skill.c 632 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. // ranges reserved for mapping skill ids to skilldb offsets
  42. #define HM_SKILLRANGEMIN 700
  43. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  44. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  45. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  46. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  47. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  48. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  49. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  50. #if GD_SKILLRANGEMAX > 999
  51. #error GD_SKILLRANGEMAX is greater than 999
  52. #endif
  53. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  54. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  55. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  56. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  57. /**
  58. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  59. **/
  60. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  61. struct skill_usave {
  62. uint16 skill_id, skill_lv;
  63. };
  64. struct s_skill_db skill_db[MAX_SKILL_DB];
  65. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  66. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  67. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  68. struct s_skill_improvise_db {
  69. uint16 skill_id;
  70. short per;//1-10000
  71. };
  72. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  73. struct s_skill_changematerial_db {
  74. int itemid;
  75. short rate;
  76. int qty[5];
  77. short qty_rate[5];
  78. };
  79. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
  80. //Warlock
  81. struct s_skill_spellbook_db {
  82. int nameid;
  83. uint16 skill_id;
  84. int point;
  85. };
  86. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  87. //Guillotine Cross
  88. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  89. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  90. int firewall_unit_pos;
  91. int icewall_unit_pos;
  92. int earthstrain_unit_pos;
  93. //early declaration
  94. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  95. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  96. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  97. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  98. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  99. //Since only mob-casted splash skills can hit ice-walls
  100. static inline int splash_target(struct block_list* bl) {
  101. #ifndef RENEWAL
  102. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  103. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  104. return BL_SKILL|BL_CHAR;
  105. #endif
  106. }
  107. /// Returns the id of the skill, or 0 if not found.
  108. int skill_name2id(const char* name) {
  109. if( name == NULL )
  110. return 0;
  111. return strdb_iget(skilldb_name2id, name);
  112. }
  113. /// Maps skill ids to skill db offsets.
  114. /// Returns the skill's array index, or 0 (Unknown Skill).
  115. int skill_get_index( uint16 skill_id ) {
  116. // avoid ranges reserved for mapping guild/homun/mercenary skills
  117. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  118. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  119. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  120. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
  121. return 0;
  122. // map skill id to skill db index
  123. if( skill_id >= GD_SKILLBASE )
  124. skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
  125. else if( skill_id >= EL_SKILLBASE )
  126. skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
  127. else if( skill_id >= MC_SKILLBASE )
  128. skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
  129. else if( skill_id >= HM_SKILLBASE )
  130. skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
  131. // validate result
  132. if( !skill_id || skill_id >= MAX_SKILL_DB )
  133. return 0;
  134. return skill_id;
  135. }
  136. const char* skill_get_name( uint16 skill_id ) {
  137. return skill_db[skill_get_index(skill_id)].name;
  138. }
  139. const char* skill_get_desc( uint16 skill_id ) {
  140. return skill_db[skill_get_index(skill_id)].desc;
  141. }
  142. /// out of bounds error checking [celest]
  143. static void skill_chk(int16 *skill_id) {
  144. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  145. }
  146. // checks/adjusts level
  147. static void skill_chk2(int16 *skill_lv) {
  148. *skill_lv = (*skill_lv < 1) ? 1 : (*skill_lv > MAX_SKILL_LEVEL) ? MAX_SKILL_LEVEL : *skill_lv;
  149. }
  150. // checks/adjusts index. make sure we don't use negative index
  151. static void skill_chk3(int *idx) {
  152. if (*idx < 0) *idx = 0;
  153. }
  154. #define skill_get(var,id) { skill_chk(&id); if(!id) return 0; return var; }
  155. #define skill_get2(var,id,lv) { skill_chk(&id); if (!id) return 0; skill_chk2(&lv); return var; }
  156. #define skill_get3(var,id,x) { skill_chk(&id); if (!id) return 0; skill_chk3(&x); return var; }
  157. // Skill DB
  158. int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id); }
  159. int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id); }
  160. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
  161. int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id); }
  162. int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id); }
  163. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
  164. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); }
  165. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
  166. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
  167. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
  168. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
  169. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
  170. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
  171. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id); }
  172. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id); }
  173. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_db[skill_id].inf3, skill_id); }
  174. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id); }
  175. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
  176. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
  177. int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
  178. int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
  179. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_db[skill_id].nocast, skill_id); }
  180. int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id); }
  181. int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get3 (skill_db[skill_id].unit_id[flag], skill_id, flag); }
  182. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id); }
  183. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
  184. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id); }
  185. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id); }
  186. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id); }
  187. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
  188. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
  189. #ifdef RENEWAL_CAST
  190. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
  191. #endif
  192. // Skill requirements
  193. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp[skill_lv-1], skill_id, skill_lv); }
  194. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.mhp[skill_lv-1], skill_id, skill_lv); }
  195. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp[skill_lv-1], skill_id, skill_lv); }
  196. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp_rate[skill_lv-1], skill_id, skill_lv); }
  197. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp_rate[skill_lv-1], skill_id, skill_lv); }
  198. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.zeny[skill_lv-1], skill_id, skill_lv); }
  199. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.weapon, skill_id); }
  200. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.ammo, skill_id); }
  201. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.ammo_qty[skill_lv-1], skill_id, skill_lv); }
  202. int skill_get_state( uint16 skill_id ) { skill_get (skill_db[skill_id].require.state, skill_id); }
  203. //int skill_get_status( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.status[idx], skill_id, idx); }
  204. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_db[skill_id].require.status_count, skill_id); }
  205. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].require.spiritball[skill_lv-1], skill_id, skill_lv); }
  206. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.itemid[idx], skill_id, idx); }
  207. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.amount[idx], skill_id, idx); }
  208. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.eqItem[idx], skill_id, idx); }
  209. int skill_tree_get_max(uint16 skill_id, int b_class)
  210. {
  211. int i;
  212. b_class = pc_class2idx(b_class);
  213. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  214. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  215. return skill_tree[b_class][i].max;
  216. else
  217. return skill_get_max(skill_id);
  218. }
  219. int skill_get_cooldown_(struct map_session_data *sd, int id, int lv) {
  220. int i, cooldown;
  221. int idx = skill_get_index (id);
  222. if (!idx) return 0;
  223. cooldown = 0;
  224. if (skill_db[idx].cooldown[lv - 1])
  225. cooldown = skill_db[idx].cooldown[lv - 1];
  226. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) {
  227. if (sd->skillcooldown[i].id == id) {
  228. cooldown += sd->skillcooldown[i].val;
  229. if (cooldown < 0)
  230. cooldown = 0;
  231. break;
  232. }
  233. }
  234. return cooldown;
  235. }
  236. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  237. int skill_check_target_c_marker(struct block_list *bl,va_list ap);
  238. int skill_attack_area(struct block_list *bl,va_list ap);
  239. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  240. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  241. int skill_greed(struct block_list *bl, va_list ap);
  242. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  243. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  244. static int skill_trap_splash(struct block_list *bl, va_list ap);
  245. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  246. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  247. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  248. static int skill_unit_effect(struct block_list *bl,va_list ap);
  249. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  250. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  251. int skill_get_casttype (uint16 skill_id) {
  252. int inf = skill_get_inf(skill_id);
  253. if (inf&(INF_GROUND_SKILL))
  254. return CAST_GROUND;
  255. if (inf&INF_SUPPORT_SKILL)
  256. return CAST_NODAMAGE;
  257. if (inf&INF_SELF_SKILL) {
  258. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  259. return CAST_DAMAGE; //Combo skill.
  260. return CAST_NODAMAGE;
  261. }
  262. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  263. return CAST_NODAMAGE;
  264. return CAST_DAMAGE;
  265. }
  266. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  267. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  268. int range, inf3=0;
  269. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  270. return 9; //Mobs have a range of 9 regardless of skill used.
  271. range = skill_get_range(skill_id, skill_lv);
  272. if( range < 0 ) {
  273. if( battle_config.use_weapon_skill_range&bl->type )
  274. return status_get_range(bl);
  275. range *=-1;
  276. }
  277. inf3 = skill_get_inf3(skill_id);
  278. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  279. if( bl->type == BL_PC ) {
  280. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  281. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  282. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  283. } else
  284. range += 10; //Assume level 10?
  285. }
  286. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  287. if( bl->type == BL_PC ) {
  288. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  289. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  290. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  291. }
  292. }
  293. if( !range && bl->type != BL_PC )
  294. return 9; // Enable non players to use self skills on others. [Skotlex]
  295. return range;
  296. }
  297. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  298. int skill, hp;
  299. struct map_session_data *sd = BL_CAST(BL_PC, src);
  300. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  301. struct status_change *sc, *tsc;
  302. sc = status_get_sc(src);
  303. tsc = status_get_sc(target);
  304. switch( skill_id ) {
  305. case BA_APPLEIDUN:
  306. #ifdef RENEWAL
  307. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  308. #else
  309. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  310. #endif
  311. if( sd )
  312. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  313. break;
  314. case PR_SANCTUARY:
  315. hp = (skill_lv>6)?777:skill_lv*100;
  316. break;
  317. case NPC_EVILLAND:
  318. hp = (skill_lv>6)?666:skill_lv*100;
  319. break;
  320. default:
  321. if (skill_lv >= battle_config.max_heal_lv)
  322. return battle_config.max_heal;
  323. #ifdef RENEWAL
  324. /**
  325. * Renewal Heal Formula
  326. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  327. **/
  328. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) / 10;
  329. #else
  330. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + ( (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) * 8));
  331. #endif
  332. if (skill_id == AB_HIGHNESSHEAL)
  333. hp = hp * ( 17 + 3 * skill_lv ) / 10;
  334. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  335. hp += hp * skill * 2 / 100;
  336. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  337. hp += hp * skill * 2 / 100;
  338. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  339. hp *= 2;
  340. break;
  341. }
  342. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  343. hp >>= 1;
  344. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  345. hp += hp*skill/100;
  346. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  347. hp += hp*skill/100;
  348. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  349. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  350. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  351. if( tsc && tsc->count ) {
  352. if( heal && tsc->data[SC_CRITICALWOUND] ) //Critical Wound has no effect on offensive heal. [Inkfish]
  353. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  354. if( heal && tsc->data[SC_DEATHHURT] )
  355. hp -= hp * 20/100;
  356. if( tsc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  357. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  358. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  359. hp += hp / 10;
  360. }
  361. #ifdef RENEWAL
  362. // MATK part of the RE heal formula [malufett]
  363. // Note: in this part matk bonuses from items or skills are not applied
  364. switch( skill_id ) {
  365. case BA_APPLEIDUN: case PR_SANCTUARY:
  366. case NPC_EVILLAND: break;
  367. default:
  368. {
  369. struct status_data *status = status_get_status_data(src);
  370. int min, max;
  371. min = max = status_base_matk(status, status_get_lv(src));
  372. if( status->rhw.matk > 0 ){
  373. int wMatk, variance;
  374. wMatk = status->rhw.matk;
  375. variance = wMatk * status->rhw.wlv / 10;
  376. min += wMatk - variance;
  377. max += wMatk + variance;
  378. }
  379. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  380. min = max;
  381. if( sd && sd->right_weapon.overrefine > 0 ){
  382. min++;
  383. max += sd->right_weapon.overrefine - 1;
  384. }
  385. if(max > min)
  386. hp += min+rnd()%(max-min);
  387. else
  388. hp += min;
  389. }
  390. }
  391. #endif
  392. return hp;
  393. }
  394. /** Making Plagiarism and Reproduce check their own function
  395. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  396. * @param sd: Player who will copy the skill
  397. * @param skill_id: Target skill
  398. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  399. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  400. */
  401. static char skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  402. int idx = skill_get_index(skill_id);
  403. // Only copy skill that player doesn't have or the skill is old clone
  404. if (sd->status.skill[idx].id != 0 && sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED)
  405. return 0;
  406. // Check if the skill is copyable by class
  407. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  408. uint16 job_allowed = skill_db[idx].copyable.joballowed;
  409. while (1) {
  410. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  411. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  412. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  413. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  414. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  415. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  416. return 0;
  417. }
  418. }
  419. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  420. if (skill_db[idx].copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  421. return 1;
  422. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  423. if (skill_db[idx].copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  424. return 2;
  425. return 0;
  426. }
  427. /** Check if the skill is ok to cast and when.
  428. * Done before check_condition_begin, requirement
  429. * @param skill_id: Skill ID that casted
  430. * @param sd: Player who casted
  431. * @return true: Skill cannot be used, false: otherwise
  432. * @author [MouseJstr]
  433. */
  434. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  435. {
  436. int16 idx,m;
  437. nullpo_retr(1,sd);
  438. m = sd->bl.m;
  439. idx = skill_get_index(skill_id);
  440. if (idx == 0)
  441. return true; // invalid skill id
  442. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  443. return false; // can do any damn thing they want
  444. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  445. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  446. if (map[m].flag.noskill)
  447. return true;
  448. // Epoque:
  449. // This code will compare the player's attack motion value which is influenced by ASPD before
  450. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  451. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  452. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  453. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  454. {// attempted to cast a skill before the attack motion has finished
  455. return true;
  456. }
  457. if (skill_blockpc_get(sd, skill_id) != -1){
  458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  459. return true;
  460. }
  461. /**
  462. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  463. * 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
  464. **/
  465. if( sd->skillitem == skill_id )
  466. return false;
  467. // Check skill restrictions [Celest]
  468. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  469. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  470. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  471. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  472. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  473. clif_msg(sd, 0x536); // This skill cannot be used within this area
  474. return true;
  475. }
  476. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  477. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  478. switch (skill_id) {
  479. case AL_WARP:
  480. case RETURN_TO_ELDICASTES:
  481. case ALL_GUARDIAN_RECALL:
  482. case ECLAGE_RECALL:
  483. if(map[m].flag.nowarp) {
  484. clif_skill_teleportmessage(sd,0);
  485. return true;
  486. }
  487. return false;
  488. case AL_TELEPORT:
  489. case SC_FATALMENACE:
  490. case SC_DIMENSIONDOOR:
  491. case ALL_ODINS_RECALL:
  492. if(map[m].flag.noteleport) {
  493. clif_skill_teleportmessage(sd,0);
  494. return true;
  495. }
  496. return false; // gonna be checked in 'skill_castend_nodamage_id'
  497. case WE_CALLPARTNER:
  498. case WE_CALLPARENT:
  499. case WE_CALLBABY:
  500. if (map[m].flag.nomemo) {
  501. clif_skill_teleportmessage(sd,1);
  502. return true;
  503. }
  504. break;
  505. case MC_VENDING:
  506. case ALL_BUYING_STORE:
  507. if( map[sd->bl.m].flag.novending ) {
  508. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  509. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  510. return true;
  511. }
  512. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  513. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  514. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  515. return true;
  516. }
  517. if( npc_isnear(&sd->bl) ) {
  518. // uncomment to send msg_txt.
  519. //char output[150];
  520. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  521. //clif_displaymessage(sd->fd, output);
  522. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  523. return true;
  524. }
  525. case MC_IDENTIFY:
  526. return false; // always allowed
  527. case WZ_ICEWALL:
  528. // noicewall flag [Valaris]
  529. if (map[m].flag.noicewall) {
  530. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  531. return true;
  532. }
  533. break;
  534. case GC_DARKILLUSION:
  535. if( map_flag_gvg(m) ) {
  536. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  537. return true;
  538. }
  539. break;
  540. case GD_EMERGENCYCALL:
  541. case GD_ITEMEMERGENCYCALL:
  542. if (
  543. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  544. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  545. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  546. ) {
  547. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  548. return true;
  549. }
  550. break;
  551. case WS_CARTBOOST:
  552. case BS_HAMMERFALL:
  553. case BS_ADRENALINE:
  554. case MC_CARTREVOLUTION:
  555. case MC_MAMMONITE:
  556. case WS_MELTDOWN:
  557. case MG_SIGHT:
  558. case TF_HIDING:
  559. /**
  560. * These skills cannot be used while in mado gear (credits to Xantara)
  561. **/
  562. if( pc_ismadogear(sd) ) {
  563. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  564. return true;
  565. }
  566. break;
  567. case WM_SIRCLEOFNATURE:
  568. case WM_SOUND_OF_DESTRUCTION:
  569. case SC_MANHOLE:
  570. case WM_LULLABY_DEEPSLEEP:
  571. case WM_SATURDAY_NIGHT_FEVER:
  572. if( !map_flag_vs(m) ) {
  573. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  574. return true;
  575. }
  576. break;
  577. }
  578. return false;
  579. }
  580. /** Check if the homunculus skill is ok to be processed
  581. * After checking from Homunculus side, also check the master condition
  582. * @param skill_id: Skill ID that casted
  583. * @param hd: Homunculus who casted
  584. * @return true: Skill cannot be used, false: otherwise
  585. */
  586. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  587. {
  588. uint16 idx = skill_get_index(skill_id);
  589. nullpo_retr(1,hd);
  590. if (idx == 0)
  591. return true; // invalid skill id
  592. if (hd->blockskill[idx] > 0)
  593. return true;
  594. switch(skill_id) {
  595. case MH_LIGHT_OF_REGENE: //must be cordial
  596. if(hd->homunculus.intimacy <= 750) return true;
  597. break;
  598. case MH_OVERED_BOOST: //if we starving
  599. if(hd->homunculus.hunger <= 1) return true;
  600. break;
  601. case MH_GOLDENE_FERSE: //cant be used with angriff
  602. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  603. break;
  604. case MH_ANGRIFFS_MODUS:
  605. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  606. break;
  607. case MH_TINDER_BREAKER: //must be in grappling mode
  608. if(!&hd->sc
  609. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  610. || !hd->homunculus.spiritball) return true;
  611. break;
  612. case MH_SONIC_CRAW: //must be in fighting mode
  613. if(!&hd->sc
  614. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  615. || !hd->homunculus.spiritball) return true;
  616. break;
  617. case MH_SILVERVEIN_RUSH:
  618. if(!&hd->sc
  619. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  620. || hd->homunculus.spiritball < 2) return true;
  621. break;
  622. case MH_MIDNIGHT_FRENZY:
  623. if(!&hd->sc
  624. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  625. || !hd->homunculus.spiritball) return true;
  626. break;
  627. case MH_CBC:
  628. if(!&hd->sc
  629. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  630. || hd->homunculus.spiritball < 2) return true;
  631. break;
  632. case MH_EQC:
  633. if(!&hd->sc
  634. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  635. || hd->homunculus.spiritball < 3) return true;
  636. break;
  637. }
  638. //Use master's criteria.
  639. return skill_isNotOk(skill_id, hd->master);
  640. }
  641. /** Check if the mercenary skill is ok to be processed
  642. * After checking from Homunculus side, also check the master condition
  643. * @param skill_id: Skill ID that casted
  644. * @param md: Mercenary who casted
  645. * @return true: Skill cannot be used, false: otherwise
  646. */
  647. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  648. {
  649. uint16 idx = skill_get_index(skill_id);
  650. nullpo_retr(1,md);
  651. if( idx == 0 )
  652. return true; // Invalid Skill ID
  653. if( md->blockskill[idx] > 0 )
  654. return true;
  655. return skill_isNotOk(skill_id, md->master);
  656. }
  657. /** Check if the skill can be casted near NPC or not
  658. * @param src Object who casted
  659. * @param skill_id Skill ID that casted
  660. * @param skill_lv Skill Lv
  661. * @param pos_x Position x of the target
  662. * @param pos_y Position y of the target
  663. * @return true: Skill cannot be used, false: otherwise
  664. * @author [Cydh]
  665. */
  666. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  667. int inf;
  668. if (!src || skill_get_index(skill_id) < 0)
  669. return false;
  670. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  671. return false;
  672. inf = skill_get_inf(skill_id);
  673. //if self skill
  674. if (inf&INF_SELF_SKILL) {
  675. pos_x = src->x;
  676. pos_y = src->y;
  677. }
  678. if (pos_x <= 0) pos_x = src->x;
  679. if (pos_y <= 0) pos_y = src->y;
  680. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  681. }
  682. struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) {
  683. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  684. uint8 dir;
  685. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  686. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  687. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  688. }
  689. if (pos != -1) // simple single-definition layout
  690. return &skill_unit_layout[pos];
  691. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  692. if (skill_id == MG_FIREWALL)
  693. return &skill_unit_layout [firewall_unit_pos + dir];
  694. else if (skill_id == WZ_ICEWALL)
  695. return &skill_unit_layout [icewall_unit_pos + dir];
  696. else if( skill_id == WL_EARTHSTRAIN ) //Warlock
  697. return &skill_unit_layout [earthstrain_unit_pos + dir];
  698. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  699. return &skill_unit_layout[0]; // default 1x1 layout
  700. }
  701. /*==========================================
  702. * Add effect to skill when hit succesfully target
  703. *------------------------------------------*/
  704. int skill_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
  705. {
  706. struct map_session_data *sd, *dstsd;
  707. struct mob_data *md, *dstmd;
  708. struct status_data *sstatus, *tstatus;
  709. struct status_change *sc, *tsc;
  710. enum sc_type status;
  711. int skill;
  712. int rate;
  713. int chorusbonus = 0;
  714. nullpo_ret(src);
  715. nullpo_ret(bl);
  716. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  717. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  718. return 0;
  719. sd = BL_CAST(BL_PC, src);
  720. md = BL_CAST(BL_MOB, src);
  721. dstsd = BL_CAST(BL_PC, bl);
  722. dstmd = BL_CAST(BL_MOB, bl);
  723. sc = status_get_sc(src);
  724. tsc = status_get_sc(bl);
  725. sstatus = status_get_status_data(src);
  726. tstatus = status_get_status_data(bl);
  727. if (!tsc) //skill additional effect is about adding effects to the target...
  728. //So if the target can't be inflicted with statuses, this is pointless.
  729. return 0;
  730. // Minstrel/Wanderer number check for chorus skills.
  731. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  732. if( sd && sd->status.party_id ) {
  733. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  734. if( chorusbonus > 7 )
  735. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  736. else if( chorusbonus > 2 )
  737. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  738. }
  739. if( sd )
  740. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  741. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  742. // Trigger status effects
  743. enum sc_type type;
  744. int i;
  745. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  746. rate = sd->addeff[i].rate;
  747. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  748. rate += sd->addeff[i].arrow_rate;
  749. if( !rate ) continue;
  750. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  751. // Trigger has attack type consideration.
  752. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  753. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  754. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  755. else
  756. continue;
  757. }
  758. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  759. // Trigger has range consideration.
  760. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  761. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  762. continue; //Range Failed.
  763. }
  764. type = sd->addeff[i].id;
  765. skill = skill_get_time2(status_sc2skill(type),7);
  766. if (sd->addeff[i].flag&ATF_TARGET)
  767. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,0);
  768. if (sd->addeff[i].flag&ATF_SELF)
  769. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,0);
  770. }
  771. }
  772. if( skill_id ) {
  773. // Trigger status effects on skills
  774. enum sc_type type;
  775. int i;
  776. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
  777. if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  778. continue;
  779. type = sd->addeff3[i].id;
  780. skill = skill_get_time2(status_sc2skill(type),7);
  781. if( sd->addeff3[i].target&ATF_TARGET )
  782. status_change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  783. if( sd->addeff3[i].target&ATF_SELF )
  784. status_change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  785. }
  786. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  787. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  788. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  789. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  790. clif_emotion(bl,E_OMG);
  791. }
  792. }
  793. }
  794. if( dmg_lv < ATK_DEF ) // no damage, return;
  795. return 0;
  796. switch(skill_id) {
  797. case 0:
  798. { // Normal attacks (no skill used)
  799. if( attack_type&BF_SKILL )
  800. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  801. if(sd) {
  802. // Automatic trigger of Blitz Beat
  803. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  804. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  805. rate=(sd->status.job_level+9)/10;
  806. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  807. }
  808. // Automatic trigger of Warg Strike [Jobbie]
  809. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  810. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  811. // Gank
  812. if(dstmd && sd->status.weapon != W_BOW &&
  813. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  814. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  815. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  816. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  817. else
  818. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  819. }
  820. // Chance to trigger Taekwon kicks [Dralnu]
  821. if(sc && !sc->data[SC_COMBO]) {
  822. if(sc->data[SC_READYSTORM] &&
  823. sc_start(src,src,SC_COMBO, 15, TK_STORMKICK,
  824. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  825. ; //Stance triggered
  826. else if(sc->data[SC_READYDOWN] &&
  827. sc_start(src,src,SC_COMBO, 15, TK_DOWNKICK,
  828. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  829. ; //Stance triggered
  830. else if(sc->data[SC_READYTURN] &&
  831. sc_start(src,src,SC_COMBO, 15, TK_TURNKICK,
  832. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  833. ; //Stance triggered
  834. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  835. rate = 20;
  836. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  837. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  838. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  839. }
  840. sc_start2(src,src, SC_COMBO, rate, TK_COUNTER, bl->id,
  841. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  842. }
  843. }
  844. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  845. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  846. }
  847. if (sc) {
  848. struct status_change_entry *sce;
  849. // Enchant Poison gives a chance to poison attacked enemies
  850. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  851. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  852. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  853. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  854. if((sce=sc->data[SC_EDP]))
  855. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  856. skill_get_time2(ASC_EDP,sce->val1));
  857. }
  858. }
  859. break;
  860. case SM_BASH:
  861. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  862. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  863. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  864. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),0);
  865. }
  866. break;
  867. case MER_CRASH:
  868. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  869. break;
  870. case AS_VENOMKNIFE:
  871. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  872. skill_lv = pc_checkskill(sd, TF_POISON);
  873. case TF_POISON:
  874. case AS_SPLASHER:
  875. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  876. && sd && skill_id==TF_POISON
  877. )
  878. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  879. break;
  880. case AS_SONICBLOW:
  881. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  882. break;
  883. case WZ_FIREPILLAR:
  884. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  885. break;
  886. case MG_FROSTDIVER:
  887. if(!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  888. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  889. break;
  890. case WZ_FROSTNOVA:
  891. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  892. break;
  893. case WZ_STORMGUST:
  894. /**
  895. * Storm Gust counter was dropped in renewal
  896. **/
  897. #ifdef RENEWAL
  898. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  899. #else
  900. //On third hit, there is a 150% to freeze the target
  901. if(tsc->sg_counter >= 3 &&
  902. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  903. tsc->sg_counter = 0;
  904. /**
  905. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  906. **/
  907. else if( tsc->sg_counter > 250 )
  908. tsc->sg_counter = 0;
  909. #endif
  910. break;
  911. case WZ_METEOR:
  912. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  913. break;
  914. case WZ_VERMILION:
  915. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  916. break;
  917. case HT_FREEZINGTRAP:
  918. case MA_FREEZINGTRAP:
  919. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  920. break;
  921. case HT_FLASHER:
  922. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  923. break;
  924. case HT_LANDMINE:
  925. case MA_LANDMINE:
  926. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  927. break;
  928. case HT_SHOCKWAVE:
  929. status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
  930. break;
  931. case HT_SANDMAN:
  932. case MA_SANDMAN:
  933. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  934. break;
  935. case TF_SPRINKLESAND:
  936. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  937. break;
  938. case TF_THROWSTONE:
  939. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  940. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  941. break;
  942. case NPC_DARKCROSS:
  943. case CR_HOLYCROSS:
  944. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  945. break;
  946. case CR_GRANDCROSS:
  947. case NPC_GRANDDARKNESS:
  948. //Chance to cause blind status vs demon and undead element, but not against players
  949. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  950. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  951. attack_type |= BF_WEAPON;
  952. break;
  953. case AM_ACIDTERROR:
  954. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  955. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  956. clif_emotion(bl,E_OMG);
  957. break;
  958. case AM_DEMONSTRATION:
  959. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  960. break;
  961. case CR_SHIELDCHARGE:
  962. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  963. break;
  964. case PA_PRESSURE:
  965. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  966. break;
  967. case RG_RAID:
  968. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  969. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  970. #ifdef RENEWAL
  971. sc_start(src,bl,SC_RAID,100,7,5000);
  972. break;
  973. case RG_BACKSTAP:
  974. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  975. #endif
  976. break;
  977. case BA_FROSTJOKER:
  978. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  979. break;
  980. case DC_SCREAM:
  981. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  982. break;
  983. case BD_LULLABY:
  984. 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
  985. break;
  986. case DC_UGLYDANCE:
  987. rate = 5+5*skill_lv;
  988. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  989. rate += 5+skill;
  990. status_zap(bl, 0, rate);
  991. break;
  992. case SL_STUN:
  993. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  994. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  995. break;
  996. case NPC_PETRIFYATTACK:
  997. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  998. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  999. skill_get_time2(skill_id,skill_lv));
  1000. break;
  1001. case NPC_CURSEATTACK:
  1002. case NPC_SLEEPATTACK:
  1003. case NPC_BLINDATTACK:
  1004. case NPC_POISON:
  1005. case NPC_SILENCEATTACK:
  1006. case NPC_STUNATTACK:
  1007. case NPC_HELLPOWER:
  1008. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1009. break;
  1010. case NPC_ACIDBREATH:
  1011. case NPC_ICEBREATH:
  1012. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1013. break;
  1014. case NPC_BLEEDING:
  1015. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1016. break;
  1017. case NPC_MENTALBREAKER:
  1018. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1019. //equal to Matk*skLevel.
  1020. rate = sstatus->matk_min;
  1021. if (rate < sstatus->matk_max)
  1022. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1023. rate*=skill_lv;
  1024. status_zap(bl, 0, rate);
  1025. break;
  1026. }
  1027. // Equipment breaking monster skills [Celest]
  1028. case NPC_WEAPONBRAKER:
  1029. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1030. break;
  1031. case NPC_ARMORBRAKE:
  1032. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1033. break;
  1034. case NPC_HELMBRAKE:
  1035. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1036. break;
  1037. case NPC_SHIELDBRAKE:
  1038. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1039. break;
  1040. case CH_TIGERFIST:
  1041. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1042. break;
  1043. case LK_SPIRALPIERCE:
  1044. case ML_SPIRALPIERCE:
  1045. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1046. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1047. break;
  1048. case ST_REJECTSWORD:
  1049. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1050. break;
  1051. case PF_FOGWALL:
  1052. if (src != bl && !tsc->data[SC_DELUGE])
  1053. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1054. break;
  1055. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1056. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1057. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1058. break;
  1059. case LK_JOINTBEAT:
  1060. status = status_skill2sc(skill_id);
  1061. if (tsc->jb_flag) {
  1062. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1063. tsc->jb_flag = 0;
  1064. }
  1065. break;
  1066. case ASC_METEORASSAULT:
  1067. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1068. switch(rnd()%3) {
  1069. case 0:
  1070. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1071. break;
  1072. case 1:
  1073. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1074. break;
  1075. default:
  1076. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1077. }
  1078. break;
  1079. case HW_NAPALMVULCAN:
  1080. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1081. break;
  1082. case WS_CARTTERMINATION: // Cart termination
  1083. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1084. break;
  1085. case CR_ACIDDEMONSTRATION:
  1086. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1087. break;
  1088. case TK_DOWNKICK:
  1089. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1090. break;
  1091. case TK_JUMPKICK:
  1092. // debuff the following statuses
  1093. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1094. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1095. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1096. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1097. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1098. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1099. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1100. }
  1101. break;
  1102. case TK_TURNKICK:
  1103. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1104. if(attack_type&BF_MISC) //70% base stun chance...
  1105. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1106. break;
  1107. case GS_BULLSEYE: //0.1% coma rate.
  1108. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1109. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  1110. break;
  1111. case GS_PIERCINGSHOT:
  1112. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1113. break;
  1114. case NJ_HYOUSYOURAKU:
  1115. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1116. break;
  1117. case GS_FLING:
  1118. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1119. break;
  1120. case GS_DISARM:
  1121. rate = 3*skill_lv;
  1122. if (sstatus->dex > tstatus->dex)
  1123. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1124. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1125. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1126. break;
  1127. case NPC_EVILLAND:
  1128. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1129. break;
  1130. case NPC_HELLJUDGEMENT:
  1131. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1132. break;
  1133. case NPC_CRITICALWOUND:
  1134. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1135. break;
  1136. case RK_WINDCUTTER:
  1137. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1138. break;
  1139. case RK_DRAGONBREATH:
  1140. sc_start4(src,bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1141. break;
  1142. case RK_DRAGONBREATH_WATER:
  1143. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1144. break;
  1145. case AB_ADORAMUS:
  1146. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1147. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time(skill_id, skill_lv));
  1148. break;
  1149. case WL_CRIMSONROCK:
  1150. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1151. break;
  1152. case WL_COMET:
  1153. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1154. break;
  1155. case WL_EARTHSTRAIN:
  1156. {
  1157. int i;
  1158. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1159. for( i = 0; i < skill_lv; i++ )
  1160. skill_strip_equip(src,bl,pos[i],(5 + skill_lv) * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1161. }
  1162. break;
  1163. case WL_JACKFROST:
  1164. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1165. break;
  1166. case RA_WUGBITE: {
  1167. int rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1168. if (rate < 50)
  1169. rate = 50;
  1170. sc_start(src,bl, SC_BITE, rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1171. }
  1172. break;
  1173. case RA_SENSITIVEKEEN:
  1174. if( rnd()%100 < 8 * skill_lv )
  1175. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1176. break;
  1177. case RA_FIRINGTRAP:
  1178. case RA_ICEBOUNDTRAP:
  1179. sc_start(src,bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1180. break;
  1181. case NC_PILEBUNKER:
  1182. if( rnd()%100 < 25 + 15*skill_lv ) {
  1183. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1184. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1185. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1186. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1187. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1188. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1189. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1190. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1191. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1192. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1193. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1194. }
  1195. break;
  1196. case NC_FLAMELAUNCHER:
  1197. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1198. break;
  1199. case NC_COLDSLOWER:
  1200. sc_start(src,bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1201. sc_start(src,bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1202. break;
  1203. case NC_POWERSWING:
  1204. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1205. if( rnd()%100 < 5*skill_lv )
  1206. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1207. break;
  1208. case GC_WEAPONCRUSH:
  1209. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1210. break;
  1211. case LG_SHIELDPRESS:
  1212. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
  1213. break;
  1214. case LG_PINPOINTATTACK:
  1215. rate = 30 + (((5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv)) + (status_get_agi(src) + status_get_lv(src))) / 10);
  1216. switch( skill_lv ) {
  1217. case 1:
  1218. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1219. break;
  1220. case 2:
  1221. if( dstsd && dstsd->spiritball && rnd()%100 < rate )
  1222. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  1223. break;
  1224. default:
  1225. skill_break_equip(src,bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
  1226. break;
  1227. }
  1228. break;
  1229. case LG_MOONSLASHER:
  1230. rate = 32 + 8 * skill_lv;
  1231. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1232. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1233. else if( dstmd && !is_boss(bl) )
  1234. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1235. break;
  1236. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1237. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1238. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1239. break;
  1240. case LG_EARTHDRIVE:
  1241. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1242. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1243. break;
  1244. case LG_HESPERUSLIT:
  1245. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1246. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), 2);
  1247. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1248. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1249. break;
  1250. case SR_DRAGONCOMBO:
  1251. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1252. break;
  1253. case SR_FALLENEMPIRE:
  1254. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1255. break;
  1256. case SR_WINDMILL:
  1257. if( dstsd )
  1258. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1259. else if( dstmd && !is_boss(bl) )
  1260. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1261. break;
  1262. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1263. 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));
  1264. break;
  1265. case SR_EARTHSHAKER:
  1266. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1267. break;
  1268. case SR_HOWLINGOFLION:
  1269. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1270. break;
  1271. case WM_SOUND_OF_DESTRUCTION:
  1272. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1273. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1274. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1275. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1276. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1277. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1278. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1279. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1280. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1281. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1282. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1283. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1284. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1285. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1286. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1287. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1288. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1289. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1290. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1291. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1292. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1293. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1294. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1295. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1296. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1297. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1298. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1299. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1300. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1301. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1302. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1303. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1304. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1305. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1306. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1307. }
  1308. break;
  1309. case SO_EARTHGRAVE:
  1310. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1311. break;
  1312. case SO_DIAMONDDUST:
  1313. rate = 5 + 5 * skill_lv;
  1314. if( sc && sc->data[SC_COOLER_OPTION] )
  1315. rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
  1316. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1317. break;
  1318. case SO_VARETYR_SPEAR:
  1319. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1320. break;
  1321. case GN_SLINGITEM_RANGEMELEEATK:
  1322. if( sd ) {
  1323. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1324. case ITEMID_COCONUT_BOMB:
  1325. sc_start(src,bl, SC_STUN, 100, skill_lv, skill_get_time2(GN_SLINGITEM, skill_lv));
  1326. sc_start2(src,bl, SC_BLEEDING, 100, skill_lv, src->id, skill_get_time2(GN_SLINGITEM, skill_lv));
  1327. break;
  1328. case ITEMID_MELON_BOMB:
  1329. sc_start(src,bl, SC_MELON_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv));
  1330. break;
  1331. case ITEMID_BANANA_BOMB:
  1332. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv));
  1333. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, 75, skill_lv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv));
  1334. break;
  1335. }
  1336. sd->itemid = -1;
  1337. }
  1338. break;
  1339. case GN_HELLS_PLANT_ATK:
  1340. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1341. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1342. break;
  1343. case EL_WIND_SLASH: // Non confirmed rate.
  1344. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1345. break;
  1346. case EL_STONE_HAMMER:
  1347. rate = 10 * skill_lv;
  1348. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1349. break;
  1350. case EL_ROCK_CRUSHER:
  1351. case EL_ROCK_CRUSHER_ATK:
  1352. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1353. break;
  1354. case EL_TYPOON_MIS:
  1355. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1356. break;
  1357. case KO_JYUMONJIKIRI: // needs more info
  1358. sc_start(src,bl,SC_JYUMONJIKIRI,25,skill_lv,skill_get_time(skill_id,skill_lv));
  1359. break;
  1360. case KO_MAKIBISHI:
  1361. sc_start(src,bl, SC_STUN, 100, skill_lv, skill_get_time2(skill_id,skill_lv));
  1362. break;
  1363. case MH_LAVA_SLIDE:
  1364. if (tsc && !tsc->data[SC_BURNING]) sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  1365. break;
  1366. case MH_STAHL_HORN:
  1367. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1368. break;
  1369. case MH_NEEDLE_OF_PARALYZE:
  1370. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1371. break;
  1372. case MH_SILVERVEIN_RUSH:
  1373. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1374. break;
  1375. case MH_MIDNIGHT_FRENZY:
  1376. {
  1377. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1378. int spiritball = (hd?hd->homunculus.spiritball:1);
  1379. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1380. }
  1381. break;
  1382. case MH_XENO_SLASHER:
  1383. sc_start4(src,bl,SC_BLEEDING,skill_lv,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv)); //@TODO need real duration
  1384. break;
  1385. case WL_HELLINFERNO:
  1386. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1387. break;
  1388. case NC_MAGMA_ERUPTION:
  1389. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1390. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1391. break;
  1392. case GC_DARKCROW:
  1393. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1394. break;
  1395. case GN_ILLUSIONDOPING:
  1396. if( sc_start(src,bl,SC_ILLUSIONDOPING,10 * skill_lv,skill_lv,skill_get_time(skill_id, skill_lv)) ) //Custom rate
  1397. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id, skill_lv));
  1398. break;
  1399. case RL_MASS_SPIRAL:
  1400. sc_start(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1401. break;
  1402. case RL_SLUGSHOT:
  1403. if (bl->type != BL_PC)
  1404. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1405. else if (dstsd) {
  1406. pc_setsit(dstsd);
  1407. clif_sitting(bl);
  1408. }
  1409. break;
  1410. case RL_BANISHING_BUSTER:
  1411. if (dstsd && tsc) {
  1412. uint16 i = 0;
  1413. uint8 n = skill_lv * 2 + 2; //4, 6, 8, 10, 12
  1414. for (i = 0; i < SC_MAX && n > 0; i++) {
  1415. if (tsc->data[i] && rnd()%400 < status_get_dex(src)) { //(custom)
  1416. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1417. n--;
  1418. }
  1419. }
  1420. }
  1421. break;
  1422. case RL_S_STORM:
  1423. if (dstsd) {
  1424. uint8 i = 0, n, rand_pos[EQI_MAX];
  1425. uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R };
  1426. n = cap_value(skill_lv,2,ARRAYLENGTH(pos));
  1427. while (i < n) {
  1428. uint8 res = rnd()%ARRAYLENGTH(pos);
  1429. if (i && res == rand_pos[i-1]) //Make sure the value is not same with previous!
  1430. continue;
  1431. rand_pos[i] = res;
  1432. skill_break_equip(src,bl,pos[res],(status_get_dex(src)*skill_lv*10)-(status_get_agi(bl)*20),BCT_ENEMY); //(custom)
  1433. i++;
  1434. }
  1435. }
  1436. break;
  1437. case RL_AM_BLAST:
  1438. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1439. break;
  1440. case RL_B_TRAP:
  1441. if (sd && sd->skill_id_old == RL_FLICKER && tsc && tsc->data[SC_B_TRAP])
  1442. status_change_end(bl,SC_B_TRAP,INVALID_TIMER);
  1443. break;
  1444. case RL_HAMMER_OF_GOD:
  1445. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1446. case RL_D_TAIL:
  1447. case RL_QD_SHOT:
  1448. status_change_end(bl,SC_C_MARKER,INVALID_TIMER);
  1449. if (sc->data[SC_QD_SHOT_READY])
  1450. status_change_end(bl,SC_QD_SHOT_READY,INVALID_TIMER);
  1451. break;
  1452. } //end switch skill_id
  1453. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1454. { //Pass heritage to Master for status causing effects. [Skotlex]
  1455. sd = map_id2sd(md->master_id);
  1456. src = sd?&sd->bl:src;
  1457. }
  1458. if( attack_type&BF_WEAPON )
  1459. { // Coma, Breaking Equipment
  1460. if( sd && sd->special_state.bonus_coma )
  1461. {
  1462. rate = sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1463. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1464. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1465. if (rate)
  1466. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
  1467. }
  1468. if( sd && battle_config.equip_self_break_rate )
  1469. { // Self weapon breaking
  1470. rate = battle_config.equip_natural_break_rate;
  1471. if( sc )
  1472. {
  1473. if(sc->data[SC_GIANTGROWTH])
  1474. rate += 10;
  1475. if(sc->data[SC_OVERTHRUST])
  1476. rate += 10;
  1477. if(sc->data[SC_MAXOVERTHRUST])
  1478. rate += 10;
  1479. }
  1480. if( rate )
  1481. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1482. }
  1483. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1484. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1485. // Target weapon breaking
  1486. rate = 0;
  1487. if( sd )
  1488. rate += sd->bonus.break_weapon_rate;
  1489. if( sc && sc->data[SC_MELTDOWN] )
  1490. rate += sc->data[SC_MELTDOWN]->val2;
  1491. if( rate )
  1492. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1493. // Target armor breaking
  1494. rate = 0;
  1495. if( sd )
  1496. rate += sd->bonus.break_armor_rate;
  1497. if( sc && sc->data[SC_MELTDOWN] )
  1498. rate += sc->data[SC_MELTDOWN]->val3;
  1499. if( rate )
  1500. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1501. }
  1502. if( sd && sd->def_set_race[tstatus->race].rate )
  1503. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1504. 0, 0, 0, sd->def_set_race[tstatus->race].tick, 2);
  1505. if( sd && sd->def_set_race[tstatus->race].rate )
  1506. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1507. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, 2);
  1508. }
  1509. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ){
  1510. struct unit_data *ud = unit_bl2ud(src);
  1511. if( sc->data[SC_WILD_STORM_OPTION] )
  1512. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1513. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1514. skill = sc->data[SC_UPHEAVAL_OPTION]->val2;
  1515. else if( sc->data[SC_TROPIC_OPTION] )
  1516. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1517. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1518. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1519. else
  1520. skill = 0;
  1521. if ( rnd()%100 < 25 && skill ){
  1522. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1523. if (ud) {
  1524. rate = skill_delayfix(src, skill, skill_lv);
  1525. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1526. ud->canact_tick = tick+rate;
  1527. if ( battle_config.display_status_timers )
  1528. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1529. }
  1530. }
  1531. }
  1532. }
  1533. // Autospell when attacking
  1534. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1535. {
  1536. struct block_list *tbl;
  1537. struct unit_data *ud;
  1538. int i, skill_lv, type;
  1539. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1540. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1541. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1542. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1543. continue; // one or more trigger conditions were not fulfilled
  1544. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1545. sd->state.autocast = 1;
  1546. if ( skill_isNotOk(skill, sd) )
  1547. continue;
  1548. sd->state.autocast = 0;
  1549. skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1550. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1551. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1552. if (rnd()%1000 >= rate)
  1553. continue;
  1554. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1555. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1556. int maxcount = 0;
  1557. if( !(BL_PC&battle_config.skill_reiteration) &&
  1558. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1559. skill_check_unit_range(src,tbl->x,tbl->y,skill,skill_lv)
  1560. )
  1561. continue;
  1562. if( BL_PC&battle_config.skill_nofootset &&
  1563. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1564. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skill_lv,false)
  1565. )
  1566. continue;
  1567. if( BL_PC&battle_config.land_skill_limit &&
  1568. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0
  1569. ) {
  1570. int v;
  1571. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1572. if(sd->ud.skillunit[v]->skill_id == skill)
  1573. maxcount--;
  1574. }
  1575. if( maxcount == 0 )
  1576. continue;
  1577. }
  1578. }
  1579. if( battle_config.autospell_check_range &&
  1580. !battle_check_range(src, tbl, skill_get_range2(src, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1581. continue;
  1582. if (skill == AS_SONICBLOW)
  1583. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1584. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1585. type = CAST_GROUND;
  1586. sd->state.autocast = 1;
  1587. skill_consume_requirement(sd,skill,skill_lv,1);
  1588. skill_toggle_magicpower(src, skill);
  1589. switch (type) {
  1590. case CAST_GROUND:
  1591. skill_castend_pos2(src, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  1592. break;
  1593. case CAST_NODAMAGE:
  1594. skill_castend_nodamage_id(src, tbl, skill, skill_lv, tick, 0);
  1595. break;
  1596. case CAST_DAMAGE:
  1597. skill_castend_damage_id(src, tbl, skill, skill_lv, tick, 0);
  1598. break;
  1599. }
  1600. sd->state.autocast = 0;
  1601. //Set canact delay. [Skotlex]
  1602. ud = unit_bl2ud(src);
  1603. if (ud) {
  1604. rate = skill_delayfix(src, skill, skill_lv);
  1605. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1606. ud->canact_tick = tick+rate;
  1607. if ( battle_config.display_status_timers && sd )
  1608. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1609. }
  1610. }
  1611. }
  1612. }
  1613. //Autobonus when attacking
  1614. if( sd && sd->autobonus[0].rate )
  1615. {
  1616. int i;
  1617. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1618. {
  1619. if( rnd()%1000 >= sd->autobonus[i].rate )
  1620. continue;
  1621. if( sd->autobonus[i].active != INVALID_TIMER )
  1622. continue;
  1623. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1624. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1625. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1626. continue; // one or more trigger conditions were not fulfilled
  1627. pc_exeautobonus(sd,&sd->autobonus[i]);
  1628. }
  1629. }
  1630. //Polymorph
  1631. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1632. dstmd && !(tstatus->mode&MD_BOSS) &&
  1633. (rnd()%10000 < sd->bonus.classchange))
  1634. {
  1635. struct mob_db *mob;
  1636. int class_;
  1637. skill = 0;
  1638. do {
  1639. do {
  1640. class_ = rnd() % MAX_MOB_DB;
  1641. } while (!mobdb_checkid(class_));
  1642. rate = rnd() % 1000000;
  1643. mob = mob_db(class_);
  1644. } while (
  1645. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1646. (skill++) < 2000);
  1647. if (skill < 2000)
  1648. mob_class_change(dstmd,class_);
  1649. }
  1650. return 0;
  1651. }
  1652. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1653. uint8 i;
  1654. struct block_list *tbl;
  1655. if( sd == NULL || !skill_id )
  1656. return 0;
  1657. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1658. int skill, skill_lv, type;
  1659. if( sd->autospell3[i].flag != skill_id )
  1660. continue;
  1661. if( sd->autospell3[i].lock )
  1662. continue; // autospell already being executed
  1663. skill = sd->autospell3[i].id;
  1664. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1665. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) )
  1666. continue;
  1667. sd->state.autocast = 0;
  1668. if( skill >= 0 && bl == NULL )
  1669. continue; // No target
  1670. if( rnd()%1000 >= sd->autospell3[i].rate )
  1671. continue;
  1672. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1673. if( skill < 0 ) {
  1674. tbl = &sd->bl;
  1675. skill *= -1;
  1676. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1677. }
  1678. else
  1679. tbl = bl;
  1680. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1681. int maxcount = 0;
  1682. if( !(BL_PC&battle_config.skill_reiteration) &&
  1683. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1684. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1685. continue;
  1686. if( BL_PC&battle_config.skill_nofootset &&
  1687. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1688. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1689. continue;
  1690. if( BL_PC&battle_config.land_skill_limit &&
  1691. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1692. {
  1693. int v;
  1694. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1695. if(sd->ud.skillunit[v]->skill_id == skill)
  1696. maxcount--;
  1697. }
  1698. if( maxcount == 0 )
  1699. continue;
  1700. }
  1701. }
  1702. if( battle_config.autospell_check_range &&
  1703. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1704. continue;
  1705. sd->state.autocast = 1;
  1706. sd->autospell3[i].lock = true;
  1707. skill_consume_requirement(sd,skill,skill_lv,1);
  1708. switch( type ) {
  1709. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1710. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1711. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1712. }
  1713. sd->autospell3[i].lock = false;
  1714. sd->state.autocast = 0;
  1715. }
  1716. if( sd && sd->autobonus3[0].rate ) {
  1717. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1718. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1719. continue;
  1720. if( sd->autobonus3[i].active != INVALID_TIMER )
  1721. continue;
  1722. if( sd->autobonus3[i].atk_type != skill_id )
  1723. continue;
  1724. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1725. }
  1726. }
  1727. return 1;
  1728. }
  1729. /* Splitted off from skill_additional_effect, which is never called when the
  1730. * attack skill kills the enemy. Place in this function counter status effects
  1731. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1732. * from cards) that will take effect on the source, not the target. [Skotlex]
  1733. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1734. * type of skills, so not every instance of skill_additional_effect needs a call
  1735. * to this one.
  1736. */
  1737. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  1738. {
  1739. int rate;
  1740. struct map_session_data *sd=NULL;
  1741. struct map_session_data *dstsd=NULL;
  1742. nullpo_ret(src);
  1743. nullpo_ret(bl);
  1744. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1745. sd = BL_CAST(BL_PC, src);
  1746. dstsd = BL_CAST(BL_PC, bl);
  1747. if(dstsd && attack_type&BF_WEAPON)
  1748. { //Counter effects.
  1749. enum sc_type type;
  1750. int i, time;
  1751. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1752. {
  1753. rate = dstsd->addeff2[i].rate;
  1754. if (attack_type&BF_LONG)
  1755. rate+=dstsd->addeff2[i].arrow_rate;
  1756. if (!rate) continue;
  1757. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1758. { //Trigger has range consideration.
  1759. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1760. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1761. continue; //Range Failed.
  1762. }
  1763. type = dstsd->addeff2[i].id;
  1764. time = skill_get_time2(status_sc2skill(type),7);
  1765. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1766. status_change_start(src,src,type,rate,7,0,0,0,time,0);
  1767. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1768. status_change_start(src,bl,type,rate,7,0,0,0,time,0);
  1769. }
  1770. }
  1771. switch(skill_id){
  1772. case MO_EXTREMITYFIST:
  1773. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1774. break;
  1775. case GS_FULLBUSTER:
  1776. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1777. break;
  1778. case HFLI_SBR44: //[orn]
  1779. case HVAN_EXPLOSION:
  1780. if(src->type == BL_HOM){
  1781. TBL_HOM *hd = (TBL_HOM*)src;
  1782. hd->homunculus.intimacy = 200;
  1783. if (hd->master)
  1784. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1785. }
  1786. break;
  1787. case CR_GRANDCROSS:
  1788. case NPC_GRANDDARKNESS:
  1789. attack_type |= BF_WEAPON;
  1790. break;
  1791. case LG_HESPERUSLIT:
  1792. {
  1793. struct status_change *sc = status_get_sc(src);
  1794. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  1795. char i;
  1796. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  1797. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  1798. }
  1799. }
  1800. break;
  1801. }
  1802. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1803. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  1804. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,0);
  1805. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  1806. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1807. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1808. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1809. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1810. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1811. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1812. }
  1813. if( sd && status_isdead(bl) ) {
  1814. int sp = 0, hp = 0;
  1815. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  1816. sp += sd->bonus.sp_gain_value;
  1817. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  1818. hp += sd->bonus.hp_gain_value;
  1819. }
  1820. if( attack_type&BF_MAGIC ) {
  1821. sp += sd->bonus.magic_sp_gain_value;
  1822. hp += sd->bonus.magic_hp_gain_value;
  1823. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  1824. struct status_change *sc = NULL;
  1825. if( ( sc = status_get_sc(src) ) ) {
  1826. if(sc->data[SC_SPIRIT] &&
  1827. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1828. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1829. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1830. }
  1831. }
  1832. }
  1833. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1834. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1835. }
  1836. }
  1837. // Trigger counter-spells to retaliate against damage causing skills.
  1838. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1839. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  1840. {
  1841. struct block_list *tbl;
  1842. struct unit_data *ud;
  1843. int i, skill_id, skill_lv, rate, type;
  1844. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1845. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  1846. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  1847. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  1848. continue; // one or more trigger conditions were not fulfilled
  1849. skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1850. skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1851. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1852. rate = dstsd->autospell2[i].rate;
  1853. if (attack_type&BF_LONG)
  1854. rate>>=1;
  1855. dstsd->state.autocast = 1;
  1856. if ( skill_isNotOk(skill_id, dstsd) )
  1857. continue;
  1858. dstsd->state.autocast = 0;
  1859. if (rnd()%1000 >= rate)
  1860. continue;
  1861. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1862. if( (type = skill_get_casttype(skill_id)) == CAST_GROUND ) {
  1863. int maxcount = 0;
  1864. if( !(BL_PC&battle_config.skill_reiteration) &&
  1865. skill_get_unit_flag(skill_id)&UF_NOREITERATION &&
  1866. skill_check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv)
  1867. )
  1868. continue;
  1869. if( BL_PC&battle_config.skill_nofootset &&
  1870. skill_get_unit_flag(skill_id)&UF_NOFOOTSET &&
  1871. skill_check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv,false)
  1872. )
  1873. continue;
  1874. if( BL_PC&battle_config.land_skill_limit &&
  1875. (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0
  1876. ) {
  1877. int v;
  1878. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1879. if(dstsd->ud.skillunit[v]->skill_id == skill_id)
  1880. maxcount--;
  1881. }
  1882. if( maxcount == 0 ) {
  1883. continue;
  1884. }
  1885. }
  1886. }
  1887. if( !battle_check_range(src, tbl, skill_get_range2(src, skill_id,skill_lv) + (skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1888. continue;
  1889. dstsd->state.autocast = 1;
  1890. skill_consume_requirement(dstsd,skill_id,skill_lv,1);
  1891. switch (type) {
  1892. case CAST_GROUND:
  1893. skill_castend_pos2(bl, tbl->x, tbl->y, skill_id, skill_lv, tick, 0);
  1894. break;
  1895. case CAST_NODAMAGE:
  1896. skill_castend_nodamage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1897. break;
  1898. case CAST_DAMAGE:
  1899. skill_castend_damage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1900. break;
  1901. }
  1902. dstsd->state.autocast = 0;
  1903. //Set canact delay. [Skotlex]
  1904. ud = unit_bl2ud(bl);
  1905. if (ud) {
  1906. rate = skill_delayfix(bl, skill_id, skill_lv);
  1907. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1908. ud->canact_tick = tick+rate;
  1909. if ( battle_config.display_status_timers && dstsd )
  1910. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1911. }
  1912. }
  1913. }
  1914. }
  1915. //Autobonus when attacked
  1916. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  1917. int i;
  1918. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  1919. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1920. continue;
  1921. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1922. continue;
  1923. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1924. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1925. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  1926. continue; // one or more trigger conditions were not fulfilled
  1927. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1928. }
  1929. }
  1930. return 0;
  1931. }
  1932. /*=========================================================================
  1933. Breaks equipment. On-non players causes the corresponding strip effect.
  1934. - rate goes from 0 to 10000 (100.00%)
  1935. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1936. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1937. --------------------------------------------------------------------------*/
  1938. int skill_break_equip (struct block_list *src,struct block_list *bl, unsigned short where, int rate, int flag)
  1939. {
  1940. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1941. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1942. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1943. struct status_change *sc = status_get_sc(bl);
  1944. int i;
  1945. TBL_PC *sd;
  1946. sd = BL_CAST(BL_PC, bl);
  1947. if (sc && !sc->count)
  1948. sc = NULL;
  1949. if (sd) {
  1950. if (sd->bonus.unbreakable_equip)
  1951. where &= ~sd->bonus.unbreakable_equip;
  1952. if (sd->bonus.unbreakable)
  1953. rate -= rate*sd->bonus.unbreakable/100;
  1954. if (where&EQP_WEAPON) {
  1955. switch (sd->status.weapon) {
  1956. case W_FIST: //Bare fists should not break :P
  1957. case W_1HAXE:
  1958. case W_2HAXE:
  1959. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1960. case W_2HMACE:
  1961. case W_STAFF:
  1962. case W_2HSTAFF:
  1963. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1964. case W_HUUMA:
  1965. where &= ~EQP_WEAPON;
  1966. }
  1967. }
  1968. }
  1969. if (flag&BCT_ENEMY) {
  1970. if (battle_config.equip_skill_break_rate != 100)
  1971. rate = rate*battle_config.equip_skill_break_rate/100;
  1972. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1973. if (battle_config.equip_self_break_rate != 100)
  1974. rate = rate*battle_config.equip_self_break_rate/100;
  1975. }
  1976. for (i = 0; i < 4; i++) {
  1977. if (where&where_list[i]) {
  1978. if (sc && sc->count && sc->data[scdef[i]])
  1979. where&=~where_list[i];
  1980. else if (rnd()%10000 >= rate)
  1981. where&=~where_list[i];
  1982. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1983. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1984. }
  1985. }
  1986. if (!where) //Nothing to break.
  1987. return 0;
  1988. if (sd) {
  1989. for (i = 0; i < EQI_MAX; i++) {
  1990. int j = sd->equip_index[i];
  1991. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1992. continue;
  1993. switch(i) {
  1994. case EQI_HEAD_TOP: //Upper Head
  1995. flag = (where&EQP_HELM);
  1996. break;
  1997. case EQI_ARMOR: //Body
  1998. flag = (where&EQP_ARMOR);
  1999. break;
  2000. case EQI_HAND_R: //Left/Right hands
  2001. case EQI_HAND_L:
  2002. flag = (
  2003. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2004. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2005. break;
  2006. case EQI_SHOES:
  2007. flag = (where&EQP_SHOES);
  2008. break;
  2009. case EQI_GARMENT:
  2010. flag = (where&EQP_GARMENT);
  2011. break;
  2012. default:
  2013. continue;
  2014. }
  2015. if (flag) {
  2016. sd->status.inventory[j].attribute = 1;
  2017. pc_unequipitem(sd, j, 3);
  2018. }
  2019. }
  2020. clif_equiplist(sd);
  2021. }
  2022. return where; //Return list of pieces broken.
  2023. }
  2024. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2025. {
  2026. struct status_change *sc;
  2027. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2028. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2029. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2030. int i;
  2031. if (rnd()%100 >= rate)
  2032. return 0;
  2033. sc = status_get_sc(bl);
  2034. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2035. return 0;
  2036. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2037. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2038. where&=~pos[i];
  2039. }
  2040. if (!where) return 0;
  2041. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2042. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2043. where&=~pos[i];
  2044. }
  2045. return where?1:0;
  2046. }
  2047. //Early declaration
  2048. static int skill_area_temp[8];
  2049. /*=========================================================================
  2050. Used to knock back players, monsters, traps, etc
  2051. - 'count' is the number of squares to knock back
  2052. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2053. - if 'flag&0x1', position update packets must not be sent.
  2054. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
  2055. -------------------------------------------------------------------------*/
  2056. int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) {
  2057. int dx = 0, dy = 0;
  2058. struct skill_unit* su = NULL;
  2059. nullpo_ret(src);
  2060. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  2061. return 0; //No knocking back in WoE
  2062. if (count == 0)
  2063. return 0; //Actual knockback distance is 0.
  2064. switch (target->type) {
  2065. case BL_MOB: {
  2066. struct mob_data* md = BL_CAST(BL_MOB, target);
  2067. if( md->mob_id == MOBID_EMPERIUM )
  2068. return 0;
  2069. //Bosses or imune can't be knocked-back
  2070. if(src != target && status_get_mode(target)&(MD_KNOCKBACK_IMMUNE|MD_BOSS))
  2071. return 0;
  2072. }
  2073. break;
  2074. case BL_PC: {
  2075. struct map_session_data *sd = BL_CAST(BL_PC, target);
  2076. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  2077. return 0; // Basilica caster can't be knocked-back by normal monsters.
  2078. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  2079. return 0;
  2080. }
  2081. break;
  2082. case BL_SKILL:
  2083. su = (struct skill_unit *)target;
  2084. if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )
  2085. return 0; // ankle snare cannot be knocked back
  2086. break;
  2087. }
  2088. if (dir == -1) // <optimized>: do the computation here instead of outside
  2089. dir = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  2090. if (dir >= 0 && dir < 8)
  2091. { // take the reversed 'direction' and reverse it
  2092. dx = -dirx[dir];
  2093. dy = -diry[dir];
  2094. }
  2095. return unit_blown(target, dx, dy, count, flag); // send over the proper flag
  2096. }
  2097. //Checks if 'bl' should reflect back a spell cast by 'src'.
  2098. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2099. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2100. {
  2101. struct status_change *sc = status_get_sc(bl);
  2102. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2103. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2104. return 0;
  2105. // item-based reflection
  2106. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2107. return 1;
  2108. if( is_boss(src) )
  2109. return 0;
  2110. // status-based reflection
  2111. if( !sc || sc->count == 0 )
  2112. return 0;
  2113. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2114. return 1;
  2115. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2116. {// Kaite only works against non-players if they are low-level.
  2117. clif_specialeffect(bl, 438, AREA);
  2118. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2119. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2120. return 2;
  2121. }
  2122. return 0;
  2123. }
  2124. /*
  2125. * Combo handler, start stop combo status
  2126. */
  2127. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2128. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2129. switch (skill_id) {
  2130. case MH_MIDNIGHT_FRENZY:
  2131. case MH_EQC:{
  2132. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2133. int idx = skill_id2 - HM_SKILLBASE;
  2134. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2135. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2136. sd = hd->master;
  2137. hd->homunculus.hskill[idx].flag= flag;
  2138. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2139. }
  2140. break;
  2141. case MO_COMBOFINISH:
  2142. case CH_TIGERFIST:
  2143. case CH_CHAINCRUSH:
  2144. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2145. break;
  2146. case TK_JUMPKICK:
  2147. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2148. break;
  2149. case MO_TRIPLEATTACK:
  2150. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2151. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2152. break;
  2153. case SR_FALLENEMPIRE:
  2154. if (sd){
  2155. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2156. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2157. }
  2158. break;
  2159. }
  2160. }
  2161. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2162. int duration = 0, delay=0; //Used to signal if this skill can be combo'ed later on.
  2163. struct status_change_entry *sce;
  2164. TBL_PC *sd = BL_CAST(BL_PC,src);
  2165. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2166. struct status_change *sc = status_get_sc(src);
  2167. if(sc == NULL) return;
  2168. //End previous combo state after skill is invoked
  2169. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2170. switch (skill_id) {
  2171. case TK_TURNKICK:
  2172. case TK_STORMKICK:
  2173. case TK_DOWNKICK:
  2174. case TK_COUNTER:
  2175. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2176. sce->val1 = skill_id; //Update combo-skill
  2177. sce->val3 = skill_id;
  2178. if( sce->timer != INVALID_TIMER )
  2179. delete_timer(sce->timer, status_change_timer);
  2180. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2181. break;
  2182. }
  2183. unit_cancel_combo(src); // Cancel combo wait
  2184. break;
  2185. default:
  2186. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2187. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2188. }
  2189. }
  2190. //start new combo
  2191. if(sd){ //player only
  2192. switch(skill_id) {
  2193. case MO_TRIPLEATTACK:
  2194. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2195. duration=1;
  2196. break;
  2197. case MO_CHAINCOMBO:
  2198. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2199. duration=1;
  2200. break;
  2201. case MO_COMBOFINISH:
  2202. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2203. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2204. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2205. duration=1;
  2206. case CH_TIGERFIST:
  2207. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2208. duration=1;
  2209. case CH_CHAINCRUSH:
  2210. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2211. duration=1;
  2212. break;
  2213. case AC_DOUBLE: {
  2214. unsigned char race = status_get_race(bl);
  2215. if( (race == RC_BRUTE || race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2216. duration = 2000;
  2217. break;
  2218. }
  2219. case SR_DRAGONCOMBO:
  2220. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2221. duration = 1;
  2222. break;
  2223. case SR_FALLENEMPIRE:
  2224. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2225. duration = 1;
  2226. break;
  2227. }
  2228. }
  2229. else { //other
  2230. switch(skill_id) {
  2231. case MH_TINDER_BREAKER:
  2232. case MH_CBC:
  2233. case MH_SONIC_CRAW:
  2234. case MH_SILVERVEIN_RUSH:
  2235. if(hd->homunculus.spiritball > 0) duration = 2000;
  2236. delay=1;
  2237. break;
  2238. case MH_EQC:
  2239. case MH_MIDNIGHT_FRENZY:
  2240. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2241. delay=1;
  2242. break;
  2243. }
  2244. }
  2245. if (duration) { //Possible to chain
  2246. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //auto calc duration
  2247. duration = max(1,duration);
  2248. sc_start4(src,src,SC_COMBO,100,skill_id,bl->id,delay,0,duration);
  2249. clif_combo_delay(src, duration);
  2250. }
  2251. }
  2252. /** Copy skill by Plagiarism or Reproduce
  2253. * @param src: The caster
  2254. * @param bl: The target
  2255. * @param skill_id: Skill that casted
  2256. * @param skill_lv: Skill level of the casted skill
  2257. */
  2258. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv){
  2259. TBL_PC *tsd = BL_CAST(BL_PC,bl);
  2260. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2261. return;
  2262. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2263. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2264. return;
  2265. else {
  2266. short idx;
  2267. unsigned char lv;
  2268. // Copy Referal: dummy skills should point to their source upon copying
  2269. switch (skill_id) {
  2270. case AB_DUPLELIGHT_MELEE:
  2271. case AB_DUPLELIGHT_MAGIC:
  2272. skill_id = AB_DUPLELIGHT;
  2273. break;
  2274. case WL_CHAINLIGHTNING_ATK:
  2275. skill_id = WL_CHAINLIGHTNING;
  2276. break;
  2277. case WM_REVERBERATION_MELEE:
  2278. case WM_REVERBERATION_MAGIC:
  2279. skill_id = WM_REVERBERATION;
  2280. break;
  2281. case WM_SEVERE_RAINSTORM_MELEE:
  2282. skill_id = WM_SEVERE_RAINSTORM;
  2283. break;
  2284. case GN_CRAZYWEED_ATK:
  2285. skill_id = GN_CRAZYWEED;
  2286. break;
  2287. case GN_HELLS_PLANT_ATK:
  2288. skill_id = GN_HELLS_PLANT;
  2289. break;
  2290. case LG_OVERBRAND_BRANDISH:
  2291. case LG_OVERBRAND_PLUSATK:
  2292. skill_id = LG_OVERBRAND;
  2293. break;
  2294. }
  2295. //Use skill index, avoiding out-of-bound array [Cydh]
  2296. if ((idx = skill_get_index(skill_id)) < 0)
  2297. return;
  2298. switch (skill_isCopyable(tsd,skill_id)) {
  2299. case 1: //Copied by Plagiarism
  2300. {
  2301. if (tsd->cloneskill_idx >= 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2302. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2303. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2304. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2305. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2306. }
  2307. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2308. tsd->cloneskill_idx = idx;
  2309. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM,skill_id);
  2310. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM_LV,lv);
  2311. }
  2312. break;
  2313. case 2: //Copied by Reproduce
  2314. {
  2315. struct status_change *tsc = status_get_sc(bl);
  2316. //Already did SC check
  2317. //Skill level copied depends on Reproduce skill that used
  2318. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2319. if( tsd->reproduceskill_idx >= 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2320. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2321. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2322. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2323. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2324. }
  2325. //Level dependent and limitation.
  2326. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2327. lv = min(lv,skill_get_max(skill_id));
  2328. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2329. lv = min(lv,skill_lv);
  2330. tsd->reproduceskill_idx = idx;
  2331. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE,skill_id);
  2332. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE_LV,lv);
  2333. }
  2334. break;
  2335. default: return;
  2336. }
  2337. tsd->status.skill[idx].id = skill_id;
  2338. tsd->status.skill[idx].lv = lv;
  2339. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2340. clif_addskill(tsd,skill_id);
  2341. }
  2342. }
  2343. /*
  2344. * =========================================================================
  2345. * Does a skill attack with the given properties.
  2346. * src is the master behind the attack (player/mob/pet)
  2347. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2348. * bl is the target to be attacked.
  2349. * flag can hold a bunch of information:
  2350. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  2351. * (usually holds number of targets, or just 1 for simple splash attacks)
  2352. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  2353. * packet shouldn't display a skill animation)
  2354. * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the
  2355. * client (causes player characters to not scream skill name)
  2356. *-------------------------------------------------------------------------*/
  2357. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2358. {
  2359. struct Damage dmg;
  2360. struct status_data *sstatus, *tstatus;
  2361. struct status_change *tsc;
  2362. struct map_session_data *sd, *tsd;
  2363. int64 damage;
  2364. int8 rmdamage=0;//magic reflected
  2365. int type;
  2366. bool shadow_flag = false;
  2367. bool additional_effects = true;
  2368. if(skill_id > 0 && !skill_lv) return 0;
  2369. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2370. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2371. nullpo_ret(bl); //Target to be attacked.
  2372. if (src != dsrc) {
  2373. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2374. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2375. return 0;
  2376. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2377. //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]
  2378. if (!status_check_skilluse(src, bl, skill_id, 2))
  2379. return 0;
  2380. }
  2381. sd = BL_CAST(BL_PC, src);
  2382. tsd = BL_CAST(BL_PC, bl);
  2383. sstatus = status_get_status_data(src);
  2384. tstatus = status_get_status_data(bl);
  2385. tsc= status_get_sc(bl);
  2386. if (tsc && !tsc->count) tsc = NULL; //Don't need it.
  2387. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  2388. if(skill_id == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  2389. return 0;
  2390. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2391. if (tsc && tsc->data[SC_TRICKDEAD])
  2392. return 0;
  2393. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2394. //Skotlex: Adjusted to the new system
  2395. if( src->type == BL_PET ) { // [Valaris]
  2396. struct pet_data *pd = (TBL_PET*)src;
  2397. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) {
  2398. int element = skill_get_ele(skill_id, skill_lv);
  2399. /*if (skill_id == -1) Does it ever worked?
  2400. element = sstatus->rhw.ele;*/
  2401. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2402. dmg.damage=battle_attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
  2403. else
  2404. dmg.damage= skill_lv;
  2405. dmg.damage2=0;
  2406. dmg.div_= pd->a_skill->div_;
  2407. }
  2408. }
  2409. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2410. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2411. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2412. { //Magic reflection, switch caster/target
  2413. struct block_list *tbl = bl;
  2414. rmdamage = 1;
  2415. bl = src;
  2416. src = tbl;
  2417. dsrc = tbl;
  2418. sd = BL_CAST(BL_PC, src);
  2419. tsd = BL_CAST(BL_PC, bl);
  2420. tsc = status_get_sc(bl);
  2421. if (tsc && !tsc->count)
  2422. tsc = NULL; //Don't need it.
  2423. /* bugreport:2564 flag&2 disables double casting trigger */
  2424. flag |= 2;
  2425. //Spirit of Wizard blocks Kaite's reflection
  2426. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2427. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2428. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2429. if (type >= 0) {
  2430. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2431. dmg.damage = dmg.damage2 = 0;
  2432. dmg.dmg_lv = ATK_MISS;
  2433. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2434. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2435. }
  2436. } else if( type != 2 ) /* Kaite bypasses */
  2437. additional_effects = false;
  2438. /**
  2439. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2440. **/
  2441. #if MAGIC_REFLECTION_TYPE
  2442. if( dmg.dmg_lv != ATK_MISS ){//Wiz SL cancelled and consumed fragment
  2443. short s_ele = skill_get_ele(skill_id, skill_lv);
  2444. if (s_ele == -1) // the skill takes the weapon's element
  2445. s_ele = sstatus->rhw.ele;
  2446. else if (s_ele == -2) //Use status element
  2447. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2448. else if( s_ele == -3 ) //Use random element
  2449. s_ele = rnd()%ELE_ALL;
  2450. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2451. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2452. struct status_data *status = status_get_status_data(bl);
  2453. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2454. per /=20; //Uses 20% SP intervals.
  2455. //SP Cost: 1% + 0.5% per every 20% SP
  2456. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2457. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2458. //Reduction: 6% + 6% every 20%
  2459. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2460. }
  2461. }
  2462. #endif
  2463. }
  2464. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2465. int sp = skill_get_sp(skill_id,skill_lv);
  2466. dmg.damage = dmg.damage2 = 0;
  2467. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2468. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2469. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2470. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2471. status_heal(bl, 0, sp, 2);
  2472. }
  2473. }
  2474. damage = dmg.damage + dmg.damage2;
  2475. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2476. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2477. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2478. damage = 1;
  2479. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2480. struct block_list *nbl;
  2481. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2482. if( nbl ){ // Only one target is chosen.
  2483. damage = damage / 2; // Deflect half of the damage to a target nearby
  2484. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  2485. }
  2486. }
  2487. //Skill hit type
  2488. type=(skill_id==0)?5:skill_get_hit(skill_id);
  2489. switch(skill_id){
  2490. case SC_TRIANGLESHOT:
  2491. if(rnd()%100 > (1 + skill_lv) ) dmg.blewcount = 0;
  2492. break;
  2493. default:
  2494. if(damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2495. dmg.blewcount = 0; //only pushback when it hit for other
  2496. break;
  2497. }
  2498. switch(skill_id){
  2499. case CR_GRANDCROSS:
  2500. case NPC_GRANDDARKNESS:
  2501. if(battle_config.gx_disptype) dsrc = src;
  2502. if(src == bl) type = 4;
  2503. else flag|=SD_ANIMATION;
  2504. break;
  2505. case NJ_TATAMIGAESHI: //For correct knockback.
  2506. dsrc = src;
  2507. flag|=SD_ANIMATION;
  2508. break;
  2509. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2510. int level;
  2511. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  2512. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2513. }
  2514. break;
  2515. case SL_STIN:
  2516. case SL_STUN:
  2517. if (skill_lv >= 7){
  2518. struct status_change *sc = status_get_sc(src);
  2519. if(sc && !sc->data[SC_SMA])
  2520. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2521. }
  2522. break;
  2523. case GS_FULLBUSTER:
  2524. if(sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2525. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2526. break;
  2527. }
  2528. //combo handling
  2529. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2530. //Display damage.
  2531. switch( skill_id ) {
  2532. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2533. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2534. break;
  2535. //Skills that need be passed as a normal attack for the client to display correctly.
  2536. case HVAN_EXPLOSION:
  2537. case NPC_SELFDESTRUCTION:
  2538. if(src->type==BL_PC)
  2539. dmg.blewcount = 10;
  2540. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2541. // fall through
  2542. case KN_AUTOCOUNTER:
  2543. case NPC_CRITICALSLASH:
  2544. case TF_DOUBLE:
  2545. case GS_CHAINACTION:
  2546. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2547. break;
  2548. case AS_SPLASHER:
  2549. if( flag&SD_ANIMATION ) // the surrounding targets
  2550. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2551. else // the central target doesn't display an animation
  2552. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2553. break;
  2554. case WL_HELLINFERNO:
  2555. case SR_EARTHSHAKER:
  2556. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2557. break;
  2558. case WL_SOULEXPANSION:
  2559. case WL_COMET:
  2560. case KO_MUCHANAGE:
  2561. case NJ_HUUMA:
  2562. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2563. break;
  2564. case WL_CHAINLIGHTNING_ATK:
  2565. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2566. break;
  2567. case LG_OVERBRAND_BRANDISH:
  2568. case LG_OVERBRAND_PLUSATK:
  2569. case EL_FIRE_BOMB:
  2570. case EL_FIRE_BOMB_ATK:
  2571. case EL_FIRE_WAVE:
  2572. case EL_FIRE_WAVE_ATK:
  2573. case EL_FIRE_MANTLE:
  2574. case EL_CIRCLE_OF_FIRE:
  2575. case EL_FIRE_ARROW:
  2576. case EL_ICE_NEEDLE:
  2577. case EL_WATER_SCREW:
  2578. case EL_WATER_SCREW_ATK:
  2579. case EL_WIND_SLASH:
  2580. case EL_TIDAL_WEAPON:
  2581. case EL_ROCK_CRUSHER:
  2582. case EL_ROCK_CRUSHER_ATK:
  2583. case EL_HURRICANE:
  2584. case EL_HURRICANE_ATK:
  2585. case KO_BAKURETSU:
  2586. case GN_CRAZYWEED_ATK:
  2587. case NC_MAGMA_ERUPTION:
  2588. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2589. break;
  2590. case GN_SLINGITEM_RANGEMELEEATK:
  2591. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2592. break;
  2593. case EL_STONE_RAIN:
  2594. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2595. break;
  2596. case WM_SEVERE_RAINSTORM_MELEE:
  2597. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skill_lv,5);
  2598. break;
  2599. case WM_REVERBERATION_MELEE:
  2600. case WM_REVERBERATION_MAGIC:
  2601. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2602. break;
  2603. case HT_CLAYMORETRAP:
  2604. case HT_BLASTMINE:
  2605. case HT_FLASHER:
  2606. case HT_FREEZINGTRAP:
  2607. case RA_CLUSTERBOMB:
  2608. case RA_FIRINGTRAP:
  2609. case RA_ICEBOUNDTRAP:
  2610. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
  2611. if( dsrc != src ) // avoid damage display redundancy
  2612. break;
  2613. case HT_LANDMINE:
  2614. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2615. break;
  2616. case WZ_SIGHTBLASTER:
  2617. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2618. break;
  2619. case AB_DUPLELIGHT_MELEE:
  2620. case AB_DUPLELIGHT_MAGIC:
  2621. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2622. default:
  2623. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2624. type = 5;
  2625. if( bl->type == BL_SKILL ){
  2626. TBL_SKILL *su = (TBL_SKILL*)bl;
  2627. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2628. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2629. }
  2630. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2631. break;
  2632. }
  2633. map_freeblock_lock();
  2634. if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) >= 0 && skill_db[skill_get_index(skill_id)].copyable.option && //Only copy skill that copyable [Cydh]
  2635. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  2636. skill_do_copy(src,bl,skill_id,skill_lv);
  2637. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2638. { //Skills with can't walk delay also stop normal attacking for that
  2639. //duration when the attack connects. [Skotlex]
  2640. struct unit_data *ud = unit_bl2ud(src);
  2641. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2642. ud->attackabletime = tick + type;
  2643. }
  2644. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  2645. if( !dmg.amotion ) {
  2646. //Instant damage
  2647. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD)) && !shadow_flag )
  2648. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2649. if( !status_isdead(bl) && additional_effects )
  2650. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  2651. if( damage > 0 ) //Counter status effects [Skotlex]
  2652. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  2653. }
  2654. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2655. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2656. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
  2657. int8 dir = -1; // default
  2658. switch(skill_id) {//direction
  2659. case MG_FIREWALL:
  2660. case PR_SANCTUARY:
  2661. case SC_TRIANGLESHOT:
  2662. case LG_OVERBRAND:
  2663. case SR_KNUCKLEARROW:
  2664. case GN_WALLOFTHORN:
  2665. case EL_FIRE_MANTLE:
  2666. dir = unit_getdir(bl);// backwards
  2667. break;
  2668. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2669. case WZ_STORMGUST:
  2670. dir = rand()%8;
  2671. break;
  2672. case WL_CRIMSONROCK:
  2673. dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2674. break;
  2675. }
  2676. //blown-specific handling
  2677. switch( skill_id ) {
  2678. case LG_OVERBRAND:
  2679. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) ) {
  2680. short dir_x, dir_y;
  2681. dir_x = dirx[(dir+4)%8];
  2682. dir_y = diry[(dir+4)%8];
  2683. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2684. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
  2685. } else
  2686. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
  2687. break;
  2688. case SR_KNUCKLEARROW:
  2689. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) {
  2690. short dir_x, dir_y;
  2691. dir_x = dirx[(dir+4)%8];
  2692. dir_y = diry[(dir+4)%8];
  2693. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2694. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2695. }
  2696. break;
  2697. case GN_WALLOFTHORN:
  2698. unit_stop_walking(bl,1);
  2699. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x2 );
  2700. clif_fixpos(bl);
  2701. break;
  2702. default:
  2703. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x0 );
  2704. if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
  2705. TBL_SKILL *su = (TBL_SKILL*)bl;
  2706. if( su->group && su->group->skill_id == HT_BLASTMINE)
  2707. skill_blown(src, bl, 3, -1, 0);
  2708. }
  2709. break;
  2710. }
  2711. }
  2712. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2713. if (dmg.amotion) {
  2714. if( shadow_flag ) {
  2715. if( !status_isdead(bl) && additional_effects )
  2716. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  2717. if( dmg.flag > ATK_BLOCK )
  2718. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  2719. } else
  2720. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  2721. }
  2722. if( tsc && tsc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
  2723. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  2724. struct block_list *d_bl = map_id2bl(sce->val1);
  2725. if( d_bl && (
  2726. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2727. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2728. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2729. {
  2730. if(!rmdamage){
  2731. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  2732. status_fix_damage(NULL,d_bl, damage, 0);
  2733. } else {//Reflected magics are done directly on the target not on paladin
  2734. //This check is only for magical skill.
  2735. //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2736. clif_damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0);
  2737. status_fix_damage(bl,bl, damage, 0);
  2738. }
  2739. }
  2740. else {
  2741. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2742. if( !dmg.amotion )
  2743. status_fix_damage(src,bl,damage,dmg.dmotion);
  2744. }
  2745. }
  2746. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2747. if( skill_id == RG_INTIMIDATE ) {
  2748. int rate = 50 + skill_lv * 5;
  2749. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2750. if(rnd()%100 < rate)
  2751. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  2752. } else if( skill_id == SC_FATALMENACE )
  2753. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  2754. }
  2755. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  2756. dmg.flag |= BF_WEAPON;
  2757. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2758. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) )
  2759. {
  2760. if (battle_config.left_cardfix_to_right)
  2761. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  2762. else
  2763. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  2764. }
  2765. if( damage > 0 ) {
  2766. /**
  2767. * Post-damage effects
  2768. **/
  2769. switch( skill_id ) {
  2770. case RK_CRUSHSTRIKE:
  2771. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2772. break;
  2773. case GC_VENOMPRESSURE: {
  2774. struct status_change *ssc = status_get_sc(src);
  2775. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  2776. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2777. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2778. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  2779. }
  2780. }
  2781. break;
  2782. case WM_METALICSOUND:
  2783. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  2784. break;
  2785. }
  2786. if( sd )
  2787. skill_onskillusage(sd, bl, skill_id, tick);
  2788. }
  2789. if (!(flag&2) &&
  2790. (
  2791. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  2792. ) &&
  2793. (tsc = status_get_sc(src)) &&
  2794. tsc->data[SC_DOUBLECAST] &&
  2795. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  2796. {
  2797. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2798. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2799. }
  2800. map_freeblock_unlock();
  2801. return damage;
  2802. }
  2803. /*==========================================
  2804. * sub fonction for recursive skill call.
  2805. * Checking bl battle flag and display dammage
  2806. * then call func with source,target,skill_id,skill_lv,tick,flag
  2807. *------------------------------------------*/
  2808. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2809. int skill_area_sub (struct block_list *bl, va_list ap) {
  2810. struct block_list *src;
  2811. uint16 skill_id,skill_lv;
  2812. int flag;
  2813. unsigned int tick;
  2814. SkillFunc func;
  2815. nullpo_ret(bl);
  2816. src=va_arg(ap,struct block_list *);
  2817. skill_id=va_arg(ap,int);
  2818. skill_lv=va_arg(ap,int);
  2819. tick=va_arg(ap,unsigned int);
  2820. flag=va_arg(ap,int);
  2821. func=va_arg(ap,SkillFunc);
  2822. if(battle_check_target(src,bl,flag) > 0)
  2823. {
  2824. // several splash skills need this initial dummy packet to display correctly
  2825. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2826. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2827. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2828. skill_area_temp[2]++;
  2829. return func(src,bl,skill_id,skill_lv,tick,flag);
  2830. }
  2831. return 0;
  2832. }
  2833. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2834. {
  2835. struct skill_unit *unit;
  2836. uint16 skill_id,g_skill_id;
  2837. unit = (struct skill_unit *)bl;
  2838. if(bl->prev == NULL || bl->type != BL_SKILL)
  2839. return 0;
  2840. if(!unit->alive)
  2841. return 0;
  2842. skill_id = va_arg(ap,int);
  2843. g_skill_id = unit->group->skill_id;
  2844. switch (skill_id) {
  2845. case MH_STEINWAND:
  2846. case MG_SAFETYWALL:
  2847. case AL_PNEUMA:
  2848. case SC_MAELSTROM:
  2849. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  2850. return 0;
  2851. break;
  2852. case AL_WARP:
  2853. case HT_SKIDTRAP:
  2854. case MA_SKIDTRAP:
  2855. case HT_LANDMINE:
  2856. case MA_LANDMINE:
  2857. case HT_ANKLESNARE:
  2858. case HT_SHOCKWAVE:
  2859. case HT_SANDMAN:
  2860. case MA_SANDMAN:
  2861. case HT_FLASHER:
  2862. case HT_FREEZINGTRAP:
  2863. case MA_FREEZINGTRAP:
  2864. case HT_BLASTMINE:
  2865. case HT_CLAYMORETRAP:
  2866. case HT_TALKIEBOX:
  2867. case HP_BASILICA:
  2868. case RA_ELECTRICSHOCKER:
  2869. case RA_CLUSTERBOMB:
  2870. case RA_MAGENTATRAP:
  2871. case RA_COBALTTRAP:
  2872. case RA_MAIZETRAP:
  2873. case RA_VERDURETRAP:
  2874. case RA_FIRINGTRAP:
  2875. case RA_ICEBOUNDTRAP:
  2876. case SC_DIMENSIONDOOR:
  2877. case SC_BLOODYLUST:
  2878. case RL_B_TRAP:
  2879. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2880. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  2881. return 0;
  2882. break;
  2883. default: //Avoid stacking with same kind of trap. [Skotlex]
  2884. if (g_skill_id != skill_id)
  2885. return 0;
  2886. break;
  2887. }
  2888. return 1;
  2889. }
  2890. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  2891. {
  2892. //Non players do not check for the skill's splash-trigger area.
  2893. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  2894. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2895. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2896. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2897. return 0;
  2898. }
  2899. range += layout_type;
  2900. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  2901. }
  2902. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2903. {
  2904. uint16 skill_id;
  2905. if(bl->prev == NULL)
  2906. return 0;
  2907. skill_id = va_arg(ap,int);
  2908. if( status_isdead(bl) && skill_id != AL_WARP )
  2909. return 0;
  2910. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  2911. return 0;
  2912. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  2913. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2914. return 1;
  2915. }
  2916. /** Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  2917. * @param bl Object that casted skill
  2918. * @param x Position x of the target
  2919. * @param y Position y of the target
  2920. * @param skill_id The casted skill
  2921. * @param skill_lv The skill Lv
  2922. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  2923. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  2924. */
  2925. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  2926. {
  2927. int range = 0, type;
  2928. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  2929. if (isNearNPC)
  2930. range = skill_get_splash(skill_id,skill_lv);
  2931. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  2932. if (!isNearNPC || !range) {
  2933. switch (skill_id) { // to be expanded later
  2934. case WZ_ICEWALL:
  2935. range = 2;
  2936. break;
  2937. default:
  2938. {
  2939. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2940. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  2941. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2942. return 0;
  2943. }
  2944. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  2945. }
  2946. break;
  2947. }
  2948. }
  2949. //Check the additional range [Cydh]
  2950. if (isNearNPC && skill_db[skill_get_index(skill_id)].unit_nonearnpc_range)
  2951. range += skill_db[skill_get_index(skill_id)].unit_nonearnpc_range;
  2952. if (!isNearNPC) { //Doesn't check the NPC range
  2953. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  2954. if (bl->type == BL_PC)
  2955. type = BL_CHAR;
  2956. else
  2957. type = BL_PC;
  2958. }
  2959. else
  2960. type = BL_NPC;
  2961. return (!isNearNPC) ?
  2962. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  2963. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  2964. //isNearNPC is used to check range from NPC
  2965. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  2966. }
  2967. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2968. {
  2969. if(id == sd->bl.id && battle_config.guild_aura&16)
  2970. return 0; // Do not affect guild leader
  2971. if (sd->sc.data[SC_GUILDAURA]) {
  2972. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2973. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2974. sce->val3 = strvit;
  2975. sce->val4 = agidex;
  2976. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
  2977. }
  2978. return 0;
  2979. }
  2980. sc_start4(&sd->bl,&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2981. return 1;
  2982. }
  2983. /*==========================================
  2984. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2985. * Flag:
  2986. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2987. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2988. *------------------------------------------*/
  2989. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2990. {
  2991. struct status_data *status;
  2992. struct map_session_data *sd = NULL;
  2993. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  2994. uint16 idx;
  2995. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2996. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2997. return 0;
  2998. nullpo_ret(bl);
  2999. switch( bl->type )
  3000. {
  3001. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3002. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3003. }
  3004. status = status_get_status_data(bl);
  3005. if( (idx = skill_get_index(skill)) == 0 )
  3006. return 0;
  3007. // Requeriments
  3008. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3009. {
  3010. itemid[i] = skill_db[idx].require.itemid[i];
  3011. amount[i] = skill_db[idx].require.amount[i];
  3012. }
  3013. hp = skill_db[idx].require.hp[lv-1];
  3014. sp = skill_db[idx].require.sp[lv-1];
  3015. hp_rate = skill_db[idx].require.hp_rate[lv-1];
  3016. sp_rate = skill_db[idx].require.sp_rate[lv-1];
  3017. state = skill_db[idx].require.state;
  3018. if( (mhp = skill_db[idx].require.mhp[lv-1]) > 0 )
  3019. hp += (status->max_hp * mhp) / 100;
  3020. if( hp_rate > 0 )
  3021. hp += (status->hp * hp_rate) / 100;
  3022. else
  3023. hp += (status->max_hp * (-hp_rate)) / 100;
  3024. if( sp_rate > 0 )
  3025. sp += (status->sp * sp_rate) / 100;
  3026. else
  3027. sp += (status->max_sp * (-sp_rate)) / 100;
  3028. if( bl->type == BL_HOM )
  3029. { // Intimacy Requeriments
  3030. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3031. switch( skill )
  3032. {
  3033. case HFLI_SBR44:
  3034. if( hd->homunculus.intimacy <= 200 )
  3035. return 0;
  3036. break;
  3037. case HVAN_EXPLOSION:
  3038. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3039. return 0;
  3040. break;
  3041. }
  3042. }
  3043. if( !(type&2) )
  3044. {
  3045. if( hp > 0 && status->hp <= (unsigned int)hp )
  3046. {
  3047. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3048. return 0;
  3049. }
  3050. if( sp > 0 && status->sp <= (unsigned int)sp )
  3051. {
  3052. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3053. return 0;
  3054. }
  3055. }
  3056. if( !type )
  3057. switch( state )
  3058. {
  3059. case ST_MOVE_ENABLE:
  3060. if( !unit_can_move(bl) )
  3061. {
  3062. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3063. return 0;
  3064. }
  3065. break;
  3066. }
  3067. if( !(type&1) )
  3068. return 1;
  3069. // Check item existences
  3070. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3071. {
  3072. index[i] = -1;
  3073. if( itemid[i] < 1 ) continue; // No item
  3074. index[i] = pc_search_inventory(sd, itemid[i]);
  3075. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  3076. {
  3077. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3078. return 0;
  3079. }
  3080. }
  3081. // Consume items
  3082. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3083. {
  3084. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3085. }
  3086. if( type&2 )
  3087. return 1;
  3088. if( sp || hp )
  3089. status_zap(bl, hp, sp);
  3090. return 1;
  3091. }
  3092. /*==========================================
  3093. *
  3094. *------------------------------------------*/
  3095. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3096. {
  3097. return 1;
  3098. }
  3099. /*==========================================
  3100. *
  3101. *------------------------------------------*/
  3102. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3103. {
  3104. struct block_list *src = map_id2bl(id),*target;
  3105. struct unit_data *ud = unit_bl2ud(src);
  3106. struct skill_timerskill *skl;
  3107. int range;
  3108. nullpo_ret(src);
  3109. nullpo_ret(ud);
  3110. skl = ud->skilltimerskill[data];
  3111. nullpo_ret(skl);
  3112. ud->skilltimerskill[data] = NULL;
  3113. do {
  3114. if(src->prev == NULL)
  3115. break; // Source not on Map
  3116. if(skl->target_id) {
  3117. target = map_id2bl(skl->target_id);
  3118. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3119. target = src; //Required since it has to warp.
  3120. if(target == NULL)
  3121. break; // Target offline?
  3122. if(target->prev == NULL)
  3123. break; // Target not on Map
  3124. if(src->m != target->m)
  3125. break; // Different Maps
  3126. if(status_isdead(src)) {
  3127. switch(skl->skill_id) {
  3128. case WL_CHAINLIGHTNING_ATK:
  3129. case WL_TETRAVORTEX_FIRE:
  3130. case WL_TETRAVORTEX_WATER:
  3131. case WL_TETRAVORTEX_WIND:
  3132. case WL_TETRAVORTEX_GROUND:
  3133. case SR_FLASHCOMBO_ATK_STEP1:
  3134. case SR_FLASHCOMBO_ATK_STEP2:
  3135. case SR_FLASHCOMBO_ATK_STEP3:
  3136. case SR_FLASHCOMBO_ATK_STEP4:
  3137. break; // Exceptions
  3138. default:
  3139. continue; // Caster is Dead
  3140. }
  3141. }
  3142. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3143. break;
  3144. switch(skl->skill_id) {
  3145. case RG_INTIMIDATE:
  3146. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3147. short x,y;
  3148. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3149. if (target != src && !status_isdead(target))
  3150. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3151. }
  3152. break;
  3153. case BA_FROSTJOKER:
  3154. case DC_SCREAM:
  3155. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3156. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3157. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3158. break;
  3159. case NPC_EARTHQUAKE:
  3160. if( skl->type > 1 )
  3161. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3162. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3163. skill_area_temp[1] = src->id;
  3164. skill_area_temp[2] = 0;
  3165. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  3166. break;
  3167. case WZ_WATERBALL:
  3168. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3169. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3170. range = path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKNOREACH);
  3171. if (!status_isdead(target) && range)
  3172. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3173. if (skl->type>1 && !status_isdead(target) && !status_isdead(src) && range) {
  3174. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3175. } else {
  3176. struct status_change *sc = status_get_sc(src);
  3177. if(sc) {
  3178. if(sc->data[SC_SPIRIT] &&
  3179. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3180. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3181. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3182. }
  3183. }
  3184. break;
  3185. /**
  3186. * Warlock
  3187. **/
  3188. case WL_CHAINLIGHTNING_ATK: {
  3189. struct block_list *nbl = NULL; // Next Target of Chain
  3190. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3191. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3192. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3193. { // Remaining Chains Hit
  3194. 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.
  3195. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3196. if( nbl == NULL )
  3197. skl->x++;
  3198. else
  3199. skl->x = 0;
  3200. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3201. }
  3202. }
  3203. break;
  3204. case WL_TETRAVORTEX_FIRE:
  3205. case WL_TETRAVORTEX_WATER:
  3206. case WL_TETRAVORTEX_WIND:
  3207. case WL_TETRAVORTEX_GROUND:
  3208. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3209. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3210. if( skl->type >= 3 )
  3211. { // Final Hit
  3212. if( !status_isdead(target) )
  3213. { // Final Status Effect
  3214. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3215. applyeffects[4] = { 0, 0, 0, 0 },
  3216. i, j = 0, k = 0;
  3217. for( i = 1; i <= 8; i = i + i )
  3218. {
  3219. if( skl->x&i )
  3220. {
  3221. applyeffects[j] = effects[k];
  3222. j++;
  3223. }
  3224. k++;
  3225. }
  3226. if( j )
  3227. {
  3228. i = applyeffects[rnd()%j];
  3229. status_change_start(src,target, i, 10000, skl->skill_lv,
  3230. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3231. (i == SC_BURNING ? src->id : 0),
  3232. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv)+1, 0);
  3233. }
  3234. }
  3235. }
  3236. break;
  3237. case WM_REVERBERATION_MELEE:
  3238. case WM_REVERBERATION_MAGIC:
  3239. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  3240. break;
  3241. case SC_FATALMENACE:
  3242. if( src == target ) // Casters Part
  3243. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3244. else { // Target's Part
  3245. short x = skl->x, y = skl->y;
  3246. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3247. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3248. }
  3249. break;
  3250. case LG_MOONSLASHER:
  3251. case SR_WINDMILL:
  3252. if( target->type == BL_PC ) {
  3253. struct map_session_data *tsd = NULL;
  3254. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3255. pc_setsit(tsd);
  3256. skill_sit(tsd,1);
  3257. clif_sitting(&tsd->bl);
  3258. }
  3259. }
  3260. break;
  3261. case LG_OVERBRAND_BRANDISH:
  3262. case LG_OVERBRAND_PLUSATK:
  3263. case SR_KNUCKLEARROW:
  3264. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3265. break;
  3266. case GN_SPORE_EXPLOSION:
  3267. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3268. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3269. break;
  3270. case CH_PALMSTRIKE:
  3271. {
  3272. struct status_change* tsc = status_get_sc(target);
  3273. struct status_change* sc = status_get_sc(src);
  3274. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3275. ( sc && sc->option&OPTION_HIDE ) ){
  3276. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
  3277. break;
  3278. }
  3279. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3280. break;
  3281. }
  3282. case SR_FLASHCOMBO_ATK_STEP1:
  3283. case SR_FLASHCOMBO_ATK_STEP2:
  3284. case SR_FLASHCOMBO_ATK_STEP3:
  3285. case SR_FLASHCOMBO_ATK_STEP4:
  3286. if( src->type == BL_PC ) {
  3287. TBL_PC *sd = NULL;
  3288. const enum e_skill combos[] = {SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW};
  3289. if( (sd = BL_CAST(BL_PC,src)) ) {
  3290. uint16 cid = combos[skl->skill_id - SR_FLASHCOMBO_ATK_STEP1];
  3291. skill_castend_damage_id(src, target, cid, pc_checkskill(sd, cid), tick, 0);
  3292. }
  3293. }
  3294. break;
  3295. case SC_ESCAPE:
  3296. if( skl->type < 4 + skl->skill_lv ) {
  3297. clif_skill_damage(src, src, tick, 0, 0, -30000, 1, skl->skill_id, skl->skill_lv, 5);
  3298. skill_blown(src, src, 1, unit_getdir(src), 0);
  3299. skill_addtimerskill(src, tick + 80, src->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type + 1, 0);
  3300. }
  3301. break;
  3302. default:
  3303. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3304. break;
  3305. }
  3306. }
  3307. else {
  3308. if(src->m != skl->map)
  3309. break;
  3310. switch( skl->skill_id )
  3311. {
  3312. case WZ_METEOR:
  3313. if( skl->type >= 0 )
  3314. {
  3315. int x = skl->type>>16, y = skl->type&0xFFFF;
  3316. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3317. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3318. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3319. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3320. }
  3321. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3322. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3323. break;
  3324. case GN_CRAZYWEED_ATK:
  3325. {
  3326. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3327. 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);
  3328. }
  3329. case WL_EARTHSTRAIN:
  3330. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3331. break;
  3332. }
  3333. }
  3334. } while (0);
  3335. //Free skl now that it is no longer needed.
  3336. ers_free(skill_timer_ers, skl);
  3337. return 0;
  3338. }
  3339. /*==========================================
  3340. *
  3341. *------------------------------------------*/
  3342. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3343. {
  3344. int i;
  3345. struct unit_data *ud;
  3346. nullpo_retr(1, src);
  3347. if (src->prev == NULL)
  3348. return 0;
  3349. ud = unit_bl2ud(src);
  3350. nullpo_retr(1, ud);
  3351. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3352. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3353. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3354. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3355. ud->skilltimerskill[i]->src_id = src->id;
  3356. ud->skilltimerskill[i]->target_id = target;
  3357. ud->skilltimerskill[i]->skill_id = skill_id;
  3358. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3359. ud->skilltimerskill[i]->map = src->m;
  3360. ud->skilltimerskill[i]->x = x;
  3361. ud->skilltimerskill[i]->y = y;
  3362. ud->skilltimerskill[i]->type = type;
  3363. ud->skilltimerskill[i]->flag = flag;
  3364. return 0;
  3365. }
  3366. /*==========================================
  3367. *
  3368. *------------------------------------------*/
  3369. int skill_cleartimerskill (struct block_list *src)
  3370. {
  3371. int i;
  3372. struct unit_data *ud;
  3373. nullpo_ret(src);
  3374. ud = unit_bl2ud(src);
  3375. nullpo_ret(ud);
  3376. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3377. if(ud->skilltimerskill[i]) {
  3378. switch(ud->skilltimerskill[i]->skill_id) {
  3379. case WL_TETRAVORTEX_FIRE:
  3380. case WL_TETRAVORTEX_WATER:
  3381. case WL_TETRAVORTEX_WIND:
  3382. case WL_TETRAVORTEX_GROUND:
  3383. case SR_FLASHCOMBO_ATK_STEP1:
  3384. case SR_FLASHCOMBO_ATK_STEP2:
  3385. case SR_FLASHCOMBO_ATK_STEP3:
  3386. case SR_FLASHCOMBO_ATK_STEP4:
  3387. continue;
  3388. }
  3389. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3390. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3391. ud->skilltimerskill[i]=NULL;
  3392. }
  3393. }
  3394. return 1;
  3395. }
  3396. static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
  3397. struct skill_unit *su = (TBL_SKILL*)bl;
  3398. struct skill_unit_group *sg;
  3399. if( bl->type != BL_SKILL )
  3400. return 0;
  3401. if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
  3402. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3403. su->limit=DIFF_TICK(gettick(),sg->tick);
  3404. sg->unit_id = UNT_USED_TRAPS;
  3405. }
  3406. return 0;
  3407. }
  3408. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  3409. {
  3410. TBL_SKILL *su = (TBL_SKILL*)bl;
  3411. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3412. { //Reveal trap.
  3413. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3414. //clif_changetraplook(bl, su->group->unit_id);
  3415. clif_skill_setunit(su);
  3416. return 1;
  3417. }
  3418. return 0;
  3419. }
  3420. /*==========================================
  3421. *
  3422. *
  3423. *------------------------------------------*/
  3424. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3425. {
  3426. struct map_session_data *sd = NULL;
  3427. struct status_data *tstatus;
  3428. struct status_change *sc, *tsc;
  3429. if (skill_id > 0 && !skill_lv) return 0;
  3430. nullpo_retr(1, src);
  3431. nullpo_retr(1, bl);
  3432. if (src->m != bl->m)
  3433. return 1;
  3434. if (bl->prev == NULL)
  3435. return 1;
  3436. sd = BL_CAST(BL_PC, src);
  3437. if (status_isdead(bl))
  3438. return 1;
  3439. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3440. { //GTB makes all targetted magic display miss with a single bolt.
  3441. sc_type sct = status_skill2sc(skill_id);
  3442. if(sct != SC_NONE)
  3443. status_change_end(bl, sct, INVALID_TIMER);
  3444. 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));
  3445. return 1;
  3446. }
  3447. sc = status_get_sc(src);
  3448. tsc = status_get_sc(bl);
  3449. if (sc && !sc->count)
  3450. sc = NULL; //Unneeded
  3451. if (tsc && !tsc->count)
  3452. tsc = NULL;
  3453. tstatus = status_get_status_data(bl);
  3454. //Hits the target if marked with SC_C_MARKER only
  3455. switch (skill_id) {
  3456. case RL_QD_SHOT:
  3457. if (sd && bl->id == sd->ud.target)
  3458. return 1;
  3459. case RL_D_TAIL:
  3460. case RL_HAMMER_OF_GOD:
  3461. {
  3462. tsc = status_get_sc(bl);
  3463. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3464. return 1;
  3465. }
  3466. break;
  3467. case RL_FLICKER:
  3468. {
  3469. tsc = status_get_sc(bl);
  3470. if (!tsc)
  3471. return 1;
  3472. if ((!tsc->data[SC_H_MINE] || tsc->data[SC_H_MINE]->val2 != src->id) &&
  3473. (!tsc->data[SC_B_TRAP] || tsc->data[SC_B_TRAP]->val2 != src->id))
  3474. return 1;
  3475. }
  3476. break;
  3477. }
  3478. map_freeblock_lock();
  3479. switch(skill_id)
  3480. {
  3481. case MER_CRASH:
  3482. case SM_BASH:
  3483. case MS_BASH:
  3484. case MC_MAMMONITE:
  3485. case TF_DOUBLE:
  3486. case AC_DOUBLE:
  3487. case MA_DOUBLE:
  3488. case AS_SONICBLOW:
  3489. case KN_PIERCE:
  3490. case ML_PIERCE:
  3491. case KN_SPEARBOOMERANG:
  3492. case TF_POISON:
  3493. case TF_SPRINKLESAND:
  3494. case AC_CHARGEARROW:
  3495. case MA_CHARGEARROW:
  3496. case RG_INTIMIDATE:
  3497. case AM_ACIDTERROR:
  3498. case BA_MUSICALSTRIKE:
  3499. case DC_THROWARROW:
  3500. case BA_DISSONANCE:
  3501. case CR_HOLYCROSS:
  3502. case NPC_DARKCROSS:
  3503. case CR_SHIELDCHARGE:
  3504. case CR_SHIELDBOOMERANG:
  3505. case NPC_PIERCINGATT:
  3506. case NPC_MENTALBREAKER:
  3507. case NPC_RANGEATTACK:
  3508. case NPC_CRITICALSLASH:
  3509. case NPC_COMBOATTACK:
  3510. case NPC_GUIDEDATTACK:
  3511. case NPC_POISON:
  3512. case NPC_RANDOMATTACK:
  3513. case NPC_WATERATTACK:
  3514. case NPC_GROUNDATTACK:
  3515. case NPC_FIREATTACK:
  3516. case NPC_WINDATTACK:
  3517. case NPC_POISONATTACK:
  3518. case NPC_HOLYATTACK:
  3519. case NPC_DARKNESSATTACK:
  3520. case NPC_TELEKINESISATTACK:
  3521. case NPC_UNDEADATTACK:
  3522. case NPC_ARMORBRAKE:
  3523. case NPC_WEAPONBRAKER:
  3524. case NPC_HELMBRAKE:
  3525. case NPC_SHIELDBRAKE:
  3526. case NPC_BLINDATTACK:
  3527. case NPC_SILENCEATTACK:
  3528. case NPC_STUNATTACK:
  3529. case NPC_PETRIFYATTACK:
  3530. case NPC_CURSEATTACK:
  3531. case NPC_SLEEPATTACK:
  3532. case LK_AURABLADE:
  3533. case LK_SPIRALPIERCE:
  3534. case ML_SPIRALPIERCE:
  3535. case LK_HEADCRUSH:
  3536. case CG_ARROWVULCAN:
  3537. case HW_MAGICCRASHER:
  3538. case ITM_TOMAHAWK:
  3539. case MO_TRIPLEATTACK:
  3540. case CH_CHAINCRUSH:
  3541. case CH_TIGERFIST:
  3542. case PA_SHIELDCHAIN: // Shield Chain
  3543. case PA_SACRIFICE:
  3544. case WS_CARTTERMINATION: // Cart Termination
  3545. case AS_VENOMKNIFE:
  3546. case HT_PHANTASMIC:
  3547. case HT_POWER:
  3548. case TK_DOWNKICK:
  3549. case TK_COUNTER:
  3550. case GS_CHAINACTION:
  3551. case GS_TRIPLEACTION:
  3552. case GS_MAGICALBULLET:
  3553. case GS_TRACKING:
  3554. case GS_PIERCINGSHOT:
  3555. case GS_RAPIDSHOWER:
  3556. case GS_DUST:
  3557. case GS_DISARM: // Added disarm. [Reddozen]
  3558. case GS_FULLBUSTER:
  3559. case NJ_SYURIKEN:
  3560. case NJ_KUNAI:
  3561. #ifndef RENEWAL
  3562. case ASC_BREAKER:
  3563. #endif
  3564. case HFLI_MOON: //[orn]
  3565. case HFLI_SBR44: //[orn]
  3566. case NPC_BLEEDING:
  3567. case NPC_CRITICALWOUND:
  3568. case NPC_HELLPOWER:
  3569. case RK_SONICWAVE:
  3570. case AB_DUPLELIGHT_MELEE:
  3571. case RA_AIMEDBOLT:
  3572. case NC_AXEBOOMERANG:
  3573. case NC_POWERSWING:
  3574. case GC_CROSSIMPACT:
  3575. case GC_VENOMPRESSURE:
  3576. case SC_TRIANGLESHOT:
  3577. case SC_FEINTBOMB:
  3578. case LG_BANISHINGPOINT:
  3579. case LG_SHIELDPRESS:
  3580. case LG_RAGEBURST:
  3581. case LG_RAYOFGENESIS:
  3582. case LG_HESPERUSLIT:
  3583. case SR_FALLENEMPIRE:
  3584. case SR_CRESCENTELBOW_AUTOSPELL:
  3585. case SR_GATEOFHELL:
  3586. case SR_GENTLETOUCH_QUIET:
  3587. case WM_SEVERE_RAINSTORM_MELEE:
  3588. case WM_GREAT_ECHO:
  3589. case GN_SLINGITEM_RANGEMELEEATK:
  3590. case KO_JYUMONJIKIRI:
  3591. case KO_SETSUDAN:
  3592. case KO_KAIHOU:
  3593. case GC_DARKCROW:
  3594. case RL_MASS_SPIRAL:
  3595. case RL_SLUGSHOT:
  3596. case RL_AM_BLAST:
  3597. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3598. break;
  3599. /**
  3600. * Mechanic (MADO GEAR)
  3601. **/
  3602. case NC_BOOSTKNUCKLE:
  3603. case NC_PILEBUNKER:
  3604. case NC_COLDSLOWER:
  3605. case NC_ARMSCANNON:
  3606. if (sd) pc_overheat(sd,1);
  3607. case RK_WINDCUTTER:
  3608. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3609. break;
  3610. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3611. switch( rnd()%6 ){
  3612. case 0: flag |= BREAK_ANKLE; break;
  3613. case 1: flag |= BREAK_WRIST; break;
  3614. case 2: flag |= BREAK_KNEE; break;
  3615. case 3: flag |= BREAK_SHOULDER; break;
  3616. case 4: flag |= BREAK_WAIST; break;
  3617. case 5: flag |= BREAK_NECK; break;
  3618. }
  3619. //TODO: is there really no cleaner way to do this?
  3620. sc = status_get_sc(bl);
  3621. if (sc) sc->jb_flag = flag;
  3622. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3623. break;
  3624. case MO_COMBOFINISH:
  3625. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3626. { //Becomes a splash attack when Soul Linked.
  3627. map_foreachinrange(skill_area_sub, bl,
  3628. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3629. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3630. skill_castend_damage_id);
  3631. } else
  3632. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3633. break;
  3634. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3635. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3636. skill_area_temp[1] = 0;
  3637. map_foreachinrange(skill_attack_area, src,
  3638. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3639. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3640. break;
  3641. case KN_CHARGEATK:
  3642. {
  3643. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3644. unsigned int dist = distance_bl(src, bl);
  3645. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3646. // teleport to target (if not on WoE grounds)
  3647. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3648. clif_slide(src, bl->x, bl->y);
  3649. // cause damage and knockback if the path to target was a straight one
  3650. if( path )
  3651. {
  3652. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3653. skill_blown(src, bl, dist, dir, 0);
  3654. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3655. // make the caster look in the direction of the target
  3656. unit_setdir(src, (dir+4)%8);
  3657. }
  3658. }
  3659. break;
  3660. case NC_FLAMELAUNCHER:
  3661. if (sd) pc_overheat(sd,1);
  3662. case SN_SHARPSHOOTING:
  3663. case MA_SHARPSHOOTING:
  3664. case NJ_KAMAITACHI:
  3665. case LG_CANNONSPEAR:
  3666. //It won't shoot through walls since on castend there has to be a direct
  3667. //line of sight between caster and target.
  3668. skill_area_temp[1] = bl->id;
  3669. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3670. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3671. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3672. break;
  3673. case NPC_ACIDBREATH:
  3674. case NPC_DARKNESSBREATH:
  3675. case NPC_FIREBREATH:
  3676. case NPC_ICEBREATH:
  3677. case NPC_THUNDERBREATH:
  3678. skill_area_temp[1] = bl->id;
  3679. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3680. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3681. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3682. break;
  3683. case MO_INVESTIGATE:
  3684. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3685. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3686. break;
  3687. case RG_BACKSTAP:
  3688. {
  3689. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3690. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3691. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3692. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3693. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3694. unit_setdir(bl,dir);
  3695. }
  3696. else if (sd)
  3697. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3698. }
  3699. break;
  3700. case MO_FINGEROFFENSIVE:
  3701. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3702. if (battle_config.finger_offensive_type && sd) {
  3703. int i;
  3704. for (i = 1; i < sd->spiritball_old; i++)
  3705. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3706. }
  3707. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3708. break;
  3709. case MO_CHAINCOMBO:
  3710. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3711. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3712. break;
  3713. #ifndef RENEWAL
  3714. case NJ_ISSEN:
  3715. status_change_end(src, SC_NEN, INVALID_TIMER);
  3716. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3717. #endif
  3718. // fall through
  3719. case MO_EXTREMITYFIST:
  3720. {
  3721. short x, y, i = 2; // Move 2 cells for Issen(from target)
  3722. struct block_list *mbl = bl;
  3723. short dir = 0;
  3724. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3725. if( skill_id == MO_EXTREMITYFIST )
  3726. {
  3727. mbl = src;
  3728. i = 3; // for Asura(from caster)
  3729. status_set_sp(src, 0, 0);
  3730. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3731. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3732. #ifdef RENEWAL
  3733. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3734. #endif
  3735. }else
  3736. status_set_hp(src,
  3737. #ifdef RENEWAL
  3738. max(status_get_max_hp(src)/100, 1)
  3739. #else
  3740. 1
  3741. #endif
  3742. , 0);
  3743. dir = map_calc_dir(src,bl->x,bl->y);
  3744. if( dir > 0 && dir < 4) x = -i;
  3745. else if( dir > 4 ) x = i;
  3746. else x = 0;
  3747. if( dir > 2 && dir < 6 ) y = -i;
  3748. else if( dir == 7 || dir < 2 ) y = i;
  3749. else y = 0;
  3750. if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
  3751. unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
  3752. clif_slide(src, src->x, src->y);
  3753. //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
  3754. //clif_fixpos(src);
  3755. }
  3756. }
  3757. break;
  3758. //Splash attack skills.
  3759. case AS_GRIMTOOTH:
  3760. case MC_CARTREVOLUTION:
  3761. case NPC_SPLASHATTACK:
  3762. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3763. case AS_SPLASHER:
  3764. case SM_MAGNUM:
  3765. case MS_MAGNUM:
  3766. case HT_BLITZBEAT:
  3767. case AC_SHOWER:
  3768. case MA_SHOWER:
  3769. case MG_NAPALMBEAT:
  3770. case MG_FIREBALL:
  3771. case RG_RAID:
  3772. case HW_NAPALMVULCAN:
  3773. case NJ_HUUMA:
  3774. case NJ_BAKUENRYU:
  3775. case ASC_METEORASSAULT:
  3776. case GS_DESPERADO:
  3777. case GS_SPREADATTACK:
  3778. case NPC_EARTHQUAKE:
  3779. case NPC_PULSESTRIKE:
  3780. case NPC_HELLJUDGEMENT:
  3781. case NPC_VAMPIRE_GIFT:
  3782. case RK_IGNITIONBREAK:
  3783. case AB_JUDEX:
  3784. case WL_SOULEXPANSION:
  3785. case WL_CRIMSONROCK:
  3786. case WL_JACKFROST:
  3787. case RA_ARROWSTORM:
  3788. case RA_WUGDASH:
  3789. case NC_VULCANARM:
  3790. case NC_SELFDESTRUCTION:
  3791. case NC_AXETORNADO:
  3792. case GC_ROLLINGCUTTER:
  3793. case GC_COUNTERSLASH:
  3794. case LG_MOONSLASHER:
  3795. case LG_EARTHDRIVE:
  3796. case SR_RAMPAGEBLASTER:
  3797. case SR_SKYNETBLOW:
  3798. case SR_WINDMILL:
  3799. case SR_RIDEINLIGHTNING:
  3800. case WM_SOUND_OF_DESTRUCTION:
  3801. case WM_REVERBERATION_MELEE:
  3802. case WM_REVERBERATION_MAGIC:
  3803. case SO_VARETYR_SPEAR:
  3804. case GN_CART_TORNADO:
  3805. case GN_CARTCANNON:
  3806. case KO_HAPPOKUNAI:
  3807. case KO_HUUMARANKA:
  3808. case KO_MUCHANAGE:
  3809. case KO_BAKURETSU:
  3810. case GN_ILLUSIONDOPING:
  3811. case RL_FIREDANCE:
  3812. case RL_BANISHING_BUSTER:
  3813. case RL_S_STORM:
  3814. case RL_D_TAIL:
  3815. case RL_R_TRIP:
  3816. case RL_FLICKER:
  3817. case RL_HAMMER_OF_GOD:
  3818. case RL_QD_SHOT:
  3819. case RL_FIRE_RAIN:
  3820. if( flag&1 ) {//Recursive invocation
  3821. // skill_area_temp[0] holds number of targets in area
  3822. // skill_area_temp[1] holds the id of the original target
  3823. // skill_area_temp[2] counts how many targets have already been processed
  3824. int sflag = skill_area_temp[0] & 0xFFF;
  3825. if( flag&SD_LEVEL )
  3826. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3827. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  3828. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3829. if (skill_id == RL_FLICKER) { //Skills that triggered by RL_FLICKER
  3830. tsc = status_get_sc(bl);
  3831. if (sd)
  3832. sd->flicker = true;
  3833. if (!tsc)
  3834. break;
  3835. if (tsc->data[SC_B_TRAP])
  3836. skill_attack(skill_get_type(RL_B_TRAP), src, src, bl, RL_B_TRAP, pc_checkskill(sd,RL_B_TRAP), tick, sflag);
  3837. if (tsc->data[SC_H_MINE])
  3838. skill_castend_damage_id(src,bl,RL_H_MINE,pc_checkskill(sd,RL_H_MINE),tick,sflag);
  3839. if (sd)
  3840. sd->flicker = false;
  3841. }
  3842. else {
  3843. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  3844. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  3845. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3846. status_heal(src,heal,0,0);
  3847. }
  3848. }
  3849. } else {
  3850. switch ( skill_id ) {
  3851. case NJ_BAKUENRYU:
  3852. case LG_EARTHDRIVE:
  3853. case GN_CARTCANNON:
  3854. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3855. break;
  3856. case LG_MOONSLASHER:
  3857. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3858. break;
  3859. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  3860. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3861. break;
  3862. default:
  3863. break;
  3864. }
  3865. skill_area_temp[0] = 0;
  3866. skill_area_temp[1] = bl->id;
  3867. skill_area_temp[2] = 0;
  3868. if( skill_id == WL_CRIMSONROCK ) {
  3869. skill_area_temp[4] = bl->x;
  3870. skill_area_temp[5] = bl->y;
  3871. }
  3872. if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
  3873. skill_area_temp[1] = 0;
  3874. if( skill_id == NC_VULCANARM )
  3875. if (sd) pc_overheat(sd,1);
  3876. // if skill damage should be split among targets, count them
  3877. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3878. //special case: Venom Splasher uses a different range for searching than for splashing
  3879. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  3880. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3881. // recursive invocation of skill_castend_damage_id() with flag|1
  3882. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3883. }
  3884. break;
  3885. case WL_COMET:
  3886. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  3887. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3888. break;
  3889. case KN_BRANDISHSPEAR:
  3890. case ML_BRANDISH:
  3891. //Coded apart for it needs the flag passed to the damage calculation.
  3892. if (skill_area_temp[1] != bl->id)
  3893. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  3894. else
  3895. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3896. break;
  3897. case KN_BOWLINGBASH:
  3898. case MS_BOWLINGBASH:
  3899. {
  3900. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  3901. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  3902. c = (skill_lv-(flag&0xFFF)+1)/2;
  3903. // Determine the Bowling Bash area depending on configuration
  3904. if (battle_config.bowling_bash_area == 0) {
  3905. // Gutter line system
  3906. min_x = ((src->x)-c) - ((src->x)-c)%40;
  3907. if(min_x < 0) min_x = 0;
  3908. max_x = min_x + 39;
  3909. min_y = ((src->y)-c) - ((src->y)-c)%40;
  3910. if(min_y < 0) min_y = 0;
  3911. max_y = min_y + 39;
  3912. } else if (battle_config.bowling_bash_area == 1) {
  3913. // Gutter line system without demi gutter bug
  3914. min_x = src->x - (src->x)%40;
  3915. max_x = min_x + 39;
  3916. min_y = src->y - (src->y)%40;
  3917. max_y = min_y + 39;
  3918. } else {
  3919. // Area around caster
  3920. min_x = src->x - battle_config.bowling_bash_area;
  3921. max_x = src->x + battle_config.bowling_bash_area;
  3922. min_y = src->y - battle_config.bowling_bash_area;
  3923. max_y = src->y + battle_config.bowling_bash_area;
  3924. }
  3925. // Initialization, break checks, direction
  3926. if((flag&0xFFF) > 0) {
  3927. // Ignore monsters outside area
  3928. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  3929. break;
  3930. // Ignore monsters already in list
  3931. if(idb_exists(bowling_db, bl->id))
  3932. break;
  3933. // Random direction
  3934. dir = rand()%8;
  3935. } else {
  3936. // Create an empty list of already hit targets
  3937. db_clear(bowling_db);
  3938. // Direction is walkpath
  3939. dir = (unit_getdir(src)+4)%8;
  3940. }
  3941. // Add current target to the list of already hit targets
  3942. idb_put(bowling_db, bl->id, bl);
  3943. // Keep moving target in direction square by square
  3944. tx = bl->x;
  3945. ty = bl->y;
  3946. for(i=0;i<c;i++) {
  3947. // Target coordinates (get changed even if knockback fails)
  3948. tx -= dirx[dir];
  3949. ty -= diry[dir];
  3950. // If target cell is a wall then break
  3951. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  3952. break;
  3953. skill_blown(src,bl,1,dir,0);
  3954. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  3955. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  3956. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  3957. (map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  3958. // Recursive call
  3959. map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  3960. // Self-collision
  3961. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  3962. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  3963. break;
  3964. }
  3965. }
  3966. // Original hit or chain hit depending on flag
  3967. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  3968. }
  3969. break;
  3970. case KN_SPEARSTAB:
  3971. if(flag&1) {
  3972. if (bl->id==skill_area_temp[1])
  3973. break;
  3974. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  3975. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3976. } else {
  3977. int x=bl->x,y=bl->y,i,dir;
  3978. dir = map_calc_dir(bl,src->x,src->y);
  3979. skill_area_temp[1] = bl->id;
  3980. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  3981. // all the enemies between the caster and the target are hit, as well as the target
  3982. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  3983. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3984. for (i=0;i<4;i++) {
  3985. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3986. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3987. x += dirx[dir];
  3988. y += diry[dir];
  3989. }
  3990. }
  3991. break;
  3992. case TK_TURNKICK:
  3993. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  3994. {
  3995. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  3996. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  3997. map_foreachinrange(skill_area_sub,bl,
  3998. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  3999. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4000. skill_castend_nodamage_id);
  4001. }
  4002. break;
  4003. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4004. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4005. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  4006. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4007. break;
  4008. case PR_TURNUNDEAD:
  4009. case ALL_RESURRECTION:
  4010. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4011. break;
  4012. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4013. break;
  4014. case MG_SOULSTRIKE:
  4015. case NPC_DARKSTRIKE:
  4016. case MG_COLDBOLT:
  4017. case MG_FIREBOLT:
  4018. case MG_LIGHTNINGBOLT:
  4019. case WZ_EARTHSPIKE:
  4020. case AL_HEAL:
  4021. case AL_HOLYLIGHT:
  4022. case WZ_JUPITEL:
  4023. case NPC_DARKTHUNDER:
  4024. case PR_ASPERSIO:
  4025. case MG_FROSTDIVER:
  4026. case WZ_SIGHTBLASTER:
  4027. case WZ_SIGHTRASHER:
  4028. case NJ_KOUENKA:
  4029. case NJ_HYOUSENSOU:
  4030. case NJ_HUUJIN:
  4031. case AB_ADORAMUS:
  4032. case AB_RENOVATIO:
  4033. case AB_HIGHNESSHEAL:
  4034. case AB_DUPLELIGHT_MAGIC:
  4035. case WM_METALICSOUND:
  4036. case MH_ERASER_CUTTER:
  4037. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4038. break;
  4039. case NPC_MAGICALATTACK:
  4040. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4041. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4042. break;
  4043. case HVAN_CAPRICE: //[blackhole89]
  4044. {
  4045. int ran=rnd()%4;
  4046. int sid = 0;
  4047. switch(ran)
  4048. {
  4049. case 0: sid=MG_COLDBOLT; break;
  4050. case 1: sid=MG_FIREBOLT; break;
  4051. case 2: sid=MG_LIGHTNINGBOLT; break;
  4052. case 3: sid=WZ_EARTHSPIKE; break;
  4053. }
  4054. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4055. }
  4056. break;
  4057. case WZ_WATERBALL:
  4058. {
  4059. int range = skill_lv / 2;
  4060. int maxlv = skill_get_max(skill_id); // learnable level
  4061. int count = 0;
  4062. int x, y;
  4063. struct skill_unit* unit;
  4064. if( skill_lv > maxlv )
  4065. {
  4066. if( src->type == BL_MOB && skill_lv == 10 )
  4067. range = 4;
  4068. else
  4069. range = maxlv / 2;
  4070. }
  4071. for( y = src->y - range; y <= src->y + range; ++y )
  4072. for( x = src->x - range; x <= src->x + range; ++x )
  4073. {
  4074. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  4075. {
  4076. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  4077. count++; // natural water cell
  4078. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
  4079. {
  4080. count++; // skill-induced water cell
  4081. skill_delunit(unit); // consume cell
  4082. }
  4083. }
  4084. }
  4085. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  4086. skill_addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  4087. }
  4088. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4089. break;
  4090. case PR_BENEDICTIO:
  4091. //Should attack undead and demons. [Skotlex]
  4092. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4093. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4094. break;
  4095. case SL_SMA:
  4096. status_change_end(src, SC_SMA, INVALID_TIMER);
  4097. case SL_STIN:
  4098. case SL_STUN:
  4099. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4100. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  4101. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4102. break;
  4103. }
  4104. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4105. break;
  4106. case NPC_DARKBREATH:
  4107. clif_emotion(src,E_AG);
  4108. case SN_FALCONASSAULT:
  4109. case PA_PRESSURE:
  4110. case CR_ACIDDEMONSTRATION:
  4111. case TF_THROWSTONE:
  4112. #ifdef RENEWAL
  4113. case ASC_BREAKER:
  4114. #endif
  4115. case NPC_SMOKING:
  4116. case GS_FLING:
  4117. case NJ_ZENYNAGE:
  4118. case GN_THORNS_TRAP:
  4119. case GN_HELLS_PLANT_ATK:
  4120. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4121. break;
  4122. #ifdef RENEWAL
  4123. case NJ_ISSEN: // teleport for Issen
  4124. {
  4125. short x, y, i = 2; // Move 2 cells for Issen(from target)
  4126. struct block_list *mbl = bl;
  4127. short dir = 0;
  4128. status_change_end(src, SC_NEN, INVALID_TIMER);
  4129. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4130. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4131. status_set_hp(src,max(status_get_max_hp(src)/100, 1),0);
  4132. dir = map_calc_dir(src,bl->x,bl->y);
  4133. if( dir > 0 && dir < 4) x = -i;
  4134. else if( dir > 4 ) x = i;
  4135. else x = 0;
  4136. if( dir > 2 && dir < 6 ) y = -i;
  4137. else if( dir == 7 || dir < 2 ) y = i;
  4138. else y = 0;
  4139. if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
  4140. unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
  4141. clif_slide(src, src->x, src->y);
  4142. //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
  4143. //clif_fixpos(src);
  4144. }
  4145. }
  4146. break;
  4147. #endif
  4148. /**
  4149. * Rune Knight
  4150. **/
  4151. case RK_DRAGONBREATH_WATER:
  4152. case RK_DRAGONBREATH: {
  4153. struct status_change *tsc = NULL;
  4154. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  4155. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4156. } else
  4157. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4158. }
  4159. break;
  4160. case NPC_SELFDESTRUCTION: {
  4161. struct status_change *tsc = NULL;
  4162. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  4163. break;
  4164. }
  4165. case HVAN_EXPLOSION:
  4166. if (src != bl)
  4167. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4168. break;
  4169. // Celest
  4170. case PF_SOULBURN:
  4171. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4172. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4173. if (skill_lv == 5)
  4174. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4175. status_percent_damage(src, bl, 0, 100, false);
  4176. } else {
  4177. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4178. if (skill_lv == 5)
  4179. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4180. status_percent_damage(src, src, 0, 100, false);
  4181. }
  4182. break;
  4183. case NPC_BLOODDRAIN:
  4184. case NPC_ENERGYDRAIN:
  4185. {
  4186. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4187. src, src, bl, skill_id, skill_lv, tick, flag);
  4188. if (heal > 0){
  4189. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4190. status_heal(src, heal, 0, 0);
  4191. }
  4192. }
  4193. break;
  4194. case GS_BULLSEYE:
  4195. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4196. break;
  4197. case NJ_KASUMIKIRI:
  4198. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4199. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4200. break;
  4201. case NJ_KIRIKAGE:
  4202. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4203. { //You don't move on GVG grounds.
  4204. short x, y;
  4205. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4206. if (unit_movepos(src, x, y, 0, 0))
  4207. clif_slide(src,src->x,src->y);
  4208. }
  4209. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4210. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4211. break;
  4212. case RK_HUNDREDSPEAR:
  4213. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4214. if(rnd()%100 < (10 + 3*skill_lv)) {
  4215. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4216. if( !skill_req )
  4217. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4218. skill_blown(src,bl,6,-1,0);
  4219. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4220. }
  4221. break;
  4222. case RK_CRUSHSTRIKE:
  4223. if( sd ) {
  4224. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) )
  4225. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4226. else
  4227. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4228. } else //non-sd support
  4229. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4230. break;
  4231. case RK_STORMBLAST:
  4232. if( flag&1 )
  4233. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4234. else {
  4235. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4236. 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);
  4237. }
  4238. break;
  4239. case GC_DARKILLUSION:
  4240. {
  4241. short x, y;
  4242. short dir = map_calc_dir(src,bl->x,bl->y);
  4243. if( dir > 0 && dir < 4) x = 2;
  4244. else if( dir > 4 ) x = -2;
  4245. else x = 0;
  4246. if( dir > 2 && dir < 6 ) y = 2;
  4247. else if( dir == 7 || dir < 2 ) y = -2;
  4248. else y = 0;
  4249. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  4250. {
  4251. clif_slide(src,bl->x+x,bl->y+y);
  4252. clif_fixpos(src); // the official server send these two packts.
  4253. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4254. if( rnd()%100 < 4 * skill_lv )
  4255. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4256. }
  4257. }
  4258. break;
  4259. case GC_WEAPONCRUSH:
  4260. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4261. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4262. else if( sd )
  4263. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4264. break;
  4265. case GC_CROSSRIPPERSLASHER:
  4266. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4267. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4268. else
  4269. {
  4270. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4271. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4272. }
  4273. break;
  4274. case GC_PHANTOMMENACE:
  4275. if( flag&1 )
  4276. { // Only Hits Invisible Targets
  4277. struct status_change *tsc = status_get_sc(bl);
  4278. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  4279. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4280. }
  4281. break;
  4282. case WL_CHAINLIGHTNING:
  4283. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4284. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4285. break;
  4286. case WL_DRAINLIFE:
  4287. {
  4288. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4289. int rate = 70 + 5 * skill_lv;
  4290. heal = heal * (5 + 5 * skill_lv) / 100;
  4291. if( bl->type == BL_SKILL )
  4292. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4293. if( heal && rnd()%100 < rate )
  4294. {
  4295. status_heal(src, heal, 0, 0);
  4296. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4297. }
  4298. }
  4299. break;
  4300. case WL_TETRAVORTEX:
  4301. if( sd && sc ) { // No SC? No spheres
  4302. int spheres[5] = { 0, 0, 0, 0, 0 },
  4303. positions[5] = {-1,-1,-1,-1,-1 },
  4304. i, j = 0, k, subskill = 0;
  4305. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4306. if( sc->data[i] ) {
  4307. spheres[j] = i;
  4308. positions[j] = sc->data[i]->val2;
  4309. j++;
  4310. }
  4311. // Sphere Sort, this time from new to old
  4312. for( i = 0; i <= j - 2; i++ )
  4313. for( k = i + 1; k <= j - 1; k++ )
  4314. if( positions[i] < positions[k] ) {
  4315. swap(positions[i],positions[k]);
  4316. swap(spheres[i],spheres[k]);
  4317. }
  4318. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4319. status_change_end(src, spheres[4], INVALID_TIMER);
  4320. j = 4;
  4321. }
  4322. k = 0;
  4323. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4324. switch( sc->data[spheres[i]]->val1 ) {
  4325. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4326. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4327. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4328. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4329. }
  4330. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4331. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4332. status_change_end(src, spheres[i], INVALID_TIMER);
  4333. }
  4334. }
  4335. break;
  4336. case WL_RELEASE:
  4337. if( sd )
  4338. {
  4339. int i;
  4340. // Priority is to release SpellBook
  4341. if( sc && sc->data[SC_READING_SB] )
  4342. { // SpellBook
  4343. uint16 skill_id, skill_lv, point, s = 0;
  4344. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4345. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4346. if( sc->data[i] ) spell[s++] = i;
  4347. if ( s == 0 )
  4348. break;
  4349. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  4350. if(sc->data[i] ){// Now extract the data from the preserved spell
  4351. skill_id = sc->data[i]->val1;
  4352. skill_lv = sc->data[i]->val2;
  4353. point = sc->data[i]->val3;
  4354. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4355. }else //something went wrong :(
  4356. break;
  4357. if( sc->data[SC_READING_SB]->val2 > point )
  4358. sc->data[SC_READING_SB]->val2 -= point;
  4359. else // Last spell to be released
  4360. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  4361. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4362. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4363. if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
  4364. break;
  4365. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  4366. skill_toggle_magicpower(src, skill_id);
  4367. switch( skill_get_casttype(skill_id) )
  4368. {
  4369. case CAST_GROUND:
  4370. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  4371. break;
  4372. case CAST_NODAMAGE:
  4373. skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
  4374. break;
  4375. case CAST_DAMAGE:
  4376. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  4377. break;
  4378. }
  4379. sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
  4380. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
  4381. }
  4382. else
  4383. { // Summon Balls
  4384. int j = 0, k;
  4385. int spheres[5] = { 0, 0, 0, 0, 0 },
  4386. positions[5] = {-1,-1,-1,-1,-1 };
  4387. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4388. if( sc && sc->data[i] )
  4389. {
  4390. spheres[j] = i;
  4391. positions[j] = sc->data[i]->val2;
  4392. sc->data[i]->val2--; // Prepares for next position
  4393. j++;
  4394. }
  4395. if( j == 0 )
  4396. { // No Spheres
  4397. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4398. break;
  4399. }
  4400. // Sphere Sort
  4401. for( i = 0; i <= j - 2; i++ )
  4402. for( k = i + 1; k <= j - 1; k++ )
  4403. if( positions[i] > positions[k] )
  4404. {
  4405. swap(positions[i],positions[k]);
  4406. swap(spheres[i],spheres[k]);
  4407. }
  4408. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4409. for( i = 0; i < j; i++ )
  4410. {
  4411. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4412. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4413. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4414. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4415. }
  4416. clif_skill_nodamage(src,bl,skill_id,0,1);
  4417. }
  4418. }
  4419. break;
  4420. case WL_FROSTMISTY:
  4421. // Causes Freezing status through walls.
  4422. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  4423. // Doesn't deal damage through non-shootable walls.
  4424. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  4425. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4426. break;
  4427. case WL_HELLINFERNO:
  4428. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4429. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4430. break;
  4431. case RA_WUGSTRIKE:
  4432. if( sd && pc_isridingwug(sd) ){
  4433. short x[8]={0,-1,-1,-1,0,1,1,1};
  4434. short y[8]={1,1,0,-1,-1,-1,0,1};
  4435. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4436. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
  4437. {
  4438. clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
  4439. clif_fixpos(src);
  4440. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4441. }
  4442. break;
  4443. }
  4444. case RA_WUGBITE:
  4445. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4446. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4447. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4448. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4449. break;
  4450. case RA_SENSITIVEKEEN:
  4451. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4452. struct status_change * tsc = status_get_sc(bl);
  4453. if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
  4454. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4455. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4456. }
  4457. }
  4458. else
  4459. {
  4460. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  4461. struct skill_unit_group* sg;
  4462. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP )
  4463. {
  4464. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4465. {
  4466. struct item item_tmp;
  4467. memset(&item_tmp,0,sizeof(item_tmp));
  4468. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4469. item_tmp.identify = 1;
  4470. if( item_tmp.nameid )
  4471. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  4472. }
  4473. skill_delunit(su);
  4474. }
  4475. }
  4476. break;
  4477. case NC_INFRAREDSCAN:
  4478. if( flag&1 )
  4479. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4480. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4481. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4482. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4483. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4484. }
  4485. else
  4486. {
  4487. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4488. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4489. if( sd ) pc_overheat(sd,1);
  4490. }
  4491. break;
  4492. case NC_MAGNETICFIELD:
  4493. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4494. break;
  4495. case SC_FATALMENACE:
  4496. if( flag&1 )
  4497. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4498. else
  4499. {
  4500. short x, y;
  4501. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4502. // Destination area
  4503. skill_area_temp[4] = x;
  4504. skill_area_temp[5] = y;
  4505. 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);
  4506. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4507. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4508. }
  4509. break;
  4510. case LG_PINPOINTATTACK:
  4511. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4512. clif_slide(src,bl->x,bl->y);
  4513. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4514. break;
  4515. case LG_SHIELDSPELL:
  4516. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  4517. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4518. break;
  4519. case LG_OVERBRAND:
  4520. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4521. break;
  4522. case LG_OVERBRAND_BRANDISH:
  4523. skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL);
  4524. break;
  4525. case SR_DRAGONCOMBO:
  4526. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4527. break;
  4528. case SR_KNUCKLEARROW:
  4529. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  4530. clif_slide(src,bl->x,bl->y);
  4531. clif_fixpos(src); // Aegis send this packet too.
  4532. }
  4533. if( flag&1 )
  4534. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4535. else
  4536. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4537. break;
  4538. case SR_HOWLINGOFLION:
  4539. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4540. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4541. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4542. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4543. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4544. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4545. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  4546. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  4547. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4548. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  4549. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  4550. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  4551. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4552. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4553. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4554. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4555. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4556. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4557. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4558. break;
  4559. case SR_EARTHSHAKER:
  4560. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4561. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4562. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4563. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4564. } else {
  4565. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4566. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4567. }
  4568. break;
  4569. case SR_TIGERCANNON:
  4570. if ( flag&1 ) {
  4571. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4572. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4573. } else if ( sd ) {
  4574. int hpcost = 10 + 2 * skill_lv, spcost = 5 + 1 * skill_lv;
  4575. if (!status_charge(src, status_get_max_hp(src) * hpcost / 100, status_get_max_sp(src) * spcost / 100)) {
  4576. if (sd)
  4577. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4578. break;
  4579. }
  4580. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4581. }
  4582. break;
  4583. case SO_POISON_BUSTER: {
  4584. struct status_change *tsc = status_get_sc(bl);
  4585. if( tsc && tsc->data[SC_POISON] ) {
  4586. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4587. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4588. }
  4589. else if( sd )
  4590. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4591. }
  4592. break;
  4593. case GN_SPORE_EXPLOSION:
  4594. if( flag&1 )
  4595. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4596. else {
  4597. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4598. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4599. }
  4600. break;
  4601. case EL_FIRE_BOMB:
  4602. case EL_FIRE_WAVE:
  4603. case EL_WATER_SCREW:
  4604. case EL_HURRICANE:
  4605. case EL_TYPOON_MIS:
  4606. if( flag&1 )
  4607. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4608. else {
  4609. int i = skill_get_splash(skill_id,skill_lv);
  4610. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4611. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4612. if( rnd()%100 < 30 )
  4613. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4614. else
  4615. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4616. }
  4617. break;
  4618. case EL_ROCK_CRUSHER:
  4619. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4620. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4621. if( rnd()%100 < 50 )
  4622. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4623. else
  4624. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  4625. break;
  4626. case EL_STONE_RAIN:
  4627. if( flag&1 )
  4628. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4629. else {
  4630. int i = skill_get_splash(skill_id,skill_lv);
  4631. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4632. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4633. if( rnd()%100 < 30 )
  4634. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4635. else
  4636. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4637. }
  4638. break;
  4639. case EL_FIRE_ARROW:
  4640. case EL_ICE_NEEDLE:
  4641. case EL_WIND_SLASH:
  4642. case EL_STONE_HAMMER:
  4643. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4644. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4645. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4646. break;
  4647. case EL_TIDAL_WEAPON:
  4648. if( src->type == BL_ELEM ) {
  4649. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4650. struct status_change *sc = status_get_sc(&ele->bl);
  4651. struct status_change *tsc = status_get_sc(bl);
  4652. sc_type type = status_skill2sc(skill_id), type2;
  4653. type2 = type-1;
  4654. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4655. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4656. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  4657. elemental_clean_single_effect(ele, skill_id);
  4658. }
  4659. if( rnd()%100 < 50 )
  4660. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4661. else {
  4662. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4663. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  4664. }
  4665. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4666. }
  4667. break;
  4668. //recursive homon skill
  4669. case MH_MAGMA_FLOW:
  4670. case MH_HEILIGE_STANGE:
  4671. if(flag & 1){
  4672. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) ) break;//chance to not trigger atk for magma
  4673. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4674. }
  4675. else
  4676. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4677. break;
  4678. case MH_STAHL_HORN:
  4679. case MH_NEEDLE_OF_PARALYZE:
  4680. case MH_SONIC_CRAW:
  4681. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4682. break;
  4683. case MH_MIDNIGHT_FRENZY:
  4684. case MH_SILVERVEIN_RUSH:
  4685. {
  4686. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4687. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4688. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  4689. }
  4690. break;
  4691. case MH_TINDER_BREAKER:
  4692. case MH_CBC:
  4693. case MH_EQC:
  4694. {
  4695. int duration=0;
  4696. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4697. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  4698. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  4699. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4700. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4701. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  4702. if (skill_id==MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  4703. #if PACKETVER >= 20111005
  4704. clif_snap(src, bl->x, bl->y);
  4705. #else
  4706. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  4707. #endif
  4708. }
  4709. }
  4710. break;
  4711. case RL_H_MINE:
  4712. if (sd) {
  4713. //Splash damage around the main target(s)
  4714. if (!(flag&1) && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  4715. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),
  4716. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4717. }
  4718. else {
  4719. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id)
  4720. {
  4721. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4722. tsc->data[SC_H_MINE]->val3 = 1; //Mark the SC end because not expired
  4723. status_change_end(bl,SC_H_MINE,INVALID_TIMER);
  4724. sc_start4(src,bl,SC_BURNING,10 * skill_lv + rnd()%50,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  4725. }
  4726. else if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) && !sd->flicker && !status_isdead(bl))
  4727. sc_start(src,bl,SC_H_MINE,100,skill_id,skill_get_time(skill_id,skill_lv));
  4728. }
  4729. }
  4730. else if (!sd && skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4731. sc_start4(src,bl,SC_BURNING,10 * skill_lv + rnd()%50,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  4732. break;
  4733. case 0:/* no skill - basic/normal attack */
  4734. if(sd) {
  4735. if (flag & 3){
  4736. if (bl->id != skill_area_temp[1])
  4737. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  4738. } else {
  4739. skill_area_temp[1] = bl->id;
  4740. map_foreachinrange(skill_area_sub, bl,
  4741. sd->bonus.splash_range, BL_CHAR,
  4742. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  4743. skill_castend_damage_id);
  4744. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4745. }
  4746. }
  4747. break;
  4748. default:
  4749. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  4750. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4751. 0, abs(skill_get_num(skill_id, skill_lv)),
  4752. skill_id, skill_lv, skill_get_hit(skill_id));
  4753. map_freeblock_unlock();
  4754. return 1;
  4755. }
  4756. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  4757. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4758. map_freeblock_unlock();
  4759. if( sd && !(flag&1) )
  4760. {// ensure that the skill last-cast tick is recorded
  4761. sd->canskill_tick = gettick();
  4762. if( sd->state.arrow_atk )
  4763. {// consume arrow on last invocation to this skill.
  4764. battle_consume_ammo(sd, skill_id, skill_lv);
  4765. }
  4766. // perform skill requirement consumption
  4767. skill_consume_requirement(sd,skill_id,skill_lv,2);
  4768. }
  4769. return 0;
  4770. }
  4771. /*==========================================
  4772. *
  4773. *------------------------------------------*/
  4774. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  4775. {
  4776. struct map_session_data *sd, *dstsd;
  4777. struct mob_data *md, *dstmd;
  4778. struct homun_data *hd;
  4779. struct mercenary_data *mer;
  4780. struct status_data *sstatus, *tstatus;
  4781. struct status_change *tsc;
  4782. struct status_change_entry *tsce;
  4783. int chorusbonus = 0;
  4784. int i = 0;
  4785. enum sc_type type;
  4786. if(skill_id > 0 && !skill_lv) return 0; // celest
  4787. nullpo_retr(1, src);
  4788. nullpo_retr(1, bl);
  4789. if (src->m != bl->m)
  4790. return 1;
  4791. sd = BL_CAST(BL_PC, src);
  4792. hd = BL_CAST(BL_HOM, src);
  4793. md = BL_CAST(BL_MOB, src);
  4794. mer = BL_CAST(BL_MER, src);
  4795. dstsd = BL_CAST(BL_PC, bl);
  4796. dstmd = BL_CAST(BL_MOB, bl);
  4797. if(bl->prev == NULL)
  4798. return 1;
  4799. if(status_isdead(src))
  4800. return 1;
  4801. if( src != bl && status_isdead(bl) ) {
  4802. /**
  4803. * Skills that may be cast on dead targets
  4804. **/
  4805. switch( skill_id ) {
  4806. case NPC_WIDESOULDRAIN:
  4807. case PR_REDEMPTIO:
  4808. case ALL_RESURRECTION:
  4809. case WM_DEADHILLHERE:
  4810. break;
  4811. default:
  4812. return 1;
  4813. }
  4814. }
  4815. tstatus = status_get_status_data(bl);
  4816. sstatus = status_get_status_data(src);
  4817. // Minstrel/Wanderer number check for chorus skills.
  4818. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  4819. if( sd && sd->status.party_id ) {
  4820. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  4821. if( chorusbonus > 7 )
  4822. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  4823. else if( chorusbonus > 2 )
  4824. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  4825. }
  4826. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  4827. switch (skill_id) {
  4828. case HLIF_HEAL: //[orn]
  4829. if (bl->type != BL_HOM) {
  4830. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  4831. break ;
  4832. }
  4833. case AL_HEAL:
  4834. case ALL_RESURRECTION:
  4835. case PR_ASPERSIO:
  4836. /**
  4837. * Arch Bishop
  4838. **/
  4839. case AB_RENOVATIO:
  4840. case AB_HIGHNESSHEAL:
  4841. //Apparently only player casted skills can be offensive like this.
  4842. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  4843. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  4844. //Offensive heal does not works on non-enemies. [Skotlex]
  4845. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4846. return 0;
  4847. }
  4848. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4849. }
  4850. break;
  4851. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  4852. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4853. case MH_STEINWAND: {
  4854. struct block_list *s_src = battle_get_master(src);
  4855. short ret = 0;
  4856. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  4857. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  4858. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  4859. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  4860. if (hd)
  4861. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  4862. return ret;
  4863. }
  4864. break;
  4865. default:
  4866. //Skill is actually ground placed.
  4867. if (src == bl && skill_get_unit_id(skill_id,0))
  4868. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  4869. }
  4870. type = status_skill2sc(skill_id);
  4871. tsc = status_get_sc(bl);
  4872. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  4873. if (src!=bl && type > -1 &&
  4874. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  4875. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  4876. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  4877. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  4878. map_freeblock_lock();
  4879. switch(skill_id)
  4880. {
  4881. case HLIF_HEAL: //[orn]
  4882. case AL_HEAL:
  4883. /**
  4884. * Arch Bishop
  4885. **/
  4886. case AB_HIGHNESSHEAL:
  4887. {
  4888. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  4889. int heal_get_jobexp;
  4890. if( status_isimmune(bl) ||
  4891. (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  4892. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  4893. heal=0;
  4894. if( tsc && tsc->count ) {
  4895. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  4896. if (--tsc->data[SC_KAITE]->val2 <= 0)
  4897. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  4898. if (src == bl)
  4899. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  4900. else {
  4901. bl = src;
  4902. dstsd = sd;
  4903. }
  4904. }
  4905. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  4906. heal = 0; //Needed so that it actually displays 0 when healing.
  4907. }
  4908. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  4909. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  4910. heal = ~heal + 1;
  4911. heal_get_jobexp = status_heal(bl,heal,0,0);
  4912. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  4913. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  4914. if (heal_get_jobexp <= 0)
  4915. heal_get_jobexp = 1;
  4916. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  4917. }
  4918. }
  4919. break;
  4920. case PR_REDEMPTIO:
  4921. if (sd && !(flag&1)) {
  4922. if (sd->status.party_id == 0) {
  4923. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4924. break;
  4925. }
  4926. skill_area_temp[0] = 0;
  4927. party_foreachsamemap(skill_area_sub,
  4928. sd,skill_get_splash(skill_id, skill_lv),
  4929. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  4930. skill_castend_nodamage_id);
  4931. if (skill_area_temp[0] == 0) {
  4932. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4933. break;
  4934. }
  4935. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  4936. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  4937. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  4938. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  4939. clif_updatestatus(sd,SP_BASEEXP);
  4940. clif_updatestatus(sd,SP_JOBEXP);
  4941. }
  4942. status_set_hp(src, 1, 0);
  4943. status_set_sp(src, 0, 0);
  4944. break;
  4945. } else if (status_isdead(bl) && flag&1) { //Revive
  4946. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  4947. skill_lv = 3; //Resurrection level 3 is used
  4948. } else //Invalid target, skip resurrection.
  4949. break;
  4950. case ALL_RESURRECTION:
  4951. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  4952. { //No reviving in WoE grounds!
  4953. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4954. break;
  4955. }
  4956. if (!status_isdead(bl))
  4957. break;
  4958. {
  4959. int per = 0, sper = 0;
  4960. if (tsc && tsc->data[SC_HELLPOWER])
  4961. break;
  4962. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  4963. break;
  4964. switch(skill_lv){
  4965. case 1: per=10; break;
  4966. case 2: per=30; break;
  4967. case 3: per=50; break;
  4968. case 4: per=80; break;
  4969. }
  4970. if(dstsd && dstsd->special_state.restart_full_recover)
  4971. per = sper = 100;
  4972. if (status_revive(bl, per, sper))
  4973. {
  4974. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  4975. if(sd && dstsd && battle_config.resurrection_exp > 0)
  4976. {
  4977. int exp = 0,jexp = 0;
  4978. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  4979. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  4980. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4981. if (exp < 1) exp = 1;
  4982. }
  4983. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  4984. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4985. if (jexp < 1) jexp = 1;
  4986. }
  4987. if(exp > 0 || jexp > 0)
  4988. pc_gainexp (sd, bl, exp, jexp, false);
  4989. }
  4990. }
  4991. }
  4992. break;
  4993. case AL_DECAGI:
  4994. case MER_DECAGI:
  4995. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  4996. 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)));
  4997. break;
  4998. case AL_CRUCIS:
  4999. if (flag&1)
  5000. 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));
  5001. else {
  5002. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5003. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5004. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5005. }
  5006. break;
  5007. case PR_LEXDIVINA:
  5008. case MER_LEXDIVINA:
  5009. if( tsce )
  5010. status_change_end(bl,type, INVALID_TIMER);
  5011. else
  5012. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5013. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5014. break;
  5015. case SA_ABRACADABRA:
  5016. {
  5017. int abra_skill_id = 0, abra_skill_lv;
  5018. do {
  5019. i = rnd() % MAX_SKILL_ABRA_DB;
  5020. abra_skill_id = skill_abra_db[i].skill_id;
  5021. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5022. } while (abra_skill_id == 0 ||
  5023. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]
  5024. );
  5025. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5026. if( sd )
  5027. {// player-casted
  5028. sd->state.abra_flag = 1;
  5029. sd->skillitem = abra_skill_id;
  5030. sd->skillitemlv = abra_skill_lv;
  5031. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5032. }
  5033. else
  5034. {// mob-casted
  5035. struct unit_data *ud = unit_bl2ud(src);
  5036. int inf = skill_get_inf(abra_skill_id);
  5037. if (!ud) break;
  5038. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5039. if (src->type == BL_PET)
  5040. bl = (struct block_list*)((TBL_PET*)src)->master;
  5041. if (!bl) bl = src;
  5042. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5043. } else { //Assume offensive skills
  5044. int target_id = 0;
  5045. if (ud->target)
  5046. target_id = ud->target;
  5047. else switch (src->type) {
  5048. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5049. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5050. }
  5051. if (!target_id)
  5052. break;
  5053. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5054. bl = map_id2bl(target_id);
  5055. if (!bl) bl = src;
  5056. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5057. } else
  5058. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5059. }
  5060. }
  5061. }
  5062. break;
  5063. case SA_COMA:
  5064. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5065. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5066. break;
  5067. case SA_FULLRECOVERY:
  5068. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5069. if (status_isimmune(bl))
  5070. break;
  5071. status_percent_heal(bl, 100, 100);
  5072. break;
  5073. case NPC_ALLHEAL:
  5074. {
  5075. int heal;
  5076. if( status_isimmune(bl) )
  5077. break;
  5078. heal = status_percent_heal(bl, 100, 0);
  5079. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5080. if( dstmd )
  5081. { // Reset Damage Logs
  5082. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5083. dstmd->tdmg = 0;
  5084. }
  5085. }
  5086. break;
  5087. case SA_SUMMONMONSTER:
  5088. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5089. if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5090. break;
  5091. case SA_LEVELUP:
  5092. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5093. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  5094. break;
  5095. case SA_INSTANTDEATH:
  5096. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5097. status_kill(src);
  5098. break;
  5099. case SA_QUESTION:
  5100. clif_emotion(src,E_WHAT);
  5101. case SA_GRAVITY:
  5102. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5103. break;
  5104. case SA_CLASSCHANGE:
  5105. case SA_MONOCELL:
  5106. if (dstmd)
  5107. {
  5108. int class_;
  5109. if ( sd && dstmd->status.mode&MD_BOSS )
  5110. {
  5111. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5112. break;
  5113. }
  5114. class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  5115. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5116. mob_class_change(dstmd,class_);
  5117. if( tsc && dstmd->status.mode&MD_BOSS )
  5118. {
  5119. 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 };
  5120. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5121. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5122. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5123. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5124. }
  5125. }
  5126. break;
  5127. case SA_DEATH:
  5128. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  5129. {
  5130. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5131. break;
  5132. }
  5133. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5134. status_kill(bl);
  5135. break;
  5136. case SA_REVERSEORCISH:
  5137. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5138. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5139. break;
  5140. case SA_FORTUNE:
  5141. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5142. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5143. break;
  5144. case SA_TAMINGMONSTER:
  5145. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5146. if (sd && dstmd) {
  5147. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5148. if( i < MAX_PET_DB )
  5149. pet_catch_process1(sd, dstmd->mob_id);
  5150. }
  5151. break;
  5152. case CR_PROVIDENCE:
  5153. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5154. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5155. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5156. map_freeblock_unlock();
  5157. return 1;
  5158. }
  5159. }
  5160. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5161. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5162. break;
  5163. case CG_MARIONETTE:
  5164. {
  5165. struct status_change* sc = status_get_sc(src);
  5166. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5167. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5168. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5169. map_freeblock_unlock();
  5170. return 1;
  5171. }
  5172. if( sc && tsc )
  5173. {
  5174. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5175. {
  5176. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5177. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5178. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5179. }
  5180. else
  5181. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5182. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5183. {
  5184. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5185. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5186. }
  5187. else
  5188. {
  5189. if( sd )
  5190. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5191. map_freeblock_unlock();
  5192. return 1;
  5193. }
  5194. }
  5195. }
  5196. break;
  5197. case RG_CLOSECONFINE:
  5198. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5199. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5200. break;
  5201. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5202. case SA_FROSTWEAPON:
  5203. case SA_LIGHTNINGLOADER:
  5204. case SA_SEISMICWEAPON:
  5205. if (dstsd) {
  5206. if(dstsd->status.weapon == W_FIST ||
  5207. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5208. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5209. dstsd->sc.data[SC_FIREWEAPON] ||
  5210. dstsd->sc.data[SC_WATERWEAPON] ||
  5211. dstsd->sc.data[SC_WINDWEAPON] ||
  5212. dstsd->sc.data[SC_EARTHWEAPON] ||
  5213. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5214. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5215. dstsd->sc.data[SC_ENCPOISON]
  5216. ))
  5217. ) {
  5218. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5219. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5220. break;
  5221. }
  5222. }
  5223. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5224. 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)))) {
  5225. if (sd)
  5226. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5227. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5228. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5229. }
  5230. break;
  5231. case PR_ASPERSIO:
  5232. if (sd && dstmd) {
  5233. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5234. break;
  5235. }
  5236. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5237. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5238. break;
  5239. case ITEM_ENCHANTARMS:
  5240. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5241. sc_start2(src,bl,type,100,skill_lv,
  5242. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5243. break;
  5244. case TK_SEVENWIND:
  5245. switch(skill_get_ele(skill_id,skill_lv)) {
  5246. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5247. case ELE_WIND : type = SC_WINDWEAPON; break;
  5248. case ELE_WATER : type = SC_WATERWEAPON; break;
  5249. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5250. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5251. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5252. case ELE_HOLY : type = SC_ASPERSIO; break;
  5253. }
  5254. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5255. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5256. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5257. break;
  5258. case PR_KYRIE:
  5259. case MER_KYRIE:
  5260. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5261. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5262. break;
  5263. //Passive Magnum, should had been casted on yourself.
  5264. case SM_MAGNUM:
  5265. case MS_MAGNUM:
  5266. skill_area_temp[1] = 0;
  5267. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5268. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5269. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5270. // Initiate 10% of your damage becomes fire element.
  5271. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5272. if( sd )
  5273. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5274. else if( bl->type == BL_MER )
  5275. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5276. break;
  5277. case TK_JUMPKICK:
  5278. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5279. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  5280. {
  5281. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  5282. {
  5283. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5284. clif_slide(src,bl->x,bl->y);
  5285. }
  5286. }
  5287. else
  5288. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5289. break;
  5290. case AL_INCAGI:
  5291. case AL_BLESSING:
  5292. case MER_INCAGI:
  5293. case MER_BLESSING:
  5294. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5295. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5296. break;
  5297. }
  5298. case PR_SLOWPOISON:
  5299. case PR_IMPOSITIO:
  5300. case PR_LEXAETERNA:
  5301. case PR_SUFFRAGIUM:
  5302. case PR_BENEDICTIO:
  5303. case LK_BERSERK:
  5304. case MS_BERSERK:
  5305. case KN_AUTOCOUNTER:
  5306. case KN_TWOHANDQUICKEN:
  5307. case KN_ONEHAND:
  5308. case MER_QUICKEN:
  5309. case CR_SPEARQUICKEN:
  5310. case CR_REFLECTSHIELD:
  5311. case MS_REFLECTSHIELD:
  5312. case AS_POISONREACT:
  5313. case MC_LOUD:
  5314. case MG_ENERGYCOAT:
  5315. case MO_EXPLOSIONSPIRITS:
  5316. case MO_STEELBODY:
  5317. case MO_BLADESTOP:
  5318. case LK_AURABLADE:
  5319. case LK_PARRYING:
  5320. case MS_PARRYING:
  5321. case LK_CONCENTRATION:
  5322. case WS_CARTBOOST:
  5323. case SN_SIGHT:
  5324. case WS_MELTDOWN:
  5325. case WS_OVERTHRUSTMAX:
  5326. case ST_REJECTSWORD:
  5327. case HW_MAGICPOWER:
  5328. case PF_MEMORIZE:
  5329. case PA_SACRIFICE:
  5330. case ASC_EDP:
  5331. case PF_DOUBLECASTING:
  5332. case SG_SUN_COMFORT:
  5333. case SG_MOON_COMFORT:
  5334. case SG_STAR_COMFORT:
  5335. case NPC_HALLUCINATION:
  5336. case GS_MADNESSCANCEL:
  5337. case GS_ADJUSTMENT:
  5338. case GS_INCREASING:
  5339. case NJ_KASUMIKIRI:
  5340. case NJ_UTSUSEMI:
  5341. case NJ_NEN:
  5342. case NPC_DEFENDER:
  5343. case NPC_MAGICMIRROR:
  5344. case ST_PRESERVE:
  5345. case NPC_INVINCIBLE:
  5346. case NPC_INVINCIBLEOFF:
  5347. case RK_DEATHBOUND:
  5348. case AB_RENOVATIO:
  5349. case AB_EXPIATIO:
  5350. case AB_DUPLELIGHT:
  5351. case AB_SECRAMENT:
  5352. case NC_ACCELERATION:
  5353. case NC_HOVERING:
  5354. case NC_SHAPESHIFT:
  5355. case WL_RECOGNIZEDSPELL:
  5356. case GC_VENOMIMPRESS:
  5357. case SC_DEADLYINFECT:
  5358. case LG_EXEEDBREAK:
  5359. case LG_PRESTIGE:
  5360. case SR_CRESCENTELBOW:
  5361. case SR_LIGHTNINGWALK:
  5362. case SR_GENTLETOUCH_ENERGYGAIN:
  5363. case GN_CARTBOOST:
  5364. case KO_MEIKYOUSISUI:
  5365. case ALL_ODINS_POWER:
  5366. case ALL_FULL_THROTTLE:
  5367. case RA_UNLIMIT:
  5368. case WL_TELEKINESIS_INTENSE:
  5369. case RL_HEAT_BARREL:
  5370. case RL_P_ALTER:
  5371. case RL_E_CHAIN:
  5372. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5373. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5374. break;
  5375. case SO_STRIKING:
  5376. if (sd) {
  5377. int bonus = 8 + 2 * skill_lv;
  5378. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5379. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5380. battle_check_target(src,bl,BCT_PARTY|BCT_SELF)>0 ? //only on self or party member
  5381. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5382. 0
  5383. );
  5384. }
  5385. break;
  5386. case NPC_STOP:
  5387. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5388. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5389. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5390. break;
  5391. case HP_ASSUMPTIO:
  5392. if( sd && dstmd )
  5393. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5394. else
  5395. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5396. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5397. break;
  5398. case MG_SIGHT:
  5399. case MER_SIGHT:
  5400. case AL_RUWACH:
  5401. case WZ_SIGHTBLASTER:
  5402. case NPC_WIDESIGHT:
  5403. case NPC_STONESKIN:
  5404. case NPC_ANTIMAGIC:
  5405. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5406. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5407. break;
  5408. case HLIF_AVOID:
  5409. case HAMI_DEFENCE:
  5410. i = skill_get_time(skill_id,skill_lv);
  5411. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5412. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5413. break;
  5414. case NJ_BUNSINJYUTSU:
  5415. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5416. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5417. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5418. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5419. break;
  5420. /* Was modified to only affect targetted char. [Skotlex]
  5421. case HP_ASSUMPTIO:
  5422. if (flag&1)
  5423. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5424. else
  5425. {
  5426. map_foreachinrange(skill_area_sub, bl,
  5427. skill_get_splash(skill_id, skill_lv), BL_PC,
  5428. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5429. skill_castend_nodamage_id);
  5430. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5431. }
  5432. break;
  5433. */
  5434. case SM_ENDURE:
  5435. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5436. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5437. break;
  5438. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5439. if (sd && dstsd && dstsd->sc.count) {
  5440. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5441. dstsd->sc.data[SC_WATERWEAPON] ||
  5442. dstsd->sc.data[SC_WINDWEAPON] ||
  5443. dstsd->sc.data[SC_EARTHWEAPON] ||
  5444. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5445. dstsd->sc.data[SC_GHOSTWEAPON]
  5446. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5447. ) {
  5448. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5449. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5450. break;
  5451. }
  5452. }
  5453. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5454. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5455. break;
  5456. case LK_TENSIONRELAX:
  5457. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5458. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5459. skill_get_time(skill_id,skill_lv)));
  5460. break;
  5461. case MC_CHANGECART:
  5462. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5463. break;
  5464. case TK_MISSION:
  5465. if (sd) {
  5466. int id;
  5467. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5468. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5469. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5470. break;
  5471. }
  5472. id = mob_get_random_id(0,0xF, sd->status.base_level);
  5473. if (!id) {
  5474. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5475. break;
  5476. }
  5477. sd->mission_mobid = id;
  5478. sd->mission_count = 0;
  5479. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  5480. clif_mission_info(sd, id, 0);
  5481. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5482. }
  5483. break;
  5484. case AC_CONCENTRATION:
  5485. {
  5486. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5487. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5488. map_foreachinrange( status_change_timer_sub, src,
  5489. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5490. src,NULL,type,tick);
  5491. }
  5492. break;
  5493. case SM_PROVOKE:
  5494. case SM_SELFPROVOKE:
  5495. case MER_PROVOKE:
  5496. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5497. {
  5498. map_freeblock_unlock();
  5499. return 1;
  5500. }
  5501. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5502. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5503. (i = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
  5504. if( !i )
  5505. {
  5506. if( sd )
  5507. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5508. map_freeblock_unlock();
  5509. return 0;
  5510. }
  5511. unit_skillcastcancel(bl, 2);
  5512. if( tsc && tsc->count )
  5513. {
  5514. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5515. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5516. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5517. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5518. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5519. }
  5520. if( dstmd )
  5521. {
  5522. dstmd->state.provoke_flag = src->id;
  5523. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5524. }
  5525. break;
  5526. case ML_DEVOTION:
  5527. case CR_DEVOTION:
  5528. {
  5529. int count, lv;
  5530. if( !dstsd || (!sd && !mer) )
  5531. { // Only players can be devoted
  5532. if( sd )
  5533. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5534. break;
  5535. }
  5536. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5537. lv = -lv;
  5538. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  5539. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  5540. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  5541. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  5542. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  5543. {
  5544. if( sd )
  5545. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5546. map_freeblock_unlock();
  5547. return 1;
  5548. }
  5549. i = 0;
  5550. count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
  5551. if( sd )
  5552. { // Player Devoting Player
  5553. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5554. if( i == count )
  5555. {
  5556. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5557. if( i == count )
  5558. { // No free slots, skill Fail
  5559. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5560. map_freeblock_unlock();
  5561. return 1;
  5562. }
  5563. }
  5564. sd->devotion[i] = bl->id;
  5565. }
  5566. else
  5567. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5568. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5569. sc_start4(src, bl, type, 100, src->id, i, skill_get_range2(src,skill_id,skill_lv),0, skill_get_time2(skill_id, skill_lv)));
  5570. clif_devotion(src, NULL);
  5571. }
  5572. break;
  5573. case MO_CALLSPIRITS:
  5574. if(sd) {
  5575. int limit = skill_lv;
  5576. if( sd->sc.data[SC_RAISINGDRAGON] )
  5577. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5578. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5579. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5580. }
  5581. break;
  5582. case CH_SOULCOLLECT:
  5583. if(sd) {
  5584. int limit = 5;
  5585. if( sd->sc.data[SC_RAISINGDRAGON] )
  5586. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5587. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5588. for (i = 0; i < limit; i++)
  5589. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5590. }
  5591. break;
  5592. case MO_KITRANSLATION:
  5593. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) {
  5594. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  5595. }
  5596. break;
  5597. case TK_TURNKICK:
  5598. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5599. if (skill_area_temp[1] != bl->id) {
  5600. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  5601. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5602. }
  5603. break;
  5604. case MO_ABSORBSPIRITS:
  5605. i = 0;
  5606. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION))
  5607. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5608. i = dstsd->spiritball * 7;
  5609. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5610. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5611. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5612. i = 2 * dstmd->level;
  5613. mob_target(dstmd,src,0);
  5614. }
  5615. if (i) status_heal(src, 0, i, 3);
  5616. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  5617. break;
  5618. case AC_MAKINGARROW:
  5619. if(sd) {
  5620. clif_arrow_create_list(sd);
  5621. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5622. }
  5623. break;
  5624. case AM_PHARMACY:
  5625. if(sd) {
  5626. clif_skill_produce_mix_list(sd,skill_id,22);
  5627. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5628. }
  5629. break;
  5630. case SA_CREATECON:
  5631. if(sd) {
  5632. clif_elementalconverter_list(sd);
  5633. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5634. }
  5635. break;
  5636. case BS_HAMMERFALL:
  5637. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5638. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  5639. break;
  5640. case RG_RAID:
  5641. skill_area_temp[1] = 0;
  5642. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5643. map_foreachinrange(skill_area_sub, bl,
  5644. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5645. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5646. skill_castend_damage_id);
  5647. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5648. break;
  5649. //List of self skills that give damage around caster
  5650. case RL_FLICKER:
  5651. if (sd) {
  5652. sd->skill_id_old = RL_FLICKER;
  5653. sd->flicker = true;
  5654. }
  5655. case ASC_METEORASSAULT:
  5656. case GS_SPREADATTACK:
  5657. case RK_STORMBLAST:
  5658. case NC_AXETORNADO:
  5659. case GC_COUNTERSLASH:
  5660. case SR_SKYNETBLOW:
  5661. case SR_RAMPAGEBLASTER:
  5662. case SR_HOWLINGOFLION:
  5663. case KO_HAPPOKUNAI:
  5664. case RL_FIREDANCE:
  5665. case RL_R_TRIP:
  5666. skill_area_temp[1] = 0;
  5667. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5668. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5669. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5670. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  5671. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5672. if (sd && skill_id == RL_FLICKER)
  5673. sd->flicker = false;
  5674. break;
  5675. case NC_EMERGENCYCOOL:
  5676. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5677. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5678. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5679. break;
  5680. case SR_WINDMILL:
  5681. case GN_CART_TORNADO:
  5682. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5683. case SR_EARTHSHAKER:
  5684. case NC_INFRAREDSCAN:
  5685. case NPC_EARTHQUAKE:
  5686. case NPC_VAMPIRE_GIFT:
  5687. case NPC_HELLJUDGEMENT:
  5688. case NPC_PULSESTRIKE:
  5689. case LG_MOONSLASHER:
  5690. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  5691. break;
  5692. case KN_BRANDISHSPEAR:
  5693. case ML_BRANDISH:
  5694. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  5695. break;
  5696. case WZ_SIGHTRASHER:
  5697. //Passive side of the attack.
  5698. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5699. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5700. map_foreachinrange(skill_area_sub,src,
  5701. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  5702. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5703. skill_castend_damage_id);
  5704. break;
  5705. case NJ_HYOUSYOURAKU:
  5706. case NJ_RAIGEKISAI:
  5707. case WZ_FROSTNOVA:
  5708. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5709. skill_area_temp[1] = 0;
  5710. map_foreachinrange(skill_attack_area, src,
  5711. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5712. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5713. break;
  5714. case HVAN_EXPLOSION: //[orn]
  5715. case NPC_SELFDESTRUCTION:
  5716. //Self Destruction hits everyone in range (allies+enemies)
  5717. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5718. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  5719. BCT_ENEMY:BCT_ALL;
  5720. clif_skill_nodamage(src, src, skill_id, -1, 1);
  5721. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5722. map_foreachinrange(skill_area_sub, bl,
  5723. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5724. src, skill_id, skill_lv, tick, flag|i,
  5725. skill_castend_damage_id);
  5726. if(map_addblock(src))
  5727. return 1;
  5728. status_damage(src, src, sstatus->max_hp,0,0,1);
  5729. break;
  5730. case AL_ANGELUS:
  5731. case PR_MAGNIFICAT:
  5732. case PR_GLORIA:
  5733. case SN_WINDWALK:
  5734. case CASH_BLESSING:
  5735. case CASH_INCAGI:
  5736. case CASH_ASSUMPTIO:
  5737. case WM_FRIGG_SONG:
  5738. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5739. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5740. else if( sd )
  5741. 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);
  5742. break;
  5743. case MER_MAGNIFICAT:
  5744. if( mer != NULL )
  5745. {
  5746. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5747. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5748. 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);
  5749. else if( mer->master && !(flag&1) )
  5750. 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)));
  5751. }
  5752. break;
  5753. case BS_ADRENALINE:
  5754. case BS_ADRENALINE2:
  5755. case BS_WEAPONPERFECT:
  5756. case BS_OVERTHRUST:
  5757. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  5758. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5759. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  5760. } else if (sd) {
  5761. party_foreachsamemap(skill_area_sub,
  5762. sd,skill_get_splash(skill_id, skill_lv),
  5763. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5764. skill_castend_nodamage_id);
  5765. }
  5766. break;
  5767. case BS_MAXIMIZE:
  5768. case NV_TRICKDEAD:
  5769. case CR_DEFENDER:
  5770. case ML_DEFENDER:
  5771. case CR_AUTOGUARD:
  5772. case ML_AUTOGUARD:
  5773. case TK_READYSTORM:
  5774. case TK_READYDOWN:
  5775. case TK_READYTURN:
  5776. case TK_READYCOUNTER:
  5777. case TK_DODGE:
  5778. case CR_SHRINK:
  5779. case SG_FUSION:
  5780. case GS_GATLINGFEVER:
  5781. if( tsce )
  5782. {
  5783. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5784. map_freeblock_unlock();
  5785. return 0;
  5786. }
  5787. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5788. break;
  5789. case SL_KAITE:
  5790. case SL_KAAHI:
  5791. case SL_KAIZEL:
  5792. case SL_KAUPE:
  5793. if (sd) {
  5794. if (!dstsd || !(
  5795. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  5796. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  5797. dstsd->status.char_id == sd->status.char_id ||
  5798. dstsd->status.char_id == sd->status.partner_id ||
  5799. dstsd->status.char_id == sd->status.child
  5800. )) {
  5801. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,8);
  5802. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5803. break;
  5804. }
  5805. }
  5806. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5807. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5808. break;
  5809. case SM_AUTOBERSERK:
  5810. case MER_AUTOBERSERK:
  5811. if( tsce )
  5812. i = status_change_end(bl, type, INVALID_TIMER);
  5813. else
  5814. i = sc_start(src,bl,type,100,skill_lv,60000);
  5815. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  5816. break;
  5817. case TF_HIDING:
  5818. case ST_CHASEWALK:
  5819. case KO_YAMIKUMO:
  5820. if (tsce)
  5821. {
  5822. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  5823. map_freeblock_unlock();
  5824. return 0;
  5825. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  5826. //Mado Gear cannot hide
  5827. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5828. map_freeblock_unlock();
  5829. return 0;
  5830. }
  5831. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5832. break;
  5833. case TK_RUN:
  5834. if (tsce)
  5835. {
  5836. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5837. map_freeblock_unlock();
  5838. return 0;
  5839. }
  5840. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  5841. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  5842. clif_walkok(sd); // So aegis has to resend the walk ok.
  5843. break;
  5844. case AS_CLOAKING:
  5845. case GC_CLOAKINGEXCEED:
  5846. case LG_FORCEOFVANGUARD:
  5847. case SC_REPRODUCE:
  5848. case SC_INVISIBILITY:
  5849. case RA_CAMOUFLAGE:
  5850. if (tsce) {
  5851. i = status_change_end(bl, type, INVALID_TIMER);
  5852. if( i )
  5853. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5854. else if( sd )
  5855. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5856. map_freeblock_unlock();
  5857. return 0;
  5858. }
  5859. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5860. if( i )
  5861. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5862. else if( sd )
  5863. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5864. break;
  5865. case BD_ADAPTATION:
  5866. if(tsc && tsc->data[SC_DANCING]){
  5867. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5868. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  5869. }
  5870. break;
  5871. case BA_FROSTJOKER:
  5872. case DC_SCREAM:
  5873. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5874. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  5875. if (md) {
  5876. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  5877. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  5878. char temp[70];
  5879. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)].desc);
  5880. clif_disp_overhead(&md->bl,temp);
  5881. }
  5882. break;
  5883. case BA_PANGVOICE:
  5884. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  5885. break;
  5886. case DC_WINKCHARM:
  5887. if( dstsd )
  5888. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  5889. else
  5890. if( dstmd )
  5891. {
  5892. if( status_get_lv(src) > status_get_lv(bl)
  5893. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  5894. && !(tstatus->mode&MD_BOSS) )
  5895. 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)));
  5896. else
  5897. {
  5898. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5899. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5900. }
  5901. }
  5902. break;
  5903. case TF_STEAL:
  5904. if(sd) {
  5905. if(pc_steal_item(sd,bl,skill_lv))
  5906. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5907. else
  5908. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5909. }
  5910. break;
  5911. case RG_STEALCOIN:
  5912. if(sd) {
  5913. if(pc_steal_coin(sd,bl))
  5914. {
  5915. dstmd->state.provoke_flag = src->id;
  5916. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5917. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5918. }
  5919. else
  5920. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5921. }
  5922. break;
  5923. case MG_STONECURSE:
  5924. {
  5925. int brate = 0;
  5926. if (tstatus->mode&MD_BOSS) {
  5927. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5928. break;
  5929. }
  5930. if(status_isimmune(bl) || !tsc)
  5931. break;
  5932. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  5933. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  5934. if (tsc->data[SC_STONE]) {
  5935. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5936. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5937. break;
  5938. }
  5939. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  5940. skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
  5941. skill_get_time2(skill_id,skill_lv)))
  5942. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5943. else if(sd) {
  5944. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5945. // Level 6-10 doesn't consume a red gem if it fails [celest]
  5946. if (skill_lv > 5)
  5947. { // not to consume items
  5948. map_freeblock_unlock();
  5949. return 0;
  5950. }
  5951. }
  5952. }
  5953. break;
  5954. case NV_FIRSTAID:
  5955. clif_skill_nodamage(src,bl,skill_id,5,1);
  5956. status_heal(bl,5,0,0);
  5957. break;
  5958. case AL_CURE:
  5959. if(status_isimmune(bl)) {
  5960. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5961. break;
  5962. }
  5963. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5964. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5965. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5966. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5967. break;
  5968. case TF_DETOXIFY:
  5969. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5970. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5971. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  5972. break;
  5973. case PR_STRECOVERY:
  5974. if(status_isimmune(bl)) {
  5975. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5976. break;
  5977. }
  5978. if (tsc && tsc->opt1) {
  5979. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5980. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5981. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5982. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5983. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  5984. }
  5985. //Is this equation really right? It looks so... special.
  5986. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  5987. {
  5988. status_change_start(src,bl, SC_BLIND,
  5989. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  5990. 1,0,0,0,
  5991. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  5992. }
  5993. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5994. if(dstmd)
  5995. mob_unlocktarget(dstmd,tick);
  5996. break;
  5997. // Mercenary Supportive Skills
  5998. case MER_BENEDICTION:
  5999. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6000. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6001. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6002. break;
  6003. case MER_COMPRESS:
  6004. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6005. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6006. break;
  6007. case MER_MENTALCURE:
  6008. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6009. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6010. break;
  6011. case MER_RECUPERATE:
  6012. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6013. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6014. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6015. break;
  6016. case MER_REGAIN:
  6017. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6018. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6019. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6020. break;
  6021. case MER_TENDER:
  6022. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6023. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6024. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6025. break;
  6026. case MER_SCAPEGOAT:
  6027. if( mer && mer->master )
  6028. {
  6029. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6030. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6031. }
  6032. break;
  6033. case MER_ESTIMATION:
  6034. if( !mer )
  6035. break;
  6036. sd = mer->master;
  6037. case WZ_ESTIMATION:
  6038. if( sd == NULL )
  6039. break;
  6040. if( dstsd )
  6041. { // Fail on Players
  6042. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6043. break;
  6044. }
  6045. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  6046. break; // Cannot be Used on Emperium
  6047. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6048. clif_skill_estimation(sd, bl);
  6049. if( skill_id == MER_ESTIMATION )
  6050. sd = NULL;
  6051. break;
  6052. case BS_REPAIRWEAPON:
  6053. if(sd && dstsd)
  6054. clif_item_repair_list(sd,dstsd,skill_lv);
  6055. break;
  6056. case MC_IDENTIFY:
  6057. if(sd) {
  6058. clif_item_identify_list(sd);
  6059. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6060. map_freeblock_unlock();
  6061. return 1;
  6062. }
  6063. else { // consume sp only if succeeded
  6064. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6065. status_zap(src,0,req.sp);
  6066. }
  6067. }
  6068. break;
  6069. // Weapon Refining [Celest]
  6070. case WS_WEAPONREFINE:
  6071. if(sd)
  6072. clif_item_refine_list(sd);
  6073. break;
  6074. case MC_VENDING:
  6075. if(sd)
  6076. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6077. if ( !pc_can_give_items(sd) )
  6078. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6079. else {
  6080. sd->state.prevend = 1;
  6081. clif_openvendingreq(sd,2+skill_lv);
  6082. }
  6083. }
  6084. break;
  6085. case AL_TELEPORT:
  6086. case ALL_ODINS_RECALL:
  6087. if(sd)
  6088. {
  6089. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6090. clif_skill_teleportmessage(sd,0);
  6091. break;
  6092. }
  6093. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6094. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6095. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6096. break;
  6097. }
  6098. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6099. {
  6100. if( skill_lv == 1 )
  6101. pc_randomwarp(sd,CLR_TELEPORT);
  6102. else
  6103. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6104. break;
  6105. }
  6106. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6107. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6108. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6109. else
  6110. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6111. } else
  6112. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6113. break;
  6114. case NPC_EXPULSION:
  6115. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6116. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6117. break;
  6118. case AL_HOLYWATER:
  6119. if(sd) {
  6120. if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
  6121. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6122. else
  6123. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6124. }
  6125. break;
  6126. case TF_PICKSTONE:
  6127. if(sd) {
  6128. int eflag;
  6129. struct item item_tmp;
  6130. struct block_list tbl;
  6131. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6132. memset(&item_tmp,0,sizeof(item_tmp));
  6133. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6134. item_tmp.nameid = ITEMID_STONE;
  6135. item_tmp.identify = 1;
  6136. tbl.id = 0;
  6137. clif_takeitem(&sd->bl,&tbl);
  6138. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6139. if(eflag) {
  6140. clif_additem(sd,0,0,eflag);
  6141. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6142. }
  6143. }
  6144. break;
  6145. case ASC_CDP:
  6146. if(sd) {
  6147. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6148. skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  6149. }
  6150. break;
  6151. case RG_STRIPWEAPON:
  6152. case RG_STRIPSHIELD:
  6153. case RG_STRIPARMOR:
  6154. case RG_STRIPHELM:
  6155. case ST_FULLSTRIP:
  6156. case GC_WEAPONCRUSH:
  6157. case SC_STRIPACCESSARY: {
  6158. unsigned short location = 0;
  6159. int d = 0;
  6160. //Rate in percent
  6161. if ( skill_id == ST_FULLSTRIP ) {
  6162. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6163. } else if( skill_id == SC_STRIPACCESSARY ) {
  6164. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6165. } else {
  6166. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6167. }
  6168. if (i < 5) i = 5; //Minimum rate 5%
  6169. //Duration in ms
  6170. if( skill_id == GC_WEAPONCRUSH){
  6171. d = skill_get_time(skill_id,skill_lv);
  6172. if(bl->type == BL_PC)
  6173. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6174. else
  6175. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6176. }else
  6177. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6178. if (d < 0) d = 0; //Minimum duration 0ms
  6179. switch (skill_id) {
  6180. case RG_STRIPWEAPON:
  6181. case GC_WEAPONCRUSH:
  6182. location = EQP_WEAPON;
  6183. break;
  6184. case RG_STRIPSHIELD:
  6185. location = EQP_SHIELD;
  6186. break;
  6187. case RG_STRIPARMOR:
  6188. location = EQP_ARMOR;
  6189. break;
  6190. case RG_STRIPHELM:
  6191. location = EQP_HELM;
  6192. break;
  6193. case ST_FULLSTRIP:
  6194. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6195. break;
  6196. case SC_STRIPACCESSARY:
  6197. location = EQP_ACC;
  6198. break;
  6199. }
  6200. //Special message when trying to use strip on FCP [Jobbie]
  6201. 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])
  6202. {
  6203. clif_gospel_info(sd, 0x28);
  6204. break;
  6205. }
  6206. //Attempts to strip at rate i and duration d
  6207. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6208. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6209. //Nothing stripped.
  6210. if( sd && !i )
  6211. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6212. break;
  6213. }
  6214. case AM_BERSERKPITCHER:
  6215. case AM_POTIONPITCHER: {
  6216. int i,hp = 0,sp = 0;
  6217. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6218. map_freeblock_unlock();
  6219. return 1;
  6220. }
  6221. if( sd ) {
  6222. int x,bonus=100;
  6223. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6224. x = skill_lv%11 - 1;
  6225. i = pc_search_inventory(sd, require.itemid[x]);
  6226. if (i < 0 || require.itemid[x] <= 0) {
  6227. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6228. map_freeblock_unlock();
  6229. return 1;
  6230. }
  6231. if (sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < require.amount[x]) {
  6232. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6233. map_freeblock_unlock();
  6234. return 1;
  6235. }
  6236. if( skill_id == AM_BERSERKPITCHER ) {
  6237. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
  6238. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6239. map_freeblock_unlock();
  6240. return 1;
  6241. }
  6242. }
  6243. potion_flag = 1;
  6244. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6245. potion_target = bl->id;
  6246. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  6247. potion_flag = potion_target = 0;
  6248. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6249. bonus += sd->status.base_level;
  6250. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6251. hp = tstatus->max_hp * potion_per_hp / 100;
  6252. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6253. if( dstsd ) {
  6254. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6255. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6256. }
  6257. } else {
  6258. if( potion_hp > 0 ) {
  6259. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6260. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6261. if( dstsd )
  6262. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6263. }
  6264. if( potion_sp > 0 ) {
  6265. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6266. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6267. if( dstsd )
  6268. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6269. }
  6270. }
  6271. if (sd->itemgrouphealrate[IG_POTION]>0) {
  6272. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  6273. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  6274. }
  6275. if( (i = pc_skillheal_bonus(sd, skill_id)) ) {
  6276. hp += hp * i / 100;
  6277. sp += sp * i / 100;
  6278. }
  6279. } else {
  6280. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6281. switch (skill_lv) {
  6282. case 1: hp = 45; break;
  6283. case 2: hp = 105; break;
  6284. case 3: hp = 175; break;
  6285. default: hp = 325; break;
  6286. }
  6287. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6288. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6289. if( dstsd )
  6290. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6291. }
  6292. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6293. hp += hp * i / 100;
  6294. sp += sp * i / 100;
  6295. }
  6296. if( tsc && tsc->count ) {
  6297. if( tsc->data[SC_CRITICALWOUND] ) {
  6298. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6299. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6300. }
  6301. if( tsc->data[SC_DEATHHURT] ) {
  6302. hp -= hp * 20 / 100;
  6303. sp -= sp * 20 / 100;
  6304. }
  6305. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  6306. hp += hp / 10;
  6307. sp += sp / 10;
  6308. }
  6309. }
  6310. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6311. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6312. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6313. if( sp > 0 )
  6314. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6315. #ifdef RENEWAL
  6316. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6317. sp = 0;
  6318. #endif
  6319. status_heal(bl,hp,sp,0);
  6320. }
  6321. break;
  6322. case AM_CP_WEAPON:
  6323. case AM_CP_SHIELD:
  6324. case AM_CP_ARMOR:
  6325. case AM_CP_HELM:
  6326. {
  6327. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6328. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6329. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6330. map_freeblock_unlock(); // Don't consume item requirements
  6331. return 0;
  6332. }
  6333. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6334. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6335. }
  6336. break;
  6337. case AM_TWILIGHT1:
  6338. if (sd) {
  6339. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6340. //Prepare 200 White Potions.
  6341. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200))
  6342. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6343. }
  6344. break;
  6345. case AM_TWILIGHT2:
  6346. if (sd) {
  6347. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6348. //Prepare 200 Slim White Potions.
  6349. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200))
  6350. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6351. }
  6352. break;
  6353. case AM_TWILIGHT3:
  6354. if (sd) {
  6355. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6356. if( ebottle >= 0 )
  6357. ebottle = sd->status.inventory[ebottle].amount;
  6358. //check if you can produce all three, if not, then fail:
  6359. if (!skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100) //100 Alcohol
  6360. || !skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle
  6361. || !skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle
  6362. || ebottle < 200 //200 empty bottle are required at total.
  6363. ) {
  6364. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6365. break;
  6366. }
  6367. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6368. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100);
  6369. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50);
  6370. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50);
  6371. }
  6372. break;
  6373. case SA_DISPELL:
  6374. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  6375. {
  6376. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6377. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6378. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6379. || rnd()%100 >= 50+10*skill_lv
  6380. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  6381. {
  6382. if (sd)
  6383. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6384. break;
  6385. }
  6386. if(status_isimmune(bl))
  6387. break;
  6388. //Remove bonus_script when dispelled
  6389. if (dstsd)
  6390. pc_bonus_script_clear(dstsd,BONUS_FLAG_REM_ON_DISPELL);
  6391. if(!tsc || !tsc->count)
  6392. break;
  6393. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6394. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6395. break;
  6396. }
  6397. for(i=0;i<SC_MAX;i++) {
  6398. if (!tsc->data[i])
  6399. continue;
  6400. switch (i) {
  6401. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6402. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6403. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6404. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6405. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6406. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6407. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6408. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6409. case SC_EDP: case SC_AUTOBERSERK:
  6410. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6411. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6412. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6413. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6414. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6415. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6416. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6417. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6418. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6419. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6420. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6421. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6422. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6423. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6424. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6425. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6426. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6427. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6428. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6429. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6430. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6431. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6432. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6433. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6434. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6435. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  6436. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  6437. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  6438. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  6439. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  6440. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  6441. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  6442. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6443. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6444. case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  6445. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  6446. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  6447. case SC_H_MINE:
  6448. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  6449. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  6450. #ifdef RENEWAL
  6451. case SC_EXTREMITYFIST2:
  6452. #endif
  6453. continue;
  6454. /**
  6455. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6456. **/
  6457. case SC_WHISTLE:
  6458. case SC_ASSNCROS:
  6459. case SC_POEMBRAGI:
  6460. case SC_APPLEIDUN:
  6461. case SC_HUMMING:
  6462. case SC_DONTFORGETME:
  6463. case SC_FORTUNE:
  6464. case SC_SERVICE4U:
  6465. if(tsc->data[i]->val4==0)
  6466. continue; //if in song-area don't end it
  6467. break;
  6468. case SC_ASSUMPTIO:
  6469. if( bl->type == BL_MOB )
  6470. continue;
  6471. break;
  6472. }
  6473. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  6474. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6475. }
  6476. break;
  6477. }
  6478. //Affect all targets on splash area.
  6479. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6480. src, skill_id, skill_lv, tick, flag|1,
  6481. skill_castend_damage_id);
  6482. break;
  6483. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6484. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6485. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  6486. break;
  6487. case TK_HIGHJUMP:
  6488. {
  6489. int x,y, dir = unit_getdir(src);
  6490. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6491. if( map[src->m].flag.noteleport &&
  6492. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6493. ) {
  6494. x = src->x;
  6495. y = src->y;
  6496. } else {
  6497. x = src->x + dirx[dir]*skill_lv*2;
  6498. y = src->y + diry[dir]*skill_lv*2;
  6499. }
  6500. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  6501. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  6502. clif_slide(src,x,y);
  6503. unit_movepos(src, x, y, 1, 0);
  6504. }
  6505. }
  6506. break;
  6507. case SA_CASTCANCEL:
  6508. case SO_SPELLFIST:
  6509. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6510. unit_skillcastcancel(src,1);
  6511. if(sd) {
  6512. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  6513. if( skill_id == SO_SPELLFIST ){
  6514. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  6515. sd->skill_id_old = sd->skill_lv_old = 0;
  6516. break;
  6517. }
  6518. sp = sp * (90 - (skill_lv-1)*20) / 100;
  6519. if(sp < 0) sp = 0;
  6520. status_zap(src, 0, sp);
  6521. }
  6522. break;
  6523. case SA_SPELLBREAKER:
  6524. {
  6525. int sp;
  6526. if(tsc && tsc->data[SC_MAGICROD]) {
  6527. sp = skill_get_sp(skill_id,skill_lv);
  6528. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  6529. if(sp < 1) sp = 1;
  6530. status_heal(bl,0,sp,2);
  6531. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  6532. } else {
  6533. struct unit_data *ud = unit_bl2ud(bl);
  6534. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  6535. if (!ud || ud->skilltimer == INVALID_TIMER)
  6536. break; //Nothing to cancel.
  6537. bl_skill_id = ud->skill_id;
  6538. bl_skill_lv = ud->skill_lv;
  6539. if (tstatus->mode & MD_BOSS)
  6540. { //Only 10% success chance against bosses. [Skotlex]
  6541. if (rnd()%100 < 90)
  6542. {
  6543. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6544. break;
  6545. }
  6546. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  6547. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  6548. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6549. unit_skillcastcancel(bl,0);
  6550. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  6551. status_zap(bl, hp, sp);
  6552. if (hp && skill_lv >= 5)
  6553. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  6554. else
  6555. hp = 0;
  6556. if (sp) //Recover some of the SP used
  6557. sp = sp*(25*(skill_lv-1))/100;
  6558. if(hp || sp)
  6559. status_heal(src, hp, sp, 2);
  6560. }
  6561. }
  6562. break;
  6563. case SA_MAGICROD:
  6564. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  6565. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6566. break;
  6567. case SA_AUTOSPELL:
  6568. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6569. if(sd)
  6570. clif_autospell(sd,skill_lv);
  6571. else {
  6572. int maxlv=1,spellid=0;
  6573. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  6574. if(skill_lv >= 10) {
  6575. spellid = MG_FROSTDIVER;
  6576. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  6577. // maxlv = 10;
  6578. // else
  6579. maxlv = skill_lv - 9;
  6580. }
  6581. else if(skill_lv >=8) {
  6582. spellid = MG_FIREBALL;
  6583. maxlv = skill_lv - 7;
  6584. }
  6585. else if(skill_lv >=5) {
  6586. spellid = MG_SOULSTRIKE;
  6587. maxlv = skill_lv - 4;
  6588. }
  6589. else if(skill_lv >=2) {
  6590. int i = rnd()%3;
  6591. spellid = spellarray[i];
  6592. maxlv = skill_lv - 1;
  6593. }
  6594. else if(skill_lv > 0) {
  6595. spellid = MG_NAPALMBEAT;
  6596. maxlv = 3;
  6597. }
  6598. if(spellid > 0)
  6599. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  6600. skill_get_time(SA_AUTOSPELL,skill_lv));
  6601. }
  6602. break;
  6603. case BS_GREED:
  6604. if(sd){
  6605. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6606. map_foreachinrange(skill_greed,bl,
  6607. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  6608. }
  6609. break;
  6610. case SA_ELEMENTWATER:
  6611. case SA_ELEMENTFIRE:
  6612. case SA_ELEMENTGROUND:
  6613. case SA_ELEMENTWIND:
  6614. if(sd && !dstmd) //Only works on monsters.
  6615. break;
  6616. if(tstatus->mode&MD_BOSS)
  6617. break;
  6618. case NPC_ATTRICHANGE:
  6619. case NPC_CHANGEWATER:
  6620. case NPC_CHANGEGROUND:
  6621. case NPC_CHANGEFIRE:
  6622. case NPC_CHANGEWIND:
  6623. case NPC_CHANGEPOISON:
  6624. case NPC_CHANGEHOLY:
  6625. case NPC_CHANGEDARKNESS:
  6626. case NPC_CHANGETELEKINESIS:
  6627. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6628. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6629. skill_get_time(skill_id, skill_lv)));
  6630. break;
  6631. case NPC_CHANGEUNDEAD:
  6632. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6633. //TO-DO This is ugly, fix it
  6634. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6635. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6636. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6637. skill_get_time(skill_id, skill_lv)));
  6638. break;
  6639. case NPC_PROVOCATION:
  6640. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6641. if (md) mob_unlocktarget(md, tick);
  6642. break;
  6643. case NPC_KEEPING:
  6644. case NPC_BARRIER:
  6645. {
  6646. int skill_time = skill_get_time(skill_id,skill_lv);
  6647. struct unit_data *ud = unit_bl2ud(bl);
  6648. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6649. sc_start(src,bl,type,100,skill_lv,skill_time))
  6650. && ud) { //Disable attacking/acting/moving for skill's duration.
  6651. ud->attackabletime =
  6652. ud->canact_tick =
  6653. ud->canmove_tick = tick + skill_time;
  6654. }
  6655. }
  6656. break;
  6657. case NPC_REBIRTH:
  6658. if( md && md->state.rebirth )
  6659. break; // only works once
  6660. sc_start(src,bl,type,100,skill_lv,-1);
  6661. break;
  6662. case NPC_DARKBLESSING:
  6663. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6664. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6665. break;
  6666. case NPC_LICK:
  6667. status_zap(bl, 0, 100);
  6668. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6669. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  6670. break;
  6671. case NPC_SUICIDE:
  6672. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6673. status_kill(src); //When suiciding, neither exp nor drops is given.
  6674. break;
  6675. case NPC_SUMMONSLAVE:
  6676. case NPC_SUMMONMONSTER:
  6677. if(md && md->skill_idx >= 0)
  6678. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  6679. break;
  6680. case NPC_CALLSLAVE:
  6681. mob_warpslave(src,MOB_SLAVEDISTANCE);
  6682. break;
  6683. case NPC_RANDOMMOVE:
  6684. if (md) {
  6685. md->next_walktime = tick - 1;
  6686. mob_randomwalk(md,tick);
  6687. }
  6688. break;
  6689. case NPC_SPEEDUP:
  6690. {
  6691. // or does it increase casting rate? just a guess xD
  6692. int i = SC_ASPDPOTION0 + skill_lv - 1;
  6693. if (i > SC_ASPDPOTION3)
  6694. i = SC_ASPDPOTION3;
  6695. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6696. sc_start(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
  6697. }
  6698. break;
  6699. case NPC_REVENGE:
  6700. // not really needed... but adding here anyway ^^
  6701. if (md && md->master_id > 0) {
  6702. struct block_list *mbl, *tbl;
  6703. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6704. (tbl = battle_gettargeted(mbl)) == NULL)
  6705. break;
  6706. md->state.provoke_flag = tbl->id;
  6707. mob_target(md, tbl, sstatus->rhw.range);
  6708. }
  6709. break;
  6710. case NPC_RUN:
  6711. {
  6712. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  6713. uint8 dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  6714. unit_stop_attack(src);
  6715. //Run skillv tiles overriding the can-move check.
  6716. if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
  6717. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  6718. }
  6719. break;
  6720. case NPC_TRANSFORMATION:
  6721. case NPC_METAMORPHOSIS:
  6722. if(md && md->skill_idx >= 0) {
  6723. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  6724. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  6725. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  6726. if (class_) mob_class_change(md, class_);
  6727. }
  6728. break;
  6729. case NPC_EMOTION_ON:
  6730. case NPC_EMOTION:
  6731. //val[0] is the emotion to use.
  6732. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6733. //val[1] 'sets' the mode
  6734. //val[2] adds to the current mode
  6735. //val[3] removes from the current mode
  6736. //val[4] if set, asks to delete the previous mode change.
  6737. if(md && md->skill_idx >= 0 && tsc)
  6738. {
  6739. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  6740. if(md->db->skill[md->skill_idx].val[4] && tsce)
  6741. status_change_end(bl, type, INVALID_TIMER);
  6742. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  6743. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  6744. mob_unlocktarget(md,tick);
  6745. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  6746. sc_start4(src,src, type, 100, skill_lv,
  6747. md->db->skill[md->skill_idx].val[1],
  6748. md->db->skill[md->skill_idx].val[2],
  6749. md->db->skill[md->skill_idx].val[3],
  6750. skill_get_time(skill_id, skill_lv));
  6751. }
  6752. break;
  6753. case NPC_POWERUP:
  6754. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  6755. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6756. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6757. break;
  6758. case NPC_AGIUP:
  6759. sc_start(src,bl,SC_SPEEDUP1,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6760. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6761. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6762. break;
  6763. case NPC_INVISIBLE:
  6764. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  6765. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6766. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  6767. break;
  6768. case NPC_SIEGEMODE:
  6769. // not sure what it does
  6770. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6771. break;
  6772. case WE_MALE:
  6773. if( status_get_hp(src) > status_get_max_hp(src) / 10 ) {
  6774. int hp_rate=(!skill_lv)? 0:skill_get_hp_rate(skill_id, skill_lv);
  6775. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  6776. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  6777. }
  6778. break;
  6779. case WE_FEMALE:
  6780. if( status_get_sp(src) > status_get_max_sp(src) / 10 ) {
  6781. int sp_rate=(!skill_lv)? 0:skill_get_sp_rate(skill_id, skill_lv);
  6782. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  6783. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  6784. }
  6785. break;
  6786. // parent-baby skills
  6787. case WE_BABY:
  6788. if(sd){
  6789. struct map_session_data *f_sd = pc_get_father(sd);
  6790. struct map_session_data *m_sd = pc_get_mother(sd);
  6791. if( (!f_sd && !m_sd) // if neither was found
  6792. || (sd->status.party_id != 0 && //not in same party
  6793. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  6794. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  6795. ))
  6796. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  6797. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  6798. ) {
  6799. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6800. map_freeblock_unlock();
  6801. return 0;
  6802. }
  6803. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),8);
  6804. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6805. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6806. }
  6807. break;
  6808. case PF_HPCONVERSION:
  6809. {
  6810. int hp, sp;
  6811. hp = sstatus->max_hp/10;
  6812. sp = hp * 10 * skill_lv / 100;
  6813. if (!status_charge(src,hp,0)) {
  6814. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6815. break;
  6816. }
  6817. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6818. status_heal(bl,0,sp,2);
  6819. }
  6820. break;
  6821. case MA_REMOVETRAP:
  6822. case HT_REMOVETRAP:
  6823. {
  6824. struct skill_unit* su;
  6825. struct skill_unit_group* sg;
  6826. su = BL_CAST(BL_SKILL, bl);
  6827. // Mercenaries can remove any trap
  6828. // Players can only remove their own traps or traps on Vs maps.
  6829. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  6830. {
  6831. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6832. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6833. { // prevent picking up expired traps
  6834. if( battle_config.skill_removetrap_type )
  6835. { // get back all items used to deploy the trap
  6836. for( i = 0; i < 10; i++ )
  6837. {
  6838. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  6839. {
  6840. int flag;
  6841. struct item item_tmp;
  6842. memset(&item_tmp,0,sizeof(item_tmp));
  6843. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  6844. item_tmp.identify = 1;
  6845. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  6846. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) )
  6847. {
  6848. clif_additem(sd,0,0,flag);
  6849. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  6850. }
  6851. }
  6852. }
  6853. }
  6854. else
  6855. { // get back 1 trap
  6856. struct item item_tmp;
  6857. memset(&item_tmp,0,sizeof(item_tmp));
  6858. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  6859. item_tmp.identify = 1;
  6860. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  6861. {
  6862. clif_additem(sd,0,0,flag);
  6863. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  6864. }
  6865. }
  6866. }
  6867. skill_delunit(su);
  6868. }else if(sd)
  6869. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6870. }
  6871. break;
  6872. case HT_SPRINGTRAP:
  6873. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6874. {
  6875. struct skill_unit *su=NULL;
  6876. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  6877. switch(su->group->unit_id){
  6878. case UNT_ANKLESNARE: // ankle snare
  6879. if (su->group->val2 != 0)
  6880. // if it is already trapping something don't spring it,
  6881. // remove trap should be used instead
  6882. break;
  6883. // otherwise fallthrough to below
  6884. case UNT_BLASTMINE:
  6885. case UNT_SKIDTRAP:
  6886. case UNT_LANDMINE:
  6887. case UNT_SHOCKWAVE:
  6888. case UNT_SANDMAN:
  6889. case UNT_FLASHER:
  6890. case UNT_FREEZINGTRAP:
  6891. case UNT_CLAYMORETRAP:
  6892. case UNT_TALKIEBOX:
  6893. su->group->unit_id = UNT_USED_TRAPS;
  6894. clif_changetraplook(bl, UNT_USED_TRAPS);
  6895. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  6896. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  6897. }
  6898. }
  6899. }
  6900. break;
  6901. case BD_ENCORE:
  6902. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6903. if(sd)
  6904. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  6905. break;
  6906. case AS_SPLASHER:
  6907. if(tstatus->mode&MD_BOSS
  6908. /**
  6909. * Renewal dropped the 3/4 hp requirement
  6910. **/
  6911. #ifndef RENEWAL
  6912. || tstatus-> hp > tstatus->max_hp*3/4
  6913. #endif
  6914. ) {
  6915. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6916. map_freeblock_unlock();
  6917. return 1;
  6918. }
  6919. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6920. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  6921. #ifndef RENEWAL
  6922. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  6923. #endif
  6924. break;
  6925. case PF_MINDBREAKER:
  6926. {
  6927. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  6928. {
  6929. map_freeblock_unlock();
  6930. return 1;
  6931. }
  6932. if (tsce)
  6933. { //HelloKitty2 (?) explained that this silently fails when target is
  6934. //already inflicted. [Skotlex]
  6935. map_freeblock_unlock();
  6936. return 1;
  6937. }
  6938. //Has a 55% + skill_lv*5% success chance.
  6939. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6940. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  6941. {
  6942. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6943. map_freeblock_unlock();
  6944. return 0;
  6945. }
  6946. unit_skillcastcancel(bl,0);
  6947. if(tsc && tsc->count){
  6948. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6949. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  6950. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6951. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6952. }
  6953. if(dstmd)
  6954. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  6955. }
  6956. break;
  6957. case PF_SOULCHANGE:
  6958. {
  6959. unsigned int sp1 = 0, sp2 = 0;
  6960. if (dstmd) {
  6961. if (dstmd->state.soul_change_flag) {
  6962. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6963. break;
  6964. }
  6965. dstmd->state.soul_change_flag = 1;
  6966. sp2 = sstatus->max_sp * 3 /100;
  6967. status_heal(src, 0, sp2, 2);
  6968. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6969. break;
  6970. }
  6971. sp1 = sstatus->sp;
  6972. sp2 = tstatus->sp;
  6973. #ifdef RENEWAL
  6974. sp1 = sp1 / 2;
  6975. sp2 = sp2 / 2;
  6976. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6977. sp1 = tstatus->sp;
  6978. #endif
  6979. status_set_sp(src, sp2, 3);
  6980. status_set_sp(bl, sp1, 3);
  6981. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6982. }
  6983. break;
  6984. // Slim Pitcher
  6985. case CR_SLIMPITCHER:
  6986. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  6987. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARIDAN_STONE2)) )
  6988. break;
  6989. if (potion_hp || potion_sp) {
  6990. int hp = potion_hp, sp = potion_sp;
  6991. hp = hp * (100 + (tstatus->vit<<1))/100;
  6992. sp = sp * (100 + (tstatus->int_<<1))/100;
  6993. if (dstsd) {
  6994. if (hp)
  6995. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  6996. if (sp)
  6997. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  6998. }
  6999. if( tsc && tsc->count ) {
  7000. if (tsc->data[SC_CRITICALWOUND]) {
  7001. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7002. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7003. }
  7004. if (tsc->data[SC_DEATHHURT]) {
  7005. hp -= hp * 20 / 100;
  7006. sp -= sp * 20 / 100;
  7007. }
  7008. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7009. hp += hp / 10;
  7010. sp += sp / 10;
  7011. }
  7012. }
  7013. if(hp > 0)
  7014. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7015. if(sp > 0)
  7016. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7017. status_heal(bl,hp,sp,0);
  7018. }
  7019. break;
  7020. // Full Chemical Protection
  7021. case CR_FULLPROTECTION:
  7022. {
  7023. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7024. int i, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7025. for (i=0 ; i<4; i++) {
  7026. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
  7027. continue;
  7028. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime);
  7029. s++;
  7030. }
  7031. if( sd && !s ){
  7032. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7033. map_freeblock_unlock(); // Don't consume item requirements
  7034. return 0;
  7035. }
  7036. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7037. }
  7038. break;
  7039. case RG_CLEANER: //AppleGirl
  7040. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7041. break;
  7042. case CG_LONGINGFREEDOM:
  7043. {
  7044. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7045. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7046. {
  7047. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7048. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7049. }
  7050. }
  7051. break;
  7052. case CG_TAROTCARD:
  7053. {
  7054. int count = -1;
  7055. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7056. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  7057. if( sd )
  7058. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7059. map_freeblock_unlock();
  7060. return 0;
  7061. }
  7062. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7063. do {
  7064. int eff = rnd() % 14;
  7065. clif_specialeffect(bl, 523 + eff, AREA);
  7066. switch (eff)
  7067. {
  7068. case 0: // heals SP to 0
  7069. status_percent_damage(src, bl, 0, 100, false);
  7070. break;
  7071. case 1: // matk halved
  7072. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7073. break;
  7074. case 2: // all buffs removed
  7075. status_change_clear_buffs(bl,1);
  7076. break;
  7077. case 3: // 1000 damage, random armor destroyed
  7078. {
  7079. status_fix_damage(src, bl, 1000, 0);
  7080. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  7081. if( !status_isdead(bl) ) {
  7082. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  7083. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  7084. }
  7085. }
  7086. break;
  7087. case 4: // atk halved
  7088. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7089. break;
  7090. case 5: // 2000HP heal, random teleported
  7091. status_heal(src, 2000, 0, 0);
  7092. if( !map_flag_vs(bl->m) )
  7093. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  7094. break;
  7095. case 6: // random 2 other effects
  7096. if (count == -1)
  7097. count = 3;
  7098. else
  7099. count++; //Should not retrigger this one.
  7100. break;
  7101. case 7: // stop freeze or stoned
  7102. {
  7103. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  7104. sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7105. }
  7106. break;
  7107. case 8: // curse coma and poison
  7108. sc_start(src,bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7109. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7110. sc_start(src,bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7111. break;
  7112. case 9: // confusion
  7113. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7114. break;
  7115. case 10: // 6666 damage, atk matk halved, cursed
  7116. status_fix_damage(src, bl, 6666, 0);
  7117. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  7118. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7119. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7120. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  7121. break;
  7122. case 11: // 4444 damage
  7123. status_fix_damage(src, bl, 4444, 0);
  7124. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  7125. break;
  7126. case 12: // stun
  7127. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  7128. break;
  7129. case 13: // atk,matk,hit,flee,def reduced
  7130. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7131. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7132. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7133. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7134. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7135. break;
  7136. default:
  7137. break;
  7138. }
  7139. } while ((--count) > 0);
  7140. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7141. }
  7142. break;
  7143. case SL_ALCHEMIST:
  7144. case SL_ASSASIN:
  7145. case SL_BARDDANCER:
  7146. case SL_BLACKSMITH:
  7147. case SL_CRUSADER:
  7148. case SL_HUNTER:
  7149. case SL_KNIGHT:
  7150. case SL_MONK:
  7151. case SL_PRIEST:
  7152. case SL_ROGUE:
  7153. case SL_SAGE:
  7154. case SL_SOULLINKER:
  7155. case SL_STAR:
  7156. case SL_SUPERNOVICE:
  7157. case SL_WIZARD:
  7158. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7159. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  7160. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7161. break;
  7162. }
  7163. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7164. { //Erase death count 1% of the casts
  7165. dstsd->die_counter = 0;
  7166. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  7167. clif_specialeffect(bl, 0x152, AREA);
  7168. //SC_SPIRIT invokes status_calc_pc for us.
  7169. }
  7170. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7171. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7172. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7173. break;
  7174. case SL_HIGH:
  7175. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7176. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7177. break;
  7178. }
  7179. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7180. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7181. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7182. break;
  7183. case SL_SWOO:
  7184. if (tsce) {
  7185. if(sd)
  7186. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7187. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7188. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7189. break;
  7190. }
  7191. case SL_SKA: // [marquis007]
  7192. case SL_SKE:
  7193. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7194. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7195. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  7196. break;
  7197. }
  7198. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7199. if (skill_id == SL_SKE)
  7200. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7201. break;
  7202. // New guild skills [Celest]
  7203. case GD_BATTLEORDER:
  7204. if(flag&1) {
  7205. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7206. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7207. } else if (status_get_guild_id(src)) {
  7208. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7209. map_foreachinrange(skill_area_sub, src,
  7210. skill_get_splash(skill_id, skill_lv), BL_PC,
  7211. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7212. skill_castend_nodamage_id);
  7213. if (sd)
  7214. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7215. }
  7216. break;
  7217. case GD_REGENERATION:
  7218. if(flag&1) {
  7219. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7220. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7221. } else if (status_get_guild_id(src)) {
  7222. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7223. map_foreachinrange(skill_area_sub, src,
  7224. skill_get_splash(skill_id, skill_lv), BL_PC,
  7225. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7226. skill_castend_nodamage_id);
  7227. if (sd)
  7228. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7229. }
  7230. break;
  7231. case GD_RESTORE:
  7232. if(flag&1) {
  7233. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7234. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7235. } else if (status_get_guild_id(src)) {
  7236. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7237. map_foreachinrange(skill_area_sub, src,
  7238. skill_get_splash(skill_id, skill_lv), BL_PC,
  7239. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7240. skill_castend_nodamage_id);
  7241. if (sd)
  7242. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7243. }
  7244. break;
  7245. case GD_EMERGENCYCALL:
  7246. case GD_ITEMEMERGENCYCALL:
  7247. {
  7248. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7249. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7250. uint8 j = 0, calls = 0, called = 0;
  7251. struct guild *g;
  7252. // i don't know if it actually summons in a circle, but oh well. ;P
  7253. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  7254. if (!g)
  7255. break;
  7256. if (skill_id == GD_ITEMEMERGENCYCALL)
  7257. switch (skill_lv) {
  7258. case 1: calls = 7; break;
  7259. case 2: calls = 12; break;
  7260. case 3: calls = 20; break;
  7261. default: calls = 0; break;
  7262. }
  7263. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7264. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7265. if (j > 8)
  7266. j = 0;
  7267. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7268. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7269. continue;
  7270. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7271. dx[j] = dy[j] = 0;
  7272. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  7273. called++;
  7274. }
  7275. }
  7276. if (sd)
  7277. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7278. }
  7279. break;
  7280. case SG_FEEL:
  7281. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7282. if (sd) {
  7283. if(!sd->feel_map[skill_lv-1].index)
  7284. clif_feel_req(sd->fd,sd, skill_lv);
  7285. else
  7286. clif_feel_info(sd, skill_lv-1, 1);
  7287. }
  7288. break;
  7289. case SG_HATE:
  7290. if (sd) {
  7291. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7292. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7293. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7294. }
  7295. break;
  7296. case GS_GLITTERING:
  7297. if(sd) {
  7298. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7299. if(rnd()%100 < (20+10*skill_lv))
  7300. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7301. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7302. pc_delspiritball(sd,1,0);
  7303. }
  7304. break;
  7305. case GS_CRACKER:
  7306. /* per official standards, this skill works on players and mobs. */
  7307. if (sd && (dstsd || dstmd))
  7308. {
  7309. i =65 -5*distance_bl(src,bl); //Base rate
  7310. if (i < 30) i = 30;
  7311. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7312. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7313. }
  7314. break;
  7315. case AM_CALLHOMUN: //[orn]
  7316. if (sd && !merc_call_homunculus(sd))
  7317. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7318. break;
  7319. case AM_REST:
  7320. if (sd) {
  7321. if (merc_hom_vaporize(sd,HOM_ST_REST))
  7322. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7323. else
  7324. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7325. }
  7326. break;
  7327. case HAMI_CASTLE: //[orn]
  7328. if(rnd()%100 < 20*skill_lv && src != bl)
  7329. {
  7330. int x,y;
  7331. x = src->x;
  7332. y = src->y;
  7333. if (hd)
  7334. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7335. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7336. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7337. clif_slide(src,bl->x,bl->y) ;
  7338. if (unit_movepos(bl,x,y,0,0))
  7339. {
  7340. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
  7341. clif_slide(bl,x,y) ;
  7342. }
  7343. //TODO: Shouldn't also players and the like switch targets?
  7344. map_foreachinrange(skill_chastle_mob_changetarget,src,
  7345. AREA_SIZE, BL_MOB, bl, src);
  7346. }
  7347. }
  7348. // Failed
  7349. else if (hd && hd->master)
  7350. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7351. else if (sd)
  7352. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7353. break;
  7354. case HVAN_CHAOTIC: //[orn]
  7355. {
  7356. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7357. int r = rnd()%100;
  7358. i = (skill_lv-1)%5;
  7359. if(r<per[i][0]) //Self
  7360. bl = src;
  7361. else if(r<per[i][1]) //Master
  7362. bl = battle_get_master(src);
  7363. else //Enemy
  7364. bl = map_id2bl(battle_gettarget(src));
  7365. if (!bl) bl = src;
  7366. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7367. //Eh? why double skill packet?
  7368. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7369. clif_skill_nodamage(src,bl,skill_id,i,1);
  7370. status_heal(bl, i, 0, 0);
  7371. }
  7372. break;
  7373. //Homun single-target support skills [orn]
  7374. case HAMI_BLOODLUST:
  7375. case HFLI_FLEET:
  7376. case HFLI_SPEED:
  7377. case HLIF_CHANGE:
  7378. case MH_ANGRIFFS_MODUS:
  7379. case MH_GOLDENE_FERSE:
  7380. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7381. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7382. if (hd)
  7383. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7384. break;
  7385. case NPC_DRAGONFEAR:
  7386. if (flag&1) {
  7387. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7388. int j;
  7389. j = i = rnd()%ARRAYLENGTH(sc);
  7390. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7391. i++;
  7392. if ( i == ARRAYLENGTH(sc) )
  7393. i = 0;
  7394. if (i == j)
  7395. break;
  7396. }
  7397. break;
  7398. }
  7399. case NPC_WIDEBLEEDING:
  7400. case NPC_WIDECONFUSE:
  7401. case NPC_WIDECURSE:
  7402. case NPC_WIDEFREEZE:
  7403. case NPC_WIDESLEEP:
  7404. case NPC_WIDESILENCE:
  7405. case NPC_WIDESTONE:
  7406. case NPC_WIDESTUN:
  7407. case NPC_SLOWCAST:
  7408. case NPC_WIDEHELLDIGNITY:
  7409. case NPC_WIDEHEALTHFEAR:
  7410. case NPC_WIDEBODYBURNNING:
  7411. case NPC_WIDEFROSTMISTY:
  7412. case NPC_WIDECOLD:
  7413. case NPC_WIDE_DEEP_SLEEP:
  7414. case NPC_WIDESIREN:
  7415. if (flag&1){
  7416. switch ( type ) {
  7417. case SC_BURNING:
  7418. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7419. break;
  7420. case SC_VOICEOFSIREN:
  7421. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7422. break;
  7423. default:
  7424. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7425. }
  7426. }
  7427. else {
  7428. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7429. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7430. map_foreachinrange(skill_area_sub, bl,
  7431. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7432. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7433. skill_castend_nodamage_id);
  7434. }
  7435. break;
  7436. case NPC_WIDESOULDRAIN:
  7437. if (flag&1)
  7438. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7439. else {
  7440. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7441. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7442. map_foreachinrange(skill_area_sub, bl,
  7443. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7444. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7445. skill_castend_nodamage_id);
  7446. }
  7447. break;
  7448. case ALL_PARTYFLEE:
  7449. if( sd && !(flag&1) )
  7450. {
  7451. if( !sd->status.party_id )
  7452. {
  7453. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7454. break;
  7455. }
  7456. 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);
  7457. }
  7458. else
  7459. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7460. break;
  7461. case NPC_TALK:
  7462. case ALL_WEWISH:
  7463. case ALL_CATCRY:
  7464. case ALL_DREAM_SUMMERNIGHT:
  7465. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7466. break;
  7467. case ALL_BUYING_STORE:
  7468. if( sd )
  7469. {// players only, skill allows 5 buying slots
  7470. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  7471. }
  7472. break;
  7473. case RK_ENCHANTBLADE:
  7474. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7475. sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*(status_get_lv(src)/150)+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  7476. break;
  7477. case RK_DRAGONHOWLING:
  7478. if( flag&1)
  7479. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7480. else
  7481. {
  7482. skill_area_temp[2] = 0;
  7483. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7484. map_foreachinrange(skill_area_sub, src,
  7485. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7486. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7487. skill_castend_nodamage_id);
  7488. }
  7489. break;
  7490. case RK_IGNITIONBREAK:
  7491. case LG_EARTHDRIVE:
  7492. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7493. i = skill_get_splash(skill_id,skill_lv);
  7494. if( skill_id == LG_EARTHDRIVE ) {
  7495. int dummy = 1;
  7496. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  7497. }
  7498. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7499. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7500. break;
  7501. case RK_STONEHARDSKIN:
  7502. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7503. {
  7504. int heal = sstatus->hp / 5; // 20% HP
  7505. if( status_charge(bl,heal,0) )
  7506. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  7507. else
  7508. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7509. }
  7510. break;
  7511. case RK_REFRESH:
  7512. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  7513. {
  7514. int heal = status_get_max_hp(bl) * 25 / 100;
  7515. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7516. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7517. status_heal(bl,heal,0,1);
  7518. status_change_clear_buffs(bl,4);
  7519. }
  7520. break;
  7521. case RK_MILLENNIUMSHIELD:
  7522. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  7523. {
  7524. int8 rate = rnd()%100;
  7525. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  7526. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  7527. clif_millenniumshield(sd,shields);
  7528. clif_skill_nodamage(src,bl,skill_id,1,1);
  7529. }
  7530. break;
  7531. case RK_GIANTGROWTH:
  7532. case RK_VITALITYACTIVATION:
  7533. case RK_ABUNDANCE:
  7534. case RK_CRUSHSTRIKE:
  7535. if( sd )
  7536. {
  7537. int lv = 1; // RK_GIANTGROWTH
  7538. if( skill_id == RK_VITALITYACTIVATION )
  7539. lv = 2;
  7540. else if( skill_id == RK_ABUNDANCE )
  7541. lv = 6;
  7542. else if( skill_id == RK_CRUSHSTRIKE )
  7543. lv = 7;
  7544. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  7545. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7546. }
  7547. break;
  7548. case RK_FIGHTINGSPIRIT: {
  7549. int atkbonus = 7 * party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  7550. if( flag&1 ) {
  7551. if( src == bl )
  7552. sc_start2(src,bl,type,100,atkbonus,10*((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7553. else
  7554. sc_start(src,bl,type,100,atkbonus / 4,skill_get_time(skill_id,skill_lv));
  7555. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  7556. if( sd->status.party_id )
  7557. 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);
  7558. else
  7559. sc_start2(src,bl,type,100,7,10*((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7560. clif_skill_nodamage(src,bl,skill_id,1,1);
  7561. }
  7562. }
  7563. break;
  7564. case RK_LUXANIMA:
  7565. if( !sd->status.party_id || flag&1 ) {
  7566. if( src == bl ) break;
  7567. while( skill_area_temp[5] >= 0x10 ) {
  7568. type = SC_NONE;
  7569. i = 0;
  7570. if( skill_area_temp[5]&0x10 ) {
  7571. if( dstsd ) {
  7572. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  7573. clif_millenniumshield(dstsd,i);
  7574. skill_area_temp[5] &= ~0x10;
  7575. type = SC_MILLENNIUMSHIELD;
  7576. }
  7577. } else if( skill_area_temp[5]&0x20 ) {
  7578. i = status_get_max_hp(bl) * 25 / 100;
  7579. status_change_clear_buffs(bl,4);
  7580. skill_area_temp[5] &= ~0x20;
  7581. status_heal(bl,i,0,1);
  7582. type = SC_REFRESH;
  7583. } else if( skill_area_temp[5]&0x40 ) {
  7584. skill_area_temp[5] &= ~0x40;
  7585. type = SC_GIANTGROWTH;
  7586. } else if( skill_area_temp[5]&0x80 ) {
  7587. if( dstsd ) {
  7588. i = sstatus->hp / 5;
  7589. if( status_charge(bl,i,0) )
  7590. type = SC_STONEHARDSKIN;
  7591. skill_area_temp[5] &= ~0x80;
  7592. }
  7593. } else if( skill_area_temp[5]&0x100 ) {
  7594. skill_area_temp[5] &= ~0x100;
  7595. type = SC_VITALITYACTIVATION;
  7596. } else if( skill_area_temp[5]&0x200 ) {
  7597. skill_area_temp[5] &= ~0x200;
  7598. type = SC_ABUNDANCE;
  7599. }
  7600. if( type > SC_NONE )
  7601. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7602. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  7603. } //end while
  7604. } else if( sd ) {
  7605. if( tsc && tsc->count ) {
  7606. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  7607. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  7608. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  7609. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  7610. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  7611. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  7612. }
  7613. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7614. 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);
  7615. }
  7616. break;
  7617. case RK_PHANTOMTHRUST:
  7618. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  7619. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7620. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  7621. if( battle_check_target(src,bl,BCT_ENEMY)>0 )
  7622. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  7623. break;
  7624. /**
  7625. * Guilotine Cross
  7626. **/
  7627. case GC_ROLLINGCUTTER:
  7628. {
  7629. short count = 1;
  7630. skill_area_temp[2] = 0;
  7631. 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);
  7632. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  7633. { // Every time the skill is casted the status change is reseted adding a counter.
  7634. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  7635. if( count > 10 )
  7636. count = 10; // Max coounter
  7637. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  7638. }
  7639. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  7640. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  7641. }
  7642. break;
  7643. case GC_WEAPONBLOCKING:
  7644. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  7645. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  7646. else
  7647. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7648. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7649. break;
  7650. case GC_CREATENEWPOISON:
  7651. if( sd )
  7652. {
  7653. clif_skill_produce_mix_list(sd,skill_id,25);
  7654. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7655. }
  7656. break;
  7657. case GC_POISONINGWEAPON:
  7658. if( sd ) {
  7659. clif_poison_list(sd,skill_lv);
  7660. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7661. }
  7662. break;
  7663. case GC_ANTIDOTE:
  7664. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7665. if( tsc )
  7666. {
  7667. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7668. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7669. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  7670. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  7671. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  7672. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  7673. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  7674. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  7675. }
  7676. break;
  7677. case GC_PHANTOMMENACE:
  7678. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7679. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7680. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7681. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7682. break;
  7683. case GC_HALLUCINATIONWALK:
  7684. {
  7685. int heal = status_get_max_hp(bl) / 10;
  7686. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  7687. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7688. break;
  7689. }
  7690. if( !status_charge(bl,heal,0) )
  7691. {
  7692. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7693. break;
  7694. }
  7695. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7696. }
  7697. break;
  7698. /**
  7699. * Arch Bishop
  7700. **/
  7701. case AB_ANCILLA:
  7702. if( sd ) {
  7703. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7704. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
  7705. }
  7706. break;
  7707. case AB_CLEMENTIA:
  7708. case AB_CANTO:
  7709. {
  7710. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  7711. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  7712. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7713. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  7714. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  7715. else if( sd )
  7716. 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);
  7717. }
  7718. break;
  7719. case AB_PRAEFATIO:
  7720. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7721. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src,bl, type, 100, skill_lv, 0, 0, 1, skill_get_time(skill_id, skill_lv)));
  7722. else if( sd )
  7723. 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);
  7724. break;
  7725. case AB_CHEAL:
  7726. if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
  7727. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  7728. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  7729. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  7730. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  7731. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  7732. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  7733. i = ~i + 1;
  7734. status_heal(bl, i, 0, 0);
  7735. }
  7736. }
  7737. else if( sd )
  7738. 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);
  7739. break;
  7740. case AB_ORATIO:
  7741. if( flag&1 )
  7742. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  7743. else
  7744. {
  7745. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7746. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7747. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7748. }
  7749. break;
  7750. case AB_LAUDAAGNUS:
  7751. if( flag&1 || sd == NULL ) {
  7752. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  7753. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  7754. // Success Chance: (40 + 10 * Skill Level) %
  7755. if( rnd()%100 > 40+10*skill_lv ) break;
  7756. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7757. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7758. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7759. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7760. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7761. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7762. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7763. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7764. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7765. } else if( sd )
  7766. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7767. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7768. break;
  7769. case AB_LAUDARAMUS:
  7770. if( flag&1 || sd == NULL ) {
  7771. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  7772. // Success Chance: (40 + 10 * Skill Level) %
  7773. if( rnd()%100 > 40+10*skill_lv ) break;
  7774. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7775. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7776. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  7777. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7778. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  7779. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7780. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7781. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7782. } else if( sd )
  7783. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7784. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7785. break;
  7786. case AB_CLEARANCE:
  7787. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
  7788. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  7789. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  7790. break;
  7791. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7792. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  7793. if (sd)
  7794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7795. break;
  7796. }
  7797. if(status_isimmune(bl))
  7798. break;
  7799. //Remove bonus_script when cleared
  7800. if (dstsd)
  7801. pc_bonus_script_clear(dstsd,BONUS_FLAG_REM_ON_CLEARANCE);
  7802. if(!tsc || !tsc->count)
  7803. break;
  7804. for( i = 0; i < SC_MAX; i++ ) {
  7805. if (!tsc->data[i])
  7806. continue;
  7807. switch (i) {
  7808. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7809. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7810. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7811. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7812. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7813. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7814. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7815. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  7816. case SC_SPIRIT: case SC_AUTOBERSERK:
  7817. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7818. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7819. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7820. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7821. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7822. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7823. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7824. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  7825. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7826. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7827. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7828. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7829. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7830. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7831. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  7832. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  7833. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  7834. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  7835. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  7836. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  7837. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  7838. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  7839. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  7840. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  7841. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7842. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  7843. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  7844. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  7845. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  7846. case SC_PARTYFLEE: case SC_GT_REVITALIZE:
  7847. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  7848. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  7849. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  7850. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  7851. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  7852. case SC_H_MINE:
  7853. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  7854. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  7855. #ifdef RENEWAL
  7856. case SC_EXTREMITYFIST2:
  7857. #endif
  7858. continue;
  7859. case SC_ASSUMPTIO:
  7860. if( bl->type == BL_MOB )
  7861. continue;
  7862. break;
  7863. }
  7864. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  7865. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  7866. }
  7867. break;
  7868. }
  7869. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  7870. break;
  7871. case AB_SILENTIUM:
  7872. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  7873. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7874. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7875. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7876. break;
  7877. /**
  7878. * Warlock
  7879. **/
  7880. case WL_STASIS:
  7881. if( flag&1 )
  7882. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7883. else
  7884. {
  7885. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  7886. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7887. }
  7888. break;
  7889. case AB_OFFERTORIUM:{
  7890. struct status_change *sc = status_get_sc(src);
  7891. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7892. if( sc ) {
  7893. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  7894. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  7895. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  7896. }
  7897. }
  7898. }
  7899. break;
  7900. case LG_KINGS_GRACE:
  7901. if( flag&1 ) {
  7902. int sc_toend[] = { SC_POISON, SC_BLIND, SC_FREEZE, SC_STONE, SC_STUN, SC_SLEEP, SC_BLEEDING, SC_CURSE,
  7903. SC_CONFUSION, SC_HALLUCINATION, SC_SILENCE, SC_BURNING, SC_CRYSTALIZE, SC_FREEZING,
  7904. SC_DEEPSLEEP, SC_FEAR, SC_MANDRAGORA};
  7905. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  7906. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  7907. }
  7908. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7909. } else {
  7910. skill_area_temp[2] = 0;
  7911. if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) )
  7912. flag |= BCT_GUILD;
  7913. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1, skill_castend_nodamage_id);
  7914. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7915. }
  7916. break;
  7917. case SO_ELEMENTAL_SHIELD:
  7918. if( !sd->ed ) break;
  7919. elemental_delete(sd->ed,0);
  7920. if( !sd->status.party_id || flag&1 )
  7921. skill_unitsetting(src,MG_SAFETYWALL,skill_lv,bl->x,bl->y,0);
  7922. else if( sd )
  7923. party_foreachsamemap(skill_area_sub,sd,AREA_SIZE,src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7924. break;
  7925. case WL_WHITEIMPRISON:
  7926. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  7927. {
  7928. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  7929. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  7930. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  7931. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  7932. if( sd )
  7933. skill_blockpc_start(sd,skill_id,4000);
  7934. if( !(tsc && tsc->data[type]) ){
  7935. 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));
  7936. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7937. if( !i )
  7938. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7939. }
  7940. }else
  7941. if( sd )
  7942. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  7943. break;
  7944. case WL_FROSTMISTY:
  7945. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7946. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7947. break;
  7948. case WL_JACKFROST:
  7949. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7950. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7951. break;
  7952. case WL_MARSHOFABYSS:
  7953. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7954. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  7955. skill_get_time(skill_id, skill_lv)));
  7956. break;
  7957. case WL_SIENNAEXECRATE:
  7958. if( status_isimmune(bl) || !tsc )
  7959. break;
  7960. if( flag&1 ) {
  7961. if( bl->id == skill_area_temp[1] )
  7962. break; // Already work on this target
  7963. if( tsc && tsc->data[SC_STONE] )
  7964. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7965. else
  7966. status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  7967. } else {
  7968. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  7969. // IroWiki says Rate should be reduced by target stats, but currently unknown
  7970. if( rnd()%100 < rate ) { // Success on First Target
  7971. if( !tsc->data[SC_STONE] )
  7972. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  7973. else {
  7974. rate = 1;
  7975. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7976. }
  7977. if( rate ) {
  7978. skill_area_temp[1] = bl->id;
  7979. 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);
  7980. }
  7981. // Doesn't send failure packet if it fails on defense.
  7982. }
  7983. else if( sd ) // Failure on Rate
  7984. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7985. }
  7986. break;
  7987. case WL_SUMMONFB:
  7988. case WL_SUMMONBL:
  7989. case WL_SUMMONWB:
  7990. case WL_SUMMONSTONE:
  7991. {
  7992. short element = 0, sctype = 0, pos = -1;
  7993. struct status_change *sc = status_get_sc(src);
  7994. if( !sc ) break;
  7995. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  7996. {
  7997. if( !sctype && !sc->data[i] )
  7998. sctype = i; // Take the free SC
  7999. if( sc->data[i] )
  8000. pos = max(sc->data[i]->val2,pos);
  8001. }
  8002. if( !sctype )
  8003. {
  8004. if( sd ) // No free slots to put SC
  8005. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8006. break;
  8007. }
  8008. pos++; // Used in val2 for SC. Indicates the order of this ball
  8009. switch( skill_id )
  8010. { // Set val1. The SC element for this ball
  8011. case WL_SUMMONFB: element = WLS_FIRE; break;
  8012. case WL_SUMMONBL: element = WLS_WIND; break;
  8013. case WL_SUMMONWB: element = WLS_WATER; break;
  8014. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8015. }
  8016. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8017. clif_skill_nodamage(src,bl,skill_id,0,0);
  8018. }
  8019. break;
  8020. case WL_READING_SB:
  8021. if( sd ) {
  8022. struct status_change *sc = status_get_sc(bl);
  8023. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8024. if( sc && !sc->data[i] )
  8025. break;
  8026. if( i == SC_MAXSPELLBOOK ) {
  8027. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8028. break;
  8029. }
  8030. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8031. clif_spellbook_list(sd);
  8032. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8033. }
  8034. break;
  8035. /**
  8036. * Ranger
  8037. **/
  8038. case RA_FEARBREEZE:
  8039. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8040. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8041. break;
  8042. case RA_WUGMASTERY:
  8043. if( sd ) {
  8044. if( !pc_iswug(sd) )
  8045. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8046. else
  8047. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8048. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8049. }
  8050. break;
  8051. case RA_WUGRIDER:
  8052. if( sd ) {
  8053. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8054. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8055. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8056. } else if( pc_isridingwug(sd) ) {
  8057. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8058. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8059. }
  8060. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8061. }
  8062. break;
  8063. case RA_WUGDASH:
  8064. if( tsce ) {
  8065. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8066. map_freeblock_unlock();
  8067. return 0;
  8068. }
  8069. if( sd && pc_isridingwug(sd) ) {
  8070. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,1));
  8071. clif_walkok(sd);
  8072. }
  8073. break;
  8074. case RA_SENSITIVEKEEN:
  8075. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8076. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8077. 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);
  8078. break;
  8079. /**
  8080. * Mechanic
  8081. **/
  8082. case NC_F_SIDESLIDE:
  8083. case NC_B_SIDESLIDE:
  8084. {
  8085. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8086. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0x1);
  8087. clif_slide(src,src->x,src->y);
  8088. clif_fixpos(src); //Aegis sent this packet
  8089. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8090. }
  8091. break;
  8092. case NC_SELFDESTRUCTION:
  8093. if( sd ) {
  8094. if( pc_ismadogear(sd) )
  8095. pc_setmadogear(sd, 0);
  8096. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8097. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  8098. status_set_sp(src, 0, 0);
  8099. }
  8100. break;
  8101. case NC_ANALYZE:
  8102. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8103. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8104. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8105. if( sd ) pc_overheat(sd,1);
  8106. break;
  8107. case NC_MAGNETICFIELD:
  8108. if( (i = sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
  8109. {
  8110. map_foreachinrange(skill_area_sub,src,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);;
  8111. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8112. if (sd) pc_overheat(sd,1);
  8113. }
  8114. clif_skill_nodamage(src,src,skill_id,skill_lv,i);
  8115. break;
  8116. case NC_REPAIR:
  8117. if( sd )
  8118. {
  8119. int heal = (skill_lv == 5 ? 23 : skill_lv == 4 ? 17 : skill_lv == 3 ? 13:skill_lv == 2 ? 7 : 4) / 100;
  8120. if( dstsd && pc_ismadogear(dstsd) ) {
  8121. heal *= dstsd->status.max_hp;
  8122. status_heal(bl,heal,0,2);
  8123. } else {
  8124. heal *= sd->status.max_hp;
  8125. status_heal(src,heal,0,2);
  8126. }
  8127. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8128. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8129. }
  8130. break;
  8131. case NC_DISJOINT:
  8132. {
  8133. if( bl->type != BL_MOB ) break;
  8134. md = map_id2md(bl->id);
  8135. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8136. status_kill(bl);
  8137. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8138. }
  8139. break;
  8140. case SC_AUTOSHADOWSPELL:
  8141. if( sd ) {
  8142. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8143. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8144. {
  8145. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  8146. clif_autoshadowspell_list(sd);
  8147. clif_skill_nodamage(src,bl,skill_id,1,1);
  8148. }
  8149. else
  8150. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8151. }
  8152. break;
  8153. case SC_SHADOWFORM:
  8154. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8155. 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))) )
  8156. dstsd->shadowform_id = src->id;
  8157. }
  8158. else if( sd )
  8159. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8160. break;
  8161. case SC_BODYPAINT:
  8162. if( flag&1 ) {
  8163. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  8164. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
  8165. tsc->data[SC__INVISIBILITY]) ) {
  8166. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8167. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8168. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  8169. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8170. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  8171. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8172. sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8173. }
  8174. } else {
  8175. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8176. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8177. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8178. }
  8179. break;
  8180. case SC_ENERVATION:
  8181. case SC_GROOMY:
  8182. case SC_LAZINESS:
  8183. case SC_UNLUCKY:
  8184. case SC_WEAKNESS:
  8185. if( !(tsc && tsc->data[type]) ) {
  8186. //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
  8187. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  8188. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  8189. rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
  8190. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8191. } else if( sd )
  8192. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8193. break;
  8194. case SC_IGNORANCE:
  8195. if( !(tsc && tsc->data[type]) ) {
  8196. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  8197. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  8198. rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
  8199. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8200. int sp = 100 * skill_lv;
  8201. if( dstmd ) sp = dstmd->level * 2;
  8202. if( !dstmd && status_zap(bl,0,sp) )
  8203. status_heal(src,0,sp/2,3);
  8204. }
  8205. else if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8206. } else if( sd )
  8207. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8208. break;
  8209. case LG_TRAMPLE:
  8210. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8211. if (rnd()%100 < (25 + 25 * skill_lv))
  8212. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8213. break;
  8214. case LG_REFLECTDAMAGE:
  8215. if( tsc && tsc->data[type] )
  8216. status_change_end(bl,type,INVALID_TIMER);
  8217. else
  8218. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8219. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8220. break;
  8221. case LG_SHIELDSPELL:
  8222. if( flag&1 )
  8223. sc_start(src,bl,SC_SILENCE,100,skill_lv,(sd)?sd->bonus.shieldmdef * 2000 : 10000);
  8224. else if( sd ) {
  8225. int opt = rnd()%3 + 1;
  8226. int val = 0, splash = 0;
  8227. int index = sd->equip_index[EQI_HAND_L];
  8228. struct item_data *shield_data = NULL;
  8229. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  8230. shield_data = sd->inventory_data[index];
  8231. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  8232. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8233. break;
  8234. }
  8235. switch( skill_lv ) {
  8236. case 1: // DEF based
  8237. val = shield_data->def;
  8238. if( !val ) {
  8239. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8240. break;
  8241. }
  8242. switch( opt ) {
  8243. case 1: // Deals Neutral property damage around Self. Knocks them back 2 cells.
  8244. if( val < 41 )
  8245. splash = 1;
  8246. else if( val < 81 )
  8247. splash = 2;
  8248. else
  8249. splash = 3;
  8250. if( sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER) )
  8251. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8252. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8253. map_foreachinrange(skill_area_sub,src,splash,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8254. break;
  8255. case 2: // Reflects melee attacks. (Does not work against Bosses).
  8256. val = shield_data->def / 10;
  8257. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 1000);
  8258. break;
  8259. case 3: // Increases ATK for the spell duration.
  8260. val = shield_data->def;
  8261. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 3000);
  8262. break;
  8263. }
  8264. break;
  8265. case 2: // MDEF based
  8266. val = sd->bonus.shieldmdef;
  8267. if( !val ) {
  8268. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8269. break;
  8270. }
  8271. if( val < 4 )
  8272. splash = 1;
  8273. else if( val < 6 )
  8274. splash = 2;
  8275. else
  8276. splash = 3;
  8277. switch( opt ) {
  8278. case 1: // Deals Holy property magic damage around Self.
  8279. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER) )
  8280. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8281. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8282. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, skill_castend_damage_id);
  8283. break;
  8284. case 2: // Casts Lex Divina around Self.
  8285. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER) )
  8286. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8287. map_foreachinrange(skill_area_sub,src,splash,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8288. break;
  8289. case 3: // Casts Magnificat.
  8290. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER) )
  8291. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8292. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
  8293. break;
  8294. }
  8295. break;
  8296. case 3: // refine based
  8297. {
  8298. struct item *shield = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  8299. if( !shield || !shield->refine ) {
  8300. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8301. break;
  8302. }
  8303. switch( opt ) {
  8304. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8305. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,min(shield->refine * 1500,30000)); // 30 sec duration on +20 shield.
  8306. break;
  8307. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8308. val = (10 * shield->refine) + (status_get_lv(src) / 100);
  8309. splash = (2 * shield->refine) + (status_get_luk(src) / 10);
  8310. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,val,splash,0,shield->refine * 20000);
  8311. break;
  8312. case 3: // Recovers HP depending on Shield refine rate.
  8313. if( sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER) )
  8314. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8315. val = sstatus->max_hp * (status_get_lv(src) / 10 + shield->refine) / 100;
  8316. status_heal(bl,val,0,2);
  8317. break;
  8318. }
  8319. }
  8320. break;
  8321. }
  8322. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8323. }
  8324. break;
  8325. case LG_PIETY:
  8326. if( flag&1 )
  8327. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8328. else {
  8329. skill_area_temp[2] = 0;
  8330. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  8331. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8332. }
  8333. break;
  8334. case LG_INSPIRATION:
  8335. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8336. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8337. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8338. clif_updatestatus(sd,SP_BASEEXP);
  8339. clif_updatestatus(sd,SP_JOBEXP);
  8340. }
  8341. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8342. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8343. break;
  8344. case SR_CURSEDCIRCLE:
  8345. if( flag&1 ) {
  8346. if( is_boss(bl) ) break;
  8347. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8348. if( bl->type == BL_MOB )
  8349. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8350. unit_stop_attack(bl);
  8351. clif_bladestop(src, bl->id, 1);
  8352. map_freeblock_unlock();
  8353. return 1;
  8354. }
  8355. } else {
  8356. int count = 0;
  8357. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8358. 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
  8359. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8360. if( sd ) pc_delspiritball(sd, count, 0);
  8361. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8362. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8363. }
  8364. break;
  8365. case SR_RAISINGDRAGON:
  8366. if( sd ) {
  8367. short max = 5 + skill_lv;
  8368. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8369. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8370. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8371. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8372. }
  8373. break;
  8374. case SR_ASSIMILATEPOWER:
  8375. if( flag&1 ) {
  8376. i = 0;
  8377. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  8378. {
  8379. i = dstsd->spiritball; //1%sp per spiritball.
  8380. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  8381. }
  8382. if( i ) status_percent_heal(src, 0, i);
  8383. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8384. } else {
  8385. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8386. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  8387. }
  8388. break;
  8389. case SR_POWERVELOCITY:
  8390. if( !dstsd )
  8391. break;
  8392. if( sd && dstsd->spiritball <= 5 ) {
  8393. for(i = 0; i <= 5; i++) {
  8394. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8395. pc_delspiritball(sd, sd->spiritball, 0);
  8396. }
  8397. }
  8398. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8399. break;
  8400. case SR_GENTLETOUCH_CURE:
  8401. {
  8402. int heal;
  8403. if( status_isimmune(bl) ) {
  8404. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8405. break;
  8406. }
  8407. heal = (120 * skill_lv) + (status_get_max_hp(bl) * (skill_lv / 100));
  8408. status_heal(bl, heal, 0, 0);
  8409. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  8410. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8411. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8412. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8413. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8414. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8415. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8416. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8417. }
  8418. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8419. }
  8420. break;
  8421. case SR_GENTLETOUCH_CHANGE:
  8422. case SR_GENTLETOUCH_REVITALIZE:
  8423. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8424. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  8425. break;
  8426. case SR_FLASHCOMBO:
  8427. if( sd )
  8428. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8429. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8430. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8431. for( i = SR_FLASHCOMBO_ATK_STEP1; i <= SR_FLASHCOMBO_ATK_STEP4; i++ )
  8432. skill_addtimerskill(src,tick + 500 * (i - SR_FLASHCOMBO_ATK_STEP1),bl->id,0,0,i,skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8433. break;
  8434. case WA_SWING_DANCE:
  8435. case WA_MOONLIT_SERENADE:
  8436. case WA_SYMPHONY_OF_LOVER:
  8437. case MI_RUSH_WINDMILL:
  8438. case MI_ECHOSONG:
  8439. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  8440. 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));
  8441. else if( sd ) { // Only shows effects on caster.
  8442. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8443. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd,WM_LESSON),skill_get_time(skill_id,skill_lv));
  8444. 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);
  8445. }
  8446. break;
  8447. case MI_HARMONIZE:
  8448. if( src != bl )
  8449. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8450. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8451. break;
  8452. case WM_DEADHILLHERE:
  8453. if( bl->type == BL_PC ) {
  8454. if( !status_isdead(bl) )
  8455. break;
  8456. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8457. int heal = tstatus->sp;
  8458. if( heal <= 0 )
  8459. heal = 1;
  8460. tstatus->hp = heal;
  8461. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  8462. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8463. pc_revive((TBL_PC*)bl,heal,0);
  8464. clif_resurrection(bl,1);
  8465. }
  8466. }
  8467. break;
  8468. case WM_SIRCLEOFNATURE:
  8469. flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  8470. case WM_VOICEOFSIREN:
  8471. {
  8472. int rate = 100;
  8473. if( skill_id != WM_SIRCLEOFNATURE ) {
  8474. rate = 6 * skill_lv + ((sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/2 : skill_get_max(WM_LESSON));
  8475. flag &= ~BCT_SELF;
  8476. }
  8477. if( flag&1 ) {
  8478. sc_start2(src,bl,type,rate,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skill_id,skill_lv));
  8479. } else {
  8480. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8481. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8482. }
  8483. break;
  8484. }
  8485. case WM_GLOOMYDAY:
  8486. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8487. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8488. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8489. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8490. {
  8491. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8492. break;
  8493. }
  8494. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8495. break;
  8496. case WM_SATURDAY_NIGHT_FEVER:
  8497. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  8498. if( !(tsc && tsc->data[type]) )
  8499. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  8500. } else if( flag&2 ) {
  8501. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  8502. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  8503. } else if( sd ) {
  8504. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  8505. if( !sd->status.party_id || (rnd()%100 > chance)) {
  8506. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  8507. break;
  8508. }
  8509. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  8510. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  8511. flag |= 2;
  8512. else
  8513. flag |= 1;
  8514. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  8515. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8516. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8517. if( flag&2 ) // Dealed here to prevent conflicts
  8518. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  8519. }
  8520. break;
  8521. case WM_SONG_OF_MANA:
  8522. case WM_DANCE_WITH_WUG:
  8523. case WM_LERADS_DEW:
  8524. case WM_UNLIMITED_HUMMING_VOICE:
  8525. if( flag&1 ) { // These affect to to all party members near the caster.
  8526. struct status_change *sc = status_get_sc(src);
  8527. if( sc && sc->data[type] ) {
  8528. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8529. }
  8530. } else if( sd ) {
  8531. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  8532. 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);
  8533. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8534. }
  8535. break;
  8536. case WM_MELODYOFSINK:
  8537. case WM_BEYOND_OF_WARCRY:
  8538. if( flag&1 ) {
  8539. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8540. } else { // These affect to all targets arround the caster.
  8541. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  8542. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8543. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8544. }
  8545. }
  8546. break;
  8547. case WM_RANDOMIZESPELL: {
  8548. int improv_skill_id = 0, improv_skill_lv;
  8549. do {
  8550. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  8551. improv_skill_id = skill_improvise_db[i].skill_id;
  8552. } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per );
  8553. improv_skill_lv = 4 + skill_lv;
  8554. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8555. if( sd ) {
  8556. sd->state.abra_flag = 2;
  8557. sd->skillitem = improv_skill_id;
  8558. sd->skillitemlv = improv_skill_lv;
  8559. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  8560. } else {
  8561. struct unit_data *ud = unit_bl2ud(src);
  8562. int inf = skill_get_inf(improv_skill_id);
  8563. if (!ud) break;
  8564. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  8565. if (src->type == BL_PET)
  8566. bl = (struct block_list*)((TBL_PET*)src)->master;
  8567. if (!bl) bl = src;
  8568. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  8569. } else {
  8570. int target_id = 0;
  8571. if (ud->target)
  8572. target_id = ud->target;
  8573. else switch (src->type) {
  8574. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  8575. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  8576. }
  8577. if (!target_id)
  8578. break;
  8579. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  8580. bl = map_id2bl(target_id);
  8581. if (!bl) bl = src;
  8582. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  8583. } else
  8584. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  8585. }
  8586. }
  8587. }
  8588. break;
  8589. case RETURN_TO_ELDICASTES:
  8590. case ALL_GUARDIAN_RECALL:
  8591. case ECLAGE_RECALL:
  8592. if( sd )
  8593. {
  8594. short x=0, y=0; // Destiny position.
  8595. unsigned short mapindex=0;
  8596. switch(skill_id){
  8597. default:
  8598. case RETURN_TO_ELDICASTES:
  8599. x = 198;
  8600. y = 187;
  8601. mapindex = mapindex_name2id(MAP_DICASTES);
  8602. break;
  8603. case ALL_GUARDIAN_RECALL:
  8604. x = 44;
  8605. y = 151;
  8606. mapindex = mapindex_name2id(MAP_MORA);
  8607. break;
  8608. case ECLAGE_RECALL:
  8609. x = 47;
  8610. y = 31;
  8611. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  8612. break;
  8613. }
  8614. if(!mapindex)
  8615. { //Given map not found?
  8616. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8617. map_freeblock_unlock();
  8618. return 0;
  8619. }
  8620. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  8621. }
  8622. break;
  8623. case ECL_SNOWFLIP:
  8624. case ECL_PEONYMAMY:
  8625. case ECL_SADAGUI:
  8626. case ECL_SEQUOIADUST:
  8627. switch(skill_id){
  8628. case ECL_SNOWFLIP:
  8629. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8630. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8631. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8632. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8633. break;
  8634. case ECL_PEONYMAMY:
  8635. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8636. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8637. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8638. break;
  8639. case ECL_SADAGUI:
  8640. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8641. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8642. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8643. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  8644. break;
  8645. case ECL_SEQUOIADUST:
  8646. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8647. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8648. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8649. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8650. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  8651. break;
  8652. }
  8653. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8654. break;
  8655. case GM_SANDMAN:
  8656. if( tsc ) {
  8657. if( tsc->opt1 == OPT1_SLEEP )
  8658. tsc->opt1 = 0;
  8659. else
  8660. tsc->opt1 = OPT1_SLEEP;
  8661. clif_changeoption(bl);
  8662. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8663. }
  8664. break;
  8665. case SO_ARRULLO:
  8666. {
  8667. // [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  8668. int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
  8669. rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
  8670. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8671. sc_start2(src,bl, type, rate, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  8672. }
  8673. break;
  8674. case WM_LULLABY_DEEPSLEEP:
  8675. if( flag&1 ){
  8676. //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  8677. int rate = (4 * skill_lv) + ((sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : skill_get_max(WM_LESSON)) + status_get_lv(src) / 15;
  8678. if( bl != src )
  8679. sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
  8680. }else {
  8681. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8682. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8683. src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8684. }
  8685. break;
  8686. case SO_SUMMON_AGNI:
  8687. case SO_SUMMON_AQUA:
  8688. case SO_SUMMON_VENTUS:
  8689. case SO_SUMMON_TERA:
  8690. if( sd ) {
  8691. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  8692. // Remove previous elemental fisrt.
  8693. if( sd->ed )
  8694. elemental_delete(sd->ed,0);
  8695. // Summoning the new one.
  8696. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  8697. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8698. break;
  8699. }
  8700. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8701. }
  8702. break;
  8703. case SO_EL_CONTROL:
  8704. if( sd ) {
  8705. int mode = EL_MODE_PASSIVE; // Standard mode.
  8706. if( !sd->ed ) break;
  8707. if( skill_lv == 4 ) {// At level 4 delete elementals.
  8708. elemental_delete(sd->ed, 0);
  8709. break;
  8710. }
  8711. switch( skill_lv ) {// Select mode bassed on skill level used.
  8712. case 2: mode = EL_MODE_ASSIST; break;
  8713. case 3: mode = EL_MODE_AGGRESSIVE; break;
  8714. }
  8715. if( !elemental_change_mode(sd->ed,mode) ) {
  8716. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8717. break;
  8718. }
  8719. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8720. }
  8721. break;
  8722. case SO_EL_ACTION:
  8723. if( sd ) {
  8724. int duration = 3000;
  8725. if( !sd->ed ) break;
  8726. sd->skill_id_old = skill_id;
  8727. elemental_action(sd->ed, bl, tick);
  8728. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8729. switch(sd->ed->db->class_){
  8730. case 2115:case 2124:
  8731. case 2118:case 2121:
  8732. duration = 6000;
  8733. break;
  8734. case 2116:case 2119:
  8735. case 2122:case 2125:
  8736. duration = 9000;
  8737. break;
  8738. }
  8739. skill_blockpc_start(sd, skill_id, duration);
  8740. }
  8741. break;
  8742. case SO_EL_CURE:
  8743. if( sd ) {
  8744. struct elemental_data *ed = sd->ed;
  8745. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  8746. int e_hp, e_sp;
  8747. if( !ed ) break;
  8748. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  8749. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8750. break;
  8751. }
  8752. e_hp = ed->battle_status.max_hp * 10 / 100;
  8753. e_sp = ed->battle_status.max_sp * 10 / 100;
  8754. status_heal(&ed->bl,e_hp,e_sp,3);
  8755. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  8756. }
  8757. break;
  8758. case GN_CHANGEMATERIAL:
  8759. case SO_EL_ANALYSIS:
  8760. if( sd ) {
  8761. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8762. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  8763. }
  8764. break;
  8765. /**
  8766. * Genetic
  8767. **/
  8768. case GN_BLOOD_SUCKER:
  8769. {
  8770. struct status_change *sc = status_get_sc(src);
  8771. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  8772. if( tsc && tsc->data[type] ){
  8773. (sc->bs_counter)--;
  8774. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  8775. }
  8776. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8777. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  8778. (sc->bs_counter)++;
  8779. } else if( sd ) {
  8780. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8781. break;
  8782. }
  8783. }
  8784. break;
  8785. case GN_MANDRAGORA:
  8786. if( flag&1 ) {
  8787. int rate = (25 + 10 * skill_lv) - ((tstatus->vit + tstatus->luk) / 5);
  8788. if (rate < 10)
  8789. rate = 10;
  8790. if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
  8791. sc_start(src,bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv))) )
  8792. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  8793. } else
  8794. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8795. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8796. break;
  8797. case GN_SLINGITEM:
  8798. if( sd ) {
  8799. short ammo_id;
  8800. i = sd->equip_index[EQI_AMMO];
  8801. if( i <= 0 )
  8802. break; // No ammo.
  8803. ammo_id = sd->inventory_data[i]->nameid;
  8804. if( ammo_id <= 0 )
  8805. break;
  8806. sd->itemid = ammo_id;
  8807. if( itemdb_is_GNbomb(ammo_id) ) {
  8808. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  8809. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  8810. 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);
  8811. else
  8812. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  8813. } else //Otherwise, it fails, shows animation and removes items.
  8814. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  8815. } else if( itemdb_is_GNthrowable(ammo_id) ){
  8816. struct script_code *script = sd->inventory_data[i]->script;
  8817. if( !script )
  8818. break;
  8819. if( dstsd )
  8820. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  8821. else
  8822. run_script(script,0,src->id,0);
  8823. }
  8824. }
  8825. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8826. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  8827. break;
  8828. case GN_MIX_COOKING:
  8829. case GN_MAKEBOMB:
  8830. case GN_S_PHARMACY:
  8831. if( sd ) {
  8832. int qty = 1;
  8833. sd->skill_id_old = skill_id;
  8834. sd->skill_lv_old = skill_lv;
  8835. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  8836. qty = 10;
  8837. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  8838. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8839. }
  8840. break;
  8841. /**
  8842. * Elemental
  8843. **/
  8844. case EL_CIRCLE_OF_FIRE:
  8845. case EL_PYROTECHNIC:
  8846. case EL_HEATER:
  8847. case EL_TROPIC:
  8848. case EL_AQUAPLAY:
  8849. case EL_COOLER:
  8850. case EL_CHILLY_AIR:
  8851. case EL_GUST:
  8852. case EL_BLAST:
  8853. case EL_WILD_STORM:
  8854. case EL_PETROLOGY:
  8855. case EL_CURSED_SOIL:
  8856. case EL_UPHEAVAL:
  8857. case EL_FIRE_CLOAK:
  8858. case EL_WATER_DROP:
  8859. case EL_WIND_CURTAIN:
  8860. case EL_SOLID_SKIN:
  8861. case EL_STONE_SHIELD:
  8862. case EL_WIND_STEP: {
  8863. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8864. if( ele ) {
  8865. sc_type type2 = type-1;
  8866. struct status_change *sc = status_get_sc(&ele->bl);
  8867. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8868. elemental_clean_single_effect(ele, skill_id);
  8869. } else {
  8870. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8871. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8872. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  8873. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
  8874. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8875. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8876. }
  8877. }
  8878. }
  8879. break;
  8880. case EL_FIRE_MANTLE:
  8881. case EL_WATER_BARRIER:
  8882. case EL_ZEPHYR:
  8883. case EL_POWER_OF_GAIA:
  8884. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8885. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8886. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  8887. break;
  8888. case EL_WATER_SCREEN: {
  8889. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8890. if( ele ) {
  8891. struct status_change *sc = status_get_sc(&ele->bl);
  8892. sc_type type2 = type-1;
  8893. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8894. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8895. elemental_clean_single_effect(ele, skill_id);
  8896. } else {
  8897. // This not heals at the end.
  8898. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8899. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8900. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  8901. }
  8902. }
  8903. }
  8904. break;
  8905. /**
  8906. * Kagerou & Oboro
  8907. **/
  8908. case KO_KAHU_ENTEN:
  8909. case KO_HYOUHU_HUBUKI:
  8910. case KO_KAZEHU_SEIRAN:
  8911. case KO_DOHU_KOUKAI:
  8912. if(sd) {
  8913. int ttype = skill_get_ele(skill_id, skill_lv);
  8914. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8915. pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
  8916. }
  8917. break;
  8918. case KO_ZANZOU:
  8919. if(sd){
  8920. struct mob_data *md;
  8921. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
  8922. if( md )
  8923. {
  8924. md->master_id = src->id;
  8925. md->special_state.ai = AI_ZANZOU;
  8926. if( md->deletetimer != INVALID_TIMER )
  8927. delete_timer(md->deletetimer, mob_timer_delete);
  8928. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  8929. mob_spawn( md );
  8930. pc_setinvincibletimer(sd,500);// unlock target lock
  8931. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8932. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  8933. }
  8934. }
  8935. break;
  8936. case KO_KYOUGAKU:
  8937. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  8938. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8939. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8940. }else if( sd )
  8941. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8942. break;
  8943. case KO_JYUSATSU:
  8944. if( dstsd && tsc && !tsc->data[type] &&
  8945. rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  8946. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8947. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),1));
  8948. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  8949. if( status_get_lv(bl) <= status_get_lv(src) )
  8950. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  8951. }else if( sd )
  8952. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8953. break;
  8954. case KO_GENWAKU:
  8955. if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8956. int x = src->x, y = src->y;
  8957. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  8958. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8959. break;
  8960. }
  8961. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8962. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8963. clif_slide(src,bl->x,bl->y) ;
  8964. sc_start(src,src,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
  8965. if (unit_movepos(bl,x,y,0,0))
  8966. {
  8967. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
  8968. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  8969. clif_sitting(bl); //Avoid sitting sync problem
  8970. clif_slide(bl,x,y) ;
  8971. sc_start(src,bl,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
  8972. }
  8973. }
  8974. }
  8975. break;
  8976. case OB_AKAITSUKI:
  8977. case OB_OBOROGENSOU:
  8978. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  8979. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  8980. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8981. break;
  8982. }
  8983. case KO_IZAYOI:
  8984. case OB_ZANGETSU:
  8985. case KG_KYOMU:
  8986. case KG_KAGEMUSYA:
  8987. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8988. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8989. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8990. break;
  8991. case KG_KAGEHUMI:
  8992. if( flag&1 ){
  8993. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  8994. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  8995. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  8996. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8997. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8998. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8999. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9000. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9001. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9002. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9003. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9004. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9005. }
  9006. if( skill_area_temp[2] == 1 ){
  9007. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9008. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9009. }
  9010. }else{
  9011. skill_area_temp[2] = 0;
  9012. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9013. }
  9014. break;
  9015. case MH_SILENT_BREEZE:
  9016. {
  9017. //Silences the homunculus and target
  9018. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),0);
  9019. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),0);
  9020. //Recover the target's HP
  9021. status_heal(bl,status_get_lv(src)+status_get_sp(src),0,3); //(custom)
  9022. //Removes these SC from target
  9023. if (tsc) {
  9024. const enum sc_type scs[] = {
  9025. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9026. };
  9027. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9028. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9029. }
  9030. if (hd)
  9031. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9032. }
  9033. break;
  9034. case MH_OVERED_BOOST:
  9035. if (hd) {
  9036. struct block_list *s_bl = battle_get_master(src);
  9037. if(hd->homunculus.hunger>50) //reduce hunger
  9038. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9039. else
  9040. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9041. if(s_bl && s_bl->type==BL_PC) {
  9042. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9043. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9044. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9045. }
  9046. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9047. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9048. }
  9049. break;
  9050. case MH_GRANITIC_ARMOR:
  9051. case MH_PYROCLASTIC:
  9052. if(hd) {
  9053. struct block_list *s_bl = battle_get_master(src);
  9054. 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
  9055. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9056. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9057. }
  9058. break;
  9059. case MH_LIGHT_OF_REGENE: //self
  9060. if(hd) {
  9061. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9062. hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
  9063. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
  9064. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9065. }
  9066. break;
  9067. case MH_STYLE_CHANGE:
  9068. if(hd){
  9069. struct status_change_entry *sce;
  9070. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9071. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9072. else sce->val1 = MH_MD_FIGHTING;
  9073. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9074. char output[128];
  9075. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9076. clif_colormes(hd->master,color_table[COLOR_RED],output);
  9077. }
  9078. }
  9079. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9080. }
  9081. break;
  9082. case MH_MAGMA_FLOW:
  9083. case MH_PAIN_KILLER:
  9084. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9085. if (hd)
  9086. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9087. break;
  9088. case MH_SUMMON_LEGION: {
  9089. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9090. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9091. struct mob_data *sum_md;
  9092. int i,c=0;
  9093. int maxcount = qty[skill_lv-1];
  9094. i = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  9095. if(c >= maxcount) return 0; //max qty already spawned
  9096. for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
  9097. 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);
  9098. if (sum_md) {
  9099. sum_md->master_id = src->id;
  9100. sum_md->special_state.ai = AI_LEGION;
  9101. if (sum_md->deletetimer != INVALID_TIMER)
  9102. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9103. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9104. mob_spawn(sum_md); //Now it is ready for spawning.
  9105. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9106. }
  9107. }
  9108. if (hd)
  9109. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9110. }
  9111. break;
  9112. /**
  9113. * Rebellion
  9114. **/
  9115. case RL_RICHS_COIN:
  9116. if (sd) {
  9117. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9118. if (rnd()%100 < 50)
  9119. for (i = 0; i < 10; i++)
  9120. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9121. }
  9122. break;
  9123. case RL_C_MARKER:
  9124. if (sd && (dstsd || (bl->type == BL_MOB && dstmd))) {
  9125. uint8 i;
  9126. sd->c_marker.count = 0;
  9127. //Find empty slot. If already exist, renew it!
  9128. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,sd->c_marker.target[i] == bl->id || !sd->c_marker.target[i]);
  9129. if (i >= MAX_SKILL_CRIMSON_MARKER) { //No slot
  9130. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9131. break;
  9132. }
  9133. //Attempt to run SC to the target
  9134. if (!sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))) {
  9135. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9136. break;
  9137. }
  9138. sd->c_marker.target[i] = bl->id;
  9139. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9140. }
  9141. break;
  9142. case RL_D_TAIL:
  9143. if (sd && &sd->c_marker) {
  9144. sd->c_marker.count = min(map_foreachinrange(skill_check_target_c_marker,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id),MAX_SKILL_CRIMSON_MARKER);
  9145. if (!sd->c_marker.count) {
  9146. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9147. break;
  9148. }
  9149. status_zap(src,0,skill_get_sp(skill_id,skill_lv));
  9150. skill_area_temp[1] = 0;
  9151. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9152. if (sd->c_marker.count)
  9153. i = map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  9154. sd->c_marker.count = 0;
  9155. }
  9156. break;
  9157. case RL_QD_SHOT:
  9158. if (!sd)
  9159. break;
  9160. if (&sd->c_marker && sd->c_marker.target) {
  9161. i = min(map_foreachinrange(skill_check_target_c_marker,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id),MAX_SKILL_CRIMSON_MARKER);
  9162. skill_area_temp[1] = 0;
  9163. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9164. if (i)
  9165. i = map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  9166. }
  9167. //Doesn't matter if the main target has SC_C_MARKER or not
  9168. skill_attack(skill_get_type(RL_QD_SHOT),src,src,bl,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_LEVEL|SD_ANIMATION);
  9169. break;
  9170. default:
  9171. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9172. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9173. map_freeblock_unlock();
  9174. return 1;
  9175. }
  9176. if(skill_id != SR_CURSEDCIRCLE){
  9177. struct status_change *sc = status_get_sc(src);
  9178. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  9179. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9180. }
  9181. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9182. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9183. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9184. }
  9185. if( sd && !(flag&1) )
  9186. {// ensure that the skill last-cast tick is recorded
  9187. sd->canskill_tick = gettick();
  9188. if( sd->state.arrow_atk )
  9189. {// consume arrow on last invocation to this skill.
  9190. battle_consume_ammo(sd, skill_id, skill_lv);
  9191. }
  9192. skill_onskillusage(sd, bl, skill_id, tick);
  9193. // perform skill requirement consumption
  9194. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9195. }
  9196. map_freeblock_unlock();
  9197. return 0;
  9198. }
  9199. /*==========================================
  9200. *
  9201. *------------------------------------------*/
  9202. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9203. {
  9204. struct block_list *target, *src;
  9205. struct map_session_data *sd;
  9206. struct mob_data *md;
  9207. struct unit_data *ud;
  9208. struct status_change *sc = NULL;
  9209. int inf,inf2,flag = 0;
  9210. src = map_id2bl(id);
  9211. if( src == NULL )
  9212. {
  9213. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9214. return 0;// not found
  9215. }
  9216. ud = unit_bl2ud(src);
  9217. if( ud == NULL )
  9218. {
  9219. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9220. return 0;// ???
  9221. }
  9222. sd = BL_CAST(BL_PC, src);
  9223. md = BL_CAST(BL_MOB, src);
  9224. if( src->prev == NULL ) {
  9225. ud->skilltimer = INVALID_TIMER;
  9226. return 0;
  9227. }
  9228. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9229. if( ud->skilltimer != tid ) {
  9230. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9231. ud->skilltimer = INVALID_TIMER;
  9232. return 0;
  9233. }
  9234. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9235. {// restore original walk speed
  9236. ud->skilltimer = INVALID_TIMER;
  9237. status_calc_bl(&sd->bl, SCB_SPEED);
  9238. }
  9239. ud->skilltimer = INVALID_TIMER;
  9240. }
  9241. if (ud->skilltarget == id)
  9242. target = src;
  9243. else
  9244. target = map_id2bl(ud->skilltarget);
  9245. // Use a do so that you can break out of it when the skill fails.
  9246. do {
  9247. if(!target || target->prev==NULL) break;
  9248. if(src->m != target->m || status_isdead(src)) break;
  9249. switch (ud->skill_id) {
  9250. //These should become skill_castend_pos
  9251. case WE_CALLPARTNER:
  9252. if(sd) clif_callpartner(sd);
  9253. case WE_CALLPARENT:
  9254. if(sd) {
  9255. struct map_session_data *f_sd = pc_get_father(sd);
  9256. struct map_session_data *m_sd = pc_get_mother(sd);
  9257. if( (f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade ))
  9258. break;
  9259. }
  9260. case WE_CALLBABY:
  9261. if(sd) {
  9262. struct map_session_data *c_sd = pc_get_child(sd);
  9263. if( c_sd && c_sd->state.autotrade )
  9264. break;
  9265. }
  9266. case AM_RESURRECTHOMUN:
  9267. case PF_SPIDERWEB:
  9268. //Find a random spot to place the skill. [Skotlex]
  9269. inf2 = skill_get_splash(ud->skill_id, ud->skill_lv);
  9270. ud->skillx = target->x + inf2;
  9271. ud->skilly = target->y + inf2;
  9272. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  9273. ud->skillx = target->x;
  9274. ud->skilly = target->y;
  9275. }
  9276. ud->skilltimer=tid;
  9277. return skill_castend_pos(tid,tick,id,data);
  9278. case GN_WALLOFTHORN:
  9279. ud->skillx = target->x;
  9280. ud->skilly = target->y;
  9281. ud->skilltimer = tid;
  9282. return skill_castend_pos(tid,tick,id,data);
  9283. }
  9284. if(ud->skill_id == RG_BACKSTAP) {
  9285. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9286. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  9287. break;
  9288. }
  9289. }
  9290. if( ud->skill_id == PR_TURNUNDEAD )
  9291. {
  9292. struct status_data *tstatus = status_get_status_data(target);
  9293. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  9294. break;
  9295. }
  9296. if( ud->skill_id == RA_WUGSTRIKE ){
  9297. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9298. break;
  9299. }
  9300. if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
  9301. {
  9302. sc = status_get_sc(target);
  9303. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  9304. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9305. clif_skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
  9306. break;
  9307. }
  9308. }
  9309. else
  9310. { // Check target validity.
  9311. inf = skill_get_inf(ud->skill_id);
  9312. inf2 = skill_get_inf2(ud->skill_id);
  9313. if(inf&INF_ATTACK_SKILL ||
  9314. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9315. ) // Casted through combo.
  9316. inf = BCT_ENEMY; //Offensive skill.
  9317. else if(inf2&INF2_NO_ENEMY)
  9318. inf = BCT_NOENEMY;
  9319. else
  9320. inf = 0;
  9321. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  9322. {
  9323. inf |=
  9324. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9325. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9326. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9327. inf &= ~BCT_NEUTRAL;
  9328. }
  9329. if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
  9330. {
  9331. if( ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM )
  9332. break;
  9333. }
  9334. else if (inf && battle_check_target(src, target, inf) <= 0){
  9335. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9336. break;
  9337. }
  9338. else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) {
  9339. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9340. break; // You can use Phantom Thurst on party members in normal maps too. [pakpil]
  9341. }
  9342. else if( ud->skill_id == AB_CLEARANCE && target->type != BL_MOB ) {
  9343. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9344. break; // You can use Clearance on party members in normal maps too. [pakpil]
  9345. }
  9346. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  9347. sc->data[SC_FOGWALL] &&
  9348. rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
  9349. if (sd) clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  9350. break;
  9351. }
  9352. }
  9353. //Avoid doing double checks for instant-cast skills.
  9354. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  9355. break;
  9356. if(md) {
  9357. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9358. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9359. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9360. }
  9361. if(src != target && battle_config.skill_add_range &&
  9362. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  9363. {
  9364. if (sd) {
  9365. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9366. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  9367. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9368. }
  9369. break;
  9370. }
  9371. #ifdef OFFICIAL_WALKPATH
  9372. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  9373. {
  9374. if (sd) {
  9375. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9376. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  9377. }
  9378. break;
  9379. }
  9380. #endif
  9381. if( sd )
  9382. {
  9383. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9384. break;
  9385. else
  9386. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9387. }
  9388. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9389. break;
  9390. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  9391. ud->state.running = 0;
  9392. status_change_end(src, SC_RUN, INVALID_TIMER);
  9393. flag = 1;
  9394. }
  9395. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  9396. unit_stop_walking(src,1);
  9397. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9398. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  9399. if (sd) { //Cooldown application
  9400. int cooldown = skill_get_cooldown_(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  9401. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9402. }
  9403. if( battle_config.display_status_timers && sd )
  9404. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9405. if( sd )
  9406. {
  9407. switch( ud->skill_id )
  9408. {
  9409. case GS_DESPERADO:
  9410. case RL_FIREDANCE:
  9411. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  9412. break;
  9413. case CR_GRANDCROSS:
  9414. case NPC_GRANDDARKNESS:
  9415. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  9416. {
  9417. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  9418. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  9419. break;
  9420. }
  9421. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  9422. break;
  9423. }
  9424. }
  9425. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  9426. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9427. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9428. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  9429. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  9430. map_freeblock_lock();
  9431. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9432. skill_toggle_magicpower(src, ud->skill_id);
  9433. // only normal attack and auto cast skills benefit from its bonuses
  9434. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9435. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9436. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  9437. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9438. else
  9439. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9440. sc = status_get_sc(src);
  9441. if(sc && sc->count) {
  9442. if(sc->data[SC_SPIRIT] &&
  9443. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  9444. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  9445. ud->skill_id != WZ_WATERBALL)
  9446. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  9447. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  9448. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  9449. }
  9450. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  9451. sd->skillitem = sd->skillitemlv = 0;
  9452. if (ud->skilltimer == INVALID_TIMER) {
  9453. if(md) md->skill_idx = -1;
  9454. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  9455. ud->skill_lv = ud->skilltarget = 0;
  9456. }
  9457. map_freeblock_unlock();
  9458. return 1;
  9459. } while(0);
  9460. //Skill failed.
  9461. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  9462. { //When Asura fails... (except when it fails from Wall of Fog)
  9463. //Consume SP/spheres
  9464. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  9465. status_set_sp(src, 0, 0);
  9466. sc = &sd->sc;
  9467. if (sc->count)
  9468. { //End states
  9469. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  9470. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  9471. #ifdef RENEWAL
  9472. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  9473. #endif
  9474. }
  9475. if (target && target->m == src->m)
  9476. { //Move character to target anyway.
  9477. int dir, x, y;
  9478. dir = map_calc_dir(src,target->x,target->y);
  9479. if( dir > 0 && dir < 4) x = -2;
  9480. else if( dir > 4 ) x = 2;
  9481. else x = 0;
  9482. if( dir > 2 && dir < 6 ) y = -2;
  9483. else if( dir == 7 || dir < 2 ) y = 2;
  9484. else y = 0;
  9485. if (unit_movepos(src, src->x+x, src->y+y, 1, 1))
  9486. { //Display movement + animation.
  9487. clif_slide(src,src->x,src->y);
  9488. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id, ud->skill_lv, 5);
  9489. }
  9490. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9491. }
  9492. }
  9493. ud->skill_id = ud->skilltarget = 0;
  9494. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9495. ud->canact_tick = tick;
  9496. //You can't place a skill failed packet here because it would be
  9497. //sent in ALL cases, even cases where skill_check_condition fails
  9498. //which would lead to double 'skill failed' messages u.u [Skotlex]
  9499. if(sd)
  9500. sd->skillitem = sd->skillitemlv = 0;
  9501. else if(md)
  9502. md->skill_idx = -1;
  9503. return 0;
  9504. }
  9505. /*==========================================
  9506. *
  9507. *------------------------------------------*/
  9508. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  9509. {
  9510. struct block_list* src = map_id2bl(id);
  9511. struct map_session_data *sd;
  9512. struct unit_data *ud = unit_bl2ud(src);
  9513. struct mob_data *md;
  9514. nullpo_ret(ud);
  9515. sd = BL_CAST(BL_PC , src);
  9516. md = BL_CAST(BL_MOB, src);
  9517. if( src->prev == NULL ) {
  9518. ud->skilltimer = INVALID_TIMER;
  9519. return 0;
  9520. }
  9521. if( ud->skilltimer != tid )
  9522. {
  9523. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  9524. ud->skilltimer = INVALID_TIMER;
  9525. return 0;
  9526. }
  9527. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  9528. {// restore original walk speed
  9529. ud->skilltimer = INVALID_TIMER;
  9530. status_calc_bl(&sd->bl, SCB_SPEED);
  9531. }
  9532. ud->skilltimer = INVALID_TIMER;
  9533. do {
  9534. int maxcount=0;
  9535. if( status_isdead(src) )
  9536. break;
  9537. if( !(src->type&battle_config.skill_reiteration) &&
  9538. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  9539. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  9540. )
  9541. {
  9542. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9543. break;
  9544. }
  9545. if( src->type&battle_config.skill_nofootset &&
  9546. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  9547. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  9548. )
  9549. {
  9550. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9551. break;
  9552. }
  9553. if( src->type&battle_config.land_skill_limit &&
  9554. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  9555. ) {
  9556. int i;
  9557. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  9558. if(ud->skillunit[i]->skill_id == ud->skill_id)
  9559. maxcount--;
  9560. }
  9561. if( maxcount == 0 )
  9562. {
  9563. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9564. break;
  9565. }
  9566. }
  9567. if(tid != INVALID_TIMER)
  9568. { //Avoid double checks on instant cast skills. [Skotlex]
  9569. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  9570. break;
  9571. if(battle_config.skill_add_range &&
  9572. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  9573. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  9574. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9575. break;
  9576. }
  9577. }
  9578. if( sd )
  9579. {
  9580. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9581. break;
  9582. else
  9583. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9584. }
  9585. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9586. break;
  9587. if(md) {
  9588. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9589. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9590. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9591. }
  9592. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9593. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  9594. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  9595. if (ud->walktimer != INVALID_TIMER)
  9596. unit_stop_walking(src,1);
  9597. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9598. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  9599. if (sd) { //Cooldown application
  9600. int cooldown = skill_get_cooldown_(sd,ud->skill_id, ud->skill_lv);
  9601. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9602. }
  9603. if( battle_config.display_status_timers && sd )
  9604. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9605. // if( sd )
  9606. // {
  9607. // switch( ud->skill_id )
  9608. // {
  9609. // case ????:
  9610. // sd->canequip_tick = tick + ????;
  9611. // break;
  9612. // }
  9613. // }
  9614. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9615. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9616. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9617. map_freeblock_lock();
  9618. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  9619. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  9620. sd->skillitem = sd->skillitemlv = 0;
  9621. if (ud->skilltimer == INVALID_TIMER) {
  9622. if (md) md->skill_idx = -1;
  9623. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  9624. ud->skill_lv = ud->skillx = ud->skilly = 0;
  9625. }
  9626. map_freeblock_unlock();
  9627. return 1;
  9628. } while(0);
  9629. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9630. ud->canact_tick = tick;
  9631. ud->skill_id = ud->skill_lv = 0;
  9632. if(sd)
  9633. sd->skillitem = sd->skillitemlv = 0;
  9634. else if(md)
  9635. md->skill_idx = -1;
  9636. return 0;
  9637. }
  9638. /* skill count without self */
  9639. static int skill_count_wos(struct block_list *bl,va_list ap) {
  9640. struct block_list* src = va_arg(ap, struct block_list*);
  9641. if( src->id != bl->id ) {
  9642. return 1;
  9643. }
  9644. return 0;
  9645. }
  9646. /*==========================================
  9647. *
  9648. *------------------------------------------*/
  9649. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  9650. {
  9651. struct map_session_data* sd;
  9652. struct status_change* sc;
  9653. struct status_change_entry *sce;
  9654. struct skill_unit_group* sg;
  9655. enum sc_type type;
  9656. int i;
  9657. //if(skill_lv <= 0) return 0;
  9658. if(skill_id > 0 && !skill_lv) return 0; // celest
  9659. nullpo_ret(src);
  9660. if(status_isdead(src))
  9661. return 0;
  9662. sd = BL_CAST(BL_PC, src);
  9663. sc = status_get_sc(src);
  9664. type = status_skill2sc(skill_id);
  9665. sce = (sc && type != -1)?sc->data[type]:NULL;
  9666. switch (skill_id) { //Skill effect.
  9667. case WZ_METEOR:
  9668. case MO_BODYRELOCATION:
  9669. case CR_CULTIVATION:
  9670. case HW_GANBANTEIN:
  9671. case LG_EARTHDRIVE:
  9672. case SC_ESCAPE:
  9673. break; //Effect is displayed on respective switch case.
  9674. default:
  9675. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  9676. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9677. else
  9678. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9679. }
  9680. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9681. skill_toggle_magicpower(src, skill_id);
  9682. switch(skill_id)
  9683. {
  9684. case PR_BENEDICTIO:
  9685. skill_area_temp[1] = src->id;
  9686. i = skill_get_splash(skill_id, skill_lv);
  9687. map_foreachinarea(skill_area_sub,
  9688. src->m, x-i, y-i, x+i, y+i, BL_PC,
  9689. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  9690. skill_castend_nodamage_id);
  9691. map_foreachinarea(skill_area_sub,
  9692. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9693. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  9694. skill_castend_damage_id);
  9695. break;
  9696. case BS_HAMMERFALL:
  9697. i = skill_get_splash(skill_id, skill_lv);
  9698. map_foreachinarea (skill_area_sub,
  9699. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9700. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  9701. skill_castend_nodamage_id);
  9702. break;
  9703. case HT_DETECTING:
  9704. i = skill_get_splash(skill_id, skill_lv);
  9705. map_foreachinarea( status_change_timer_sub,
  9706. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  9707. src,NULL,SC_SIGHT,tick);
  9708. if(battle_config.traps_setting&1)
  9709. map_foreachinarea( skill_reveal_trap,
  9710. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9711. break;
  9712. case SR_RIDEINLIGHTNING:
  9713. i = skill_get_splash(skill_id, skill_lv);
  9714. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9715. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  9716. break;
  9717. case SA_VOLCANO:
  9718. case SA_DELUGE:
  9719. case SA_VIOLENTGALE:
  9720. { //Does not consumes if the skill is already active. [Skotlex]
  9721. struct skill_unit_group *sg;
  9722. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  9723. {
  9724. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  9725. {
  9726. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9727. return 0; // not to consume items
  9728. }
  9729. else
  9730. sg->limit = 0; //Disable it.
  9731. }
  9732. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9733. break;
  9734. }
  9735. case MG_SAFETYWALL:
  9736. case MG_FIREWALL:
  9737. case MG_THUNDERSTORM:
  9738. case AL_PNEUMA:
  9739. case WZ_ICEWALL:
  9740. case WZ_FIREPILLAR:
  9741. case WZ_QUAGMIRE:
  9742. case WZ_VERMILION:
  9743. case WZ_STORMGUST:
  9744. case WZ_HEAVENDRIVE:
  9745. case PR_SANCTUARY:
  9746. case PR_MAGNUS:
  9747. case CR_GRANDCROSS:
  9748. case NPC_GRANDDARKNESS:
  9749. case HT_SKIDTRAP:
  9750. case MA_SKIDTRAP:
  9751. case HT_LANDMINE:
  9752. case MA_LANDMINE:
  9753. case HT_ANKLESNARE:
  9754. case HT_SHOCKWAVE:
  9755. case HT_SANDMAN:
  9756. case MA_SANDMAN:
  9757. case HT_FLASHER:
  9758. case HT_FREEZINGTRAP:
  9759. case MA_FREEZINGTRAP:
  9760. case HT_BLASTMINE:
  9761. case HT_CLAYMORETRAP:
  9762. case AS_VENOMDUST:
  9763. case AM_DEMONSTRATION:
  9764. case PF_FOGWALL:
  9765. case PF_SPIDERWEB:
  9766. case HT_TALKIEBOX:
  9767. case WE_CALLPARTNER:
  9768. case WE_CALLPARENT:
  9769. case WE_CALLBABY:
  9770. case AC_SHOWER: //Ground-placed skill implementation.
  9771. case MA_SHOWER:
  9772. case SA_LANDPROTECTOR:
  9773. case BD_LULLABY:
  9774. case BD_RICHMANKIM:
  9775. case BD_ETERNALCHAOS:
  9776. case BD_DRUMBATTLEFIELD:
  9777. case BD_RINGNIBELUNGEN:
  9778. case BD_ROKISWEIL:
  9779. case BD_INTOABYSS:
  9780. case BD_SIEGFRIED:
  9781. case BA_DISSONANCE:
  9782. case BA_POEMBRAGI:
  9783. case BA_WHISTLE:
  9784. case BA_ASSASSINCROSS:
  9785. case BA_APPLEIDUN:
  9786. case DC_UGLYDANCE:
  9787. case DC_HUMMING:
  9788. case DC_DONTFORGETME:
  9789. case DC_FORTUNEKISS:
  9790. case DC_SERVICEFORYOU:
  9791. case CG_MOONLIT:
  9792. case GS_DESPERADO:
  9793. case NJ_KAENSIN:
  9794. case NJ_BAKUENRYU:
  9795. case NJ_SUITON:
  9796. case NJ_HYOUSYOURAKU:
  9797. case NJ_RAIGEKISAI:
  9798. case NJ_KAMAITACHI:
  9799. #ifdef RENEWAL
  9800. case NJ_HUUMA:
  9801. #endif
  9802. case NPC_EVILLAND:
  9803. case RA_ELECTRICSHOCKER:
  9804. case RA_CLUSTERBOMB:
  9805. case RA_MAGENTATRAP:
  9806. case RA_COBALTTRAP:
  9807. case RA_MAIZETRAP:
  9808. case RA_VERDURETRAP:
  9809. case RA_FIRINGTRAP:
  9810. case RA_ICEBOUNDTRAP:
  9811. case SC_MANHOLE:
  9812. case SC_DIMENSIONDOOR:
  9813. case SC_CHAOSPANIC:
  9814. case SC_MAELSTROM:
  9815. case SC_BLOODYLUST:
  9816. case WM_REVERBERATION:
  9817. case WM_SEVERE_RAINSTORM:
  9818. case WM_POEMOFNETHERWORLD:
  9819. case SO_PSYCHIC_WAVE:
  9820. case SO_VACUUM_EXTREME:
  9821. case GN_WALLOFTHORN:
  9822. case GN_THORNS_TRAP:
  9823. case GN_DEMONIC_FIRE:
  9824. case GN_HELLS_PLANT:
  9825. case SO_EARTHGRAVE:
  9826. case SO_DIAMONDDUST:
  9827. case SO_FIRE_INSIGNIA:
  9828. case SO_WATER_INSIGNIA:
  9829. case SO_WIND_INSIGNIA:
  9830. case SO_EARTH_INSIGNIA:
  9831. case KO_HUUMARANKA:
  9832. case KO_MUCHANAGE:
  9833. case KO_BAKURETSU:
  9834. case KO_ZENKAI:
  9835. case MH_LAVA_SLIDE:
  9836. case MH_VOLCANIC_ASH:
  9837. case MH_POISON_MIST:
  9838. case MH_STEINWAND:
  9839. case MH_XENO_SLASHER:
  9840. case NC_MAGMA_ERUPTION:
  9841. case RL_B_TRAP:
  9842. if (skill_id == RL_B_TRAP && sd)
  9843. sd->skill_id_old = skill_id;
  9844. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  9845. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  9846. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9847. break;
  9848. case RG_GRAFFITI: /* Graffiti [Valaris] */
  9849. skill_clear_unitgroup(src);
  9850. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9851. flag|=1;
  9852. break;
  9853. case HP_BASILICA:
  9854. if( sc->data[SC_BASILICA] ) {
  9855. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  9856. return 0;
  9857. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  9858. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  9859. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  9860. return 0;
  9861. }
  9862. skill_clear_unitgroup(src);
  9863. if( skill_unitsetting(src,skill_id,skill_lv,x,y,0) )
  9864. sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill_get_time(skill_id,skill_lv));
  9865. flag|=1;
  9866. }
  9867. break;
  9868. case CG_HERMODE:
  9869. skill_clear_unitgroup(src);
  9870. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  9871. sc_start4(src,src,SC_DANCING,100,
  9872. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  9873. flag|=1;
  9874. break;
  9875. case RG_CLEANER: // [Valaris]
  9876. i = skill_get_splash(skill_id, skill_lv);
  9877. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  9878. break;
  9879. case SO_WARMER:
  9880. flag|= 8;
  9881. case SO_CLOUD_KILL:
  9882. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9883. break;
  9884. case WZ_METEOR: {
  9885. int area = skill_get_splash(skill_id, skill_lv);
  9886. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  9887. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  9888. // Creates a random Cell in the Splash Area
  9889. tmpx = x - area + rnd()%(area * 2 + 1);
  9890. tmpy = y - area + rnd()%(area * 2 + 1);
  9891. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  9892. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  9893. if( i > 0 )
  9894. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  9895. x1 = tmpx;
  9896. y1 = tmpy;
  9897. }
  9898. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  9899. }
  9900. break;
  9901. case AL_WARP:
  9902. if(sd)
  9903. {
  9904. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  9905. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  9906. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  9907. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  9908. );
  9909. }
  9910. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  9911. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9912. return 0; // not to consume item.
  9913. case MO_BODYRELOCATION:
  9914. if (unit_movepos(src, x, y, 1, 1)) {
  9915. #if PACKETVER >= 20111005
  9916. clif_snap(src, src->x, src->y);
  9917. #else
  9918. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  9919. #endif
  9920. if (sd)
  9921. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  9922. }
  9923. break;
  9924. case NJ_SHADOWJUMP:
  9925. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
  9926. unit_movepos(src, x, y, 1, 0);
  9927. clif_slide(src,x,y);
  9928. }
  9929. status_change_end(src, SC_HIDING, INVALID_TIMER);
  9930. break;
  9931. case AM_SPHEREMINE:
  9932. case AM_CANNIBALIZE:
  9933. {
  9934. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  9935. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  9936. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  9937. struct mob_data *md;
  9938. // Correct info, don't change any of this! [celest]
  9939. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  9940. if (md) {
  9941. md->master_id = src->id;
  9942. md->special_state.ai = (enum mob_ai)ai;
  9943. if( md->deletetimer != INVALID_TIMER )
  9944. delete_timer(md->deletetimer, mob_timer_delete);
  9945. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  9946. mob_spawn (md); //Now it is ready for spawning.
  9947. }
  9948. }
  9949. break;
  9950. // Slim Pitcher [Celest]
  9951. case CR_SLIMPITCHER:
  9952. if (sd) {
  9953. int i = 0, j = 0;
  9954. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  9955. i = skill_lv%11 - 1;
  9956. j = pc_search_inventory(sd, require.itemid[i]);
  9957. if (j < 0 || require.itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i])
  9958. {
  9959. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9960. return 1;
  9961. }
  9962. potion_flag = 1;
  9963. potion_hp = 0;
  9964. potion_sp = 0;
  9965. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  9966. potion_flag = 0;
  9967. //Apply skill bonuses
  9968. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  9969. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  9970. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  9971. + pc_skillheal_bonus(sd, skill_id);
  9972. potion_hp = potion_hp * (100+i)/100;
  9973. potion_sp = potion_sp * (100+i)/100;
  9974. if(potion_hp > 0 || potion_sp > 0) {
  9975. i = skill_get_splash(skill_id, skill_lv);
  9976. map_foreachinarea(skill_area_sub,
  9977. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9978. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9979. skill_castend_nodamage_id);
  9980. }
  9981. } else {
  9982. int i = skill_get_itemid(skill_id, skill_lv);
  9983. struct item_data *item;
  9984. item = itemdb_search(i);
  9985. potion_flag = 1;
  9986. potion_hp = 0;
  9987. potion_sp = 0;
  9988. run_script(item->script,0,src->id,0);
  9989. potion_flag = 0;
  9990. i = skill_get_max(CR_SLIMPITCHER)*10;
  9991. potion_hp = potion_hp * (100+i)/100;
  9992. potion_sp = potion_sp * (100+i)/100;
  9993. if(potion_hp > 0 || potion_sp > 0) {
  9994. i = skill_get_splash(skill_id, skill_lv);
  9995. map_foreachinarea(skill_area_sub,
  9996. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9997. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9998. skill_castend_nodamage_id);
  9999. }
  10000. }
  10001. break;
  10002. case HW_GANBANTEIN:
  10003. if (rnd()%100 < 80) {
  10004. int dummy = 1;
  10005. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10006. i = skill_get_splash(skill_id, skill_lv);
  10007. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10008. } else {
  10009. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10010. return 1;
  10011. }
  10012. break;
  10013. case HW_GRAVITATION:
  10014. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10015. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10016. flag|=1;
  10017. break;
  10018. // Plant Cultivation [Celest]
  10019. case CR_CULTIVATION:
  10020. if (sd) {
  10021. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  10022. {
  10023. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10024. return 1;
  10025. }
  10026. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10027. if (rnd()%100 < 50) {
  10028. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10029. } else {
  10030. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
  10031. int i;
  10032. if (!md) break;
  10033. if ((i = skill_get_time(skill_id, skill_lv)) > 0)
  10034. {
  10035. if( md->deletetimer != INVALID_TIMER )
  10036. delete_timer(md->deletetimer, mob_timer_delete);
  10037. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  10038. }
  10039. mob_spawn (md);
  10040. }
  10041. }
  10042. break;
  10043. case SG_SUN_WARM:
  10044. case SG_MOON_WARM:
  10045. case SG_STAR_WARM:
  10046. skill_clear_unitgroup(src);
  10047. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10048. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10049. flag|=1;
  10050. break;
  10051. case PA_GOSPEL:
  10052. if (sce && sce->val4 == BCT_SELF)
  10053. {
  10054. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10055. return 0;
  10056. }
  10057. else
  10058. {
  10059. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10060. if (!sg) break;
  10061. if (sce)
  10062. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10063. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10064. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10065. }
  10066. break;
  10067. case NJ_TATAMIGAESHI:
  10068. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10069. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10070. break;
  10071. case AM_RESURRECTHOMUN: //[orn]
  10072. if (sd)
  10073. {
  10074. if (!merc_resurrect_homunculus(sd, 20*skill_lv, x, y))
  10075. {
  10076. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10077. break;
  10078. }
  10079. }
  10080. break;
  10081. case RK_WINDCUTTER:
  10082. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10083. case NC_COLDSLOWER:
  10084. case NC_ARMSCANNON:
  10085. case RK_DRAGONBREATH:
  10086. case RK_DRAGONBREATH_WATER:
  10087. i = skill_get_splash(skill_id,skill_lv);
  10088. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10089. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10090. break;
  10091. case SO_ARRULLO:
  10092. i = skill_get_splash(skill_id,skill_lv);
  10093. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10094. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10095. break;
  10096. /**
  10097. * Guilotine Cross
  10098. **/
  10099. case GC_POISONSMOKE:
  10100. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10101. if( sd )
  10102. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10103. return 0;
  10104. }
  10105. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  10106. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10107. break;
  10108. /**
  10109. * Arch Bishop
  10110. **/
  10111. case AB_EPICLESIS:
  10112. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10113. i = sg->unit->range;
  10114. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  10115. }
  10116. break;
  10117. /**
  10118. * Warlock
  10119. **/
  10120. case WL_COMET:
  10121. if( sc ) {
  10122. sc->comet_x = x;
  10123. sc->comet_y = y;
  10124. }
  10125. i = skill_get_splash(skill_id,skill_lv);
  10126. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10127. break;
  10128. case WL_EARTHSTRAIN:
  10129. {
  10130. int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10131. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10132. for( i = 1; i <= wave; i++ )
  10133. {
  10134. switch( dir ){
  10135. case 0: case 1: case 7: sy = y + i; break;
  10136. case 3: case 4: case 5: sy = y - i; break;
  10137. case 2: sx = x - i; break;
  10138. case 6: sx = x + i; break;
  10139. }
  10140. skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10141. }
  10142. }
  10143. break;
  10144. /**
  10145. * Ranger
  10146. **/
  10147. case RA_DETONATOR:
  10148. i = skill_get_splash(skill_id, skill_lv);
  10149. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10150. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10151. break;
  10152. /**
  10153. * Mechanic
  10154. **/
  10155. case NC_NEUTRALBARRIER:
  10156. case NC_STEALTHFIELD:
  10157. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10158. skill_clear_unitgroup(src);
  10159. return 0;
  10160. }
  10161. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10162. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10163. 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));
  10164. if( sd ) pc_overheat(sd,1);
  10165. }
  10166. break;
  10167. case NC_SILVERSNIPER:
  10168. {
  10169. int class_ = MOBID_SILVERSNIPER;
  10170. struct mob_data *md;
  10171. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  10172. if( md )
  10173. {
  10174. md->master_id = src->id;
  10175. md->special_state.ai = AI_FAW;
  10176. if( md->deletetimer != INVALID_TIMER )
  10177. delete_timer(md->deletetimer, mob_timer_delete);
  10178. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10179. mob_spawn( md );
  10180. }
  10181. }
  10182. break;
  10183. case NC_MAGICDECOY:
  10184. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10185. break;
  10186. case SC_FEINTBOMB:
  10187. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10188. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10189. if( skill_blown(src,src,3*skill_lv,unit_getdir(src),0) )
  10190. skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
  10191. break;
  10192. case SC_ESCAPE:
  10193. clif_skill_nodamage(src,src,skill_id,-1,1);
  10194. skill_unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2);
  10195. skill_addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
  10196. break;
  10197. case LG_OVERBRAND:
  10198. skill_overbrand(src, skill_id, skill_lv, x, y, tick, flag);
  10199. break;
  10200. case LG_BANDING:
  10201. if( sc && sc->data[SC_BANDING] )
  10202. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10203. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10204. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10205. if( sd ) pc_banding(sd,skill_lv);
  10206. }
  10207. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10208. break;
  10209. case LG_RAYOFGENESIS:
  10210. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10211. i = skill_get_splash(skill_id,skill_lv);
  10212. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10213. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10214. } else if( sd )
  10215. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10216. break;
  10217. case WM_DOMINION_IMPULSE:
  10218. i = skill_get_splash(skill_id, skill_lv);
  10219. map_foreachinarea( skill_ative_reverberation,
  10220. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10221. break;
  10222. case WM_GREAT_ECHO:
  10223. flag|=1; // Should counsume 1 item per skill usage.
  10224. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  10225. break;
  10226. case GN_CRAZYWEED: {
  10227. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10228. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10229. int x1 = x - area + rnd()%(area * 2 + 1);
  10230. int y1 = y - area + rnd()%(area * 2 + 1);
  10231. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10232. }
  10233. }
  10234. break;
  10235. case GN_FIRE_EXPANSION: {
  10236. int i;
  10237. struct unit_data *ud = unit_bl2ud(src);
  10238. if( !ud ) break;
  10239. for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
  10240. if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
  10241. distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
  10242. switch( skill_lv ) {
  10243. case 3:
  10244. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
  10245. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
  10246. break;
  10247. case 4:
  10248. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
  10249. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
  10250. break;
  10251. case 5:
  10252. map_foreachinarea(skill_area_sub, src->m,
  10253. ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
  10254. ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
  10255. src, CR_ACIDDEMONSTRATION, ((sd) ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skill_get_max(CR_ACIDDEMONSTRATION)), tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
  10256. skill_delunit(ud->skillunit[i]->unit);
  10257. break;
  10258. default:
  10259. ud->skillunit[i]->unit->val2 = skill_lv;
  10260. ud->skillunit[i]->unit->group->val2 = skill_lv;
  10261. break;
  10262. }
  10263. }
  10264. }
  10265. }
  10266. break;
  10267. case SO_FIREWALK:
  10268. case SO_ELECTRICWALK:
  10269. if( sc && sc->data[type] )
  10270. status_change_end(src,type,INVALID_TIMER);
  10271. clif_skill_nodamage(src, src ,skill_id, skill_lv,
  10272. sc_start2(src,src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
  10273. break;
  10274. case KO_MAKIBISHI:
  10275. for( i = 0; i < (skill_lv+2); i++ ) {
  10276. x = src->x - 1 + rnd()%3;
  10277. y = src->y - 1 + rnd()%3;
  10278. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10279. }
  10280. break;
  10281. case RL_FALLEN_ANGEL:
  10282. if (unit_movepos(src,x,y,1,1)) {
  10283. enum e_skill skill_use = GS_DESPERADO;
  10284. uint8 skill_use_lv = pc_checkskill(sd,skill_use);
  10285. clif_slide(src,x,y);
  10286. if (skill_check_condition_castend(sd,skill_use,skill_use_lv)) {
  10287. sd->skill_id_old = RL_FALLEN_ANGEL;
  10288. skill_castend_pos2(src,src->x,src->y,skill_use,skill_use_lv,tick,SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  10289. battle_consume_ammo(sd,skill_use,skill_use_lv);
  10290. }
  10291. sd->skill_id_old = 0;
  10292. }
  10293. else if (sd)
  10294. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10295. break;
  10296. case RL_HAMMER_OF_GOD:
  10297. i = skill_get_splash(skill_id, skill_lv);
  10298. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10299. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, skill_castend_damage_id);
  10300. break;
  10301. default:
  10302. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  10303. return 1;
  10304. }
  10305. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10306. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10307. if( sd )
  10308. {// ensure that the skill last-cast tick is recorded
  10309. sd->canskill_tick = gettick();
  10310. if( sd->state.arrow_atk && !(flag&1) )
  10311. {// consume arrow if this is a ground skill
  10312. battle_consume_ammo(sd, skill_id, skill_lv);
  10313. }
  10314. // perform skill requirement consumption
  10315. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10316. }
  10317. return 0;
  10318. }
  10319. /*==========================================
  10320. *
  10321. *------------------------------------------*/
  10322. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map)
  10323. {
  10324. nullpo_ret(sd);
  10325. //Simplify skill_failed code.
  10326. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  10327. if(skill_id != sd->menuskill_id)
  10328. return 0;
  10329. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  10330. skill_failed(sd);
  10331. return 0;
  10332. }
  10333. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  10334. skill_failed(sd);
  10335. return 0;
  10336. }
  10337. //TODO move that list into a new SCS ? SCS_NOCAST ??
  10338. if(sd->sc.count && (
  10339. sd->sc.data[SC_SILENCE] ||
  10340. sd->sc.data[SC_ROKISWEIL] ||
  10341. sd->sc.data[SC_AUTOCOUNTER] ||
  10342. sd->sc.data[SC_STEELBODY] ||
  10343. (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
  10344. sd->sc.data[SC_BERSERK] ||
  10345. sd->sc.data[SC_BASILICA] ||
  10346. sd->sc.data[SC_MARIONETTE] ||
  10347. sd->sc.data[SC_WHITEIMPRISON] ||
  10348. (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_id)) ||
  10349. (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_id)) ||
  10350. sd->sc.data[SC_OBLIVIONCURSE] ||
  10351. sd->sc.data[SC__MANHOLE]
  10352. )) {
  10353. skill_failed(sd);
  10354. return 0;
  10355. }
  10356. pc_stop_attack(sd);
  10357. pc_stop_walking(sd,0);
  10358. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  10359. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,map);
  10360. if(strcmp(map,"cancel")==0) {
  10361. skill_failed(sd);
  10362. return 0;
  10363. }
  10364. switch(skill_id)
  10365. {
  10366. case AL_TELEPORT:
  10367. case ALL_ODINS_RECALL:
  10368. if(strcmp(map,"Random")==0)
  10369. pc_randomwarp(sd,CLR_TELEPORT);
  10370. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  10371. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  10372. break;
  10373. case AL_WARP:
  10374. {
  10375. const struct point *p[4];
  10376. struct skill_unit_group *group;
  10377. int i, lv, wx, wy;
  10378. int maxcount=0;
  10379. int x,y;
  10380. unsigned short mapindex;
  10381. mapindex = mapindex_name2id((char*)map);
  10382. if(!mapindex) { //Given map not found?
  10383. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10384. skill_failed(sd);
  10385. return 0;
  10386. }
  10387. p[0] = &sd->status.save_point;
  10388. p[1] = &sd->status.memo_point[0];
  10389. p[2] = &sd->status.memo_point[1];
  10390. p[3] = &sd->status.memo_point[2];
  10391. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  10392. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  10393. if(sd->ud.skillunit[i]->skill_id == skill_id)
  10394. maxcount--;
  10395. }
  10396. if(!maxcount) {
  10397. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10398. skill_failed(sd);
  10399. return 0;
  10400. }
  10401. }
  10402. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  10403. wx = sd->menuskill_val>>16;
  10404. wy = sd->menuskill_val&0xffff;
  10405. if( lv <= 0 ) return 0;
  10406. if( lv > 4 ) lv = 4; // crash prevention
  10407. // check if the chosen map exists in the memo list
  10408. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  10409. if( i < lv ) {
  10410. x=p[i]->x;
  10411. y=p[i]->y;
  10412. } else {
  10413. skill_failed(sd);
  10414. return 0;
  10415. }
  10416. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  10417. { // This checks versus skill_id/skill_lv...
  10418. skill_failed(sd);
  10419. return 0;
  10420. }
  10421. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  10422. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  10423. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  10424. skill_failed(sd);
  10425. return 0;
  10426. }
  10427. group->val1 = (group->val1<<16)|(short)0;
  10428. // record the destination coordinates
  10429. group->val2 = (x<<16)|y;
  10430. group->val3 = mapindex;
  10431. }
  10432. break;
  10433. }
  10434. sd->menuskill_id = sd->menuskill_val = 0;
  10435. return 0;
  10436. #undef skill_failed
  10437. }
  10438. /// transforms 'target' skill unit into dissonance (if conditions are met)
  10439. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  10440. {
  10441. struct skill_unit* target = (struct skill_unit*)bl;
  10442. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  10443. int flag = va_arg(ap, int);
  10444. if (src == target)
  10445. return 0;
  10446. if (!target->group || !(target->group->state.song_dance&0x1))
  10447. return 0;
  10448. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  10449. return 0;
  10450. if (flag) //Set dissonance
  10451. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  10452. else //Remove dissonance
  10453. target->val2 &= ~UF_ENSEMBLE;
  10454. clif_skill_setunit(target); //Update look of affected cell.
  10455. return 1;
  10456. }
  10457. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  10458. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  10459. //When 1, this unit has been positioned, so start the cancel effect.
  10460. int skill_dance_overlap(struct skill_unit* unit, int flag)
  10461. {
  10462. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  10463. return 0;
  10464. if (!flag && !(unit->val2&UF_ENSEMBLE))
  10465. return 0; //Nothing to remove, this unit is not overlapped.
  10466. if (unit->val1 != unit->group->skill_id)
  10467. { //Reset state
  10468. unit->val1 = unit->group->skill_id;
  10469. unit->val2 &= ~UF_ENSEMBLE;
  10470. }
  10471. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  10472. }
  10473. /*==========================================
  10474. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  10475. * Flag: 0 - Convert, 1 - Revert.
  10476. * TODO: This should be completely removed later and rewritten
  10477. * The entire execution of the overlapping songs instances is dirty and hacked together
  10478. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  10479. *------------------------------------------*/
  10480. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  10481. {
  10482. static int prevflag = 1; // by default the backup is empty
  10483. static struct skill_unit_group backup;
  10484. struct skill_unit_group* group = unit->group;
  10485. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  10486. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  10487. return false;
  10488. if( flag == prevflag )
  10489. {// protection against attempts to read an empty backup / write to a full backup
  10490. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  10491. flag ? "read an empty backup" : "write to a full backup",
  10492. group->skill_id, group->skill_lv, group->src_id);
  10493. return false;
  10494. }
  10495. prevflag = flag;
  10496. if( !flag )
  10497. { //Transform
  10498. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  10499. // backup
  10500. backup.skill_id = group->skill_id;
  10501. backup.skill_lv = group->skill_lv;
  10502. backup.unit_id = group->unit_id;
  10503. backup.target_flag = group->target_flag;
  10504. backup.bl_flag = group->bl_flag;
  10505. backup.interval = group->interval;
  10506. // replace
  10507. group->skill_id = skill_id;
  10508. group->skill_lv = 1;
  10509. group->unit_id = skill_get_unit_id(skill_id,0);
  10510. group->target_flag = skill_get_unit_target(skill_id);
  10511. group->bl_flag = skill_get_unit_bl_target(skill_id);
  10512. group->interval = skill_get_unit_interval(skill_id);
  10513. }
  10514. else
  10515. { //Restore
  10516. group->skill_id = backup.skill_id;
  10517. group->skill_lv = backup.skill_lv;
  10518. group->unit_id = backup.unit_id;
  10519. group->target_flag = backup.target_flag;
  10520. group->bl_flag = backup.bl_flag;
  10521. group->interval = backup.interval;
  10522. }
  10523. return true;
  10524. }
  10525. /**
  10526. * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  10527. **/
  10528. static int skill_icewall_block(struct block_list *bl,va_list ap) {
  10529. struct block_list *target = NULL;
  10530. struct mob_data *md = ((TBL_MOB*)bl);
  10531. nullpo_ret(bl);
  10532. nullpo_ret(md);
  10533. if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
  10534. return 0;
  10535. if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
  10536. return 0;
  10537. if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
  10538. mob_unlocktarget(md,gettick());
  10539. mob_stop_walking(md,1);
  10540. }
  10541. return 0;
  10542. }
  10543. /*==========================================
  10544. * Initializes and sets a ground skill.
  10545. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  10546. *------------------------------------------*/
  10547. struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  10548. {
  10549. struct skill_unit_group *group;
  10550. int i,limit,val1=0,val2=0,val3=0;
  10551. int target,interval,range,unit_flag,req_item=0;
  10552. struct s_skill_unit_layout *layout;
  10553. struct map_session_data *sd;
  10554. struct status_data *status;
  10555. struct status_change *sc;
  10556. int active_flag=1;
  10557. int subunt=0;
  10558. nullpo_retr(NULL, src);
  10559. limit = skill_get_time(skill_id,skill_lv);
  10560. range = skill_get_unit_range(skill_id,skill_lv);
  10561. interval = skill_get_unit_interval(skill_id);
  10562. target = skill_get_unit_target(skill_id);
  10563. unit_flag = skill_get_unit_flag(skill_id);
  10564. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  10565. sd = BL_CAST(BL_PC, src);
  10566. status = status_get_status_data(src);
  10567. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  10568. switch( skill_id ) {
  10569. case MH_STEINWAND:
  10570. case MG_SAFETYWALL:
  10571. #ifdef RENEWAL
  10572. if(skill_id == MH_STEINWAND)
  10573. val2 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  10574. else
  10575. val2 = status_get_max_hp(src) * 3;
  10576. #else
  10577. val2 = skill_lv+1;
  10578. #endif
  10579. break;
  10580. case MG_FIREWALL:
  10581. if(sc && sc->data[SC_VIOLENTGALE])
  10582. limit = limit*3/2;
  10583. val2=4+skill_lv;
  10584. break;
  10585. case AL_WARP:
  10586. val1=skill_lv+6;
  10587. if(!(flag&1))
  10588. limit=2000;
  10589. else // previous implementation (not used anymore)
  10590. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  10591. if( src->type != BL_SKILL ) return NULL;
  10592. group = ((TBL_SKILL*)src)->group;
  10593. src = map_id2bl(group->src_id);
  10594. if( !src ) return NULL;
  10595. val2 = group->val2; //Copy the (x,y) position you warp to
  10596. val3 = group->val3; //as well as the mapindex to warp to.
  10597. }
  10598. break;
  10599. case HP_BASILICA:
  10600. val1 = src->id; // Store caster id.
  10601. break;
  10602. case PR_SANCTUARY:
  10603. case NPC_EVILLAND:
  10604. val1=(skill_lv+3)*2;
  10605. break;
  10606. case WZ_FIREPILLAR:
  10607. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10608. return NULL;
  10609. if((flag&1)!=0)
  10610. limit=1000;
  10611. val1=skill_lv+2;
  10612. break;
  10613. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  10614. case AM_DEMONSTRATION:
  10615. case GN_HELLS_PLANT:
  10616. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  10617. && (src->type&battle_config.vs_traps_bctall))
  10618. target = BCT_ALL;
  10619. break;
  10620. case HT_ANKLESNARE:
  10621. if( flag&2 ) val3 = SC_ESCAPE;
  10622. case HT_SHOCKWAVE:
  10623. val1=skill_lv*15+10;
  10624. case HT_SANDMAN:
  10625. case MA_SANDMAN:
  10626. case HT_CLAYMORETRAP:
  10627. case HT_SKIDTRAP:
  10628. case MA_SKIDTRAP:
  10629. case HT_LANDMINE:
  10630. case MA_LANDMINE:
  10631. case HT_FLASHER:
  10632. case HT_FREEZINGTRAP:
  10633. case MA_FREEZINGTRAP:
  10634. case HT_BLASTMINE:
  10635. /**
  10636. * Ranger
  10637. **/
  10638. case RA_ELECTRICSHOCKER:
  10639. case RA_CLUSTERBOMB:
  10640. case RA_MAGENTATRAP:
  10641. case RA_COBALTTRAP:
  10642. case RA_MAIZETRAP:
  10643. case RA_VERDURETRAP:
  10644. case RA_FIRINGTRAP:
  10645. case RA_ICEBOUNDTRAP:
  10646. /**
  10647. * Rebellion
  10648. **/
  10649. case RL_B_TRAP:
  10650. {
  10651. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  10652. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  10653. if( req.itemid[i] )
  10654. req_item = req.itemid[i];
  10655. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  10656. limit *= 4; // longer trap times in WOE [celest]
  10657. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  10658. target = BCT_ALL;
  10659. }
  10660. break;
  10661. case SA_LANDPROTECTOR:
  10662. case SA_VOLCANO:
  10663. case SA_DELUGE:
  10664. case SA_VIOLENTGALE:
  10665. {
  10666. struct skill_unit_group *old_sg;
  10667. if ((old_sg = skill_locate_element_field(src)) != NULL)
  10668. { //HelloKitty confirmed that these are interchangeable,
  10669. //so you can change element and not consume gemstones.
  10670. if ((
  10671. old_sg->skill_id == SA_VOLCANO ||
  10672. old_sg->skill_id == SA_DELUGE ||
  10673. old_sg->skill_id == SA_VIOLENTGALE
  10674. ) && old_sg->limit > 0)
  10675. { //Use the previous limit (minus the elapsed time) [Skotlex]
  10676. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  10677. if (limit < 0) //This can happen...
  10678. limit = skill_get_time(skill_id,skill_lv);
  10679. }
  10680. skill_clear_group(src,1);
  10681. }
  10682. break;
  10683. }
  10684. case BA_WHISTLE:
  10685. val1 = skill_lv +status->agi/10; // Flee increase
  10686. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  10687. if(sd){
  10688. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  10689. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  10690. }
  10691. break;
  10692. case DC_HUMMING:
  10693. val1 = 2*skill_lv+status->dex/10; // Hit increase
  10694. #ifdef RENEWAL
  10695. val1 *= 2;
  10696. #endif
  10697. if(sd)
  10698. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10699. break;
  10700. case BA_POEMBRAGI:
  10701. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  10702. //For some reason at level 10 the base delay reduction is 50%.
  10703. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  10704. if(sd){
  10705. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  10706. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  10707. }
  10708. break;
  10709. case DC_DONTFORGETME:
  10710. val1 = status->dex/10 + 3*skill_lv + 5; // ASPD decrease
  10711. val2 = status->agi/10 + 3*skill_lv + 5; // Movement speed adjustment.
  10712. if(sd){
  10713. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10714. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  10715. }
  10716. break;
  10717. case BA_APPLEIDUN:
  10718. val1 = 5+2*skill_lv+status->vit/10; // MaxHP percent increase
  10719. if(sd)
  10720. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  10721. break;
  10722. case DC_SERVICEFORYOU:
  10723. //val1: MaxSP percent increase
  10724. val1 = 15+skill_lv+(status->int_/10); //Bonus rate by Dancer's INT
  10725. //val2: SP cost reduction
  10726. val2 = 20+3*skill_lv;
  10727. if(sd) val2 += (pc_checkskill(sd,DC_DANCINGLESSON)+1)/2; //Bonus rate by DC_DANCINGLESSON
  10728. val2 += status->int_/10; //Bonus rate by Dancer's INT
  10729. break;
  10730. case BA_ASSASSINCROSS:
  10731. val1 = 100+(10*skill_lv)+status->agi; // ASPD increase
  10732. if(sd)
  10733. val1 += 10*((pc_checkskill(sd,BA_MUSICALLESSON)+1)/2); //aspd +1% per 2lvl
  10734. break;
  10735. case DC_FORTUNEKISS:
  10736. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  10737. if(sd)
  10738. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10739. val1*=10; //Because every 10 crit is an actual cri point.
  10740. break;
  10741. case BD_DRUMBATTLEFIELD:
  10742. #ifdef RENEWAL
  10743. val1 = (skill_lv+5)*25; //Watk increase
  10744. val2 = skill_lv*10; //Def increase
  10745. #else
  10746. val1 = (skill_lv+1)*25; //Watk increase
  10747. val2 = (skill_lv+1)*2; //Def increase
  10748. #endif
  10749. break;
  10750. case BD_RINGNIBELUNGEN:
  10751. val1 = (skill_lv+2)*25; //Watk increase
  10752. break;
  10753. case BD_RICHMANKIM:
  10754. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  10755. break;
  10756. case BD_SIEGFRIED:
  10757. val1 = 55 + skill_lv*5; //Elemental Resistance
  10758. val2 = skill_lv*10; //Status ailment resistance
  10759. break;
  10760. case WE_CALLPARTNER:
  10761. if (sd) val1 = sd->status.partner_id;
  10762. break;
  10763. case WE_CALLPARENT:
  10764. if (sd) {
  10765. val1 = sd->status.father;
  10766. val2 = sd->status.mother;
  10767. }
  10768. break;
  10769. case WE_CALLBABY:
  10770. if (sd) val1 = sd->status.child;
  10771. break;
  10772. case NJ_KAENSIN:
  10773. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  10774. val2 = (skill_lv+1)/2 + 4;
  10775. break;
  10776. case NJ_SUITON:
  10777. skill_clear_group(src, 1);
  10778. break;
  10779. case GS_GROUNDDRIFT:
  10780. {
  10781. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  10782. val1 = status->rhw.ele;
  10783. if (!val1)
  10784. val1=element[rnd()%5];
  10785. switch (val1)
  10786. {
  10787. case ELE_FIRE:
  10788. subunt++;
  10789. case ELE_WATER:
  10790. subunt++;
  10791. case ELE_POISON:
  10792. subunt++;
  10793. case ELE_DARK:
  10794. subunt++;
  10795. case ELE_WIND:
  10796. break;
  10797. default:
  10798. subunt=rnd()%5;
  10799. break;
  10800. }
  10801. break;
  10802. }
  10803. case GC_POISONSMOKE:
  10804. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  10805. return NULL;
  10806. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  10807. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  10808. limit = 4000 + 2000 * skill_lv;
  10809. break;
  10810. case GD_LEADERSHIP:
  10811. case GD_GLORYWOUNDS:
  10812. case GD_SOULCOLD:
  10813. case GD_HAWKEYES:
  10814. limit = 1000000;//it doesn't matter
  10815. break;
  10816. case LG_BANDING:
  10817. limit = -1;
  10818. break;
  10819. case WM_REVERBERATION:
  10820. interval = limit;
  10821. val2 = 1;
  10822. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  10823. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10824. return NULL;
  10825. break;
  10826. case SO_CLOUD_KILL:
  10827. skill_clear_group(src, 4);
  10828. break;
  10829. case SO_WARMER:
  10830. skill_clear_group(src, 8);
  10831. break;
  10832. case SO_VACUUM_EXTREME:
  10833. range++;
  10834. break;
  10835. case GN_WALLOFTHORN:
  10836. if( flag&1 )
  10837. limit = 3000;
  10838. val3 = (x<<16)|y;
  10839. break;
  10840. case KO_ZENKAI:
  10841. if( sd ){
  10842. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  10843. if( i < 5 ){
  10844. val1 = sd->talisman[i]; // no. of aura
  10845. val2 = i; // aura type
  10846. limit += val1 * 1000;
  10847. subunt = i - 1;
  10848. pc_del_talisman(sd, sd->talisman[i], i);
  10849. }
  10850. }
  10851. break;
  10852. }
  10853. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval));
  10854. group->val1=val1;
  10855. group->val2=val2;
  10856. group->val3=val3;
  10857. group->target_flag=target;
  10858. group->bl_flag= skill_get_unit_bl_target(skill_id);
  10859. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  10860. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  10861. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  10862. group->item_id = req_item;
  10863. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  10864. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  10865. active_flag = 0;
  10866. if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){
  10867. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  10868. if (sd)
  10869. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  10870. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  10871. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  10872. }
  10873. if (group->state.song_dance) {
  10874. if(sd){
  10875. sd->skill_id_dance = skill_id;
  10876. sd->skill_lv_dance = skill_lv;
  10877. }
  10878. if (
  10879. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv,
  10880. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  10881. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  10882. )
  10883. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  10884. }
  10885. limit = group->limit;
  10886. for( i = 0; i < layout->count; i++ )
  10887. {
  10888. struct skill_unit *unit;
  10889. int ux = x + layout->dx[i];
  10890. int uy = y + layout->dy[i];
  10891. int val1 = skill_lv;
  10892. int val2 = 0;
  10893. int alive = 1;
  10894. // are the coordinates out of range?
  10895. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  10896. continue;
  10897. }
  10898. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  10899. continue; // don't place skill units on walls (except for songs/dances/encores)
  10900. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  10901. continue; // no path between cell and center of casting.
  10902. switch( skill_id )
  10903. {
  10904. case MG_FIREWALL:
  10905. case NJ_KAENSIN:
  10906. val2=group->val2;
  10907. break;
  10908. case WZ_ICEWALL:
  10909. val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  10910. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  10911. break;
  10912. case HT_LANDMINE:
  10913. case MA_LANDMINE:
  10914. case HT_ANKLESNARE:
  10915. case HT_SHOCKWAVE:
  10916. case HT_SANDMAN:
  10917. case MA_SANDMAN:
  10918. case HT_FLASHER:
  10919. case HT_FREEZINGTRAP:
  10920. case MA_FREEZINGTRAP:
  10921. case HT_TALKIEBOX:
  10922. case HT_SKIDTRAP:
  10923. case MA_SKIDTRAP:
  10924. case HT_CLAYMORETRAP:
  10925. case HT_BLASTMINE:
  10926. case RA_ELECTRICSHOCKER:
  10927. case RA_CLUSTERBOMB:
  10928. case RA_MAGENTATRAP:
  10929. case RA_COBALTTRAP:
  10930. case RA_MAIZETRAP:
  10931. case RA_VERDURETRAP:
  10932. case RA_FIRINGTRAP:
  10933. case RA_ICEBOUNDTRAP:
  10934. case RL_B_TRAP:
  10935. val1 = 3500;
  10936. break;
  10937. case GS_DESPERADO:
  10938. val1 = abs(layout->dx[i]);
  10939. val2 = abs(layout->dy[i]);
  10940. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  10941. if (val2 > val1) val1 = val2;
  10942. if (val1) val1--;
  10943. val1 = 36 -12*val1;
  10944. } else //Diagonal edges
  10945. val1 = 28 -4*val1 -4*val2;
  10946. if (val1 < 1) val1 = 1;
  10947. val2 = 0;
  10948. break;
  10949. case WM_REVERBERATION:
  10950. val1 = 1 + skill_lv;
  10951. break;
  10952. case GN_WALLOFTHORN:
  10953. val1 = 2000 + 2000 * skill_lv;
  10954. break;
  10955. default:
  10956. if (group->state.song_dance&0x1)
  10957. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  10958. break;
  10959. }
  10960. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  10961. val2 |= UF_RANGEDSINGLEUNIT; // center.
  10962. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  10963. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  10964. if( range <= 0 )
  10965. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  10966. if( !alive )
  10967. continue;
  10968. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  10969. unit->limit=limit;
  10970. unit->range=range;
  10971. if (skill_id == PF_FOGWALL && alive == 2)
  10972. { //Double duration of cells on top of Deluge/Suiton
  10973. unit->limit *= 2;
  10974. group->limit = unit->limit;
  10975. }
  10976. // execute on all targets standing on this cell
  10977. if (range==0 && active_flag)
  10978. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  10979. }
  10980. if (!group->alive_count)
  10981. { //No cells? Something that was blocked completely by Land Protector?
  10982. skill_delunitgroup(group);
  10983. return NULL;
  10984. }
  10985. //success, unit created.
  10986. switch( skill_id ) {
  10987. case WZ_ICEWALL:
  10988. map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
  10989. break;
  10990. case NJ_TATAMIGAESHI: //Store number of tiles.
  10991. group->val1 = group->alive_count;
  10992. break;
  10993. }
  10994. return group;
  10995. }
  10996. /*==========================================
  10997. *
  10998. *------------------------------------------*/
  10999. void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick){skill_unit_onplace(src, bl, tick);}
  11000. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  11001. {
  11002. struct skill_unit_group *sg;
  11003. struct block_list *ss;
  11004. struct status_change *sc;
  11005. struct status_change_entry *sce;
  11006. enum sc_type type;
  11007. uint16 skill_id;
  11008. nullpo_ret(src);
  11009. nullpo_ret(bl);
  11010. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  11011. return 0;
  11012. nullpo_ret(sg=src->group);
  11013. nullpo_ret(ss=map_id2bl(sg->src_id));
  11014. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  11015. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11016. return 0; //AoE skills are ineffective. [Skotlex]
  11017. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11018. return 0; //Songs don't work in Basilica
  11019. sc = status_get_sc(bl);
  11020. if (sc && (sc->data[SC_HOVERING]
  11021. || (sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  11022. ))
  11023. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11024. //Under hovering characters are immune to trap and ground target skills.
  11025. type = status_skill2sc(sg->skill_id);
  11026. sce = (sc && type != -1)?sc->data[type]:NULL;
  11027. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11028. switch (sg->unit_id) {
  11029. case UNT_SPIDERWEB:
  11030. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  11031. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  11032. sc->data[SC_SPIDERWEB]->val2++;
  11033. break;
  11034. } else if( sc && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
  11035. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11036. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
  11037. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  11038. if( td )
  11039. sec = DIFF_TICK(td->tick, tick);
  11040. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  11041. clif_fixpos(bl);
  11042. sg->val2 = bl->id;
  11043. }
  11044. else
  11045. sec = 3000; //Couldn't trap it?
  11046. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11047. }
  11048. break;
  11049. case UNT_SAFETYWALL:
  11050. if (!sce)
  11051. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  11052. break;
  11053. case UNT_BLOODYLUST:
  11054. if (sg->src_id == bl->id)
  11055. break; //Does not affect the caster.
  11056. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  11057. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  11058. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  11059. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  11060. break;
  11061. case UNT_PNEUMA:
  11062. case UNT_CHAOSPANIC:
  11063. if (!sce)
  11064. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11065. break;
  11066. case UNT_WARP_WAITING: {
  11067. int working = sg->val1&0xffff;
  11068. if(bl->type==BL_PC && !working){
  11069. struct map_session_data *sd = (struct map_session_data *)bl;
  11070. if((!sd->chatID || battle_config.chat_warpportal)
  11071. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  11072. {
  11073. int x = sg->val2>>16;
  11074. int y = sg->val2&0xffff;
  11075. int count = sg->val1>>16;
  11076. unsigned short m = sg->val3;
  11077. if( --count <= 0 )
  11078. skill_delunitgroup(sg);
  11079. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  11080. working = 1;/* we break it because officials break it, lovely stuff. */
  11081. sg->val1 = (count<<16)|working;
  11082. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  11083. }
  11084. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  11085. int16 m = map_mapindex2mapid(sg->val3);
  11086. if (m < 0) break; //Map not available on this map-server.
  11087. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  11088. }
  11089. }
  11090. break;
  11091. case UNT_QUAGMIRE:
  11092. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  11093. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11094. break;
  11095. case UNT_VOLCANO:
  11096. case UNT_DELUGE:
  11097. case UNT_VIOLENTGALE:
  11098. if(!sce)
  11099. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11100. break;
  11101. case UNT_SUITON:
  11102. if(!sce)
  11103. sc_start4(ss, bl,type,100,sg->skill_lv,
  11104. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  11105. 0,0,sg->limit);
  11106. break;
  11107. case UNT_HERMODE:
  11108. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  11109. status_change_clear_buffs(bl,1); //Should dispell only allies.
  11110. case UNT_RICHMANKIM:
  11111. case UNT_ETERNALCHAOS:
  11112. case UNT_DRUMBATTLEFIELD:
  11113. case UNT_RINGNIBELUNGEN:
  11114. case UNT_ROKISWEIL:
  11115. case UNT_INTOABYSS:
  11116. case UNT_SIEGFRIED:
  11117. //Needed to check when a dancer/bard leaves their ensemble area.
  11118. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11119. return skill_id;
  11120. if (!sce)
  11121. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11122. break;
  11123. case UNT_WHISTLE:
  11124. case UNT_ASSASSINCROSS:
  11125. case UNT_POEMBRAGI:
  11126. case UNT_APPLEIDUN:
  11127. case UNT_HUMMING:
  11128. case UNT_DONTFORGETME:
  11129. case UNT_FORTUNEKISS:
  11130. case UNT_SERVICEFORYOU:
  11131. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11132. return 0;
  11133. if (!sc) return 0;
  11134. if (!sce)
  11135. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11136. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  11137. sce->val4 = 0; //remove the mark that we stepped out
  11138. delete_timer(sce->timer, status_change_timer);
  11139. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  11140. }
  11141. break;
  11142. case UNT_FOGWALL:
  11143. if (!sce)
  11144. {
  11145. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  11146. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  11147. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  11148. }
  11149. break;
  11150. case UNT_GRAVITATION:
  11151. if (!sce)
  11152. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  11153. break;
  11154. // officially, icewall has no problems existing on occupied cells [ultramage]
  11155. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  11156. // src->val1 = 0;
  11157. // if(src->limit + sg->tick > tick + 700)
  11158. // src->limit = DIFF_TICK(tick+700,sg->tick);
  11159. // break;
  11160. case UNT_MOONLIT:
  11161. //Knockback out of area if affected char isn't in Moonlit effect
  11162. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11163. break;
  11164. if (ss == bl) //Also needed to prevent infinite loop crash.
  11165. break;
  11166. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11167. break;
  11168. case UNT_WALLOFTHORN:
  11169. if( status_get_mode(bl)&MD_BOSS )
  11170. break; // iRO Wiki says that this skill don't affect to Boss monsters.
  11171. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
  11172. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11173. break;
  11174. case UNT_VOLCANIC_ASH:
  11175. if (!sce)
  11176. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11177. break;
  11178. case UNT_GD_LEADERSHIP:
  11179. case UNT_GD_GLORYWOUNDS:
  11180. case UNT_GD_SOULCOLD:
  11181. case UNT_GD_HAWKEYES:
  11182. if ( !sce )
  11183. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  11184. break;
  11185. }
  11186. return skill_id;
  11187. }
  11188. /*==========================================
  11189. *
  11190. *------------------------------------------*/
  11191. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  11192. {
  11193. struct skill_unit_group *sg;
  11194. struct block_list *ss;
  11195. TBL_PC* tsd;
  11196. struct status_data *tstatus;
  11197. struct status_change *tsc;
  11198. struct skill_unit_group_tickset *ts;
  11199. enum sc_type type;
  11200. uint16 skill_id;
  11201. int diff=0;
  11202. nullpo_ret(src);
  11203. nullpo_ret(bl);
  11204. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  11205. return 0;
  11206. nullpo_ret(sg=src->group);
  11207. nullpo_ret(ss=map_id2bl(sg->src_id));
  11208. tsd = BL_CAST(BL_PC, bl);
  11209. tsc = status_get_sc(bl);
  11210. if ( tsc && tsc->data[SC_HOVERING] )
  11211. return 0; //Under hovering characters are immune to trap and ground target skills.
  11212. tstatus = status_get_status_data(bl);
  11213. type = status_skill2sc(sg->skill_id);
  11214. skill_id = sg->skill_id;
  11215. if (sg->interval == -1) {
  11216. switch (sg->unit_id) {
  11217. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  11218. case UNT_FIREPILLAR_ACTIVE:
  11219. case UNT_ELECTRICSHOCKER:
  11220. case UNT_MANHOLE:
  11221. return 0;
  11222. default:
  11223. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  11224. return 0;
  11225. }
  11226. }
  11227. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  11228. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  11229. diff = DIFF_TICK(tick,ts->tick);
  11230. if (diff < 0)
  11231. return 0;
  11232. ts->tick = tick+sg->interval;
  11233. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  11234. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  11235. }
  11236. switch (sg->unit_id) {
  11237. case UNT_FIREWALL:
  11238. case UNT_KAEN: {
  11239. int count=0;
  11240. const int x = bl->x, y = bl->y;
  11241. if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
  11242. break;
  11243. //Take into account these hit more times than the timer interval can handle.
  11244. do
  11245. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  11246. while(--src->val2 && x == bl->x && y == bl->y &&
  11247. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  11248. if (src->val2<=0)
  11249. skill_delunit(src);
  11250. }
  11251. break;
  11252. case UNT_SANCTUARY:
  11253. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  11254. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  11255. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  11256. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  11257. } else {
  11258. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11259. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11260. #ifdef RENEWAL
  11261. if( md && md->mob_id == MOBID_EMPERIUM )
  11262. break;
  11263. #endif
  11264. if( md && mob_is_battleground(md) )
  11265. break;
  11266. if( tstatus->hp >= tstatus->max_hp )
  11267. break;
  11268. if( status_isimmune(bl) )
  11269. heal = 0;
  11270. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11271. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  11272. heal = ~heal + 1;
  11273. status_heal(bl, heal, 0, 0);
  11274. if( diff >= 500 )
  11275. sg->val1--;
  11276. }
  11277. if( sg->val1 <= 0 )
  11278. skill_delunitgroup(sg);
  11279. break;
  11280. case UNT_EVILLAND:
  11281. //Will heal demon and undead element monsters, but not players.
  11282. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  11283. { //Damage enemies
  11284. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  11285. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11286. } else {
  11287. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11288. if (tstatus->hp >= tstatus->max_hp)
  11289. break;
  11290. if (status_isimmune(bl))
  11291. heal = 0;
  11292. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11293. status_heal(bl, heal, 0, 0);
  11294. }
  11295. break;
  11296. case UNT_MAGNUS:
  11297. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  11298. break;
  11299. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11300. break;
  11301. case UNT_DUMMYSKILL:
  11302. switch (sg->skill_id)
  11303. {
  11304. case SG_SUN_WARM: //SG skills [Komurka]
  11305. case SG_MOON_WARM:
  11306. case SG_STAR_WARM:
  11307. {
  11308. int count = 0;
  11309. const int x = bl->x, y = bl->y;
  11310. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  11311. do
  11312. {
  11313. if( bl->type == BL_PC )
  11314. status_zap(bl, 0, 15); // sp damage to players
  11315. else // mobs
  11316. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  11317. {
  11318. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  11319. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  11320. }
  11321. else
  11322. { //should end when out of sp.
  11323. sg->limit = DIFF_TICK(tick,sg->tick);
  11324. break;
  11325. }
  11326. } while( x == bl->x && y == bl->y &&
  11327. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  11328. }
  11329. break;
  11330. /**
  11331. * The storm gust counter was dropped in renewal
  11332. **/
  11333. #ifndef RENEWAL
  11334. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  11335. if (tsc)
  11336. tsc->sg_counter++; //SG hit counter.
  11337. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  11338. tsc->sg_counter=0; //Attack absorbed.
  11339. break;
  11340. #endif
  11341. case GS_DESPERADO:
  11342. if (rnd()%100 < src->val1)
  11343. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11344. break;
  11345. case GN_CRAZYWEED_ATK:
  11346. if( bl->type == BL_SKILL ){
  11347. struct skill_unit *su = (struct skill_unit *)bl;
  11348. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  11349. break;
  11350. }
  11351. default:
  11352. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11353. }
  11354. break;
  11355. case UNT_FIREPILLAR_WAITING:
  11356. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  11357. skill_delunit(src);
  11358. break;
  11359. case UNT_SKIDTRAP:
  11360. {
  11361. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11362. sg->unit_id = UNT_USED_TRAPS;
  11363. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  11364. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11365. }
  11366. break;
  11367. case UNT_ANKLESNARE:
  11368. case UNT_MANHOLE:
  11369. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  11370. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11371. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  11372. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11373. if( td )
  11374. sec = DIFF_TICK(td->tick, tick);
  11375. if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg(src->bl.m) ) {
  11376. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  11377. clif_fixpos(bl);
  11378. }
  11379. sg->val2 = bl->id;
  11380. } else
  11381. sec = 3000; //Couldn't trap it?
  11382. if( sg->unit_id == UNT_ANKLESNARE ) {
  11383. clif_skillunit_update(&src->bl);
  11384. /**
  11385. * If you're snared from a trap that was invisible this makes the trap be
  11386. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  11387. * bugreport:3961
  11388. **/
  11389. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  11390. }
  11391. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11392. sg->interval = -1;
  11393. src->range = 0;
  11394. }
  11395. break;
  11396. case UNT_ELECTRICSHOCKER:
  11397. if( bl->id != ss->id ) {
  11398. if( status_get_mode(bl)&MD_BOSS )
  11399. break;
  11400. 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), 8) ) {
  11401. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  11402. clif_fixpos(bl);
  11403. }
  11404. map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
  11405. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11406. }
  11407. break;
  11408. case UNT_VENOMDUST:
  11409. if(tsc && !tsc->data[type])
  11410. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  11411. break;
  11412. case UNT_MAGENTATRAP:
  11413. case UNT_COBALTTRAP:
  11414. case UNT_MAIZETRAP:
  11415. case UNT_VERDURETRAP:
  11416. if( bl->type == BL_PC )// it won't work on players
  11417. break;
  11418. case UNT_FIRINGTRAP:
  11419. case UNT_ICEBOUNDTRAP:
  11420. case UNT_CLUSTERBOMB:
  11421. if( bl->id == ss->id )// it won't trigger on caster
  11422. break;
  11423. case UNT_LANDMINE:
  11424. case UNT_CLAYMORETRAP:
  11425. case UNT_BLASTMINE:
  11426. case UNT_SHOCKWAVE:
  11427. case UNT_SANDMAN:
  11428. case UNT_FLASHER:
  11429. case UNT_FREEZINGTRAP:
  11430. case UNT_FIREPILLAR_ACTIVE:
  11431. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  11432. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  11433. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  11434. sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
  11435. (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
  11436. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11437. break;
  11438. case UNT_TALKIEBOX:
  11439. if (sg->src_id == bl->id)
  11440. break;
  11441. if (sg->val2 == 0){
  11442. clif_talkiebox(&src->bl, sg->valstr);
  11443. sg->unit_id = UNT_USED_TRAPS;
  11444. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  11445. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  11446. sg->val2 = -1;
  11447. }
  11448. break;
  11449. case UNT_LULLABY:
  11450. if (ss->id == bl->id)
  11451. break;
  11452. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11453. break;
  11454. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  11455. if (ss->id != bl->id)
  11456. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11457. break;
  11458. case UNT_DISSONANCE:
  11459. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11460. break;
  11461. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  11462. {
  11463. int heal;
  11464. #ifdef RENEWAL
  11465. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11466. if( md && md->mob_id == MOBID_EMPERIUM )
  11467. break;
  11468. #endif
  11469. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  11470. break; // affects self only when soullinked
  11471. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  11472. if( tsc->data[SC_AKAITSUKI] && heal )
  11473. heal = ~heal + 1;
  11474. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11475. status_heal(bl, heal, 0, 0);
  11476. break;
  11477. }
  11478. case UNT_TATAMIGAESHI:
  11479. case UNT_DEMONSTRATION:
  11480. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11481. break;
  11482. case UNT_GOSPEL:
  11483. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  11484. break;
  11485. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  11486. { // Support Effect only on party, not guild
  11487. int heal;
  11488. int i = rnd()%13; // Positive buff count
  11489. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  11490. switch (i)
  11491. {
  11492. case 0: // Heal 1~9999 HP
  11493. heal = rnd() %9999+1;
  11494. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  11495. status_heal(bl,heal,0,0);
  11496. break;
  11497. case 1: // End all negative status
  11498. status_change_clear_buffs(bl,6);
  11499. if (tsd) clif_gospel_info(tsd, 0x15);
  11500. break;
  11501. case 2: // Immunity to all status
  11502. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  11503. if (tsd) clif_gospel_info(tsd, 0x16);
  11504. break;
  11505. case 3: // MaxHP +100%
  11506. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  11507. if (tsd) clif_gospel_info(tsd, 0x17);
  11508. break;
  11509. case 4: // MaxSP +100%
  11510. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  11511. if (tsd) clif_gospel_info(tsd, 0x18);
  11512. break;
  11513. case 5: // All stats +20
  11514. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  11515. if (tsd) clif_gospel_info(tsd, 0x19);
  11516. break;
  11517. case 6: // Level 10 Blessing
  11518. sc_start(ss, bl,SC_BLESSING,100,10,time);
  11519. break;
  11520. case 7: // Level 10 Increase AGI
  11521. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  11522. break;
  11523. case 8: // Enchant weapon with Holy element
  11524. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  11525. if (tsd) clif_gospel_info(tsd, 0x1c);
  11526. break;
  11527. case 9: // Enchant armor with Holy element
  11528. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  11529. if (tsd) clif_gospel_info(tsd, 0x1d);
  11530. break;
  11531. case 10: // DEF +25%
  11532. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  11533. if (tsd) clif_gospel_info(tsd, 0x1e);
  11534. break;
  11535. case 11: // ATK +100%
  11536. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  11537. if (tsd) clif_gospel_info(tsd, 0x1f);
  11538. break;
  11539. case 12: // HIT/Flee +50
  11540. sc_start(ss, bl,SC_INCHIT,100,50,time);
  11541. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  11542. if (tsd) clif_gospel_info(tsd, 0x20);
  11543. break;
  11544. }
  11545. }
  11546. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  11547. { // Offensive Effect
  11548. int i = rnd()%9; // Negative buff count
  11549. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  11550. switch (i)
  11551. {
  11552. case 0: // Deal 1~9999 damage
  11553. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11554. break;
  11555. case 1: // Curse
  11556. sc_start(ss, bl,SC_CURSE,100,1,time);
  11557. break;
  11558. case 2: // Blind
  11559. sc_start(ss, bl,SC_BLIND,100,1,time);
  11560. break;
  11561. case 3: // Poison
  11562. sc_start(ss, bl,SC_POISON,100,1,time);
  11563. break;
  11564. case 4: // Level 10 Provoke
  11565. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  11566. break;
  11567. case 5: // DEF -100%
  11568. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  11569. break;
  11570. case 6: // ATK -100%
  11571. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  11572. break;
  11573. case 7: // Flee -100%
  11574. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  11575. break;
  11576. case 8: // Speed/ASPD -25%
  11577. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  11578. break;
  11579. }
  11580. }
  11581. break;
  11582. case UNT_BASILICA:
  11583. {
  11584. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  11585. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11586. { // knock-back any enemy except Boss
  11587. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  11588. clif_fixpos(bl);
  11589. }
  11590. if( sg->src_id != bl->id && i <= 0 )
  11591. sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  11592. }
  11593. break;
  11594. case UNT_GRAVITATION:
  11595. case UNT_EARTHSTRAIN:
  11596. case UNT_FIREWALK:
  11597. case UNT_ELECTRICWALK:
  11598. case UNT_PSYCHIC_WAVE:
  11599. case UNT_MAGMA_ERUPTION:
  11600. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11601. break;
  11602. case UNT_GROUNDDRIFT_WIND:
  11603. case UNT_GROUNDDRIFT_DARK:
  11604. case UNT_GROUNDDRIFT_POISON:
  11605. case UNT_GROUNDDRIFT_WATER:
  11606. case UNT_GROUNDDRIFT_FIRE:
  11607. map_foreachinrange(skill_trap_splash,&src->bl,
  11608. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  11609. &src->bl,tick);
  11610. sg->unit_id = UNT_USED_TRAPS;
  11611. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  11612. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11613. break;
  11614. /**
  11615. * 3rd stuff
  11616. **/
  11617. case UNT_POISONSMOKE:
  11618. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  11619. sc_start(ss, bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  11620. break;
  11621. case UNT_EPICLESIS:
  11622. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  11623. {
  11624. if( ++sg->val2 % 3 == 0 ) {
  11625. int hp, sp;
  11626. switch( sg->skill_lv ) {
  11627. case 1: case 2: hp = 3; sp = 2; break;
  11628. case 3: case 4: hp = 4; sp = 3; break;
  11629. case 5: default: hp = 5; sp = 4; break;
  11630. }
  11631. hp = tstatus->max_hp * hp / 100;
  11632. sp = tstatus->max_sp * sp / 100;
  11633. status_heal(bl, hp, sp, 2);
  11634. sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
  11635. }
  11636. // Reveal hidden players every 5 seconds.
  11637. if( sg->val2 % 5 == 0 ) {
  11638. // TODO: check if other hidden status can be removed.
  11639. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  11640. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  11641. }
  11642. }
  11643. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  11644. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  11645. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  11646. break;
  11647. case UNT_STEALTHFIELD:
  11648. if( bl->id == sg->src_id )
  11649. break; // Dont work on Self (video shows that)
  11650. case UNT_NEUTRALBARRIER:
  11651. sc_start(ss, bl,type,100,sg->skill_lv,sg->interval + 100);
  11652. break;
  11653. case UNT_DIMENSIONDOOR:
  11654. if( tsd && !map[bl->m].flag.noteleport )
  11655. pc_randomwarp(tsd,3);
  11656. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  11657. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  11658. break;
  11659. case UNT_REVERBERATION:
  11660. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  11661. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  11662. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  11663. sg->unit_id = UNT_USED_TRAPS;
  11664. break;
  11665. case UNT_SEVERE_RAINSTORM:
  11666. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  11667. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  11668. break;
  11669. case UNT_NETHERWORLD:
  11670. if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY) > 0 ) {
  11671. if( !(tsc && tsc->data[type]) ){
  11672. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  11673. sg->limit = DIFF_TICK(tick,sg->tick);
  11674. sg->unit_id = UNT_USED_TRAPS;
  11675. }
  11676. }
  11677. break;
  11678. case UNT_THORNS_TRAP:
  11679. if( tsc ) {
  11680. if( !sg->val2 ) {
  11681. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  11682. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  11683. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11684. if( td )
  11685. sec = DIFF_TICK(td->tick, tick);
  11686. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  11687. clif_fixpos(bl);
  11688. sg->val2 = bl->id;
  11689. } else
  11690. sec = 3000; // Couldn't trap it?
  11691. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  11692. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  11693. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  11694. }
  11695. break;
  11696. case UNT_DEMONIC_FIRE: {
  11697. TBL_PC* sd = BL_CAST(BL_PC, ss);
  11698. switch( sg->val2 ) {
  11699. case 1:
  11700. case 2:
  11701. default:
  11702. sc_start(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
  11703. skill_get_time2(sg->skill_id, sg->skill_lv));
  11704. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl,
  11705. sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  11706. break;
  11707. case 3:
  11708. skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
  11709. CR_ACIDDEMONSTRATION, ((sd) ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skill_get_max(CR_ACIDDEMONSTRATION)), tick, 0);
  11710. break;
  11711. }
  11712. }
  11713. break;
  11714. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11715. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
  11716. break;
  11717. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11718. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
  11719. break;
  11720. case UNT_HELLS_PLANT:
  11721. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
  11722. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
  11723. if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
  11724. skill_delunit(sg->unit); // deleting it directly to avoid extra hits
  11725. break;
  11726. case UNT_CLOUD_KILL:
  11727. if(tsc && !tsc->data[type])
  11728. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  11729. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11730. break;
  11731. case UNT_WARMER:
  11732. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  11733. int hp = tstatus->max_hp * sg->skill_lv / 100;
  11734. struct status_change *ssc = status_get_sc(ss);
  11735. if( ssc && ssc->data[SC_HEATER_OPTION] )
  11736. hp *= 3 / 100;
  11737. if( tstatus->hp != tstatus->max_hp )
  11738. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
  11739. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  11740. hp = ~hp + 1;
  11741. status_heal(bl, hp, 0, 0);
  11742. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  11743. }
  11744. break;
  11745. case UNT_FIRE_INSIGNIA:
  11746. case UNT_WATER_INSIGNIA:
  11747. case UNT_WIND_INSIGNIA:
  11748. case UNT_EARTH_INSIGNIA:
  11749. case UNT_ZEPHYR:
  11750. sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval);
  11751. if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
  11752. int hp = tstatus->max_hp / 100; //+1% each 5s
  11753. if ((sg->val3) % 5) { //each 5s
  11754. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  11755. status_heal(bl, hp, 0, 2);
  11756. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  11757. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  11758. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  11759. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  11760. ){
  11761. status_heal(bl, -hp, 0, 0);
  11762. }
  11763. }
  11764. sg->val3++; //timer
  11765. if (sg->val3 > 5) sg->val3 = 0;
  11766. }
  11767. break;
  11768. case UNT_VACUUM_EXTREME:
  11769. {// TODO: official behavior in gvg area. [malufett]
  11770. int sec = sg->limit - DIFF_TICK(tick, sg->tick);
  11771. int range = skill_get_unit_range(sg->skill_id, sg->skill_lv);
  11772. if( tsc && !tsc->data[type] &&
  11773. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
  11774. sc_start(ss, bl, type, 100, sg->skill_lv, sec);
  11775. if( unit_is_walking(bl) && // wait until target stop walking
  11776. ( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range ))
  11777. break;
  11778. if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) )
  11779. break;
  11780. if( unit_is_walking(bl) &&
  11781. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop
  11782. unit_stop_walking(bl,1);
  11783. if( !unit_is_walking(bl) &&
  11784. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or
  11785. src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center
  11786. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  11787. clif_fixpos(bl);
  11788. }
  11789. }
  11790. break;
  11791. case UNT_FIRE_MANTLE:
  11792. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  11793. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11794. break;
  11795. case UNT_ZENKAI_WATER:
  11796. case UNT_ZENKAI_LAND:
  11797. case UNT_ZENKAI_FIRE:
  11798. case UNT_ZENKAI_WIND:
  11799. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
  11800. switch( sg->unit_id ){
  11801. case UNT_ZENKAI_WATER:
  11802. sc_start(ss, bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11803. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11804. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11805. break;
  11806. case UNT_ZENKAI_LAND:
  11807. sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11808. sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11809. break;
  11810. case UNT_ZENKAI_FIRE:
  11811. sc_start(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11812. break;
  11813. case UNT_ZENKAI_WIND:
  11814. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11815. sc_start(ss,bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11816. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11817. break;
  11818. }
  11819. }else
  11820. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  11821. break;
  11822. case UNT_MAKIBISHI:
  11823. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11824. sg->limit = DIFF_TICK(tick, sg->tick);
  11825. sg->unit_id = UNT_USED_TRAPS;
  11826. break;
  11827. case UNT_LAVA_SLIDE:
  11828. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11829. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  11830. sg->limit = DIFF_TICK(tick, sg->tick);
  11831. break;
  11832. case UNT_POISON_MIST:
  11833. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11834. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), 2|8);
  11835. break;
  11836. case UNT_B_TRAP:
  11837. sc_start(ss,bl,SC_B_TRAP,100,sg->skill_lv,max(status_get_str(bl) * 150,5000)); //(custom)
  11838. sg->unit_id = UNT_USED_TRAPS;
  11839. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  11840. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11841. break;
  11842. /*case UNT_FIRE_RAIN:
  11843. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  11844. break;*/
  11845. }
  11846. if (bl->type == BL_MOB && ss != bl)
  11847. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  11848. return skill_id;
  11849. }
  11850. /*==========================================
  11851. * Triggered when a char steps out of a skill cell
  11852. *------------------------------------------*/
  11853. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  11854. {
  11855. struct skill_unit_group *sg;
  11856. struct status_change *sc;
  11857. struct status_change_entry *sce;
  11858. enum sc_type type;
  11859. nullpo_ret(src);
  11860. nullpo_ret(bl);
  11861. nullpo_ret(sg=src->group);
  11862. sc = status_get_sc(bl);
  11863. type = status_skill2sc(sg->skill_id);
  11864. sce = (sc && type != -1)?sc->data[type]:NULL;
  11865. if( bl->prev==NULL ||
  11866. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  11867. return 0;
  11868. switch(sg->unit_id){
  11869. case UNT_SAFETYWALL:
  11870. case UNT_PNEUMA:
  11871. case UNT_EPICLESIS://Arch Bishop
  11872. case UNT_NEUTRALBARRIER:
  11873. case UNT_STEALTHFIELD:
  11874. if (sce)
  11875. status_change_end(bl, type, INVALID_TIMER);
  11876. break;
  11877. case UNT_BASILICA:
  11878. if (sce)
  11879. status_change_end(bl, type, INVALID_TIMER);
  11880. break;
  11881. case UNT_HERMODE: //Clear Hermode if the owner moved.
  11882. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  11883. status_change_end(bl, type, INVALID_TIMER);
  11884. break;
  11885. case UNT_SPIDERWEB:
  11886. {
  11887. struct block_list *target = map_id2bl(sg->val2);
  11888. if (target && target==bl) {
  11889. if (sce && sce->val3 == sg->group_id)
  11890. status_change_end(bl, type, INVALID_TIMER);
  11891. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  11892. }
  11893. break;
  11894. }
  11895. case UNT_DISSONANCE:
  11896. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  11897. {
  11898. short i;
  11899. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  11900. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  11901. type = status_skill2sc(i);
  11902. sce = (sc && type != -1)?sc->data[type]:NULL;
  11903. if(sce)
  11904. return i;
  11905. }
  11906. }
  11907. }
  11908. case UNT_WHISTLE:
  11909. case UNT_ASSASSINCROSS:
  11910. case UNT_POEMBRAGI:
  11911. case UNT_APPLEIDUN:
  11912. case UNT_HUMMING:
  11913. case UNT_DONTFORGETME:
  11914. case UNT_FORTUNEKISS:
  11915. case UNT_SERVICEFORYOU:
  11916. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11917. return -1;
  11918. }
  11919. return sg->skill_id;
  11920. }
  11921. /*==========================================
  11922. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  11923. *------------------------------------------*/
  11924. int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick)
  11925. {
  11926. struct status_change *sc;
  11927. struct status_change_entry *sce;
  11928. enum sc_type type;
  11929. sc = status_get_sc(bl);
  11930. if (sc && !sc->count)
  11931. sc = NULL;
  11932. type = status_skill2sc(skill_id);
  11933. sce = (sc && type != -1)?sc->data[type]:NULL;
  11934. switch (skill_id)
  11935. {
  11936. case WZ_QUAGMIRE:
  11937. if (bl->type==BL_MOB)
  11938. break;
  11939. if (sce)
  11940. status_change_end(bl, type, INVALID_TIMER);
  11941. break;
  11942. case BD_LULLABY:
  11943. case BD_RICHMANKIM:
  11944. case BD_ETERNALCHAOS:
  11945. case BD_DRUMBATTLEFIELD:
  11946. case BD_RINGNIBELUNGEN:
  11947. case BD_ROKISWEIL:
  11948. case BD_INTOABYSS:
  11949. case BD_SIEGFRIED:
  11950. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  11951. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  11952. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  11953. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  11954. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  11955. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  11956. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  11957. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11958. }
  11959. case MH_STEINWAND:
  11960. case MG_SAFETYWALL:
  11961. case AL_PNEUMA:
  11962. case SA_VOLCANO:
  11963. case SA_DELUGE:
  11964. case SA_VIOLENTGALE:
  11965. case CG_HERMODE:
  11966. case HW_GRAVITATION:
  11967. case HP_BASILICA:
  11968. case NJ_SUITON:
  11969. case SC_MAELSTROM:
  11970. case EL_WATER_BARRIER:
  11971. case EL_ZEPHYR:
  11972. case EL_POWER_OF_GAIA:
  11973. case SO_FIRE_INSIGNIA:
  11974. case SO_WATER_INSIGNIA:
  11975. case SO_WIND_INSIGNIA:
  11976. case SO_EARTH_INSIGNIA:
  11977. case SC_BLOODYLUST:
  11978. if (sce)
  11979. status_change_end(bl, type, INVALID_TIMER);
  11980. break;
  11981. case BA_DISSONANCE:
  11982. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  11983. {
  11984. short i;
  11985. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  11986. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  11987. type = status_skill2sc(i);
  11988. sce = (sc && type != -1)?sc->data[type]:NULL;
  11989. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  11990. delete_timer(sce->timer, status_change_timer);
  11991. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  11992. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  11993. }
  11994. }
  11995. }
  11996. }
  11997. break;
  11998. case BA_POEMBRAGI:
  11999. case BA_WHISTLE:
  12000. case BA_ASSASSINCROSS:
  12001. case BA_APPLEIDUN:
  12002. case DC_HUMMING:
  12003. case DC_DONTFORGETME:
  12004. case DC_FORTUNEKISS:
  12005. case DC_SERVICEFORYOU:
  12006. if (sce)
  12007. {
  12008. delete_timer(sce->timer, status_change_timer);
  12009. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  12010. //not possible on our current implementation.
  12011. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12012. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  12013. }
  12014. break;
  12015. case PF_FOGWALL:
  12016. if (sce)
  12017. {
  12018. status_change_end(bl, type, INVALID_TIMER);
  12019. if ((sce=sc->data[SC_BLIND]))
  12020. {
  12021. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  12022. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  12023. else {
  12024. delete_timer(sce->timer, status_change_timer);
  12025. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  12026. }
  12027. }
  12028. }
  12029. break;
  12030. case GD_LEADERSHIP:
  12031. case GD_GLORYWOUNDS:
  12032. case GD_SOULCOLD:
  12033. case GD_HAWKEYES:
  12034. if( !(sce && sce->val4) )
  12035. status_change_end(bl, type, INVALID_TIMER);
  12036. break;
  12037. }
  12038. return skill_id;
  12039. }
  12040. /*==========================================
  12041. * Invoked when a unit cell has been placed/removed/deleted.
  12042. * flag values:
  12043. * flag&1: Invoke onplace function (otherwise invoke onout)
  12044. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  12045. * flag&8: Recursive
  12046. *------------------------------------------*/
  12047. static int skill_unit_effect (struct block_list* bl, va_list ap)
  12048. {
  12049. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  12050. struct skill_unit_group* group = unit->group;
  12051. unsigned int tick = va_arg(ap,unsigned int);
  12052. unsigned int flag = va_arg(ap,unsigned int);
  12053. uint16 skill_id;
  12054. bool dissonance = false;
  12055. bool isTarget = false;
  12056. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  12057. return 0;
  12058. nullpo_ret(group);
  12059. if( !(flag&8) ) {
  12060. dissonance = skill_dance_switch(unit, 0);
  12061. //Target-type check.
  12062. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  12063. }
  12064. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  12065. skill_id = group->skill_id;
  12066. if( isTarget ){
  12067. if( flag&1 )
  12068. skill_unit_onplace(unit,bl,tick);
  12069. else {
  12070. if( skill_unit_onout(unit,bl,tick) == -1 )
  12071. return 0; // Don't let a Bard/Dancer update their own song timer
  12072. }
  12073. if( flag&4 )
  12074. skill_unit_onleft(skill_id, bl, tick);
  12075. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  12076. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  12077. if( dissonance ) {
  12078. skill_dance_switch(unit, 1);
  12079. //we placed a dissonance, let's update
  12080. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  12081. }
  12082. return 0;
  12083. }
  12084. /*==========================================
  12085. *
  12086. *------------------------------------------*/
  12087. int64 skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int64 damage, unsigned int tick)
  12088. {
  12089. struct skill_unit_group *sg;
  12090. nullpo_ret(src);
  12091. nullpo_ret(sg=src->group);
  12092. switch( sg->unit_id ) {
  12093. case UNT_BLASTMINE:
  12094. case UNT_SKIDTRAP:
  12095. case UNT_LANDMINE:
  12096. case UNT_SHOCKWAVE:
  12097. case UNT_SANDMAN:
  12098. case UNT_FLASHER:
  12099. case UNT_CLAYMORETRAP:
  12100. case UNT_FREEZINGTRAP:
  12101. case UNT_TALKIEBOX:
  12102. case UNT_ANKLESNARE:
  12103. case UNT_ICEWALL:
  12104. case UNT_REVERBERATION:
  12105. case UNT_WALLOFTHORN:
  12106. src->val1-=(int)cap_value(damage,INT_MIN,INT_MAX);
  12107. break;
  12108. default:
  12109. damage = 0;
  12110. break;
  12111. }
  12112. return damage;
  12113. }
  12114. /*==========================================
  12115. *
  12116. *------------------------------------------*/
  12117. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  12118. {
  12119. int *c, skill_id;
  12120. struct block_list *src;
  12121. struct map_session_data *sd;
  12122. struct map_session_data *tsd;
  12123. int *p_sd; //Contains the list of characters found.
  12124. nullpo_ret(bl);
  12125. nullpo_ret(tsd=(struct map_session_data*)bl);
  12126. nullpo_ret(src=va_arg(ap,struct block_list *));
  12127. nullpo_ret(sd=(struct map_session_data*)src);
  12128. c=va_arg(ap,int *);
  12129. p_sd = va_arg(ap, int *);
  12130. skill_id = va_arg(ap,int);
  12131. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  12132. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  12133. if (bl == src)
  12134. return 0;
  12135. if(pc_isdead(tsd))
  12136. return 0;
  12137. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  12138. return 0;
  12139. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  12140. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  12141. p_sd[(*c)++] = tsd->bl.id;
  12142. return 1;
  12143. } else {
  12144. switch(skill_id) {
  12145. case PR_BENEDICTIO: {
  12146. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  12147. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  12148. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  12149. && sd->status.sp >= 10)
  12150. p_sd[(*c)++]=tsd->bl.id;
  12151. return 1;
  12152. }
  12153. case AB_ADORAMUS:
  12154. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  12155. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  12156. p_sd[(*c)++] = tsd->bl.id;
  12157. return 1;
  12158. case WL_COMET:
  12159. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  12160. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  12161. p_sd[(*c)++] = tsd->bl.id;
  12162. return 1;
  12163. case LG_RAYOFGENESIS:
  12164. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  12165. tsd->sc.data[SC_BANDING] )
  12166. p_sd[(*c)++] = tsd->bl.id;
  12167. return 1;
  12168. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  12169. {
  12170. uint16 skill_lv;
  12171. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  12172. return 0;
  12173. if (sd->status.sex != tsd->status.sex &&
  12174. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  12175. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  12176. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  12177. sd->status.party_id && tsd->status.party_id &&
  12178. sd->status.party_id == tsd->status.party_id &&
  12179. !tsd->sc.data[SC_DANCING])
  12180. {
  12181. p_sd[(*c)++]=tsd->bl.id;
  12182. return skill_lv;
  12183. } else {
  12184. return 0;
  12185. }
  12186. }
  12187. break;
  12188. }
  12189. }
  12190. return 0;
  12191. }
  12192. /*==========================================
  12193. * Checks and stores partners for ensemble skills [Skotlex]
  12194. *------------------------------------------*/
  12195. int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  12196. {
  12197. static int c=0;
  12198. static int p_sd[2] = { 0, 0 };
  12199. int i;
  12200. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  12201. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  12202. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  12203. if (cast_flag) { //Execute the skill on the partners.
  12204. struct map_session_data* tsd;
  12205. switch (skill_id) {
  12206. case PR_BENEDICTIO:
  12207. for (i = 0; i < c; i++) {
  12208. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  12209. status_charge(&tsd->bl, 0, 10);
  12210. }
  12211. return c;
  12212. case AB_ADORAMUS:
  12213. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  12214. i = 2 * (*skill_lv);
  12215. status_charge(&tsd->bl, 0, i);
  12216. }
  12217. break;
  12218. case WM_GREAT_ECHO:
  12219. for( i = 0; i < c; i++ ) {
  12220. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  12221. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  12222. }
  12223. break;
  12224. default: //Warning: Assuming Ensemble skills here (for speed)
  12225. if( is_chorus )
  12226. break;//Chorus skills are not to be parsed as ensambles
  12227. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  12228. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  12229. 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);
  12230. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  12231. tsd->skill_id_dance = skill_id;
  12232. tsd->skill_lv_dance = *skill_lv;
  12233. }
  12234. return c;
  12235. }
  12236. }
  12237. //Else: new search for partners.
  12238. c = 0;
  12239. memset (p_sd, 0, sizeof(p_sd));
  12240. if( is_chorus )
  12241. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  12242. else
  12243. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  12244. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  12245. *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.
  12246. return c;
  12247. }
  12248. /*==========================================
  12249. * Sub function to count how many spawned mob is around
  12250. * return :
  12251. * x : numbers of mob of class with special ai
  12252. *------------------------------------------*/
  12253. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  12254. {
  12255. int *c,src_id,mob_class,skill;
  12256. uint16 ai;
  12257. struct mob_data *md;
  12258. md=(struct mob_data*)bl;
  12259. src_id=va_arg(ap,int);
  12260. mob_class=va_arg(ap,int);
  12261. skill=va_arg(ap,int);
  12262. c=va_arg(ap,int *);
  12263. ai = (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:skill == MH_SUMMON_LEGION?5:3);
  12264. if( md->master_id != src_id || md->special_state.ai != ai)
  12265. return 0; //Non alchemist summoned mobs have nothing to do here.
  12266. if(md->mob_id==mob_class)
  12267. (*c)++;
  12268. return 1;
  12269. }
  12270. /*==========================================
  12271. * Determines if a given skill should be made to consume ammo
  12272. * when used by the player. [Skotlex]
  12273. *------------------------------------------*/
  12274. int skill_isammotype (struct map_session_data *sd, int skill)
  12275. {
  12276. return (
  12277. battle_config.arrow_decrement==2 &&
  12278. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  12279. skill != HT_PHANTASMIC &&
  12280. skill_get_type(skill) == BF_WEAPON &&
  12281. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  12282. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  12283. );
  12284. }
  12285. /** Check skill condition when cast begin
  12286. * NOTE: For ammo, only check if the skill need ammo, for checking ammo requirement (type and amount) will be skill_check_condition_castend
  12287. * @param sd Player who uses skill
  12288. * @param skill_id ID of used skill
  12289. * @param skill_lv Level of used skill
  12290. * @return true: All condition passed, false: Failed
  12291. */
  12292. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
  12293. struct status_data *status;
  12294. struct status_change *sc;
  12295. struct skill_condition require;
  12296. int i;
  12297. uint32 inf2, inf3;
  12298. nullpo_retr(false,sd);
  12299. if (sd->chatID) return false;
  12300. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  12301. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12302. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12303. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12304. return true;
  12305. }
  12306. switch( sd->menuskill_id ) {
  12307. case AM_PHARMACY:
  12308. switch( skill_id ) {
  12309. case AM_PHARMACY:
  12310. case AC_MAKINGARROW:
  12311. case BS_REPAIRWEAPON:
  12312. case AM_TWILIGHT1:
  12313. case AM_TWILIGHT2:
  12314. case AM_TWILIGHT3:
  12315. return false;
  12316. }
  12317. break;
  12318. case GN_MIX_COOKING:
  12319. case GN_MAKEBOMB:
  12320. case GN_S_PHARMACY:
  12321. case GN_CHANGEMATERIAL:
  12322. if( sd->menuskill_id != skill_id )
  12323. return false;
  12324. break;
  12325. }
  12326. status = &sd->battle_status;
  12327. sc = &sd->sc;
  12328. if( !sc->count )
  12329. sc = NULL;
  12330. if( sd->skillitem == skill_id )
  12331. {
  12332. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  12333. sd->state.abra_flag = 0;
  12334. else
  12335. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  12336. if( (i = sd->itemindex) == -1 ||
  12337. sd->status.inventory[i].nameid != sd->itemid ||
  12338. sd->inventory_data[i] == NULL ||
  12339. !sd->inventory_data[i]->flag.delay_consume ||
  12340. sd->status.inventory[i].amount < 1
  12341. )
  12342. { //Something went wrong, item exploit?
  12343. sd->itemid = sd->itemindex = -1;
  12344. return false;
  12345. }
  12346. //Consume
  12347. sd->itemid = sd->itemindex = -1;
  12348. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  12349. ; //Do not consume item.
  12350. else if( sd->status.inventory[i].expire_time == 0 )
  12351. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  12352. }
  12353. return true;
  12354. }
  12355. if( pc_is90overweight(sd) ) {
  12356. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12357. return false;
  12358. }
  12359. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  12360. return false;
  12361. //Checks if disabling skill - in which case no SP requirements are necessary
  12362. if( sc && skill_disable_check(sc,skill_id))
  12363. return true;
  12364. inf3 = skill_get_inf3(skill_id);
  12365. // Check the skills that can be used while mounted on a warg
  12366. if( pc_isridingwug(sd) ) {
  12367. if(!(inf3&INF3_USABLE_WARG))
  12368. return false; // in official there is no message.
  12369. }
  12370. if( pc_ismadogear(sd) ) {
  12371. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  12372. //Only Mechanic exlcusive skill can be used.
  12373. if(inf3&INF3_DIS_MADO){
  12374. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12375. return false;
  12376. }
  12377. }
  12378. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  12379. return false;
  12380. require = skill_get_requirement(sd,skill_id,skill_lv);
  12381. //Can only update state when weapon/arrow info is checked.
  12382. sd->state.arrow_atk = require.ammo?1:0;
  12383. // perform skill-group checks
  12384. inf2 = skill_get_inf2(skill_id);
  12385. if(inf2&INF2_CHORUS_SKILL) {
  12386. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  12387. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12388. return false;
  12389. }
  12390. }
  12391. else if(inf2&INF2_ENSEMBLE_SKILL) {
  12392. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  12393. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12394. return false;
  12395. }
  12396. }
  12397. // perform skill-specific checks (and actions)
  12398. switch( skill_id ) {
  12399. case SO_SPELLFIST:
  12400. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  12401. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12402. return false;
  12403. }
  12404. case SA_CASTCANCEL:
  12405. if(sd->ud.skilltimer == INVALID_TIMER) {
  12406. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12407. return false;
  12408. }
  12409. break;
  12410. case AS_CLOAKING:
  12411. {
  12412. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  12413. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  12414. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  12415. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  12416. int i;
  12417. ARR_FIND( 0, 8, i, map_getcell(sd->bl.m, sd->bl.x+dx[i], sd->bl.y+dy[i], CELL_CHKNOPASS) != 0 );
  12418. if( i == 8 ) {
  12419. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12420. return false;
  12421. }
  12422. }
  12423. break;
  12424. }
  12425. case AL_WARP:
  12426. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  12427. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  12428. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  12429. return false;
  12430. }
  12431. break;
  12432. case MO_CALLSPIRITS:
  12433. if(sc && sc->data[SC_RAISINGDRAGON])
  12434. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  12435. if(sd->spiritball >= skill_lv) {
  12436. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12437. return false;
  12438. }
  12439. break;
  12440. case MO_FINGEROFFENSIVE:
  12441. case GS_FLING:
  12442. case SR_RAMPAGEBLASTER:
  12443. case SR_RIDEINLIGHTNING:
  12444. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  12445. sd->spiritball_old = require.spiritball = sd->spiritball;
  12446. else
  12447. sd->spiritball_old = require.spiritball;
  12448. break;
  12449. case MO_CHAINCOMBO:
  12450. if(!sc)
  12451. return false;
  12452. if(sc->data[SC_BLADESTOP])
  12453. break;
  12454. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  12455. break;
  12456. return false;
  12457. case MO_COMBOFINISH:
  12458. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  12459. return false;
  12460. break;
  12461. case CH_TIGERFIST:
  12462. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  12463. return false;
  12464. break;
  12465. case CH_CHAINCRUSH:
  12466. if(!(sc && sc->data[SC_COMBO]))
  12467. return false;
  12468. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  12469. return false;
  12470. break;
  12471. case MO_EXTREMITYFIST:
  12472. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  12473. // return false;
  12474. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  12475. break;
  12476. if( sc && sc->data[SC_COMBO] ) {
  12477. switch(sc->data[SC_COMBO]->val1) {
  12478. case MO_COMBOFINISH:
  12479. case CH_TIGERFIST:
  12480. case CH_CHAINCRUSH:
  12481. break;
  12482. default:
  12483. return false;
  12484. }
  12485. }
  12486. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  12487. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12488. return false;
  12489. }
  12490. break;
  12491. case TK_MISSION:
  12492. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  12493. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12494. return false;
  12495. }
  12496. break;
  12497. case TK_READYCOUNTER:
  12498. case TK_READYDOWN:
  12499. case TK_READYSTORM:
  12500. case TK_READYTURN:
  12501. case TK_JUMPKICK:
  12502. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  12503. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12504. return false;
  12505. }
  12506. break;
  12507. case TK_TURNKICK:
  12508. case TK_STORMKICK:
  12509. case TK_DOWNKICK:
  12510. case TK_COUNTER:
  12511. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  12512. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  12513. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  12514. return false; //Combo needs to be ready
  12515. if (sc->data[SC_COMBO]->val3) { //Kick chain
  12516. //Do not repeat a kick.
  12517. if (sc->data[SC_COMBO]->val3 != skill_id)
  12518. break;
  12519. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  12520. return false;
  12521. }
  12522. if(sc->data[SC_COMBO]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
  12523. unit_cancel_combo(&sd->bl);
  12524. return false;
  12525. }
  12526. break; //Combo ready.
  12527. case BD_ADAPTATION:
  12528. {
  12529. int time;
  12530. if(!(sc && sc->data[SC_DANCING])) {
  12531. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12532. return false;
  12533. }
  12534. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  12535. if (skill_get_time(
  12536. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  12537. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  12538. - time < skill_get_time2(skill_id,skill_lv))
  12539. {
  12540. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12541. return false;
  12542. }
  12543. }
  12544. break;
  12545. case PR_BENEDICTIO:
  12546. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  12547. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12548. return false;
  12549. }
  12550. break;
  12551. case SL_SMA:
  12552. if(!(sc && sc->data[SC_SMA]))
  12553. return false;
  12554. break;
  12555. case HT_POWER:
  12556. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  12557. return false;
  12558. break;
  12559. case CG_HERMODE:
  12560. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  12561. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12562. return false;
  12563. }
  12564. break;
  12565. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  12566. {
  12567. int i,range = skill_get_splash(skill_id, skill_lv)+1;
  12568. int size = range*2+1;
  12569. for (i=0;i<size*size;i++) {
  12570. int x = sd->bl.x+(i%size-range);
  12571. int y = sd->bl.y+(i/size-range);
  12572. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  12573. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12574. return false;
  12575. }
  12576. }
  12577. }
  12578. break;
  12579. case PR_REDEMPTIO:
  12580. {
  12581. int exp;
  12582. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  12583. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  12584. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  12585. return false;
  12586. }
  12587. break;
  12588. }
  12589. case HP_BASILICA:
  12590. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  12591. if( sd ) {
  12592. int i,range = skill_get_unit_range(skill_id,skill_lv)+1;
  12593. int size = range*2+1;
  12594. for( i=0;i<size*size;i++ ) {
  12595. int x = sd->bl.x+(i%size-range);
  12596. int y = sd->bl.y+(i/size-range);
  12597. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  12598. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12599. return false;
  12600. }
  12601. }
  12602. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  12603. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12604. return false;
  12605. }
  12606. }
  12607. }
  12608. break;
  12609. case AM_TWILIGHT2:
  12610. case AM_TWILIGHT3:
  12611. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  12612. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12613. return false;
  12614. }
  12615. break;
  12616. case SG_SUN_WARM:
  12617. case SG_MOON_WARM:
  12618. case SG_STAR_WARM:
  12619. if (sc && sc->data[SC_MIRACLE])
  12620. break;
  12621. i = skill_id-SG_SUN_WARM;
  12622. if (sd->bl.m == sd->feel_map[i].m)
  12623. break;
  12624. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12625. return false;
  12626. break;
  12627. case SG_SUN_COMFORT:
  12628. case SG_MOON_COMFORT:
  12629. case SG_STAR_COMFORT:
  12630. if (sc && sc->data[SC_MIRACLE])
  12631. break;
  12632. i = skill_id-SG_SUN_COMFORT;
  12633. if (sd->bl.m == sd->feel_map[i].m &&
  12634. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  12635. break;
  12636. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12637. return false;
  12638. case SG_FUSION:
  12639. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  12640. break;
  12641. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  12642. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  12643. if( require.sp > 0 ) {
  12644. if (status->sp < (unsigned int)require.sp)
  12645. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  12646. else
  12647. status_zap(&sd->bl, 0, require.sp);
  12648. }
  12649. return false;
  12650. case GD_BATTLEORDER:
  12651. case GD_REGENERATION:
  12652. case GD_RESTORE:
  12653. if (!map_flag_gvg2(sd->bl.m)) {
  12654. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12655. return false;
  12656. }
  12657. case GD_EMERGENCYCALL:
  12658. case GD_ITEMEMERGENCYCALL:
  12659. // other checks were already done in skill_isNotOk()
  12660. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  12661. return false;
  12662. break;
  12663. case GS_GLITTERING:
  12664. if(sd->spiritball >= 10) {
  12665. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12666. return false;
  12667. }
  12668. break;
  12669. case NJ_ISSEN:
  12670. #ifdef RENEWAL
  12671. if (status->hp < (status->hp/100)) {
  12672. #else
  12673. if (status->hp < 2) {
  12674. #endif
  12675. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12676. return false;
  12677. }
  12678. case NJ_BUNSINJYUTSU:
  12679. if (!(sc && sc->data[SC_NEN])) {
  12680. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12681. return false;
  12682. }
  12683. break;
  12684. case NJ_ZENYNAGE:
  12685. case KO_MUCHANAGE:
  12686. if(sd->status.zeny < require.zeny) {
  12687. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  12688. return false;
  12689. }
  12690. break;
  12691. case PF_HPCONVERSION:
  12692. if (status->sp == status->max_sp)
  12693. return false; //Unusable when at full SP.
  12694. break;
  12695. case AM_CALLHOMUN: //Can't summon if a hom is already out
  12696. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  12697. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12698. return false;
  12699. }
  12700. break;
  12701. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  12702. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  12703. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12704. return false;
  12705. }
  12706. break;
  12707. /**
  12708. * Arch Bishop
  12709. **/
  12710. case AB_ANCILLA:
  12711. {
  12712. int count = 0;
  12713. for( i = 0; i < MAX_INVENTORY; i ++ )
  12714. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  12715. count += sd->status.inventory[i].amount;
  12716. if( count >= 3 ) {
  12717. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  12718. return false;
  12719. }
  12720. }
  12721. break;
  12722. /**
  12723. * Keeping as a note:
  12724. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  12725. **/
  12726. //case AB_LAUDAAGNUS:
  12727. //case AB_LAUDARAMUS:
  12728. // if( !sd->status.party_id ) {
  12729. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12730. // return false;
  12731. // }
  12732. // break;
  12733. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  12734. /**
  12735. * Warlock
  12736. **/
  12737. case WL_COMET:
  12738. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  12739. && sd->special_state.no_gemstone == 0
  12740. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  12741. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  12742. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12743. return false;
  12744. }
  12745. break;
  12746. case WL_SUMMONFB:
  12747. case WL_SUMMONBL:
  12748. case WL_SUMMONWB:
  12749. case WL_SUMMONSTONE:
  12750. if( sc ) {
  12751. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  12752. if( i == SC_SPHERE_5+1 ) { // No more free slots
  12753. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  12754. return false;
  12755. }
  12756. }
  12757. break;
  12758. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  12759. if( sc ) {
  12760. int j = 0;
  12761. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  12762. if( sc->data[i] ) {
  12763. j++;
  12764. }
  12765. if( j < 4 ) { // Need 4 spheres minimum
  12766. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12767. return false;
  12768. }
  12769. }
  12770. else { // no status at all? no spheres present
  12771. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12772. return false;
  12773. }
  12774. break;
  12775. /**
  12776. * Guilotine Cross
  12777. **/
  12778. case GC_HALLUCINATIONWALK:
  12779. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  12780. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12781. return false;
  12782. }
  12783. break;
  12784. case GC_COUNTERSLASH:
  12785. case GC_WEAPONCRUSH:
  12786. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  12787. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  12788. return false;
  12789. }
  12790. break;
  12791. /**
  12792. * Ranger
  12793. **/
  12794. case RA_WUGMASTERY:
  12795. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  12796. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12797. return false;
  12798. }
  12799. break;
  12800. case RA_WUGSTRIKE:
  12801. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  12802. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12803. return false;
  12804. }
  12805. break;
  12806. case RA_WUGRIDER:
  12807. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  12808. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12809. return false;
  12810. }
  12811. break;
  12812. case RA_WUGDASH:
  12813. if(!pc_isridingwug(sd)) {
  12814. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12815. return false;
  12816. }
  12817. break;
  12818. /**
  12819. * Royal Guard
  12820. **/
  12821. case LG_BANDING:
  12822. if( sc && sc->data[SC_INSPIRATION] ) {
  12823. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12824. return false;
  12825. }
  12826. break;
  12827. case LG_PRESTIGE:
  12828. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  12829. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12830. return false;
  12831. }
  12832. break;
  12833. case LG_RAGEBURST:
  12834. if( sd->spiritball == 0 ) {
  12835. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  12836. return false;
  12837. }
  12838. sd->spiritball_old = require.spiritball = sd->spiritball;
  12839. break;
  12840. case LG_RAYOFGENESIS:
  12841. if( sc && sc->data[SC_INSPIRATION] )
  12842. return true; // Don't check for partner.
  12843. if( !(sc && sc->data[SC_BANDING]) ) {
  12844. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12845. return false;
  12846. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  12847. return false; // Just fails, no msg here.
  12848. break;
  12849. case LG_HESPERUSLIT:
  12850. if( !sc || !sc->data[SC_BANDING] ) {
  12851. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12852. return false;
  12853. }
  12854. break;
  12855. case SR_FALLENEMPIRE:
  12856. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  12857. return false;
  12858. break;
  12859. case SR_CRESCENTELBOW:
  12860. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  12861. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  12862. return false;
  12863. }
  12864. break;
  12865. case SR_CURSEDCIRCLE:
  12866. if (map_flag_gvg(sd->bl.m)) {
  12867. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  12868. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  12869. char output[128];
  12870. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  12871. clif_colormes(sd,color_table[COLOR_RED], output);
  12872. return false;
  12873. }
  12874. }
  12875. if( sd->spiritball > 0 )
  12876. sd->spiritball_old = require.spiritball = sd->spiritball;
  12877. else {
  12878. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12879. return false;
  12880. }
  12881. break;
  12882. case SR_GATEOFHELL:
  12883. if( sd->spiritball > 0 )
  12884. sd->spiritball_old = require.spiritball;
  12885. break;
  12886. case SC_MANHOLE:
  12887. case SC_DIMENSIONDOOR:
  12888. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  12889. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12890. return false;
  12891. }
  12892. break;
  12893. case WM_GREAT_ECHO: {
  12894. int count;
  12895. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  12896. if( count < 1 ) {
  12897. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  12898. return false;
  12899. } else
  12900. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  12901. }
  12902. break;
  12903. case SO_FIREWALK:
  12904. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  12905. if( sc && sc->data[SC_PROPERTYWALK] &&
  12906. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  12907. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12908. return false;
  12909. }
  12910. break;
  12911. case SO_EL_CONTROL:
  12912. if( !sd->status.ele_id || !sd->ed ) {
  12913. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12914. return false;
  12915. }
  12916. break;
  12917. case RETURN_TO_ELDICASTES:
  12918. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  12919. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12920. return false;
  12921. }
  12922. break;
  12923. case LG_REFLECTDAMAGE:
  12924. case CR_REFLECTSHIELD:
  12925. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  12926. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12927. return false;
  12928. }
  12929. break;
  12930. case KO_KAHU_ENTEN:
  12931. case KO_HYOUHU_HUBUKI:
  12932. case KO_KAZEHU_SEIRAN:
  12933. case KO_DOHU_KOUKAI:
  12934. {
  12935. int ttype = skill_get_ele(skill_id, skill_lv);
  12936. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  12937. if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ) {
  12938. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12939. return false;
  12940. }
  12941. }
  12942. break;
  12943. case KO_KAIHOU:
  12944. case KO_ZENKAI:
  12945. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  12946. if( i > 4 ) {
  12947. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12948. return false;
  12949. }
  12950. break;
  12951. }
  12952. /* check state required */
  12953. switch (require.state) {
  12954. case ST_HIDDEN:
  12955. if(!pc_ishiding(sd)) {
  12956. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12957. return false;
  12958. }
  12959. break;
  12960. case ST_RIDING:
  12961. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  12962. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12963. return false;
  12964. }
  12965. break;
  12966. case ST_FALCON:
  12967. if(!pc_isfalcon(sd)) {
  12968. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12969. return false;
  12970. }
  12971. break;
  12972. case ST_CART:
  12973. if(!pc_iscarton(sd)) {
  12974. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  12975. return false;
  12976. }
  12977. break;
  12978. case ST_SHIELD:
  12979. if(sd->status.shield <= 0) {
  12980. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12981. return false;
  12982. }
  12983. break;
  12984. case ST_RECOV_WEIGHT_RATE:
  12985. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  12986. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12987. return false;
  12988. }
  12989. break;
  12990. case ST_MOVE_ENABLE:
  12991. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  12992. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  12993. if (!unit_can_move(&sd->bl)) {
  12994. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12995. return false;
  12996. }
  12997. break;
  12998. case ST_WATER:
  12999. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  13000. break;
  13001. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  13002. break;
  13003. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13004. return false;
  13005. case ST_RIDINGDRAGON:
  13006. if( !pc_isridingdragon(sd) ) {
  13007. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  13008. return false;
  13009. }
  13010. break;
  13011. case ST_WUG:
  13012. if( !pc_iswug(sd) ) {
  13013. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13014. return false;
  13015. }
  13016. break;
  13017. case ST_RIDINGWUG:
  13018. if( !pc_isridingwug(sd) ) {
  13019. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13020. return false;
  13021. }
  13022. break;
  13023. case ST_MADO:
  13024. if( !pc_ismadogear(sd) ) {
  13025. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13026. return false;
  13027. }
  13028. break;
  13029. case ST_ELEMENTALSPIRIT:
  13030. if(!sd->ed) {
  13031. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  13032. return false;
  13033. }
  13034. break;
  13035. case ST_PECO:
  13036. if(!pc_isriding(sd)) {
  13037. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13038. return false;
  13039. }
  13040. break;
  13041. }
  13042. /* check the status required */
  13043. if (require.status_count) {
  13044. uint8 i;
  13045. /* May has multiple requirements */
  13046. if (!sc) {
  13047. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
  13048. return false;
  13049. }
  13050. for (i = 0; i < require.status_count; i++) {
  13051. if (require.status[i] >= 0 && !sc->data[require.status[i]]) {
  13052. if (require.status[i] == SC_PUSH_CART) {
  13053. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13054. return false;
  13055. }
  13056. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
  13057. return false;
  13058. }
  13059. }
  13060. }
  13061. //check if equiped item
  13062. if (require.eqItem_count) {
  13063. for (i = 0; i < require.eqItem_count; i++) {
  13064. int reqeqit = require.eqItem[i];
  13065. if(!reqeqit) break; //no more required item get out of here
  13066. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  13067. char output[128];
  13068. //clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, reqeqit);
  13069. sprintf(output,"need to put on [%d] in order to use.",reqeqit);
  13070. clif_colormes(sd,color_table[COLOR_RED],output);
  13071. return false;
  13072. }
  13073. }
  13074. }
  13075. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  13076. //mhp is the max-hp-requirement, that is,
  13077. //you must have this % or less of HP to cast it.
  13078. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13079. return false;
  13080. }
  13081. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13082. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13083. return false;
  13084. }
  13085. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  13086. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13087. return false;
  13088. }
  13089. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  13090. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13091. return false;
  13092. }
  13093. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  13094. (require.spiritball == -1 && sd->spiritball < 1) ) {
  13095. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  13096. return false;
  13097. }
  13098. return true;
  13099. }
  13100. /** Check skill condition when cast end.
  13101. * NOTE: Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  13102. * @param sd Player who uses skill
  13103. * @param skill_id ID of used skill
  13104. * @param skill_lv Level of used skill
  13105. * @return true: All condition passed, false: Failed
  13106. */
  13107. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
  13108. struct skill_condition require;
  13109. struct status_data *status;
  13110. int i;
  13111. int index[MAX_SKILL_ITEM_REQUIRE];
  13112. nullpo_retr(false,sd);
  13113. if( sd->chatID )
  13114. return false;
  13115. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  13116. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13117. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13118. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13119. return true;
  13120. }
  13121. switch( sd->menuskill_id ) { // Cast start or cast end??
  13122. case AM_PHARMACY:
  13123. switch( skill_id ) {
  13124. case AM_PHARMACY:
  13125. case AC_MAKINGARROW:
  13126. case BS_REPAIRWEAPON:
  13127. case AM_TWILIGHT1:
  13128. case AM_TWILIGHT2:
  13129. case AM_TWILIGHT3:
  13130. return false;
  13131. }
  13132. break;
  13133. case GN_MIX_COOKING:
  13134. case GN_MAKEBOMB:
  13135. case GN_S_PHARMACY:
  13136. case GN_CHANGEMATERIAL:
  13137. if( sd->menuskill_id != skill_id )
  13138. return false;
  13139. break;
  13140. }
  13141. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  13142. return true;
  13143. if( pc_is90overweight(sd) ) {
  13144. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13145. return false;
  13146. }
  13147. // perform skill-specific checks (and actions)
  13148. switch( skill_id ) {
  13149. case PR_BENEDICTIO:
  13150. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13151. break;
  13152. case AM_CANNIBALIZE:
  13153. case AM_SPHEREMINE: {
  13154. int c=0;
  13155. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  13156. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  13157. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  13158. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  13159. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13160. if(c >= maxcount ||
  13161. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  13162. { //Fails when: exceed max limit. There are other plant types already out.
  13163. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13164. return false;
  13165. }
  13166. }
  13167. break;
  13168. }
  13169. case NC_SILVERSNIPER:
  13170. case NC_MAGICDECOY: {
  13171. int c = 0;
  13172. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  13173. int mob_class = MOBID_SILVERSNIPER;
  13174. if( skill_id == NC_MAGICDECOY )
  13175. mob_class = MOBID_MAGICDECOY_FIRE;
  13176. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  13177. if( skill_id == NC_MAGICDECOY ) {
  13178. int j;
  13179. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  13180. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  13181. } else
  13182. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13183. if( c >= maxcount ) {
  13184. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13185. return false;
  13186. }
  13187. }
  13188. }
  13189. break;
  13190. case KO_ZANZOU: {
  13191. int c = 0;
  13192. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
  13193. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i)
  13194. {
  13195. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13196. return false;
  13197. }
  13198. break;
  13199. }
  13200. }
  13201. status = &sd->battle_status;
  13202. require = skill_get_requirement(sd,skill_id,skill_lv);
  13203. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  13204. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13205. return false;
  13206. }
  13207. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13208. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13209. return false;
  13210. }
  13211. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  13212. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  13213. clif_arrow_fail(sd,0);
  13214. return false;
  13215. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  13216. char e_msg[100];
  13217. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  13218. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  13219. return false;
  13220. }
  13221. else if (require.ammo&(1<<AMMO_KUNAI)) {
  13222. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  13223. return false;
  13224. }
  13225. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  13226. skill_get_desc(skill_id),
  13227. require.ammo_qty,
  13228. itemdb_jname(sd->status.inventory[i].nameid));
  13229. clif_colormes(sd,color_table[COLOR_RED],e_msg);
  13230. return false;
  13231. }
  13232. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  13233. //which is the closest we have to wrong ammo type. [Skotlex]
  13234. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  13235. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13236. return false;
  13237. }
  13238. }
  13239. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  13240. if( !require.itemid[i] )
  13241. continue;
  13242. index[i] = pc_search_inventory(sd,require.itemid[i]);
  13243. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  13244. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  13245. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
  13246. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  13247. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
  13248. else {
  13249. // char output[128]; //not offi but more explicit msg
  13250. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13251. // sprintf(output, "You need itemid=%d, amount=%d", require.itemid[i], require.amount[i]);
  13252. // clif_colormes(sd,color_table[COLOR_RED],output);
  13253. }
  13254. return false;
  13255. }
  13256. }
  13257. return true;
  13258. }
  13259. /** Consume skill requirement
  13260. * @param sd Player who uses the skill
  13261. * @param skill_id ID of used skill
  13262. * @param skill_lv Level of used skill
  13263. * @param type Consume type
  13264. * type&1: consume the others (before skill was used);
  13265. * type&2: consume items (after skill was used)
  13266. */
  13267. void skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  13268. {
  13269. struct skill_condition req;
  13270. nullpo_retv(sd);
  13271. req = skill_get_requirement(sd,skill_id,skill_lv);
  13272. if( type&1 ) {
  13273. switch( skill_id ) {
  13274. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  13275. case MC_IDENTIFY:
  13276. case RL_D_TAIL:
  13277. req.sp = 0;
  13278. break;
  13279. case GS_DESPERADO:
  13280. if (sd->skill_id_old == RL_FALLEN_ANGEL) //Don't consume SP if triggered by Fallen Angel
  13281. req.sp = 0;
  13282. break;
  13283. default:
  13284. if(sd->state.autocast)
  13285. req.sp = 0;
  13286. break;
  13287. }
  13288. if(req.hp || req.sp)
  13289. status_zap(&sd->bl, req.hp, req.sp);
  13290. if(req.spiritball > 0)
  13291. pc_delspiritball(sd,req.spiritball,0);
  13292. else if(req.spiritball == -1) {
  13293. sd->spiritball_old = sd->spiritball;
  13294. pc_delspiritball(sd,sd->spiritball,0);
  13295. }
  13296. if(req.zeny > 0)
  13297. {
  13298. if( skill_id == NJ_ZENYNAGE )
  13299. req.zeny = 0; //Zeny is reduced on skill_attack.
  13300. if( sd->status.zeny < req.zeny )
  13301. req.zeny = sd->status.zeny;
  13302. pc_payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
  13303. }
  13304. }
  13305. if( type&2 ) {
  13306. struct status_change *sc = &sd->sc;
  13307. int n,i;
  13308. if( !sc->count )
  13309. sc = NULL;
  13310. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  13311. {
  13312. if( !req.itemid[i] )
  13313. continue;
  13314. if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  13315. continue; //Gemstones are checked, but not substracted from inventory.
  13316. switch( skill_id ){
  13317. case SA_SEISMICWEAPON:
  13318. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  13319. continue;
  13320. break;
  13321. case SA_FLAMELAUNCHER:
  13322. case SA_VOLCANO:
  13323. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  13324. continue;
  13325. break;
  13326. case SA_FROSTWEAPON:
  13327. case SA_DELUGE:
  13328. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  13329. continue;
  13330. break;
  13331. case SA_LIGHTNINGLOADER:
  13332. case SA_VIOLENTGALE:
  13333. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  13334. continue;
  13335. case RL_H_MINE:
  13336. if (sd->flicker)
  13337. continue;
  13338. break;
  13339. }
  13340. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  13341. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  13342. }
  13343. }
  13344. }
  13345. /**
  13346. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  13347. * @param sd Player's that will be checked
  13348. * @param skill_id Skill that's being used
  13349. * @param skill_lv Skill level of used skill
  13350. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  13351. */
  13352. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13353. {
  13354. struct skill_condition req;
  13355. struct status_data *status;
  13356. struct status_change *sc;
  13357. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  13358. uint16 idx;
  13359. memset(&req,0,sizeof(req));
  13360. if( !sd )
  13361. return req;
  13362. if( sd->skillitem == skill_id )
  13363. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  13364. sc = &sd->sc;
  13365. if( !sc->count )
  13366. sc = NULL;
  13367. //Checks if disabling skill - in which case no SP requirements are necessary
  13368. if( sc && skill_disable_check(sc,skill_id) )
  13369. return req;
  13370. idx = skill_get_index(skill_id);
  13371. if( idx == 0 ) // invalid skill id
  13372. return req;
  13373. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  13374. return req;
  13375. status = &sd->battle_status;
  13376. req.hp = skill_db[idx].require.hp[skill_lv-1];
  13377. hp_rate = skill_db[idx].require.hp_rate[skill_lv-1];
  13378. if(hp_rate > 0)
  13379. req.hp += (status->hp * hp_rate)/100;
  13380. else
  13381. req.hp += (status->max_hp * (-hp_rate))/100;
  13382. req.sp = skill_db[idx].require.sp[skill_lv-1];
  13383. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  13384. req.sp /= 2;
  13385. sp_rate = skill_db[idx].require.sp_rate[skill_lv-1];
  13386. if(sp_rate > 0)
  13387. req.sp += (status->sp * sp_rate)/100;
  13388. else
  13389. req.sp += (status->max_sp * (-sp_rate))/100;
  13390. if( sd->dsprate != 100 )
  13391. req.sp = req.sp * sd->dsprate / 100;
  13392. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  13393. if( i < ARRAYLENGTH(sd->skillusesprate) )
  13394. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  13395. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  13396. if( i < ARRAYLENGTH(sd->skillusesp) )
  13397. req.sp -= sd->skillusesp[i].val;
  13398. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  13399. if( sc ) {
  13400. if( sc->data[SC__LAZINESS] )
  13401. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  13402. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  13403. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  13404. if( sc->data[SC_RECOGNIZEDSPELL] )
  13405. req.sp += req.sp / 4;
  13406. if( sc->data[SC_OFFERTORIUM])
  13407. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  13408. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  13409. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  13410. }
  13411. req.zeny = skill_db[idx].require.zeny[skill_lv-1];
  13412. if( sc && sc->data[SC__UNLUCKY] ) {
  13413. if(sc->data[SC__UNLUCKY]->val1 < 3)
  13414. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  13415. else
  13416. req.zeny += 1000;
  13417. }
  13418. req.spiritball = skill_db[idx].require.spiritball[skill_lv-1];
  13419. req.state = skill_db[idx].require.state;
  13420. req.mhp = skill_db[idx].require.mhp[skill_lv-1];
  13421. req.weapon = skill_db[idx].require.weapon;
  13422. req.ammo_qty = skill_db[idx].require.ammo_qty[skill_lv-1];
  13423. if (req.ammo_qty)
  13424. req.ammo = skill_db[idx].require.ammo;
  13425. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  13426. { //Assume this skill is using the weapon, therefore it requires arrows.
  13427. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  13428. req.ammo_qty = 1;
  13429. }
  13430. req.status_count = skill_db[idx].require.status_count;
  13431. req.status = skill_db[idx].require.status;
  13432. req.eqItem_count = skill_db[idx].require.eqItem_count;
  13433. req.eqItem = skill_db[idx].require.eqItem;
  13434. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  13435. if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 )
  13436. continue;
  13437. switch( skill_id ) {
  13438. case AM_CALLHOMUN:
  13439. if (sd->status.hom_id) //Don't delete items when hom is already out.
  13440. continue;
  13441. break;
  13442. case NC_SHAPESHIFT:
  13443. if( i < 4 )
  13444. continue;
  13445. break;
  13446. case WZ_FIREPILLAR: // celest
  13447. if (skill_lv <= 5) // no gems required at level 1-5
  13448. continue;
  13449. break;
  13450. case AB_ADORAMUS:
  13451. if( itemid_isgemstone(skill_db[idx].require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  13452. continue;
  13453. break;
  13454. case WL_COMET:
  13455. if( itemid_isgemstone(skill_db[idx].require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  13456. continue;
  13457. break;
  13458. case GN_FIRE_EXPANSION:
  13459. if( i < 5 )
  13460. continue;
  13461. break;
  13462. case SO_SUMMON_AGNI:
  13463. case SO_SUMMON_AQUA:
  13464. case SO_SUMMON_VENTUS:
  13465. case SO_SUMMON_TERA:
  13466. case SO_WATER_INSIGNIA:
  13467. case SO_FIRE_INSIGNIA:
  13468. case SO_WIND_INSIGNIA:
  13469. case SO_EARTH_INSIGNIA:
  13470. if( i < 3 )
  13471. continue;
  13472. break;
  13473. }
  13474. req.itemid[i] = skill_db[idx].require.itemid[i];
  13475. req.amount[i] = skill_db[idx].require.amount[i];
  13476. // Check requirement for gemstone.
  13477. if (itemid_isgemstone(req.itemid[i])) {
  13478. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  13479. req.itemid[i] = req.amount[i] = 0;
  13480. else {
  13481. if( sd->special_state.no_gemstone )
  13482. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  13483. if( skill_id != SA_ABRACADABRA )
  13484. req.itemid[i] = req.amount[i] = 0;
  13485. else if( --req.amount[i] < 1 )
  13486. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  13487. }
  13488. if(sc && sc->data[SC_INTOABYSS])
  13489. {
  13490. if( skill_id != SA_ABRACADABRA )
  13491. req.itemid[i] = req.amount[i] = 0;
  13492. else if( --req.amount[i] < 1 )
  13493. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  13494. }
  13495. }
  13496. }
  13497. if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  13498. int16 itIndex;
  13499. if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
  13500. req.itemid[i] = ITEMID_TRAP_ALLOY;
  13501. req.amount[i] = 1;
  13502. }
  13503. break;
  13504. }
  13505. }
  13506. /* requirements are level-dependent */
  13507. switch( skill_id ) {
  13508. case NC_SHAPESHIFT:
  13509. case GN_FIRE_EXPANSION:
  13510. case SO_SUMMON_AGNI:
  13511. case SO_SUMMON_AQUA:
  13512. case SO_SUMMON_VENTUS:
  13513. case SO_SUMMON_TERA:
  13514. case SO_WATER_INSIGNIA:
  13515. case SO_FIRE_INSIGNIA:
  13516. case SO_WIND_INSIGNIA:
  13517. case SO_EARTH_INSIGNIA:
  13518. req.itemid[skill_lv-1] = skill_db[idx].require.itemid[skill_lv-1];
  13519. req.amount[skill_lv-1] = skill_db[idx].require.amount[skill_lv-1];
  13520. break;
  13521. }
  13522. // Check for cost reductions due to skills & SCs
  13523. switch(skill_id) {
  13524. case MC_MAMMONITE:
  13525. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  13526. req.zeny -= req.zeny*10/100;
  13527. break;
  13528. case AL_HOLYLIGHT:
  13529. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  13530. req.sp *= 5;
  13531. break;
  13532. case SL_SMA:
  13533. case SL_STUN:
  13534. case SL_STIN:
  13535. {
  13536. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  13537. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  13538. break;
  13539. if(sd->status.base_level>=90)
  13540. req.sp -= req.sp*7*kaina_lv/100;
  13541. else if(sd->status.base_level>=80)
  13542. req.sp -= req.sp*5*kaina_lv/100;
  13543. else if(sd->status.base_level>=70)
  13544. req.sp -= req.sp*3*kaina_lv/100;
  13545. }
  13546. break;
  13547. case MO_TRIPLEATTACK:
  13548. case MO_CHAINCOMBO:
  13549. case MO_COMBOFINISH:
  13550. case CH_TIGERFIST:
  13551. case CH_CHAINCRUSH:
  13552. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  13553. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  13554. break;
  13555. case MO_BODYRELOCATION:
  13556. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  13557. req.spiritball = 0;
  13558. break;
  13559. case MO_EXTREMITYFIST:
  13560. if( sc )
  13561. {
  13562. if( sc->data[SC_BLADESTOP] )
  13563. req.spiritball--;
  13564. else if( sc->data[SC_COMBO] )
  13565. {
  13566. switch( sc->data[SC_COMBO]->val1 )
  13567. {
  13568. case MO_COMBOFINISH:
  13569. req.spiritball = 4;
  13570. break;
  13571. case CH_TIGERFIST:
  13572. req.spiritball = 3;
  13573. break;
  13574. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  13575. req.spiritball = sd->spiritball?sd->spiritball:1;
  13576. break;
  13577. }
  13578. }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  13579. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  13580. }
  13581. break;
  13582. case SR_RAMPAGEBLASTER:
  13583. req.spiritball = sd->spiritball?sd->spiritball:15;
  13584. break;
  13585. case SR_GATEOFHELL:
  13586. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  13587. req.sp -= req.sp * 10 / 100;
  13588. break;
  13589. case SO_SUMMON_AGNI:
  13590. case SO_SUMMON_AQUA:
  13591. case SO_SUMMON_VENTUS:
  13592. case SO_SUMMON_TERA:
  13593. req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
  13594. break;
  13595. case SO_PSYCHIC_WAVE:
  13596. if( sc && sc->data[SC_BLAST_OPTION] )
  13597. req.sp += req.sp * 150 / 100;
  13598. break;
  13599. }
  13600. //Check if player is using the copied skill [Cydh]
  13601. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  13602. uint16 req_opt = skill_db[idx].copyable.req_opt;
  13603. if (req_opt&0x0001) req.hp = 0;
  13604. if (req_opt&0x0002) req.mhp = 0;
  13605. if (req_opt&0x0004) req.sp = 0;
  13606. if (req_opt&0x0008) req.hp_rate = 0;
  13607. if (req_opt&0x0010) req.sp_rate = 0;
  13608. if (req_opt&0x0020) req.zeny = 0;
  13609. if (req_opt&0x0040) req.weapon = 0;
  13610. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  13611. if (req_opt&0x0100) req.state = ST_NONE;
  13612. if (req_opt&0x0200) req.status_count = 0;
  13613. if (req_opt&0x0400) req.spiritball = 0;
  13614. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  13615. if (req_opt&0x1000) req.eqItem_count = 0;
  13616. }
  13617. return req;
  13618. }
  13619. /*==========================================
  13620. * Does cast-time reductions based on dex, item bonuses and config setting
  13621. *------------------------------------------*/
  13622. int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  13623. int time = skill_get_cast(skill_id, skill_lv);
  13624. nullpo_ret(bl);
  13625. #ifndef RENEWAL_CAST
  13626. {
  13627. struct map_session_data *sd;
  13628. sd = BL_CAST(BL_PC, bl);
  13629. // calculate base cast time (reduced by dex)
  13630. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  13631. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  13632. if( scale > 0 ) // not instant cast
  13633. time = time * scale / battle_config.castrate_dex_scale;
  13634. else
  13635. return 0; // instant cast
  13636. }
  13637. // calculate cast time reduced by item/card bonuses
  13638. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  13639. {
  13640. int i;
  13641. if( sd->castrate != 100 )
  13642. time = time * sd->castrate / 100;
  13643. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  13644. {
  13645. if( sd->skillcast[i].id == skill_id )
  13646. {
  13647. time+= time * sd->skillcast[i].val / 100;
  13648. break;
  13649. }
  13650. }
  13651. }
  13652. }
  13653. #endif
  13654. // config cast time multiplier
  13655. if (battle_config.cast_rate != 100)
  13656. time = time * battle_config.cast_rate / 100;
  13657. // return final cast time
  13658. time = max(time, 0);
  13659. //ShowInfo("Castime castfix = %d\n",time);
  13660. return time;
  13661. }
  13662. /*==========================================
  13663. * Does cast-time reductions based on sc data.
  13664. *------------------------------------------*/
  13665. #ifndef RENEWAL_CAST
  13666. /** Get the skill cast time for Pre-Re cast
  13667. * @param bl: The caster
  13668. * @param time: Cast time before Status Change addition or reduction
  13669. * @return time: Modified castime after status change addition or reduction
  13670. */
  13671. int skill_castfix_sc (struct block_list *bl, int time)
  13672. {
  13673. struct status_change *sc = status_get_sc(bl);
  13674. if( time < 0 )
  13675. return 0;
  13676. if (sc && sc->count) {
  13677. if (sc->data[SC_SLOWCAST])
  13678. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  13679. if (sc->data[SC_PARALYSIS])
  13680. time += sc->data[SC_PARALYSIS]->val3;
  13681. if (sc->data[SC_SUFFRAGIUM]) {
  13682. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  13683. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  13684. }
  13685. if (sc->data[SC_MEMORIZE]) {
  13686. time>>=1;
  13687. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  13688. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  13689. }
  13690. if (sc->data[SC_POEMBRAGI])
  13691. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  13692. if (sc->data[SC_IZAYOI])
  13693. time -= time * 50 / 100;
  13694. }
  13695. time = max(time, 0);
  13696. //ShowInfo("Castime castfix_sc = %d\n",time);
  13697. return time;
  13698. }
  13699. #else
  13700. /** Get the skill cast time for RENEWAL_CAST
  13701. * @param bl: The caster
  13702. * @param time: Cast time without reduction
  13703. * @param skill_id: Skill ID of the casted skill
  13704. * @param skill_lv: Skill level of the casted skill
  13705. * @return time: Modified castime after status and bonus addition or reduction
  13706. */
  13707. int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  13708. {
  13709. struct status_change *sc = status_get_sc(bl);
  13710. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  13711. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
  13712. if( time < 0 )
  13713. return 0;
  13714. if( bl->type == BL_MOB )
  13715. return (int)time;
  13716. if( fixed == 0 ){
  13717. fixed = (int)time * 20 / 100; // fixed time
  13718. time = time * 80 / 100; // variable time
  13719. }else if( fixed < 0 ) // no fixed cast time
  13720. fixed = 0;
  13721. if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
  13722. if( sd->bonus.varcastrate < 0 )
  13723. VARCAST_REDUCTION(sd->bonus.varcastrate);
  13724. if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast
  13725. time += sd->bonus.add_varcast;
  13726. if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast
  13727. fixed += sd->bonus.add_fixcast;
  13728. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  13729. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  13730. fixed += sd->skillfixcast[i].val;
  13731. break;
  13732. }
  13733. for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
  13734. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  13735. time += sd->skillvarcast[i].val;
  13736. break;
  13737. }
  13738. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  13739. if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
  13740. VARCAST_REDUCTION(sd->skillcast[i].val);
  13741. break;
  13742. }
  13743. for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
  13744. if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
  13745. fixcast_r = sd->skillfixcastrate[i].val; // just speculation
  13746. break;
  13747. }
  13748. }
  13749. if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
  13750. // All variable cast additive bonuses must come first
  13751. if (sc->data[SC_SLOWCAST])
  13752. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  13753. if( sc->data[SC__LAZINESS] )
  13754. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  13755. // Variable cast reduction bonuses
  13756. if (sc->data[SC_SUFFRAGIUM]) {
  13757. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  13758. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  13759. }
  13760. if (sc->data[SC_MEMORIZE]) {
  13761. VARCAST_REDUCTION(50);
  13762. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  13763. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  13764. }
  13765. if (sc->data[SC_POEMBRAGI])
  13766. VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
  13767. if (sc->data[SC_IZAYOI])
  13768. VARCAST_REDUCTION(50);
  13769. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  13770. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
  13771. if( sc->data[SC_TELEKINESIS_INTENSE] )
  13772. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  13773. // Fixed cast reduction bonuses
  13774. if( sc->data[SC_SECRAMENT] )
  13775. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  13776. if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
  13777. fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
  13778. // Fixed cast non percentage bonuses
  13779. if( sc->data[SC_MANDRAGORA] )
  13780. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  13781. if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
  13782. fixed = 0;
  13783. if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
  13784. fixed -= 1000;
  13785. if (sc->data[SC_DANCEWITHWUG])
  13786. fixed -= fixed * sc->data[SC_DANCEWITHWUG]->val4 / 100;
  13787. }
  13788. if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
  13789. VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
  13790. fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
  13791. }
  13792. if( varcast_r < 0 ) // now compute overall factors
  13793. time = time * (1 - (float)varcast_r / 100);
  13794. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
  13795. time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
  13796. // underflow checking/capping
  13797. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0);
  13798. return (int)time;
  13799. }
  13800. #endif
  13801. /*==========================================
  13802. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  13803. *------------------------------------------*/
  13804. int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  13805. {
  13806. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  13807. int time = skill_get_delay(skill_id, skill_lv);
  13808. struct map_session_data *sd;
  13809. struct status_change *sc = status_get_sc(bl);
  13810. nullpo_ret(bl);
  13811. sd = BL_CAST(BL_PC, bl);
  13812. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  13813. return 0; //Will use picked skill's delay.
  13814. if (bl->type&battle_config.no_skill_delay)
  13815. return battle_config.min_skill_delay_limit;
  13816. if (time < 0)
  13817. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  13818. // Delay reductions
  13819. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  13820. case MO_TRIPLEATTACK:
  13821. case MO_CHAINCOMBO:
  13822. case MO_COMBOFINISH:
  13823. case CH_TIGERFIST:
  13824. case CH_CHAINCRUSH:
  13825. case SR_DRAGONCOMBO:
  13826. case SR_FALLENEMPIRE:
  13827. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  13828. break;
  13829. case HP_BASILICA:
  13830. if( sc && !sc->data[SC_BASILICA] )
  13831. time = 0; // There is no Delay on Basilica creation, only on cancel
  13832. break;
  13833. default:
  13834. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  13835. { // if skill delay is allowed to be reduced by dex
  13836. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  13837. if (scale > 0)
  13838. time = time * scale / battle_config.castrate_dex_scale;
  13839. else //To be capped later to minimum.
  13840. time = 0;
  13841. }
  13842. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  13843. { // if skill delay is allowed to be reduced by agi
  13844. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  13845. if (scale > 0)
  13846. time = time * scale / battle_config.castrate_dex_scale;
  13847. else //To be capped later to minimum.
  13848. time = 0;
  13849. }
  13850. }
  13851. if ( sc && sc->data[SC_SPIRIT] ) {
  13852. switch (skill_id) {
  13853. case CR_SHIELDBOOMERANG:
  13854. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  13855. time /= 2;
  13856. break;
  13857. case AS_SONICBLOW:
  13858. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  13859. time /= 2;
  13860. break;
  13861. }
  13862. }
  13863. if (!(delaynodex&2))
  13864. {
  13865. if (sc && sc->count) {
  13866. if (sc->data[SC_POEMBRAGI])
  13867. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  13868. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  13869. time /= 2; // After Delay of Wind element spells reduced by 50%.
  13870. }
  13871. }
  13872. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  13873. time = time * sd->delayrate / 100;
  13874. if (battle_config.delay_rate != 100)
  13875. time = time * battle_config.delay_rate / 100;
  13876. //min delay
  13877. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  13878. time = max(time, battle_config.min_skill_delay_limit);
  13879. //ShowInfo("Delay delayfix = %d\n",time);
  13880. return time;
  13881. }
  13882. /*=========================================
  13883. *
  13884. *-----------------------------------------*/
  13885. void skill_overbrand(struct block_list* src, uint16 skill_id, uint16 skill_lv, uint16 x, uint16 y, unsigned int tick, int flag)
  13886. {
  13887. struct s_skill_unit_layout *layout;
  13888. int i, ux[53], uy[53]; //Number of cells we are attacking
  13889. short dir = map_calc_dir(src,x,y);
  13890. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13891. if(dir > 0 && dir < 4) { //Need to invert the cell locations for directions
  13892. for(i = 0; i < 53; i++) {
  13893. ux[i] = layout->dy[i];
  13894. uy[i] = layout->dx[i] * -1;
  13895. }
  13896. } else if(dir == 4) {
  13897. for(i = 0; i < 53; i++) {
  13898. ux[i] = layout->dx[i];
  13899. uy[i] = layout->dy[i];
  13900. }
  13901. } else if(dir > 4) {
  13902. for(i = 0; i < 53; i++) {
  13903. ux[i] = layout->dy[i] * -1;
  13904. uy[i] = layout->dx[i];
  13905. }
  13906. } else {
  13907. for(i = 0; i < 53; i++) {
  13908. ux[i] = layout->dx[i];
  13909. uy[i] = layout->dy[i] * -1;
  13910. }
  13911. }
  13912. for( i = 0; i < 53; i++ ) {
  13913. if(i < 12) { //Close range hits twice
  13914. map_foreachincell(skill_area_sub, src->m, x+ux[i], y+uy[i], splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  13915. map_foreachincell(skill_area_sub, src->m, x+ux[i], y+uy[i], splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  13916. } else if(i > 11 && i < 45) //Far sides do knockback damage
  13917. map_foreachincell(skill_area_sub, src->m, x+ux[i], y+uy[i], splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  13918. else //Far middle does piercing damage
  13919. map_foreachincell(skill_area_sub, src->m, x+ux[i], y+uy[i], splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  13920. }
  13921. }
  13922. struct square {
  13923. int val1[5];
  13924. int val2[5];
  13925. };
  13926. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  13927. {
  13928. nullpo_retv(tc);
  13929. if(dir == 0){
  13930. tc->val1[0]=x-2;
  13931. tc->val1[1]=x-1;
  13932. tc->val1[2]=x;
  13933. tc->val1[3]=x+1;
  13934. tc->val1[4]=x+2;
  13935. tc->val2[0]=
  13936. tc->val2[1]=
  13937. tc->val2[2]=
  13938. tc->val2[3]=
  13939. tc->val2[4]=y-1;
  13940. }
  13941. else if(dir==2){
  13942. tc->val1[0]=
  13943. tc->val1[1]=
  13944. tc->val1[2]=
  13945. tc->val1[3]=
  13946. tc->val1[4]=x+1;
  13947. tc->val2[0]=y+2;
  13948. tc->val2[1]=y+1;
  13949. tc->val2[2]=y;
  13950. tc->val2[3]=y-1;
  13951. tc->val2[4]=y-2;
  13952. }
  13953. else if(dir==4){
  13954. tc->val1[0]=x-2;
  13955. tc->val1[1]=x-1;
  13956. tc->val1[2]=x;
  13957. tc->val1[3]=x+1;
  13958. tc->val1[4]=x+2;
  13959. tc->val2[0]=
  13960. tc->val2[1]=
  13961. tc->val2[2]=
  13962. tc->val2[3]=
  13963. tc->val2[4]=y+1;
  13964. }
  13965. else if(dir==6){
  13966. tc->val1[0]=
  13967. tc->val1[1]=
  13968. tc->val1[2]=
  13969. tc->val1[3]=
  13970. tc->val1[4]=x-1;
  13971. tc->val2[0]=y+2;
  13972. tc->val2[1]=y+1;
  13973. tc->val2[2]=y;
  13974. tc->val2[3]=y-1;
  13975. tc->val2[4]=y-2;
  13976. }
  13977. else if(dir==1){
  13978. tc->val1[0]=x-1;
  13979. tc->val1[1]=x;
  13980. tc->val1[2]=x+1;
  13981. tc->val1[3]=x+2;
  13982. tc->val1[4]=x+3;
  13983. tc->val2[0]=y-4;
  13984. tc->val2[1]=y-3;
  13985. tc->val2[2]=y-1;
  13986. tc->val2[3]=y;
  13987. tc->val2[4]=y+1;
  13988. }
  13989. else if(dir==3){
  13990. tc->val1[0]=x+3;
  13991. tc->val1[1]=x+2;
  13992. tc->val1[2]=x+1;
  13993. tc->val1[3]=x;
  13994. tc->val1[4]=x-1;
  13995. tc->val2[0]=y-1;
  13996. tc->val2[1]=y;
  13997. tc->val2[2]=y+1;
  13998. tc->val2[3]=y+2;
  13999. tc->val2[4]=y+3;
  14000. }
  14001. else if(dir==5){
  14002. tc->val1[0]=x+1;
  14003. tc->val1[1]=x;
  14004. tc->val1[2]=x-1;
  14005. tc->val1[3]=x-2;
  14006. tc->val1[4]=x-3;
  14007. tc->val2[0]=y+3;
  14008. tc->val2[1]=y+2;
  14009. tc->val2[2]=y+1;
  14010. tc->val2[3]=y;
  14011. tc->val2[4]=y-1;
  14012. }
  14013. else if(dir==7){
  14014. tc->val1[0]=x-3;
  14015. tc->val1[1]=x-2;
  14016. tc->val1[2]=x-1;
  14017. tc->val1[3]=x;
  14018. tc->val1[4]=x+1;
  14019. tc->val2[1]=y;
  14020. tc->val2[0]=y+1;
  14021. tc->val2[2]=y-1;
  14022. tc->val2[3]=y-2;
  14023. tc->val2[4]=y-3;
  14024. }
  14025. }
  14026. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  14027. {
  14028. int c;
  14029. nullpo_retv(tc);
  14030. for( c = 0; c < 5; c++ ) {
  14031. switch( dir ) {
  14032. case 0: tc->val2[c]+=are; break;
  14033. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  14034. case 2: tc->val1[c]-=are; break;
  14035. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  14036. case 4: tc->val2[c]-=are; break;
  14037. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  14038. case 6: tc->val1[c]+=are; break;
  14039. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  14040. }
  14041. }
  14042. }
  14043. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  14044. {
  14045. int c,n=4;
  14046. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  14047. struct square tc;
  14048. int x=bl->x,y=bl->y;
  14049. skill_brandishspear_first(&tc,dir,x,y);
  14050. skill_brandishspear_dir(&tc,dir,4);
  14051. skill_area_temp[1] = bl->id;
  14052. if(skill_lv > 9){
  14053. for(c=1;c<4;c++){
  14054. map_foreachincell(skill_area_sub,
  14055. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14056. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14057. skill_castend_damage_id);
  14058. }
  14059. }
  14060. if(skill_lv > 6){
  14061. skill_brandishspear_dir(&tc,dir,-1);
  14062. n--;
  14063. }else{
  14064. skill_brandishspear_dir(&tc,dir,-2);
  14065. n-=2;
  14066. }
  14067. if(skill_lv > 3){
  14068. for(c=0;c<5;c++){
  14069. map_foreachincell(skill_area_sub,
  14070. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14071. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14072. skill_castend_damage_id);
  14073. if(skill_lv > 6 && n==3 && c==4){
  14074. skill_brandishspear_dir(&tc,dir,-1);
  14075. n--;c=-1;
  14076. }
  14077. }
  14078. }
  14079. for(c=0;c<10;c++){
  14080. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  14081. map_foreachincell(skill_area_sub,
  14082. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  14083. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  14084. skill_castend_damage_id);
  14085. }
  14086. }
  14087. /*==========================================
  14088. * Weapon Repair [Celest/DracoRPG]
  14089. *------------------------------------------*/
  14090. void skill_repairweapon (struct map_session_data *sd, int idx) {
  14091. int material;
  14092. int materials[4] = { 1002, 998, 999, 756 };
  14093. struct item *item;
  14094. struct map_session_data *target_sd;
  14095. nullpo_retv(sd);
  14096. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  14097. return;
  14098. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  14099. return;
  14100. if( idx < 0 || idx >= MAX_INVENTORY )
  14101. return; //Invalid index??
  14102. item = &target_sd->status.inventory[idx];
  14103. if( item->nameid <= 0 || item->attribute == 0 )
  14104. return; //Again invalid item....
  14105. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  14106. clif_item_repaireffect(sd,idx,1);
  14107. return;
  14108. }
  14109. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  14110. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  14111. else
  14112. material = materials [2]; // Armors consume 1 Steel
  14113. if ( pc_search_inventory(sd,material) < 0 ) {
  14114. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14115. return;
  14116. }
  14117. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  14118. item->attribute = 0;/* clear broken state */
  14119. clif_equiplist(target_sd);
  14120. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  14121. clif_item_repaireffect(sd,idx,0);
  14122. if( sd != target_sd )
  14123. clif_item_repaireffect(target_sd,idx,0);
  14124. }
  14125. /*==========================================
  14126. * Item Appraisal
  14127. *------------------------------------------*/
  14128. void skill_identify (struct map_session_data *sd, int idx)
  14129. {
  14130. int flag=1;
  14131. nullpo_retv(sd);
  14132. if(idx >= 0 && idx < MAX_INVENTORY) {
  14133. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  14134. flag=0;
  14135. sd->status.inventory[idx].identify=1;
  14136. }
  14137. }
  14138. clif_item_identified(sd,idx,flag);
  14139. }
  14140. /*==========================================
  14141. * Weapon Refine [Celest]
  14142. *------------------------------------------*/
  14143. void skill_weaponrefine (struct map_session_data *sd, int idx)
  14144. {
  14145. nullpo_retv(sd);
  14146. if (idx >= 0 && idx < MAX_INVENTORY)
  14147. {
  14148. struct item *item;
  14149. struct item_data *ditem = sd->inventory_data[idx];
  14150. item = &sd->status.inventory[idx];
  14151. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  14152. {
  14153. int i = 0, ep = 0, per;
  14154. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  14155. if( ditem->flag.no_refine ) { // if the item isn't refinable
  14156. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14157. return;
  14158. }
  14159. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  14160. clif_upgrademessage(sd->fd, 2, item->nameid);
  14161. return;
  14162. }
  14163. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  14164. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  14165. return;
  14166. }
  14167. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  14168. if( sd->class_&JOBL_THIRD )
  14169. per += 10;
  14170. else
  14171. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  14172. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  14173. if (per > rnd() % 100) {
  14174. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  14175. item->refine++;
  14176. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  14177. if(item->equip) {
  14178. ep = item->equip;
  14179. pc_unequipitem(sd,idx,3);
  14180. }
  14181. clif_delitem(sd,idx,1,3);
  14182. clif_upgrademessage(sd->fd, 0, item->nameid);
  14183. clif_inventorylist(sd);
  14184. clif_refine(sd->fd,0,idx,item->refine);
  14185. if (ep)
  14186. pc_equipitem(sd,idx,ep);
  14187. clif_misceffect(&sd->bl,3);
  14188. if(item->refine == 10 &&
  14189. item->card[0] == CARD0_FORGE &&
  14190. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  14191. { // Fame point system [DracoRPG]
  14192. switch(ditem->wlv){
  14193. case 1:
  14194. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  14195. break;
  14196. case 2:
  14197. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  14198. break;
  14199. case 3:
  14200. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  14201. break;
  14202. }
  14203. }
  14204. } else {
  14205. item->refine = 0;
  14206. if(item->equip)
  14207. pc_unequipitem(sd,idx,3);
  14208. clif_upgrademessage(sd->fd, 1, item->nameid);
  14209. clif_refine(sd->fd,1,idx,item->refine);
  14210. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  14211. clif_misceffect(&sd->bl,2);
  14212. clif_emotion(&sd->bl, E_OMG);
  14213. }
  14214. }
  14215. }
  14216. }
  14217. /*==========================================
  14218. *
  14219. *------------------------------------------*/
  14220. int skill_autospell (struct map_session_data *sd, uint16 skill_id)
  14221. {
  14222. uint16 skill_lv;
  14223. int maxlv=1,lv;
  14224. nullpo_ret(sd);
  14225. skill_lv = sd->menuskill_val;
  14226. lv=pc_checkskill(sd,skill_id);
  14227. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  14228. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  14229. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  14230. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  14231. maxlv =10; //Soul Linker bonus. [Skotlex]
  14232. else if(skill_lv==2) maxlv=1;
  14233. else if(skill_lv==3) maxlv=2;
  14234. else if(skill_lv>=4) maxlv=3;
  14235. }
  14236. else if(skill_id==MG_SOULSTRIKE){
  14237. if(skill_lv==5) maxlv=1;
  14238. else if(skill_lv==6) maxlv=2;
  14239. else if(skill_lv>=7) maxlv=3;
  14240. }
  14241. else if(skill_id==MG_FIREBALL){
  14242. if(skill_lv==8) maxlv=1;
  14243. else if(skill_lv>=9) maxlv=2;
  14244. }
  14245. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  14246. else return 0;
  14247. if(maxlv > lv)
  14248. maxlv = lv;
  14249. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  14250. skill_get_time(SA_AUTOSPELL,skill_lv));
  14251. return 0;
  14252. }
  14253. /*==========================================
  14254. * Sitting skills functions.
  14255. *------------------------------------------*/
  14256. static int skill_sit_count (struct block_list *bl, va_list ap)
  14257. {
  14258. struct map_session_data *sd;
  14259. int type =va_arg(ap,int);
  14260. sd=(struct map_session_data*)bl;
  14261. if(!pc_issit(sd))
  14262. return 0;
  14263. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14264. return 1;
  14265. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  14266. return 1;
  14267. return 0;
  14268. }
  14269. static int skill_sit_in (struct block_list *bl, va_list ap)
  14270. {
  14271. struct map_session_data *sd;
  14272. int type =va_arg(ap,int);
  14273. sd=(struct map_session_data*)bl;
  14274. if(!pc_issit(sd))
  14275. return 0;
  14276. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14277. sd->state.gangsterparadise=1;
  14278. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  14279. {
  14280. sd->state.rest=1;
  14281. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14282. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14283. }
  14284. return 0;
  14285. }
  14286. static int skill_sit_out (struct block_list *bl, va_list ap)
  14287. {
  14288. struct map_session_data *sd;
  14289. int type =va_arg(ap,int);
  14290. sd=(struct map_session_data*)bl;
  14291. if(sd->state.gangsterparadise && type&1)
  14292. sd->state.gangsterparadise=0;
  14293. if(sd->state.rest && type&2) {
  14294. sd->state.rest=0;
  14295. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14296. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14297. }
  14298. return 0;
  14299. }
  14300. int skill_sit (struct map_session_data *sd, int type)
  14301. {
  14302. int flag = 0;
  14303. int range = 0, lv;
  14304. nullpo_ret(sd);
  14305. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  14306. flag|=1;
  14307. range = skill_get_splash(RG_GANGSTER, lv);
  14308. }
  14309. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  14310. flag|=2;
  14311. range = skill_get_splash(TK_HPTIME, lv);
  14312. }
  14313. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  14314. flag|=2;
  14315. range = skill_get_splash(TK_SPTIME, lv);
  14316. }
  14317. if( type ) {
  14318. clif_status_load(&sd->bl,SI_SIT,1);
  14319. } else {
  14320. clif_status_load(&sd->bl,SI_SIT,0);
  14321. }
  14322. if (!flag) return 0;
  14323. if(type) {
  14324. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  14325. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  14326. } else {
  14327. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  14328. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  14329. }
  14330. return 0;
  14331. }
  14332. /*==========================================
  14333. *
  14334. *------------------------------------------*/
  14335. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  14336. {
  14337. struct block_list *src;
  14338. uint16 skill_id,skill_lv;
  14339. unsigned int tick;
  14340. nullpo_ret(bl);
  14341. nullpo_ret(src=va_arg(ap,struct block_list*));
  14342. skill_id=va_arg(ap,int);
  14343. skill_lv=va_arg(ap,int);
  14344. if(!skill_lv) return 0;
  14345. tick=va_arg(ap,unsigned int);
  14346. if (src == bl || status_isdead(bl))
  14347. return 0;
  14348. if (bl->type == BL_PC) {
  14349. struct map_session_data *sd = (struct map_session_data *)bl;
  14350. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  14351. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  14352. }
  14353. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  14354. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  14355. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14356. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  14357. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14358. return 0;
  14359. }
  14360. int skill_check_target_c_marker(struct block_list *bl, va_list ap) {
  14361. struct block_list *src;
  14362. struct status_change *tsc;
  14363. struct map_session_data *sd;
  14364. nullpo_ret(bl);
  14365. nullpo_ret(src = va_arg(ap,struct block_list*));
  14366. if (src == bl || status_isdead(bl) || src->type != BL_PC)
  14367. return 0;
  14368. if (!(sd = (struct map_session_data *)src) || !(&sd->c_marker) || !sd->c_marker.target)
  14369. return 0;
  14370. //Skip target with no Crimson Marker
  14371. tsc = status_get_sc(bl);
  14372. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  14373. return 0;
  14374. return 1;
  14375. }
  14376. /*==========================================
  14377. *
  14378. *------------------------------------------*/
  14379. static void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  14380. {
  14381. int range = skill_get_unit_range(skill_id,skill_lv);
  14382. int x,y;
  14383. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  14384. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  14385. map_setcell(src->bl.m, x, y, cell, flag);
  14386. }
  14387. /*==========================================
  14388. *
  14389. *------------------------------------------*/
  14390. int skill_attack_area (struct block_list *bl, va_list ap)
  14391. {
  14392. struct block_list *src,*dsrc;
  14393. int atk_type,skill_id,skill_lv,flag,type;
  14394. unsigned int tick;
  14395. if(status_isdead(bl))
  14396. return 0;
  14397. atk_type = va_arg(ap,int);
  14398. src=va_arg(ap,struct block_list*);
  14399. dsrc=va_arg(ap,struct block_list*);
  14400. skill_id=va_arg(ap,int);
  14401. skill_lv=va_arg(ap,int);
  14402. tick=va_arg(ap,unsigned int);
  14403. flag=va_arg(ap,int);
  14404. type=va_arg(ap,int);
  14405. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  14406. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14407. if(battle_check_target(dsrc,bl,type) <= 0 ||
  14408. !status_check_skilluse(NULL, bl, skill_id, 2))
  14409. return 0;
  14410. switch (skill_id) {
  14411. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  14412. case NPC_ACIDBREATH:
  14413. case NPC_DARKNESSBREATH:
  14414. case NPC_FIREBREATH:
  14415. case NPC_ICEBREATH:
  14416. case NPC_THUNDERBREATH:
  14417. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14418. default:
  14419. //Area-splash, disable skill animation.
  14420. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  14421. }
  14422. }
  14423. /*==========================================
  14424. *
  14425. *------------------------------------------*/
  14426. int skill_clear_group (struct block_list *bl, int flag)
  14427. {
  14428. struct unit_data *ud = unit_bl2ud(bl);
  14429. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  14430. int i, count=0;
  14431. nullpo_ret(bl);
  14432. if (!ud) return 0;
  14433. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  14434. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  14435. {
  14436. switch (ud->skillunit[i]->skill_id) {
  14437. case SA_DELUGE:
  14438. case SA_VOLCANO:
  14439. case SA_VIOLENTGALE:
  14440. case SA_LANDPROTECTOR:
  14441. case NJ_SUITON:
  14442. case NJ_KAENSIN:
  14443. if (flag&1)
  14444. group[count++]= ud->skillunit[i];
  14445. break;
  14446. case SO_WARMER:
  14447. if( flag&8 )
  14448. group[count++]= ud->skillunit[i];
  14449. break;
  14450. default:
  14451. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  14452. group[count++]= ud->skillunit[i];
  14453. break;
  14454. }
  14455. }
  14456. for (i=0;i<count;i++)
  14457. skill_delunitgroup(group[i]);
  14458. return count;
  14459. }
  14460. /*==========================================
  14461. * Returns the first element field found [Skotlex]
  14462. *------------------------------------------*/
  14463. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  14464. {
  14465. struct unit_data *ud = unit_bl2ud(bl);
  14466. int i;
  14467. nullpo_ret(bl);
  14468. if (!ud) return NULL;
  14469. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  14470. switch (ud->skillunit[i]->skill_id) {
  14471. case SA_DELUGE:
  14472. case SA_VOLCANO:
  14473. case SA_VIOLENTGALE:
  14474. case SA_LANDPROTECTOR:
  14475. case NJ_SUITON:
  14476. case SO_WARMER:
  14477. return ud->skillunit[i];
  14478. }
  14479. }
  14480. return NULL;
  14481. }
  14482. // for graffiti cleaner [Valaris]
  14483. int skill_graffitiremover (struct block_list *bl, va_list ap) {
  14484. struct skill_unit *unit=NULL;
  14485. nullpo_ret(bl);
  14486. nullpo_ret(ap);
  14487. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  14488. return 0;
  14489. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  14490. skill_delunit(unit);
  14491. return 0;
  14492. }
  14493. int skill_greed (struct block_list *bl, va_list ap) {
  14494. struct block_list *src;
  14495. struct map_session_data *sd=NULL;
  14496. struct flooritem_data *fitem=NULL;
  14497. nullpo_ret(bl);
  14498. nullpo_ret(src = va_arg(ap, struct block_list *));
  14499. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  14500. pc_takeitem(sd, fitem);
  14501. return 0;
  14502. }
  14503. //For Ranger's Detonator [Jobbie/3CeAM]
  14504. int skill_detonator(struct block_list *bl, va_list ap)
  14505. {
  14506. struct skill_unit *unit=NULL;
  14507. struct block_list *src;
  14508. int unit_id;
  14509. nullpo_ret(bl);
  14510. nullpo_ret(ap);
  14511. src = va_arg(ap,struct block_list *);
  14512. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  14513. return 0;
  14514. if( unit->group->src_id != src->id )
  14515. return 0;
  14516. unit_id = unit->group->unit_id;
  14517. switch( unit_id )
  14518. { //List of Hunter and Ranger Traps that can be detonate.
  14519. case UNT_BLASTMINE:
  14520. case UNT_SANDMAN:
  14521. case UNT_CLAYMORETRAP:
  14522. case UNT_TALKIEBOX:
  14523. case UNT_CLUSTERBOMB:
  14524. case UNT_FIRINGTRAP:
  14525. case UNT_ICEBOUNDTRAP:
  14526. if( unit_id == UNT_TALKIEBOX )
  14527. {
  14528. clif_talkiebox(bl,unit->group->valstr);
  14529. unit->group->val2 = -1;
  14530. }
  14531. else
  14532. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  14533. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  14534. unit->group->unit_id = UNT_USED_TRAPS;
  14535. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  14536. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
  14537. break;
  14538. }
  14539. return 0;
  14540. }
  14541. /*==========================================
  14542. *
  14543. *------------------------------------------*/
  14544. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  14545. {
  14546. uint16 skill_id;
  14547. int *alive;
  14548. struct skill_unit *unit;
  14549. skill_id = va_arg(ap,int);
  14550. alive = va_arg(ap,int *);
  14551. unit = (struct skill_unit *)bl;
  14552. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  14553. return 0;
  14554. switch (skill_id) {
  14555. case SA_LANDPROTECTOR:
  14556. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  14557. (*alive) = 0;
  14558. skill_delunit(unit);
  14559. return 1;
  14560. }
  14561. //It deletes everything except traps and barriers
  14562. if( (!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP)) ) || unit->group->skill_id == WZ_FIREPILLAR ) {
  14563. skill_delunit(unit);
  14564. return 1;
  14565. }
  14566. break;
  14567. case HW_GANBANTEIN:
  14568. case LG_EARTHDRIVE:
  14569. // Officially songs/dances are removed
  14570. skill_delunit(unit);
  14571. return 1;
  14572. case SA_VOLCANO:
  14573. case SA_DELUGE:
  14574. case SA_VIOLENTGALE:
  14575. // The official implementation makes them fail to appear when casted on top of ANYTHING
  14576. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  14577. // hence, I leave the alternate implementation here, commented. [Skotlex]
  14578. if (unit->range <= 0)
  14579. {
  14580. (*alive) = 0;
  14581. return 1;
  14582. }
  14583. /*
  14584. switch (unit->group->skill_id)
  14585. { //These cannot override each other.
  14586. case SA_VOLCANO:
  14587. case SA_DELUGE:
  14588. case SA_VIOLENTGALE:
  14589. (*alive) = 0;
  14590. return 1;
  14591. }
  14592. */
  14593. break;
  14594. case PF_FOGWALL:
  14595. switch(unit->group->skill_id) {
  14596. case SA_VOLCANO: //Can't be placed on top of these
  14597. case SA_VIOLENTGALE:
  14598. (*alive) = 0;
  14599. return 1;
  14600. case SA_DELUGE:
  14601. case NJ_SUITON:
  14602. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  14603. (*alive) = 2;
  14604. break;
  14605. }
  14606. break;
  14607. case HP_BASILICA:
  14608. if (unit->group->skill_id == HP_BASILICA)
  14609. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  14610. (*alive) = 0;
  14611. return 1;
  14612. }
  14613. break;
  14614. case GN_CRAZYWEED_ATK:
  14615. switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
  14616. case UNT_WALLOFTHORN:
  14617. case UNT_THORNS_TRAP:
  14618. case UNT_BLOODYLUST:
  14619. case UNT_CHAOSPANIC:
  14620. case UNT_MAELSTROM:
  14621. case UNT_FIREPILLAR_ACTIVE:
  14622. case UNT_LANDPROTECTOR:
  14623. case UNT_VOLCANO:
  14624. case UNT_DELUGE:
  14625. case UNT_VIOLENTGALE:
  14626. case UNT_SAFETYWALL:
  14627. case UNT_PNEUMA:
  14628. skill_delunit(unit);
  14629. return 1;
  14630. }
  14631. break;
  14632. }
  14633. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
  14634. (*alive) = 0;
  14635. return 1;
  14636. }
  14637. return 0;
  14638. }
  14639. /*==========================================
  14640. *
  14641. *------------------------------------------*/
  14642. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  14643. {
  14644. struct mob_data* md;
  14645. struct unit_data*ud = unit_bl2ud(bl);
  14646. struct block_list *from_bl;
  14647. struct block_list *to_bl;
  14648. md = (struct mob_data*)bl;
  14649. from_bl = va_arg(ap,struct block_list *);
  14650. to_bl = va_arg(ap,struct block_list *);
  14651. if(ud && ud->target == from_bl->id)
  14652. ud->target = to_bl->id;
  14653. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  14654. md->target_id = to_bl->id;
  14655. return 0;
  14656. }
  14657. /*==========================================
  14658. *
  14659. *------------------------------------------*/
  14660. static int skill_trap_splash (struct block_list *bl, va_list ap)
  14661. {
  14662. struct block_list *src;
  14663. int tick;
  14664. struct skill_unit *unit;
  14665. struct skill_unit_group *sg;
  14666. struct block_list *ss; //skill src bl
  14667. src = va_arg(ap,struct block_list *);
  14668. unit = (struct skill_unit *)src;
  14669. tick = va_arg(ap,int);
  14670. if( !unit->alive || bl->prev == NULL )
  14671. return 0;
  14672. nullpo_ret(sg = unit->group);
  14673. nullpo_ret(ss = map_id2bl(sg->src_id));
  14674. if(battle_check_target(src,bl,sg->target_flag) <= 0)
  14675. return 0;
  14676. switch(sg->unit_id){
  14677. case UNT_SHOCKWAVE:
  14678. case UNT_SANDMAN:
  14679. case UNT_FLASHER:
  14680. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  14681. break;
  14682. case UNT_GROUNDDRIFT_WIND:
  14683. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14684. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14685. break;
  14686. case UNT_GROUNDDRIFT_DARK:
  14687. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14688. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14689. break;
  14690. case UNT_GROUNDDRIFT_POISON:
  14691. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14692. sc_start(ss,bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14693. break;
  14694. case UNT_GROUNDDRIFT_WATER:
  14695. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14696. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14697. break;
  14698. case UNT_GROUNDDRIFT_FIRE:
  14699. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14700. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  14701. break;
  14702. case UNT_ELECTRICSHOCKER:
  14703. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  14704. break;
  14705. case UNT_FIRINGTRAP:
  14706. case UNT_ICEBOUNDTRAP:
  14707. case UNT_CLUSTERBOMB:
  14708. if( ss != bl )
  14709. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  14710. break;
  14711. case UNT_MAGENTATRAP:
  14712. case UNT_COBALTTRAP:
  14713. case UNT_MAIZETRAP:
  14714. case UNT_VERDURETRAP:
  14715. if( bl->type != BL_PC && !is_boss(bl) )
  14716. sc_start2(ss,bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  14717. break;
  14718. case UNT_REVERBERATION:
  14719. skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
  14720. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  14721. break;
  14722. default:
  14723. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  14724. break;
  14725. }
  14726. return 1;
  14727. }
  14728. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  14729. {
  14730. uint16 skill_id, skill_lv;
  14731. struct skill_unit *unit;
  14732. skill_id = va_arg(ap,int);
  14733. skill_lv = va_arg(ap,int);
  14734. unit = (struct skill_unit *)bl;
  14735. if( unit == NULL || unit->group == NULL )
  14736. return 0;
  14737. if( skill_get_inf2(skill_id)&INF2_TRAP )
  14738. return 0;
  14739. if( unit->group->skill_id == SC_MAELSTROM ){
  14740. struct block_list *src;
  14741. if( (src = map_id2bl(unit->group->src_id)) ){
  14742. int sp = unit->group->skill_lv * skill_lv;
  14743. if( src->type == BL_PC )
  14744. sp += ((TBL_PC*)src)->status.job_level / 5;
  14745. status_heal(src, 0, sp/2, 1);
  14746. }
  14747. }
  14748. return 0;
  14749. }
  14750. /*==========================================
  14751. *
  14752. *------------------------------------------*/
  14753. int skill_enchant_elemental_end (struct block_list *bl, int type)
  14754. {
  14755. struct status_change *sc;
  14756. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK };
  14757. int i;
  14758. nullpo_ret(bl);
  14759. nullpo_ret(sc= status_get_sc(bl));
  14760. if (!sc->count) return 0;
  14761. for (i = 0; i < ARRAYLENGTH(scs); i++)
  14762. if (type != scs[i] && sc->data[scs[i]])
  14763. status_change_end(bl, scs[i], INVALID_TIMER);
  14764. return 0;
  14765. }
  14766. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  14767. {
  14768. bool wall = true;
  14769. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  14770. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  14771. { //Check for walls.
  14772. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14773. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14774. int i;
  14775. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  14776. if( i == 8 )
  14777. wall = false;
  14778. }
  14779. if( sce ) {
  14780. if( !wall ) {
  14781. if( sce->val1 < 3 ) //End cloaking.
  14782. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  14783. else if( sce->val4&1 ) { //Remove wall bonus
  14784. sce->val4&=~1;
  14785. status_calc_bl(bl,SCB_SPEED);
  14786. }
  14787. } else {
  14788. if( !(sce->val4&1) ) { //Add wall speed bonus
  14789. sce->val4|=1;
  14790. status_calc_bl(bl,SCB_SPEED);
  14791. }
  14792. }
  14793. }
  14794. return wall;
  14795. }
  14796. /** Check Shadow Form on the target
  14797. * @param bl: Target
  14798. * @param damage: Damage amount
  14799. * @param hit
  14800. * @return true - in Shadow Form state; false - otherwise
  14801. */
  14802. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit) {
  14803. struct status_change *sc;
  14804. nullpo_retr(false,bl);
  14805. if (!damage)
  14806. return false;
  14807. sc = status_get_sc(bl);
  14808. if( sc && sc->data[SC__SHADOWFORM] ) {
  14809. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  14810. if( !src || src->m != bl->m ) {
  14811. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  14812. return false;
  14813. }
  14814. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  14815. if( src->type == BL_PC )
  14816. ((TBL_PC*)src)->shadowform_id = 0;
  14817. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  14818. return false;
  14819. }
  14820. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? 8 : 0), 0), 0);
  14821. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  14822. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  14823. if( src->type == BL_PC )
  14824. ((TBL_PC*)src)->shadowform_id = 0;
  14825. }
  14826. return true;
  14827. }
  14828. return false;
  14829. }
  14830. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  14831. {
  14832. bool wall = true;
  14833. if( bl->type == BL_PC ) { //Check for walls.
  14834. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14835. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14836. int i;
  14837. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  14838. if( i == 8 )
  14839. wall = false;
  14840. }
  14841. if( sce ) {
  14842. if( !wall ) {
  14843. if( sce->val1 == 1 ) //End camouflage.
  14844. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  14845. }
  14846. status_calc_bl(bl,SCB_SPEED);
  14847. }
  14848. return wall;
  14849. }
  14850. /*==========================================
  14851. *
  14852. *------------------------------------------*/
  14853. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  14854. {
  14855. struct skill_unit *unit;
  14856. nullpo_retr(NULL, group);
  14857. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  14858. nullpo_retr(NULL, unit=&group->unit[idx]);
  14859. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  14860. return unit;
  14861. if(!unit->alive)
  14862. group->alive_count++;
  14863. unit->bl.id=map_get_new_object_id();
  14864. unit->bl.type=BL_SKILL;
  14865. unit->bl.m=group->map;
  14866. unit->bl.x=x;
  14867. unit->bl.y=y;
  14868. unit->group=group;
  14869. unit->alive=1;
  14870. unit->val1=val1;
  14871. unit->val2=val2;
  14872. idb_put(skillunit_db, unit->bl.id, unit);
  14873. map_addiddb(&unit->bl);
  14874. if(map_addblock(&unit->bl))
  14875. return NULL;
  14876. // perform oninit actions
  14877. switch (group->skill_id) {
  14878. case WZ_ICEWALL:
  14879. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  14880. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  14881. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  14882. map[unit->bl.m].icewall_num++;
  14883. break;
  14884. case SA_LANDPROTECTOR:
  14885. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  14886. break;
  14887. case HP_BASILICA:
  14888. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  14889. break;
  14890. case SC_MAELSTROM:
  14891. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  14892. break;
  14893. default:
  14894. if (group->state.song_dance&0x1) //Check for dissonance.
  14895. skill_dance_overlap(unit, 1);
  14896. break;
  14897. }
  14898. clif_skill_setunit(unit);
  14899. return unit;
  14900. }
  14901. /*==========================================
  14902. *
  14903. *------------------------------------------*/
  14904. int skill_delunit (struct skill_unit* unit) {
  14905. struct skill_unit_group *group;
  14906. nullpo_ret(unit);
  14907. if( !unit->alive )
  14908. return 0;
  14909. unit->alive=0;
  14910. nullpo_ret(group=unit->group);
  14911. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  14912. skill_dance_overlap(unit, 0);
  14913. // invoke onout event
  14914. if( !unit->range )
  14915. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  14916. // perform ondelete actions
  14917. switch (group->skill_id) {
  14918. case HT_ANKLESNARE: {
  14919. struct block_list* target = map_id2bl(group->val2);
  14920. if( target )
  14921. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  14922. }
  14923. break;
  14924. case WZ_ICEWALL:
  14925. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  14926. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  14927. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  14928. map[unit->bl.m].icewall_num--;
  14929. break;
  14930. case SA_LANDPROTECTOR:
  14931. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  14932. break;
  14933. case HP_BASILICA:
  14934. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  14935. // Because of Basilica's range we need to specifically update the players inside when it's cancelled prematurely
  14936. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,0,4);
  14937. break;
  14938. case RA_ELECTRICSHOCKER: {
  14939. struct block_list* target = map_id2bl(group->val2);
  14940. if( target )
  14941. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  14942. }
  14943. break;
  14944. case SC_MAELSTROM:
  14945. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  14946. break;
  14947. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  14948. if( group->val2 ) { // Someone Traped
  14949. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  14950. if( tsc && tsc->data[SC__MANHOLE] )
  14951. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  14952. }
  14953. break;
  14954. }
  14955. clif_skill_delunit(unit);
  14956. unit->group=NULL;
  14957. map_delblock(&unit->bl); // don't free yet
  14958. map_deliddb(&unit->bl);
  14959. idb_remove(skillunit_db, unit->bl.id);
  14960. if(--group->alive_count==0)
  14961. skill_delunitgroup(group);
  14962. return 0;
  14963. }
  14964. /*==========================================
  14965. *
  14966. *------------------------------------------*/
  14967. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  14968. /// Returns the target skill_unit_group or NULL if not found.
  14969. struct skill_unit_group* skill_id2group(int group_id)
  14970. {
  14971. return (struct skill_unit_group*)idb_get(group_db, group_id);
  14972. }
  14973. static int skill_unit_group_newid = MAX_SKILL_DB;
  14974. /// Returns a new group_id that isn't being used in group_db.
  14975. /// Fatal error if nothing is available.
  14976. static int skill_get_new_group_id(void)
  14977. {
  14978. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  14979. return skill_unit_group_newid++;// available
  14980. {// find next id
  14981. int base_id = skill_unit_group_newid;
  14982. while( base_id != ++skill_unit_group_newid )
  14983. {
  14984. if( skill_unit_group_newid < MAX_SKILL_DB )
  14985. skill_unit_group_newid = MAX_SKILL_DB;
  14986. if( skill_id2group(skill_unit_group_newid) == NULL )
  14987. return skill_unit_group_newid++;// available
  14988. }
  14989. // full loop, nothing available
  14990. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  14991. exit(1);
  14992. }
  14993. }
  14994. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  14995. {
  14996. struct unit_data* ud = unit_bl2ud( src );
  14997. struct skill_unit_group* group;
  14998. int i;
  14999. if(!(skill_id && skill_lv)) return 0;
  15000. nullpo_retr(NULL, src);
  15001. nullpo_retr(NULL, ud);
  15002. // find a free spot to store the new unit group
  15003. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  15004. if(i == MAX_SKILLUNITGROUP) {
  15005. // array is full, make room by discarding oldest group
  15006. int j=0;
  15007. unsigned maxdiff=0,tick=gettick();
  15008. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  15009. unsigned int x=DIFF_TICK(tick,ud->skillunit[i]->tick);
  15010. if(x>maxdiff){
  15011. maxdiff=x;
  15012. j=i;
  15013. }
  15014. }
  15015. skill_delunitgroup(ud->skillunit[j]);
  15016. //Since elements must have shifted, we use the last slot.
  15017. i = MAX_SKILLUNITGROUP-1;
  15018. }
  15019. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  15020. group->src_id = src->id;
  15021. group->party_id = status_get_party_id(src);
  15022. group->guild_id = status_get_guild_id(src);
  15023. group->bg_id = bg_team_get_id(src);
  15024. group->group_id = skill_get_new_group_id();
  15025. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  15026. group->unit_count = count;
  15027. group->alive_count = 0;
  15028. group->val1 = 0;
  15029. group->val2 = 0;
  15030. group->val3 = 0;
  15031. group->skill_id = skill_id;
  15032. group->skill_lv = skill_lv;
  15033. group->unit_id = unit_id;
  15034. group->map = src->m;
  15035. group->limit = limit;
  15036. group->interval = interval;
  15037. group->tick = gettick();
  15038. group->valstr = NULL;
  15039. ud->skillunit[i] = group;
  15040. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  15041. group->tick += 1500;
  15042. idb_put(group_db, group->group_id, group);
  15043. return group;
  15044. }
  15045. /*==========================================
  15046. *
  15047. *------------------------------------------*/
  15048. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  15049. {
  15050. struct block_list* src;
  15051. struct unit_data *ud;
  15052. int i,j;
  15053. if( group == NULL )
  15054. {
  15055. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  15056. return 0;
  15057. }
  15058. src=map_id2bl(group->src_id);
  15059. ud = unit_bl2ud(src);
  15060. if(!src || !ud) {
  15061. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15062. return 0;
  15063. }
  15064. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  15065. switch( group->skill_id ) {
  15066. case BA_DISSONANCE:
  15067. case BA_POEMBRAGI:
  15068. case BA_WHISTLE:
  15069. case BA_ASSASSINCROSS:
  15070. case BA_APPLEIDUN:
  15071. case DC_UGLYDANCE:
  15072. case DC_HUMMING:
  15073. case DC_DONTFORGETME:
  15074. case DC_FORTUNEKISS:
  15075. case DC_SERVICEFORYOU:
  15076. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  15077. break;
  15078. }
  15079. }
  15080. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  15081. {
  15082. struct status_change* sc = status_get_sc(src);
  15083. if (sc && sc->data[SC_DANCING])
  15084. {
  15085. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  15086. status_change_end(src, SC_DANCING, INVALID_TIMER);
  15087. }
  15088. }
  15089. // end Gospel's status change on 'src'
  15090. // (needs to be done when the group is deleted by other means than skill deactivation)
  15091. if (group->unit_id == UNT_GOSPEL) {
  15092. struct status_change *sc = status_get_sc(src);
  15093. if(sc && sc->data[SC_GOSPEL]) {
  15094. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  15095. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  15096. }
  15097. }
  15098. switch( group->skill_id ) {
  15099. case SG_SUN_WARM:
  15100. case SG_MOON_WARM:
  15101. case SG_STAR_WARM:
  15102. {
  15103. struct status_change *sc = NULL;
  15104. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  15105. sc->data[SC_WARM]->val4 = 0;
  15106. status_change_end(src, SC_WARM, INVALID_TIMER);
  15107. }
  15108. }
  15109. break;
  15110. case NC_NEUTRALBARRIER:
  15111. {
  15112. struct status_change *sc = NULL;
  15113. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  15114. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  15115. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  15116. }
  15117. }
  15118. break;
  15119. case NC_STEALTHFIELD:
  15120. {
  15121. struct status_change *sc = NULL;
  15122. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  15123. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  15124. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  15125. }
  15126. }
  15127. break;
  15128. case LG_BANDING:
  15129. {
  15130. struct status_change *sc = NULL;
  15131. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  15132. sc->data[SC_BANDING]->val4 = 0;
  15133. status_change_end(src,SC_BANDING,INVALID_TIMER);
  15134. }
  15135. }
  15136. break;
  15137. }
  15138. if (src->type==BL_PC && group->state.ammo_consume)
  15139. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  15140. group->alive_count=0;
  15141. // remove all unit cells
  15142. if(group->unit != NULL)
  15143. for( i = 0; i < group->unit_count; i++ )
  15144. skill_delunit(&group->unit[i]);
  15145. // clear Talkie-box string
  15146. if( group->valstr != NULL ) {
  15147. aFree(group->valstr);
  15148. group->valstr = NULL;
  15149. }
  15150. idb_remove(group_db, group->group_id);
  15151. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  15152. group->unit=NULL;
  15153. group->group_id=0;
  15154. group->unit_count=0;
  15155. // locate this group, swap with the last entry and delete it
  15156. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  15157. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  15158. j--;
  15159. if( i < MAX_SKILLUNITGROUP ) {
  15160. ud->skillunit[i] = ud->skillunit[j];
  15161. ud->skillunit[j] = NULL;
  15162. ers_free(skill_unit_ers, group);
  15163. } else
  15164. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15165. return 1;
  15166. }
  15167. /*==========================================
  15168. *
  15169. *------------------------------------------*/
  15170. int skill_clear_unitgroup (struct block_list *src)
  15171. {
  15172. struct unit_data *ud = unit_bl2ud(src);
  15173. nullpo_ret(ud);
  15174. while (ud->skillunit[0])
  15175. skill_delunitgroup(ud->skillunit[0]);
  15176. return 1;
  15177. }
  15178. /*==========================================
  15179. *
  15180. *------------------------------------------*/
  15181. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) {
  15182. int i,j=-1,s,id;
  15183. struct unit_data *ud;
  15184. struct skill_unit_group_tickset *set;
  15185. nullpo_ret(bl);
  15186. if (group->interval==-1)
  15187. return NULL;
  15188. ud = unit_bl2ud(bl);
  15189. if (!ud) return NULL;
  15190. set = ud->skillunittick;
  15191. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  15192. id = s = group->skill_id;
  15193. else
  15194. id = s = group->group_id;
  15195. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  15196. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  15197. if (set[k].id == id)
  15198. return &set[k];
  15199. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  15200. j=k;
  15201. }
  15202. if (j == -1) {
  15203. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  15204. j = id % MAX_SKILLUNITGROUPTICKSET;
  15205. }
  15206. set[j].id = id;
  15207. set[j].tick = tick;
  15208. return &set[j];
  15209. }
  15210. /*==========================================
  15211. *
  15212. *------------------------------------------*/
  15213. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) {
  15214. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  15215. struct skill_unit_group* group = unit->group;
  15216. unsigned int tick = va_arg(ap,unsigned int);
  15217. if( !unit->alive || bl->prev == NULL )
  15218. return 0;
  15219. nullpo_ret(group);
  15220. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  15221. return 0; //AoE skills are ineffective. [Skotlex]
  15222. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  15223. return 0;
  15224. skill_unit_onplace_timer(unit,bl,tick);
  15225. return 1;
  15226. }
  15227. /**
  15228. * @see DBApply
  15229. */
  15230. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  15231. {
  15232. struct skill_unit* unit = db_data2ptr(data);
  15233. struct skill_unit_group* group = unit->group;
  15234. unsigned int tick = va_arg(ap,unsigned int);
  15235. bool dissonance;
  15236. struct block_list* bl = &unit->bl;
  15237. if( !unit->alive )
  15238. return 0;
  15239. nullpo_ret(group);
  15240. // check for expiration
  15241. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  15242. {// skill unit expired (inlined from skill_unit_onlimit())
  15243. switch( group->unit_id )
  15244. {
  15245. case UNT_BLASTMINE:
  15246. #ifdef RENEWAL
  15247. case UNT_CLAYMORETRAP:
  15248. #endif
  15249. case UNT_GROUNDDRIFT_WIND:
  15250. case UNT_GROUNDDRIFT_DARK:
  15251. case UNT_GROUNDDRIFT_POISON:
  15252. case UNT_GROUNDDRIFT_WATER:
  15253. case UNT_GROUNDDRIFT_FIRE:
  15254. group->unit_id = UNT_USED_TRAPS;
  15255. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  15256. group->limit=DIFF_TICK(tick+1500,group->tick);
  15257. unit->limit=DIFF_TICK(tick+1500,group->tick);
  15258. break;
  15259. case UNT_ANKLESNARE:
  15260. case UNT_ELECTRICSHOCKER:
  15261. if( group->val2 > 0 ) {
  15262. // Used Trap don't returns back to item
  15263. skill_delunit(unit);
  15264. break;
  15265. }
  15266. case UNT_SKIDTRAP:
  15267. case UNT_LANDMINE:
  15268. case UNT_SHOCKWAVE:
  15269. case UNT_SANDMAN:
  15270. case UNT_FLASHER:
  15271. case UNT_FREEZINGTRAP:
  15272. #ifndef RENEWAL
  15273. case UNT_CLAYMORETRAP:
  15274. #endif
  15275. case UNT_TALKIEBOX:
  15276. case UNT_CLUSTERBOMB:
  15277. case UNT_MAGENTATRAP:
  15278. case UNT_COBALTTRAP:
  15279. case UNT_MAIZETRAP:
  15280. case UNT_VERDURETRAP:
  15281. case UNT_FIRINGTRAP:
  15282. case UNT_ICEBOUNDTRAP:
  15283. case UNT_B_TRAP:
  15284. {
  15285. struct block_list* src;
  15286. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  15287. { // revert unit back into a trap
  15288. struct item item_tmp;
  15289. memset(&item_tmp,0,sizeof(item_tmp));
  15290. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  15291. item_tmp.identify = 1;
  15292. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  15293. }
  15294. skill_delunit(unit);
  15295. }
  15296. break;
  15297. case UNT_WARP_ACTIVE:
  15298. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  15299. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  15300. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  15301. // restart timers
  15302. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  15303. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  15304. // apply effect to all units standing on it
  15305. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  15306. break;
  15307. case UNT_CALLFAMILY:
  15308. {
  15309. struct map_session_data *sd = NULL;
  15310. if(group->val1) {
  15311. sd = map_charid2sd(group->val1);
  15312. group->val1 = 0;
  15313. if (sd && !map[sd->bl.m].flag.nowarp)
  15314. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15315. }
  15316. if(group->val2) {
  15317. sd = map_charid2sd(group->val2);
  15318. group->val2 = 0;
  15319. if (sd && !map[sd->bl.m].flag.nowarp)
  15320. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15321. }
  15322. skill_delunit(unit);
  15323. }
  15324. break;
  15325. case UNT_REVERBERATION:
  15326. if( unit->val1 <= 0 ) { // If it was deactivated.
  15327. skill_delunit(unit);
  15328. break;
  15329. }
  15330. clif_changetraplook(bl,UNT_USED_TRAPS);
  15331. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  15332. group->limit = DIFF_TICK(tick,group->tick)+1000;
  15333. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  15334. group->unit_id = UNT_USED_TRAPS;
  15335. break;
  15336. case UNT_FEINTBOMB: {
  15337. struct block_list *src = map_id2bl(group->src_id);
  15338. if( src )
  15339. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  15340. skill_delunit(unit);
  15341. break;
  15342. }
  15343. case UNT_BANDING:
  15344. {
  15345. struct block_list *src = map_id2bl(group->src_id);
  15346. struct status_change *sc;
  15347. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
  15348. {
  15349. skill_delunit(unit);
  15350. break;
  15351. }
  15352. // This unit isn't removed while SC_BANDING is active.
  15353. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  15354. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  15355. }
  15356. break;
  15357. default:
  15358. skill_delunit(unit);
  15359. }
  15360. } else {// skill unit is still active
  15361. switch( group->unit_id ) {
  15362. case UNT_ICEWALL:
  15363. // icewall loses 50 hp every second
  15364. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  15365. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  15366. unit->limit = DIFF_TICK(tick+700,group->tick);
  15367. break;
  15368. case UNT_BLASTMINE:
  15369. case UNT_SKIDTRAP:
  15370. case UNT_LANDMINE:
  15371. case UNT_SHOCKWAVE:
  15372. case UNT_SANDMAN:
  15373. case UNT_FLASHER:
  15374. case UNT_CLAYMORETRAP:
  15375. case UNT_FREEZINGTRAP:
  15376. case UNT_TALKIEBOX:
  15377. case UNT_ANKLESNARE:
  15378. case UNT_B_TRAP:
  15379. if( unit->val1 <= 0 ) {
  15380. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  15381. skill_delunit(unit);
  15382. else {
  15383. clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  15384. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  15385. group->unit_id = UNT_USED_TRAPS;
  15386. }
  15387. }
  15388. break;
  15389. case UNT_REVERBERATION:
  15390. if( unit->val1 <= 0 ){
  15391. clif_changetraplook(bl,UNT_USED_TRAPS);
  15392. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  15393. group->limit = DIFF_TICK(tick,group->tick)+1000;
  15394. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  15395. group->unit_id = UNT_USED_TRAPS;
  15396. }
  15397. break;
  15398. case UNT_WALLOFTHORN:
  15399. if( unit->val1 <= 0 ) {
  15400. group->unit_id = UNT_USED_TRAPS;
  15401. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  15402. }
  15403. break;
  15404. }
  15405. }
  15406. //Don't continue if unit or even group is expired and has been deleted.
  15407. if( !group || !unit->alive )
  15408. return 0;
  15409. dissonance = skill_dance_switch(unit, 0);
  15410. if( unit->range >= 0 && group->interval != -1 )
  15411. {
  15412. if( battle_config.skill_wall_check )
  15413. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  15414. else
  15415. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  15416. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  15417. group->unit_id = UNT_USED_TRAPS;
  15418. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  15419. unit->range = -1; //Disable processed cell.
  15420. if (--group->val1 <= 0) { // number of live cells
  15421. //All tiles were processed, disable skill.
  15422. group->target_flag=BCT_NOONE;
  15423. group->bl_flag= BL_NUL;
  15424. }
  15425. }
  15426. }
  15427. if( dissonance ) skill_dance_switch(unit, 1);
  15428. return 0;
  15429. }
  15430. /*==========================================
  15431. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  15432. *------------------------------------------*/
  15433. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) {
  15434. map_freeblock_lock();
  15435. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  15436. map_freeblock_unlock();
  15437. return 0;
  15438. }
  15439. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  15440. /*==========================================
  15441. * flag :
  15442. * 1 : store that skill_unit in array
  15443. * 2 : clear that skill_unit
  15444. * 4 : call_on_left
  15445. *------------------------------------------*/
  15446. int skill_unit_move_sub (struct block_list* bl, va_list ap) {
  15447. struct skill_unit* unit = (struct skill_unit *)bl;
  15448. struct skill_unit_group* group = unit->group;
  15449. struct block_list* target = va_arg(ap,struct block_list*);
  15450. unsigned int tick = va_arg(ap,unsigned int);
  15451. int flag = va_arg(ap,int);
  15452. bool dissonance;
  15453. uint16 skill_id;
  15454. int i;
  15455. nullpo_ret(group);
  15456. if( !unit->alive || target->prev == NULL )
  15457. return 0;
  15458. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  15459. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  15460. dissonance = skill_dance_switch(unit, 0);
  15461. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  15462. skill_id = unit->group->skill_id;
  15463. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  15464. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  15465. if( dissonance ) {
  15466. skill_dance_switch(unit, 1);
  15467. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  15468. }
  15469. return 0;
  15470. }
  15471. //Target-type check.
  15472. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  15473. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  15474. if( flag&1 ) {
  15475. if( flag&2 ) { //Clear this skill id.
  15476. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  15477. if( i < ARRAYLENGTH(skill_unit_temp) )
  15478. skill_unit_temp[i] = 0;
  15479. }
  15480. } else {
  15481. if( flag&2 ) { //Store this skill id.
  15482. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  15483. if( i < ARRAYLENGTH(skill_unit_temp) )
  15484. skill_unit_temp[i] = skill_id;
  15485. else
  15486. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  15487. }
  15488. }
  15489. if( flag&4 )
  15490. skill_unit_onleft(skill_id,target,tick);
  15491. }
  15492. if( dissonance ) skill_dance_switch(unit, 1);
  15493. return 0;
  15494. } else {
  15495. if( flag&1 ) {
  15496. int result = skill_unit_onplace(unit,target,tick);
  15497. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  15498. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  15499. if( i < ARRAYLENGTH(skill_unit_temp) )
  15500. skill_unit_temp[i] = 0;
  15501. }
  15502. } else {
  15503. int result = skill_unit_onout(unit,target,tick);
  15504. if( flag&2 && result ) { //Store this unit id.
  15505. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  15506. if( i < ARRAYLENGTH(skill_unit_temp) )
  15507. skill_unit_temp[i] = skill_id;
  15508. else
  15509. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  15510. }
  15511. }
  15512. //TODO: Normally, this is dangerous since the unit and group could be freed
  15513. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  15514. //cells do not get deleted within them. [Skotlex]
  15515. if( dissonance ) skill_dance_switch(unit, 1);
  15516. if( flag&4 )
  15517. skill_unit_onleft(skill_id,target,tick);
  15518. return 1;
  15519. }
  15520. }
  15521. /*==========================================
  15522. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  15523. * Flag values:
  15524. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  15525. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  15526. * units to figure out when they have left a group.
  15527. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  15528. *------------------------------------------*/
  15529. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) {
  15530. nullpo_ret(bl);
  15531. if( bl->prev == NULL )
  15532. return 0;
  15533. if( flag&2 && !(flag&1) ) { //Onout, clear data
  15534. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  15535. }
  15536. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  15537. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  15538. int i;
  15539. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  15540. if( skill_unit_temp[i] )
  15541. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  15542. }
  15543. return 0;
  15544. }
  15545. /*==========================================
  15546. *
  15547. *------------------------------------------*/
  15548. int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  15549. {
  15550. int i,j;
  15551. unsigned int tick = gettick();
  15552. int *m_flag;
  15553. struct skill_unit *unit1;
  15554. struct skill_unit *unit2;
  15555. if (group == NULL)
  15556. return 0;
  15557. if (group->unit_count<=0)
  15558. return 0;
  15559. if (group->unit==NULL)
  15560. return 0;
  15561. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  15562. return 0; //Ensembles may not be moved around.
  15563. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
  15564. return 0; //Icewalls and Wall of Thorns don't get knocked back
  15565. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  15566. // m_flag
  15567. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  15568. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  15569. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  15570. // 3: Both 1+2.
  15571. for(i=0;i<group->unit_count;i++){
  15572. unit1=&group->unit[i];
  15573. if (!unit1->alive || unit1->bl.m!=m)
  15574. continue;
  15575. for(j=0;j<group->unit_count;j++){
  15576. unit2=&group->unit[j];
  15577. if (!unit2->alive)
  15578. continue;
  15579. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  15580. m_flag[i] |= 0x1;
  15581. }
  15582. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  15583. m_flag[i] |= 0x2;
  15584. }
  15585. }
  15586. }
  15587. j = 0;
  15588. for (i=0;i<group->unit_count;i++) {
  15589. unit1=&group->unit[i];
  15590. if (!unit1->alive)
  15591. continue;
  15592. if (!(m_flag[i]&0x2)) {
  15593. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  15594. skill_dance_overlap(unit1, 0);
  15595. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  15596. }
  15597. //Move Cell using "smart" criteria (avoid useless moving around)
  15598. switch(m_flag[i])
  15599. {
  15600. case 0:
  15601. //Cell moves independently, safely move it.
  15602. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  15603. break;
  15604. case 1:
  15605. //Cell moves unto another cell, look for a replacement cell that won't collide
  15606. //and has no cell moving into it (flag == 2)
  15607. for(;j<group->unit_count;j++)
  15608. {
  15609. if(m_flag[j]!=2 || !group->unit[j].alive)
  15610. continue;
  15611. //Move to where this cell would had moved.
  15612. unit2 = &group->unit[j];
  15613. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  15614. j++; //Skip this cell as we have used it.
  15615. break;
  15616. }
  15617. break;
  15618. case 2:
  15619. case 3:
  15620. break; //Don't move the cell as a cell will end on this tile anyway.
  15621. }
  15622. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  15623. if (group->state.song_dance&0x1) //Check for dissonance effect.
  15624. skill_dance_overlap(unit1, 1);
  15625. clif_skill_setunit(unit1);
  15626. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  15627. }
  15628. }
  15629. aFree(m_flag);
  15630. return 0;
  15631. }
  15632. /*==========================================
  15633. *
  15634. *------------------------------------------*/
  15635. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  15636. {
  15637. int i,j;
  15638. nullpo_ret(sd);
  15639. if(nameid<=0)
  15640. return 0;
  15641. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  15642. if(skill_produce_db[i].nameid == nameid ){
  15643. if((j=skill_produce_db[i].req_skill)>0 &&
  15644. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  15645. continue; // must iterate again to check other skills that produce it. [malufett]
  15646. if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
  15647. continue; // special case
  15648. break;
  15649. }
  15650. }
  15651. if( i >= MAX_SKILL_PRODUCE_DB )
  15652. return 0;
  15653. if( pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT )
  15654. {// cannot carry the produced stuff
  15655. return 0;
  15656. }
  15657. if(trigger>=0){
  15658. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  15659. if(skill_produce_db[i].itemlv!=trigger)
  15660. return 0;
  15661. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  15662. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  15663. return 0;
  15664. } else { // Weapon (itemlv must be higher or equal)
  15665. if(skill_produce_db[i].itemlv>trigger)
  15666. return 0;
  15667. }
  15668. }
  15669. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  15670. int id;
  15671. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  15672. continue;
  15673. if(skill_produce_db[i].mat_amount[j] <= 0) {
  15674. if(pc_search_inventory(sd,id) < 0)
  15675. return 0;
  15676. }
  15677. else {
  15678. int x,y;
  15679. for(y=0,x=0;y<MAX_INVENTORY;y++)
  15680. if( sd->status.inventory[y].nameid == id )
  15681. x+=sd->status.inventory[y].amount;
  15682. if(x<qty*skill_produce_db[i].mat_amount[j])
  15683. return 0;
  15684. }
  15685. }
  15686. return i+1;
  15687. }
  15688. /*==========================================
  15689. *
  15690. *------------------------------------------*/
  15691. int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  15692. {
  15693. int slot[3];
  15694. int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0;
  15695. int num = -1; // exclude the recipe
  15696. struct status_data *status;
  15697. struct item_data* data;
  15698. nullpo_ret(sd);
  15699. status = status_get_status_data(&sd->bl);
  15700. if( sd->skill_id_old == skill_id )
  15701. skill_lv = sd->skill_lv_old;
  15702. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  15703. return 0;
  15704. idx--;
  15705. if (qty < 1)
  15706. qty = 1;
  15707. if (!skill_id) //A skill can be specified for some override cases.
  15708. skill_id = skill_produce_db[idx].req_skill;
  15709. if( skill_id == GC_RESEARCHNEWPOISON )
  15710. skill_id = GC_CREATENEWPOISON;
  15711. slot[0]=slot1;
  15712. slot[1]=slot2;
  15713. slot[2]=slot3;
  15714. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  15715. int j;
  15716. if( slot[i]<=0 )
  15717. continue;
  15718. j = pc_search_inventory(sd,slot[i]);
  15719. if(j < 0)
  15720. continue;
  15721. if(slot[i]==ITEMID_STAR_CRUMB){
  15722. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  15723. sc++;
  15724. }
  15725. if(slot[i]>=ITEMID_FLAME_HEART && slot[i]<=ITEMID_GREAT_NATURE && ele==0){
  15726. static const int ele_table[4]={3,1,4,2};
  15727. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  15728. ele=ele_table[slot[i]-ITEMID_FLAME_HEART];
  15729. }
  15730. }
  15731. if( skill_id == RK_RUNEMASTERY ) {
  15732. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  15733. data = itemdb_search(nameid);
  15734. if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
  15735. else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
  15736. else temp_qty = 1;
  15737. if (data->stack.inventory) {
  15738. for( i = 0; i < MAX_INVENTORY; i++ ) {
  15739. if( sd->status.inventory[i].nameid == nameid ) {
  15740. if( sd->status.inventory[i].amount >= data->stack.amount ) {
  15741. clif_msgtable(sd->fd,0x61b);
  15742. return 0;
  15743. } else {
  15744. /**
  15745. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  15746. **/
  15747. if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
  15748. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  15749. }
  15750. break;
  15751. }
  15752. }
  15753. }
  15754. qty = temp_qty;
  15755. }
  15756. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  15757. int j,id,x;
  15758. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  15759. continue;
  15760. num++;
  15761. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  15762. do{
  15763. int y=0;
  15764. j = pc_search_inventory(sd,id);
  15765. if(j >= 0){
  15766. y = sd->status.inventory[j].amount;
  15767. if(y>x)y=x;
  15768. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  15769. } else {
  15770. ShowError("skill_produce_mix: material item error\n");
  15771. return 0;
  15772. }
  15773. x-=y;
  15774. }while( j>=0 && x>0 );
  15775. }
  15776. if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
  15777. wlv = itemdb_wlv(nameid);
  15778. if(!equip) {
  15779. switch(skill_id){
  15780. case BS_IRON:
  15781. case BS_STEEL:
  15782. case BS_ENCHANTEDSTONE:
  15783. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  15784. i = pc_checkskill(sd,skill_id);
  15785. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  15786. switch(nameid){
  15787. case ITEMID_IRON:
  15788. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  15789. break;
  15790. case ITEMID_STEEL:
  15791. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  15792. break;
  15793. case ITEMID_STAR_CRUMB:
  15794. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  15795. break;
  15796. default: // Enchanted Stones
  15797. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  15798. break;
  15799. }
  15800. break;
  15801. case ASC_CDP:
  15802. make_per = (2000 + 40*status->dex + 20*status->luk);
  15803. break;
  15804. case AL_HOLYWATER:
  15805. /**
  15806. * Arch Bishop
  15807. **/
  15808. case AB_ANCILLA:
  15809. make_per = 100000; //100% success
  15810. break;
  15811. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  15812. case AM_TWILIGHT1:
  15813. case AM_TWILIGHT2:
  15814. case AM_TWILIGHT3:
  15815. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  15816. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  15817. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  15818. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  15819. int skill;
  15820. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  15821. make_per += skill*100; //+1% bonus per level
  15822. }
  15823. switch(nameid){
  15824. case ITEMID_RED_POTION:
  15825. case ITEMID_YELLOW_POTION:
  15826. case ITEMID_WHITE_POTION:
  15827. make_per += (1+rnd()%100)*10 + 2000;
  15828. break;
  15829. case ITEMID_ALCOHOL:
  15830. make_per += (1+rnd()%100)*10 + 1000;
  15831. break;
  15832. case ITEMID_FIRE_BOTTLE:
  15833. case ITEMID_ACID_BOTTLE:
  15834. case ITEMID_MAN_EATER_BOTTLE:
  15835. case ITEMID_MINI_BOTTLE:
  15836. make_per += (1+rnd()%100)*10;
  15837. break;
  15838. case ITEMID_YELLOW_SLIM_POTION:
  15839. make_per -= (1+rnd()%50)*10;
  15840. break;
  15841. case ITEMID_WHITE_SLIM_POTION:
  15842. case ITEMID_COATING_BOTTLE:
  15843. make_per -= (1+rnd()%100)*10;
  15844. break;
  15845. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  15846. case ITEMID_BLUE_POTION:
  15847. case ITEMID_RED_SLIM_POTION:
  15848. case ITEMID_ANODYNE:
  15849. case ITEMID_ALOEBERA:
  15850. default:
  15851. break;
  15852. }
  15853. if(battle_config.pp_rate != 100)
  15854. make_per = make_per * battle_config.pp_rate / 100;
  15855. break;
  15856. case SA_CREATECON: // Elemental Converter Creation
  15857. make_per = 100000; // should be 100% success rate
  15858. break;
  15859. /**
  15860. * Rune Knight
  15861. **/
  15862. case RK_RUNEMASTERY:
  15863. {
  15864. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  15865. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  15866. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  15867. int D = 0;
  15868. switch (nameid) { //rune rank it_diff 9 craftable rune
  15869. case ITEMID_BERKANA:
  15870. D = -2000;
  15871. break; //Rank S
  15872. case ITEMID_NAUTHIZ:
  15873. case ITEMID_URUZ:
  15874. D = -1500;
  15875. break; //Rank A
  15876. case ITEMID_ISA:
  15877. case ITEMID_WYRD:
  15878. D = -1000;
  15879. break; //Rank B
  15880. case ITEMID_RAIDO:
  15881. case ITEMID_THURISAZ:
  15882. case ITEMID_HAGALAZ:
  15883. case ITEMID_OTHILA:
  15884. D = -500;
  15885. break; //Rank C
  15886. default: D = -1500;
  15887. break; //not specified =-15%
  15888. }
  15889. make_per = A + B + C + D;
  15890. break;
  15891. }
  15892. /**
  15893. * Guilotine Cross
  15894. **/
  15895. case GC_CREATENEWPOISON:
  15896. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  15897. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  15898. break;
  15899. case GN_CHANGEMATERIAL:
  15900. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  15901. if( skill_changematerial_db[i].itemid == nameid ){
  15902. make_per = skill_changematerial_db[i].rate * 10;
  15903. break;
  15904. }
  15905. break;
  15906. case GN_S_PHARMACY:
  15907. {
  15908. int difficulty = 0;
  15909. difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  15910. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  15911. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  15912. switch(nameid){// difficulty factor
  15913. case ITEMID_HP_INCREASE_POTION_SMALL: case ITEMID_SP_INCREASE_POTION_SMALL:
  15914. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  15915. difficulty += 10;
  15916. break;
  15917. case ITEMID_BOMB_MUSHROOM_SPORE: case ITEMID_SP_INCREASE_POTION_MEDIUM:
  15918. difficulty += 15;
  15919. break;
  15920. case ITEMID_BANANA_BOMB: case ITEMID_HP_INCREASE_POTION_MEDIUM:
  15921. case ITEMID_SP_INCREASE_POTION_LARGE: case ITEMID_VITATA500:
  15922. difficulty += 20;
  15923. break;
  15924. case ITEMID_SEED_OF_HORNY_PLANT: case ITEMID_BLOODSUCK_PLANT_SEED:
  15925. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  15926. difficulty += 30;
  15927. break;
  15928. case ITEMID_HP_INCREASE_POTION_LARGE: case ITEMID_CURE_FREE:
  15929. difficulty += 40;
  15930. break;
  15931. }
  15932. if( make_per >= 400 && make_per > difficulty)
  15933. qty = 10;
  15934. else if( make_per >= 300 && make_per > difficulty)
  15935. qty = 7;
  15936. else if( make_per >= 100 && make_per > difficulty)
  15937. qty = 6;
  15938. else if( make_per >= 1 && make_per > difficulty)
  15939. qty = 5;
  15940. else
  15941. qty = 4;
  15942. make_per = 10000;
  15943. }
  15944. break;
  15945. case GN_MAKEBOMB:
  15946. case GN_MIX_COOKING:
  15947. {
  15948. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  15949. 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)
  15950. qty = ~(5 + rnd()%5) + 1;
  15951. switch(nameid){// difficulty factor
  15952. case ITEMID_APPLE_BOMB:
  15953. difficulty += 5;
  15954. break;
  15955. case ITEMID_COCONUT_BOMB: case ITEMID_MELON_BOMB:
  15956. difficulty += 10;
  15957. break;
  15958. case ITEMID_SAVAGE_FULL_ROAST: case ITEMID_COCKTAIL_WARG_BLOOD: case ITEMID_MINOR_STEW:
  15959. case ITEMID_SIROMA_ICED_TEA: case ITEMID_DROSERA_HERB_SALAD: case ITEMID_PETITE_TAIL_NOODLES:
  15960. case ITEMID_PINEAPPLE_BOMB:
  15961. difficulty += 15;
  15962. break;
  15963. case ITEMID_BANANA_BOMB:
  15964. difficulty += 20;
  15965. break;
  15966. }
  15967. if( make_per >= 30 && make_per > difficulty)
  15968. qty = 10 + rnd()%2;
  15969. else if( make_per >= 10 && make_per > difficulty)
  15970. qty = 10;
  15971. else if( make_per == 10 && make_per > difficulty)
  15972. qty = 8;
  15973. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  15974. ;// Food/Bomb creation fails.
  15975. else if( make_per >= 30 && make_per < difficulty)
  15976. qty = 5;
  15977. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  15978. qty = ~qty + 1;
  15979. make_per = 0;
  15980. }else
  15981. make_per = 10000;
  15982. qty = (skill_lv > 1 ? qty : 1);
  15983. }
  15984. break;
  15985. default:
  15986. if (sd->menuskill_id == AM_PHARMACY &&
  15987. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  15988. { //Assume Cooking Dish
  15989. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  15990. make_per = 10000; //100% Success
  15991. else
  15992. make_per = 1200 * (sd->menuskill_val - 10)
  15993. + 20 * (sd->status.base_level + 1)
  15994. + 20 * (status->dex + 1)
  15995. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  15996. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  15997. - 10 * (100 - status->luk + 1)
  15998. - 500 * (num - 1)
  15999. - 100 * (rnd()%4 + 1);
  16000. break;
  16001. }
  16002. make_per = 5000;
  16003. break;
  16004. }
  16005. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  16006. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  16007. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  16008. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  16009. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  16010. if(pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  16011. else if(pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  16012. else if(pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  16013. else if(pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  16014. if(battle_config.wp_rate != 100)
  16015. make_per = make_per * battle_config.wp_rate / 100;
  16016. }
  16017. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  16018. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  16019. if(make_per < 1) make_per = 1;
  16020. if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  16021. struct item tmp_item;
  16022. memset(&tmp_item,0,sizeof(tmp_item));
  16023. tmp_item.nameid=nameid;
  16024. tmp_item.amount=1;
  16025. tmp_item.identify=1;
  16026. if(equip){
  16027. tmp_item.card[0]=CARD0_FORGE;
  16028. tmp_item.card[1]=((sc*5)<<8)+ele;
  16029. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  16030. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  16031. } else {
  16032. //Flag is only used on the end, so it can be used here. [Skotlex]
  16033. switch (skill_id) {
  16034. case BS_DAGGER:
  16035. case BS_SWORD:
  16036. case BS_TWOHANDSWORD:
  16037. case BS_AXE:
  16038. case BS_MACE:
  16039. case BS_KNUCKLE:
  16040. case BS_SPEAR:
  16041. flag = battle_config.produce_item_name_input&0x1;
  16042. break;
  16043. case AM_PHARMACY:
  16044. case AM_TWILIGHT1:
  16045. case AM_TWILIGHT2:
  16046. case AM_TWILIGHT3:
  16047. flag = battle_config.produce_item_name_input&0x2;
  16048. break;
  16049. case AL_HOLYWATER:
  16050. /**
  16051. * Arch Bishop
  16052. **/
  16053. case AB_ANCILLA:
  16054. flag = battle_config.produce_item_name_input&0x8;
  16055. break;
  16056. case ASC_CDP:
  16057. flag = battle_config.produce_item_name_input&0x10;
  16058. break;
  16059. default:
  16060. flag = battle_config.produce_item_name_input&0x80;
  16061. break;
  16062. }
  16063. if (flag) {
  16064. tmp_item.card[0]=CARD0_CREATE;
  16065. tmp_item.card[1]=0;
  16066. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  16067. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  16068. }
  16069. }
  16070. // if(log_config.produce > 0)
  16071. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  16072. //TODO update PICKLOG
  16073. if(equip){
  16074. clif_produceeffect(sd,0,nameid);
  16075. clif_misceffect(&sd->bl,3);
  16076. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  16077. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  16078. } else {
  16079. int fame = 0;
  16080. tmp_item.amount = 0;
  16081. for (i=0; i< qty; i++) { //Apply quantity modifiers.
  16082. if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
  16083. tmp_item.amount = qty;
  16084. break;
  16085. }
  16086. if (rnd()%10000 < make_per || qty == 1) { //Success
  16087. tmp_item.amount++;
  16088. if(nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  16089. continue;
  16090. if( skill_id != AM_PHARMACY &&
  16091. skill_id != AM_TWILIGHT1 &&
  16092. skill_id != AM_TWILIGHT2 &&
  16093. skill_id != AM_TWILIGHT3 )
  16094. continue;
  16095. //Add fame as needed.
  16096. switch(++sd->potion_success_counter) {
  16097. case 3:
  16098. fame+=1; // Success to prepare 3 Condensed Potions in a row
  16099. break;
  16100. case 5:
  16101. fame+=3; // Success to prepare 5 Condensed Potions in a row
  16102. break;
  16103. case 7:
  16104. fame+=10; // Success to prepare 7 Condensed Potions in a row
  16105. break;
  16106. case 10:
  16107. fame+=50; // Success to prepare 10 Condensed Potions in a row
  16108. sd->potion_success_counter = 0;
  16109. break;
  16110. }
  16111. } else //Failure
  16112. sd->potion_success_counter = 0;
  16113. }
  16114. if (fame)
  16115. pc_addfame(sd,fame);
  16116. //Visual effects and the like.
  16117. switch (skill_id) {
  16118. case AM_PHARMACY:
  16119. case AM_TWILIGHT1:
  16120. case AM_TWILIGHT2:
  16121. case AM_TWILIGHT3:
  16122. case ASC_CDP:
  16123. clif_produceeffect(sd,2,nameid);
  16124. clif_misceffect(&sd->bl,5);
  16125. break;
  16126. case BS_IRON:
  16127. case BS_STEEL:
  16128. case BS_ENCHANTEDSTONE:
  16129. clif_produceeffect(sd,0,nameid);
  16130. clif_misceffect(&sd->bl,3);
  16131. break;
  16132. case RK_RUNEMASTERY:
  16133. case GC_CREATENEWPOISON:
  16134. clif_produceeffect(sd,2,nameid);
  16135. clif_misceffect(&sd->bl,5);
  16136. break;
  16137. default: //Those that don't require a skill?
  16138. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  16139. { //Cooking items.
  16140. clif_specialeffect(&sd->bl, 608, AREA);
  16141. if( sd->cook_mastery < 1999 )
  16142. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  16143. }
  16144. break;
  16145. }
  16146. }
  16147. if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  16148. int j, k = 0;
  16149. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  16150. if( skill_changematerial_db[i].itemid == nameid ){
  16151. for(j=0; j<5; j++){
  16152. if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
  16153. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  16154. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16155. clif_additem(sd,0,0,flag);
  16156. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16157. }
  16158. k++;
  16159. }
  16160. }
  16161. break;
  16162. }
  16163. if( k ){
  16164. clif_msg_skill(sd,skill_id,0x627);
  16165. return 1;
  16166. }
  16167. } else if (tmp_item.amount) { //Success
  16168. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16169. clif_additem(sd,0,0,flag);
  16170. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16171. }
  16172. if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
  16173. clif_msg_skill(sd,skill_id,0x627);
  16174. return 1;
  16175. }
  16176. }
  16177. //Failure
  16178. // if(log_config.produce)
  16179. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  16180. //TODO update PICKLOG
  16181. if(equip){
  16182. clif_produceeffect(sd,1,nameid);
  16183. clif_misceffect(&sd->bl,2);
  16184. } else {
  16185. switch (skill_id) {
  16186. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  16187. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  16188. case AM_PHARMACY:
  16189. case AM_TWILIGHT1:
  16190. case AM_TWILIGHT2:
  16191. case AM_TWILIGHT3:
  16192. clif_produceeffect(sd,3,nameid);
  16193. clif_misceffect(&sd->bl,6);
  16194. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  16195. break;
  16196. case BS_IRON:
  16197. case BS_STEEL:
  16198. case BS_ENCHANTEDSTONE:
  16199. clif_produceeffect(sd,1,nameid);
  16200. clif_misceffect(&sd->bl,2);
  16201. break;
  16202. case RK_RUNEMASTERY:
  16203. case GC_CREATENEWPOISON:
  16204. clif_produceeffect(sd,3,nameid);
  16205. clif_misceffect(&sd->bl,6);
  16206. break;
  16207. case GN_MIX_COOKING: {
  16208. struct item tmp_item;
  16209. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  16210. int rate = rnd()%500;
  16211. memset(&tmp_item,0,sizeof(tmp_item));
  16212. if( rate < 50) i = 4;
  16213. else if( rate < 100) i = 2+rnd()%1;
  16214. else if( rate < 250 ) i = 1;
  16215. else if( rate < 500 ) i = 0;
  16216. tmp_item.nameid = compensation[i];
  16217. tmp_item.amount = qty;
  16218. tmp_item.identify = 1;
  16219. if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
  16220. clif_additem(sd,0,0,flag);
  16221. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16222. }
  16223. clif_msg_skill(sd,skill_id,0x628);
  16224. }
  16225. break;
  16226. case GN_MAKEBOMB:
  16227. case GN_S_PHARMACY:
  16228. case GN_CHANGEMATERIAL:
  16229. clif_msg_skill(sd,skill_id,0x628);
  16230. break;
  16231. default:
  16232. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  16233. { //Cooking items.
  16234. clif_specialeffect(&sd->bl, 609, AREA);
  16235. if( sd->cook_mastery > 0 )
  16236. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  16237. }
  16238. }
  16239. }
  16240. return 0;
  16241. }
  16242. int skill_arrow_create (struct map_session_data *sd, int nameid)
  16243. {
  16244. int i,j,flag,index=-1;
  16245. struct item tmp_item;
  16246. nullpo_ret(sd);
  16247. if(nameid <= 0)
  16248. return 1;
  16249. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  16250. if(nameid == skill_arrow_db[i].nameid) {
  16251. index = i;
  16252. break;
  16253. }
  16254. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  16255. return 1;
  16256. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  16257. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  16258. memset(&tmp_item,0,sizeof(tmp_item));
  16259. tmp_item.identify = 1;
  16260. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  16261. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  16262. if(battle_config.produce_item_name_input&0x4) {
  16263. tmp_item.card[0]=CARD0_CREATE;
  16264. tmp_item.card[1]=0;
  16265. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  16266. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  16267. }
  16268. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  16269. continue;
  16270. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16271. clif_additem(sd,0,0,flag);
  16272. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16273. }
  16274. }
  16275. return 0;
  16276. }
  16277. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  16278. sc_type type;
  16279. int chance, i;
  16280. nullpo_ret(sd);
  16281. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  16282. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  16283. return 0;
  16284. }
  16285. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  16286. case ITEMID_PARALYSE: type = SC_PARALYSE; break;
  16287. case ITEMID_PYREXIA: type = SC_PYREXIA; break;
  16288. case ITEMID_DEATHHURT: type = SC_DEATHHURT; break;
  16289. case ITEMID_LEECHESEND: type = SC_LEECHESEND; break;
  16290. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; break;
  16291. case ITEMID_TOXIN: type = SC_TOXIN; break;
  16292. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break;
  16293. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break;
  16294. default:
  16295. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  16296. return 0;
  16297. }
  16298. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  16299. 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
  16300. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  16301. return 0;
  16302. }
  16303. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  16304. {
  16305. struct status_change *sc = status_get_sc(bl);
  16306. // non-offensive and non-magic skills do not affect the status
  16307. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  16308. return;
  16309. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  16310. if (sc->data[SC_MAGICPOWER]->val4) {
  16311. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  16312. } else {
  16313. sc->data[SC_MAGICPOWER]->val4 = 1;
  16314. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  16315. #ifndef RENEWAL
  16316. if(bl->type == BL_PC){// update current display.
  16317. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  16318. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  16319. }
  16320. #endif
  16321. }
  16322. }
  16323. }
  16324. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  16325. int x, y, i, class_, skill;
  16326. struct mob_data *md;
  16327. nullpo_ret(sd);
  16328. skill = sd->menuskill_val;
  16329. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  16330. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  16331. return 0;
  16332. }
  16333. // Spawn Position
  16334. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  16335. x = sd->sc.comet_x;
  16336. y = sd->sc.comet_y;
  16337. sd->sc.comet_x = sd->sc.comet_y = 0;
  16338. // Item picked decides the mob class
  16339. switch(nameid) {
  16340. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  16341. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  16342. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  16343. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  16344. default:
  16345. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  16346. return 0;
  16347. }
  16348. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  16349. if( md ) {
  16350. struct unit_data *ud = unit_bl2ud(&md->bl);
  16351. md->master_id = sd->bl.id;
  16352. md->special_state.ai = AI_FAW;
  16353. if(ud) {
  16354. ud->skill_id = NC_MAGICDECOY;
  16355. ud->skill_lv = skill;
  16356. }
  16357. if( md->deletetimer != INVALID_TIMER )
  16358. delete_timer(md->deletetimer, mob_timer_delete);
  16359. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  16360. mob_spawn(md);
  16361. }
  16362. return 0;
  16363. }
  16364. // Warlock Spellbooks. [LimitLine/3CeAM]
  16365. int skill_spellbook (struct map_session_data *sd, int nameid) {
  16366. int i, max_preserve, skill_id, point;
  16367. struct status_change *sc;
  16368. nullpo_ret(sd);
  16369. sc = status_get_sc(&sd->bl);
  16370. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  16371. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  16372. if( i > SC_MAXSPELLBOOK ) {
  16373. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  16374. return 0;
  16375. }
  16376. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  16377. if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
  16378. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  16379. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  16380. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  16381. return 0;
  16382. }
  16383. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  16384. point = skill_spellbook_db[i].point;
  16385. if( sc && sc->data[SC_READING_SB] ) {
  16386. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) {
  16387. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  16388. return 0;
  16389. }
  16390. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  16391. if( !sc->data[i] ){
  16392. sc->data[SC_READING_SB]->val2 += point; // increase points
  16393. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  16394. break;
  16395. }
  16396. }
  16397. } else {
  16398. sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  16399. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  16400. }
  16401. return 1;
  16402. }
  16403. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  16404. int id, lv, prob, aslvl = 0;
  16405. nullpo_ret(sd);
  16406. if (sd->sc.data[SC_STOP]) {
  16407. aslvl = sd->sc.data[SC_STOP]->val1;
  16408. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  16409. }
  16410. if( skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC ||
  16411. (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
  16412. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  16413. return 0;
  16414. }
  16415. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  16416. lv = min(lv,sd->status.skill[skill_id].lv);
  16417. prob = (aslvl == 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  16418. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  16419. return 0;
  16420. }
  16421. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  16422. int i;
  16423. nullpo_ret(sd);
  16424. nullpo_ret(item_list);
  16425. if( n <= 0 )
  16426. return 1;
  16427. for( i = 0; i < n; i++ ) {
  16428. int nameid, add_amount, del_amount, idx, product;
  16429. struct item tmp_item;
  16430. idx = item_list[i*2+0]-2;
  16431. del_amount = item_list[i*2+1];
  16432. if( skill_lv == 2 )
  16433. del_amount -= (del_amount % 10);
  16434. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  16435. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  16436. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16437. return 1;
  16438. }
  16439. switch( nameid ) {
  16440. // Level 1
  16441. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  16442. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  16443. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  16444. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  16445. // Level 2
  16446. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  16447. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  16448. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  16449. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  16450. default:
  16451. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16452. return 1;
  16453. }
  16454. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  16455. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16456. return 1;
  16457. }
  16458. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  16459. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16460. return 1;
  16461. }
  16462. memset(&tmp_item,0,sizeof(tmp_item));
  16463. tmp_item.nameid = product;
  16464. tmp_item.amount = add_amount;
  16465. tmp_item.identify = 1;
  16466. if( tmp_item.amount ) {
  16467. int flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  16468. if( flag != 0 ) {
  16469. clif_additem(sd,0,0,flag);
  16470. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16471. }
  16472. }
  16473. }
  16474. return 0;
  16475. }
  16476. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  16477. int i, j, k, c, p = 0, nameid, amount;
  16478. nullpo_ret(sd);
  16479. nullpo_ret(item_list);
  16480. // Search for objects that can be created.
  16481. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  16482. if( skill_produce_db[i].itemlv == 26 ) {
  16483. p = 0;
  16484. do {
  16485. c = 0;
  16486. // Verification of overlap between the objects required and the list submitted.
  16487. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  16488. if( skill_produce_db[i].mat_id[j] > 0 ) {
  16489. for( k = 0; k < n; k++ ) {
  16490. int idx = item_list[k*2+0]-2;
  16491. nameid = sd->status.inventory[idx].nameid;
  16492. amount = item_list[k*2+1];
  16493. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  16494. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
  16495. return 0;
  16496. }
  16497. 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]
  16498. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  16499. c++; // match
  16500. }
  16501. }
  16502. else
  16503. break; // No more items required
  16504. }
  16505. p++;
  16506. } while(n == j && c == n);
  16507. p--;
  16508. if ( p > 0 ) {
  16509. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  16510. return 1;
  16511. }
  16512. }
  16513. }
  16514. if( p == 0)
  16515. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623);
  16516. return 0;
  16517. }
  16518. /**
  16519. * for Royal Guard's LG_TRAMPLE
  16520. **/
  16521. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  16522. struct skill_unit *su = (struct skill_unit *)bl;
  16523. struct skill_unit_group *sg;
  16524. unsigned int tick;
  16525. nullpo_ret(su);
  16526. tick = va_arg(ap, unsigned int);
  16527. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  16528. switch( sg->unit_id ) {
  16529. case UNT_LANDMINE:
  16530. case UNT_CLAYMORETRAP:
  16531. case UNT_BLASTMINE:
  16532. case UNT_SHOCKWAVE:
  16533. case UNT_SANDMAN:
  16534. case UNT_FLASHER:
  16535. case UNT_FREEZINGTRAP:
  16536. case UNT_CLUSTERBOMB:
  16537. case UNT_FIRINGTRAP:
  16538. case UNT_ICEBOUNDTRAP:
  16539. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  16540. break;
  16541. }
  16542. // Traps aren't recovered.
  16543. skill_delunit(su);
  16544. }
  16545. return 0;
  16546. }
  16547. /*==========================================
  16548. *
  16549. *------------------------------------------*/
  16550. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  16551. int i;
  16552. nullpo_retr(-1, sd);
  16553. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  16554. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  16555. }
  16556. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  16557. struct map_session_data *sd = map_id2sd(id);
  16558. int i = (int) data;
  16559. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  16560. return 0;
  16561. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  16562. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  16563. return 0;
  16564. }
  16565. aFree(sd->scd[i]);
  16566. sd->scd[i] = NULL;
  16567. return 1;
  16568. }
  16569. /**
  16570. * flags a singular skill as being blocked from persistent usage.
  16571. * @param sd the player the skill delay affects
  16572. * @param skill_id the skill which should be delayed
  16573. * @param tick the length of time the delay should last
  16574. * @param load whether this assignment is being loaded upon player login
  16575. * @return 0 if successful, -1 otherwise
  16576. */
  16577. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick) {
  16578. int i;
  16579. nullpo_retr(-1, sd);
  16580. if (skillid == 0 || tick < 1)
  16581. return -1;
  16582. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  16583. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  16584. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  16585. aFree(sd->scd[i]);
  16586. sd->scd[i] = NULL;
  16587. }
  16588. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  16589. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  16590. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  16591. sd->scd[i]->skill_id = skillid;
  16592. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  16593. if (battle_config.display_status_timers && tick > 0)
  16594. clif_skill_cooldown(sd, skillid, tick);
  16595. return 1;
  16596. } else {
  16597. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  16598. return 0;
  16599. }
  16600. }
  16601. int skill_blockpc_clear(struct map_session_data *sd) {
  16602. int i;
  16603. nullpo_ret(sd);
  16604. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  16605. if (!sd->scd[i])
  16606. continue;
  16607. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  16608. aFree(sd->scd[i]);
  16609. sd->scd[i] = NULL;
  16610. }
  16611. return 1;
  16612. }
  16613. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  16614. {
  16615. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  16616. if (data <= 0 || data >= MAX_SKILL)
  16617. return 0;
  16618. if (hd) hd->blockskill[data] = 0;
  16619. return 1;
  16620. }
  16621. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  16622. {
  16623. uint16 idx = skill_get_index(skill_id);
  16624. nullpo_retr (-1, hd);
  16625. if (idx == 0)
  16626. return -1;
  16627. if (tick < 1) {
  16628. hd->blockskill[idx] = 0;
  16629. return -1;
  16630. }
  16631. hd->blockskill[idx] = 1;
  16632. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  16633. }
  16634. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  16635. {
  16636. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  16637. if( data <= 0 || data >= MAX_SKILL )
  16638. return 0;
  16639. if( md ) md->blockskill[data] = 0;
  16640. return 1;
  16641. }
  16642. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  16643. {
  16644. uint16 idx = skill_get_index(skill_id);
  16645. nullpo_retr (-1, md);
  16646. if (idx == 0)
  16647. return -1;
  16648. if( tick < 1 )
  16649. {
  16650. md->blockskill[idx] = 0;
  16651. return -1;
  16652. }
  16653. md->blockskill[idx] = 1;
  16654. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  16655. }
  16656. /**
  16657. * Adds a new skill unit entry for this player to recast after map load
  16658. **/
  16659. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
  16660. struct skill_usave * sus = NULL;
  16661. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  16662. idb_remove(skillusave_db,sd->status.char_id);
  16663. }
  16664. CREATE( sus, struct skill_usave, 1 );
  16665. idb_put( skillusave_db, sd->status.char_id, sus );
  16666. sus->skill_id = skill_id;
  16667. sus->skill_lv = skill_lv;
  16668. return;
  16669. }
  16670. void skill_usave_trigger(struct map_session_data *sd) {
  16671. struct skill_usave * sus = NULL;
  16672. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
  16673. return;
  16674. }
  16675. skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  16676. idb_remove(skillusave_db,sd->status.char_id);
  16677. return;
  16678. }
  16679. /*
  16680. *
  16681. */
  16682. int skill_split_str (char *str, char **val, int num) {
  16683. int i;
  16684. for( i = 0; i < num && str; i++ ) {
  16685. val[i] = str;
  16686. str = strchr(str,',');
  16687. if( str )
  16688. *str++=0;
  16689. }
  16690. return i;
  16691. }
  16692. /**
  16693. * Split the string with ':' as separator and put each value for a skilllv
  16694. * if no more value found put the latest to fill the array
  16695. * @param str : string to split
  16696. * @param val : array of MAX_SKILL_LEVEL to put value into
  16697. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  16698. */
  16699. int skill_split_atoi (char *str, int *val) {
  16700. int i, j, step = 1;
  16701. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  16702. if (!str) break;
  16703. val[i] = atoi(str);
  16704. str = strchr(str,':');
  16705. if (str)
  16706. *str++=0;
  16707. }
  16708. if(i==0) //No data found.
  16709. return 0;
  16710. if(i==1) { //Single value, have the whole range have the same value.
  16711. for (; i < MAX_SKILL_LEVEL; i++)
  16712. val[i] = val[i-1];
  16713. return i;
  16714. }
  16715. //Check for linear change with increasing steps until we reach half of the data acquired.
  16716. for (step = 1; step <= i/2; step++) {
  16717. int diff = val[i-1] - val[i-step-1];
  16718. for(j = i-1; j >= step; j--)
  16719. if ((val[j]-val[j-step]) != diff)
  16720. break;
  16721. if (j>=step) //No match, try next step.
  16722. continue;
  16723. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  16724. val[i] = val[i-step]+diff;
  16725. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  16726. { val[i] = 1; diff = 0; step = 1; }
  16727. }
  16728. return i;
  16729. }
  16730. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  16731. for (;i<MAX_SKILL_LEVEL; i++)
  16732. val[i] = val[i-1];
  16733. return i;
  16734. }
  16735. /*
  16736. *
  16737. */
  16738. void skill_init_unit_layout (void) {
  16739. int i,j,pos = 0;
  16740. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  16741. // standard square layouts go first
  16742. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  16743. int size = i*2+1;
  16744. skill_unit_layout[i].count = size*size;
  16745. for (j=0; j<size*size; j++) {
  16746. skill_unit_layout[i].dx[j] = (j%size-i);
  16747. skill_unit_layout[i].dy[j] = (j/size-i);
  16748. }
  16749. }
  16750. // afterwards add special ones
  16751. pos = i;
  16752. for (i=0;i<MAX_SKILL_DB;i++) {
  16753. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  16754. continue;
  16755. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  16756. int skill = i;
  16757. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  16758. skill -= EL_SKILLRANGEMIN;
  16759. skill += EL_SKILLBASE;
  16760. }
  16761. if( skill == EL_FIRE_MANTLE ) {
  16762. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  16763. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  16764. skill_unit_layout[pos].count = 8;
  16765. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16766. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16767. }
  16768. } else {
  16769. switch (i) {
  16770. case MG_FIREWALL:
  16771. case WZ_ICEWALL:
  16772. case WL_EARTHSTRAIN://Warlock
  16773. // these will be handled later
  16774. break;
  16775. case PR_SANCTUARY:
  16776. case NPC_EVILLAND: {
  16777. static const int dx[] = {
  16778. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  16779. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  16780. static const int dy[]={
  16781. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  16782. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  16783. skill_unit_layout[pos].count = 21;
  16784. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16785. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16786. }
  16787. break;
  16788. case PR_MAGNUS: {
  16789. static const int dx[] = {
  16790. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  16791. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  16792. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  16793. static const int dy[] = {
  16794. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  16795. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  16796. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  16797. skill_unit_layout[pos].count = 33;
  16798. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16799. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16800. }
  16801. break;
  16802. case AS_VENOMDUST: {
  16803. static const int dx[] = {-1, 0, 0, 0, 1};
  16804. static const int dy[] = { 0,-1, 0, 1, 0};
  16805. skill_unit_layout[pos].count = 5;
  16806. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16807. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16808. }
  16809. break;
  16810. case CR_GRANDCROSS:
  16811. case NPC_GRANDDARKNESS: {
  16812. static const int dx[] = {
  16813. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  16814. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  16815. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  16816. static const int dy[] = {
  16817. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  16818. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  16819. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  16820. skill_unit_layout[pos].count = 29;
  16821. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16822. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16823. }
  16824. break;
  16825. case PF_FOGWALL: {
  16826. static const int dx[] = {
  16827. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  16828. static const int dy[] = {
  16829. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  16830. skill_unit_layout[pos].count = 15;
  16831. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16832. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16833. }
  16834. break;
  16835. case PA_GOSPEL: {
  16836. static const int dx[] = {
  16837. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  16838. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  16839. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  16840. -1, 0, 1};
  16841. static const int dy[] = {
  16842. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  16843. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  16844. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  16845. 3, 3, 3};
  16846. skill_unit_layout[pos].count = 33;
  16847. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16848. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16849. }
  16850. break;
  16851. case NJ_KAENSIN: {
  16852. 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};
  16853. 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};
  16854. skill_unit_layout[pos].count = 24;
  16855. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16856. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16857. }
  16858. break;
  16859. case NJ_TATAMIGAESHI: {
  16860. //Level 1 (count 4, cross of 3x3)
  16861. static const int dx1[] = {-1, 1, 0, 0};
  16862. static const int dy1[] = { 0, 0,-1, 1};
  16863. //Level 2-3 (count 8, cross of 5x5)
  16864. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  16865. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  16866. //Level 4-5 (count 12, cross of 7x7
  16867. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  16868. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  16869. //lv1
  16870. j = 0;
  16871. skill_unit_layout[pos].count = 4;
  16872. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  16873. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  16874. skill_db[i].unit_layout_type[j] = pos;
  16875. //lv2/3
  16876. j++;
  16877. pos++;
  16878. skill_unit_layout[pos].count = 8;
  16879. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  16880. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  16881. skill_db[i].unit_layout_type[j] = pos;
  16882. skill_db[i].unit_layout_type[++j] = pos;
  16883. //lv4/5
  16884. j++;
  16885. pos++;
  16886. skill_unit_layout[pos].count = 12;
  16887. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  16888. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  16889. skill_db[i].unit_layout_type[j] = pos;
  16890. skill_db[i].unit_layout_type[++j] = pos;
  16891. //Fill in the rest using lv 5.
  16892. for (;j<MAX_SKILL_LEVEL;j++)
  16893. skill_db[i].unit_layout_type[j] = pos;
  16894. //Skip, this way the check below will fail and continue to the next skill.
  16895. pos++;
  16896. }
  16897. break;
  16898. case GN_WALLOFTHORN: {
  16899. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  16900. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  16901. skill_unit_layout[pos].count = 16;
  16902. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16903. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16904. }
  16905. break;
  16906. case LG_OVERBRAND: {
  16907. static const int dx[] = {-1,-1,-1,-1, 0, 0, 0, 0, 1, 1, 1, 1,
  16908. -5,-5,-5,-5,-4,-4,-4,-4,-3,-3,-3,-3,-2,-2,-2,-2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5,
  16909. -1,-1,-1, 0, 0, 0, 1, 1, 1};
  16910. static const int dy[] = { 0,-1,-2,-3, 0,-1,-2,-3, 0,-1,-2,-3,
  16911. 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,
  16912. -4,-5,-6,-4,-5,-6,-4,-5,-6};
  16913. skill_unit_layout[pos].count = 53;
  16914. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16915. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16916. }
  16917. break;
  16918. default:
  16919. ShowError("unknown unit layout at skill %d\n",i);
  16920. break;
  16921. }
  16922. }
  16923. if (!skill_unit_layout[pos].count)
  16924. continue;
  16925. for (j=0;j<MAX_SKILL_LEVEL;j++)
  16926. skill_db[i].unit_layout_type[j] = pos;
  16927. pos++;
  16928. }
  16929. // firewall and icewall have 8 layouts (direction-dependent)
  16930. firewall_unit_pos = pos;
  16931. for (i=0;i<8;i++) {
  16932. if (i&1) {
  16933. skill_unit_layout[pos].count = 5;
  16934. if (i&0x2) {
  16935. int dx[] = {-1,-1, 0, 0, 1};
  16936. int dy[] = { 1, 0, 0,-1,-1};
  16937. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16938. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16939. } else {
  16940. int dx[] = { 1, 1 ,0, 0,-1};
  16941. int dy[] = { 1, 0, 0,-1,-1};
  16942. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16943. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16944. }
  16945. } else {
  16946. skill_unit_layout[pos].count = 3;
  16947. if (i%4==0) {
  16948. int dx[] = {-1, 0, 1};
  16949. int dy[] = { 0, 0, 0};
  16950. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16951. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16952. } else {
  16953. int dx[] = { 0, 0, 0};
  16954. int dy[] = {-1, 0, 1};
  16955. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16956. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16957. }
  16958. }
  16959. pos++;
  16960. }
  16961. icewall_unit_pos = pos;
  16962. for (i=0;i<8;i++) {
  16963. skill_unit_layout[pos].count = 5;
  16964. if (i&1) {
  16965. if (i&0x2) {
  16966. int dx[] = {-2,-1, 0, 1, 2};
  16967. int dy[] = { 2, 1, 0,-1,-2};
  16968. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16969. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16970. } else {
  16971. int dx[] = { 2, 1 ,0,-1,-2};
  16972. int dy[] = { 2, 1, 0,-1,-2};
  16973. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16974. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16975. }
  16976. } else {
  16977. if (i%4==0) {
  16978. int dx[] = {-2,-1, 0, 1, 2};
  16979. int dy[] = { 0, 0, 0, 0, 0};
  16980. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16981. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16982. } else {
  16983. int dx[] = { 0, 0, 0, 0, 0};
  16984. int dy[] = {-2,-1, 0, 1, 2};
  16985. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16986. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16987. }
  16988. }
  16989. pos++;
  16990. }
  16991. earthstrain_unit_pos = pos;
  16992. for( i = 0; i < 8; i++ )
  16993. { // For each Direction
  16994. skill_unit_layout[pos].count = 15;
  16995. switch( i )
  16996. {
  16997. case 0: case 1: case 3: case 4: case 5: case 7:
  16998. {
  16999. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17000. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17001. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17002. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17003. }
  17004. break;
  17005. case 2:
  17006. case 6:
  17007. {
  17008. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17009. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17010. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17011. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17012. }
  17013. break;
  17014. }
  17015. pos++;
  17016. }
  17017. }
  17018. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  17019. int inf = 0;
  17020. int inf3 = 0;
  17021. struct status_change *sc = status_get_sc(bl);
  17022. if( !sc || !bl || !skill_id )
  17023. return 0; // Can do it
  17024. inf3 = skill_get_inf3(skill_id);
  17025. switch(type){
  17026. case SC_STASIS:
  17027. inf = skill_get_inf2(skill_id);
  17028. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skill_id) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  17029. return 1; // Can't do it.
  17030. if( inf3&INF3_STATIS_BL)
  17031. return 1;
  17032. break;
  17033. case SC_KAGEHUMI:
  17034. if( inf3&INF3_KAGEHUMI_BL)
  17035. return 1;
  17036. break;
  17037. }
  17038. return 0;
  17039. }
  17040. /* Determines whether a skill is currently active or not
  17041. * Used for purposes of cancelling SP usage when disabling a skill
  17042. */
  17043. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  17044. {
  17045. switch( skill_id ){ // HP & SP Consumption Check
  17046. case BS_MAXIMIZE:
  17047. case NV_TRICKDEAD:
  17048. case TF_HIDING:
  17049. case AS_CLOAKING:
  17050. case GC_CLOAKINGEXCEED:
  17051. case ST_CHASEWALK:
  17052. case CR_DEFENDER:
  17053. case CR_SHRINK:
  17054. case CR_AUTOGUARD:
  17055. case ML_DEFENDER:
  17056. case ML_AUTOGUARD:
  17057. case PA_GOSPEL:
  17058. case GS_GATLINGFEVER:
  17059. case TK_READYCOUNTER:
  17060. case TK_READYDOWN:
  17061. case TK_READYSTORM:
  17062. case TK_READYTURN:
  17063. case TK_RUN:
  17064. case SG_FUSION:
  17065. case KO_YAMIKUMO:
  17066. case RA_WUGDASH:
  17067. case RA_CAMOUFLAGE:
  17068. if( sc->data[status_skill2sc(skill_id)] )
  17069. return 1;
  17070. break;
  17071. // These 2 skills contain a master and are not correctly pulled using skill2sc
  17072. case NC_NEUTRALBARRIER:
  17073. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  17074. return 1;
  17075. break;
  17076. case NC_STEALTHFIELD:
  17077. if( sc->data[SC_STEALTHFIELD_MASTER] )
  17078. return 1;
  17079. break;
  17080. }
  17081. return 0;
  17082. }
  17083. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  17084. int type = 0;
  17085. switch( skill_id ) {
  17086. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  17087. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  17088. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  17089. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  17090. }
  17091. type += skill_lv - 1;
  17092. return type;
  17093. }
  17094. /*==========================================
  17095. * sub-function of DB reading.
  17096. * skill_db.txt
  17097. *------------------------------------------*/
  17098. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  17099. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  17100. uint16 skill_id = atoi(split[0]);
  17101. uint16 idx;
  17102. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  17103. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  17104. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  17105. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
  17106. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
  17107. return false;
  17108. }
  17109. idx = skill_get_index(skill_id);
  17110. if( !idx ) // invalid skill id
  17111. return false;
  17112. skill_split_atoi(split[1],skill_db[idx].range);
  17113. skill_db[idx].hit = atoi(split[2]);
  17114. skill_db[idx].inf = atoi(split[3]);
  17115. skill_split_atoi(split[4],skill_db[idx].element);
  17116. skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
  17117. skill_split_atoi(split[6],skill_db[idx].splash);
  17118. skill_db[idx].max = atoi(split[7]);
  17119. skill_split_atoi(split[8],skill_db[idx].num);
  17120. if( strcmpi(split[9],"yes") == 0 )
  17121. skill_db[idx].castcancel = 1;
  17122. else
  17123. skill_db[idx].castcancel = 0;
  17124. skill_db[idx].cast_def_rate = atoi(split[10]);
  17125. skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
  17126. skill_split_atoi(split[12],skill_db[idx].maxcount);
  17127. if( strcmpi(split[13],"weapon") == 0 )
  17128. skill_db[idx].skill_type = BF_WEAPON;
  17129. else if( strcmpi(split[13],"magic") == 0 )
  17130. skill_db[idx].skill_type = BF_MAGIC;
  17131. else if( strcmpi(split[13],"misc") == 0 )
  17132. skill_db[idx].skill_type = BF_MISC;
  17133. else
  17134. skill_db[idx].skill_type = 0;
  17135. skill_split_atoi(split[14],skill_db[idx].blewcount);
  17136. skill_db[idx].inf3 = (int)strtol(split[15], NULL,0);
  17137. safestrncpy(skill_db[idx].name, trim(split[16]), sizeof(skill_db[idx].name));
  17138. safestrncpy(skill_db[idx].desc, trim(split[17]), sizeof(skill_db[idx].desc));
  17139. strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
  17140. return true;
  17141. }
  17142. /** Split string to int or constanta value (const.txt)
  17143. * @param *str: String input
  17144. * @param *val: Temporary storage
  17145. * @param *delim: Delimiter (for multiple value support)
  17146. * @param useConst: 'true' uses const.txt as reference, 'false' uses atoi()
  17147. * @param min: Min value of each const. Example: SC has min value SC_NONE (-1), so the value that less or equal won't be counted
  17148. * @return count: Number of success
  17149. */
  17150. uint8 skill_split2(char *str, int *val, const char *delim, bool useConst, short min) {
  17151. uint8 i = 0;
  17152. char *p = strtok(str,delim);
  17153. while (p != NULL) {
  17154. int n = -1;
  17155. if (useConst)
  17156. script_get_constant(trim(p),&n);
  17157. else
  17158. n = atoi(p);
  17159. if (n > min) {
  17160. val[i] = n;
  17161. i++;
  17162. }
  17163. p = strtok(NULL,delim);
  17164. }
  17165. return i;
  17166. }
  17167. /// Clear status data from skill requirement
  17168. static void skill_destroy_requirement(void) {
  17169. uint16 i;
  17170. for (i = 0; i < MAX_SKILL; i++) {
  17171. if (skill_db[i].require.status_count)
  17172. aFree(skill_db[i].require.status);
  17173. if (skill_db[i].require.eqItem_count)
  17174. aFree(skill_db[i].require.eqItem);
  17175. }
  17176. }
  17177. /**
  17178. * Read skill requirement from skill_require_db.txt
  17179. **/
  17180. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  17181. {// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuss,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  17182. char* p;
  17183. uint16 skill_id = atoi(split[0]), idx, i;
  17184. if (!skill_get_index(skill_id)) // invalid skill id
  17185. return false;
  17186. idx = skill_get_index(skill_id);
  17187. skill_split_atoi(split[1],skill_db[idx].require.hp);
  17188. skill_split_atoi(split[2],skill_db[idx].require.mhp);
  17189. skill_split_atoi(split[3],skill_db[idx].require.sp);
  17190. skill_split_atoi(split[4],skill_db[idx].require.hp_rate);
  17191. skill_split_atoi(split[5],skill_db[idx].require.sp_rate);
  17192. skill_split_atoi(split[6],skill_db[idx].require.zeny);
  17193. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  17194. p = split[7];
  17195. while (p) {
  17196. int l = atoi(p);
  17197. if( l == 99 ) { // Any weapon
  17198. skill_db[idx].require.weapon = 0;
  17199. break;
  17200. } else
  17201. skill_db[idx].require.weapon |= 1<<l;
  17202. p = strchr(p,':');
  17203. if(!p)
  17204. break;
  17205. p++;
  17206. }
  17207. //Ammo type that required, see doc/item_db for ammo types (View column)
  17208. p = split[8];
  17209. while (p) {
  17210. int l = atoi(p);
  17211. if( l == 99 ) { // Any ammo type
  17212. skill_db[idx].require.ammo = 0xFFFFFFFF;
  17213. break;
  17214. } else if( l ) // 0 stands for no requirement
  17215. skill_db[idx].require.ammo |= 1<<l;
  17216. p = strchr(p,':');
  17217. if( !p )
  17218. break;
  17219. p++;
  17220. }
  17221. skill_split_atoi(split[9],skill_db[idx].require.ammo_qty);
  17222. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx].require.state = ST_HIDDEN;
  17223. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx].require.state = ST_RIDING;
  17224. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx].require.state = ST_FALCON;
  17225. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx].require.state = ST_CART;
  17226. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx].require.state = ST_SHIELD;
  17227. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx].require.state = ST_RECOV_WEIGHT_RATE;
  17228. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx].require.state = ST_MOVE_ENABLE;
  17229. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx].require.state = ST_WATER;
  17230. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx].require.state = ST_RIDINGDRAGON;
  17231. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx].require.state = ST_WUG;
  17232. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx].require.state = ST_RIDINGWUG;
  17233. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx].require.state = ST_MADO;
  17234. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx].require.state = ST_ELEMENTALSPIRIT;
  17235. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx].require.state = ST_PECO;
  17236. else skill_db[idx].require.state = ST_NONE; // Unknown or no state
  17237. //Status requirements
  17238. trim(split[11]);
  17239. if (split[11][0] != '\0') {
  17240. int require[MAX_SKILL_STATUS_REQUIRE];
  17241. if ((skill_db[idx].require.status_count = skill_split2(split[11],require,":",true,SC_NONE))) {
  17242. skill_db[idx].require.status = aMalloc(skill_db[idx].require.status_count * sizeof(sc_type));
  17243. for (i = 0; i < skill_db[idx].require.status_count; i++)
  17244. skill_db[idx].require.status[i] = (sc_type)require[i];
  17245. }
  17246. }
  17247. skill_split_atoi(split[12],skill_db[idx].require.spiritball);
  17248. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  17249. skill_db[idx].require.itemid[i] = atoi(split[13+ 2*i]);
  17250. skill_db[idx].require.amount[i] = atoi(split[14+ 2*i]);
  17251. }
  17252. //Equipped Item requirements.
  17253. //NOTE: We don't check the item is exist or not here
  17254. trim(split[33]);
  17255. if (split[33][0] != '\0') {
  17256. int require[MAX_SKILL_EQUIP_REQUIRE];
  17257. if ((skill_db[idx].require.eqItem_count = skill_split2(split[33],require,":",false,501))) {
  17258. skill_db[idx].require.eqItem = aMalloc(skill_db[idx].require.eqItem_count * sizeof(short));
  17259. for (i = 0; i < skill_db[idx].require.eqItem_count; i++)
  17260. skill_db[idx].require.eqItem[i] = require[i];
  17261. }
  17262. }
  17263. return true;
  17264. }
  17265. /** Reads skill cast db
  17266. * SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  17267. */
  17268. static bool skill_parse_row_castdb(char* split[], int columns, int current) {
  17269. uint16 skill_id = atoi(split[0]);
  17270. uint16 idx = skill_get_index(skill_id);
  17271. if( !idx ) // invalid skill id
  17272. return false;
  17273. skill_split_atoi(split[1],skill_db[idx].cast);
  17274. skill_split_atoi(split[2],skill_db[idx].delay);
  17275. skill_split_atoi(split[3],skill_db[idx].walkdelay);
  17276. skill_split_atoi(split[4],skill_db[idx].upkeep_time);
  17277. skill_split_atoi(split[5],skill_db[idx].upkeep_time2);
  17278. skill_split_atoi(split[6],skill_db[idx].cooldown);
  17279. #ifdef RENEWAL_CAST
  17280. skill_split_atoi(split[7],skill_db[idx].fixed_cast);
  17281. #endif
  17282. return true;
  17283. }
  17284. /** Reads skill cast no dex db
  17285. * SkillID,Cast,Delay (optional)
  17286. */
  17287. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current) {
  17288. uint16 skill_id = atoi(split[0]);
  17289. uint16 idx = skill_get_index(skill_id);
  17290. if( !idx ) // invalid skill id
  17291. return false;
  17292. skill_split_atoi(split[1],skill_db[idx].castnodex);
  17293. if( split[2] ) // optional column
  17294. skill_split_atoi(split[2],skill_db[idx].delaynodex);
  17295. return true;
  17296. }
  17297. /** Reads skill no cast db
  17298. * SkillID,Flag
  17299. */
  17300. static bool skill_parse_row_nocastdb(char* split[], int columns, int current) {
  17301. uint16 skill_id = atoi(split[0]);
  17302. uint16 idx = skill_get_index(skill_id);
  17303. if( !idx ) // invalid skill id
  17304. return false;
  17305. skill_db[idx].nocast |= atoi(split[1]);
  17306. return true;
  17307. }
  17308. /** Reads skill unit db
  17309. * ID,unit ID,unit ID 2,layout,range,interval,target,flag
  17310. */
  17311. static bool skill_parse_row_unitdb(char* split[], int columns, int current) {
  17312. uint16 skill_id = atoi(split[0]);
  17313. uint16 idx = skill_get_index(skill_id);
  17314. if( !idx ) // invalid skill id
  17315. return false;
  17316. skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
  17317. skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
  17318. skill_split_atoi(split[3],skill_db[idx].unit_layout_type);
  17319. skill_split_atoi(split[4],skill_db[idx].unit_range);
  17320. skill_db[idx].unit_interval = atoi(split[5]);
  17321. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  17322. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  17323. else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY;
  17324. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD;
  17325. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD;
  17326. else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
  17327. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
  17328. else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
  17329. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
  17330. else skill_db[idx].unit_target = strtol(split[6],NULL,16);
  17331. skill_db[idx].unit_flag = strtol(split[7],NULL,16);
  17332. if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  17333. skill_db[idx].unit_target = BCT_NOENEMY;
  17334. //By default, target just characters.
  17335. skill_db[idx].unit_target |= BL_CHAR;
  17336. if (skill_db[idx].unit_flag&UF_NOPC)
  17337. skill_db[idx].unit_target &= ~BL_PC;
  17338. if (skill_db[idx].unit_flag&UF_NOMOB)
  17339. skill_db[idx].unit_target &= ~BL_MOB;
  17340. if (skill_db[idx].unit_flag&UF_SKILL)
  17341. skill_db[idx].unit_target |= BL_SKILL;
  17342. return true;
  17343. }
  17344. /** Reads Produce db
  17345. * ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
  17346. */
  17347. static bool skill_parse_row_producedb(char* split[], int columns, int current) {
  17348. int x,y;
  17349. int i = atoi(split[0]);
  17350. if( !i )
  17351. return false;
  17352. skill_produce_db[current].nameid = i;
  17353. skill_produce_db[current].itemlv = atoi(split[1]);
  17354. skill_produce_db[current].req_skill = atoi(split[2]);
  17355. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  17356. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) {
  17357. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  17358. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  17359. }
  17360. return true;
  17361. }
  17362. /** Reads create arrow db
  17363. * SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  17364. */
  17365. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current) {
  17366. int x,y;
  17367. int i = atoi(split[0]);
  17368. if( !i )
  17369. return false;
  17370. skill_arrow_db[current].nameid = i;
  17371. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) {
  17372. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  17373. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  17374. }
  17375. return true;
  17376. }
  17377. /** Reads Spell book db
  17378. * SkillID,PreservePoints
  17379. */
  17380. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current) {
  17381. uint16 skill_id = atoi(split[0]);
  17382. int points = atoi(split[1]);
  17383. int nameid = atoi(split[2]);
  17384. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17385. ShowError("spellbook_db: Invalid skill ID %d\n", skill_id);
  17386. if ( !skill_get_inf(skill_id) )
  17387. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17388. if( points < 1 )
  17389. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17390. else {
  17391. skill_spellbook_db[current].skill_id = skill_id;
  17392. skill_spellbook_db[current].point = points;
  17393. skill_spellbook_db[current].nameid = nameid;
  17394. return true;
  17395. }
  17396. return false;
  17397. }
  17398. /** Reads improvise db
  17399. * SkillID,Rate
  17400. */
  17401. static bool skill_parse_row_improvisedb(char* split[], int columns, int current) {
  17402. uint16 skill_id = atoi(split[0]);
  17403. short j = atoi(split[1]);
  17404. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  17405. ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id);
  17406. return false;
  17407. }
  17408. if ( !skill_get_inf(skill_id) ) {
  17409. ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17410. return false;
  17411. }
  17412. if( j < 1 ) {
  17413. ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17414. return false;
  17415. }
  17416. if( current >= MAX_SKILL_IMPROVISE_DB ) {
  17417. ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  17418. }
  17419. skill_improvise_db[current].skill_id = skill_id;
  17420. skill_improvise_db[current].per = j; // Still need confirm it.
  17421. return true;
  17422. }
  17423. /** Reads Magic mushroom db
  17424. * SkillID
  17425. */
  17426. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) {
  17427. uint16 skill_id = atoi(split[0]);
  17428. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17429. {
  17430. ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id);
  17431. return false;
  17432. }
  17433. if ( !skill_get_inf(skill_id) )
  17434. {
  17435. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17436. return false;
  17437. }
  17438. skill_magicmushroom_db[current].skill_id = skill_id;
  17439. return true;
  17440. }
  17441. /** Reads db of copyable skill
  17442. * SkillName,Option{,JobAllowed{,RequirementRemoved}}
  17443. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  17444. */
  17445. static bool skill_parse_row_copyabledb(char* split[], int column, int current) {
  17446. int16 id;
  17447. uint8 option;
  17448. trim(split[0]);
  17449. if(ISDIGIT(split[0][0]))
  17450. id = atoi(split[0]);
  17451. else
  17452. id = skill_name2id(split[0]);
  17453. if ((id = skill_get_index(id)) < 0) {
  17454. ShowError("skill_parse_row_copyabledb: Invalid skill '%s'\n",split[0]);
  17455. return false;
  17456. }
  17457. if ((option = atoi(split[1])) > 3) {
  17458. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  17459. return false;
  17460. }
  17461. skill_db[id].copyable.option = option;
  17462. skill_db[id].copyable.joballowed = 63;
  17463. if (atoi(split[2]))
  17464. skill_db[id].copyable.joballowed = cap_value(atoi(split[2]),1,63);
  17465. skill_db[id].copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  17466. return true;
  17467. }
  17468. /** Reads additional range for distance checking from NPC [Cydh]
  17469. * SkillName,AdditionalRange{,NPC Type}
  17470. * SkillID,AdditionalRange{,NPC Type}
  17471. */
  17472. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current) {
  17473. int16 id;
  17474. trim(split[0]);
  17475. if(ISDIGIT(split[0][0]))
  17476. id = atoi(split[0]);
  17477. else
  17478. id = skill_name2id(split[0]);
  17479. if ((id = skill_get_index(id)) < 0) { // invalid skill id
  17480. ShowError("skill_parse_row_nonearnpcrangedb: Invalid skill '%s'\n",split[0]);
  17481. return false;
  17482. }
  17483. skill_db[id].unit_nonearnpc_range = max(atoi(split[1]),0);
  17484. skill_db[id].unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  17485. return true;
  17486. }
  17487. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  17488. * SkillID,DummyName,RatePerLvl
  17489. */
  17490. static bool skill_parse_row_abradb(char* split[], int columns, int current) {
  17491. uint16 skill_id = atoi(split[0]);
  17492. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17493. {
  17494. ShowError("abra_db: Invalid skill ID %d\n", skill_id);
  17495. return false;
  17496. }
  17497. if ( !skill_get_inf(skill_id) )
  17498. {
  17499. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17500. return false;
  17501. }
  17502. skill_abra_db[current].skill_id = skill_id;
  17503. safestrncpy(skill_abra_db[current].name, trim(split[1]), sizeof(skill_abra_db[current].name)); //store dummyname
  17504. skill_split_atoi(split[2],skill_abra_db[current].per);
  17505. return true;
  17506. }
  17507. /** Reads change material db
  17508. * ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  17509. */
  17510. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current) {
  17511. uint16 skill_id = atoi(split[0]);
  17512. short j = atoi(split[1]);
  17513. int x,y;
  17514. for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
  17515. if( skill_produce_db[x].nameid == skill_id )
  17516. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  17517. break;
  17518. }
  17519. if( x >= MAX_SKILL_PRODUCE_DB ){
  17520. ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id);
  17521. return false;
  17522. }
  17523. if( current >= MAX_SKILL_PRODUCE_DB ) {
  17524. ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
  17525. }
  17526. skill_changematerial_db[current].itemid = skill_id;
  17527. skill_changematerial_db[current].rate = j;
  17528. for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) {
  17529. skill_changematerial_db[current].qty[y] = atoi(split[x]);
  17530. skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
  17531. }
  17532. return true;
  17533. }
  17534. /*==========================================
  17535. * Manage Skill Damage database [Lilith]
  17536. *------------------------------------------*/
  17537. #ifdef ADJUST_SKILL_DAMAGE
  17538. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  17539. {
  17540. uint16 skill_id = skill_name2id(split[0]), idx;
  17541. if ((idx = skill_get_index(skill_id)) < 0) { // invalid skill id
  17542. ShowWarning("skill_parse_row_skilldamage: Invalid skill '%s'. Skipping..",split[0]);
  17543. return false;
  17544. }
  17545. memset(&skill_db[idx].damage,0,sizeof(struct s_skill_damage));
  17546. skill_db[idx].damage.caster |= atoi(split[1]);
  17547. skill_db[idx].damage.map |= atoi(split[2]);
  17548. skill_db[idx].damage.pc = cap_value(atoi(split[3]),-100,MAX_SKILL_DAMAGE_RATE);
  17549. if (split[3])
  17550. skill_db[idx].damage.mob = cap_value(atoi(split[4]),-100,MAX_SKILL_DAMAGE_RATE);
  17551. if (split[4])
  17552. skill_db[idx].damage.boss = cap_value(atoi(split[5]),-100,MAX_SKILL_DAMAGE_RATE);
  17553. if (split[5])
  17554. skill_db[idx].damage.other = cap_value(atoi(split[6]),-100,MAX_SKILL_DAMAGE_RATE);
  17555. return true;
  17556. }
  17557. #endif
  17558. /*===============================
  17559. * DB reading.
  17560. * skill_db.txt
  17561. * skill_require_db.txt
  17562. * skill_cast_db.txt
  17563. * skill_castnodex_db.txt
  17564. * skill_nocast_db.txt
  17565. * skill_unit_db.txt
  17566. * produce_db.txt
  17567. * create_arrow_db.txt
  17568. * abra_db.txt
  17569. *------------------------------*/
  17570. static void skill_readdb(void) {
  17571. int i;
  17572. const char* dbsubpath[] = {
  17573. "",
  17574. "/"DBIMPORT,
  17575. //add other path here
  17576. };
  17577. // init skill db structures
  17578. db_clear(skilldb_name2id);
  17579. memset(skill_db,0,sizeof(skill_db));
  17580. memset(skill_produce_db,0,sizeof(skill_produce_db));
  17581. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  17582. memset(skill_abra_db,0,sizeof(skill_abra_db));
  17583. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  17584. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  17585. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  17586. // load skill databases
  17587. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  17588. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  17589. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  17590. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  17591. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  17592. char* dbsubpath1 = (char*)aMalloc(n1+1);
  17593. char* dbsubpath2 = (char*)aMalloc(n2+1);
  17594. if(i==0) {
  17595. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  17596. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  17597. }
  17598. else {
  17599. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  17600. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  17601. }
  17602. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, MAX_SKILL_DB, skill_parse_row_skilldb, i);
  17603. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, MAX_SKILL_DB, skill_parse_row_requiredb, i);
  17604. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, MAX_SKILL_DB, skill_parse_row_castdb, i);
  17605. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb, i);
  17606. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb, i);
  17607. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb, i);
  17608. sv_readdb(dbsubpath1, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  17609. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  17610. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  17611. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i); //Warlock
  17612. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i); //Guillotine Cross
  17613. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, MAX_SKILL_DB, skill_parse_row_copyabledb, i);
  17614. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  17615. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb, i);
  17616. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, MAX_SKILL_DB, skill_parse_row_nonearnpcrangedb, i);
  17617. #ifdef ADJUST_SKILL_DAMAGE
  17618. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, MAX_SKILL_DB, skill_parse_row_skilldamage, i);
  17619. #endif
  17620. aFree(dbsubpath1);
  17621. aFree(dbsubpath2);
  17622. }
  17623. skill_init_unit_layout();
  17624. }
  17625. void skill_reload (void) {
  17626. struct s_mapiterator *iter;
  17627. struct map_session_data *sd;
  17628. skill_destroy_requirement();
  17629. skill_readdb();
  17630. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  17631. iter = mapit_getallusers();
  17632. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  17633. clif_skillinfoblock(sd);
  17634. mapit_free(iter);
  17635. }
  17636. /*==========================================
  17637. *
  17638. *------------------------------------------*/
  17639. int do_init_skill (void)
  17640. {
  17641. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  17642. skill_readdb();
  17643. group_db = idb_alloc(DB_OPT_BASE);
  17644. skillunit_db = idb_alloc(DB_OPT_BASE);
  17645. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  17646. bowling_db = idb_alloc(DB_OPT_BASE);
  17647. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  17648. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  17649. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  17650. add_timer_func_list(skill_castend_id,"skill_castend_id");
  17651. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  17652. add_timer_func_list(skill_timerskill,"skill_timerskill");
  17653. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  17654. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  17655. return 0;
  17656. }
  17657. int do_final_skill(void)
  17658. {
  17659. skill_destroy_requirement();
  17660. db_destroy(skilldb_name2id);
  17661. db_destroy(group_db);
  17662. db_destroy(skillunit_db);
  17663. db_destroy(skillusave_db);
  17664. db_destroy(bowling_db);
  17665. ers_destroy(skill_unit_ers);
  17666. ers_destroy(skill_timer_ers);
  17667. return 0;
  17668. }