreachinallarea(skill_area_sub,
  11360. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  11361. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11362. skill_castend_nodamage_id);
  11363. }
  11364. } else {
  11365. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv]);
  11366. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  11367. potion_flag = 1;
  11368. potion_hp = 0;
  11369. potion_sp = 0;
  11370. run_script(item->script,0,src->id,0);
  11371. potion_flag = 0;
  11372. potion_hp = potion_hp * (100+id)/100;
  11373. potion_sp = potion_sp * (100+id)/100;
  11374. if(potion_hp > 0 || potion_sp > 0) {
  11375. id = skill_get_splash(skill_id, skill_lv);
  11376. map_foreachinallarea(skill_area_sub,
  11377. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  11378. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11379. skill_castend_nodamage_id);
  11380. }
  11381. }
  11382. break;
  11383. case HW_GANBANTEIN:
  11384. if (rnd()%100 < 80) {
  11385. int dummy = 1;
  11386. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11387. i = skill_get_splash(skill_id, skill_lv);
  11388. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  11389. } else {
  11390. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11391. return 1;
  11392. }
  11393. break;
  11394. #ifndef RENEWAL
  11395. case HW_GRAVITATION:
  11396. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11397. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  11398. flag|=1;
  11399. break;
  11400. #endif
  11401. // Plant Cultivation [Celest]
  11402. case CR_CULTIVATION:
  11403. if (sd) {
  11404. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  11405. {
  11406. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11407. return 1;
  11408. }
  11409. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11410. if (rnd()%100 < 50) {
  11411. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11412. } else {
  11413. TBL_MOB* md = NULL;
  11414. int t, mob_id;
  11415. if (skill_lv == 1)
  11416. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  11417. else {
  11418. int rand_val = rnd() % 100;
  11419. if (rand_val < 30)
  11420. mob_id = MOBID_GREEN_PLANT;
  11421. else if (rand_val < 55)
  11422. mob_id = MOBID_RED_PLANT;
  11423. else if (rand_val < 80)
  11424. mob_id = MOBID_YELLOW_PLANT;
  11425. else if (rand_val < 90)
  11426. mob_id = MOBID_WHITE_PLANT;
  11427. else if (rand_val < 98)
  11428. mob_id = MOBID_BLUE_PLANT;
  11429. else
  11430. mob_id = MOBID_SHINING_PLANT;
  11431. }
  11432. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  11433. if (!md)
  11434. break;
  11435. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  11436. {
  11437. if( md->deletetimer != INVALID_TIMER )
  11438. delete_timer(md->deletetimer, mob_timer_delete);
  11439. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  11440. }
  11441. mob_spawn(md);
  11442. }
  11443. }
  11444. break;
  11445. case SG_SUN_WARM:
  11446. case SG_MOON_WARM:
  11447. case SG_STAR_WARM:
  11448. skill_clear_unitgroup(src);
  11449. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  11450. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11451. flag|=1;
  11452. break;
  11453. case PA_GOSPEL:
  11454. if (sce && sce->val4 == BCT_SELF)
  11455. {
  11456. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  11457. return 0;
  11458. }
  11459. else
  11460. {
  11461. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  11462. if (!sg) break;
  11463. if (sce)
  11464. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  11465. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  11466. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  11467. }
  11468. break;
  11469. case NJ_TATAMIGAESHI:
  11470. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  11471. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  11472. break;
  11473. case AM_RESURRECTHOMUN: //[orn]
  11474. if (sd)
  11475. {
  11476. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  11477. {
  11478. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11479. break;
  11480. }
  11481. }
  11482. break;
  11483. case AC_SHOWER:
  11484. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  11485. case MA_SHOWER:
  11486. case NC_COLDSLOWER:
  11487. case RK_DRAGONBREATH:
  11488. case RK_DRAGONBREATH_WATER:
  11489. case WL_FROSTMISTY:
  11490. case RL_HAMMER_OF_GOD:
  11491. // Cast center might be relevant later (e.g. for knockback direction)
  11492. skill_area_temp[4] = x;
  11493. skill_area_temp[5] = y;
  11494. i = skill_get_splash(skill_id,skill_lv);
  11495. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11496. break;
  11497. case SO_ARRULLO:
  11498. i = skill_get_splash(skill_id,skill_lv);
  11499. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  11500. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11501. break;
  11502. case GC_POISONSMOKE:
  11503. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  11504. if( sd )
  11505. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  11506. return 0;
  11507. }
  11508. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  11509. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  11510. break;
  11511. case AB_EPICLESIS:
  11512. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  11513. i = skill_get_splash(skill_id, skill_lv);
  11514. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  11515. }
  11516. break;
  11517. case WL_EARTHSTRAIN:
  11518. {
  11519. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  11520. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  11521. for( w = 1; w <= wave; w++ )
  11522. {
  11523. switch( dir ){
  11524. case 0: case 1: case 7: sy = y + w; break;
  11525. case 3: case 4: case 5: sy = y - w; break;
  11526. case 2: sx = x - w; break;
  11527. case 6: sx = x + w; break;
  11528. }
  11529. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  11530. }
  11531. }
  11532. break;
  11533. case RA_DETONATOR:
  11534. i = skill_get_splash(skill_id, skill_lv);
  11535. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  11536. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11537. break;
  11538. case NC_NEUTRALBARRIER:
  11539. case NC_STEALTHFIELD:
  11540. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  11541. skill_clear_unitgroup(src);
  11542. return 0;
  11543. }
  11544. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  11545. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11546. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  11547. }
  11548. break;
  11549. case NC_SILVERSNIPER:
  11550. {
  11551. struct mob_data *md;
  11552. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  11553. if( md ) {
  11554. md->master_id = src->id;
  11555. md->special_state.ai = AI_FAW;
  11556. if( md->deletetimer != INVALID_TIMER )
  11557. delete_timer(md->deletetimer, mob_timer_delete);
  11558. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11559. mob_spawn(md);
  11560. }
  11561. }
  11562. break;
  11563. case NC_MAGICDECOY:
  11564. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  11565. break;
  11566. case SC_FEINTBOMB: {
  11567. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  11568. if( group == nullptr || group->unit == nullptr ) {
  11569. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11570. return 1;
  11571. }
  11572. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  11573. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  11574. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  11575. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11576. }
  11577. break;
  11578. case SC_ESCAPE:
  11579. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11580. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  11581. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11582. flag |= 1;
  11583. break;
  11584. case LG_BANDING:
  11585. if( sc && sc->data[SC_BANDING] )
  11586. status_change_end(src,SC_BANDING,INVALID_TIMER);
  11587. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  11588. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11589. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11590. break;
  11591. case WM_DOMINION_IMPULSE:
  11592. i = skill_get_splash(skill_id, skill_lv);
  11593. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  11594. break;
  11595. case WM_GREAT_ECHO:
  11596. i = skill_get_splash(skill_id,skill_lv);
  11597. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11598. break;
  11599. case WM_SEVERE_RAINSTORM:
  11600. flag |= 1;
  11601. if (sd)
  11602. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  11603. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11604. break;
  11605. case GN_CRAZYWEED: {
  11606. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  11607. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  11608. int x1 = x - area + rnd()%(area * 2 + 1);
  11609. int y1 = y - area + rnd()%(area * 2 + 1);
  11610. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  11611. }
  11612. }
  11613. break;
  11614. case GN_FIRE_EXPANSION: {
  11615. struct unit_data *ud = unit_bl2ud(src);
  11616. if( !ud ) break;
  11617. for (const auto itsu : ud->skillunits) {
  11618. skill_unit *su = itsu->unit;
  11619. std::shared_ptr<s_skill_unit_group> sg = itsu->unit->group;
  11620. if (itsu->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4) {
  11621. switch (skill_lv) {
  11622. case 1: {
  11623. // TODO:
  11624. int duration = (int)(sg->limit - DIFF_TICK(tick, sg->tick));
  11625. skill_delunit(su);
  11626. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  11627. flag |= 1;
  11628. }
  11629. break;
  11630. case 2:
  11631. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11632. if (su != NULL)
  11633. skill_delunit(su);
  11634. break;
  11635. case 3:
  11636. skill_delunit(su);
  11637. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  11638. flag |= 1;
  11639. break;
  11640. case 4:
  11641. skill_delunit(su);
  11642. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  11643. flag |= 1;
  11644. break;
  11645. case 5: {
  11646. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  11647. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  11648. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  11649. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11650. if (su != NULL)
  11651. skill_delunit(su);
  11652. }
  11653. break;
  11654. }
  11655. }
  11656. }
  11657. }
  11658. break;
  11659. case SO_FIREWALK:
  11660. case SO_ELECTRICWALK:
  11661. case NPC_FIREWALK:
  11662. case NPC_ELECTRICWALK:
  11663. if( sc && sc->data[type] )
  11664. status_change_end(src,type,INVALID_TIMER);
  11665. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  11666. break;
  11667. case KO_MAKIBISHI:
  11668. for( i = 0; i < (skill_lv+2); i++ ) {
  11669. x = src->x - 1 + rnd()%3;
  11670. y = src->y - 1 + rnd()%3;
  11671. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11672. }
  11673. break;
  11674. case KO_MUCHANAGE: {
  11675. struct status_data *sstatus;
  11676. int rate = 0;
  11677. sstatus = status_get_status_data(src);
  11678. i = skill_get_splash(skill_id,skill_lv);
  11679. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  11680. if( rate < 0 )
  11681. rate = 0;
  11682. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  11683. if( rnd()%100 < rate )
  11684. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11685. }
  11686. break;
  11687. case RL_FALLEN_ANGEL:
  11688. if (unit_movepos(src,x,y,1,1)) {
  11689. clif_snap(src, src->x, src->y);
  11690. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  11691. } else {
  11692. if (sd)
  11693. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11694. }
  11695. break;
  11696. case RL_FIRE_RAIN: {
  11697. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11698. int sx = x = src->x, sy = y = src->y;
  11699. for (w = 0; w <= wave; w++) {
  11700. switch (dir) {
  11701. case DIR_NORTH:
  11702. case DIR_NORTHWEST:
  11703. case DIR_NORTHEAST:
  11704. sy = y + w;
  11705. break;
  11706. case DIR_WEST:
  11707. sx = x - w;
  11708. break;
  11709. case DIR_SOUTHWEST:
  11710. case DIR_SOUTH:
  11711. case DIR_SOUTHEAST:
  11712. sy = y - w;
  11713. break;
  11714. case DIR_EAST:
  11715. sx = x + w;
  11716. break;
  11717. }
  11718. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11719. }
  11720. }
  11721. break;
  11722. case NC_MAGMA_ERUPTION:
  11723. // 1st, AoE 'slam' damage
  11724. i = skill_get_splash(skill_id, skill_lv);
  11725. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11726. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  11727. // 2nd, AoE 'eruption' unit
  11728. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  11729. break;
  11730. case SU_LOPE:
  11731. {
  11732. uint8 dir = map_calc_dir(src, x, y);
  11733. // Fails on noteleport maps, except for GvG and BG maps
  11734. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  11735. x = src->x;
  11736. y = src->y;
  11737. }
  11738. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11739. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  11740. clif_blown(src);
  11741. }
  11742. break;
  11743. default:
  11744. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11745. return 1;
  11746. }
  11747. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11748. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11749. if( sd )
  11750. {// ensure that the skill last-cast tick is recorded
  11751. sd->canskill_tick = gettick();
  11752. if( sd->state.arrow_atk && !(flag&1) )
  11753. {// consume arrow if this is a ground skill
  11754. battle_consume_ammo(sd, skill_id, skill_lv);
  11755. }
  11756. skill_onskillusage(sd, NULL, skill_id, tick);
  11757. // perform skill requirement consumption
  11758. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11759. }
  11760. return 0;
  11761. }
  11762. /*==========================================
  11763. *
  11764. *------------------------------------------*/
  11765. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11766. {
  11767. nullpo_ret(sd);
  11768. //Simplify skill_failed code.
  11769. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11770. if(skill_id != sd->menuskill_id)
  11771. return 0;
  11772. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11773. skill_failed(sd);
  11774. return 0;
  11775. }
  11776. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11777. skill_failed(sd);
  11778. return 0;
  11779. }
  11780. pc_stop_attack(sd);
  11781. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11782. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11783. if(strcmp(mapname,"cancel")==0) {
  11784. skill_failed(sd);
  11785. return 0;
  11786. }
  11787. switch(skill_id)
  11788. {
  11789. case AL_TELEPORT:
  11790. case ALL_ODINS_RECALL:
  11791. //The storage window is closed automatically by the client when there's
  11792. //any kind of map change, so we need to restore it automatically
  11793. //bugreport:8027
  11794. if(strcmp(mapname,"Random") == 0)
  11795. pc_randomwarp(sd,CLR_TELEPORT);
  11796. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11797. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11798. clif_refresh_storagewindow(sd);
  11799. break;
  11800. case AL_WARP:
  11801. {
  11802. const struct point *p[4];
  11803. std::shared_ptr<s_skill_unit_group> group;
  11804. int i, lv, wx, wy;
  11805. int maxcount=0;
  11806. int x,y;
  11807. unsigned short mapindex;
  11808. mapindex = mapindex_name2id((char*)mapname);
  11809. if(!mapindex) { //Given map not found?
  11810. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11811. skill_failed(sd);
  11812. return 0;
  11813. }
  11814. p[0] = &sd->status.save_point;
  11815. p[1] = &sd->status.memo_point[0];
  11816. p[2] = &sd->status.memo_point[1];
  11817. p[3] = &sd->status.memo_point[2];
  11818. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11819. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  11820. if (maxcount == 0) {
  11821. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11822. skill_failed(sd);
  11823. return 0;
  11824. }
  11825. }
  11826. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11827. wx = sd->menuskill_val>>16;
  11828. wy = sd->menuskill_val&0xffff;
  11829. if( lv <= 0 ) return 0;
  11830. if( lv > 4 ) lv = 4; // crash prevention
  11831. // check if the chosen map exists in the memo list
  11832. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11833. if( i < lv ) {
  11834. x=p[i]->x;
  11835. y=p[i]->y;
  11836. } else {
  11837. skill_failed(sd);
  11838. return 0;
  11839. }
  11840. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11841. { // This checks versus skill_id/skill_lv...
  11842. skill_failed(sd);
  11843. return 0;
  11844. }
  11845. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11846. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11847. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  11848. skill_failed(sd);
  11849. return 0;
  11850. }
  11851. group->val1 = (group->val1<<16)|(short)0;
  11852. // record the destination coordinates
  11853. group->val2 = (x<<16)|y;
  11854. group->val3 = mapindex;
  11855. }
  11856. break;
  11857. }
  11858. sd->menuskill_id = sd->menuskill_val = 0;
  11859. return 0;
  11860. #undef skill_failed
  11861. }
  11862. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11863. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11864. {
  11865. struct skill_unit* target = (struct skill_unit*)bl;
  11866. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11867. int flag = va_arg(ap, int);
  11868. if (src == target)
  11869. return 0;
  11870. if (!target->group || !(target->group->state.song_dance&0x1))
  11871. return 0;
  11872. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  11873. return 0;
  11874. if (flag) //Set dissonance
  11875. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  11876. else //Remove dissonance
  11877. target->val2 &= ~(1 << UF_ENSEMBLE);
  11878. skill_getareachar_skillunit_visibilty(target, AREA);
  11879. return 1;
  11880. }
  11881. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11882. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11883. //When 1, this unit has been positioned, so start the cancel effect.
  11884. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11885. {
  11886. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11887. return 0;
  11888. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  11889. return 0; //Nothing to remove, this unit is not overlapped.
  11890. if (unit->val1 != unit->group->skill_id)
  11891. { //Reset state
  11892. unit->val1 = unit->group->skill_id;
  11893. unit->val2 &= ~(1 << UF_ENSEMBLE);
  11894. }
  11895. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  11896. }
  11897. /**
  11898. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  11899. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  11900. * @param flag 0 Convert
  11901. * @param flag 1 Revert
  11902. * @return true success
  11903. * @TODO: This should be completely removed later and rewritten
  11904. * The entire execution of the overlapping songs instances is dirty and hacked together
  11905. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  11906. */
  11907. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  11908. {
  11909. static int prevflag = 1; // by default the backup is empty
  11910. static s_skill_unit_group backup;
  11911. std::shared_ptr<s_skill_unit_group> group;
  11912. if( unit == nullptr || (group = unit->group) == nullptr )
  11913. return false;
  11914. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  11915. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  11916. return false;
  11917. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  11918. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  11919. flag ? "read an empty backup" : "write to a full backup",
  11920. group->skill_id, group->skill_lv, group->src_id);
  11921. return false;
  11922. }
  11923. prevflag = flag;
  11924. if (!flag) { //Transform
  11925. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  11926. // backup
  11927. backup.skill_id = group->skill_id;
  11928. backup.skill_lv = group->skill_lv;
  11929. backup.unit_id = group->unit_id;
  11930. backup.target_flag = group->target_flag;
  11931. backup.bl_flag = group->bl_flag;
  11932. backup.interval = group->interval;
  11933. // replace
  11934. group->skill_id = skill_id;
  11935. group->skill_lv = 1;
  11936. group->unit_id = skill_get_unit_id(skill_id);
  11937. group->target_flag = skill_get_unit_target(skill_id);
  11938. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11939. group->interval = skill_get_unit_interval(skill_id);
  11940. } else { //Restore
  11941. group->skill_id = backup.skill_id;
  11942. group->skill_lv = backup.skill_lv;
  11943. group->unit_id = backup.unit_id;
  11944. group->target_flag = backup.target_flag;
  11945. group->bl_flag = backup.bl_flag;
  11946. group->interval = backup.interval;
  11947. }
  11948. return true;
  11949. }
  11950. /**
  11951. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  11952. * @param src Object that triggers the skill
  11953. * @param skill_id Skill ID
  11954. * @param skill_lv Skill level of used skill
  11955. * @param x Position x
  11956. * @param y Position y
  11957. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  11958. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  11959. * @return s_skill_unit_group
  11960. */
  11961. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  11962. {
  11963. std::shared_ptr<s_skill_unit_group> group;
  11964. int i, val1 = 0, val2 = 0, val3 = 0;
  11965. t_tick limit;
  11966. int link_group_id = 0;
  11967. int target, interval, range;
  11968. t_itemid req_item = 0;
  11969. struct s_skill_unit_layout *layout;
  11970. struct map_session_data *sd;
  11971. struct status_data *status;
  11972. struct status_change *sc;
  11973. int active_flag = 1;
  11974. int subunt = 0;
  11975. bool hidden = false;
  11976. struct map_data *mapdata;
  11977. nullpo_retr(nullptr, src);
  11978. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11979. mapdata = map_getmapdata(src->m);
  11980. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  11981. range = skill_get_unit_range(skill_id,skill_lv);
  11982. interval = skill->unit_interval;
  11983. target = skill_get_unit_target(skill_id);
  11984. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11985. sd = BL_CAST(BL_PC, src);
  11986. status = status_get_status_data(src);
  11987. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11988. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  11989. switch( skill_id ) {
  11990. case MH_STEINWAND:
  11991. val2 = 4 + skill_lv;
  11992. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11993. break;
  11994. case MG_SAFETYWALL:
  11995. val2 = skill_lv + 1;
  11996. #ifdef RENEWAL
  11997. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  11998. #endif
  11999. break;
  12000. case MG_FIREWALL:
  12001. if(sc && sc->data[SC_VIOLENTGALE])
  12002. limit = limit*3/2;
  12003. val2 = 4+skill_lv;
  12004. break;
  12005. case AL_WARP:
  12006. val1=skill_lv+6;
  12007. if(!(flag&1))
  12008. limit=2000;
  12009. else // previous implementation (not used anymore)
  12010. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  12011. if( src->type != BL_SKILL ) return nullptr;
  12012. group = ((TBL_SKILL*)src)->group;
  12013. src = map_id2bl(group->src_id);
  12014. if( !src ) return nullptr;
  12015. val2 = group->val2; //Copy the (x,y) position you warp to
  12016. val3 = group->val3; //as well as the mapindex to warp to.
  12017. }
  12018. break;
  12019. #ifndef RENEWAL
  12020. case HP_BASILICA:
  12021. val1 = src->id; // Store caster id.
  12022. break;
  12023. #endif
  12024. case PR_SANCTUARY:
  12025. case NPC_EVILLAND:
  12026. val1=skill_lv+3;
  12027. break;
  12028. case WZ_METEOR:
  12029. case SU_CN_METEOR:
  12030. case SU_CN_METEOR2:
  12031. limit = flag;
  12032. flag = 0; // Flag should not influence anything else for these skills
  12033. break;
  12034. case WZ_FIREPILLAR:
  12035. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12036. return nullptr;
  12037. if((flag&1)!=0)
  12038. limit=1000;
  12039. val1=skill_lv+2;
  12040. break;
  12041. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  12042. case AM_DEMONSTRATION:
  12043. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  12044. target = BCT_ALL;
  12045. break;
  12046. case HT_SKIDTRAP:
  12047. case MA_SKIDTRAP:
  12048. //Save position of caster
  12049. val1 = ((src->x)<<16)|(src->y);
  12050. case HT_ANKLESNARE:
  12051. case HT_SHOCKWAVE:
  12052. case HT_SANDMAN:
  12053. case MA_SANDMAN:
  12054. case HT_CLAYMORETRAP:
  12055. case HT_LANDMINE:
  12056. case MA_LANDMINE:
  12057. case HT_FLASHER:
  12058. case HT_FREEZINGTRAP:
  12059. case MA_FREEZINGTRAP:
  12060. case HT_BLASTMINE:
  12061. case RA_ELECTRICSHOCKER:
  12062. case RA_CLUSTERBOMB:
  12063. case RA_MAGENTATRAP:
  12064. case RA_COBALTTRAP:
  12065. case RA_MAIZETRAP:
  12066. case RA_VERDURETRAP:
  12067. case RA_FIRINGTRAP:
  12068. case RA_ICEBOUNDTRAP:
  12069. case RL_B_TRAP:
  12070. case SC_ESCAPE:
  12071. {
  12072. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  12073. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  12074. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  12075. req_item = req.itemid[i];
  12076. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  12077. break;
  12078. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  12079. target = BCT_ALL;
  12080. }
  12081. break;
  12082. case SA_LANDPROTECTOR:
  12083. case SA_VOLCANO:
  12084. case SA_DELUGE:
  12085. case SA_VIOLENTGALE:
  12086. case SC_CHAOSPANIC:
  12087. {
  12088. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  12089. if (old_sg != nullptr)
  12090. { //HelloKitty confirmed that these are interchangeable,
  12091. //so you can change element and not consume gemstones.
  12092. if ((
  12093. old_sg->skill_id == SA_VOLCANO ||
  12094. old_sg->skill_id == SA_DELUGE ||
  12095. old_sg->skill_id == SA_VIOLENTGALE
  12096. ) && old_sg->limit > 0)
  12097. { //Use the previous limit (minus the elapsed time) [Skotlex]
  12098. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  12099. if (limit < 0) //This can happen...
  12100. limit = skill_get_time(skill_id,skill_lv);
  12101. }
  12102. skill_clear_group(src,1);
  12103. }
  12104. break;
  12105. }
  12106. case BA_WHISTLE:
  12107. val1 = skill_lv + status->agi / 10; // Flee increase
  12108. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  12109. if (sd) {
  12110. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  12111. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  12112. }
  12113. break;
  12114. case DC_HUMMING:
  12115. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  12116. if (sd)
  12117. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  12118. break;
  12119. case BA_POEMBRAGI:
  12120. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  12121. //For some reason at level 10 the base delay reduction is 50%.
  12122. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  12123. if (sd) {
  12124. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  12125. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  12126. }
  12127. break;
  12128. case DC_DONTFORGETME:
  12129. #ifdef RENEWAL
  12130. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  12131. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  12132. #else
  12133. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  12134. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  12135. #endif
  12136. if (sd) {
  12137. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  12138. #ifdef RENEWAL
  12139. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12140. #else
  12141. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  12142. #endif
  12143. }
  12144. val1 *= 10; //Because 10 is actually 1% aspd
  12145. break;
  12146. case DC_SERVICEFORYOU:
  12147. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  12148. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  12149. if (sd) {
  12150. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12151. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12152. }
  12153. break;
  12154. case BA_ASSASSINCROSS:
  12155. if (sd)
  12156. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  12157. val1 += 5 + skill_lv + (status->agi / 20);
  12158. val1 *= 10; // ASPD works with 1000 as 100%
  12159. break;
  12160. case DC_FORTUNEKISS:
  12161. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  12162. val1 *= 10; //Because every 10 crit is an actual cri point.
  12163. if (sd)
  12164. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  12165. break;
  12166. case BD_DRUMBATTLEFIELD:
  12167. val1 = (skill_lv+1)*25; //Atk increase
  12168. val2 = (skill_lv+1)*2; //Def increase
  12169. break;
  12170. case BD_RINGNIBELUNGEN:
  12171. val1 = (skill_lv+2)*25; //Atk increase
  12172. break;
  12173. case BD_RICHMANKIM:
  12174. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  12175. break;
  12176. case BD_SIEGFRIED:
  12177. val1 = 55 + skill_lv*5; //Elemental Resistance
  12178. val2 = skill_lv*10; //Status ailment resistance
  12179. break;
  12180. case WE_CALLPARTNER:
  12181. if (sd) val1 = sd->status.partner_id;
  12182. break;
  12183. case WE_CALLPARENT:
  12184. if (sd) {
  12185. val1 = sd->status.father;
  12186. val2 = sd->status.mother;
  12187. }
  12188. break;
  12189. case WE_CALLBABY:
  12190. if (sd) val1 = sd->status.child;
  12191. break;
  12192. case NJ_KAENSIN:
  12193. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  12194. val2 = (skill_lv+1)/2 + 4;
  12195. break;
  12196. case NJ_SUITON:
  12197. skill_clear_group(src, 1);
  12198. break;
  12199. case GS_GROUNDDRIFT:
  12200. {
  12201. // Ground Drift Element is decided when it's placed.
  12202. int ele = skill_get_ele(skill_id, skill_lv);
  12203. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  12204. if (ele == ELE_RANDOM)
  12205. val1 = element[rnd()%5]; // Use random from available unit visual?
  12206. else if (ele == ELE_ENDOWED)
  12207. val1 = status_get_attack_sc_element(src,sc);
  12208. else if (ele == ELE_WEAPON) {
  12209. val1 = status->rhw.ele;
  12210. if (sc && sc->data[SC_ENCHANTARMS])
  12211. val1 = sc->data[SC_ENCHANTARMS]->val1;
  12212. }
  12213. switch (val1) {
  12214. case ELE_FIRE:
  12215. subunt++;
  12216. case ELE_WATER:
  12217. subunt++;
  12218. case ELE_POISON:
  12219. subunt++;
  12220. case ELE_DARK:
  12221. subunt++;
  12222. case ELE_WIND:
  12223. break;
  12224. default:
  12225. subunt = rnd()%5;
  12226. break;
  12227. }
  12228. break;
  12229. }
  12230. case GC_POISONSMOKE:
  12231. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  12232. return nullptr;
  12233. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  12234. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  12235. limit = skill_get_time(skill_id, skill_lv);
  12236. break;
  12237. case NPC_COMET:
  12238. case WL_COMET:
  12239. if (sc) {
  12240. sc->comet_x = x;
  12241. sc->comet_y = y;
  12242. }
  12243. break;
  12244. case GD_LEADERSHIP:
  12245. case GD_GLORYWOUNDS:
  12246. case GD_SOULCOLD:
  12247. case GD_HAWKEYES:
  12248. limit = 1000000;//it doesn't matter
  12249. break;
  12250. case LG_BANDING:
  12251. limit = -1;
  12252. break;
  12253. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  12254. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  12255. target = BCT_ALL;
  12256. case WM_SEVERE_RAINSTORM:
  12257. case SO_WATER_INSIGNIA:
  12258. case SO_FIRE_INSIGNIA:
  12259. case SO_WIND_INSIGNIA:
  12260. case SO_EARTH_INSIGNIA:
  12261. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12262. return nullptr;
  12263. break;
  12264. case SO_CLOUD_KILL:
  12265. case NPC_CLOUD_KILL:
  12266. skill_clear_group(src, 4);
  12267. break;
  12268. case SO_WARMER:
  12269. skill_clear_group(src, 8);
  12270. break;
  12271. case SO_FIREWALK:
  12272. case SO_ELECTRICWALK:
  12273. limit = skill_get_time2(skill_id, skill_lv);
  12274. break;
  12275. case GN_WALLOFTHORN:
  12276. // Turns to Firewall
  12277. if( flag&1 )
  12278. limit = 3000;
  12279. val3 = (x<<16)|y;
  12280. break;
  12281. case GN_DEMONIC_FIRE:
  12282. if (flag) { // Fire Expansion level 1
  12283. limit = flag + 10000;
  12284. flag = 0;
  12285. }
  12286. break;
  12287. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12288. case GN_FIRE_EXPANSION_TEAR_GAS:
  12289. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  12290. break;
  12291. case KO_ZENKAI:
  12292. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  12293. val1 = sd->spiritcharm;
  12294. val2 = sd->spiritcharm_type;
  12295. limit = 6000 * val1;
  12296. subunt = sd->spiritcharm_type - 1;
  12297. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  12298. }
  12299. break;
  12300. #ifndef RENEWAL
  12301. case HW_GRAVITATION:
  12302. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  12303. link_group_id = sc->data[SC_GRAVITATION]->val4;
  12304. break;
  12305. #endif
  12306. case SO_VACUUM_EXTREME:
  12307. // Coordinates
  12308. val1 = x;
  12309. val2 = y;
  12310. val3 = 0; // Suck target at n seconds.
  12311. break;
  12312. case MH_POISON_MIST:
  12313. case MH_LAVA_SLIDE:
  12314. skill_clear_group(src, 1);
  12315. break;
  12316. case MH_VOLCANIC_ASH:
  12317. if (!map_flag_vs(src->m))
  12318. target = BCT_ENEMY;
  12319. break;
  12320. }
  12321. // Init skill unit group
  12322. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  12323. if (group == nullptr)
  12324. return nullptr;
  12325. group->val1 = val1;
  12326. group->val2 = val2;
  12327. group->val3 = val3;
  12328. group->link_group_id = link_group_id;
  12329. group->target_flag = target;
  12330. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12331. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  12332. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  12333. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  12334. group->item_id = req_item;
  12335. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  12336. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  12337. active_flag = 0;
  12338. // Put message for Talkie Box & Graffiti
  12339. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  12340. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  12341. if (sd)
  12342. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  12343. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  12344. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  12345. }
  12346. // Dance skill
  12347. if (group->state.song_dance) {
  12348. if(sd) {
  12349. sd->skill_id_dance = skill_id;
  12350. sd->skill_lv_dance = skill_lv;
  12351. }
  12352. if (
  12353. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  12354. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  12355. )
  12356. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  12357. }
  12358. // Set skill unit
  12359. limit = group->limit;
  12360. for( i = 0; i < layout->count; i++ ) {
  12361. struct skill_unit *unit;
  12362. int ux = x + layout->dx[i];
  12363. int uy = y + layout->dy[i];
  12364. int unit_val1 = skill_lv;
  12365. int unit_val2 = 0;
  12366. int alive = 1;
  12367. // are the coordinates out of range?
  12368. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  12369. continue;
  12370. }
  12371. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  12372. continue; // don't place skill units on walls (except for songs/dances/encores)
  12373. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  12374. continue; // no path between cell and caster
  12375. switch( skill_id ) {
  12376. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  12377. case HT_LANDMINE:
  12378. case MA_LANDMINE:
  12379. case HT_ANKLESNARE:
  12380. case HT_SHOCKWAVE:
  12381. case HT_SANDMAN:
  12382. case MA_SANDMAN:
  12383. case HT_FLASHER:
  12384. case HT_FREEZINGTRAP:
  12385. case MA_FREEZINGTRAP:
  12386. case HT_SKIDTRAP:
  12387. case MA_SKIDTRAP:
  12388. case HT_CLAYMORETRAP:
  12389. case HT_BLASTMINE:
  12390. case SC_ESCAPE:
  12391. unit_val1 = 3500;
  12392. break;
  12393. case MG_FIREWALL:
  12394. case NJ_KAENSIN:
  12395. unit_val2 = group->val2;
  12396. break;
  12397. case WZ_ICEWALL:
  12398. unit_val1 = 200 + 200*skill_lv;
  12399. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  12400. break;
  12401. case WZ_WATERBALL:
  12402. //Check if there are cells that can be turned into waterball units
  12403. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  12404. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  12405. break; //Turn water, deluge or suiton into waterball cell
  12406. continue;
  12407. case GS_DESPERADO:
  12408. unit_val1 = abs(layout->dx[i]);
  12409. unit_val2 = abs(layout->dy[i]);
  12410. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  12411. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  12412. if (unit_val1) unit_val1--;
  12413. unit_val1 = 36 -12*unit_val1;
  12414. } else //Diagonal edges
  12415. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  12416. if (unit_val1 < 1) unit_val1 = 1;
  12417. unit_val2 = 0;
  12418. break;
  12419. case NPC_REVERBERATION:
  12420. unit_val1 = 1 + skill_lv;
  12421. break;
  12422. case WM_POEMOFNETHERWORLD:
  12423. unit_val1 = 1 + skill_lv;
  12424. break;
  12425. case GN_WALLOFTHORN:
  12426. if (flag&1) // Turned become Firewall
  12427. break;
  12428. unit_val1 = 2000 + 2000 * skill_lv; // HP
  12429. unit_val2 = 20; // Max hits
  12430. break;
  12431. case RL_B_TRAP:
  12432. unit_val1 = 3500;
  12433. unit_val2 = 0;
  12434. break;
  12435. default:
  12436. if (group->state.song_dance&0x1)
  12437. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  12438. break;
  12439. }
  12440. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  12441. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  12442. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  12443. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  12444. // Check active cell to failing or remove current unit
  12445. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  12446. if( !alive )
  12447. continue;
  12448. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  12449. unit->limit = limit;
  12450. unit->range = range;
  12451. if (skill_id == PF_FOGWALL && alive == 2)
  12452. { //Double duration of cells on top of Deluge/Suiton
  12453. unit->limit *= 2;
  12454. group->limit = unit->limit;
  12455. }
  12456. // Execute on all targets standing on this cell
  12457. if (range == 0 && active_flag)
  12458. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  12459. }
  12460. if (!group->alive_count)
  12461. { //No cells? Something that was blocked completely by Land Protector?
  12462. skill_delunitgroup(group);
  12463. return nullptr;
  12464. }
  12465. //success, unit created.
  12466. switch( skill_id ) {
  12467. case NJ_TATAMIGAESHI: //Store number of tiles.
  12468. group->val1 = group->alive_count;
  12469. break;
  12470. }
  12471. return group;
  12472. }
  12473. /*==========================================
  12474. *
  12475. *------------------------------------------*/
  12476. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12477. {
  12478. skill_unit_onplace(unit, bl, tick);
  12479. }
  12480. /**
  12481. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  12482. * while skill unit initialized or moved (such by knock back).
  12483. * As a follow of skill_unit_effect flag &1
  12484. * @param unit
  12485. * @param bl Target
  12486. * @param tick
  12487. */
  12488. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12489. {
  12490. struct block_list *ss; // Actual source that cast the skill unit
  12491. struct status_change *sc;
  12492. struct status_change_entry *sce;
  12493. struct status_data *tstatus;
  12494. enum sc_type type;
  12495. uint16 skill_id;
  12496. nullpo_ret(unit);
  12497. nullpo_ret(bl);
  12498. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  12499. return 0;
  12500. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  12501. if (sg == nullptr)
  12502. return 0;
  12503. nullpo_ret(ss = map_id2bl(sg->src_id));
  12504. tstatus = status_get_status_data(bl);
  12505. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  12506. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  12507. return 0; //AoE skills are ineffective. [Skotlex]
  12508. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  12509. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  12510. return 0; //Songs don't work in Basilica
  12511. sc = status_get_sc(bl);
  12512. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  12513. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  12514. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  12515. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  12516. if (sc && sc->data[SC_HOVERING] && skill->inf2[INF2_IGNOREHOVERING])
  12517. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  12518. type = status_skill2sc(sg->skill_id);
  12519. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  12520. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  12521. switch (sg->unit_id) {
  12522. case UNT_SPIDERWEB:
  12523. if (sc) {
  12524. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  12525. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  12526. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12527. const struct TimerData* td;
  12528. struct map_data *mapdata = map_getmapdata(bl->m);
  12529. if (mapdata_flag_vs(mapdata))
  12530. sec /= 2;
  12531. if (sc->data[type]) {
  12532. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  12533. //Already triple affected, immune
  12534. sg->limit = DIFF_TICK(tick, sg->tick);
  12535. break;
  12536. }
  12537. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  12538. if (mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 3)
  12539. sec *= (sc->data[type]->val1 + 1);
  12540. else if(!mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 2)
  12541. sec *= (sc->data[type]->val1 + 1);
  12542. //Add group id to status change
  12543. if (sc->data[type]->val2 == 0)
  12544. sc->data[type]->val2 = sg->group_id;
  12545. else if (sc->data[type]->val3 == 0)
  12546. sc->data[type]->val3 = sg->group_id;
  12547. else if (sc->data[type]->val4 == 0)
  12548. sc->data[type]->val4 = sg->group_id;
  12549. //Overwrite status change with new duration
  12550. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  12551. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  12552. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  12553. }
  12554. else {
  12555. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  12556. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  12557. if (td)
  12558. sec = DIFF_TICK(td->tick, tick);
  12559. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12560. clif_fixpos(bl);
  12561. }
  12562. else
  12563. sec = 3000; //Couldn't trap it?
  12564. }
  12565. sg->val2 = bl->id;
  12566. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12567. }
  12568. break;
  12569. case UNT_SAFETYWALL:
  12570. if (!sce)
  12571. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  12572. break;
  12573. case UNT_BLOODYLUST:
  12574. if (sg->src_id == bl->id)
  12575. break; //Does not affect the caster.
  12576. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  12577. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  12578. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  12579. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  12580. break;
  12581. case UNT_PNEUMA:
  12582. if (!sce)
  12583. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12584. break;
  12585. case UNT_CHAOSPANIC:
  12586. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12587. break;
  12588. case UNT_WARP_WAITING: {
  12589. int working = sg->val1&0xffff;
  12590. if(bl->type==BL_PC && !working){
  12591. struct map_session_data *sd = (struct map_session_data *)bl;
  12592. if((!sd->chatID || battle_config.chat_warpportal)
  12593. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  12594. {
  12595. int x = sg->val2>>16;
  12596. int y = sg->val2&0xffff;
  12597. int count = sg->val1>>16;
  12598. unsigned short m = sg->val3;
  12599. if( --count <= 0 )
  12600. skill_delunitgroup(sg);
  12601. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  12602. working = 1;/* we break it because officials break it, lovely stuff. */
  12603. sg->val1 = (count<<16)|working;
  12604. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
  12605. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  12606. }
  12607. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  12608. int16 m = map_mapindex2mapid(sg->val3);
  12609. if (m < 0) break; //Map not available on this map-server.
  12610. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  12611. }
  12612. }
  12613. break;
  12614. case UNT_QUAGMIRE:
  12615. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  12616. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12617. break;
  12618. case UNT_VOLCANO:
  12619. case UNT_DELUGE:
  12620. case UNT_VIOLENTGALE:
  12621. case UNT_FIRE_INSIGNIA:
  12622. case UNT_WATER_INSIGNIA:
  12623. case UNT_WIND_INSIGNIA:
  12624. case UNT_EARTH_INSIGNIA:
  12625. if(!sce)
  12626. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12627. break;
  12628. case UNT_WATER_BARRIER:
  12629. case UNT_ZEPHYR:
  12630. case UNT_POWER_OF_GAIA:
  12631. if (bl->id == ss->id)
  12632. break; // Doesn't affect the Elemental
  12633. if (!sce)
  12634. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12635. break;
  12636. case UNT_SUITON:
  12637. if(!sce)
  12638. sc_start4(ss, bl,type,100,sg->skill_lv,
  12639. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  12640. 0,0,sg->limit);
  12641. break;
  12642. case UNT_HERMODE:
  12643. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  12644. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  12645. case UNT_RICHMANKIM:
  12646. case UNT_ETERNALCHAOS:
  12647. case UNT_DRUMBATTLEFIELD:
  12648. case UNT_RINGNIBELUNGEN:
  12649. case UNT_ROKISWEIL:
  12650. case UNT_INTOABYSS:
  12651. case UNT_SIEGFRIED:
  12652. //Needed to check when a dancer/bard leaves their ensemble area.
  12653. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12654. return skill_id;
  12655. if (!sce)
  12656. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12657. break;
  12658. case UNT_WHISTLE:
  12659. case UNT_ASSASSINCROSS:
  12660. case UNT_POEMBRAGI:
  12661. case UNT_APPLEIDUN:
  12662. case UNT_HUMMING:
  12663. case UNT_DONTFORGETME:
  12664. case UNT_FORTUNEKISS:
  12665. case UNT_SERVICEFORYOU:
  12666. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12667. return 0;
  12668. if (!sc) return 0;
  12669. if (!sce)
  12670. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12671. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  12672. sce->val4 = 0; //remove the mark that we stepped out
  12673. delete_timer(sce->timer, status_change_timer);
  12674. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  12675. }
  12676. break;
  12677. case UNT_FOGWALL:
  12678. if (!sce)
  12679. {
  12680. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  12681. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12682. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  12683. }
  12684. break;
  12685. #ifndef RENEWAL
  12686. case UNT_GRAVITATION:
  12687. if (!sce)
  12688. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  12689. break;
  12690. case UNT_BASILICA:
  12691. {
  12692. int i = battle_check_target(bl, bl, BCT_ENEMY);
  12693. if (i > 0) {
  12694. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12695. break;
  12696. }
  12697. if (!sce && i <= 0)
  12698. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12699. }
  12700. break;
  12701. #endif
  12702. case UNT_MOONLIT:
  12703. //Knockback out of area if affected char isn't in Moonlit effect
  12704. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  12705. break;
  12706. if (ss == bl) //Also needed to prevent infinite loop crash.
  12707. break;
  12708. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  12709. break;
  12710. case UNT_REVERBERATION:
  12711. if (sg->src_id == bl->id)
  12712. break; //Does not affect the caster.
  12713. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12714. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12715. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12716. sg->unit_id = UNT_USED_TRAPS;
  12717. break;
  12718. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  12719. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12720. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12721. break;
  12722. case UNT_FIRE_EXPANSION_TEAR_GAS:
  12723. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  12724. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  12725. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  12726. break;
  12727. case UNT_VOLCANIC_ASH:
  12728. if (!sce)
  12729. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  12730. break;
  12731. case UNT_KINGS_GRACE:
  12732. if (!sce) {
  12733. int state = 0;
  12734. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  12735. state |= BCT_GUILD;
  12736. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  12737. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  12738. }
  12739. break;
  12740. case UNT_STEALTHFIELD:
  12741. if( bl->id == sg->src_id )
  12742. break; // Doesn't work on self (video shows that)
  12743. if (!sce)
  12744. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12745. break;
  12746. case UNT_NEUTRALBARRIER:
  12747. if (!sce)
  12748. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12749. break;
  12750. case UNT_WARMER:
  12751. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  12752. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12753. break;
  12754. case UNT_CATNIPPOWDER:
  12755. if (sg->src_id == bl->id)
  12756. break; // Does not affect the caster or Boss.
  12757. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12758. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12759. break;
  12760. case UNT_NYANGGRASS:
  12761. if (!sce)
  12762. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12763. break;
  12764. case UNT_CREATINGSTAR:
  12765. if (!sce)
  12766. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  12767. break;
  12768. case UNT_GD_LEADERSHIP:
  12769. case UNT_GD_GLORYWOUNDS:
  12770. case UNT_GD_SOULCOLD:
  12771. case UNT_GD_HAWKEYES:
  12772. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12773. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12774. break;
  12775. }
  12776. return skill_id;
  12777. }
  12778. /**
  12779. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  12780. * @param unit Skill unit
  12781. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12782. * @param tick
  12783. */
  12784. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12785. {
  12786. struct block_list *ss;
  12787. TBL_PC* tsd;
  12788. struct status_data *tstatus;
  12789. struct status_change *sc, *tsc;
  12790. struct skill_unit_group_tickset *ts;
  12791. enum sc_type type;
  12792. uint16 skill_id;
  12793. t_tick diff = 0;
  12794. nullpo_ret(unit);
  12795. nullpo_ret(bl);
  12796. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12797. return 0;
  12798. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  12799. if (sg == nullptr)
  12800. return 0;
  12801. nullpo_ret(ss = map_id2bl(sg->src_id));
  12802. tsd = BL_CAST(BL_PC, bl);
  12803. tsc = status_get_sc(bl);
  12804. sc = status_get_sc(ss);
  12805. tstatus = status_get_status_data(bl);
  12806. type = status_skill2sc(sg->skill_id);
  12807. skill_id = sg->skill_id;
  12808. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  12809. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && inf2[INF2_ISTRAP])
  12810. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  12811. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  12812. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12813. if (sg->interval == -1) {
  12814. switch (sg->unit_id) {
  12815. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12816. case UNT_FIREPILLAR_ACTIVE:
  12817. case UNT_ELECTRICSHOCKER:
  12818. case UNT_MANHOLE:
  12819. return 0;
  12820. default:
  12821. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12822. return 0;
  12823. }
  12824. }
  12825. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12826. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12827. diff = DIFF_TICK(tick,ts->tick);
  12828. if (diff < 0)
  12829. return 0;
  12830. ts->tick = tick+sg->interval;
  12831. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12832. ts->tick += (t_tick)sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12833. }
  12834. // Wall of Thorn damaged by Fire element unit [Cydh]
  12835. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12836. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12837. struct skill_unit *su = (struct skill_unit *)bl;
  12838. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12839. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  12840. su->group->limit = sg->limit = 0;
  12841. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12842. return skill_id;
  12843. }
  12844. }
  12845. switch (sg->unit_id) {
  12846. // Units that deals simple attack
  12847. case UNT_GRAVITATION:
  12848. case UNT_EARTHSTRAIN:
  12849. case UNT_FIREWALK:
  12850. case UNT_ELECTRICWALK:
  12851. case UNT_PSYCHIC_WAVE:
  12852. case UNT_LAVA_SLIDE:
  12853. case UNT_MAKIBISHI:
  12854. case UNT_VENOMFOG:
  12855. case UNT_ICEMINE:
  12856. case UNT_FLAMECROSS:
  12857. case UNT_HELLBURNING:
  12858. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12859. break;
  12860. case UNT_DUMMYSKILL:
  12861. switch (sg->skill_id) {
  12862. case SG_SUN_WARM: //SG skills [Komurka]
  12863. case SG_MOON_WARM:
  12864. case SG_STAR_WARM: {
  12865. int count = 0;
  12866. const int x = bl->x, y = bl->y;
  12867. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12868. do {
  12869. if( bl->type == BL_PC )
  12870. status_zap(bl, 0, 15); // sp damage to players
  12871. else // mobs
  12872. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12873. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  12874. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12875. } else { //should end when out of sp.
  12876. sg->limit = DIFF_TICK(tick,sg->tick);
  12877. break;
  12878. }
  12879. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12880. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12881. }
  12882. break;
  12883. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12884. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12885. if (tsc)
  12886. tsc->sg_counter++; //SG hit counter.
  12887. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12888. tsc->sg_counter=0; //Attack absorbed.
  12889. break;
  12890. #endif
  12891. case GS_DESPERADO:
  12892. if (rnd()%100 < unit->val1)
  12893. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12894. break;
  12895. case NPC_COMET:
  12896. case WL_COMET:
  12897. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  12898. break; // Nothing should happen if the target is on Land Protector
  12899. // Fall through
  12900. default:
  12901. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12902. }
  12903. break;
  12904. case UNT_FIREWALL:
  12905. case UNT_KAEN: {
  12906. int count = 0;
  12907. const int x = bl->x, y = bl->y;
  12908. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  12909. break;
  12910. //Take into account these hit more times than the timer interval can handle.
  12911. do
  12912. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  12913. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  12914. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  12915. if (unit->val2 <= 0)
  12916. skill_delunit(unit);
  12917. }
  12918. break;
  12919. case UNT_SANCTUARY:
  12920. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  12921. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  12922. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  12923. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  12924. } else {
  12925. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12926. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12927. #ifdef RENEWAL
  12928. if (md && md->mob_id == MOBID_EMPERIUM)
  12929. break;
  12930. #endif
  12931. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  12932. break;
  12933. if( tstatus->hp >= tstatus->max_hp )
  12934. break;
  12935. if( status_isimmune(bl) )
  12936. heal = 0;
  12937. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12938. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  12939. heal = ~heal + 1;
  12940. status_heal(bl, heal, 0, 0);
  12941. }
  12942. break;
  12943. case UNT_EVILLAND:
  12944. //Will heal demon and undead element monsters, but not players.
  12945. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  12946. { //Damage enemies
  12947. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12948. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12949. } else {
  12950. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12951. if (tstatus->hp >= tstatus->max_hp)
  12952. break;
  12953. if (status_isimmune(bl))
  12954. heal = 0;
  12955. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12956. status_heal(bl, heal, 0, 0);
  12957. }
  12958. break;
  12959. case UNT_MAGNUS:
  12960. #ifndef RENEWAL
  12961. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  12962. break;
  12963. #endif
  12964. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12965. break;
  12966. case UNT_FIREPILLAR_WAITING:
  12967. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  12968. skill_delunit(unit);
  12969. break;
  12970. case UNT_SKIDTRAP: {
  12971. //Knockback away from position of user during placement [Playtester]
  12972. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  12973. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  12974. sg->unit_id = UNT_USED_TRAPS;
  12975. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12976. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12977. //Target will be stopped for 3 seconds
  12978. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  12979. }
  12980. break;
  12981. case UNT_ANKLESNARE:
  12982. case UNT_MANHOLE:
  12983. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  12984. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  12985. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  12986. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12987. if( td )
  12988. sec = DIFF_TICK(td->tick, tick);
  12989. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  12990. || !unit_blown_immune(bl,0x1) )
  12991. {
  12992. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  12993. clif_fixpos(bl);
  12994. }
  12995. sg->val2 = bl->id;
  12996. } else
  12997. sec = 3000; //Couldn't trap it?
  12998. if (sg->unit_id == UNT_ANKLESNARE) {
  12999. clif_skillunit_update(&unit->bl);
  13000. /**
  13001. * If you're snared from a trap that was invisible this makes the trap be
  13002. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  13003. * bugreport:3961
  13004. **/
  13005. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  13006. }
  13007. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  13008. sg->interval = -1;
  13009. unit->range = 0;
  13010. }
  13011. break;
  13012. case UNT_EARTHQUAKE:
  13013. sg->val1++; // Hit count
  13014. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
  13015. break;
  13016. case UNT_ELECTRICSHOCKER:
  13017. if( bl->id != ss->id ) {
  13018. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  13019. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  13020. clif_fixpos(bl);
  13021. }
  13022. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  13023. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  13024. }
  13025. break;
  13026. case UNT_VENOMDUST:
  13027. if(tsc && !tsc->data[type])
  13028. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  13029. break;
  13030. case UNT_LANDMINE:
  13031. //Land Mine only hits single target
  13032. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13033. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  13034. sg->limit = 1500;
  13035. break;
  13036. case UNT_MAGENTATRAP:
  13037. case UNT_COBALTTRAP:
  13038. case UNT_MAIZETRAP:
  13039. case UNT_VERDURETRAP:
  13040. if( bl->type == BL_PC )// it won't work on players
  13041. break;
  13042. case UNT_FIRINGTRAP:
  13043. case UNT_ICEBOUNDTRAP:
  13044. case UNT_CLUSTERBOMB:
  13045. if( bl->id == ss->id )// it won't trigger on caster
  13046. break;
  13047. case UNT_BLASTMINE:
  13048. case UNT_SHOCKWAVE:
  13049. case UNT_SANDMAN:
  13050. case UNT_FLASHER:
  13051. case UNT_FREEZINGTRAP:
  13052. case UNT_FIREPILLAR_ACTIVE:
  13053. case UNT_CLAYMORETRAP:
  13054. {
  13055. int bl_flag = sg->bl_flag;
  13056. if (tsc && tsc->data[SC__MANHOLE])
  13057. break;
  13058. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  13059. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  13060. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  13061. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  13062. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  13063. sg->limit = DIFF_TICK(tick, sg->tick) +
  13064. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  13065. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  13066. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  13067. }
  13068. break;
  13069. case UNT_TALKIEBOX:
  13070. if (sg->src_id == bl->id)
  13071. break;
  13072. if (sg->val2 == 0) {
  13073. clif_talkiebox(&unit->bl, sg->valstr);
  13074. sg->unit_id = UNT_USED_TRAPS;
  13075. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  13076. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  13077. sg->val2 = -1;
  13078. }
  13079. break;
  13080. case UNT_LULLABY:
  13081. if (ss->id == bl->id)
  13082. break;
  13083. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  13084. break;
  13085. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  13086. if (ss->id != bl->id)
  13087. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  13088. break;
  13089. case UNT_DISSONANCE:
  13090. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13091. break;
  13092. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  13093. int heal;
  13094. #ifdef RENEWAL
  13095. struct mob_data *md = BL_CAST(BL_MOB, bl);
  13096. if (md && md->mob_id == MOBID_EMPERIUM)
  13097. break;
  13098. #endif
  13099. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13100. break; // affects self only when soullinked
  13101. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  13102. if (tsc->data[SC_AKAITSUKI] && heal)
  13103. heal = ~heal + 1;
  13104. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13105. status_heal(bl, heal, 0, 0);
  13106. }
  13107. break;
  13108. case UNT_TATAMIGAESHI:
  13109. case UNT_DEMONSTRATION:
  13110. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13111. break;
  13112. case UNT_GOSPEL:
  13113. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  13114. break;
  13115. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  13116. { // Support Effect only on party, not guild
  13117. int heal;
  13118. int i = rnd() % 13; // Positive buff count
  13119. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  13120. switch (i)
  13121. {
  13122. case 0: // Heal 1000~9999 HP
  13123. heal = rnd() % 9000 + 1000;
  13124. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  13125. status_heal(bl, heal, 0, 0);
  13126. break;
  13127. case 1: // End all negative status
  13128. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  13129. if (tsd) clif_gospel_info(tsd, 0x15);
  13130. break;
  13131. case 2: // Immunity to all status
  13132. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  13133. if (tsd) clif_gospel_info(tsd, 0x16);
  13134. break;
  13135. case 3: // MaxHP +100%
  13136. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  13137. if (tsd) clif_gospel_info(tsd, 0x17);
  13138. break;
  13139. case 4: // MaxSP +100%
  13140. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  13141. if (tsd) clif_gospel_info(tsd, 0x18);
  13142. break;
  13143. case 5: // All stats +20
  13144. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  13145. if (tsd) clif_gospel_info(tsd, 0x19);
  13146. break;
  13147. case 6: // Level 10 Blessing
  13148. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  13149. break;
  13150. case 7: // Level 10 Increase AGI
  13151. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  13152. break;
  13153. case 8: // Enchant weapon with Holy element
  13154. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  13155. if (tsd) clif_gospel_info(tsd, 0x1c);
  13156. break;
  13157. case 9: // Enchant armor with Holy element
  13158. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  13159. if (tsd) clif_gospel_info(tsd, 0x1d);
  13160. break;
  13161. case 10: // DEF +25%
  13162. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  13163. if (tsd) clif_gospel_info(tsd, 0x1e);
  13164. break;
  13165. case 11: // ATK +100%
  13166. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  13167. if (tsd) clif_gospel_info(tsd, 0x1f);
  13168. break;
  13169. case 12: // HIT/Flee +50
  13170. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  13171. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  13172. if (tsd) clif_gospel_info(tsd, 0x20);
  13173. break;
  13174. }
  13175. }
  13176. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  13177. { // Offensive Effect
  13178. int i = rnd() % 10; // Negative buff count
  13179. switch (i)
  13180. {
  13181. case 0: // Deal 3000~7999 damage reduced by DEF
  13182. case 1: // Deal 1500~5499 damage unreducable
  13183. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  13184. break;
  13185. case 2: // Curse
  13186. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  13187. break;
  13188. case 3: // Blind
  13189. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  13190. break;
  13191. case 4: // Poison
  13192. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  13193. break;
  13194. case 5: // Level 10 Provoke
  13195. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  13196. break;
  13197. case 6: // DEF -100%
  13198. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  13199. break;
  13200. case 7: // ATK -100%
  13201. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  13202. break;
  13203. case 8: // Flee -100%
  13204. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  13205. break;
  13206. case 9: // Speed/ASPD -25%
  13207. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  13208. break;
  13209. }
  13210. }
  13211. break;
  13212. #ifndef RENEWAL
  13213. case UNT_BASILICA:
  13214. {
  13215. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  13216. if (i > 0) {
  13217. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  13218. break;
  13219. }
  13220. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  13221. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  13222. }
  13223. break;
  13224. #endif
  13225. case UNT_GROUNDDRIFT_WIND:
  13226. case UNT_GROUNDDRIFT_DARK:
  13227. case UNT_GROUNDDRIFT_POISON:
  13228. case UNT_GROUNDDRIFT_WATER:
  13229. case UNT_GROUNDDRIFT_FIRE:
  13230. map_foreachinrange(skill_trap_splash,&unit->bl,
  13231. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  13232. &unit->bl,tick);
  13233. sg->unit_id = UNT_USED_TRAPS;
  13234. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  13235. sg->limit=DIFF_TICK(tick,sg->tick);
  13236. break;
  13237. case UNT_POISONSMOKE:
  13238. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  13239. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  13240. break;
  13241. case UNT_EPICLESIS:
  13242. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  13243. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  13244. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  13245. int hp, sp;
  13246. switch( sg->skill_lv ) {
  13247. case 1: case 2: hp = 3; sp = 2; break;
  13248. case 3: case 4: hp = 4; sp = 3; break;
  13249. case 5: default: hp = 5; sp = 4; break;
  13250. }
  13251. hp = tstatus->max_hp * hp / 100;
  13252. sp = tstatus->max_sp * sp / 100;
  13253. if (tstatus->hp < tstatus->max_hp)
  13254. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  13255. if (tstatus->sp < tstatus->max_sp)
  13256. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  13257. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  13258. hp = ~hp + 1;
  13259. status_heal(bl, hp, sp, 3);
  13260. }
  13261. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  13262. // Doesn't remove Invisibility or Chase Walk.
  13263. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  13264. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  13265. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  13266. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  13267. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  13268. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  13269. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  13270. }
  13271. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  13272. }
  13273. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  13274. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  13275. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  13276. break;
  13277. case UNT_DIMENSIONDOOR:
  13278. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  13279. pc_randomwarp(tsd,CLR_TELEPORT);
  13280. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  13281. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  13282. break;
  13283. case UNT_REVERBERATION:
  13284. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  13285. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  13286. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  13287. sg->unit_id = UNT_USED_TRAPS;
  13288. break;
  13289. case UNT_SEVERE_RAINSTORM:
  13290. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  13291. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  13292. break;
  13293. case UNT_NETHERWORLD:
  13294. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  13295. if (!(tsc && tsc->data[type])) {
  13296. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13297. sg->limit = DIFF_TICK(tick,sg->tick);
  13298. sg->unit_id = UNT_USED_TRAPS;
  13299. }
  13300. }
  13301. break;
  13302. case UNT_THORNS_TRAP:
  13303. if( tsc ) {
  13304. if( !sg->val2 ) {
  13305. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13306. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  13307. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  13308. if( td )
  13309. sec = DIFF_TICK(td->tick, tick);
  13310. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  13311. clif_fixpos(bl);
  13312. sg->val2 = bl->id;
  13313. } else
  13314. sec = 3000; // Couldn't trap it?
  13315. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13316. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  13317. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  13318. }
  13319. break;
  13320. case UNT_WALLOFTHORN:
  13321. if (unit->val2-- <= 0) // Max hit reached
  13322. break;
  13323. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  13324. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  13325. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  13326. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  13327. break;
  13328. case UNT_DEMONIC_FIRE:
  13329. switch( sg->val2 ) {
  13330. case 1:
  13331. default:
  13332. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  13333. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  13334. break;
  13335. }
  13336. break;
  13337. case UNT_ZEPHYR:
  13338. if (ss == bl)
  13339. break; // Doesn't affect the Elemental
  13340. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  13341. break;
  13342. case UNT_CLOUD_KILL:
  13343. if (tsc && !tsc->data[type])
  13344. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  13345. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13346. break;
  13347. case UNT_VACUUM_EXTREME:
  13348. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_NPC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  13349. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  13350. return 0;
  13351. // Apply effect and suck targets one-by-one each n seconds
  13352. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1 << 16) | (sg->val2), ++sg->val3 * 500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  13353. break;
  13354. case UNT_BANDING:
  13355. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  13356. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  13357. break;
  13358. case UNT_FIRE_MANTLE:
  13359. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  13360. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13361. break;
  13362. case UNT_ZENKAI_WATER:
  13363. case UNT_ZENKAI_LAND:
  13364. case UNT_ZENKAI_FIRE:
  13365. case UNT_ZENKAI_WIND:
  13366. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  13367. switch( sg->unit_id ) {
  13368. case UNT_ZENKAI_WATER:
  13369. switch (rnd()%2 + 1) {
  13370. case 1:
  13371. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13372. break;
  13373. case 2:
  13374. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13375. break;
  13376. }
  13377. break;
  13378. case UNT_ZENKAI_LAND:
  13379. switch (rnd()%2 + 1) {
  13380. case 1:
  13381. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13382. break;
  13383. case 2:
  13384. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13385. break;
  13386. }
  13387. break;
  13388. case UNT_ZENKAI_FIRE:
  13389. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  13390. break;
  13391. case UNT_ZENKAI_WIND:
  13392. switch (rnd()%3 + 1) {
  13393. case 1:
  13394. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13395. break;
  13396. case 2:
  13397. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13398. break;
  13399. case 3:
  13400. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13401. break;
  13402. }
  13403. break;
  13404. }
  13405. } else
  13406. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  13407. break;
  13408. case UNT_POISON_MIST:
  13409. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13410. status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  13411. break;
  13412. case UNT_CHAOSPANIC:
  13413. if (tsc && tsc->data[type])
  13414. break;
  13415. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  13416. break;
  13417. case UNT_B_TRAP:
  13418. if (tsc && tsc->data[type])
  13419. break;
  13420. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13421. unit->val2++; // Mark as ever been used
  13422. break;
  13423. case UNT_FIRE_RAIN:
  13424. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  13425. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  13426. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  13427. break;
  13428. case UNT_MAGMA_ERUPTION:
  13429. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  13430. break;
  13431. }
  13432. if (bl->type == BL_MOB && ss != bl)
  13433. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  13434. return skill_id;
  13435. }
  13436. /**
  13437. * Triggered when a char steps out of a skill unit
  13438. * @param src Skill unit from char moved out
  13439. * @param bl Char
  13440. * @param tick
  13441. */
  13442. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  13443. {
  13444. struct status_change *sc;
  13445. struct status_change_entry *sce;
  13446. enum sc_type type;
  13447. nullpo_ret(src);
  13448. nullpo_ret(bl);
  13449. std::shared_ptr<s_skill_unit_group> sg = src->group;
  13450. if (sg == nullptr)
  13451. return 0;
  13452. sc = status_get_sc(bl);
  13453. type = status_skill2sc(sg->skill_id);
  13454. sce = (sc && type != -1)?sc->data[type]:NULL;
  13455. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  13456. return 0;
  13457. switch(sg->unit_id){
  13458. case UNT_SAFETYWALL:
  13459. case UNT_PNEUMA:
  13460. case UNT_EPICLESIS://Arch Bishop
  13461. if (sce)
  13462. status_change_end(bl, type, INVALID_TIMER);
  13463. break;
  13464. #ifndef RENEWAL
  13465. case UNT_BASILICA:
  13466. if (sce && sce->val4 != bl->id)
  13467. status_change_end(bl, type, INVALID_TIMER);
  13468. break;
  13469. #endif
  13470. case UNT_HERMODE: //Clear Hermode if the owner moved.
  13471. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  13472. status_change_end(bl, type, INVALID_TIMER);
  13473. break;
  13474. case UNT_DISSONANCE:
  13475. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  13476. {
  13477. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  13478. if(skill_get_inf2(i, INF2_ISSONG)) {
  13479. type = status_skill2sc(i);
  13480. sce = (sc && type != -1)?sc->data[type]:NULL;
  13481. if(sce)
  13482. return i;
  13483. }
  13484. }
  13485. }
  13486. case UNT_WHISTLE:
  13487. case UNT_ASSASSINCROSS:
  13488. case UNT_POEMBRAGI:
  13489. case UNT_APPLEIDUN:
  13490. case UNT_HUMMING:
  13491. case UNT_DONTFORGETME:
  13492. case UNT_FORTUNEKISS:
  13493. case UNT_SERVICEFORYOU:
  13494. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13495. return -1;
  13496. }
  13497. return sg->skill_id;
  13498. }
  13499. /**
  13500. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  13501. * @param skill_id Skill ID
  13502. * @param bl A char
  13503. * @param tick
  13504. */
  13505. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  13506. {
  13507. struct status_change *sc;
  13508. struct status_change_entry *sce;
  13509. enum sc_type type;
  13510. sc = status_get_sc(bl);
  13511. if (sc && !sc->count)
  13512. sc = NULL;
  13513. type = status_skill2sc(skill_id);
  13514. sce = (sc && type != -1)?sc->data[type]:NULL;
  13515. switch (skill_id)
  13516. {
  13517. case WZ_QUAGMIRE:
  13518. if (bl->type==BL_MOB)
  13519. break;
  13520. if (sce)
  13521. status_change_end(bl, type, INVALID_TIMER);
  13522. break;
  13523. case BD_LULLABY:
  13524. case BD_RICHMANKIM:
  13525. case BD_ETERNALCHAOS:
  13526. case BD_DRUMBATTLEFIELD:
  13527. case BD_RINGNIBELUNGEN:
  13528. case BD_ROKISWEIL:
  13529. case BD_INTOABYSS:
  13530. case BD_SIEGFRIED:
  13531. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  13532. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  13533. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  13534. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  13535. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  13536. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  13537. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  13538. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13539. }
  13540. case MH_STEINWAND:
  13541. case MG_SAFETYWALL:
  13542. case AL_PNEUMA:
  13543. case SA_VOLCANO:
  13544. case SA_DELUGE:
  13545. case SA_VIOLENTGALE:
  13546. case CG_HERMODE:
  13547. #ifndef RENEWAL
  13548. case HW_GRAVITATION:
  13549. case HP_BASILICA:
  13550. #endif
  13551. case NJ_SUITON:
  13552. case SC_MAELSTROM:
  13553. case EL_WATER_BARRIER:
  13554. case EL_ZEPHYR:
  13555. case EL_POWER_OF_GAIA:
  13556. case SO_WARMER:
  13557. case SO_FIRE_INSIGNIA:
  13558. case SO_WATER_INSIGNIA:
  13559. case SO_WIND_INSIGNIA:
  13560. case SO_EARTH_INSIGNIA:
  13561. case SJ_BOOKOFCREATINGSTAR:
  13562. case SC_BLOODYLUST:
  13563. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13564. case GN_FIRE_EXPANSION_TEAR_GAS:
  13565. case LG_KINGS_GRACE:
  13566. case NC_STEALTHFIELD:
  13567. case NC_NEUTRALBARRIER:
  13568. case SU_NYANGGRASS:
  13569. if (sce)
  13570. status_change_end(bl, type, INVALID_TIMER);
  13571. break;
  13572. case BA_DISSONANCE:
  13573. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  13574. {
  13575. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  13576. if(skill_get_inf2(i, INF2_ISSONG)){
  13577. type = status_skill2sc(i);
  13578. sce = (sc && type != -1)?sc->data[type]:NULL;
  13579. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  13580. delete_timer(sce->timer, status_change_timer);
  13581. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13582. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  13583. }
  13584. }
  13585. }
  13586. }
  13587. break;
  13588. case BA_POEMBRAGI:
  13589. case BA_WHISTLE:
  13590. case BA_ASSASSINCROSS:
  13591. case BA_APPLEIDUN:
  13592. case DC_HUMMING:
  13593. case DC_DONTFORGETME:
  13594. case DC_FORTUNEKISS:
  13595. case DC_SERVICEFORYOU:
  13596. if (sce)
  13597. {
  13598. delete_timer(sce->timer, status_change_timer);
  13599. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  13600. //not possible on our current implementation.
  13601. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13602. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  13603. }
  13604. break;
  13605. case PF_FOGWALL:
  13606. if (sce)
  13607. {
  13608. status_change_end(bl, type, INVALID_TIMER);
  13609. if ((sce=sc->data[SC_BLIND]))
  13610. {
  13611. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  13612. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  13613. else {
  13614. delete_timer(sce->timer, status_change_timer);
  13615. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  13616. }
  13617. }
  13618. }
  13619. break;
  13620. case GD_LEADERSHIP:
  13621. case GD_GLORYWOUNDS:
  13622. case GD_SOULCOLD:
  13623. case GD_HAWKEYES:
  13624. if( !(sce && sce->val4) )
  13625. status_change_end(bl, type, INVALID_TIMER);
  13626. break;
  13627. }
  13628. return skill_id;
  13629. }
  13630. /*==========================================
  13631. * Invoked when a unit cell has been placed/removed/deleted.
  13632. * flag values:
  13633. * flag&1: Invoke onplace function (otherwise invoke onout)
  13634. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  13635. * flag&8: Recursive
  13636. *------------------------------------------*/
  13637. static int skill_unit_effect(struct block_list* bl, va_list ap)
  13638. {
  13639. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  13640. t_tick tick = va_arg(ap,t_tick);
  13641. unsigned int flag = va_arg(ap,unsigned int);
  13642. uint16 skill_id;
  13643. bool dissonance = false;
  13644. bool isTarget = false;
  13645. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  13646. return 0;
  13647. std::shared_ptr<s_skill_unit_group> group = unit->group;
  13648. if (group == nullptr)
  13649. return 0;
  13650. if( !(flag&8) ) {
  13651. dissonance = skill_dance_switch(unit, 0);
  13652. //Target-type check.
  13653. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  13654. }
  13655. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13656. skill_id = group->skill_id;
  13657. if( isTarget ){
  13658. if( flag&1 )
  13659. skill_unit_onplace(unit,bl,tick);
  13660. else {
  13661. if( skill_unit_onout(unit,bl,tick) == -1 )
  13662. return 0; // Don't let a Bard/Dancer update their own song timer
  13663. }
  13664. if( flag&4 )
  13665. skill_unit_onleft(skill_id, bl, tick);
  13666. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  13667. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  13668. if( dissonance ) {
  13669. skill_dance_switch(unit, 1);
  13670. //we placed a dissonance, let's update
  13671. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  13672. }
  13673. return 0;
  13674. }
  13675. /**
  13676. * Check skill unit while receiving damage
  13677. * @param unit Skill unit
  13678. * @param damage Received damage
  13679. * @return Damage
  13680. */
  13681. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  13682. {
  13683. nullpo_ret(unit);
  13684. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13685. if (sg == nullptr)
  13686. return 0;
  13687. switch( sg->unit_id ) {
  13688. case UNT_BLASTMINE:
  13689. case UNT_SKIDTRAP:
  13690. case UNT_LANDMINE:
  13691. case UNT_SHOCKWAVE:
  13692. case UNT_SANDMAN:
  13693. case UNT_FLASHER:
  13694. case UNT_CLAYMORETRAP:
  13695. case UNT_FREEZINGTRAP:
  13696. case UNT_ANKLESNARE:
  13697. case UNT_ICEWALL:
  13698. case UNT_WALLOFTHORN:
  13699. case UNT_REVERBERATION:
  13700. case UNT_NETHERWORLD:
  13701. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  13702. break;
  13703. default:
  13704. damage = 0;
  13705. break;
  13706. }
  13707. return damage;
  13708. }
  13709. /**
  13710. * Check char condition around the skill caster
  13711. * @param bl Char around area
  13712. * @param *c Counter for 'valid' condition found
  13713. * @param *p_sd Stores 'rid' of char found
  13714. * @param skill_id Skill ID
  13715. * @param skill_lv Level of used skill
  13716. */
  13717. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  13718. {
  13719. int *c, skill_id;
  13720. struct block_list *src;
  13721. struct map_session_data *sd;
  13722. struct map_session_data *tsd;
  13723. int *p_sd; //Contains the list of characters found.
  13724. nullpo_ret(bl);
  13725. nullpo_ret(tsd=(struct map_session_data*)bl);
  13726. nullpo_ret(src=va_arg(ap,struct block_list *));
  13727. nullpo_ret(sd=(struct map_session_data*)src);
  13728. c=va_arg(ap,int *);
  13729. p_sd = va_arg(ap, int *);
  13730. skill_id = va_arg(ap,int);
  13731. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13732. if (skill_id == PR_BENEDICTIO) {
  13733. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13734. return 0;
  13735. }
  13736. else if (is_chorus) {
  13737. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  13738. return 0;
  13739. }
  13740. else if (*c >= 1) // Check for one companion for all other cases.
  13741. return 0;
  13742. if (bl == src)
  13743. return 0;
  13744. if(pc_isdead(tsd))
  13745. return 0;
  13746. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13747. return 0;
  13748. if( is_chorus ) {
  13749. if( tsd->status.party_id && sd->status.party_id &&
  13750. tsd->status.party_id == sd->status.party_id &&
  13751. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13752. p_sd[(*c)++] = tsd->bl.id;
  13753. return 1;
  13754. } else {
  13755. switch(skill_id) {
  13756. case PR_BENEDICTIO: {
  13757. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13758. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13759. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13760. && sd->status.sp >= 10)
  13761. p_sd[(*c)++]=tsd->bl.id;
  13762. return 1;
  13763. }
  13764. case AB_ADORAMUS:
  13765. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13766. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13767. p_sd[(*c)++] = tsd->bl.id;
  13768. return 1;
  13769. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13770. {
  13771. uint16 skill_lv;
  13772. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13773. return 0;
  13774. if (sd->status.sex != tsd->status.sex &&
  13775. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13776. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13777. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13778. sd->status.party_id && tsd->status.party_id &&
  13779. sd->status.party_id == tsd->status.party_id &&
  13780. !tsd->sc.data[SC_DANCING])
  13781. {
  13782. p_sd[(*c)++]=tsd->bl.id;
  13783. return skill_lv;
  13784. }
  13785. }
  13786. break;
  13787. }
  13788. }
  13789. return 0;
  13790. }
  13791. /**
  13792. * Checks and stores partners for ensemble skills [Skotlex]
  13793. * Max partners is 2.
  13794. * @param sd Caster
  13795. * @param skill_id
  13796. * @param skill_lv
  13797. * @param range Area range to check
  13798. * @param cast_flag Special handle
  13799. */
  13800. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13801. {
  13802. static int c=0;
  13803. static int p_sd[MAX_PARTY];
  13804. int i;
  13805. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13806. if (!sd)
  13807. return 0;
  13808. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13809. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13810. if (cast_flag) { //Execute the skill on the partners.
  13811. struct map_session_data* tsd;
  13812. switch (skill_id) {
  13813. case PR_BENEDICTIO:
  13814. case WM_GREAT_ECHO:
  13815. for (i = 0; i < c; i++) {
  13816. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13817. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  13818. }
  13819. return c;
  13820. case AB_ADORAMUS:
  13821. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13822. i = 2 * (*skill_lv);
  13823. status_charge(&tsd->bl, 0, i);
  13824. }
  13825. break;
  13826. default:
  13827. if( is_chorus )
  13828. break;//Chorus skills are not to be parsed as ensembles
  13829. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  13830. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13831. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13832. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  13833. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13834. tsd->skill_id_dance = skill_id;
  13835. tsd->skill_lv_dance = *skill_lv;
  13836. #ifdef RENEWAL
  13837. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  13838. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  13839. #endif
  13840. }
  13841. }
  13842. return c;
  13843. }
  13844. }
  13845. //Else: new search for partners.
  13846. c = 0;
  13847. memset (p_sd, 0, sizeof(p_sd));
  13848. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13849. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO ) //Apply the average lv to encore skills.
  13850. *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.
  13851. return c;
  13852. }
  13853. /**
  13854. * Sub function to count how many spawned mob is around.
  13855. * Some skills check with matched AI.
  13856. * @param rid Source ID
  13857. * @param mob_class Monster ID
  13858. * @param skill_id Used skill
  13859. * @param *c Counter for found monster
  13860. */
  13861. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13862. {
  13863. int *c,src_id,mob_class,skill;
  13864. uint16 ai;
  13865. struct mob_data *md;
  13866. md=(struct mob_data*)bl;
  13867. src_id=va_arg(ap,int);
  13868. mob_class=va_arg(ap,int);
  13869. skill=va_arg(ap,int);
  13870. c=va_arg(ap,int *);
  13871. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  13872. if( md->master_id != src_id || md->special_state.ai != ai)
  13873. return 0; //Non alchemist summoned mobs have nothing to do here.
  13874. if(md->mob_id==mob_class)
  13875. (*c)++;
  13876. return 1;
  13877. }
  13878. /**
  13879. * Determines if a given skill should be made to consume ammo
  13880. * when used by the player. [Skotlex]
  13881. * @param sd Player
  13882. * @param skill_id Skill ID
  13883. * @return True if skill is need ammo; False otherwise.
  13884. */
  13885. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13886. {
  13887. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13888. return (
  13889. battle_config.arrow_decrement == 2 &&
  13890. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13891. skill_id != HT_PHANTASMIC &&
  13892. skill->skill_type == BF_WEAPON &&
  13893. !skill->nk[NK_NODAMAGE] &&
  13894. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  13895. );
  13896. }
  13897. /**
  13898. * Check SC required to cast a skill
  13899. * @param sc
  13900. * @param skill_id
  13901. * @return True if condition is met, False otherwise
  13902. **/
  13903. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  13904. if (require == nullptr || require->status.empty())
  13905. return true;
  13906. nullpo_ret(sd);
  13907. status_change *sc = &sd->sc;
  13908. if (sc == nullptr) {
  13909. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13910. return false;
  13911. }
  13912. // May have multiple requirements
  13913. for (const auto &reqStatus : require->status) {
  13914. if (reqStatus == SC_NONE)
  13915. continue;
  13916. useskill_fail_cause cause;
  13917. switch (reqStatus) {
  13918. // Official fail message
  13919. case SC_PUSH_CART:
  13920. cause = USESKILL_FAIL_CART;
  13921. break;
  13922. case SC_POISONINGWEAPON:
  13923. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  13924. break;
  13925. case SC_WEAPONBLOCK_ON:
  13926. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  13927. break;
  13928. default:
  13929. cause = USESKILL_FAIL_LEVEL;
  13930. break;
  13931. }
  13932. if (!sc->data[reqStatus]) {
  13933. clif_skill_fail(sd, skill_id, cause, 0);
  13934. return false;
  13935. }
  13936. }
  13937. return true;
  13938. }
  13939. /**
  13940. * Check skill condition when cast begin
  13941. * For ammo, only check if the skill need ammo
  13942. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  13943. * @param sd Player who uses skill
  13944. * @param skill_id ID of used skill
  13945. * @param skill_lv Level of used skill
  13946. * @return true: All condition passed, false: Failed
  13947. */
  13948. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13949. {
  13950. struct status_data *status;
  13951. struct status_change *sc;
  13952. struct s_skill_condition require;
  13953. int i;
  13954. nullpo_retr(false,sd);
  13955. if (sd->chatID)
  13956. return false;
  13957. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  13958. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13959. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13960. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13961. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  13962. return true;
  13963. }
  13964. switch( sd->menuskill_id ) {
  13965. case AM_PHARMACY:
  13966. switch( skill_id ) {
  13967. case AM_PHARMACY:
  13968. case AC_MAKINGARROW:
  13969. case BS_REPAIRWEAPON:
  13970. case AM_TWILIGHT1:
  13971. case AM_TWILIGHT2:
  13972. case AM_TWILIGHT3:
  13973. return false;
  13974. }
  13975. break;
  13976. case GN_MIX_COOKING:
  13977. case GN_MAKEBOMB:
  13978. case GN_S_PHARMACY:
  13979. case GN_CHANGEMATERIAL:
  13980. if( sd->menuskill_id != skill_id )
  13981. return false;
  13982. break;
  13983. }
  13984. status = &sd->battle_status;
  13985. sc = &sd->sc;
  13986. if( !sc->count )
  13987. sc = NULL;
  13988. if( sd->skillitem == skill_id )
  13989. {
  13990. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  13991. sd->state.abra_flag = 0;
  13992. else
  13993. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  13994. if( (i = sd->itemindex) == -1 ||
  13995. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  13996. sd->inventory_data[i] == NULL ||
  13997. sd->inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  13998. sd->inventory.u.items_inventory[i].amount < 1
  13999. )
  14000. { //Something went wrong, item exploit?
  14001. sd->itemid = 0;
  14002. sd->itemindex = -1;
  14003. return false;
  14004. }
  14005. //Consume
  14006. sd->itemid = 0;
  14007. sd->itemindex = -1;
  14008. if( (skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2) || sd->inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  14009. ; //Do not consume item.
  14010. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  14011. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  14012. }
  14013. if(!sd->skillitem_keep_requirement)
  14014. return true;
  14015. }
  14016. if( pc_is90overweight(sd) ) {
  14017. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14018. return false;
  14019. }
  14020. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  14021. return false;
  14022. //Checks if disabling skill - in which case no SP requirements are necessary
  14023. if( sc && skill_disable_check(sc,skill_id))
  14024. return true;
  14025. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14026. // Check the skills that can be used while mounted on a warg
  14027. if( pc_isridingwug(sd) ) {
  14028. if(!inf2[INF2_ALLOWONWARG])
  14029. return false; // in official there is no message.
  14030. }
  14031. if( pc_ismadogear(sd) ) {
  14032. // Skills that are unusable when Mado is equipped. [Jobbie]
  14033. if(!inf2[INF2_ALLOWONMADO]){
  14034. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  14035. return false;
  14036. }
  14037. }
  14038. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  14039. // return false;
  14040. require = skill_get_requirement(sd,skill_id,skill_lv);
  14041. //Can only update state when weapon/arrow info is checked.
  14042. sd->state.arrow_atk = require.ammo?1:0;
  14043. // perform skill-group checks
  14044. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  14045. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  14046. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14047. return false;
  14048. }
  14049. }
  14050. else if(inf2[INF2_ISENSEMBLE]) {
  14051. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  14052. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14053. return false;
  14054. }
  14055. }
  14056. // perform skill-specific checks (and actions)
  14057. switch( skill_id ) {
  14058. case RG_GRAFFITI:
  14059. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  14060. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14061. return false;
  14062. }
  14063. break;
  14064. case SO_SPELLFIST:
  14065. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  14066. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14067. return false;
  14068. }
  14069. case SA_CASTCANCEL:
  14070. if(sd->ud.skilltimer == INVALID_TIMER) {
  14071. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14072. return false;
  14073. }
  14074. break;
  14075. case AS_CLOAKING:
  14076. {
  14077. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  14078. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  14079. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14080. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14081. int di;
  14082. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  14083. if( di == 8 ) {
  14084. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14085. return false;
  14086. }
  14087. }
  14088. break;
  14089. }
  14090. case AL_WARP:
  14091. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  14092. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  14093. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  14094. return false;
  14095. }
  14096. break;
  14097. case AL_HOLYWATER:
  14098. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  14099. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14100. return false;
  14101. }
  14102. break;
  14103. case MO_CALLSPIRITS:
  14104. if(sc && sc->data[SC_RAISINGDRAGON])
  14105. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  14106. if(sd->spiritball >= skill_lv) {
  14107. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14108. return false;
  14109. }
  14110. break;
  14111. case MO_FINGEROFFENSIVE:
  14112. case GS_FLING:
  14113. case SR_RIDEINLIGHTNING:
  14114. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  14115. sd->spiritball_old = require.spiritball = sd->spiritball;
  14116. else
  14117. sd->spiritball_old = require.spiritball;
  14118. break;
  14119. case MO_CHAINCOMBO:
  14120. if(!sc)
  14121. return false;
  14122. if(sc->data[SC_BLADESTOP])
  14123. break;
  14124. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  14125. break;
  14126. return false;
  14127. case MO_COMBOFINISH:
  14128. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  14129. return false;
  14130. break;
  14131. case CH_TIGERFIST:
  14132. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  14133. return false;
  14134. break;
  14135. case CH_CHAINCRUSH:
  14136. if(!(sc && sc->data[SC_COMBO]))
  14137. return false;
  14138. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  14139. return false;
  14140. break;
  14141. case SJ_SOLARBURST:
  14142. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SJ_PROMINENCEKICK))
  14143. return 0;
  14144. break;
  14145. case MO_EXTREMITYFIST:
  14146. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  14147. // return false;
  14148. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  14149. break;
  14150. if( sc && sc->data[SC_COMBO] ) {
  14151. switch(sc->data[SC_COMBO]->val1) {
  14152. case MO_COMBOFINISH:
  14153. case CH_TIGERFIST:
  14154. case CH_CHAINCRUSH:
  14155. break;
  14156. default:
  14157. return false;
  14158. }
  14159. }
  14160. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  14161. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14162. return false;
  14163. }
  14164. #ifdef RENEWAL
  14165. sd->spiritball_old = sd->spiritball;
  14166. #endif
  14167. break;
  14168. case TK_MISSION:
  14169. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  14170. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14171. return false;
  14172. }
  14173. break;
  14174. case ASC_EDP:
  14175. #ifdef RENEWAL
  14176. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  14177. #else
  14178. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  14179. #endif
  14180. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14181. return false;
  14182. }
  14183. break;
  14184. case TK_READYCOUNTER:
  14185. case TK_READYDOWN:
  14186. case TK_READYSTORM:
  14187. case TK_READYTURN:
  14188. case TK_JUMPKICK:
  14189. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  14190. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14191. return false;
  14192. }
  14193. break;
  14194. case TK_TURNKICK:
  14195. case TK_STORMKICK:
  14196. case TK_DOWNKICK:
  14197. case TK_COUNTER:
  14198. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  14199. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  14200. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  14201. return false; //Combo needs to be ready
  14202. if (sc->data[SC_COMBO]->val3) { //Kick chain
  14203. //Do not repeat a kick.
  14204. if (sc->data[SC_COMBO]->val3 != skill_id)
  14205. break;
  14206. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  14207. return false;
  14208. }
  14209. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  14210. unit_cancel_combo(&sd->bl);
  14211. return false;
  14212. }
  14213. break; //Combo ready.
  14214. #ifndef RENEWAL
  14215. case BD_ADAPTATION:
  14216. {
  14217. int time;
  14218. if(!(sc && sc->data[SC_DANCING])) {
  14219. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14220. return false;
  14221. }
  14222. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  14223. if (skill_get_time(
  14224. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  14225. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  14226. - time < skill_get_time2(skill_id,skill_lv))
  14227. {
  14228. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14229. return false;
  14230. }
  14231. }
  14232. break;
  14233. #endif
  14234. case PR_BENEDICTIO:
  14235. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  14236. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14237. return false;
  14238. }
  14239. break;
  14240. case SL_SMA:
  14241. if(sc && !(sc->data[SC_SMA] || sc->data[SC_USE_SKILL_SP_SHA]))
  14242. return false;
  14243. break;
  14244. case HT_POWER:
  14245. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  14246. return false;
  14247. break;
  14248. #ifndef RENEWAL
  14249. case CG_HERMODE:
  14250. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  14251. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14252. return false;
  14253. }
  14254. break;
  14255. #endif
  14256. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  14257. {
  14258. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  14259. int size = range*2+1;
  14260. for (s=0;s<size*size;s++) {
  14261. int x = sd->bl.x+(s%size-range);
  14262. int y = sd->bl.y+(s/size-range);
  14263. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  14264. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14265. return false;
  14266. }
  14267. }
  14268. }
  14269. break;
  14270. case PR_REDEMPTIO:
  14271. {
  14272. t_exp exp = pc_nextbaseexp(sd);
  14273. uint32 exp_needp = battle_config.exp_cost_redemptio;
  14274. if (exp_needp && (exp > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
  14275. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  14276. return false;
  14277. }
  14278. break;
  14279. }
  14280. #ifndef RENEWAL
  14281. case HP_BASILICA:
  14282. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  14283. if( sd ) {
  14284. // When castbegin, needs 7x7 clear area
  14285. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  14286. int size = range*2+1;
  14287. for( s=0;s<size*size;s++ ) {
  14288. int x = sd->bl.x+(s%size-range);
  14289. int y = sd->bl.y+(s/size-range);
  14290. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  14291. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14292. return false;
  14293. }
  14294. }
  14295. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_MOB|BL_PC, &sd->bl) ) {
  14296. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14297. return false;
  14298. }
  14299. }
  14300. }
  14301. break;
  14302. #endif
  14303. case AM_TWILIGHT2:
  14304. case AM_TWILIGHT3:
  14305. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  14306. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14307. return false;
  14308. }
  14309. break;
  14310. case SG_SUN_WARM:
  14311. case SG_MOON_WARM:
  14312. case SG_STAR_WARM:
  14313. if (sc && sc->data[SC_MIRACLE])
  14314. break;
  14315. i = skill_id-SG_SUN_WARM;
  14316. if (sd->bl.m == sd->feel_map[i].m)
  14317. break;
  14318. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14319. return false;
  14320. break;
  14321. case SG_SUN_COMFORT:
  14322. case SG_MOON_COMFORT:
  14323. case SG_STAR_COMFORT:
  14324. if (sc && sc->data[SC_MIRACLE])
  14325. break;
  14326. i = skill_id-SG_SUN_COMFORT;
  14327. if (sd->bl.m == sd->feel_map[i].m &&
  14328. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  14329. break;
  14330. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14331. return false;
  14332. case SG_FUSION:
  14333. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  14334. break;
  14335. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  14336. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  14337. if( require.sp > 0 ) {
  14338. if (status->sp < (unsigned int)require.sp)
  14339. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14340. else
  14341. status_zap(&sd->bl, 0, require.sp);
  14342. }
  14343. return false;
  14344. case GD_BATTLEORDER:
  14345. case GD_REGENERATION:
  14346. case GD_RESTORE:
  14347. case GD_CHARGESHOUT_FLAG:
  14348. case GD_CHARGESHOUT_BEATING:
  14349. case GD_EMERGENCY_MOVE:
  14350. if (!map_flag_gvg2(sd->bl.m)) {
  14351. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14352. return false;
  14353. }
  14354. case GD_EMERGENCYCALL:
  14355. case GD_ITEMEMERGENCYCALL:
  14356. // other checks were already done in skill_isNotOk()
  14357. if (!sd->status.guild_id || (sd->state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  14358. return false;
  14359. break;
  14360. case GS_GLITTERING:
  14361. case RL_RICHS_COIN:
  14362. if(sd->spiritball >= 10) {
  14363. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14364. return false;
  14365. }
  14366. break;
  14367. case NJ_ISSEN:
  14368. #ifdef RENEWAL
  14369. if (status->hp < (status->hp/100)) {
  14370. #else
  14371. if (status->hp < 2) {
  14372. #endif
  14373. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14374. return false;
  14375. }
  14376. case NJ_BUNSINJYUTSU:
  14377. if (!(sc && sc->data[SC_NEN])) {
  14378. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14379. return false;
  14380. }
  14381. break;
  14382. case NJ_ZENYNAGE:
  14383. case KO_MUCHANAGE:
  14384. if(sd->status.zeny < require.zeny) {
  14385. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14386. return false;
  14387. }
  14388. break;
  14389. case PF_HPCONVERSION:
  14390. if (status->sp == status->max_sp)
  14391. return false; //Unusable when at full SP.
  14392. break;
  14393. case SP_KAUTE: // Fail if below 30% MaxHP.
  14394. if (status->hp < 30 * status->max_hp / 100) {
  14395. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14396. return false;
  14397. }
  14398. break;
  14399. case AM_CALLHOMUN: //Can't summon if a hom is already out
  14400. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  14401. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14402. return false;
  14403. }
  14404. break;
  14405. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  14406. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  14407. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14408. return false;
  14409. }
  14410. break;
  14411. case AB_ANCILLA: {
  14412. int count = 0;
  14413. for( i = 0; i < MAX_INVENTORY; i++ )
  14414. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  14415. count += sd->inventory.u.items_inventory[i].amount;
  14416. if( count >= 3 ) {
  14417. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  14418. return false;
  14419. }
  14420. }
  14421. break;
  14422. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  14423. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  14424. && sd->special_state.no_gemstone == 0
  14425. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  14426. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14427. return false;
  14428. }
  14429. break;
  14430. case WL_SUMMONFB:
  14431. case WL_SUMMONBL:
  14432. case WL_SUMMONWB:
  14433. case WL_SUMMONSTONE:
  14434. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  14435. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->data[i]);
  14436. if (i == SC_SPHERE_5 + 1) { // No more free slots
  14437. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  14438. return false;
  14439. }
  14440. }
  14441. break;
  14442. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  14443. case WL_RELEASE: {
  14444. int active_spheres = 0, req_spheres = 0;
  14445. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  14446. if (sc && sc->data[i])
  14447. active_spheres++;
  14448. }
  14449. // Cast requirement
  14450. if (skill_id == WL_TETRAVORTEX)
  14451. req_spheres = 4;
  14452. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  14453. req_spheres = 1;
  14454. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  14455. clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0);
  14456. return false;
  14457. }
  14458. }
  14459. break;
  14460. case GC_HALLUCINATIONWALK:
  14461. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  14462. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14463. return false;
  14464. }
  14465. break;
  14466. case NPC_HALLUCINATIONWALK:
  14467. if( sc && sc->data[SC_NPC_HALLUCINATIONWALK] ) {
  14468. return false;
  14469. }
  14470. break;
  14471. case RA_WUGMASTERY:
  14472. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  14473. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14474. return false;
  14475. }
  14476. break;
  14477. case RA_WUGSTRIKE:
  14478. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  14479. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14480. return false;
  14481. }
  14482. break;
  14483. case RA_WUGRIDER:
  14484. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  14485. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14486. return false;
  14487. }
  14488. break;
  14489. case RA_WUGDASH:
  14490. if(!pc_isridingwug(sd)) {
  14491. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14492. return false;
  14493. }
  14494. else {
  14495. int16 sx = sd->bl.x;
  14496. int16 sy = sd->bl.y;
  14497. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  14498. switch (dir) {
  14499. case 0: case 8: sy++; break;
  14500. case 1: sx--; sy++; break;
  14501. case 2: sx--; break;
  14502. case 3: sx--; sy--; break;
  14503. case 4: sy--; break;
  14504. case 5: sx++; sy--; break;
  14505. case 6: sx++; break;
  14506. case 7: sx++; sy++; break;
  14507. }
  14508. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  14509. return false;
  14510. }
  14511. }
  14512. break;
  14513. case LG_RAYOFGENESIS:
  14514. case LG_BANDING:
  14515. if( sc && sc->data[SC_INSPIRATION] )
  14516. return true; // Don't check for partner.
  14517. break;
  14518. case LG_PRESTIGE:
  14519. if( sc && sc->data[SC_INSPIRATION] )
  14520. return true; // Don't check for partner.
  14521. if( sc && sc->data[SC_BANDING] ) {
  14522. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14523. return false;
  14524. }
  14525. break;
  14526. case LG_RAGEBURST:
  14527. if( sd->spiritball == 0 ) {
  14528. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  14529. return false;
  14530. }
  14531. sd->spiritball_old = require.spiritball = sd->spiritball;
  14532. break;
  14533. case SR_FALLENEMPIRE:
  14534. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  14535. return false;
  14536. break;
  14537. case SR_CRESCENTELBOW:
  14538. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  14539. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  14540. return false;
  14541. }
  14542. break;
  14543. case SR_CURSEDCIRCLE:
  14544. if (map_flag_gvg2(sd->bl.m)) {
  14545. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  14546. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  14547. char output[128];
  14548. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  14549. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  14550. return false;
  14551. }
  14552. }
  14553. if( sd->spiritball > 0 )
  14554. sd->spiritball_old = require.spiritball = sd->spiritball;
  14555. else {
  14556. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14557. return false;
  14558. }
  14559. break;
  14560. case SR_GATEOFHELL:
  14561. if( sd->spiritball > 0 )
  14562. sd->spiritball_old = require.spiritball;
  14563. break;
  14564. case SC_MANHOLE:
  14565. case SC_DIMENSIONDOOR:
  14566. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  14567. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14568. return false;
  14569. }
  14570. break;
  14571. case SC_FEINTBOMB:
  14572. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKMAELSTROM) ) {
  14573. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14574. return false;
  14575. }
  14576. break;
  14577. case WM_GREAT_ECHO: {
  14578. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  14579. if (count > 0)
  14580. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  14581. }
  14582. break;
  14583. case SO_FIREWALK:
  14584. case SO_ELECTRICWALK:
  14585. case NPC_FIREWALK:
  14586. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  14587. if( sc && sc->data[SC_PROPERTYWALK] &&
  14588. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  14589. if( sd )
  14590. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14591. return false;
  14592. }
  14593. break;
  14594. case SO_EL_CONTROL:
  14595. if( !sd->status.ele_id || !sd->ed ) {
  14596. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14597. return false;
  14598. }
  14599. break;
  14600. case KO_JYUMONJIKIRI:
  14601. if (sd->weapontype1 != W_FIST && (sd->weapontype2 != W_FIST || sd->status.shield != W_FIST))
  14602. return true;
  14603. else {
  14604. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14605. return false;
  14606. }
  14607. break;
  14608. case KO_KAHU_ENTEN:
  14609. case KO_HYOUHU_HUBUKI:
  14610. case KO_KAZEHU_SEIRAN:
  14611. case KO_DOHU_KOUKAI:
  14612. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  14613. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14614. return false;
  14615. }
  14616. break;
  14617. case KO_KAIHOU:
  14618. case KO_ZENKAI:
  14619. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  14620. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  14621. return false;
  14622. }
  14623. break;
  14624. case SJ_FULLMOONKICK:
  14625. if (!(sc && sc->data[SC_NEWMOON])) {
  14626. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14627. return false;
  14628. }
  14629. break;
  14630. case SJ_STAREMPEROR:
  14631. case SJ_NOVAEXPLOSING:
  14632. case SJ_GRAVITYCONTROL:
  14633. case SJ_BOOKOFDIMENSION:
  14634. case SJ_BOOKOFCREATINGSTAR:
  14635. case SP_SOULDIVISION:
  14636. case SP_SOULEXPLOSION:
  14637. if (!map_flag_vs(sd->bl.m)) {
  14638. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14639. return false;
  14640. }
  14641. break;
  14642. case SP_SWHOO:
  14643. if (!(sc && sc->data[SC_USE_SKILL_SP_SPA]))
  14644. return false;
  14645. break;
  14646. }
  14647. /* check state required */
  14648. switch (require.state) {
  14649. case ST_HIDDEN:
  14650. if(!pc_ishiding(sd)) {
  14651. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14652. return false;
  14653. }
  14654. break;
  14655. case ST_RIDING:
  14656. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  14657. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14658. return false;
  14659. }
  14660. break;
  14661. case ST_FALCON:
  14662. if(!pc_isfalcon(sd)) {
  14663. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14664. return false;
  14665. }
  14666. break;
  14667. case ST_CART:
  14668. if(!pc_iscarton(sd)) {
  14669. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  14670. return false;
  14671. }
  14672. break;
  14673. case ST_SHIELD:
  14674. if(sd->status.shield <= 0) {
  14675. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14676. return false;
  14677. }
  14678. break;
  14679. case ST_RECOVER_WEIGHT_RATE:
  14680. #ifdef RENEWAL
  14681. if(pc_is70overweight(sd)) {
  14682. #else
  14683. if(pc_is50overweight(sd)) {
  14684. #endif
  14685. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14686. return false;
  14687. }
  14688. break;
  14689. case ST_MOVE_ENABLE:
  14690. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  14691. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  14692. if (!unit_can_move(&sd->bl)) {
  14693. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14694. return false;
  14695. }
  14696. break;
  14697. case ST_WATER:
  14698. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  14699. break;
  14700. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
  14701. break;
  14702. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14703. return false;
  14704. case ST_RIDINGDRAGON:
  14705. if( !pc_isridingdragon(sd) ) {
  14706. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  14707. return false;
  14708. }
  14709. break;
  14710. case ST_WUG:
  14711. if( !pc_iswug(sd) ) {
  14712. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14713. return false;
  14714. }
  14715. break;
  14716. case ST_RIDINGWUG:
  14717. if( !pc_isridingwug(sd) ) {
  14718. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14719. return false;
  14720. }
  14721. break;
  14722. case ST_MADO:
  14723. if( !pc_ismadogear(sd) ) {
  14724. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  14725. return false;
  14726. }
  14727. break;
  14728. case ST_ELEMENTALSPIRIT:
  14729. case ST_ELEMENTALSPIRIT2:
  14730. if(!sd->ed) {
  14731. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  14732. return false;
  14733. }
  14734. break;
  14735. case ST_PECO:
  14736. if(!pc_isriding(sd)) {
  14737. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14738. return false;
  14739. }
  14740. break;
  14741. case ST_SUNSTANCE:
  14742. if (!(sc && (sc->data[SC_SUNSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14743. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14744. return false;
  14745. }
  14746. break;
  14747. case ST_MOONSTANCE:
  14748. if (!(sc && (sc->data[SC_LUNARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14749. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14750. return false;
  14751. }
  14752. break;
  14753. case ST_STARSTANCE:
  14754. if (!(sc && (sc->data[SC_STARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14755. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14756. return false;
  14757. }
  14758. break;
  14759. case ST_UNIVERSESTANCE:
  14760. if (!(sc && sc->data[SC_UNIVERSESTANCE])) {
  14761. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14762. return false;
  14763. }
  14764. break;
  14765. }
  14766. /* check the status required */
  14767. if (!require.status.empty()) {
  14768. switch (skill_id) {
  14769. // Being checked later in skill_check_condition_castend()
  14770. case WZ_SIGHTRASHER:
  14771. break;
  14772. default:
  14773. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14774. return false;
  14775. break;
  14776. }
  14777. }
  14778. // Check for equipped item(s)
  14779. if (!require.eqItem.empty()) {
  14780. size_t count = require.eqItem.size();
  14781. for (const auto &it : require.eqItem) {
  14782. t_itemid reqeqit = it;
  14783. if (!reqeqit)
  14784. break; // Skill has no required item(s); get out of here
  14785. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  14786. case NC_PILEBUNKER:
  14787. case RL_P_ALTER:
  14788. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14789. count--;
  14790. if (!count) {
  14791. if( skill_id == RL_P_ALTER ){
  14792. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  14793. }else{
  14794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14795. }
  14796. return false;
  14797. } else
  14798. continue;
  14799. }
  14800. break;
  14801. case NC_ACCELERATION:
  14802. case NC_SELFDESTRUCTION:
  14803. case NC_SHAPESHIFT:
  14804. case NC_EMERGENCYCOOL:
  14805. case NC_MAGNETICFIELD:
  14806. case NC_NEUTRALBARRIER:
  14807. case NC_STEALTHFIELD:
  14808. if (pc_search_inventory(sd, reqeqit) == -1) {
  14809. count--;
  14810. if (!count) {
  14811. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
  14812. return false;
  14813. } else
  14814. continue;
  14815. }
  14816. break;
  14817. default:
  14818. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14819. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
  14820. return false;
  14821. }
  14822. break;
  14823. }
  14824. }
  14825. }
  14826. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14827. //mhp is the max-hp-requirement, that is,
  14828. //you must have this % or less of HP to cast it.
  14829. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14830. return false;
  14831. }
  14832. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14833. switch(skill_id) {
  14834. case RA_AIMEDBOLT:
  14835. break;
  14836. default:
  14837. switch((unsigned int)log2(require.weapon)) {
  14838. case W_REVOLVER:
  14839. clif_msg(sd, SKILL_NEED_REVOLVER);
  14840. break;
  14841. case W_RIFLE:
  14842. clif_msg(sd, SKILL_NEED_RIFLE);
  14843. break;
  14844. case W_GATLING:
  14845. clif_msg(sd, SKILL_NEED_GATLING);
  14846. break;
  14847. case W_SHOTGUN:
  14848. clif_msg(sd, SKILL_NEED_SHOTGUN);
  14849. break;
  14850. case W_GRENADE:
  14851. clif_msg(sd, SKILL_NEED_GRENADE);
  14852. break;
  14853. default:
  14854. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  14855. break;
  14856. }
  14857. return false;
  14858. }
  14859. }
  14860. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14861. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14862. return false;
  14863. }
  14864. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14865. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14866. return false;
  14867. }
  14868. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  14869. switch (skill_id) { // Skills that require soul spheres.
  14870. case SP_SOULGOLEM:
  14871. case SP_SOULSHADOW:
  14872. case SP_SOULFALCON:
  14873. case SP_SOULFAIRY:
  14874. case SP_SOULCURSE:
  14875. case SP_SPA:
  14876. case SP_SHA:
  14877. case SP_SWHOO:
  14878. case SP_SOULUNITY:
  14879. case SP_SOULDIVISION:
  14880. case SP_SOULREAPER:
  14881. case SP_SOULEXPLOSION:
  14882. case SP_KAUTE:
  14883. if (sd->soulball < require.spiritball) {
  14884. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  14885. return false;
  14886. }
  14887. break;
  14888. default: // Skills that require spirit/coin spheres.
  14889. if (sd->spiritball < require.spiritball) {
  14890. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  14891. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  14892. else
  14893. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  14894. return false;
  14895. }
  14896. break;
  14897. }
  14898. }
  14899. return true;
  14900. }
  14901. /**
  14902. * Check skill condition when cast end.
  14903. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  14904. * @param sd Player who uses skill
  14905. * @param skill_id ID of used skill
  14906. * @param skill_lv Level of used skill
  14907. * @return true: All condition passed, false: Failed
  14908. */
  14909. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14910. {
  14911. struct s_skill_condition require;
  14912. struct status_data *status;
  14913. int i;
  14914. short index[MAX_SKILL_ITEM_REQUIRE];
  14915. nullpo_retr(false,sd);
  14916. if( sd->chatID )
  14917. return false;
  14918. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  14919. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14920. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14921. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14922. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  14923. return true;
  14924. }
  14925. switch( sd->menuskill_id ) { // Cast start or cast end??
  14926. case AM_PHARMACY:
  14927. switch( skill_id ) {
  14928. case AM_PHARMACY:
  14929. case AC_MAKINGARROW:
  14930. case BS_REPAIRWEAPON:
  14931. case AM_TWILIGHT1:
  14932. case AM_TWILIGHT2:
  14933. case AM_TWILIGHT3:
  14934. return false;
  14935. }
  14936. break;
  14937. case GN_MIX_COOKING:
  14938. case GN_MAKEBOMB:
  14939. case GN_S_PHARMACY:
  14940. case GN_CHANGEMATERIAL:
  14941. if( sd->menuskill_id != skill_id )
  14942. return false;
  14943. break;
  14944. }
  14945. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  14946. return true;
  14947. if( pc_is90overweight(sd) ) {
  14948. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14949. return false;
  14950. }
  14951. // perform skill-specific checks (and actions)
  14952. switch( skill_id ) {
  14953. case PR_BENEDICTIO:
  14954. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14955. break;
  14956. case AM_CANNIBALIZE:
  14957. case AM_SPHEREMINE: {
  14958. int c=0;
  14959. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  14960. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  14961. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  14962. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  14963. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14964. if(c >= maxcount ||
  14965. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  14966. { //Fails when: exceed max limit. There are other plant types already out.
  14967. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14968. return false;
  14969. }
  14970. }
  14971. break;
  14972. }
  14973. case NC_SILVERSNIPER:
  14974. case NC_MAGICDECOY: {
  14975. int c = 0;
  14976. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  14977. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  14978. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  14979. if( skill_id == NC_MAGICDECOY ) {
  14980. int j;
  14981. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  14982. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  14983. } else
  14984. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14985. if( c >= maxcount ) {
  14986. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14987. return false;
  14988. }
  14989. }
  14990. }
  14991. break;
  14992. case KO_ZANZOU: {
  14993. int c = 0;
  14994. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  14995. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  14996. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14997. return false;
  14998. }
  14999. }
  15000. break;
  15001. }
  15002. status = &sd->battle_status;
  15003. require = skill_get_requirement(sd,skill_id,skill_lv);
  15004. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  15005. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  15006. return false;
  15007. }
  15008. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  15009. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15010. return false;
  15011. }
  15012. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  15013. uint8 extra_ammo = 0;
  15014. #ifdef RENEWAL
  15015. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  15016. case WM_SEVERE_RAINSTORM:
  15017. case RL_FIREDANCE:
  15018. case RL_R_TRIP:
  15019. case RL_FIRE_RAIN:
  15020. extra_ammo = 1;
  15021. break;
  15022. default:
  15023. break;
  15024. }
  15025. #endif
  15026. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  15027. clif_arrow_fail(sd,0);
  15028. return false;
  15029. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  15030. char e_msg[100];
  15031. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  15032. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  15033. return false;
  15034. }
  15035. else if (require.ammo&(1<<AMMO_KUNAI)) {
  15036. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  15037. return false;
  15038. }
  15039. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  15040. skill_get_desc(skill_id),
  15041. require.ammo_qty,
  15042. itemdb_ename(sd->inventory.u.items_inventory[i].nameid));
  15043. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  15044. return false;
  15045. }
  15046. if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  15047. //which is the closest we have to wrong ammo type. [Skotlex]
  15048. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  15049. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15050. return false;
  15051. }
  15052. }
  15053. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  15054. if( !require.itemid[i] )
  15055. continue;
  15056. index[i] = pc_search_inventory(sd,require.itemid[i]);
  15057. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  15058. if( require.itemid[i] == ITEMID_HOLY_WATER )
  15059. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  15060. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  15061. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  15062. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  15063. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  15064. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  15065. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  15066. else if( require.itemid[i] == ITEMID_ANCILLA )
  15067. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  15068. else
  15069. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  15070. return false;
  15071. }
  15072. }
  15073. /* check the status required */
  15074. if (!require.status.empty()) {
  15075. switch (skill_id) {
  15076. case WZ_SIGHTRASHER:
  15077. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  15078. return false;
  15079. break;
  15080. default:
  15081. break;
  15082. }
  15083. }
  15084. return true;
  15085. }
  15086. /** Consume skill requirement
  15087. * @param sd Player who uses the skill
  15088. * @param skill_id ID of used skill
  15089. * @param skill_lv Level of used skill
  15090. * @param type Consume type
  15091. * type&1: consume the others (before skill was used);
  15092. * type&2: consume items (after skill was used)
  15093. */
  15094. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  15095. {
  15096. struct s_skill_condition require;
  15097. nullpo_retv(sd);
  15098. require = skill_get_requirement(sd,skill_id,skill_lv);
  15099. if( type&1 ) {
  15100. switch( skill_id ) {
  15101. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  15102. case MC_IDENTIFY:
  15103. require.sp = 0;
  15104. break;
  15105. case MO_KITRANSLATION:
  15106. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  15107. require.spiritball = 0;
  15108. //Fall through
  15109. default:
  15110. if(sd->state.autocast)
  15111. require.sp = 0;
  15112. break;
  15113. }
  15114. if(require.hp || require.sp)
  15115. status_zap(&sd->bl, require.hp, require.sp);
  15116. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  15117. switch (skill_id) { // Skills that require soul spheres.
  15118. case SP_SOULGOLEM:
  15119. case SP_SOULSHADOW:
  15120. case SP_SOULFALCON:
  15121. case SP_SOULFAIRY:
  15122. case SP_SOULCURSE:
  15123. case SP_SPA:
  15124. case SP_SHA:
  15125. case SP_SWHOO:
  15126. case SP_SOULUNITY:
  15127. case SP_SOULDIVISION:
  15128. case SP_SOULREAPER:
  15129. case SP_SOULEXPLOSION:
  15130. case SP_KAUTE:
  15131. pc_delsoulball(sd, require.spiritball, false);
  15132. break;
  15133. default: // Skills that require spirit/coin spheres.
  15134. pc_delspiritball(sd, require.spiritball, 0);
  15135. break;
  15136. }
  15137. }
  15138. else if(require.spiritball == -1) {
  15139. sd->spiritball_old = sd->spiritball;
  15140. pc_delspiritball(sd,sd->spiritball,0);
  15141. }
  15142. if(require.zeny > 0)
  15143. {
  15144. if( skill_id == NJ_ZENYNAGE )
  15145. require.zeny = 0; //Zeny is reduced on skill_attack.
  15146. if( sd->status.zeny < require.zeny )
  15147. require.zeny = sd->status.zeny;
  15148. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  15149. }
  15150. }
  15151. if( type&2 ) {
  15152. struct status_change *sc = &sd->sc;
  15153. int n,i;
  15154. if( !sc->count )
  15155. sc = NULL;
  15156. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  15157. {
  15158. if( !require.itemid[i] )
  15159. continue;
  15160. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  15161. continue; //Gemstones are checked, but not substracted from inventory.
  15162. switch( skill_id ){
  15163. case SA_SEISMICWEAPON:
  15164. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  15165. continue;
  15166. break;
  15167. case SA_FLAMELAUNCHER:
  15168. case SA_VOLCANO:
  15169. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  15170. continue;
  15171. break;
  15172. case SA_FROSTWEAPON:
  15173. case SA_DELUGE:
  15174. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  15175. continue;
  15176. break;
  15177. case SA_LIGHTNINGLOADER:
  15178. case SA_VIOLENTGALE:
  15179. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  15180. continue;
  15181. break;
  15182. }
  15183. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  15184. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  15185. }
  15186. }
  15187. }
  15188. /**
  15189. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  15190. * @param sd Player's that will be checked
  15191. * @param skill_id Skill that's being used
  15192. * @param skill_lv Skill level of used skill
  15193. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  15194. */
  15195. struct s_skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15196. {
  15197. struct s_skill_condition req;
  15198. struct status_data *status;
  15199. struct status_change *sc;
  15200. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  15201. memset(&req,0,sizeof(req));
  15202. if( !sd )
  15203. return req;
  15204. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  15205. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  15206. sc = &sd->sc;
  15207. if( !sc->count )
  15208. sc = NULL;
  15209. //Checks if disabling skill - in which case no SP requirements are necessary
  15210. if( sc && skill_disable_check(sc,skill_id) )
  15211. return req;
  15212. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  15213. status = &sd->battle_status;
  15214. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15215. req.hp = skill->require.hp[skill_lv - 1];
  15216. hp_rate = skill->require.hp_rate[skill_lv - 1];
  15217. if(hp_rate > 0)
  15218. req.hp += (status->hp * hp_rate)/100;
  15219. else
  15220. req.hp += (status->max_hp * (-hp_rate))/100;
  15221. req.sp = skill->require.sp[skill_lv-1];
  15222. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  15223. req.sp /= 2;
  15224. sp_rate = skill->require.sp_rate[skill_lv-1];
  15225. if(sp_rate > 0)
  15226. req.sp += (status->sp * sp_rate)/100;
  15227. else
  15228. req.sp += (status->max_sp * (-sp_rate))/100;
  15229. if( sd->dsprate != 100 )
  15230. req.sp = req.sp * sd->dsprate / 100;
  15231. for (auto &it : sd->skillusesprate) {
  15232. if (it.id == skill_id) {
  15233. sp_skill_rate_bonus -= it.val;
  15234. break;
  15235. }
  15236. }
  15237. for (auto &it : sd->skillusesp) {
  15238. if (it.id == skill_id) {
  15239. req.sp -= it.val;
  15240. break;
  15241. }
  15242. }
  15243. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  15244. req.sp += req.sp * 30 / 100;
  15245. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  15246. if( sc ) {
  15247. if( sc->data[SC__LAZINESS] )
  15248. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  15249. if( sc->data[SC_RECOGNIZEDSPELL] )
  15250. req.sp += req.sp / 4;
  15251. if( sc->data[SC_OFFERTORIUM])
  15252. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  15253. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  15254. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  15255. #ifdef RENEWAL
  15256. if (sc->data[SC_ADAPTATION] && (skill_get_inf2(skill_id, INF2_ISSONG)))
  15257. req.sp -= req.sp * 20 / 100;
  15258. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPCONSUM)
  15259. req.sp -= req.sp * 30 / 100;
  15260. #endif
  15261. if (sc->data[SC_GLOOMYDAY])
  15262. req.sp += req.sp * (skill_lv * 10) / 100;
  15263. }
  15264. req.zeny = skill->require.zeny[skill_lv-1];
  15265. if( sc && sc->data[SC__UNLUCKY] ) {
  15266. if(sc->data[SC__UNLUCKY]->val1 < 3)
  15267. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  15268. else
  15269. req.zeny += 1000;
  15270. }
  15271. req.spiritball = skill->require.spiritball[skill_lv-1];
  15272. req.state = skill->require.state;
  15273. req.mhp = skill->require.mhp[skill_lv-1];
  15274. req.weapon = skill->require.weapon;
  15275. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  15276. if (req.ammo_qty)
  15277. req.ammo = skill->require.ammo;
  15278. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  15279. { //Assume this skill is using the weapon, therefore it requires arrows.
  15280. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  15281. req.ammo_qty = 1;
  15282. }
  15283. req.status = skill->require.status;
  15284. req.eqItem = skill->require.eqItem;
  15285. // Level dependence flag is determined based on the ItemCost Level label
  15286. bool level_dependent = skill->require.itemid_level_dependent;
  15287. switch( skill_id ) {
  15288. /* Skill level-dependent checks */
  15289. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  15290. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  15291. req.itemid[1] = skill->require.itemid[skill->max];
  15292. req.amount[1] = skill->require.amount[skill->max];
  15293. // Fall through
  15294. /* Normal skill requirements and gemstone checks */
  15295. default:
  15296. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  15297. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  15298. if (!level_dependent) {
  15299. switch( skill_id ) {
  15300. case AM_POTIONPITCHER:
  15301. case CR_SLIMPITCHER:
  15302. case CR_CULTIVATION:
  15303. if (i != skill_lv%11 - 1)
  15304. continue;
  15305. break;
  15306. #ifdef RENEWAL
  15307. case AM_CALLHOMUN:
  15308. // Player has no homunculus, only requires first item
  15309. if (i > 0 && sd->hd == nullptr) {
  15310. i = MAX_SKILL_ITEM_REQUIRE;
  15311. continue;
  15312. }
  15313. // Recalling from Rest state has a different consume item (stored as second item)
  15314. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  15315. req.itemid[0] = skill->require.itemid[1];
  15316. req.amount[0] = skill->require.amount[1];
  15317. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  15318. skill_area_temp[0] = 0;
  15319. i = MAX_SKILL_ITEM_REQUIRE;
  15320. continue;
  15321. }
  15322. break;
  15323. #else
  15324. case AM_CALLHOMUN:
  15325. if (sd->status.hom_id) //Don't delete items when hom is already out.
  15326. continue;
  15327. break;
  15328. #endif
  15329. case AB_ADORAMUS:
  15330. if( itemdb_group.item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  15331. continue;
  15332. break;
  15333. }
  15334. req.itemid[i] = skill->require.itemid[i];
  15335. req.amount[i] = skill->require.amount[i];
  15336. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  15337. int16 itIndex;
  15338. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  15339. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  15340. req.itemid[i] = ITEMID_TRAP;
  15341. else
  15342. req.itemid[i] = ITEMID_TRAP_ALLOY;
  15343. req.amount[i] = 1;
  15344. }
  15345. break;
  15346. }
  15347. }
  15348. // Check requirement for gemstone.
  15349. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  15350. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  15351. req.itemid[i] = req.amount[i] = 0;
  15352. else {
  15353. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  15354. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  15355. if( skill_id != SA_ABRACADABRA )
  15356. req.itemid[i] = req.amount[i] = 0;
  15357. else if( --req.amount[i] < 1 )
  15358. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  15359. }
  15360. }
  15361. }
  15362. // Check requirement for Magic Gear Fuel
  15363. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  15364. req.itemid[i] = req.amount[i] = 0;
  15365. }
  15366. break;
  15367. }
  15368. // Check for cost reductions due to skills & SCs
  15369. switch(skill_id) {
  15370. case MC_MAMMONITE:
  15371. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  15372. req.zeny -= req.zeny*10/100;
  15373. break;
  15374. case AL_HOLYLIGHT:
  15375. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  15376. req.sp *= 5;
  15377. break;
  15378. case SL_SMA:
  15379. case SL_STUN:
  15380. case SL_STIN:
  15381. {
  15382. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  15383. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  15384. break;
  15385. if(sd->status.base_level>=90)
  15386. req.sp -= req.sp*7*kaina_lv/100;
  15387. else if(sd->status.base_level>=80)
  15388. req.sp -= req.sp*5*kaina_lv/100;
  15389. else if(sd->status.base_level>=70)
  15390. req.sp -= req.sp*3*kaina_lv/100;
  15391. }
  15392. break;
  15393. case MO_CHAINCOMBO:
  15394. case MO_COMBOFINISH:
  15395. case CH_TIGERFIST:
  15396. case CH_CHAINCRUSH:
  15397. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  15398. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  15399. break;
  15400. case MO_BODYRELOCATION:
  15401. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  15402. req.spiritball = 0;
  15403. break;
  15404. case MO_EXTREMITYFIST:
  15405. if( sc ) {
  15406. if( sc->data[SC_BLADESTOP] )
  15407. req.spiritball--;
  15408. else if( sc->data[SC_COMBO] ) {
  15409. #ifndef RENEWAL
  15410. switch( sc->data[SC_COMBO]->val1 ) {
  15411. case MO_COMBOFINISH:
  15412. req.spiritball = 4;
  15413. break;
  15414. case CH_TIGERFIST:
  15415. req.spiritball = 3;
  15416. break;
  15417. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  15418. req.spiritball = sd->spiritball?sd->spiritball:1;
  15419. break;
  15420. }
  15421. #else
  15422. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  15423. #endif
  15424. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  15425. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  15426. }
  15427. break;
  15428. case LG_RAGEBURST:
  15429. req.spiritball = sd->spiritball?sd->spiritball:1;
  15430. break;
  15431. case SR_GATEOFHELL:
  15432. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  15433. req.sp -= req.sp * 10 / 100;
  15434. break;
  15435. case SO_SUMMON_AGNI:
  15436. case SO_SUMMON_AQUA:
  15437. case SO_SUMMON_VENTUS:
  15438. case SO_SUMMON_TERA: {
  15439. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  15440. if( spirit_sympathy )
  15441. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  15442. }
  15443. break;
  15444. case SO_PSYCHIC_WAVE:
  15445. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  15446. req.sp += req.sp / 2; // 1.5x SP cost
  15447. break;
  15448. }
  15449. //Check if player is using the copied skill [Cydh]
  15450. uint16 idx = skill_get_index(skill_id);
  15451. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  15452. uint16 req_opt = skill->copyable.req_opt;
  15453. if (req_opt & SKILL_REQ_HPCOST)
  15454. req.hp = 0;
  15455. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  15456. req.mhp = 0;
  15457. if (req_opt & SKILL_REQ_SPCOST)
  15458. req.sp = 0;
  15459. if (req_opt & SKILL_REQ_HPRATECOST)
  15460. req.hp_rate = 0;
  15461. if (req_opt & SKILL_REQ_SPRATECOST)
  15462. req.sp_rate = 0;
  15463. if (req_opt & SKILL_REQ_ZENYCOST)
  15464. req.zeny = 0;
  15465. if (req_opt & SKILL_REQ_WEAPON)
  15466. req.weapon = 0;
  15467. if (req_opt & SKILL_REQ_AMMO) {
  15468. req.ammo = 0;
  15469. req.ammo_qty = 0;
  15470. }
  15471. if (req_opt & SKILL_REQ_STATE)
  15472. req.state = ST_NONE;
  15473. if (req_opt & SKILL_REQ_STATUS) {
  15474. req.status.clear();
  15475. req.status.shrink_to_fit();
  15476. }
  15477. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  15478. req.spiritball = 0;
  15479. if (req_opt & SKILL_REQ_ITEMCOST) {
  15480. memset(req.itemid, 0, sizeof(req.itemid));
  15481. memset(req.amount, 0, sizeof(req.amount));
  15482. }
  15483. if (req_opt & SKILL_REQ_EQUIPMENT) {
  15484. req.eqItem.clear();
  15485. req.eqItem.shrink_to_fit();
  15486. }
  15487. }
  15488. return req;
  15489. }
  15490. /*==========================================
  15491. * Does cast-time reductions based on dex, item bonuses and config setting
  15492. *------------------------------------------*/
  15493. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  15494. nullpo_ret(bl);
  15495. double time = skill_get_cast(skill_id, skill_lv);
  15496. #ifndef RENEWAL_CAST
  15497. {
  15498. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  15499. struct status_change *sc = status_get_sc(bl);
  15500. int reduce_cast_rate = 0;
  15501. uint8 flag = skill_get_castnodex(skill_id);
  15502. // Calculate base cast time (reduced by dex)
  15503. if (!(flag&1)) {
  15504. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15505. if (scale > 0) // not instant cast
  15506. time = time * (float)scale / battle_config.castrate_dex_scale;
  15507. else
  15508. return 0; // instant cast
  15509. }
  15510. // Calculate cast time reduced by item/card bonuses
  15511. if (sd) {
  15512. if (!(flag&4)) {
  15513. if (sd->castrate != 100)
  15514. reduce_cast_rate += 100 - sd->castrate;
  15515. if (sd->bonus.add_varcast != 0)
  15516. time += sd->bonus.add_varcast; // bonus bVariableCast
  15517. }
  15518. // Skill-specific reductions work regardless of flag
  15519. for (const auto &it : sd->skillcastrate) {
  15520. if (it.id == skill_id) {
  15521. time += time * it.val / 100;
  15522. break;
  15523. }
  15524. }
  15525. for (const auto &it : sd->skillvarcast) {
  15526. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15527. time += it.val;
  15528. break;
  15529. }
  15530. }
  15531. }
  15532. // These cast time reductions are processed even if the skill fails
  15533. if (sc && sc->count) {
  15534. // Magic Strings stacks additively with item bonuses
  15535. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  15536. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15537. // Foresight halves the cast time, it does not stack additively
  15538. if (sc->data[SC_MEMORIZE]) {
  15539. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  15540. if(!(flag&2))
  15541. time -= time * 50 / 100;
  15542. // Foresight counter gets reduced even if the skill is not affected by it
  15543. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15544. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15545. }
  15546. }
  15547. }
  15548. time = time * (1 - (float)reduce_cast_rate / 100);
  15549. }
  15550. #endif
  15551. // config cast time multiplier
  15552. if (battle_config.cast_rate != 100)
  15553. time = time * battle_config.cast_rate / 100;
  15554. // return final cast time
  15555. time = max(time, 0);
  15556. //ShowInfo("Castime castfix = %f\n",time);
  15557. return (int)time;
  15558. }
  15559. #ifndef RENEWAL_CAST
  15560. /**
  15561. * Get the skill cast time for Pre-Re cast
  15562. * @param bl: The caster
  15563. * @param time: Cast time before Status Change addition or reduction
  15564. * @return time: Modified castime after status change addition or reduction
  15565. */
  15566. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  15567. {
  15568. if (time < 0)
  15569. return 0;
  15570. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15571. return (int)time;
  15572. status_change *sc = status_get_sc(bl);
  15573. if (sc && sc->count) {
  15574. if (!(flag&2)) {
  15575. if (sc->data[SC_SLOWCAST])
  15576. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  15577. if (sc->data[SC_PARALYSIS])
  15578. time += sc->data[SC_PARALYSIS]->val3;
  15579. if (sc->data[SC_IZAYOI])
  15580. time -= time * 50 / 100;
  15581. }
  15582. if (sc->data[SC_SUFFRAGIUM]) {
  15583. if(!(flag&2))
  15584. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  15585. //Suffragium ends even if the skill is not affected by it
  15586. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15587. }
  15588. }
  15589. time = max(time, 0);
  15590. //ShowInfo("Castime castfix_sc = %f\n",time);
  15591. return (int)time;
  15592. }
  15593. #else
  15594. /**
  15595. * Get the skill cast time for RENEWAL_CAST.
  15596. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  15597. * Additive value:
  15598. * Variable CastTime : time += value
  15599. * Fixed CastTime : fixed += value
  15600. * Multipicative value
  15601. * Variable CastTime : VARCAST_REDUCTION(value)
  15602. * Fixed CastTime : FIXEDCASTRATE2(value)
  15603. * @param bl: The caster
  15604. * @param time: Cast time without reduction
  15605. * @param skill_id: Skill ID of the casted skill
  15606. * @param skill_lv: Skill level of the casted skill
  15607. * @return time: Modified castime after status and bonus addition or reduction
  15608. */
  15609. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  15610. {
  15611. nullpo_ret(bl);
  15612. if (time < 0)
  15613. return 0;
  15614. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15615. return (int)time;
  15616. status_change *sc = status_get_sc(bl);
  15617. map_session_data *sd = BL_CAST(BL_PC, bl);
  15618. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  15619. uint8 flag = skill_get_castnodex(skill_id);
  15620. if (fixed < 0) {
  15621. if (battle_config.default_fixed_castrate > 0) {
  15622. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  15623. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  15624. } else
  15625. fixed = 0;
  15626. }
  15627. // Additive Variable Cast bonus adjustments by items
  15628. if (sd && !(flag&4)) {
  15629. if (sd->bonus.varcastrate != 0)
  15630. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  15631. if (sd->bonus.fixcastrate != 0)
  15632. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  15633. if (sd->bonus.add_varcast != 0)
  15634. time += sd->bonus.add_varcast; // bonus bVariableCast
  15635. if (sd->bonus.add_fixcast != 0)
  15636. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  15637. for (const auto &it : sd->skillfixcast) {
  15638. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  15639. fixed += it.val;
  15640. break;
  15641. }
  15642. }
  15643. for (const auto &it : sd->skillvarcast) {
  15644. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15645. time += it.val;
  15646. break;
  15647. }
  15648. }
  15649. for (const auto &it : sd->skillcastrate) {
  15650. if (it.id == skill_id) { // bonus2 bVariableCastrate
  15651. reduce_cast_rate += it.val;
  15652. break;
  15653. }
  15654. }
  15655. for (const auto &it : sd->skillfixcastrate) {
  15656. if (it.id == skill_id) { // bonus2 bFixedCastrate
  15657. fixcast_r = max(fixcast_r, it.val);
  15658. break;
  15659. }
  15660. }
  15661. }
  15662. // Adjusted by active statuses
  15663. if (sc && sc->count && !(flag&2)) {
  15664. // Multiplicative Variable CastTime values
  15665. if (sc->data[SC_SLOWCAST])
  15666. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  15667. if (sc->data[SC__LAZINESS])
  15668. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  15669. if (sc->data[SC_SUFFRAGIUM]) {
  15670. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  15671. #ifndef RENEWAL
  15672. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15673. #endif
  15674. }
  15675. if (sc->data[SC_MEMORIZE]) {
  15676. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  15677. reduce_cast_rate += 50;
  15678. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15679. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15680. }
  15681. }
  15682. if (sc->data[SC_POEMBRAGI])
  15683. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15684. if (sc->data[SC_IZAYOI])
  15685. VARCAST_REDUCTION(50);
  15686. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  15687. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  15688. if (sc->data[SC_TELEKINESIS_INTENSE])
  15689. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  15690. if (sc->data[SC_SOULFAIRY])
  15691. VARCAST_REDUCTION(sc->data[SC_SOULFAIRY]->val3);
  15692. if (sc->data[SC_EP16_2_BUFF_AC])
  15693. VARCAST_REDUCTION(80);
  15694. // Multiplicative Fixed CastTime values
  15695. if (sc->data[SC_SECRAMENT])
  15696. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15697. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  15698. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  15699. if (sc->data[SC_DANCEWITHWUG])
  15700. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  15701. if (sc->data[SC_HEAT_BARREL])
  15702. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  15703. if (sc->data[SC_FREEZING])
  15704. fixcast_r -= 50;
  15705. if (sc->data[SC_SWINGDANCE])
  15706. fixcast_r = max(fixcast_r, skill_lv * 6);
  15707. // Additive Fixed CastTime values
  15708. if (sc->data[SC_MANDRAGORA])
  15709. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  15710. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  15711. fixed -= 1000;
  15712. if (sc->data[SC_IZAYOI])
  15713. fixed = 0;
  15714. if (sc->data[SC_GLOOMYDAY])
  15715. fixed += skill_lv * 500;
  15716. }
  15717. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  15718. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15719. if (varcast_r < 0)
  15720. time = time * (1 - (float)min(varcast_r, 100) / 100);
  15721. // Apply Variable CastTime calculation by INT & DEX
  15722. if (!(flag&1))
  15723. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  15724. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  15725. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  15726. return (int)time;
  15727. }
  15728. #endif
  15729. /*==========================================
  15730. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  15731. *------------------------------------------*/
  15732. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  15733. {
  15734. nullpo_ret(bl);
  15735. if (skill_id == SA_ABRACADABRA)
  15736. return 0; //Will use picked skill's delay.
  15737. if (bl->type&battle_config.no_skill_delay)
  15738. return battle_config.min_skill_delay_limit;
  15739. int delaynodex = skill_get_delaynodex(skill_id);
  15740. double time = skill_get_delay(skill_id, skill_lv);
  15741. if (time < 0)
  15742. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  15743. status_change* sc = status_get_sc(bl);
  15744. // Delay reductions
  15745. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  15746. case MO_TRIPLEATTACK:
  15747. case MO_CHAINCOMBO:
  15748. case MO_COMBOFINISH:
  15749. case CH_TIGERFIST:
  15750. case CH_CHAINCRUSH:
  15751. case SR_DRAGONCOMBO:
  15752. case SR_FALLENEMPIRE:
  15753. case SJ_PROMINENCEKICK:
  15754. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  15755. if (time == 0)
  15756. time = 1000;
  15757. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  15758. break;
  15759. #ifndef RENEWAL
  15760. case HP_BASILICA:
  15761. if (sc && !sc->data[SC_BASILICA])
  15762. time = 0; // There is no Delay on Basilica creation, only on cancel
  15763. break;
  15764. #endif
  15765. default:
  15766. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  15767. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15768. if (scale > 0)
  15769. time = time * scale / battle_config.castrate_dex_scale;
  15770. else //To be capped later to minimum.
  15771. time = 0;
  15772. }
  15773. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  15774. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  15775. if (scale > 0)
  15776. time = time * scale / battle_config.castrate_dex_scale;
  15777. else //To be capped later to minimum.
  15778. time = 0;
  15779. }
  15780. }
  15781. if (sc && sc->count) {
  15782. if (sc->data[SC_SPIRIT]) {
  15783. switch (skill_id) {
  15784. case CR_SHIELDBOOMERANG:
  15785. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  15786. time /= 2;
  15787. break;
  15788. case AS_SONICBLOW:
  15789. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  15790. time /= 2;
  15791. break;
  15792. }
  15793. }
  15794. }
  15795. int delay = 0;
  15796. if (!(delaynodex&2)) {
  15797. if (sc && sc->count) {
  15798. if (sc->data[SC_POEMBRAGI])
  15799. delay += sc->data[SC_POEMBRAGI]->val3;
  15800. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  15801. delay += 50; // After Delay of Wind element spells reduced by 50%.
  15802. if (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 0)
  15803. delay += sc->data[SC_MAGICMUSHROOM]->val2;
  15804. }
  15805. }
  15806. if (!(delaynodex&4) && bl->type == BL_PC) {
  15807. map_session_data* sd = (map_session_data*)bl;
  15808. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  15809. delay += sd->bonus.delayrate;
  15810. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  15811. if (it.id == skill_id) {
  15812. time += it.val;
  15813. break;
  15814. }
  15815. }
  15816. }
  15817. if (delay != 0)
  15818. time = time * (1 - (float)min(delay, 100) / 100);
  15819. if (battle_config.delay_rate != 100)
  15820. time = time * battle_config.delay_rate / 100;
  15821. //ShowInfo("Delay delayfix = %f\n",time);
  15822. return max((int)time,0);
  15823. }
  15824. /*==========================================
  15825. * Weapon Repair [Celest/DracoRPG]
  15826. *------------------------------------------*/
  15827. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15828. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  15829. ITEMID_IRON_ORE,
  15830. ITEMID_IRON,
  15831. ITEMID_STEEL,
  15832. ITEMID_ORIDECON_STONE,
  15833. #ifdef RENEWAL
  15834. 0
  15835. #endif
  15836. };
  15837. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  15838. ITEMID_STEEL,
  15839. #ifdef RENEWAL
  15840. 0
  15841. #endif
  15842. };
  15843. t_itemid material = 0;
  15844. struct item *item;
  15845. struct map_session_data *target_sd;
  15846. nullpo_retv(sd);
  15847. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  15848. return;
  15849. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  15850. return;
  15851. if( idx < 0 || idx >= MAX_INVENTORY )
  15852. return; //Invalid index??
  15853. item = &target_sd->inventory.u.items_inventory[idx];
  15854. if( !item->nameid || !item->attribute )
  15855. return; //Again invalid item....
  15856. if (itemdb_ishatched_egg(item))
  15857. return;
  15858. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  15859. clif_item_repaireffect(sd, idx, 1);
  15860. return;
  15861. }
  15862. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  15863. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  15864. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  15865. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  15866. }
  15867. if( material == 0 || pc_search_inventory( sd, material ) < 0 ){
  15868. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15869. return;
  15870. }
  15871. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  15872. item->attribute = 0;/* clear broken state */
  15873. clif_equiplist(target_sd);
  15874. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  15875. clif_item_repaireffect(sd,idx,0);
  15876. if( sd != target_sd )
  15877. clif_item_repaireffect(target_sd,idx,0);
  15878. }
  15879. /*==========================================
  15880. * Item Appraisal
  15881. *------------------------------------------*/
  15882. void skill_identify(struct map_session_data *sd, int idx)
  15883. {
  15884. int flag=1;
  15885. nullpo_retv(sd);
  15886. sd->state.workinprogress = WIP_DISABLE_NONE;
  15887. if(idx >= 0 && idx < MAX_INVENTORY) {
  15888. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  15889. flag=0;
  15890. sd->inventory.u.items_inventory[idx].identify = 1;
  15891. }
  15892. }
  15893. clif_item_identified(sd,idx,flag);
  15894. }
  15895. /*==========================================
  15896. * Weapon Refine [Celest]
  15897. *------------------------------------------*/
  15898. void skill_weaponrefine(struct map_session_data *sd, int idx)
  15899. {
  15900. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  15901. ITEMID_PHRACON,
  15902. ITEMID_EMVERETARCON,
  15903. ITEMID_ORIDECON,
  15904. ITEMID_ORIDECON,
  15905. #ifdef RENEWAL
  15906. 0
  15907. #endif
  15908. };
  15909. nullpo_retv(sd);
  15910. if (idx >= 0 && idx < MAX_INVENTORY)
  15911. {
  15912. struct item *item;
  15913. struct item_data *ditem = sd->inventory_data[idx];
  15914. item = &sd->inventory.u.items_inventory[idx];
  15915. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  15916. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  15917. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15918. return;
  15919. }
  15920. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  15921. clif_upgrademessage(sd, 2, item->nameid);
  15922. return;
  15923. }
  15924. int i = pc_search_inventory( sd, material[ditem->weapon_level - 1] );
  15925. if( i < 0 ) {
  15926. clif_upgrademessage( sd, 3, material[ditem->weapon_level - 1] );
  15927. return;
  15928. }
  15929. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  15930. if( info == nullptr ){
  15931. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  15932. return;
  15933. }
  15934. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  15935. if( cost == nullptr ){
  15936. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  15937. return;
  15938. }
  15939. if( cost->nameid != material[ditem->weapon_level - 1] ){
  15940. ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid );
  15941. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  15942. return;
  15943. }
  15944. int per = ( cost->chance / 100 );
  15945. if( sd->class_&JOBL_THIRD )
  15946. per += 10;
  15947. else
  15948. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  15949. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  15950. if (per > rnd() % 100) {
  15951. int ep=0;
  15952. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  15953. item->refine++;
  15954. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  15955. if(item->equip) {
  15956. ep = item->equip;
  15957. pc_unequipitem(sd,idx,3);
  15958. }
  15959. clif_delitem(sd,idx,1,3);
  15960. clif_upgrademessage(sd, 0, item->nameid);
  15961. clif_inventorylist(sd);
  15962. clif_refine(sd->fd,0,idx,item->refine);
  15963. if( ditem->type == IT_WEAPON ){
  15964. achievement_update_objective(sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  15965. }
  15966. if (ep)
  15967. pc_equipitem(sd,idx,ep);
  15968. clif_misceffect(&sd->bl,3);
  15969. if(item->refine == 10 &&
  15970. item->card[0] == CARD0_FORGE &&
  15971. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  15972. { // Fame point system [DracoRPG]
  15973. switch(ditem->weapon_level){
  15974. case 1:
  15975. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  15976. break;
  15977. case 2:
  15978. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  15979. break;
  15980. case 3:
  15981. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  15982. break;
  15983. }
  15984. }
  15985. } else {
  15986. item->refine = 0;
  15987. if(item->equip)
  15988. pc_unequipitem(sd,idx,3);
  15989. clif_upgrademessage(sd, 1, item->nameid);
  15990. clif_refine(sd->fd,1,idx,item->refine);
  15991. achievement_update_objective(sd, AG_ENCHANT_FAIL, 1, 1);
  15992. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  15993. clif_misceffect(&sd->bl,2);
  15994. clif_emotion(&sd->bl, ET_HUK);
  15995. }
  15996. }
  15997. }
  15998. }
  15999. /*==========================================
  16000. *
  16001. *------------------------------------------*/
  16002. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  16003. {
  16004. nullpo_ret(sd);
  16005. if (skill_id == 0 || skill_get_index_(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  16006. return 0;
  16007. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  16008. uint16 maxlv = 1;
  16009. if (skill_lv == 0 || lv == 0)
  16010. return 0; // Player must learn the skill before doing auto-spell [Lance]
  16011. #ifdef RENEWAL
  16012. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  16013. maxlv = 10; //Soul Linker bonus. [Skotlex]
  16014. else
  16015. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  16016. #else
  16017. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  16018. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  16019. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  16020. maxlv = 10; //Soul Linker bonus. [Skotlex]
  16021. else if(skill_lv==2) maxlv=1;
  16022. else if(skill_lv==3) maxlv=2;
  16023. else if(skill_lv>=4) maxlv=3;
  16024. }
  16025. else if(skill_id==MG_SOULSTRIKE){
  16026. if(skill_lv==5) maxlv=1;
  16027. else if(skill_lv==6) maxlv=2;
  16028. else if(skill_lv>=7) maxlv=3;
  16029. }
  16030. else if(skill_id==MG_FIREBALL){
  16031. if(skill_lv==8) maxlv=1;
  16032. else if(skill_lv>=9) maxlv=2;
  16033. }
  16034. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  16035. else return 0;
  16036. #endif
  16037. maxlv = min(lv, maxlv);
  16038. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  16039. skill_get_time(SA_AUTOSPELL,skill_lv));
  16040. return 0;
  16041. }
  16042. /**
  16043. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  16044. * @param bl: Player object
  16045. * @param ap: va_arg list
  16046. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  16047. */
  16048. static int skill_sit_count(struct block_list *bl, va_list ap)
  16049. {
  16050. struct map_session_data *sd = (struct map_session_data*)bl;
  16051. int flag = va_arg(ap, int);
  16052. if (!pc_issit(sd))
  16053. return 0;
  16054. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  16055. return 1;
  16056. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  16057. return 1;
  16058. return 0;
  16059. }
  16060. /**
  16061. * Triggered when a player sits down to activate bonus states.
  16062. * @param bl: Player object
  16063. * @param ap: va_arg list
  16064. * @return 0
  16065. */
  16066. static int skill_sit_in(struct block_list *bl, va_list ap)
  16067. {
  16068. struct map_session_data *sd = (struct map_session_data*)bl;
  16069. int flag = va_arg(ap, int);
  16070. if (!pc_issit(sd))
  16071. return 0;
  16072. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  16073. sd->state.gangsterparadise = 1;
  16074. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  16075. sd->state.rest = 1;
  16076. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  16077. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  16078. }
  16079. return 0;
  16080. }
  16081. /**
  16082. * Triggered when a player stands up to deactivate bonus states.
  16083. * @param bl: Player object
  16084. * @param ap: va_arg list
  16085. * @return 0
  16086. */
  16087. static int skill_sit_out(struct block_list *bl, va_list ap)
  16088. {
  16089. struct map_session_data *sd = (struct map_session_data*)bl;
  16090. int flag = va_arg(ap, int), range = va_arg(ap, int);
  16091. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  16092. return 0;
  16093. if (flag&1 && sd->state.gangsterparadise)
  16094. sd->state.gangsterparadise = 0;
  16095. if (flag&2 && sd->state.rest) {
  16096. sd->state.rest = 0;
  16097. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  16098. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  16099. }
  16100. return 0;
  16101. }
  16102. /**
  16103. * Toggle Sit icon and player bonuses when sitting/standing.
  16104. * @param sd: Player data
  16105. * @param sitting: True when sitting or false when standing
  16106. * @return 0
  16107. */
  16108. int skill_sit(struct map_session_data *sd, bool sitting)
  16109. {
  16110. int flag = 0, range = 0, lv;
  16111. nullpo_ret(sd);
  16112. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  16113. flag |= 1;
  16114. range = skill_get_splash(RG_GANGSTER, lv);
  16115. }
  16116. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  16117. flag |= 2;
  16118. range = skill_get_splash(TK_HPTIME, lv);
  16119. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  16120. flag |= 2;
  16121. range = skill_get_splash(TK_SPTIME, lv);
  16122. }
  16123. if (sitting)
  16124. clif_status_load(&sd->bl, EFST_SIT, 1);
  16125. else
  16126. clif_status_load(&sd->bl, EFST_SIT, 0);
  16127. if (!flag) // No need to count area if no skills are learned.
  16128. return 0;
  16129. if (sitting) {
  16130. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  16131. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  16132. } else
  16133. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  16134. return 0;
  16135. }
  16136. /*==========================================
  16137. * Do Forstjoke/Scream effect
  16138. *------------------------------------------*/
  16139. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  16140. {
  16141. struct block_list *src;
  16142. uint16 skill_id,skill_lv;
  16143. t_tick tick;
  16144. nullpo_ret(bl);
  16145. nullpo_ret(src = va_arg(ap,struct block_list*));
  16146. skill_id = va_arg(ap,int);
  16147. skill_lv = va_arg(ap,int);
  16148. if(!skill_lv)
  16149. return 0;
  16150. tick = va_arg(ap,t_tick);
  16151. if (src == bl || status_isdead(bl))
  16152. return 0;
  16153. if (bl->type == BL_PC) {
  16154. struct map_session_data *sd = (struct map_session_data *)bl;
  16155. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  16156. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  16157. }
  16158. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  16159. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  16160. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  16161. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  16162. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  16163. return 0;
  16164. }
  16165. /**
  16166. * Set map cell flag as skill unit effect
  16167. * @param src Skill unit
  16168. * @param skill_id
  16169. * @param skill_lv
  16170. * @param cell Cell type cell_t
  16171. * @param flag 0/1
  16172. */
  16173. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  16174. {
  16175. int range = skill_get_unit_range(skill_id,skill_lv);
  16176. int x, y;
  16177. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  16178. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  16179. map_setcell(src->bl.m, x, y, cell, flag);
  16180. }
  16181. /**
  16182. * Do skill attack area (such splash effect) around the 'first' target.
  16183. * First target will skip skill condition, always receive damage. But,
  16184. * around it, still need target/condition validation by
  16185. * battle_check_target and status_check_skilluse
  16186. * @param bl
  16187. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  16188. */
  16189. int skill_attack_area(struct block_list *bl, va_list ap)
  16190. {
  16191. struct block_list *src,*dsrc;
  16192. int atk_type,skill_id,skill_lv,flag,type;
  16193. t_tick tick;
  16194. if(status_isdead(bl))
  16195. return 0;
  16196. atk_type = va_arg(ap,int);
  16197. src = va_arg(ap,struct block_list*);
  16198. dsrc = va_arg(ap,struct block_list*);
  16199. skill_id = va_arg(ap,int);
  16200. skill_lv = va_arg(ap,int);
  16201. tick = va_arg(ap,t_tick);
  16202. flag = va_arg(ap,int);
  16203. type = va_arg(ap,int);
  16204. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  16205. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  16206. }
  16207. if(battle_check_target(dsrc,bl,type) <= 0 ||
  16208. !status_check_skilluse(NULL, bl, skill_id, 2))
  16209. return 0;
  16210. switch (skill_id) {
  16211. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  16212. if (src->x == bl->x && src->y == bl->y)
  16213. return 0; //Does not hit current cell
  16214. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  16215. return 0;
  16216. //Fall through
  16217. case NPC_ACIDBREATH:
  16218. case NPC_DARKNESSBREATH:
  16219. case NPC_FIREBREATH:
  16220. case NPC_ICEBREATH:
  16221. case NPC_THUNDERBREATH:
  16222. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  16223. default:
  16224. //Area-splash, disable skill animation.
  16225. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  16226. }
  16227. }
  16228. /**
  16229. * Clear skill unit group
  16230. * @param bl: Unit to check
  16231. * @param flag: Skill group to clear
  16232. */
  16233. int skill_clear_group(block_list *bl, uint8 flag)
  16234. {
  16235. nullpo_ret(bl);
  16236. unit_data *ud = unit_bl2ud(bl);
  16237. if (ud == nullptr)
  16238. return 0;
  16239. size_t count = 0;
  16240. bool deleted = false;
  16241. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  16242. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  16243. switch ((*it)->skill_id) {
  16244. case SA_DELUGE:
  16245. case SA_VOLCANO:
  16246. case SA_VIOLENTGALE:
  16247. case SA_LANDPROTECTOR:
  16248. case NJ_SUITON:
  16249. case NJ_KAENSIN:
  16250. case SC_CHAOSPANIC:
  16251. case MH_POISON_MIST:
  16252. case MH_LAVA_SLIDE:
  16253. if (flag & 1) {
  16254. skill_delunitgroup(*it);
  16255. count++;
  16256. deleted = true;
  16257. }
  16258. break;
  16259. case SO_CLOUD_KILL:
  16260. case NPC_CLOUD_KILL:
  16261. if (flag & 4) {
  16262. skill_delunitgroup(*it);
  16263. count++;
  16264. deleted = true;
  16265. }
  16266. break;
  16267. case SO_WARMER:
  16268. if (flag & 8) {
  16269. skill_delunitgroup(*it);
  16270. count++;
  16271. deleted = true;
  16272. }
  16273. break;
  16274. default:
  16275. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  16276. skill_delunitgroup(*it);
  16277. count++;
  16278. deleted = true;
  16279. }
  16280. break;
  16281. }
  16282. }
  16283. return static_cast<int>(count);
  16284. }
  16285. /**
  16286. * Returns the first element field found [Skotlex]
  16287. * @param bl
  16288. * @return s_skill_unit_group
  16289. */
  16290. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  16291. {
  16292. nullpo_ret(bl);
  16293. unit_data *ud = unit_bl2ud(bl);
  16294. if (ud == nullptr)
  16295. return nullptr;
  16296. for (const auto su : ud->skillunits) {
  16297. switch (su->skill_id) {
  16298. case SA_DELUGE:
  16299. case SA_VOLCANO:
  16300. case SA_VIOLENTGALE:
  16301. case SA_LANDPROTECTOR:
  16302. case NJ_SUITON:
  16303. case SO_CLOUD_KILL:
  16304. case NPC_CLOUD_KILL:
  16305. case SO_WARMER:
  16306. case SC_CHAOSPANIC:
  16307. case MH_POISON_MIST:
  16308. case MH_LAVA_SLIDE:
  16309. return su;
  16310. }
  16311. }
  16312. return nullptr;
  16313. }
  16314. /// Graffiti cleaner [Valaris]
  16315. int skill_graffitiremover(struct block_list *bl, va_list ap)
  16316. {
  16317. struct skill_unit *unit = NULL;
  16318. int remove = va_arg(ap, int);
  16319. nullpo_retr(0, bl);
  16320. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  16321. return 0;
  16322. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  16323. if (remove == 1)
  16324. skill_delunit(unit);
  16325. return 1;
  16326. }
  16327. return 0;
  16328. }
  16329. /// Greed effect
  16330. int skill_greed(struct block_list *bl, va_list ap)
  16331. {
  16332. struct block_list *src;
  16333. struct map_session_data *sd = NULL;
  16334. struct flooritem_data *fitem = NULL;
  16335. nullpo_ret(bl);
  16336. nullpo_ret(src = va_arg(ap, struct block_list *));
  16337. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  16338. pc_takeitem(sd, fitem);
  16339. return 0;
  16340. }
  16341. /// Ranger's Detonator [Jobbie/3CeAM]
  16342. int skill_detonator(struct block_list *bl, va_list ap)
  16343. {
  16344. nullpo_ret(bl);
  16345. if (bl->type != BL_SKILL)
  16346. return 0;
  16347. block_list *src = va_arg(ap, block_list *);
  16348. skill_unit *unit = (skill_unit *)bl;
  16349. if (unit == nullptr)
  16350. return 0;
  16351. std::shared_ptr<s_skill_unit_group> group = unit->group;
  16352. if (group == nullptr || group->src_id != src->id)
  16353. return 0;
  16354. int unit_id = group->unit_id;
  16355. switch( unit_id )
  16356. { //List of Hunter and Ranger Traps that can be detonate.
  16357. case UNT_BLASTMINE:
  16358. case UNT_SANDMAN:
  16359. case UNT_CLAYMORETRAP:
  16360. case UNT_TALKIEBOX:
  16361. case UNT_CLUSTERBOMB:
  16362. case UNT_FIRINGTRAP:
  16363. case UNT_ICEBOUNDTRAP:
  16364. switch(unit_id) {
  16365. case UNT_TALKIEBOX:
  16366. clif_talkiebox(bl,group->valstr);
  16367. group->val2 = -1;
  16368. break;
  16369. case UNT_CLAYMORETRAP:
  16370. case UNT_FIRINGTRAP:
  16371. case UNT_ICEBOUNDTRAP:
  16372. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  16373. break;
  16374. default:
  16375. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  16376. break;
  16377. }
  16378. if (unit->group == nullptr)
  16379. return 0;
  16380. clif_changetraplook(bl, UNT_USED_TRAPS);
  16381. group->unit_id = UNT_USED_TRAPS;
  16382. group->limit = DIFF_TICK(gettick(),group->tick) +
  16383. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  16384. break;
  16385. }
  16386. return 0;
  16387. }
  16388. /**
  16389. * Calculate Royal Guard's Banding bonus
  16390. * @param sd: Player data
  16391. * @return Number of Royal Guard
  16392. */
  16393. int skill_banding_count(struct map_session_data *sd)
  16394. {
  16395. nullpo_ret(sd);
  16396. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  16397. }
  16398. /**
  16399. * Rebellion's Bind Trap explosion
  16400. * @author [Cydh]
  16401. */
  16402. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  16403. struct skill_unit *su = NULL;
  16404. struct block_list *src = NULL;
  16405. nullpo_ret(bl);
  16406. src = va_arg(ap,struct block_list *);
  16407. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  16408. return 0;
  16409. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  16410. return 0;
  16411. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  16412. clif_changetraplook(bl, UNT_USED_TRAPS);
  16413. su->group->unit_id = UNT_USED_TRAPS;
  16414. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  16415. return 1;
  16416. }
  16417. /*==========================================
  16418. * Check new skill unit cell when overlapping in other skill unit cell.
  16419. * Catched skill in cell value pushed to *unit pointer.
  16420. * Set (*alive) to 0 will ends 'new unit' check
  16421. *------------------------------------------*/
  16422. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  16423. {
  16424. uint16 skill_id;
  16425. int *alive;
  16426. struct skill_unit *unit;
  16427. skill_id = va_arg(ap,int);
  16428. alive = va_arg(ap,int *);
  16429. unit = (struct skill_unit *)bl;
  16430. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  16431. return 0;
  16432. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  16433. return 0;
  16434. switch (skill_id) {
  16435. case SA_LANDPROTECTOR: {
  16436. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  16437. (*alive) = 0;
  16438. skill_delunit(unit);
  16439. return 1;
  16440. }
  16441. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  16442. //It deletes everything except traps and barriers
  16443. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  16444. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  16445. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16446. skill_delunitgroup(unit->group);
  16447. } else
  16448. skill_delunit(unit);
  16449. return 1;
  16450. }
  16451. }
  16452. break;
  16453. case GN_CRAZYWEED_ATK:
  16454. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  16455. break;
  16456. case HW_GANBANTEIN:
  16457. case LG_EARTHDRIVE:
  16458. // Officially songs/dances are removed
  16459. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  16460. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16461. skill_delunitgroup(unit->group);
  16462. } else
  16463. skill_delunit(unit);
  16464. return 1;
  16465. case SA_VOLCANO:
  16466. case SA_DELUGE:
  16467. case SA_VIOLENTGALE:
  16468. // The official implementation makes them fail to appear when casted on top of ANYTHING
  16469. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  16470. // hence, I leave the alternate implementation here, commented. [Skotlex]
  16471. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  16472. {
  16473. (*alive) = 0;
  16474. return 1;
  16475. }
  16476. /*
  16477. switch (unit->group->skill_id)
  16478. { //These cannot override each other.
  16479. case SA_VOLCANO:
  16480. case SA_DELUGE:
  16481. case SA_VIOLENTGALE:
  16482. (*alive) = 0;
  16483. return 1;
  16484. }
  16485. */
  16486. break;
  16487. case PF_FOGWALL:
  16488. switch(unit->group->skill_id) {
  16489. case SA_VOLCANO: //Can't be placed on top of these
  16490. case SA_VIOLENTGALE:
  16491. (*alive) = 0;
  16492. return 1;
  16493. case SA_DELUGE:
  16494. case NJ_SUITON:
  16495. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  16496. (*alive) = 2;
  16497. break;
  16498. }
  16499. break;
  16500. case WZ_WATERBALL:
  16501. switch (unit->group->skill_id) {
  16502. case SA_DELUGE:
  16503. case NJ_SUITON:
  16504. //Consumes deluge/suiton
  16505. skill_delunit(unit);
  16506. return 1;
  16507. }
  16508. break;
  16509. case WZ_ICEWALL:
  16510. #ifndef RENEWAL
  16511. case HP_BASILICA:
  16512. case HW_GRAVITATION:
  16513. #endif
  16514. //These can't be placed on top of themselves (duration can't be refreshed)
  16515. if (unit->group->skill_id == skill_id)
  16516. {
  16517. (*alive) = 0;
  16518. return 1;
  16519. }
  16520. break;
  16521. case RL_FIRE_RAIN: {
  16522. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  16523. if (uf[UF_REMOVEDBYFIRERAIN]) {
  16524. if (uf[UF_RANGEDSINGLEUNIT]) {
  16525. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16526. skill_delunitgroup(unit->group);
  16527. } else
  16528. skill_delunit(unit);
  16529. return 1;
  16530. }
  16531. }
  16532. break;
  16533. }
  16534. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  16535. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  16536. (*alive) = 0;
  16537. return 1;
  16538. }
  16539. return 0;
  16540. }
  16541. /*==========================================
  16542. * Splash effect for skill unit 'trap type'.
  16543. * Chance triggered when damaged, timeout, or char step on it.
  16544. *------------------------------------------*/
  16545. static int skill_trap_splash(struct block_list *bl, va_list ap)
  16546. {
  16547. struct block_list *src = va_arg(ap,struct block_list *);
  16548. struct skill_unit *unit = NULL;
  16549. t_tick tick = va_arg(ap,t_tick);
  16550. struct block_list *ss; //Skill src bl
  16551. nullpo_ret(src);
  16552. unit = (struct skill_unit *)src;
  16553. if (!unit || !unit->alive || bl->prev == NULL)
  16554. return 0;
  16555. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  16556. if (sg == nullptr)
  16557. return 0;
  16558. nullpo_ret(ss = map_id2bl(sg->src_id));
  16559. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  16560. return 0;
  16561. switch (sg->unit_id) {
  16562. case UNT_B_TRAP:
  16563. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  16564. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  16565. break;
  16566. case UNT_SHOCKWAVE:
  16567. case UNT_SANDMAN:
  16568. case UNT_FLASHER:
  16569. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  16570. break;
  16571. case UNT_GROUNDDRIFT_WIND:
  16572. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16573. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  16574. break;
  16575. case UNT_GROUNDDRIFT_DARK:
  16576. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16577. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  16578. break;
  16579. case UNT_GROUNDDRIFT_POISON:
  16580. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16581. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  16582. break;
  16583. case UNT_GROUNDDRIFT_WATER:
  16584. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16585. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  16586. break;
  16587. case UNT_GROUNDDRIFT_FIRE:
  16588. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16589. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  16590. break;
  16591. case UNT_ELECTRICSHOCKER:
  16592. if (bl->id != ss->id) {
  16593. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  16594. break;
  16595. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  16596. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  16597. clif_fixpos(bl);
  16598. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  16599. }
  16600. }
  16601. break;
  16602. case UNT_MAGENTATRAP:
  16603. case UNT_COBALTTRAP:
  16604. case UNT_MAIZETRAP:
  16605. case UNT_VERDURETRAP:
  16606. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  16607. struct status_data *status = status_get_status_data(bl);
  16608. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  16609. status->ele_lv = (unsigned char)sg->skill_lv;
  16610. }
  16611. break;
  16612. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  16613. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  16614. break;
  16615. case UNT_FIRINGTRAP:
  16616. case UNT_ICEBOUNDTRAP:
  16617. if( src->id == bl->id ) break;
  16618. if( bl->type == BL_SKILL ) {
  16619. struct skill_unit *su = (struct skill_unit *)bl;
  16620. if (su && su->group->unit_id == UNT_USED_TRAPS)
  16621. break;
  16622. }
  16623. case UNT_CLUSTERBOMB:
  16624. if( ss != bl )
  16625. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  16626. break;
  16627. case UNT_CLAYMORETRAP:
  16628. if( src->id == bl->id ) break;
  16629. if( bl->type == BL_SKILL ) {
  16630. struct skill_unit *su = (struct skill_unit *)bl;
  16631. if (!su)
  16632. return 0;
  16633. switch(su->group->unit_id) {
  16634. case UNT_CLAYMORETRAP:
  16635. case UNT_LANDMINE:
  16636. case UNT_BLASTMINE:
  16637. case UNT_SHOCKWAVE:
  16638. case UNT_SANDMAN:
  16639. case UNT_FLASHER:
  16640. case UNT_FREEZINGTRAP:
  16641. case UNT_FIRINGTRAP:
  16642. case UNT_ICEBOUNDTRAP:
  16643. clif_changetraplook(bl, UNT_USED_TRAPS);
  16644. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  16645. su->group->unit_id = UNT_USED_TRAPS;
  16646. break;
  16647. }
  16648. }
  16649. default: {
  16650. int split_count = 0;
  16651. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  16652. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  16653. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  16654. }
  16655. break;
  16656. }
  16657. return 1;
  16658. }
  16659. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  16660. {
  16661. uint16 skill_id, skill_lv;
  16662. struct skill_unit *unit;
  16663. nullpo_ret(bl);
  16664. skill_id = va_arg(ap,int);
  16665. skill_lv = va_arg(ap,int);
  16666. unit = (struct skill_unit *)bl;
  16667. if( unit == NULL || unit->group == NULL )
  16668. return 0;
  16669. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  16670. return 0;
  16671. if( unit->group->skill_id == SC_MAELSTROM ) {
  16672. struct block_list *src;
  16673. if( (src = map_id2bl(unit->group->src_id)) ){
  16674. int sp = unit->group->skill_lv * skill_lv;
  16675. if( src->type == BL_PC )
  16676. sp += ((TBL_PC*)src)->status.job_level / 5;
  16677. status_heal(src, 0, sp/2, 1);
  16678. }
  16679. }
  16680. return 0;
  16681. }
  16682. /**
  16683. * Remove current enchanted element for new element
  16684. * @param bl Char
  16685. * @param type New element
  16686. */
  16687. void skill_enchant_elemental_end(struct block_list *bl, int type)
  16688. {
  16689. struct status_change *sc;
  16690. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON };
  16691. int i;
  16692. nullpo_retv(bl);
  16693. nullpo_retv(sc= status_get_sc(bl));
  16694. if (!sc->count)
  16695. return;
  16696. // If it is not on equip change
  16697. if (type != SC_NONE)
  16698. status_change_end(bl, SC_ENCHANTARMS, INVALID_TIMER); // Should always end except on equip change
  16699. else {
  16700. // Check for seven wind (but not level seven!)
  16701. if (sc->data[SC_SEVENWIND] && sc->data[SC_SEVENWIND]->val1 < 7)
  16702. return;
  16703. }
  16704. for (i = 0; i < ARRAYLENGTH(scs); i++)
  16705. if (type != scs[i] && sc->data[scs[i]])
  16706. status_change_end(bl, scs[i], INVALID_TIMER);
  16707. }
  16708. /**
  16709. * Check cloaking condition
  16710. * @param bl
  16711. * @param sce
  16712. * @return True if near wall; False otherwise
  16713. */
  16714. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  16715. {
  16716. bool wall = true;
  16717. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  16718. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  16719. { //Check for walls.
  16720. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16721. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16722. int i;
  16723. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16724. if( i == 8 )
  16725. wall = false;
  16726. }
  16727. if( sce ) {
  16728. if( !wall ) {
  16729. if( sce->val1 < 3 ) //End cloaking.
  16730. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  16731. else if( sce->val4&1 ) { //Remove wall bonus
  16732. sce->val4&=~1;
  16733. status_calc_bl(bl,SCB_SPEED);
  16734. }
  16735. } else {
  16736. if( !(sce->val4&1) ) { //Add wall speed bonus
  16737. sce->val4|=1;
  16738. status_calc_bl(bl,SCB_SPEED);
  16739. }
  16740. }
  16741. }
  16742. return wall;
  16743. }
  16744. /** Check Shadow Form on the target
  16745. * @param bl: Target
  16746. * @param damage: Damage amount
  16747. * @param hit
  16748. * @return true - in Shadow Form state; false - otherwise
  16749. */
  16750. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  16751. {
  16752. struct status_change *sc;
  16753. nullpo_retr(false,bl);
  16754. if (!damage)
  16755. return false;
  16756. sc = status_get_sc(bl);
  16757. if( sc && sc->data[SC__SHADOWFORM] ) {
  16758. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  16759. if( !src || src->m != bl->m ) {
  16760. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16761. return false;
  16762. }
  16763. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  16764. if( src->type == BL_PC )
  16765. ((TBL_PC*)src)->shadowform_id = 0;
  16766. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16767. return false;
  16768. }
  16769. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
  16770. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  16771. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16772. if( src->type == BL_PC )
  16773. ((TBL_PC*)src)->shadowform_id = 0;
  16774. }
  16775. return true;
  16776. }
  16777. return false;
  16778. }
  16779. /**
  16780. * Check camouflage condition
  16781. * @param bl
  16782. * @param sce
  16783. * @return True if near wall; False otherwise
  16784. * @TODO: Seems wrong
  16785. */
  16786. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  16787. {
  16788. bool wall = true;
  16789. if( bl->type == BL_PC ) { //Check for walls.
  16790. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16791. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16792. int i;
  16793. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16794. if( i == 8 )
  16795. wall = false;
  16796. }
  16797. if( sce ) {
  16798. if( !wall && sce->val1 < 3 ) //End camouflage.
  16799. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  16800. status_calc_bl(bl,SCB_SPEED);
  16801. }
  16802. return wall;
  16803. }
  16804. /**
  16805. * Process skill unit visibilty for single BL in area
  16806. * @param bl
  16807. * @param ap
  16808. * @author [Cydh]
  16809. **/
  16810. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  16811. struct skill_unit *su = NULL;
  16812. struct block_list *src = NULL;
  16813. unsigned int party1 = 0;
  16814. bool visible = true;
  16815. nullpo_ret(bl);
  16816. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  16817. nullpo_ret((src = va_arg(ap, struct block_list*)));
  16818. party1 = va_arg(ap, unsigned int);
  16819. if (src != bl) {
  16820. unsigned int party2 = status_get_party_id(bl);
  16821. if (!party1 || !party2 || party1 != party2)
  16822. visible = false;
  16823. }
  16824. clif_getareachar_skillunit(bl, su, SELF, visible);
  16825. return 1;
  16826. }
  16827. /**
  16828. * Check for skill unit visibilty in area on
  16829. * - skill first placement
  16830. * - skill moved (knocked back, moved dance)
  16831. * @param su Skill unit
  16832. * @param target Affected target for this visibility @see enum send_target
  16833. * @author [Cydh]
  16834. **/
  16835. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  16836. nullpo_retv(su);
  16837. if (!su->hidden) // It's not hidden, just do this!
  16838. clif_getareachar_skillunit(&su->bl, su, target, true);
  16839. else {
  16840. struct block_list *src = battle_get_master(&su->bl);
  16841. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  16842. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  16843. }
  16844. }
  16845. /**
  16846. * Check for skill unit visibilty on single BL on insight/spawn action
  16847. * @param su Skill unit
  16848. * @param bl Block list
  16849. * @author [Cydh]
  16850. **/
  16851. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  16852. bool visible = true;
  16853. struct block_list *src = NULL;
  16854. nullpo_retv(bl);
  16855. nullpo_retv(su);
  16856. nullpo_retv((src = battle_get_master(&su->bl)));
  16857. if (su->hidden && src != bl) {
  16858. unsigned int party1 = status_get_party_id(src);
  16859. unsigned int party2 = status_get_party_id(bl);
  16860. if (!party1 || !party2 || party1 != party2)
  16861. visible = false;
  16862. }
  16863. clif_getareachar_skillunit(bl, su, SELF, visible);
  16864. }
  16865. /**
  16866. * Initialize new skill unit for skill unit group.
  16867. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  16868. * @param group Skill unit group
  16869. * @param idx
  16870. * @param x
  16871. * @param y
  16872. * @param val1
  16873. * @param val2
  16874. */
  16875. struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int idx, int x, int y, int val1, int val2, bool hidden)
  16876. {
  16877. if (group == nullptr || group->unit == nullptr)
  16878. return nullptr;
  16879. skill_unit *unit = &group->unit[idx];
  16880. if (unit == nullptr)
  16881. return nullptr;
  16882. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  16883. return unit;
  16884. if(!unit->alive)
  16885. group->alive_count++;
  16886. unit->bl.id = map_get_new_object_id();
  16887. unit->bl.type = BL_SKILL;
  16888. unit->bl.m = group->map;
  16889. unit->bl.x = x;
  16890. unit->bl.y = y;
  16891. unit->group = group;
  16892. unit->alive = 1;
  16893. unit->val1 = val1;
  16894. unit->val2 = val2;
  16895. unit->hidden = hidden;
  16896. // Stores new skill unit
  16897. idb_put(skillunit_db, unit->bl.id, unit);
  16898. map_addiddb(&unit->bl);
  16899. if(map_addblock(&unit->bl))
  16900. return NULL;
  16901. // Perform oninit actions
  16902. switch (group->skill_id) {
  16903. case WZ_ICEWALL:
  16904. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  16905. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  16906. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  16907. break;
  16908. case SA_LANDPROTECTOR:
  16909. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  16910. break;
  16911. #ifndef RENEWAL
  16912. case HP_BASILICA:
  16913. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  16914. break;
  16915. #endif
  16916. case SC_MAELSTROM:
  16917. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  16918. break;
  16919. default:
  16920. if (group->state.song_dance&0x1) //Check for dissonance.
  16921. skill_dance_overlap(unit, 1);
  16922. break;
  16923. }
  16924. skill_getareachar_skillunit_visibilty(unit, AREA);
  16925. return unit;
  16926. }
  16927. /**
  16928. * Remove unit
  16929. * @param unit
  16930. */
  16931. int skill_delunit(struct skill_unit* unit)
  16932. {
  16933. nullpo_ret(unit);
  16934. if( !unit->alive )
  16935. return 0;
  16936. unit->alive = 0;
  16937. std::shared_ptr<s_skill_unit_group> group = unit->group;
  16938. if (group == nullptr)
  16939. return 0;
  16940. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  16941. skill_dance_overlap(unit, 0);
  16942. // invoke onout event
  16943. if( !unit->range )
  16944. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  16945. // perform ondelete actions
  16946. switch (group->skill_id) {
  16947. case HT_ANKLESNARE:
  16948. case SC_ESCAPE:
  16949. {
  16950. struct block_list* target = map_id2bl(group->val2);
  16951. enum sc_type type = status_skill2sc(group->skill_id);
  16952. if( target )
  16953. status_change_end(target, type, INVALID_TIMER);
  16954. }
  16955. break;
  16956. case WZ_ICEWALL:
  16957. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  16958. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  16959. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  16960. break;
  16961. case SA_LANDPROTECTOR:
  16962. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  16963. break;
  16964. #ifndef RENEWAL
  16965. case HP_BASILICA:
  16966. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  16967. break;
  16968. #endif
  16969. case RA_ELECTRICSHOCKER: {
  16970. struct block_list* target = map_id2bl(group->val2);
  16971. if( target )
  16972. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  16973. }
  16974. break;
  16975. case SC_MAELSTROM:
  16976. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  16977. break;
  16978. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  16979. if( group->val2 ) { // Someone Traped
  16980. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  16981. if( tsc && tsc->data[SC__MANHOLE] )
  16982. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  16983. }
  16984. break;
  16985. }
  16986. clif_skill_delunit(unit);
  16987. unit->group=NULL;
  16988. map_delblock(&unit->bl); // don't free yet
  16989. map_deliddb(&unit->bl);
  16990. idb_remove(skillunit_db, unit->bl.id);
  16991. if(--group->alive_count==0)
  16992. skill_delunitgroup(group);
  16993. return 0;
  16994. }
  16995. static std::unordered_map<int, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int group_id -> struct s_skill_unit_group*
  16996. /// Returns the target s_skill_unit_group or nullptr if not found.
  16997. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  16998. return util::umap_find(skillunit_group_db, group_id);
  16999. }
  17000. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  17001. /**
  17002. * Returns a new group_id that isn't being used in skillunit_group_db.
  17003. * Fatal error if nothing is available.
  17004. */
  17005. static int skill_get_new_group_id(void)
  17006. {
  17007. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  17008. return skill_unit_group_newid++;// available
  17009. {// find next id
  17010. int base_id = skill_unit_group_newid;
  17011. while( base_id != ++skill_unit_group_newid )
  17012. {
  17013. if( skill_unit_group_newid < MAX_SKILL )
  17014. skill_unit_group_newid = MAX_SKILL;
  17015. if( skill_id2group(skill_unit_group_newid) == NULL )
  17016. return skill_unit_group_newid++;// available
  17017. }
  17018. // full loop, nothing available
  17019. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  17020. exit(1);
  17021. }
  17022. }
  17023. /**
  17024. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  17025. * @param src Object that cast the skill
  17026. * @param count How many 'cells' used that needed. Related with skill layout
  17027. * @param skill_id ID of used skill
  17028. * @param skill_lv Skill level of used skill
  17029. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  17030. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  17031. * @param interval Time interval
  17032. * @return s_skill_unit_group
  17033. */
  17034. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  17035. {
  17036. nullpo_retr(nullptr, src);
  17037. unit_data *ud = unit_bl2ud(src);
  17038. nullpo_retr(nullptr, ud);
  17039. if (skill_id == 0 || skill_lv == 0)
  17040. return 0;
  17041. auto group = std::make_shared<s_skill_unit_group>();
  17042. group->src_id = src->id;
  17043. group->party_id = status_get_party_id(src);
  17044. group->guild_id = status_get_guild_id(src);
  17045. group->bg_id = bg_team_get_id(src);
  17046. group->group_id = skill_get_new_group_id();
  17047. group->link_group_id = 0;
  17048. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  17049. group->unit_count = count;
  17050. group->alive_count = 0;
  17051. group->val1 = 0;
  17052. group->val2 = 0;
  17053. group->val3 = 0;
  17054. group->skill_id = skill_id;
  17055. group->skill_lv = skill_lv;
  17056. group->unit_id = unit_id;
  17057. group->map = src->m;
  17058. group->limit = limit;
  17059. group->interval = interval;
  17060. group->tick = gettick();
  17061. group->valstr = nullptr;
  17062. ud->skillunits.push_back(group);
  17063. // Stores this new group
  17064. skillunit_group_db.insert({ group->group_id, group });
  17065. return group;
  17066. }
  17067. /**
  17068. * Remove skill unit group
  17069. * @param group
  17070. * @param file
  17071. * @param line
  17072. * @param *func
  17073. */
  17074. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  17075. {
  17076. struct block_list* src;
  17077. struct unit_data *ud;
  17078. short i;
  17079. int link_group_id;
  17080. if( group == nullptr ) {
  17081. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  17082. return 0;
  17083. }
  17084. src = map_id2bl(group->src_id);
  17085. ud = unit_bl2ud(src);
  17086. if (!src || !ud) {
  17087. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  17088. return 0;
  17089. }
  17090. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  17091. switch( group->skill_id ) {
  17092. case BA_DISSONANCE:
  17093. case BA_POEMBRAGI:
  17094. case BA_WHISTLE:
  17095. case BA_ASSASSINCROSS:
  17096. case BA_APPLEIDUN:
  17097. case DC_UGLYDANCE:
  17098. case DC_HUMMING:
  17099. case DC_DONTFORGETME:
  17100. case DC_FORTUNEKISS:
  17101. case DC_SERVICEFORYOU:
  17102. case NC_NEUTRALBARRIER:
  17103. case NC_STEALTHFIELD:
  17104. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  17105. break;
  17106. }
  17107. }
  17108. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  17109. struct status_change* sc = status_get_sc(src);
  17110. if (sc && sc->data[SC_DANCING]) {
  17111. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  17112. status_change_end(src, SC_DANCING, INVALID_TIMER);
  17113. }
  17114. }
  17115. // End SC from the master when the skill group is deleted
  17116. i = SC_NONE;
  17117. switch (group->unit_id) {
  17118. case UNT_GOSPEL: i = SC_GOSPEL; break;
  17119. #ifndef RENEWAL
  17120. case UNT_BASILICA: i = SC_BASILICA; break;
  17121. #endif
  17122. }
  17123. if (i != SC_NONE) {
  17124. struct status_change *sc = status_get_sc(src);
  17125. if (sc && sc->data[i]) {
  17126. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  17127. status_change_end(src, (sc_type)i, INVALID_TIMER);
  17128. }
  17129. }
  17130. switch( group->skill_id ) {
  17131. case PF_SPIDERWEB:
  17132. {
  17133. struct block_list* target = map_id2bl(group->val2);
  17134. struct status_change *sc;
  17135. bool removed = true;
  17136. //Clear group id from status change
  17137. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  17138. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  17139. sc->data[SC_SPIDERWEB]->val2 = 0;
  17140. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  17141. sc->data[SC_SPIDERWEB]->val3 = 0;
  17142. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  17143. sc->data[SC_SPIDERWEB]->val4 = 0;
  17144. else //Group was already removed in status_change_end, don't call it again!
  17145. removed = false;
  17146. //The last group was cleared, end status change
  17147. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  17148. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  17149. }
  17150. }
  17151. break;
  17152. case SG_SUN_WARM:
  17153. case SG_MOON_WARM:
  17154. case SG_STAR_WARM:
  17155. case LG_BANDING:
  17156. {
  17157. status_change *sc = status_get_sc(src);
  17158. sc_type type = status_skill2sc(group->skill_id);
  17159. if (sc && sc->data[type]) {
  17160. sc->data[type]->val4 = 0;
  17161. status_change_end(src, type, INVALID_TIMER);
  17162. }
  17163. }
  17164. break;
  17165. case NC_NEUTRALBARRIER:
  17166. {
  17167. struct status_change *sc = NULL;
  17168. if( (sc = status_get_sc(src)) != NULL ) {
  17169. if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
  17170. {
  17171. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  17172. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  17173. }
  17174. status_change_end(src,SC_NEUTRALBARRIER,INVALID_TIMER);
  17175. }
  17176. }
  17177. break;
  17178. case NC_STEALTHFIELD:
  17179. {
  17180. struct status_change *sc = NULL;
  17181. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  17182. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  17183. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  17184. }
  17185. }
  17186. break;
  17187. }
  17188. if (src->type==BL_PC && group->state.ammo_consume)
  17189. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  17190. group->alive_count=0;
  17191. // remove all unit cells
  17192. if(group->unit != NULL)
  17193. for( i = 0; i < group->unit_count; i++ )
  17194. skill_delunit(&group->unit[i]);
  17195. // clear Talkie-box string
  17196. if( group->valstr != NULL ) {
  17197. aFree(group->valstr);
  17198. group->valstr = NULL;
  17199. }
  17200. link_group_id = group->link_group_id;
  17201. if (skillunit_group_db.erase(group->group_id) != 1)
  17202. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  17203. util::vector_erase_if_exists(ud->skillunits, group);
  17204. if(link_group_id) {
  17205. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  17206. if(group_cur)
  17207. skill_delunitgroup(group_cur);
  17208. }
  17209. return 1;
  17210. }
  17211. /**
  17212. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  17213. * @param src
  17214. */
  17215. void skill_clear_unitgroup(struct block_list *src)
  17216. {
  17217. nullpo_retv(src);
  17218. unit_data *ud = unit_bl2ud(src);
  17219. nullpo_retv(ud);
  17220. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  17221. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  17222. skill_delunitgroup(*it);
  17223. }
  17224. }
  17225. /**
  17226. * Search tickset for skill unit in skill unit group
  17227. * @param bl Block List for skill_unit
  17228. * @param group Skill unit group
  17229. * @param tick
  17230. * @return skill_unit_group_tickset if found
  17231. */
  17232. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  17233. {
  17234. int i, j = -1, s, id;
  17235. struct unit_data *ud;
  17236. struct skill_unit_group_tickset *set;
  17237. nullpo_ret(bl);
  17238. if (group->interval == -1)
  17239. return NULL;
  17240. ud = unit_bl2ud(bl);
  17241. if (!ud)
  17242. return NULL;
  17243. set = ud->skillunittick;
  17244. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  17245. id = s = group->skill_id;
  17246. else
  17247. id = s = group->group_id;
  17248. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  17249. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  17250. if (set[k].id == id)
  17251. return &set[k];
  17252. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  17253. j=k;
  17254. }
  17255. if (j == -1) {
  17256. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  17257. j = id % MAX_SKILLUNITGROUPTICKSET;
  17258. }
  17259. set[j].id = id;
  17260. set[j].tick = tick;
  17261. return &set[j];
  17262. }
  17263. /*==========================================
  17264. * Check for validity skill unit that triggered by skill_unit_timer_sub
  17265. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  17266. *------------------------------------------*/
  17267. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  17268. {
  17269. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  17270. t_tick tick = va_arg(ap,t_tick);
  17271. nullpo_ret(unit);
  17272. if( !unit->alive || bl->prev == NULL )
  17273. return 0;
  17274. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17275. if (group == nullptr)
  17276. return 0;
  17277. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  17278. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  17279. return 0; //AoE skills are ineffective. [Skotlex]
  17280. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  17281. return 0;
  17282. skill_unit_onplace_timer(unit,bl,tick);
  17283. return 1;
  17284. }
  17285. /**
  17286. * @see DBApply
  17287. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  17288. */
  17289. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  17290. {
  17291. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  17292. t_tick tick = va_arg(ap,t_tick);
  17293. bool dissonance;
  17294. struct block_list* bl = &unit->bl;
  17295. nullpo_ret(unit);
  17296. if( !unit->alive )
  17297. return 0;
  17298. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17299. if (group == nullptr)
  17300. return 0;
  17301. // Check for expiration
  17302. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  17303. {// skill unit expired (inlined from skill_unit_onlimit())
  17304. switch( group->unit_id ) {
  17305. case UNT_ICEWALL:
  17306. unit->val1 -= 50; // icewall loses 50 hp every second
  17307. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  17308. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  17309. if( unit->val1 <= 0 )
  17310. skill_delunit(unit);
  17311. break;
  17312. case UNT_BLASTMINE:
  17313. #ifdef RENEWAL
  17314. case UNT_CLAYMORETRAP:
  17315. #endif
  17316. case UNT_GROUNDDRIFT_WIND:
  17317. case UNT_GROUNDDRIFT_DARK:
  17318. case UNT_GROUNDDRIFT_POISON:
  17319. case UNT_GROUNDDRIFT_WATER:
  17320. case UNT_GROUNDDRIFT_FIRE:
  17321. group->unit_id = UNT_USED_TRAPS;
  17322. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  17323. group->limit=DIFF_TICK(tick+1500,group->tick);
  17324. unit->limit=DIFF_TICK(tick+1500,group->tick);
  17325. break;
  17326. case UNT_ANKLESNARE:
  17327. case UNT_ELECTRICSHOCKER:
  17328. if (group->val2 > 0) { //Used Trap doesn't return back to item
  17329. skill_delunit(unit);
  17330. break;
  17331. }
  17332. case UNT_SKIDTRAP:
  17333. case UNT_LANDMINE:
  17334. case UNT_SHOCKWAVE:
  17335. case UNT_SANDMAN:
  17336. case UNT_FLASHER:
  17337. case UNT_FREEZINGTRAP:
  17338. #ifndef RENEWAL
  17339. case UNT_CLAYMORETRAP:
  17340. #endif
  17341. case UNT_TALKIEBOX:
  17342. case UNT_CLUSTERBOMB:
  17343. case UNT_MAGENTATRAP:
  17344. case UNT_COBALTTRAP:
  17345. case UNT_MAIZETRAP:
  17346. case UNT_VERDURETRAP:
  17347. case UNT_FIRINGTRAP:
  17348. case UNT_ICEBOUNDTRAP:
  17349. {
  17350. struct block_list* src;
  17351. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  17352. { // revert unit back into a trap
  17353. struct item item_tmp;
  17354. memset(&item_tmp,0,sizeof(item_tmp));
  17355. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  17356. item_tmp.identify = 1;
  17357. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  17358. }
  17359. skill_delunit(unit);
  17360. }
  17361. break;
  17362. case UNT_WARP_ACTIVE:
  17363. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  17364. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  17365. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  17366. // restart timers
  17367. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  17368. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  17369. // apply effect to all units standing on it
  17370. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  17371. break;
  17372. case UNT_CALLFAMILY:
  17373. {
  17374. struct map_session_data *sd = NULL;
  17375. if(group->val1) {
  17376. sd = map_charid2sd(group->val1);
  17377. group->val1 = 0;
  17378. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  17379. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  17380. }
  17381. if(group->val2) {
  17382. sd = map_charid2sd(group->val2);
  17383. group->val2 = 0;
  17384. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  17385. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  17386. }
  17387. skill_delunit(unit);
  17388. }
  17389. break;
  17390. case UNT_REVERBERATION:
  17391. case UNT_NETHERWORLD:
  17392. if( unit->val1 <= 0 ) { // If it was deactivated.
  17393. skill_delunit(unit);
  17394. break;
  17395. }
  17396. clif_changetraplook(bl,UNT_USED_TRAPS);
  17397. if (group->unit_id == UNT_REVERBERATION)
  17398. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  17399. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  17400. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  17401. group->unit_id = UNT_USED_TRAPS;
  17402. break;
  17403. case UNT_FEINTBOMB: {
  17404. struct block_list *src = map_id2bl(group->src_id);
  17405. if (src)
  17406. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  17407. skill_delunit(unit);
  17408. }
  17409. break;
  17410. case UNT_BANDING:
  17411. {
  17412. struct block_list *src = map_id2bl(group->src_id);
  17413. struct status_change *sc;
  17414. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  17415. skill_delunit(unit);
  17416. break;
  17417. }
  17418. // This unit isn't removed while SC_BANDING is active.
  17419. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  17420. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  17421. }
  17422. break;
  17423. case UNT_B_TRAP:
  17424. {
  17425. struct block_list* src;
  17426. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  17427. struct item item_tmp;
  17428. memset(&item_tmp, 0, sizeof(item_tmp));
  17429. item_tmp.nameid = group->item_id;
  17430. item_tmp.identify = 1;
  17431. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  17432. }
  17433. skill_delunit(unit);
  17434. }
  17435. break;
  17436. default:
  17437. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2)) {
  17438. // Deal damage before expiration
  17439. break;
  17440. }
  17441. skill_delunit(unit);
  17442. break;
  17443. }
  17444. } else {// skill unit is still active
  17445. switch( group->unit_id ) {
  17446. case UNT_BLASTMINE:
  17447. case UNT_SKIDTRAP:
  17448. case UNT_LANDMINE:
  17449. case UNT_SHOCKWAVE:
  17450. case UNT_SANDMAN:
  17451. case UNT_FLASHER:
  17452. case UNT_CLAYMORETRAP:
  17453. case UNT_FREEZINGTRAP:
  17454. case UNT_TALKIEBOX:
  17455. case UNT_ANKLESNARE:
  17456. case UNT_B_TRAP:
  17457. if( unit->val1 <= 0 ) {
  17458. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  17459. skill_delunit(unit);
  17460. else {
  17461. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  17462. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  17463. group->unit_id = UNT_USED_TRAPS;
  17464. }
  17465. }
  17466. break;
  17467. case UNT_REVERBERATION:
  17468. case UNT_NETHERWORLD:
  17469. if (unit->val1 <= 0) {
  17470. clif_changetraplook(bl,UNT_USED_TRAPS);
  17471. if (group->unit_id == UNT_REVERBERATION)
  17472. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  17473. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  17474. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  17475. group->unit_id = UNT_USED_TRAPS;
  17476. }
  17477. break;
  17478. case UNT_WALLOFTHORN:
  17479. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  17480. skill_delunitgroup(group);
  17481. break;
  17482. }
  17483. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  17484. skill_delunit(unit);
  17485. break;
  17486. case UNT_SANCTUARY:
  17487. if (group->val1 <= 0) {
  17488. skill_delunitgroup(group);
  17489. }
  17490. break;
  17491. default:
  17492. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17493. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  17494. // Unit will expire the next interval, start dropping Meteor
  17495. struct block_list* src;
  17496. if ((src = map_id2bl(group->src_id)) != NULL) {
  17497. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  17498. group->val2 = 1;
  17499. }
  17500. }
  17501. // No damage until expiration
  17502. return 0;
  17503. }
  17504. break;
  17505. }
  17506. }
  17507. //Don't continue if unit or even group is expired and has been deleted.
  17508. if( !group || !unit->alive )
  17509. return 0;
  17510. dissonance = skill_dance_switch(unit, 0);
  17511. if( unit->range >= 0 && group->interval != -1 )
  17512. {
  17513. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  17514. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  17515. group->unit_id = UNT_USED_TRAPS;
  17516. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  17517. unit->range = -1; //Disable processed cell.
  17518. if (--group->val1 <= 0) { // number of live cells
  17519. //All tiles were processed, disable skill.
  17520. group->target_flag=BCT_NOONE;
  17521. group->bl_flag= BL_NUL;
  17522. }
  17523. }
  17524. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17525. skill_delunit(unit);
  17526. return 0;
  17527. }
  17528. }
  17529. if( dissonance )
  17530. skill_dance_switch(unit, 1);
  17531. return 0;
  17532. }
  17533. /*==========================================
  17534. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  17535. *------------------------------------------*/
  17536. TIMER_FUNC(skill_unit_timer){
  17537. map_freeblock_lock();
  17538. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  17539. map_freeblock_unlock();
  17540. return 0;
  17541. }
  17542. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  17543. /*==========================================
  17544. * flag :
  17545. * 1 : store that skill_unit in array
  17546. * 2 : clear that skill_unit
  17547. * 4 : call_on_left
  17548. *------------------------------------------*/
  17549. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  17550. {
  17551. struct skill_unit* unit = (struct skill_unit *)bl;
  17552. struct block_list* target = va_arg(ap,struct block_list*);
  17553. t_tick tick = va_arg(ap,t_tick);
  17554. int flag = va_arg(ap,int);
  17555. bool dissonance;
  17556. uint16 skill_id;
  17557. int i;
  17558. nullpo_ret(unit);
  17559. nullpo_ret(target);
  17560. if( !unit->alive || target->prev == NULL )
  17561. return 0;
  17562. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17563. if (group == nullptr)
  17564. return 0;
  17565. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  17566. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  17567. dissonance = skill_dance_switch(unit, 0);
  17568. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  17569. skill_id = group->skill_id;
  17570. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  17571. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  17572. if( dissonance ) {
  17573. skill_dance_switch(unit, 1);
  17574. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  17575. }
  17576. return 0;
  17577. }
  17578. //Target-type check.
  17579. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  17580. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  17581. if( flag&1 ) {
  17582. if( flag&2 ) { //Clear this skill id.
  17583. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  17584. if( i < ARRAYLENGTH(skill_unit_temp) )
  17585. skill_unit_temp[i] = 0;
  17586. }
  17587. } else {
  17588. if( flag&2 ) { //Store this skill id.
  17589. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17590. if( i < ARRAYLENGTH(skill_unit_temp) )
  17591. skill_unit_temp[i] = skill_id;
  17592. else
  17593. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17594. }
  17595. }
  17596. if( flag&4 )
  17597. skill_unit_onleft(skill_id,target,tick);
  17598. }
  17599. if( dissonance )
  17600. skill_dance_switch(unit, 1);
  17601. return 0;
  17602. } else {
  17603. if( flag&1 ) {
  17604. int result = skill_unit_onplace(unit,target,tick);
  17605. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  17606. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  17607. if( i < ARRAYLENGTH(skill_unit_temp) )
  17608. skill_unit_temp[i] = 0;
  17609. }
  17610. } else {
  17611. int result = skill_unit_onout(unit,target,tick);
  17612. if( flag&2 && result ) { //Store this unit id.
  17613. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17614. if( i < ARRAYLENGTH(skill_unit_temp) )
  17615. skill_unit_temp[i] = skill_id;
  17616. else
  17617. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17618. }
  17619. }
  17620. //TODO: Normally, this is dangerous since the unit and group could be freed
  17621. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  17622. //cells do not get deleted within them. [Skotlex]
  17623. if( dissonance )
  17624. skill_dance_switch(unit, 1);
  17625. if( flag&4 )
  17626. skill_unit_onleft(skill_id,target,tick);
  17627. return 1;
  17628. }
  17629. }
  17630. /*==========================================
  17631. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  17632. * Flag values:
  17633. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  17634. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  17635. * units to figure out when they have left a group.
  17636. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  17637. *------------------------------------------*/
  17638. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  17639. {
  17640. nullpo_ret(bl);
  17641. if( bl->prev == NULL )
  17642. return 0;
  17643. if( flag&2 && !(flag&1) ) //Onout, clear data
  17644. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  17645. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  17646. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  17647. int i;
  17648. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  17649. if( skill_unit_temp[i] )
  17650. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  17651. }
  17652. return 0;
  17653. }
  17654. /*==========================================
  17655. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  17656. * @param bl Skill unit
  17657. * @param m Map
  17658. * @param dx
  17659. * @param dy
  17660. *------------------------------------------*/
  17661. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  17662. t_tick tick = gettick();
  17663. struct skill_unit *su;
  17664. if (bl->type != BL_SKILL)
  17665. return;
  17666. if (!(su = (struct skill_unit *)bl))
  17667. return;
  17668. if (!su->alive)
  17669. return;
  17670. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  17671. return; //Ensembles may not be moved around.
  17672. if (!bl->prev) {
  17673. bl->x = dx;
  17674. bl->y = dy;
  17675. return;
  17676. }
  17677. map_moveblock(bl, dx, dy, tick);
  17678. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  17679. skill_getareachar_skillunit_visibilty(su, AREA);
  17680. return;
  17681. }
  17682. /**
  17683. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  17684. * @param group Skill Group
  17685. * @param m Map
  17686. * @param dx
  17687. * @param dy
  17688. */
  17689. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  17690. {
  17691. int i, j;
  17692. t_tick tick = gettick();
  17693. int *m_flag;
  17694. struct skill_unit *unit1;
  17695. struct skill_unit *unit2;
  17696. if (group == NULL)
  17697. return;
  17698. if (group->unit_count <= 0)
  17699. return;
  17700. if (group->unit == NULL)
  17701. return;
  17702. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  17703. return; //Ensembles may not be moved around.
  17704. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  17705. // m_flag
  17706. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  17707. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  17708. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  17709. // 3: Both 1+2.
  17710. for(i = 0; i < group->unit_count; i++) {
  17711. unit1 =& group->unit[i];
  17712. if (!unit1->alive || unit1->bl.m != m)
  17713. continue;
  17714. for(j = 0; j < group->unit_count; j++) {
  17715. unit2 = &group->unit[j];
  17716. if (!unit2->alive)
  17717. continue;
  17718. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  17719. m_flag[i] |= 0x1;
  17720. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  17721. m_flag[i] |= 0x2;
  17722. }
  17723. }
  17724. j = 0;
  17725. for (i = 0; i < group->unit_count; i++) {
  17726. unit1 = &group->unit[i];
  17727. if (!unit1->alive)
  17728. continue;
  17729. if (!(m_flag[i]&0x2)) {
  17730. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  17731. skill_dance_overlap(unit1, 0);
  17732. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  17733. }
  17734. //Move Cell using "smart" criteria (avoid useless moving around)
  17735. switch(m_flag[i]) {
  17736. case 0:
  17737. //Cell moves independently, safely move it.
  17738. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  17739. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  17740. break;
  17741. case 1:
  17742. //Cell moves unto another cell, look for a replacement cell that won't collide
  17743. //and has no cell moving into it (flag == 2)
  17744. for(; j < group->unit_count; j++) {
  17745. int dx2, dy2;
  17746. if(m_flag[j] != 2 || !group->unit[j].alive)
  17747. continue;
  17748. //Move to where this cell would had moved.
  17749. unit2 = &group->unit[j];
  17750. dx2 = unit2->bl.x + dx - unit1->bl.x;
  17751. dy2 = unit2->bl.y + dy - unit1->bl.y;
  17752. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  17753. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  17754. j++; //Skip this cell as we have used it.
  17755. break;
  17756. }
  17757. break;
  17758. case 2:
  17759. case 3:
  17760. break; //Don't move the cell as a cell will end on this tile anyway.
  17761. }
  17762. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  17763. if (group->state.song_dance&0x1) //Check for dissonance effect.
  17764. skill_dance_overlap(unit1, 1);
  17765. skill_getareachar_skillunit_visibilty(unit1, AREA);
  17766. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  17767. }
  17768. }
  17769. aFree(m_flag);
  17770. }
  17771. /**
  17772. * Checking product requirement in player's inventory.
  17773. * Checking if player has the item or not, the amount, and the weight limit.
  17774. * @param sd Player
  17775. * @param nameid Product requested
  17776. * @param trigger Trigger criteria to match will 'ItemLv'
  17777. * @param qty Amount of item will be created
  17778. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  17779. */
  17780. short skill_can_produce_mix(struct map_session_data *sd, t_itemid nameid, int trigger, int qty)
  17781. {
  17782. short i, j;
  17783. nullpo_ret(sd);
  17784. if (!nameid || !itemdb_exists(nameid))
  17785. return 0;
  17786. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  17787. if (skill_produce_db[i].nameid == nameid) {
  17788. if ((j = skill_produce_db[i].req_skill) > 0 &&
  17789. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  17790. continue; // must iterate again to check other skills that produce it. [malufett]
  17791. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  17792. continue; // special case
  17793. break;
  17794. }
  17795. }
  17796. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  17797. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  17798. return 0;
  17799. }
  17800. if (i >= MAX_SKILL_PRODUCE_DB)
  17801. return 0;
  17802. // Cannot carry the produced stuff
  17803. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  17804. return 0;
  17805. // Matching the requested produce list
  17806. if (trigger >= 0) {
  17807. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  17808. if (skill_produce_db[i].itemlv != trigger)
  17809. return 0;
  17810. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  17811. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  17812. return 0;
  17813. } else { // Weapon (itemlv must be higher or equal)
  17814. if (skill_produce_db[i].itemlv > trigger)
  17815. return 0;
  17816. }
  17817. }
  17818. // Check on player's inventory
  17819. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  17820. t_itemid nameid_produce;
  17821. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  17822. continue;
  17823. if (skill_produce_db[i].mat_amount[j] == 0) {
  17824. if (pc_search_inventory(sd,nameid_produce) < 0)
  17825. return 0;
  17826. } else {
  17827. unsigned short idx, amt;
  17828. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  17829. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  17830. amt += sd->inventory.u.items_inventory[idx].amount;
  17831. if (amt < qty * skill_produce_db[i].mat_amount[j])
  17832. return 0;
  17833. }
  17834. }
  17835. return i + 1;
  17836. }
  17837. /**
  17838. * Attempt to produce an item
  17839. * @param sd Player
  17840. * @param skill_id Skill used
  17841. * @param nameid Requested product
  17842. * @param slot1
  17843. * @param slot2
  17844. * @param slot3
  17845. * @param qty Amount of requested item
  17846. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  17847. * @return True is success, False if failed
  17848. */
  17849. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  17850. {
  17851. int slot[3];
  17852. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  17853. int num = -1; // exclude the recipe
  17854. struct status_data *status;
  17855. nullpo_ret(sd);
  17856. status = status_get_status_data(&sd->bl);
  17857. if( sd->skill_id_old == skill_id )
  17858. skill_lv = sd->skill_lv_old;
  17859. if (produce_idx == -1) {
  17860. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  17861. return false;
  17862. idx--;
  17863. }
  17864. else
  17865. idx = produce_idx;
  17866. if (qty < 1)
  17867. qty = 1;
  17868. if (!skill_id) //A skill can be specified for some override cases.
  17869. skill_id = skill_produce_db[idx].req_skill;
  17870. if( skill_id == GC_RESEARCHNEWPOISON )
  17871. skill_id = GC_CREATENEWPOISON;
  17872. slot[0] = slot1;
  17873. slot[1] = slot2;
  17874. slot[2] = slot3;
  17875. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  17876. short j;
  17877. if (slot[i] <= 0)
  17878. continue;
  17879. j = pc_search_inventory(sd,slot[i]);
  17880. if (j < 0)
  17881. continue;
  17882. if (slot[i] == ITEMID_STAR_CRUMB) {
  17883. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17884. sc++;
  17885. }
  17886. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  17887. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  17888. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17889. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  17890. }
  17891. }
  17892. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  17893. short x, j;
  17894. t_itemid id;
  17895. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  17896. continue;
  17897. num++;
  17898. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  17899. do {
  17900. int y = 0;
  17901. j = pc_search_inventory(sd,id);
  17902. if (j >= 0) {
  17903. y = sd->inventory.u.items_inventory[j].amount;
  17904. if (y > x)
  17905. y = x;
  17906. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  17907. } else {
  17908. ShowError("skill_produce_mix: material item error\n");
  17909. return false;
  17910. }
  17911. x -= y;
  17912. } while( j >= 0 && x > 0 );
  17913. }
  17914. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  17915. wlv = itemdb_wlv(nameid);
  17916. else
  17917. wlv = 0;
  17918. if (!equip) {
  17919. switch (skill_id) {
  17920. case BS_IRON:
  17921. case BS_STEEL:
  17922. case BS_ENCHANTEDSTONE:
  17923. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  17924. i = pc_checkskill(sd,skill_id);
  17925. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  17926. switch (nameid) {
  17927. case ITEMID_IRON:
  17928. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  17929. break;
  17930. case ITEMID_STEEL:
  17931. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  17932. break;
  17933. case ITEMID_STAR_CRUMB:
  17934. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  17935. break;
  17936. default: // Enchanted Stones
  17937. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  17938. break;
  17939. }
  17940. break;
  17941. case ASC_CDP:
  17942. make_per = (2000 + 40*status->dex + 20*status->luk);
  17943. break;
  17944. case AL_HOLYWATER:
  17945. case AB_ANCILLA:
  17946. make_per = 100000; //100% success
  17947. break;
  17948. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  17949. case AM_TWILIGHT1:
  17950. case AM_TWILIGHT2:
  17951. case AM_TWILIGHT3:
  17952. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  17953. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  17954. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  17955. if (hom_is_active(sd->hd)) {//Player got a homun
  17956. int skill;
  17957. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  17958. make_per += skill*100; //+1% bonus per level
  17959. }
  17960. switch(nameid){
  17961. case ITEMID_RED_POTION:
  17962. case ITEMID_YELLOW_POTION:
  17963. case ITEMID_WHITE_POTION:
  17964. make_per += (1+rnd()%100)*10 + 2000;
  17965. break;
  17966. case ITEMID_ALCOHOL:
  17967. make_per += (1+rnd()%100)*10 + 1000;
  17968. break;
  17969. case ITEMID_FIRE_BOTTLE:
  17970. case ITEMID_ACID_BOTTLE:
  17971. case ITEMID_MAN_EATER_BOTTLE:
  17972. case ITEMID_MINI_BOTTLE:
  17973. make_per += (1+rnd()%100)*10;
  17974. break;
  17975. case ITEMID_YELLOW_SLIM_POTION:
  17976. make_per -= (1+rnd()%50)*10;
  17977. break;
  17978. case ITEMID_WHITE_SLIM_POTION:
  17979. case ITEMID_COATING_BOTTLE:
  17980. make_per -= (1+rnd()%100)*10;
  17981. break;
  17982. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  17983. case ITEMID_BLUE_POTION:
  17984. case ITEMID_RED_SLIM_POTION:
  17985. case ITEMID_ANODYNE:
  17986. case ITEMID_ALOEBERA:
  17987. default:
  17988. break;
  17989. }
  17990. if (battle_config.pp_rate != 100)
  17991. make_per = make_per * battle_config.pp_rate / 100;
  17992. break;
  17993. case SA_CREATECON: // Elemental Converter Creation
  17994. make_per = 100000; // should be 100% success rate
  17995. break;
  17996. case RK_RUNEMASTERY: {
  17997. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  17998. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  17999. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  18000. int D = 0;
  18001. switch (nameid) { //rune rank it_diff 9 craftable rune
  18002. case ITEMID_BERKANA:
  18003. D = -2000;
  18004. break; //Rank S
  18005. case ITEMID_NAUTHIZ:
  18006. case ITEMID_URUZ:
  18007. D = -1500;
  18008. break; //Rank A
  18009. case ITEMID_ISA:
  18010. case ITEMID_WYRD:
  18011. D = -1000;
  18012. break; //Rank B
  18013. case ITEMID_RAIDO:
  18014. case ITEMID_THURISAZ:
  18015. case ITEMID_HAGALAZ:
  18016. case ITEMID_OTHILA:
  18017. D = -500;
  18018. break; //Rank C
  18019. default:
  18020. D = -1500;
  18021. break; //not specified =-15%
  18022. }
  18023. make_per = A + B + C + D;
  18024. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  18025. if (runemastery_skill_lv > 9)
  18026. qty = 2 + rnd() % 5; // 2~6
  18027. else if (runemastery_skill_lv > 4)
  18028. qty = 2 + rnd() % 3; // 2~4
  18029. else
  18030. qty = 2;
  18031. }
  18032. break;
  18033. case GC_CREATENEWPOISON:
  18034. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  18035. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  18036. break;
  18037. case GN_CHANGEMATERIAL:
  18038. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  18039. if (skill_changematerial_db[i].nameid == nameid) {
  18040. make_per = skill_changematerial_db[i].rate * 10;
  18041. break;
  18042. }
  18043. }
  18044. break;
  18045. case GN_S_PHARMACY:
  18046. {
  18047. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  18048. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  18049. switch (nameid) { // Item difficulty factor
  18050. case ITEMID_HP_INCREASE_POTION_SMALL:
  18051. case ITEMID_SP_INCREASE_POTION_SMALL:
  18052. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  18053. difficulty += 10;
  18054. break;
  18055. case ITEMID_BOMB_MUSHROOM_SPORE:
  18056. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  18057. difficulty += 15;
  18058. break;
  18059. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  18060. case ITEMID_SP_INCREASE_POTION_LARGE:
  18061. case ITEMID_VITATA500:
  18062. difficulty += 20;
  18063. break;
  18064. case ITEMID_SEED_OF_HORNY_PLANT:
  18065. case ITEMID_BLOODSUCK_PLANT_SEED:
  18066. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  18067. difficulty += 30;
  18068. break;
  18069. case ITEMID_HP_INCREASE_POTION_LARGE:
  18070. case ITEMID_CURE_FREE:
  18071. difficulty += 40;
  18072. break;
  18073. }
  18074. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  18075. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  18076. make_per -= difficulty;
  18077. qty = production_count[skill_lv - 1];
  18078. // Determine quantity from difficulty
  18079. if (make_per < 1)
  18080. qty -= 6;
  18081. else if (make_per < 100)
  18082. qty -= 5;
  18083. else if (make_per < 300)
  18084. qty -= 4;
  18085. else if (make_per < 400)
  18086. qty -= 3;
  18087. make_per = 100000; // Adjust success back to 100% for crafting
  18088. }
  18089. break;
  18090. case GN_MAKEBOMB:
  18091. case GN_MIX_COOKING:
  18092. {
  18093. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  18094. switch (nameid) { // Item difficulty factor
  18095. // GN_MAKEBOMB
  18096. case ITEMID_APPLE_BOMB:
  18097. difficulty += 5;
  18098. break;
  18099. case ITEMID_COCONUT_BOMB:
  18100. case ITEMID_MELON_BOMB:
  18101. difficulty += 10;
  18102. break;
  18103. case ITEMID_PINEAPPLE_BOMB:
  18104. difficulty += 15;
  18105. break;
  18106. case ITEMID_BANANA_BOMB:
  18107. difficulty += 20;
  18108. break;
  18109. // GN_MIX_COOKING
  18110. case ITEMID_SAVAGE_FULL_ROAST:
  18111. case ITEMID_COCKTAIL_WARG_BLOOD:
  18112. case ITEMID_MINOR_STEW:
  18113. case ITEMID_SIROMA_ICED_TEA:
  18114. case ITEMID_DROSERA_HERB_SALAD:
  18115. case ITEMID_PETITE_TAIL_NOODLES:
  18116. difficulty += 15;
  18117. break;
  18118. }
  18119. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster's Job Level / 4) + (Caster's LUK / 2) + (Caster's DEX / 3)
  18120. if (skill_lv > 1) {
  18121. make_per -= difficulty;
  18122. // Determine quantity from difficulty
  18123. if (make_per >= 30)
  18124. qty = 10 + rnd() % 2;
  18125. else if (make_per >= 10)
  18126. qty = 10;
  18127. else if (make_per >= -10)
  18128. qty = 8;
  18129. else if (make_per >= -30)
  18130. qty = 5;
  18131. else
  18132. qty = 0;
  18133. } else {
  18134. if (make_per < difficulty)
  18135. qty = 0;
  18136. }
  18137. make_per = 100000; // Adjust success back to 100% for crafting
  18138. }
  18139. break;
  18140. default:
  18141. if (sd->menuskill_id == AM_PHARMACY &&
  18142. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  18143. { //Assume Cooking Dish
  18144. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  18145. make_per = 10000; //100% Success
  18146. else
  18147. make_per = 1200 * (sd->menuskill_val - 10)
  18148. + 20 * (sd->status.base_level + 1)
  18149. + 20 * (status->dex + 1)
  18150. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  18151. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  18152. - 10 * (100 - status->luk + 1)
  18153. - 500 * (num - 1)
  18154. - 100 * (rnd()%4 + 1);
  18155. break;
  18156. }
  18157. make_per = 5000;
  18158. break;
  18159. }
  18160. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  18161. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  18162. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  18163. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  18164. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  18165. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  18166. if( wlv >= 3 ){
  18167. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  18168. }
  18169. // Element Stone: -20%
  18170. if( ele ){
  18171. make_per -= 2000;
  18172. }
  18173. // Star Crumb: -15% each
  18174. make_per -= sc * 1500;
  18175. // Weapon level malus: -0/-10/-20/-30
  18176. if( wlv > 1 ){
  18177. make_per -= ( wlv * 1000 );
  18178. }
  18179. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  18180. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  18181. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  18182. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  18183. if (battle_config.wp_rate != 100)
  18184. make_per = make_per * battle_config.wp_rate / 100;
  18185. }
  18186. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  18187. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  18188. if (make_per < 1) make_per = 1;
  18189. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  18190. struct item tmp_item;
  18191. memset(&tmp_item,0,sizeof(tmp_item));
  18192. tmp_item.nameid = nameid;
  18193. tmp_item.amount = 1;
  18194. tmp_item.identify = 1;
  18195. if (equip) {
  18196. tmp_item.card[0] = CARD0_FORGE;
  18197. tmp_item.card[1] = ((sc*5)<<8)+ele;
  18198. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18199. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18200. } else {
  18201. //Flag is only used on the end, so it can be used here. [Skotlex]
  18202. switch (skill_id) {
  18203. case BS_DAGGER:
  18204. case BS_SWORD:
  18205. case BS_TWOHANDSWORD:
  18206. case BS_AXE:
  18207. case BS_MACE:
  18208. case BS_KNUCKLE:
  18209. case BS_SPEAR:
  18210. flag = battle_config.produce_item_name_input&0x1;
  18211. break;
  18212. case AM_PHARMACY:
  18213. case AM_TWILIGHT1:
  18214. case AM_TWILIGHT2:
  18215. case AM_TWILIGHT3:
  18216. flag = battle_config.produce_item_name_input&0x2;
  18217. break;
  18218. case AL_HOLYWATER:
  18219. case AB_ANCILLA:
  18220. flag = battle_config.produce_item_name_input&0x8;
  18221. break;
  18222. case ASC_CDP:
  18223. flag = battle_config.produce_item_name_input&0x10;
  18224. break;
  18225. default:
  18226. flag = battle_config.produce_item_name_input&0x80;
  18227. break;
  18228. }
  18229. if (flag) {
  18230. tmp_item.card[0] = CARD0_CREATE;
  18231. tmp_item.card[1] = 0;
  18232. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18233. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18234. }
  18235. }
  18236. // if(log_config.produce > 0)
  18237. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  18238. //TODO update PICKLOG
  18239. if (equip) {
  18240. clif_produceeffect(sd,0,nameid);
  18241. clif_misceffect(&sd->bl,3);
  18242. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  18243. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  18244. } else {
  18245. int fame = 0;
  18246. tmp_item.amount = 0;
  18247. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  18248. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  18249. tmp_item.amount = qty;
  18250. break;
  18251. }
  18252. if (qty == 1 || rnd()%10000 < make_per) { //Success
  18253. tmp_item.amount++;
  18254. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  18255. continue;
  18256. if (skill_id != AM_PHARMACY &&
  18257. skill_id != AM_TWILIGHT1 &&
  18258. skill_id != AM_TWILIGHT2 &&
  18259. skill_id != AM_TWILIGHT3)
  18260. continue;
  18261. //Add fame as needed.
  18262. switch(++sd->potion_success_counter) {
  18263. case 3:
  18264. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  18265. break;
  18266. case 5:
  18267. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  18268. break;
  18269. case 7:
  18270. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  18271. break;
  18272. case 10:
  18273. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  18274. sd->potion_success_counter = 0;
  18275. break;
  18276. }
  18277. } else //Failure
  18278. sd->potion_success_counter = 0;
  18279. }
  18280. if (fame)
  18281. pc_addfame(sd,fame);
  18282. //Visual effects and the like.
  18283. switch (skill_id) {
  18284. case AM_PHARMACY:
  18285. case AM_TWILIGHT1:
  18286. case AM_TWILIGHT2:
  18287. case AM_TWILIGHT3:
  18288. case ASC_CDP:
  18289. case GC_CREATENEWPOISON:
  18290. clif_produceeffect(sd,2,nameid);
  18291. clif_misceffect(&sd->bl,5);
  18292. break;
  18293. case BS_IRON:
  18294. case BS_STEEL:
  18295. case BS_ENCHANTEDSTONE:
  18296. clif_produceeffect(sd,0,nameid);
  18297. clif_misceffect(&sd->bl,3);
  18298. break;
  18299. default: //Those that don't require a skill?
  18300. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  18301. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  18302. if (sd->cook_mastery < 1999)
  18303. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  18304. }
  18305. break;
  18306. }
  18307. }
  18308. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  18309. int j, k = 0, l;
  18310. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  18311. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  18312. if (skill_changematerial_db[i].nameid == nameid){
  18313. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  18314. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  18315. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  18316. tmp_item.amount = (isStackable ? total_qty : 1);
  18317. for (l = 0; l < total_qty; l += tmp_item.amount) {
  18318. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18319. clif_additem(sd,0,0,flag);
  18320. if( battle_config.skill_drop_items_full ){
  18321. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18322. }
  18323. }
  18324. }
  18325. k++;
  18326. }
  18327. }
  18328. break;
  18329. }
  18330. }
  18331. if (k) {
  18332. clif_produceeffect(sd,6,nameid);
  18333. clif_misceffect(&sd->bl,5);
  18334. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  18335. return true;
  18336. }
  18337. } else if (tmp_item.amount) { //Success
  18338. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18339. clif_additem(sd,0,0,flag);
  18340. if( battle_config.skill_drop_items_full ){
  18341. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18342. }
  18343. }
  18344. switch (skill_id) {
  18345. case RK_RUNEMASTERY:
  18346. clif_produceeffect(sd, 4, nameid);
  18347. clif_misceffect(&sd->bl, 5);
  18348. break;
  18349. case GN_MIX_COOKING:
  18350. case GN_MAKEBOMB:
  18351. case GN_S_PHARMACY:
  18352. clif_produceeffect(sd, 6, nameid);
  18353. clif_misceffect(&sd->bl, 5);
  18354. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  18355. break;
  18356. }
  18357. return true;
  18358. }
  18359. }
  18360. //Failure
  18361. // if(log_config.produce)
  18362. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  18363. //TODO update PICKLOG
  18364. if (equip) {
  18365. clif_produceeffect(sd,1,nameid);
  18366. clif_misceffect(&sd->bl,2);
  18367. } else {
  18368. switch (skill_id) {
  18369. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  18370. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  18371. case AM_PHARMACY:
  18372. case AM_TWILIGHT1:
  18373. case AM_TWILIGHT2:
  18374. case AM_TWILIGHT3:
  18375. case GC_CREATENEWPOISON:
  18376. clif_produceeffect(sd,3,nameid);
  18377. clif_misceffect(&sd->bl,6);
  18378. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  18379. break;
  18380. case BS_IRON:
  18381. case BS_STEEL:
  18382. case BS_ENCHANTEDSTONE:
  18383. clif_produceeffect(sd,1,nameid);
  18384. clif_misceffect(&sd->bl,2);
  18385. break;
  18386. case RK_RUNEMASTERY:
  18387. clif_produceeffect(sd,5,nameid);
  18388. clif_misceffect(&sd->bl,6);
  18389. break;
  18390. case GN_MIX_COOKING:
  18391. if (qty == 0) {
  18392. item tmp_item;
  18393. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  18394. int rate = rnd() % 1000 + 1;
  18395. memset(&tmp_item, 0, sizeof(tmp_item));
  18396. if (rate < 500)
  18397. i = 0;
  18398. else if (rate < 750)
  18399. i = 1;
  18400. else if (rate < 850)
  18401. i = 2;
  18402. else if (rate < 950)
  18403. i = 3;
  18404. else
  18405. i = 4;
  18406. tmp_item.nameid = compensation[i];
  18407. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  18408. tmp_item.identify = 1;
  18409. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18410. clif_additem(sd,0,0,flag);
  18411. if( battle_config.skill_drop_items_full ){
  18412. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18413. }
  18414. }
  18415. clif_produceeffect(sd,7,nameid);
  18416. clif_misceffect(&sd->bl,6);
  18417. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  18418. }
  18419. break;
  18420. case GN_MAKEBOMB:
  18421. case GN_S_PHARMACY:
  18422. case GN_CHANGEMATERIAL:
  18423. clif_produceeffect(sd,7,nameid);
  18424. clif_misceffect(&sd->bl,6);
  18425. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  18426. break;
  18427. default:
  18428. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  18429. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  18430. if (sd->cook_mastery > 0)
  18431. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  18432. }
  18433. break;
  18434. }
  18435. }
  18436. return false;
  18437. }
  18438. /**
  18439. * Attempt to create arrow by specified material
  18440. * @param sd Player
  18441. * @param nameid Item ID of material
  18442. * @return True if created, False is failed
  18443. */
  18444. bool skill_arrow_create(struct map_session_data *sd, t_itemid nameid)
  18445. {
  18446. nullpo_ret(sd);
  18447. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  18448. return false;
  18449. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  18450. for (const auto &it : skill_arrow_db) {
  18451. if (nameid == it.second->nameid) {
  18452. arrow = it.second;
  18453. break;
  18454. }
  18455. }
  18456. short j;
  18457. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  18458. return false;
  18459. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  18460. for (const auto &it : arrow->created) {
  18461. char flag = 0;
  18462. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  18463. continue;
  18464. struct item tmp_item = { 0 };
  18465. tmp_item.identify = 1;
  18466. tmp_item.nameid = it.first;
  18467. tmp_item.amount = it.second;
  18468. if (battle_config.produce_item_name_input&0x4) {
  18469. tmp_item.card[0] = CARD0_CREATE;
  18470. tmp_item.card[1] = 0;
  18471. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18472. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18473. }
  18474. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18475. clif_additem(sd,0,0,flag);
  18476. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18477. }
  18478. }
  18479. return true;
  18480. }
  18481. /**
  18482. * Enchant weapon with poison
  18483. * @param sd Player
  18484. * @nameid Item ID of poison type
  18485. */
  18486. int skill_poisoningweapon(struct map_session_data *sd, t_itemid nameid)
  18487. {
  18488. nullpo_ret(sd);
  18489. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  18490. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18491. return 0;
  18492. }
  18493. sc_type type;
  18494. int chance;
  18495. //uint16 msg = 1443; //Official is using msgstringtable.txt
  18496. char output[CHAT_SIZE_MAX];
  18497. const char *msg;
  18498. switch( nameid ) {
  18499. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  18500. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  18501. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  18502. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  18503. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  18504. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  18505. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  18506. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  18507. default:
  18508. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18509. return 0;
  18510. }
  18511. status_change_end(&sd->bl, SC_POISONINGWEAPON, INVALID_TIMER); // End the status so a new poison can be applied (if changed)
  18512. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  18513. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  18514. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  18515. status_change_start(&sd->bl, &sd->bl, type, 10000, sd->menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  18516. sprintf(output, msg_txt(sd,721), msg);
  18517. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  18518. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  18519. clif_msg(sd,msg);
  18520. #endif*/
  18521. return 0;
  18522. }
  18523. /**
  18524. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  18525. * @param bl: Object
  18526. * @param skill_id: Skill invoking to determine if Magic type
  18527. */
  18528. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  18529. {
  18530. struct status_change *sc = status_get_sc(bl);
  18531. // non-offensive and non-magic skills do not affect the status
  18532. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  18533. return;
  18534. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  18535. if (sc->data[SC_MAGICPOWER]->val4) {
  18536. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  18537. } else {
  18538. sc->data[SC_MAGICPOWER]->val4 = 1;
  18539. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  18540. if(bl->type == BL_PC){// update current display.
  18541. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  18542. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  18543. }
  18544. }
  18545. }
  18546. }
  18547. int skill_magicdecoy(struct map_session_data *sd, t_itemid nameid) {
  18548. int x, y, i, class_, skill;
  18549. struct mob_data *md;
  18550. nullpo_ret(sd);
  18551. skill = sd->menuskill_val;
  18552. if( !nameid || !itemdb_group.item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  18553. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18554. return 0;
  18555. }
  18556. // Spawn Position
  18557. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  18558. x = sd->sc.comet_x;
  18559. y = sd->sc.comet_y;
  18560. sd->sc.comet_x = 0;
  18561. sd->sc.comet_y = 0;
  18562. sd->menuskill_val = 0;
  18563. // Item picked decides the mob class
  18564. switch(nameid) {
  18565. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  18566. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  18567. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  18568. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  18569. default:
  18570. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18571. return 0;
  18572. }
  18573. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  18574. if( md ) {
  18575. struct unit_data *ud = unit_bl2ud(&md->bl);
  18576. md->master_id = sd->bl.id;
  18577. md->special_state.ai = AI_FAW;
  18578. if(ud) {
  18579. ud->skill_id = NC_MAGICDECOY;
  18580. ud->skill_lv = skill;
  18581. }
  18582. if( md->deletetimer != INVALID_TIMER )
  18583. delete_timer(md->deletetimer, mob_timer_delete);
  18584. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  18585. mob_spawn(md);
  18586. }
  18587. return 0;
  18588. }
  18589. /**
  18590. * Process Warlock Spellbooks
  18591. * @param sd: Player data
  18592. * @param nameid: Spellbook item used
  18593. */
  18594. void skill_spellbook(struct map_session_data *sd, t_itemid nameid) {
  18595. nullpo_retv(sd);
  18596. if (reading_spellbook_db.empty())
  18597. return;
  18598. struct status_change *sc = status_get_sc(&sd->bl);
  18599. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  18600. if (sc == nullptr || sc->data[i] == nullptr)
  18601. break;
  18602. if (i == SC_MAXSPELLBOOK) {
  18603. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  18604. return;
  18605. }
  18606. }
  18607. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  18608. if (spell == nullptr)
  18609. return;
  18610. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(sd, skill_id);
  18611. if (skill_lv == 0) { // Caster hasn't learned the skill
  18612. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd, WL_READING_SB)));
  18613. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  18614. return;
  18615. }
  18616. int points = spell->points;
  18617. if (sc && sc->data[SC_FREEZE_SP]) {
  18618. if ((sc->data[SC_FREEZE_SP]->val2 + points) > 8 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10) {
  18619. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  18620. return;
  18621. }
  18622. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  18623. if (!sc->data[i]) {
  18624. sc->data[SC_FREEZE_SP]->val2 += points; // increase points
  18625. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18626. break;
  18627. }
  18628. }
  18629. } else {
  18630. sc_start2(&sd->bl, &sd->bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  18631. sc_start4(&sd->bl, &sd->bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18632. }
  18633. // Reading Spell Book SP cost same as the sealed spell.
  18634. status_zap(&sd->bl, 0, skill_get_sp(skill_id, skill_lv));
  18635. }
  18636. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  18637. int lv, prob, aslvl = 0;
  18638. uint16 id, sk_idx = 0;
  18639. nullpo_ret(sd);
  18640. if (sd->sc.data[SC_STOP]) {
  18641. aslvl = sd->sc.data[SC_STOP]->val1;
  18642. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  18643. }
  18644. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  18645. return 0;
  18646. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  18647. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  18648. return 0;
  18649. }
  18650. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  18651. lv = min(lv,sd->status.skill[sk_idx].lv);
  18652. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  18653. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  18654. return 0;
  18655. }
  18656. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  18657. int i;
  18658. nullpo_ret(sd);
  18659. nullpo_ret(item_list);
  18660. if( n <= 0 )
  18661. return 1;
  18662. for( i = 0; i < n; i++ ) {
  18663. t_itemid nameid, product;
  18664. int add_amount, del_amount, idx;
  18665. struct item tmp_item;
  18666. idx = item_list[i*2+0]-2;
  18667. if( idx < 0 || idx >= MAX_INVENTORY ){
  18668. return 1;
  18669. }
  18670. del_amount = item_list[i*2+1];
  18671. if( skill_lv == 2 )
  18672. del_amount -= (del_amount % 10);
  18673. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  18674. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  18675. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18676. return 1;
  18677. }
  18678. switch( nameid ) {
  18679. // Level 1
  18680. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  18681. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  18682. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  18683. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  18684. // Level 2
  18685. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  18686. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  18687. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  18688. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  18689. default:
  18690. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18691. return 1;
  18692. }
  18693. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  18694. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18695. return 1;
  18696. }
  18697. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  18698. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18699. return 1;
  18700. }
  18701. memset(&tmp_item,0,sizeof(tmp_item));
  18702. tmp_item.nameid = product;
  18703. tmp_item.amount = add_amount;
  18704. tmp_item.identify = 1;
  18705. if( tmp_item.amount ) {
  18706. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  18707. if( flag != 0 ) {
  18708. clif_additem(sd,0,0,flag);
  18709. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18710. }
  18711. }
  18712. }
  18713. return 0;
  18714. }
  18715. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  18716. int i, j, k, c, p = 0, amount;
  18717. t_itemid nameid;
  18718. nullpo_ret(sd);
  18719. nullpo_ret(item_list);
  18720. // Search for objects that can be created.
  18721. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  18722. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  18723. p = 0;
  18724. do {
  18725. c = 0;
  18726. // Verification of overlap between the objects required and the list submitted.
  18727. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  18728. if( skill_produce_db[i].mat_id[j] > 0 ) {
  18729. for( k = 0; k < n; k++ ) {
  18730. int idx = item_list[k*2+0]-2;
  18731. if( idx < 0 || idx >= MAX_INVENTORY ){
  18732. return 0;
  18733. }
  18734. nameid = sd->inventory.u.items_inventory[idx].nameid;
  18735. amount = item_list[k*2+1];
  18736. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  18737. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  18738. return 0;
  18739. }
  18740. 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]
  18741. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  18742. c++; // match
  18743. }
  18744. }
  18745. else
  18746. break; // No more items required
  18747. }
  18748. p++;
  18749. } while(n == j && c == n);
  18750. p--;
  18751. if ( p > 0 ) {
  18752. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  18753. return 1;
  18754. }
  18755. }
  18756. }
  18757. if( p == 0)
  18758. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  18759. return 0;
  18760. }
  18761. /**
  18762. * For Royal Guard's LG_TRAMPLE
  18763. */
  18764. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  18765. {
  18766. skill_unit *su = (struct skill_unit *)bl;
  18767. nullpo_ret(su);
  18768. std::shared_ptr<s_skill_unit_group> sg;
  18769. t_tick tick = va_arg(ap, t_tick);
  18770. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  18771. switch( sg->unit_id ) {
  18772. case UNT_CLAYMORETRAP:
  18773. case UNT_FIRINGTRAP:
  18774. case UNT_ICEBOUNDTRAP:
  18775. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  18776. break;
  18777. case UNT_LANDMINE:
  18778. case UNT_BLASTMINE:
  18779. case UNT_SHOCKWAVE:
  18780. case UNT_SANDMAN:
  18781. case UNT_FLASHER:
  18782. case UNT_FREEZINGTRAP:
  18783. case UNT_CLUSTERBOMB:
  18784. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  18785. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18786. else
  18787. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18788. break;
  18789. }
  18790. // Traps aren't recovered.
  18791. skill_delunit(su);
  18792. }
  18793. return 0;
  18794. }
  18795. /*==========================================
  18796. *
  18797. *------------------------------------------*/
  18798. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  18799. int i;
  18800. nullpo_retr(-1, sd);
  18801. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  18802. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  18803. }
  18804. TIMER_FUNC(skill_blockpc_end){
  18805. struct map_session_data *sd = map_id2sd(id);
  18806. int i = (int)data;
  18807. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  18808. return 0;
  18809. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  18810. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  18811. return 0;
  18812. }
  18813. aFree(sd->scd[i]);
  18814. sd->scd[i] = NULL;
  18815. return 1;
  18816. }
  18817. /**
  18818. * Flags a singular skill as being blocked from persistent usage.
  18819. * @param sd the player the skill delay affects
  18820. * @param skill_id the skill which should be delayed
  18821. * @param tick the length of time the delay should last
  18822. * @param load whether this assignment is being loaded upon player login
  18823. * @return 0 if successful, -1 otherwise
  18824. */
  18825. int skill_blockpc_start(struct map_session_data *sd, int skill_id, t_tick tick) {
  18826. int i;
  18827. nullpo_retr(-1, sd);
  18828. if (!skill_id || tick < 1)
  18829. return -1;
  18830. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  18831. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  18832. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18833. aFree(sd->scd[i]);
  18834. sd->scd[i] = NULL;
  18835. }
  18836. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  18837. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  18838. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  18839. sd->scd[i]->skill_id = skill_id;
  18840. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  18841. if (battle_config.display_status_timers && tick > 0)
  18842. clif_skill_cooldown(sd, skill_id, tick);
  18843. return 1;
  18844. } else {
  18845. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  18846. return 0;
  18847. }
  18848. }
  18849. int skill_blockpc_clear(struct map_session_data *sd) {
  18850. int i;
  18851. nullpo_ret(sd);
  18852. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  18853. if (!sd->scd[i])
  18854. continue;
  18855. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18856. aFree(sd->scd[i]);
  18857. sd->scd[i] = NULL;
  18858. }
  18859. return 1;
  18860. }
  18861. TIMER_FUNC(skill_blockhomun_end){
  18862. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  18863. if (hd) {
  18864. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  18865. if (skill != hd->blockskill.end())
  18866. hd->blockskill.erase(skill);
  18867. }
  18868. return 1;
  18869. }
  18870. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  18871. {
  18872. nullpo_retr(-1, hd);
  18873. if (!skill_db.exists(skill_id))
  18874. return -1;
  18875. auto skill = util::vector_get(hd->blockskill, skill_id);
  18876. if (tick < 1 && skill != hd->blockskill.end()) {
  18877. hd->blockskill.erase(skill);
  18878. return -1;
  18879. }
  18880. hd->blockskill.push_back(skill_id);
  18881. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  18882. }
  18883. TIMER_FUNC(skill_blockmerc_end){
  18884. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  18885. if (md) {
  18886. auto skill = util::vector_get(md->blockskill, (uint16)data);
  18887. if (skill != md->blockskill.end())
  18888. md->blockskill.erase(skill);
  18889. }
  18890. return 1;
  18891. }
  18892. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  18893. {
  18894. nullpo_retr(-1, md);
  18895. if (!skill_db.exists(skill_id))
  18896. return -1;
  18897. auto skill = util::vector_get(md->blockskill, skill_id);
  18898. if (tick < 1 && skill != md->blockskill.end()) {
  18899. md->blockskill.erase(skill);
  18900. return -1;
  18901. }
  18902. md->blockskill.push_back(skill_id);
  18903. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  18904. }
  18905. /**
  18906. * Adds a new skill unit entry for this player to recast after map load
  18907. * @param sd: Player
  18908. * @param skill_id: Skill ID to save
  18909. * @param skill_lv: Skill level to save
  18910. */
  18911. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  18912. {
  18913. struct skill_usave *sus = NULL;
  18914. if (idb_exists(skillusave_db,sd->status.char_id))
  18915. idb_remove(skillusave_db,sd->status.char_id);
  18916. CREATE(sus, struct skill_usave, 1);
  18917. idb_put(skillusave_db, sd->status.char_id, sus);
  18918. sus->skill_id = skill_id;
  18919. sus->skill_lv = skill_lv;
  18920. }
  18921. /**
  18922. * Loads saved skill unit entries for this player after map load
  18923. * @param sd: Player
  18924. */
  18925. void skill_usave_trigger(struct map_session_data *sd)
  18926. {
  18927. skill_usave *sus;
  18928. std::shared_ptr<s_skill_unit_group> group;
  18929. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  18930. return;
  18931. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  18932. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  18933. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  18934. idb_remove(skillusave_db, sd->status.char_id);
  18935. }
  18936. /*
  18937. *
  18938. */
  18939. int skill_split_str (char *str, char **val, int num)
  18940. {
  18941. int i;
  18942. for( i = 0; i < num && str; i++ ) {
  18943. val[i] = str;
  18944. str = strchr(str,',');
  18945. if( str )
  18946. *str++ = 0;
  18947. }
  18948. return i;
  18949. }
  18950. /*
  18951. *
  18952. */
  18953. void skill_init_unit_layout (void) {
  18954. int i,j,pos = 0;
  18955. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  18956. // standard square layouts go first
  18957. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  18958. int size = i*2+1;
  18959. skill_unit_layout[i].count = size*size;
  18960. for (j=0; j<size*size; j++) {
  18961. skill_unit_layout[i].dx[j] = (j%size-i);
  18962. skill_unit_layout[i].dy[j] = (j/size-i);
  18963. }
  18964. }
  18965. // afterwards add special ones
  18966. pos = i;
  18967. for (const auto &it : skill_db) {
  18968. std::shared_ptr<s_skill_db> skill = it.second;
  18969. uint16 skill_id = skill->nameid;
  18970. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  18971. continue;
  18972. if( skill_id == EL_FIRE_MANTLE ) {
  18973. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  18974. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  18975. skill_unit_layout[pos].count = 8;
  18976. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18977. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18978. } else {
  18979. switch (skill_id) {
  18980. case MG_FIREWALL:
  18981. case WZ_ICEWALL:
  18982. case WL_EARTHSTRAIN:
  18983. case RL_FIRE_RAIN:
  18984. // these will be handled later
  18985. break;
  18986. case PR_SANCTUARY:
  18987. case NPC_EVILLAND: {
  18988. static const int dx[] = {
  18989. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  18990. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  18991. static const int dy[]={
  18992. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  18993. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  18994. skill_unit_layout[pos].count = 21;
  18995. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18996. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18997. }
  18998. break;
  18999. case PR_MAGNUS: {
  19000. static const int dx[] = {
  19001. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  19002. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  19003. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  19004. static const int dy[] = {
  19005. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  19006. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  19007. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  19008. skill_unit_layout[pos].count = 33;
  19009. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19010. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19011. }
  19012. break;
  19013. case AS_VENOMDUST: {
  19014. static const int dx[] = {-1, 0, 0, 0, 1};
  19015. static const int dy[] = { 0,-1, 0, 1, 0};
  19016. skill_unit_layout[pos].count = 5;
  19017. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19018. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19019. }
  19020. break;
  19021. case CR_GRANDCROSS:
  19022. case NPC_GRANDDARKNESS: {
  19023. static const int dx[] = {
  19024. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  19025. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  19026. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  19027. static const int dy[] = {
  19028. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  19029. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  19030. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  19031. skill_unit_layout[pos].count = 29;
  19032. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19033. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19034. }
  19035. break;
  19036. case PF_FOGWALL: {
  19037. static const int dx[] = {
  19038. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  19039. static const int dy[] = {
  19040. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  19041. skill_unit_layout[pos].count = 15;
  19042. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19043. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19044. }
  19045. break;
  19046. case PA_GOSPEL: {
  19047. static const int dx[] = {
  19048. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  19049. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  19050. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  19051. -1, 0, 1};
  19052. static const int dy[] = {
  19053. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  19054. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  19055. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  19056. 3, 3, 3};
  19057. skill_unit_layout[pos].count = 33;
  19058. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19059. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19060. }
  19061. break;
  19062. case NJ_KAENSIN: {
  19063. 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};
  19064. 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};
  19065. skill_unit_layout[pos].count = 24;
  19066. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19067. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19068. }
  19069. break;
  19070. case NJ_TATAMIGAESHI: {
  19071. //Level 1 (count 4, cross of 3x3)
  19072. static const int dx1[] = {-1, 1, 0, 0};
  19073. static const int dy1[] = { 0, 0,-1, 1};
  19074. //Level 2-3 (count 8, cross of 5x5)
  19075. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  19076. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  19077. //Level 4-5 (count 12, cross of 7x7
  19078. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  19079. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  19080. //lv1
  19081. j = 0;
  19082. skill_unit_layout[pos].count = 4;
  19083. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  19084. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  19085. skill->unit_layout_type[j] = pos;
  19086. //lv2/3
  19087. j++;
  19088. pos++;
  19089. skill_unit_layout[pos].count = 8;
  19090. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  19091. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  19092. skill->unit_layout_type[j] = pos;
  19093. skill->unit_layout_type[++j] = pos;
  19094. //lv4/5
  19095. j++;
  19096. pos++;
  19097. skill_unit_layout[pos].count = 12;
  19098. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  19099. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  19100. skill->unit_layout_type[j] = pos;
  19101. skill->unit_layout_type[++j] = pos;
  19102. //Fill in the rest using lv 5.
  19103. for (;j<MAX_SKILL_LEVEL;j++)
  19104. skill->unit_layout_type[j] = pos;
  19105. //Skip, this way the check below will fail and continue to the next skill.
  19106. pos++;
  19107. }
  19108. break;
  19109. case GN_WALLOFTHORN: {
  19110. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  19111. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  19112. skill_unit_layout[pos].count = 16;
  19113. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19114. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19115. }
  19116. break;
  19117. case NPC_FLAMECROSS: {
  19118. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  19119. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  19120. skill_unit_layout[pos].count = 8;
  19121. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19122. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19123. }
  19124. break;
  19125. default:
  19126. ShowError("unknown unit layout at skill %d\n",i);
  19127. break;
  19128. }
  19129. }
  19130. if (!skill_unit_layout[pos].count)
  19131. continue;
  19132. for (j=0;j<MAX_SKILL_LEVEL;j++)
  19133. skill->unit_layout_type[j] = pos;
  19134. pos++;
  19135. }
  19136. // firewall and icewall have 8 layouts (direction-dependent)
  19137. firewall_unit_pos = pos;
  19138. for (i=0;i<8;i++) {
  19139. if (i&1) {
  19140. skill_unit_layout[pos].count = 5;
  19141. if (i&0x2) {
  19142. int dx[] = {-1,-1, 0, 0, 1};
  19143. int dy[] = { 1, 0, 0,-1,-1};
  19144. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19145. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19146. } else {
  19147. int dx[] = { 1, 1 ,0, 0,-1};
  19148. int dy[] = { 1, 0, 0,-1,-1};
  19149. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19150. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19151. }
  19152. } else {
  19153. skill_unit_layout[pos].count = 3;
  19154. if (i%4==0) {
  19155. int dx[] = {-1, 0, 1};
  19156. int dy[] = { 0, 0, 0};
  19157. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19158. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19159. } else {
  19160. int dx[] = { 0, 0, 0};
  19161. int dy[] = {-1, 0, 1};
  19162. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19163. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19164. }
  19165. }
  19166. pos++;
  19167. }
  19168. icewall_unit_pos = pos;
  19169. for (i=0;i<8;i++) {
  19170. skill_unit_layout[pos].count = 5;
  19171. if (i&1) {
  19172. if (i&0x2) {
  19173. int dx[] = {-2,-1, 0, 1, 2};
  19174. int dy[] = { 2, 1, 0,-1,-2};
  19175. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19176. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19177. } else {
  19178. int dx[] = { 2, 1 ,0,-1,-2};
  19179. int dy[] = { 2, 1, 0,-1,-2};
  19180. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19181. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19182. }
  19183. } else {
  19184. if (i%4==0) {
  19185. int dx[] = {-2,-1, 0, 1, 2};
  19186. int dy[] = { 0, 0, 0, 0, 0};
  19187. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19188. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19189. } else {
  19190. int dx[] = { 0, 0, 0, 0, 0};
  19191. int dy[] = {-2,-1, 0, 1, 2};
  19192. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19193. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19194. }
  19195. }
  19196. pos++;
  19197. }
  19198. earthstrain_unit_pos = pos;
  19199. for( i = 0; i < 8; i++ )
  19200. { // For each Direction
  19201. skill_unit_layout[pos].count = 15;
  19202. switch( i )
  19203. {
  19204. case 0: case 1: case 3: case 4: case 5: case 7:
  19205. {
  19206. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  19207. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19208. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19209. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19210. }
  19211. break;
  19212. case 2:
  19213. case 6:
  19214. {
  19215. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19216. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  19217. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19218. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19219. }
  19220. break;
  19221. }
  19222. pos++;
  19223. }
  19224. firerain_unit_pos = pos;
  19225. for( i = 0; i < 8; i++ ) {
  19226. skill_unit_layout[pos].count = 3;
  19227. switch( i ) {
  19228. case 0: case 1: case 3: case 4: case 5: case 7:
  19229. {
  19230. static const int dx[] = {-1, 0, 1};
  19231. static const int dy[] = { 0, 0, 0};
  19232. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19233. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19234. }
  19235. break;
  19236. case 2:
  19237. case 6:
  19238. {
  19239. static const int dx[] = { 0, 0, 0};
  19240. static const int dy[] = {-1, 0, 1};
  19241. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19242. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19243. }
  19244. break;
  19245. }
  19246. pos++;
  19247. }
  19248. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  19249. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  19250. }
  19251. void skill_init_nounit_layout (void) {
  19252. int i, pos = 0;
  19253. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  19254. for( i = 0; i < 8; i++ ) {
  19255. if( i&1 ) {
  19256. skill_nounit_layout[pos].count = 33;
  19257. if( i&2 ) {
  19258. if( i&4 ) { // 7
  19259. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  19260. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  19261. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19262. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19263. } else { // 3
  19264. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  19265. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  19266. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19267. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19268. }
  19269. } else {
  19270. if( i&4 ) { // 5
  19271. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  19272. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  19273. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19274. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19275. } else { // 1
  19276. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  19277. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  19278. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19279. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19280. }
  19281. }
  19282. } else {
  19283. skill_nounit_layout[pos].count = 21;
  19284. if( i&2 ) {
  19285. if( i&4 ) { // 6
  19286. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  19287. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  19288. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19289. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19290. } else { // 2
  19291. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  19292. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  19293. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19294. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19295. }
  19296. } else {
  19297. if( i&4 ) { // 4
  19298. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  19299. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  19300. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19301. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19302. } else { // 0
  19303. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  19304. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  19305. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19306. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19307. }
  19308. }
  19309. }
  19310. pos++;
  19311. }
  19312. for( i = 0; i < 8; i++ ) {
  19313. if( i&1 ) {
  19314. skill_nounit_layout[pos].count = 74;
  19315. if( i&2 ) {
  19316. if( i&4 ) { // 7
  19317. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  19318. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  19319. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  19320. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19321. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  19322. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  19323. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  19324. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19325. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19326. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19327. } else { // 3
  19328. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  19329. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  19330. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  19331. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19332. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  19333. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  19334. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  19335. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19336. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19337. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19338. }
  19339. } else {
  19340. if( i&4 ) { // 5
  19341. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  19342. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  19343. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  19344. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19345. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  19346. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  19347. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  19348. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19349. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19350. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19351. } else { // 1
  19352. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  19353. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  19354. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  19355. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19356. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  19357. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  19358. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  19359. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19360. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19361. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19362. }
  19363. }
  19364. } else {
  19365. skill_nounit_layout[pos].count = 44;
  19366. if( i&2 ) {
  19367. if( i&4 ) { // 6
  19368. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  19369. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  19370. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19371. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19372. } else { // 2
  19373. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  19374. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  19375. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19376. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19377. }
  19378. } else {
  19379. if( i&4 ) { // 4
  19380. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19381. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19382. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19383. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19384. } else { // 0
  19385. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19386. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19387. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19388. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19389. }
  19390. }
  19391. }
  19392. pos++;
  19393. }
  19394. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  19395. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  19396. }
  19397. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  19398. struct status_change *sc = status_get_sc(bl);
  19399. if( !sc || !bl || !skill_id )
  19400. return 0; // Can do it
  19401. switch (type) {
  19402. case SC_ANKLE:
  19403. if (skill_id == AL_TELEPORT)
  19404. return 1;
  19405. break;
  19406. case SC_STASIS:
  19407. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  19408. return 1; // Can't do it.
  19409. break;
  19410. case SC_KAGEHUMI:
  19411. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  19412. return 1;
  19413. case SC_BITE:
  19414. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  19415. return 1;
  19416. break;
  19417. }
  19418. return 0;
  19419. }
  19420. /* Determines whether a skill is currently active or not
  19421. * Used for purposes of cancelling SP usage when disabling a skill
  19422. */
  19423. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  19424. {
  19425. switch( skill_id ) { //HP & SP Consumption Check
  19426. case BS_MAXIMIZE:
  19427. case NV_TRICKDEAD:
  19428. case TF_HIDING:
  19429. case AS_CLOAKING:
  19430. case GC_CLOAKINGEXCEED:
  19431. case ST_CHASEWALK:
  19432. case CR_DEFENDER:
  19433. case CR_SHRINK:
  19434. case CR_AUTOGUARD:
  19435. case ML_DEFENDER:
  19436. case ML_AUTOGUARD:
  19437. case PA_GOSPEL:
  19438. case GS_GATLINGFEVER:
  19439. case TK_READYCOUNTER:
  19440. case TK_READYDOWN:
  19441. case TK_READYSTORM:
  19442. case TK_READYTURN:
  19443. case TK_RUN:
  19444. case SG_FUSION:
  19445. case KO_YAMIKUMO:
  19446. case RA_WUGDASH:
  19447. case RA_CAMOUFLAGE:
  19448. case SJ_LUNARSTANCE:
  19449. case SJ_STARSTANCE:
  19450. case SJ_UNIVERSESTANCE:
  19451. case SJ_SUNSTANCE:
  19452. case SP_SOULCOLLECT:
  19453. if( sc->data[status_skill2sc(skill_id)] )
  19454. return 1;
  19455. break;
  19456. // These 2 skills contain a master and are not correctly pulled using skill2sc
  19457. case NC_NEUTRALBARRIER:
  19458. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  19459. return 1;
  19460. break;
  19461. case NC_STEALTHFIELD:
  19462. if( sc->data[SC_STEALTHFIELD_MASTER] )
  19463. return 1;
  19464. break;
  19465. }
  19466. return 0;
  19467. }
  19468. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  19469. int type = 0;
  19470. switch( skill_id ) {
  19471. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  19472. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  19473. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  19474. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  19475. }
  19476. type += skill_lv - 1;
  19477. return type;
  19478. }
  19479. /**
  19480. * Check before do `unit_movepos` call
  19481. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  19482. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  19483. **/
  19484. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  19485. struct status_change *sc;
  19486. nullpo_retr(false, bl);
  19487. struct map_data *mapdata = map_getmapdata(bl->m);
  19488. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  19489. return false;
  19490. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  19491. return false;
  19492. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  19493. return false;
  19494. sc = status_get_sc(bl);
  19495. if (sc && sc->data[SC_SV_ROOTTWIST])
  19496. return false;
  19497. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  19498. }
  19499. /**
  19500. * Get skill duration after adjustments by skill_duration mapflag
  19501. * @param mapdata: Source map data
  19502. * @param skill_id: Skill ID
  19503. * @param skill_lv: Skill level
  19504. * @return Adjusted skill duration
  19505. */
  19506. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  19507. int time = 0;
  19508. if (!(time = skill_get_time(skill_id, skill_lv)))
  19509. return 0;
  19510. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  19511. return time / 100 * mapdata->skill_duration[skill_id];
  19512. return time;
  19513. }
  19514. const std::string SkillDatabase::getDefaultLocation() {
  19515. return std::string(db_path) + "/skill_db.yml";
  19516. }
  19517. template<typename T, size_t S> bool SkillDatabase::parseNode(std::string nodeName, std::string subNodeName, YAML::Node node, T (&arr)[S]) {
  19518. int32 value;
  19519. if (node[nodeName].IsScalar()) {
  19520. if (!this->asInt32(node, nodeName, value))
  19521. return false;
  19522. for (size_t i = 0; i < S; i++)
  19523. arr[i] = value;
  19524. } else {
  19525. uint16 max_level = 0;
  19526. for (const YAML::Node &it : node[nodeName]) {
  19527. uint16 skill_lv;
  19528. if (!this->asUInt16(it, "Level", skill_lv))
  19529. continue;
  19530. if (skill_lv > MAX_SKILL_LEVEL) {
  19531. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  19532. return false;
  19533. }
  19534. if (!this->asInt32(it, subNodeName, value))
  19535. continue;
  19536. arr[skill_lv - 1] = value;
  19537. max_level = max(max_level, skill_lv);
  19538. }
  19539. size_t i = max_level, j;
  19540. // Check for linear change with increasing steps until we reach half of the data acquired.
  19541. for (size_t step = 1; step <= i / 2; step++) {
  19542. int diff = arr[i - 1] - arr[i - step - 1];
  19543. for (j = i - 1; j >= step; j--) {
  19544. if ((arr[j] - arr[j - step]) != diff)
  19545. break;
  19546. }
  19547. if (j >= step) // No match, try next step.
  19548. continue;
  19549. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  19550. arr[i] = arr[i - step] + diff;
  19551. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  19552. arr[i] = 1;
  19553. diff = 0;
  19554. step = 1;
  19555. }
  19556. }
  19557. return true;
  19558. }
  19559. // Unable to determine linear trend, fill remaining array values with last value
  19560. for (; i < S; i++)
  19561. arr[i] = arr[max_level - 1];
  19562. }
  19563. return true;
  19564. }
  19565. /**
  19566. * Reads and parses an entry from the skill_db.
  19567. * @param node: YAML node containing the entry.
  19568. * @return count of successfully parsed rows
  19569. */
  19570. uint64 SkillDatabase::parseBodyNode(const YAML::Node &node) {
  19571. uint16 skill_id;
  19572. if (!this->asUInt16(node, "Id", skill_id))
  19573. return 0;
  19574. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  19575. bool exists = skill != nullptr;
  19576. if (!exists) {
  19577. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  19578. return 0;
  19579. skill = std::make_shared<s_skill_db>();
  19580. skill->nameid = skill_id;
  19581. }
  19582. if (this->nodeExists(node, "Name")) {
  19583. std::string name;
  19584. if (!this->asString(node, "Name", name))
  19585. return 0;
  19586. name.resize(SKILL_NAME_LENGTH);
  19587. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  19588. }
  19589. if (this->nodeExists(node, "Description")) {
  19590. std::string name;
  19591. if (!this->asString(node, "Description", name))
  19592. return 0;
  19593. name.resize(SKILL_DESC_LENGTH);
  19594. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  19595. }
  19596. if (this->nodeExists(node, "MaxLevel")) {
  19597. uint16 skill_lv;
  19598. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  19599. return 0;
  19600. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  19601. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  19602. return 0;
  19603. }
  19604. skill->max = skill_lv;
  19605. }
  19606. if (this->nodeExists(node, "Type")) {
  19607. std::string type;
  19608. if (!this->asString(node, "Type", type))
  19609. return 0;
  19610. std::string type_constant = "BF_" + type;
  19611. int64 constant;
  19612. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19613. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  19614. return 0;
  19615. }
  19616. if (constant < BF_NONE || constant > BF_MISC) {
  19617. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  19618. return 0;
  19619. }
  19620. skill->skill_type = static_cast<e_battle_flag>(constant);
  19621. } else {
  19622. if (!exists)
  19623. skill->skill_type = BF_NONE;
  19624. }
  19625. if (this->nodeExists(node, "TargetType")) {
  19626. std::string inf;
  19627. if (!this->asString(node, "TargetType", inf))
  19628. return 0;
  19629. std::string inf_constant = "INF_" + inf + "_SKILL";
  19630. int64 constant;
  19631. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  19632. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  19633. return 0;
  19634. }
  19635. skill->inf = static_cast<uint16>(constant);
  19636. }
  19637. if (this->nodeExists(node, "DamageFlags")) {
  19638. const YAML::Node &damageNode = node["DamageFlags"];
  19639. for (const auto &it : damageNode) {
  19640. std::string nk = it.first.as<std::string>(), nk_constant = "NK_" + nk;
  19641. int64 constant;
  19642. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  19643. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  19644. return 0;
  19645. }
  19646. bool active;
  19647. if (!this->asBool(damageNode, nk, active))
  19648. return 0;
  19649. if (active)
  19650. skill->nk.set(static_cast<uint8>(constant));
  19651. else
  19652. skill->nk.reset(static_cast<uint8>(constant));
  19653. }
  19654. }
  19655. if (this->nodeExists(node, "Flags")) {
  19656. const YAML::Node &infoNode = node["Flags"];
  19657. for (const auto &it : infoNode) {
  19658. std::string inf2 = it.first.as<std::string>(), inf2_constant = "INF2_" + inf2;
  19659. int64 constant;
  19660. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  19661. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  19662. continue;
  19663. }
  19664. bool active;
  19665. if (!this->asBool(infoNode, inf2, active))
  19666. return 0;
  19667. if (active)
  19668. skill->inf2.set(static_cast<uint8>(constant));
  19669. else
  19670. skill->inf2.reset(static_cast<uint8>(constant));
  19671. }
  19672. }
  19673. if (this->nodeExists(node, "Range")) {
  19674. if (!this->parseNode("Range", "Size", node, skill->range))
  19675. return 0;
  19676. } else {
  19677. if (!exists)
  19678. memset(skill->range, 0, sizeof(skill->range));
  19679. }
  19680. if (this->nodeExists(node, "Hit")) {
  19681. std::string hit;
  19682. if (!this->asString(node, "Hit", hit))
  19683. return 0;
  19684. std::string hit_constant = "DMG_" + hit;
  19685. int64 constant;
  19686. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  19687. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  19688. return 0;
  19689. }
  19690. skill->hit = static_cast<e_damage_type>(constant);
  19691. } else {
  19692. if (!exists)
  19693. skill->hit = DMG_NORMAL;
  19694. }
  19695. if (this->nodeExists(node, "HitCount")) {
  19696. if (!this->parseNode("HitCount", "Count", node, skill->num))
  19697. return 0;
  19698. } else {
  19699. if (!exists)
  19700. memset(skill->num, 0, sizeof(skill->num));
  19701. }
  19702. if (this->nodeExists(node, "Element")) {
  19703. const YAML::Node &elementNode = node["Element"];
  19704. std::string element;
  19705. if (elementNode.IsScalar()) {
  19706. if (!this->asString(node, "Element", element))
  19707. return 0;
  19708. std::string element_constant = "ELE_" + element;
  19709. int64 constant;
  19710. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19711. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19712. return 0;
  19713. }
  19714. if (constant == ELE_NONE) {
  19715. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19716. return 0;
  19717. }
  19718. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  19719. } else {
  19720. for (const YAML::Node &it : elementNode) {
  19721. uint16 skill_lv;
  19722. if (!this->asUInt16(it, "Level", skill_lv))
  19723. continue;
  19724. if (skill_lv > MAX_SKILL_LEVEL) {
  19725. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  19726. return false;
  19727. }
  19728. if (!this->asString(it, "Element", element))
  19729. continue;
  19730. std::string element_constant = "ELE_" + element;
  19731. int64 constant;
  19732. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19733. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19734. return 0;
  19735. }
  19736. if (constant == ELE_NONE) {
  19737. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19738. return 0;
  19739. }
  19740. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  19741. }
  19742. }
  19743. } else {
  19744. if (!exists)
  19745. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  19746. }
  19747. if (this->nodeExists(node, "SplashArea")) {
  19748. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  19749. return 0;
  19750. } else {
  19751. if (!exists)
  19752. memset(skill->splash, 0, sizeof(skill->splash));
  19753. }
  19754. if (this->nodeExists(node, "ActiveInstance")) {
  19755. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  19756. return 0;
  19757. } else {
  19758. if (!exists)
  19759. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  19760. }
  19761. if (this->nodeExists(node, "Knockback")) {
  19762. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  19763. return 0;
  19764. } else {
  19765. if (!exists)
  19766. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  19767. }
  19768. if (this->nodeExists(node, "CopyFlags")) {
  19769. const YAML::Node &copyNode = node["CopyFlags"];
  19770. if (this->nodeExists(copyNode, "Skill")) {
  19771. const YAML::Node &copyskillNode = copyNode["Skill"];
  19772. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  19773. bool active;
  19774. if (!this->asBool(copyskillNode, "Plagiarism", active))
  19775. return 0;
  19776. if (active)
  19777. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  19778. else
  19779. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  19780. }
  19781. if (this->nodeExists(copyskillNode, "Reproduce")) {
  19782. bool active;
  19783. if (!this->asBool(copyskillNode, "Reproduce", active))
  19784. return 0;
  19785. if (active)
  19786. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  19787. else
  19788. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  19789. }
  19790. } else {
  19791. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  19792. return 0;
  19793. }
  19794. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  19795. const YAML::Node &copyreqNode = copyNode["RemoveRequirement"];
  19796. for (const auto &it : copyreqNode) {
  19797. std::string req = it.first.as<std::string>(), req_constant = "SKILL_REQ_" + req;
  19798. int64 constant;
  19799. if (!script_get_constant(req_constant.c_str(), &constant)) {
  19800. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  19801. return 0;
  19802. }
  19803. skill->copyable.req_opt |= constant;
  19804. }
  19805. } else {
  19806. if (!exists)
  19807. skill->copyable.req_opt = 0;
  19808. }
  19809. }
  19810. if (this->nodeExists(node, "NoNearNpc")) {
  19811. const YAML::Node &npcNode = node["NoNearNpc"];
  19812. if (this->nodeExists(npcNode, "AdditionalRange")) {
  19813. uint16 range;
  19814. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  19815. return 0;
  19816. skill->unit_nonearnpc_range = range;
  19817. } else {
  19818. if (!exists)
  19819. skill->unit_nonearnpc_range = 0;
  19820. }
  19821. if (this->nodeExists(npcNode, "Type")) {
  19822. const YAML::Node &npctypeNode = npcNode["Type"];
  19823. for (const auto &it : npctypeNode) {
  19824. std::string type = it.first.as<std::string>(), type_constant = "SKILL_NONEAR_" + type;
  19825. int64 constant;
  19826. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19827. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  19828. return 0;
  19829. }
  19830. bool active;
  19831. if (!this->asBool(npctypeNode, type, active))
  19832. return 0;
  19833. if (active)
  19834. skill->unit_nonearnpc_type |= constant;
  19835. else
  19836. skill->unit_nonearnpc_type &= ~constant;
  19837. }
  19838. } else {
  19839. if (!exists)
  19840. skill->unit_nonearnpc_type = 0;
  19841. }
  19842. }
  19843. if (this->nodeExists(node, "CastCancel")) {
  19844. bool active;
  19845. if (!this->asBool(node, "CastCancel", active))
  19846. return 0;
  19847. skill->castcancel = active;
  19848. } else {
  19849. if (!exists)
  19850. skill->castcancel = false;
  19851. }
  19852. if (this->nodeExists(node, "CastDefenseReduction")) {
  19853. uint16 reduction;
  19854. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  19855. return 0;
  19856. skill->cast_def_rate = reduction;
  19857. } else {
  19858. if (!exists)
  19859. skill->cast_def_rate = 0;
  19860. }
  19861. if (this->nodeExists(node, "CastTime")) {
  19862. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  19863. return 0;
  19864. } else {
  19865. if (!exists)
  19866. memset(skill->cast, 0, sizeof(skill->cast));
  19867. }
  19868. if (this->nodeExists(node, "AfterCastActDelay")) {
  19869. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  19870. return 0;
  19871. } else {
  19872. if (!exists)
  19873. memset(skill->delay, 0, sizeof(skill->delay));
  19874. }
  19875. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  19876. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  19877. return 0;
  19878. } else {
  19879. if (!exists)
  19880. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  19881. }
  19882. if (this->nodeExists(node, "Duration1")) {
  19883. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  19884. return 0;
  19885. } else {
  19886. if (!exists)
  19887. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  19888. }
  19889. if (this->nodeExists(node, "Duration2")) {
  19890. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  19891. return 0;
  19892. } else {
  19893. if (!exists)
  19894. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  19895. }
  19896. if (this->nodeExists(node, "Cooldown")) {
  19897. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  19898. return 0;
  19899. } else {
  19900. if (!exists)
  19901. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  19902. }
  19903. #ifdef RENEWAL_CAST
  19904. if (this->nodeExists(node, "FixedCastTime")) {
  19905. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  19906. return 0;
  19907. } else {
  19908. if (!exists)
  19909. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  19910. }
  19911. #endif
  19912. if (this->nodeExists(node, "CastTimeFlags")) {
  19913. const YAML::Node &castNode = node["CastTimeFlags"];
  19914. for (const auto &it : castNode) {
  19915. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  19916. int64 constant;
  19917. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  19918. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  19919. return 0;
  19920. }
  19921. bool active;
  19922. if (!this->asBool(castNode, flag, active))
  19923. return 0;
  19924. if (active)
  19925. skill->castnodex |= constant;
  19926. else
  19927. skill->castnodex &= ~constant;
  19928. }
  19929. }
  19930. if (this->nodeExists(node, "CastDelayFlags")) {
  19931. const YAML::Node &castNode = node["CastDelayFlags"];
  19932. for (const auto &it : castNode) {
  19933. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  19934. int64 constant;
  19935. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  19936. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  19937. return 0;
  19938. }
  19939. bool active;
  19940. if (!this->asBool(castNode, flag, active))
  19941. return 0;
  19942. if (active)
  19943. skill->delaynodex |= constant;
  19944. else
  19945. skill->delaynodex &= ~constant;
  19946. }
  19947. }
  19948. if (this->nodeExists(node, "Requires")) {
  19949. const YAML::Node &requireNode = node["Requires"];
  19950. if (this->nodeExists(requireNode, "HpCost")) {
  19951. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  19952. return 0;
  19953. } else {
  19954. if (!exists)
  19955. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  19956. }
  19957. if (this->nodeExists(requireNode, "SpCost")) {
  19958. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  19959. return 0;
  19960. } else {
  19961. if (!exists)
  19962. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  19963. }
  19964. if (this->nodeExists(requireNode, "HpRateCost")) {
  19965. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  19966. return 0;
  19967. } else {
  19968. if (!exists)
  19969. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  19970. }
  19971. if (this->nodeExists(requireNode, "SpRateCost")) {
  19972. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  19973. return 0;
  19974. } else {
  19975. if (!exists)
  19976. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  19977. }
  19978. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  19979. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  19980. return 0;
  19981. } else {
  19982. if (!exists)
  19983. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  19984. }
  19985. if (this->nodeExists(requireNode, "ZenyCost")) {
  19986. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  19987. return 0;
  19988. } else {
  19989. if (!exists)
  19990. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  19991. }
  19992. if (this->nodeExists(requireNode, "Weapon")) {
  19993. const YAML::Node &weaponNode = requireNode["Weapon"];
  19994. if (this->nodeExists(weaponNode, "All")) {
  19995. bool active;
  19996. if (!this->asBool(weaponNode, "All", active))
  19997. return 0;
  19998. if (active)
  19999. skill->require.weapon = 0;
  20000. } else {
  20001. for (const auto &it : weaponNode) {
  20002. std::string weapon = it.first.as<std::string>(), weapon_constant = "W_" + weapon;
  20003. int64 constant;
  20004. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  20005. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  20006. return 0;
  20007. }
  20008. bool active;
  20009. if (!this->asBool(weaponNode, weapon, active))
  20010. return 0;
  20011. if (active)
  20012. skill->require.weapon |= 1 << constant;
  20013. else
  20014. skill->require.weapon &= ~(1 << constant);
  20015. }
  20016. }
  20017. } else {
  20018. if (!exists)
  20019. skill->require.weapon = 0;
  20020. }
  20021. if (this->nodeExists(requireNode, "Ammo")) {
  20022. const YAML::Node &ammoNode = requireNode["Ammo"];
  20023. if (this->nodeExists(ammoNode, "None")) {
  20024. bool active;
  20025. if (!this->asBool(ammoNode, "None", active))
  20026. return 0;
  20027. if (active)
  20028. skill->require.ammo = 0;
  20029. } else {
  20030. for (const auto &it : ammoNode) {
  20031. std::string ammo = it.first.as<std::string>(), ammo_constant = "AMMO_" + ammo;
  20032. int64 constant;
  20033. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  20034. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  20035. return 0;
  20036. }
  20037. bool active;
  20038. if (!this->asBool(ammoNode, ammo, active))
  20039. return 0;
  20040. if (active)
  20041. skill->require.ammo |= 1 << constant;
  20042. else
  20043. skill->require.ammo &= ~(1 << constant);
  20044. }
  20045. }
  20046. } else {
  20047. if (!exists)
  20048. skill->require.ammo = 0;
  20049. }
  20050. if (this->nodeExists(requireNode, "AmmoAmount")) {
  20051. if (skill->require.ammo == 0) {
  20052. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  20053. return 0;
  20054. }
  20055. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  20056. return 0;
  20057. } else {
  20058. if (!exists)
  20059. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  20060. }
  20061. if (this->nodeExists(requireNode, "State")) {
  20062. std::string state;
  20063. if (!this->asString(requireNode, "State", state))
  20064. return 0;
  20065. std::string state_constant = "ST_" + state;
  20066. int64 constant;
  20067. if (!script_get_constant(state_constant.c_str(), &constant)) {
  20068. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  20069. return 0;
  20070. }
  20071. skill->require.state = static_cast<int32>(constant);
  20072. }
  20073. if (this->nodeExists(requireNode, "Status")) {
  20074. const YAML::Node &statusNode = requireNode["Status"];
  20075. for (const auto &it : statusNode) {
  20076. std::string status = it.first.as<std::string>(), status_constant = "SC_" + status;
  20077. int64 constant;
  20078. if (!script_get_constant(status_constant.c_str(), &constant)) {
  20079. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  20080. return 0;
  20081. }
  20082. bool active;
  20083. if (!this->asBool(statusNode, status, active))
  20084. return 0;
  20085. auto status_exists = util::vector_get(skill->require.status, constant);
  20086. if (active && status_exists == skill->require.status.end())
  20087. skill->require.status.push_back(static_cast<sc_type>(constant));
  20088. else if (!active && status_exists != skill->require.status.end())
  20089. skill->require.status.erase(status_exists);
  20090. }
  20091. }
  20092. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  20093. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  20094. return 0;
  20095. } else {
  20096. if (!exists)
  20097. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  20098. }
  20099. if (this->nodeExists(requireNode, "ItemCost")) {
  20100. const YAML::Node &itemNode = requireNode["ItemCost"];
  20101. int32 count = 0;
  20102. for (const YAML::Node &it : itemNode) {
  20103. std::string item_name;
  20104. if (!this->asString(it, "Item", item_name))
  20105. continue;
  20106. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  20107. if (item == nullptr) {
  20108. this->invalidWarning(itemNode["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  20109. return 0;
  20110. }
  20111. int32 amount;
  20112. if (!this->asInt32(it, "Amount", amount))
  20113. continue;
  20114. if (this->nodeExists(it, "Level")) {
  20115. uint16 cost_level;
  20116. if (!this->asUInt16(it, "Level", cost_level))
  20117. continue;
  20118. if (cost_level < 1 || cost_level > skill->max) {
  20119. this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max);
  20120. return 0;
  20121. }
  20122. count = cost_level - 1;
  20123. if (!skill->require.itemid_level_dependent)
  20124. skill->require.itemid_level_dependent = true;
  20125. }
  20126. skill->require.itemid[count] = item->nameid;
  20127. skill->require.amount[count] = amount;
  20128. count++;
  20129. }
  20130. }
  20131. if (this->nodeExists(requireNode, "Equipment")) {
  20132. const YAML::Node &equipNode = requireNode["Equipment"];
  20133. for (const auto &it : equipNode) {
  20134. std::string item_name = it.first.as<std::string>();
  20135. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  20136. if (item == nullptr) {
  20137. this->invalidWarning(equipNode, "Requires Equipment %s does not exist.\n", item_name.c_str());
  20138. return 0;
  20139. }
  20140. bool active;
  20141. if (!this->asBool(equipNode, item_name, active))
  20142. return 0;
  20143. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  20144. if (active && equip_exists == skill->require.eqItem.end())
  20145. skill->require.eqItem.push_back(item->nameid);
  20146. else if (!active && equip_exists != skill->require.eqItem.end())
  20147. skill->require.eqItem.erase(equip_exists);
  20148. }
  20149. }
  20150. }
  20151. if (this->nodeExists(node, "Unit")) {
  20152. const YAML::Node &unitNode = node["Unit"];
  20153. if (this->nodeExists(unitNode, "Id")) {
  20154. std::string unit;
  20155. if (!this->asString(unitNode, "Id", unit))
  20156. return 0;
  20157. std::string unit_constant = "UNT_" + unit;
  20158. int64 constant;
  20159. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  20160. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  20161. return 0;
  20162. }
  20163. skill->unit_id = static_cast<uint16>(constant);
  20164. } else {
  20165. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  20166. return 0;
  20167. }
  20168. if (this->nodeExists(unitNode, "AlternateId")) {
  20169. std::string unit;
  20170. if (!this->asString(unitNode, "AlternateId", unit))
  20171. return 0;
  20172. std::string unit_constant = "UNT_" + unit;
  20173. int64 constant;
  20174. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  20175. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  20176. return 0;
  20177. }
  20178. skill->unit_id2 = static_cast<uint16>(constant);
  20179. } else {
  20180. if (!exists)
  20181. skill->unit_id2 = 0;
  20182. }
  20183. if (this->nodeExists(unitNode, "Layout")) {
  20184. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  20185. return 0;
  20186. } else {
  20187. if (!exists)
  20188. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  20189. }
  20190. if (this->nodeExists(unitNode, "Range")) {
  20191. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  20192. return 0;
  20193. } else {
  20194. if (!exists)
  20195. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  20196. }
  20197. if (this->nodeExists(unitNode, "Interval")) {
  20198. int16 interval;
  20199. if (!this->asInt16(unitNode, "Interval", interval))
  20200. return 0;
  20201. skill->unit_interval = interval;
  20202. } else {
  20203. if (!exists)
  20204. skill->unit_interval = 0;
  20205. }
  20206. if (this->nodeExists(unitNode, "Target")) {
  20207. std::string target;
  20208. if (!this->asString(unitNode, "Target", target))
  20209. return 0;
  20210. std::string target_constant = "BCT_" + target;
  20211. int64 constant;
  20212. if (!script_get_constant(target_constant.c_str(), &constant)) {
  20213. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  20214. return 0;
  20215. }
  20216. skill->unit_target = static_cast<int32>(constant);
  20217. } else {
  20218. if (!exists)
  20219. skill->unit_target = BCT_ALL;
  20220. }
  20221. if (this->nodeExists(unitNode, "Flag")) {
  20222. const YAML::Node &flagNode = unitNode["Flag"];
  20223. for (const auto &it : flagNode) {
  20224. std::string flag = it.first.as<std::string>(), flag_constant = "UF_" + flag;
  20225. int64 constant;
  20226. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  20227. this->invalidWarning(flagNode, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  20228. return 0;
  20229. }
  20230. bool active;
  20231. if (!this->asBool(flagNode, flag, active))
  20232. return 0;
  20233. if (active)
  20234. skill->unit_flag.set(static_cast<uint8>(constant));
  20235. else
  20236. skill->unit_flag.reset(static_cast<uint8>(constant));
  20237. }
  20238. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  20239. skill->unit_target = BCT_NOENEMY;
  20240. // By default, target just characters.
  20241. skill->unit_target |= BL_CHAR;
  20242. if (skill->unit_flag[UF_NOPC])
  20243. skill->unit_target &= ~BL_PC;
  20244. if (skill->unit_flag[UF_NOMOB])
  20245. skill->unit_target &= ~BL_MOB;
  20246. if (skill->unit_flag[UF_SKILL])
  20247. skill->unit_target |= BL_SKILL;
  20248. } else {
  20249. if (!exists){
  20250. skill->unit_flag = UF_NONE;
  20251. // By default, target just characters.
  20252. skill->unit_target |= BL_CHAR;
  20253. }
  20254. }
  20255. }
  20256. if (!exists) {
  20257. this->put(skill_id, skill);
  20258. skilldb_id2idx[skill_id] = skill_num;
  20259. skill_num++;
  20260. }
  20261. return 1;
  20262. }
  20263. void SkillDatabase::clear() {
  20264. TypesafeCachedYamlDatabase::clear();
  20265. memset(skilldb_id2idx, 0, sizeof(skilldb_id2idx));
  20266. skill_num = 1;
  20267. }
  20268. SkillDatabase skill_db;
  20269. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  20270. return std::string(db_path) + "/spellbook_db.yml";
  20271. }
  20272. /**
  20273. * Reads and parses an entry from the spellbook_db.
  20274. * @param node: YAML node containing the entry.
  20275. * @return count of successfully parsed rows
  20276. */
  20277. uint64 ReadingSpellbookDatabase::parseBodyNode(const YAML::Node &node) {
  20278. std::string skill_name;
  20279. if (!this->asString(node, "Skill", skill_name))
  20280. return 0;
  20281. uint16 skill_id = skill_name2id(skill_name.c_str());
  20282. if (skill_id == 0) {
  20283. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  20284. return 0;
  20285. }
  20286. if (!skill_get_inf(skill_id)) {
  20287. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  20288. return 0;
  20289. }
  20290. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  20291. bool exists = spell != nullptr;
  20292. if (!exists) {
  20293. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  20294. return 0;
  20295. spell = std::make_shared<s_skill_spellbook_db>();
  20296. spell->skill_id = skill_id;
  20297. }
  20298. if (this->nodeExists(node, "Book")) {
  20299. std::string book_name;
  20300. if (!this->asString(node, "Book", book_name))
  20301. return 0;
  20302. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  20303. if (item == nullptr) {
  20304. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  20305. return 0;
  20306. }
  20307. spell->nameid = item->nameid;
  20308. }
  20309. if (this->nodeExists(node, "PreservePoints")) {
  20310. uint16 points;
  20311. if (!this->asUInt16(node, "PreservePoints", points))
  20312. return 0;
  20313. spell->points = points;
  20314. }
  20315. if (!exists)
  20316. this->put(skill_id, spell);
  20317. return 1;
  20318. }
  20319. /**
  20320. * Check if the specified item is available in the spellbook_db or not
  20321. * @param nameid: Book Item ID
  20322. * @return Spell data or nullptr otherwise
  20323. */
  20324. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  20325. if (nameid == 0 || !itemdb_exists(nameid) || reading_spellbook_db.size() == 0)
  20326. return nullptr;
  20327. for (const auto &spell : reading_spellbook_db) {
  20328. if (spell.second->nameid == nameid)
  20329. return spell.second;
  20330. }
  20331. return nullptr;
  20332. }
  20333. const std::string MagicMushroomDatabase::getDefaultLocation() {
  20334. return std::string(db_path) + "/magicmushroom_db.yml";
  20335. }
  20336. /**
  20337. * Reads and parses an entry from the magicmushroom_db.
  20338. * @param node: YAML node containing the entry.
  20339. * @return count of successfully parsed rows
  20340. */
  20341. uint64 MagicMushroomDatabase::parseBodyNode(const YAML::Node &node) {
  20342. std::string skill_name;
  20343. if (!this->asString(node, "Skill", skill_name))
  20344. return 0;
  20345. uint16 skill_id = skill_name2id(skill_name.c_str());
  20346. if (!skill_id) {
  20347. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  20348. return 0;
  20349. }
  20350. if (!skill_get_inf(skill_id)) {
  20351. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  20352. return 0;
  20353. }
  20354. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  20355. bool exists = mushroom != nullptr;
  20356. if (!exists) {
  20357. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  20358. mushroom->skill_id = skill_id;
  20359. this->put(skill_id, mushroom);
  20360. }
  20361. return 1;
  20362. }
  20363. /** Reads skill no cast db
  20364. * Structure: SkillID,Flag
  20365. */
  20366. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  20367. {
  20368. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  20369. if (!skill)
  20370. return false;
  20371. skill->nocast |= atoi(split[1]);
  20372. return true;
  20373. }
  20374. /** Reads Produce db
  20375. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  20376. */
  20377. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  20378. {
  20379. unsigned short x, y;
  20380. unsigned short id = atoi(split[0]);
  20381. t_itemid nameid = 0;
  20382. bool found = false;
  20383. if (id >= ARRAYLENGTH(skill_produce_db)) {
  20384. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  20385. return false;
  20386. }
  20387. // Clear previous data, for importing support
  20388. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  20389. // Import just for clearing/disabling from original data
  20390. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  20391. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  20392. return true;
  20393. }
  20394. if (!itemdb_exists(nameid)) {
  20395. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  20396. return false;
  20397. }
  20398. skill_produce_db[id].nameid = nameid;
  20399. skill_produce_db[id].itemlv = atoi(split[2]);
  20400. skill_produce_db[id].req_skill = atoi(split[3]);
  20401. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  20402. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  20403. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  20404. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  20405. }
  20406. if (!found)
  20407. skill_produce_count++;
  20408. return true;
  20409. }
  20410. const std::string SkillArrowDatabase::getDefaultLocation() {
  20411. return std::string(db_path) + "/create_arrow_db.yml";
  20412. }
  20413. /**
  20414. * Reads and parses an entry from the create_arrow_db.
  20415. * @param node: YAML node containing the entry.
  20416. * @return count of successfully parsed rows
  20417. */
  20418. uint64 SkillArrowDatabase::parseBodyNode(const YAML::Node &node) {
  20419. std::string source_name;
  20420. if (!this->asString(node, "Source", source_name))
  20421. return 0;
  20422. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  20423. if (item == nullptr) {
  20424. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  20425. return 0;
  20426. }
  20427. t_itemid nameid = item->nameid;
  20428. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  20429. bool exists = arrow != nullptr;
  20430. if (!exists) {
  20431. arrow = std::make_shared<s_skill_arrow_db>();
  20432. arrow->nameid = nameid;
  20433. }
  20434. const YAML::Node &MakeNode = node["Make"];
  20435. for (const auto &it : MakeNode) {
  20436. std::string item_name;
  20437. if (!this->asString(it, "Item", item_name))
  20438. return 0;
  20439. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  20440. if (item == nullptr) {
  20441. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  20442. return 0;
  20443. }
  20444. uint16 amount;
  20445. if (!this->asUInt16(it, "Amount", amount))
  20446. return 0;
  20447. if (amount == 0) {
  20448. if (arrow->created.erase(item->nameid) == 0)
  20449. this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
  20450. continue;
  20451. }
  20452. if (amount > MAX_AMOUNT) {
  20453. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  20454. continue;
  20455. }
  20456. arrow->created[item->nameid] = amount;
  20457. }
  20458. if (!exists)
  20459. this->put(nameid, arrow);
  20460. return 1;
  20461. }
  20462. const std::string AbraDatabase::getDefaultLocation() {
  20463. return std::string(db_path) + "/abra_db.yml";
  20464. }
  20465. /**
  20466. * Reads and parses an entry from the abra_db.
  20467. * @param node: YAML node containing the entry.
  20468. * @return count of successfully parsed rows
  20469. */
  20470. uint64 AbraDatabase::parseBodyNode(const YAML::Node &node) {
  20471. std::string skill_name;
  20472. if (!this->asString(node, "Skill", skill_name))
  20473. return 0;
  20474. uint16 skill_id = skill_name2id(skill_name.c_str());
  20475. if (!skill_id) {
  20476. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  20477. return 0;
  20478. }
  20479. if (!skill_get_inf(skill_id)) {
  20480. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  20481. return 0;
  20482. }
  20483. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  20484. bool exists = abra != nullptr;
  20485. if (!exists) {
  20486. abra = std::make_shared<s_skill_abra_db>();
  20487. abra->skill_id = skill_id;
  20488. }
  20489. if (this->nodeExists(node, "Probability")) {
  20490. const YAML::Node probNode = node["Probability"];
  20491. uint16 probability;
  20492. if (probNode.IsScalar()) {
  20493. if (!this->asUInt16Rate(probNode, "Probability", probability))
  20494. return 0;
  20495. abra->per.fill(probability);
  20496. } else {
  20497. abra->per.fill(0);
  20498. for (const YAML::Node &it : probNode) {
  20499. uint16 skill_lv;
  20500. if (!this->asUInt16(it, "Level", skill_lv))
  20501. continue;
  20502. if (skill_lv > MAX_SKILL_LEVEL) {
  20503. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  20504. return 0;
  20505. }
  20506. if (!this->asUInt16Rate(it, "Probability", probability))
  20507. continue;
  20508. abra->per[skill_lv - 1] = probability;
  20509. }
  20510. }
  20511. } else {
  20512. if (!exists)
  20513. abra->per.fill(500);
  20514. }
  20515. if (!exists)
  20516. this->put(skill_id, abra);
  20517. return 1;
  20518. }
  20519. /** Reads change material db
  20520. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  20521. */
  20522. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  20523. {
  20524. uint16 id = atoi(split[0]);
  20525. t_itemid nameid = strtoul(split[1], nullptr, 10);
  20526. short rate = atoi(split[2]);
  20527. bool found = false;
  20528. int x, y;
  20529. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  20530. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  20531. return false;
  20532. }
  20533. // Clear previous data, for importing support
  20534. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  20535. found = true;
  20536. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20537. }
  20538. // Import just for clearing/disabling from original data
  20539. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  20540. if (nameid == 0) {
  20541. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20542. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  20543. return true;
  20544. }
  20545. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  20546. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  20547. if (skill_produce_db[x].nameid == nameid)
  20548. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  20549. break;
  20550. }
  20551. if (x >= MAX_SKILL_PRODUCE_DB) {
  20552. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  20553. return false;
  20554. }
  20555. skill_changematerial_db[id].nameid = nameid;
  20556. skill_changematerial_db[id].rate = rate;
  20557. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  20558. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  20559. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  20560. }
  20561. if (!found)
  20562. skill_changematerial_count++;
  20563. return true;
  20564. }
  20565. /**
  20566. * Reads skill damage adjustment
  20567. * @author [Lilith]
  20568. */
  20569. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  20570. {
  20571. int64 caster_tmp;
  20572. uint16 id;
  20573. int caster, value;
  20574. char *result;
  20575. trim(split[0]);
  20576. if (ISDIGIT(split[0][0])) {
  20577. value = strtol(split[0], &result, 10);
  20578. if (*result) {
  20579. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  20580. return false;
  20581. }
  20582. id = value;
  20583. } else
  20584. id = skill_name2id(split[0]);
  20585. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  20586. if (!skill)
  20587. return false;
  20588. skill->damage = {};
  20589. trim(split[1]);
  20590. if (ISDIGIT(split[1][0])) {
  20591. value = strtol(split[1], &result, 10);
  20592. if (*result) {
  20593. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  20594. return false;
  20595. }
  20596. caster = value;
  20597. } else { // Try to parse caster as constant
  20598. if (!script_get_constant(split[1], &caster_tmp)) {
  20599. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  20600. return false;
  20601. }
  20602. caster = static_cast<uint16>(caster_tmp);
  20603. }
  20604. skill->damage.caster |= caster;
  20605. value = strtol(split[2], &result, 10);
  20606. if (*result) {
  20607. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  20608. return false;
  20609. }
  20610. skill->damage.map |= value;
  20611. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  20612. value = strtol(split[offset], &result, 10);
  20613. if (*result && *result != ' ') {
  20614. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  20615. value = 0;
  20616. }
  20617. skill->damage.rate[i] = cap_value(value, -100, 100000);
  20618. }
  20619. return true;
  20620. }
  20621. /*===============================
  20622. * DB reading.
  20623. * skill_db.yml
  20624. * skill_nocast_db.txt
  20625. * produce_db.txt
  20626. * create_arrow_db.txt
  20627. *------------------------------*/
  20628. static void skill_readdb(void)
  20629. {
  20630. int i;
  20631. const char* dbsubpath[] = {
  20632. "",
  20633. "/" DBIMPORT,
  20634. //add other path here
  20635. };
  20636. memset(skill_produce_db,0,sizeof(skill_produce_db));
  20637. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  20638. skill_produce_count = skill_changematerial_count = 0;
  20639. skill_db.load();
  20640. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  20641. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  20642. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  20643. char* dbsubpath1 = (char*)aMalloc(n1+1);
  20644. char* dbsubpath2 = (char*)aMalloc(n2+1);
  20645. if (i == 0) {
  20646. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20647. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  20648. } else {
  20649. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20650. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  20651. }
  20652. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  20653. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  20654. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  20655. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  20656. aFree(dbsubpath1);
  20657. aFree(dbsubpath2);
  20658. }
  20659. abra_db.load();
  20660. magic_mushroom_db.load();
  20661. reading_spellbook_db.load();
  20662. skill_arrow_db.load();
  20663. skill_init_unit_layout();
  20664. skill_init_nounit_layout();
  20665. }
  20666. void skill_reload (void) {
  20667. skill_db.clear();
  20668. abra_db.clear();
  20669. magic_mushroom_db.clear();
  20670. reading_spellbook_db.clear();
  20671. skill_arrow_db.clear();
  20672. skill_readdb();
  20673. initChangeTables(); // Re-init Status Change tables
  20674. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  20675. s_mapiterator *iter = mapit_getallusers();
  20676. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  20677. pc_validate_skill(sd);
  20678. clif_skillinfoblock(sd);
  20679. }
  20680. mapit_free(iter);
  20681. }
  20682. /*==========================================
  20683. *
  20684. *------------------------------------------*/
  20685. void do_init_skill(void)
  20686. {
  20687. skill_readdb();
  20688. skillunit_db = idb_alloc(DB_OPT_BASE);
  20689. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  20690. bowling_db = idb_alloc(DB_OPT_BASE);
  20691. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  20692. ers_chunk_size(skill_timer_ers, 150);
  20693. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  20694. add_timer_func_list(skill_castend_id,"skill_castend_id");
  20695. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  20696. add_timer_func_list(skill_timerskill,"skill_timerskill");
  20697. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  20698. add_timer_func_list(skill_keep_using, "skill_keep_using");
  20699. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  20700. }
  20701. void do_final_skill(void)
  20702. {
  20703. skill_db.clear();
  20704. abra_db.clear();
  20705. magic_mushroom_db.clear();
  20706. reading_spellbook_db.clear();
  20707. skill_arrow_db.clear();
  20708. db_destroy(skillunit_db);
  20709. db_destroy(skillusave_db);
  20710. db_destroy(bowling_db);
  20711. ers_destroy(skill_timer_ers);
  20712. }