skill.cpp 754 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <math.h>
  6. #include <stdio.h>
  7. #include <stdlib.h>
  8. #include <string.h>
  9. #include <time.h>
  10. #include "../common/cbasetypes.hpp"
  11. #include "../common/ers.hpp"
  12. #include "../common/malloc.hpp"
  13. #include "../common/nullpo.hpp"
  14. #include "../common/random.hpp"
  15. #include "../common/showmsg.hpp"
  16. #include "../common/strlib.hpp"
  17. #include "../common/timer.hpp"
  18. #include "../common/utilities.hpp"
  19. #include "../common/utils.hpp"
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. // ranges reserved for mapping skill ids to skilldb offsets
  48. #define HM_SKILLRANGEMIN 700
  49. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  50. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  51. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  52. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  53. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  54. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  55. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  56. #if GD_SKILLRANGEMAX > 999
  57. #error GD_SKILLRANGEMAX is greater than 999
  58. #endif
  59. static uint16 skilldb_id2idx[(UINT16_MAX + 1)]; /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id) - [FWI] 20160423 the whole index thing should be removed.
  60. static uint16 skill_num = 1; /// Skill count, also as last index
  61. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  62. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  63. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  64. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  65. /**
  66. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  67. */
  68. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  69. struct skill_usave {
  70. uint16 skill_id, skill_lv;
  71. };
  72. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  73. static unsigned short skill_produce_count;
  74. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  75. static unsigned short skill_arrow_count;
  76. AbraDatabase abra_db;
  77. ReadingSpellbookDatabase reading_spellbook_db;
  78. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  79. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  80. struct s_skill_changematerial_db {
  81. unsigned short nameid;
  82. unsigned short rate;
  83. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  84. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  85. };
  86. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  87. static unsigned short skill_changematerial_count;
  88. MagicMushroomDatabase magic_mushroom_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. int firerain_unit_pos;
  94. int wallofthorn_unit_pos;
  95. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  96. int overbrand_nounit_pos;
  97. int overbrand_brandish_nounit_pos;
  98. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  99. //Early declaration
  100. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  101. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  102. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  103. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  104. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  105. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
  106. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  107. // Use this function for splash skills that can't hit icewall when cast by players
  108. static inline int splash_target(struct block_list* bl) {
  109. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  110. }
  111. uint16 SKILL_MAX_DB(void) {
  112. return skill_num;
  113. }
  114. /**
  115. * Get skill id from name
  116. * @param name
  117. * @return Skill ID of the skill, or 0 if not found.
  118. **/
  119. uint16 skill_name2id(const char* name) {
  120. if (name == nullptr)
  121. return 0;
  122. for (const auto &it : skill_db) {
  123. if (strcmpi(it.second->name, name) == 0)
  124. return it.first;
  125. }
  126. return 0;
  127. }
  128. /**
  129. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  130. * @param skill_id
  131. * @param silent If Skill is undefined, show error message!
  132. * @return Skill Index or 0 if not found/unset
  133. **/
  134. uint16 skill_get_index_(uint16 skill_id, bool silent, const char *func, const char *file, int line) {
  135. uint16 idx = skilldb_id2idx[skill_id];
  136. if (!idx && skill_id != 0 && !silent)
  137. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  138. return idx;
  139. }
  140. /**
  141. * Get Skill name
  142. * @param skill_id
  143. * @return AEGIS Skill name
  144. **/
  145. const char* skill_get_name( uint16 skill_id ) {
  146. return skill_db.find(skill_id)->name;
  147. }
  148. /**
  149. * Get Skill name
  150. * @param skill_id
  151. * @return English Skill name
  152. **/
  153. const char* skill_get_desc( uint16 skill_id ) {
  154. return skill_db.find(skill_id)->desc;
  155. }
  156. static bool skill_check(uint16 id) {
  157. if (id == 0 || skill_get_index(id) == 0)
  158. return false;
  159. return true;
  160. }
  161. #define skill_get(id, var) do {\
  162. if (!skill_check(id))\
  163. return 0;\
  164. return var;\
  165. } while(0)
  166. #define skill_get_lv(id, lv, arrvar) do {\
  167. if (!skill_check(id))\
  168. return 0;\
  169. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  170. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  171. int a__ = arrvar[lv_idx - 2];\
  172. int b__ = arrvar[lv_idx - 1];\
  173. int c__ = arrvar[lv_idx];\
  174. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  175. }\
  176. return arrvar[lv_idx];\
  177. } while(0)
  178. // Skill DB
  179. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  180. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  181. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  182. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  183. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  184. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  185. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  186. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  187. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  188. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  189. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  190. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  191. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  192. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  193. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  194. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  195. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  196. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  197. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  198. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  199. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  200. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  201. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  202. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  203. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  204. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  205. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  206. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  207. #ifdef RENEWAL_CAST
  208. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  209. #endif
  210. // Skill requirements
  211. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  212. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  213. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  214. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  215. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  216. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  217. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  218. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  219. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  220. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  221. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  222. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  223. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  224. int splash = skill_get_splash_(skill_id, skill_lv);
  225. if (splash < 0)
  226. return AREA_SIZE;
  227. return splash;
  228. }
  229. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  230. if( skill_id == 0 ){
  231. return false;
  232. }
  233. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  234. if (!skill)
  235. return false;
  236. for (const auto &nkit : nk) {
  237. if (skill->nk[nkit])
  238. return true;
  239. }
  240. return false;
  241. }
  242. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  243. if( skill_id == 0 ){
  244. return false;
  245. }
  246. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  247. if (!skill)
  248. return false;
  249. for (const auto &inf2it : inf2) {
  250. if (skill->inf2[inf2it])
  251. return true;
  252. }
  253. return false;
  254. }
  255. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  256. if( skill_id == 0 ){
  257. return false;
  258. }
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if (!skill)
  261. return false;
  262. for (const auto &unitit : unit) {
  263. if (skill->unit_flag[unitit])
  264. return true;
  265. }
  266. return false;
  267. }
  268. int skill_tree_get_max(uint16 skill_id, int b_class)
  269. {
  270. int i;
  271. b_class = pc_class2idx(b_class);
  272. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].skill_id == 0 || skill_tree[b_class][i].skill_id == skill_id );
  273. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].skill_id == skill_id )
  274. return skill_tree[b_class][i].skill_lv;
  275. else
  276. return skill_get_max(skill_id);
  277. }
  278. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  279. int skill_attack_area(struct block_list *bl,va_list ap);
  280. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  281. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  282. int skill_greed(struct block_list *bl, va_list ap);
  283. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  284. static int skill_trap_splash(struct block_list *bl, va_list ap);
  285. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,t_tick tick);
  286. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  287. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  288. static int skill_unit_effect(struct block_list *bl,va_list ap);
  289. static int skill_bind_trap(struct block_list *bl, va_list ap);
  290. e_cast_type skill_get_casttype (uint16 skill_id) {
  291. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  292. if( skill == nullptr ){
  293. return CAST_DAMAGE;
  294. }
  295. if (skill->inf&(INF_GROUND_SKILL))
  296. return CAST_GROUND;
  297. if (skill->inf&INF_SUPPORT_SKILL)
  298. return CAST_NODAMAGE;
  299. if (skill->inf&INF_SELF_SKILL) {
  300. if(skill->inf2[INF2_NOTARGETSELF])
  301. return CAST_DAMAGE; //Combo skill.
  302. return CAST_NODAMAGE;
  303. }
  304. if (skill->nk[NK_NODAMAGE])
  305. return CAST_NODAMAGE;
  306. return CAST_DAMAGE;
  307. }
  308. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  309. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  310. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  311. return 9; //Mobs have a range of 9 regardless of skill used.
  312. int32 range = skill_get_range(skill_id, skill_lv);
  313. if( range < 0 ) {
  314. if( battle_config.use_weapon_skill_range&bl->type )
  315. return status_get_range(bl);
  316. range *=-1;
  317. }
  318. if (isServer && range > 14) {
  319. range = 14; // Server-sided base range can't be above 14
  320. }
  321. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  322. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  323. if( bl->type == BL_PC ) {
  324. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  325. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  326. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  327. } else
  328. range += battle_config.mob_eye_range_bonus;
  329. }
  330. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  331. if( bl->type == BL_PC ) {
  332. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  333. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  334. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  335. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  336. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  337. }
  338. }
  339. }
  340. if( !range && bl->type != BL_PC )
  341. return 9; // Enable non players to use self skills on others. [Skotlex]
  342. return range;
  343. }
  344. /** Copy Referral: dummy skills should point to their source.
  345. * @param skill_id Dummy skill ID
  346. * @return Real skill id if found
  347. **/
  348. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  349. switch (skill_id) {
  350. case AB_DUPLELIGHT_MELEE:
  351. case AB_DUPLELIGHT_MAGIC:
  352. return AB_DUPLELIGHT;
  353. case WL_CHAINLIGHTNING_ATK:
  354. return WL_CHAINLIGHTNING;
  355. case WL_TETRAVORTEX_FIRE:
  356. case WL_TETRAVORTEX_WATER:
  357. case WL_TETRAVORTEX_WIND:
  358. case WL_TETRAVORTEX_GROUND:
  359. return WL_TETRAVORTEX;
  360. case WL_SUMMON_ATK_FIRE:
  361. return WL_SUMMONFB;
  362. case WL_SUMMON_ATK_WIND:
  363. return WL_SUMMONBL;
  364. case WL_SUMMON_ATK_WATER:
  365. return WL_SUMMONWB;
  366. case WL_SUMMON_ATK_GROUND:
  367. return WL_SUMMONSTONE;
  368. case LG_OVERBRAND_BRANDISH:
  369. case LG_OVERBRAND_PLUSATK:
  370. return LG_OVERBRAND;
  371. case WM_REVERBERATION_MELEE:
  372. case WM_REVERBERATION_MAGIC:
  373. return WM_REVERBERATION;
  374. case WM_SEVERE_RAINSTORM_MELEE:
  375. return WM_SEVERE_RAINSTORM;
  376. case GN_CRAZYWEED_ATK:
  377. return GN_CRAZYWEED;
  378. case GN_HELLS_PLANT_ATK:
  379. return GN_HELLS_PLANT;
  380. case GN_SLINGITEM_RANGEMELEEATK:
  381. return GN_SLINGITEM;
  382. case RL_R_TRIP_PLUSATK:
  383. return RL_R_TRIP;
  384. case NPC_MAXPAIN_ATK:
  385. return NPC_MAXPAIN;
  386. case SU_CN_METEOR2:
  387. return SU_CN_METEOR;
  388. case SU_SV_ROOTTWIST_ATK:
  389. return SU_SV_ROOTTWIST;
  390. case SU_LUNATICCARROTBEAT2:
  391. return SU_LUNATICCARROTBEAT;
  392. case NPC_REVERBERATION_ATK:
  393. return NPC_REVERBERATION;
  394. }
  395. return skill_id;
  396. }
  397. /**
  398. * Check skill unit maxcount
  399. * @param src: Caster to check against
  400. * @param x: X location of skill
  401. * @param y: Y location of skill
  402. * @param skill_id: Skill used
  403. * @param skill_lv: Skill level used
  404. * @param type: Type of unit to check against for battle_config checks
  405. * @param display_failure: Display skill failure message
  406. * @return True on skill cast success or false on failure
  407. */
  408. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  409. if (!src)
  410. return false;
  411. struct unit_data *ud = unit_bl2ud(src);
  412. struct map_session_data *sd = map_id2sd(src->id);
  413. int maxcount = 0;
  414. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  415. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  416. if (sd && display_failure)
  417. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  418. return false;
  419. }
  420. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  421. if (sd && display_failure)
  422. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  423. return false;
  424. }
  425. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  426. for (int i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount; i++) {
  427. if (ud->skillunit[i]->skill_id == skill_id)
  428. maxcount--;
  429. }
  430. if (maxcount == 0) {
  431. if (sd && display_failure)
  432. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  433. return false;
  434. }
  435. }
  436. return true;
  437. }
  438. /**
  439. * Calculates heal value of skill's effect
  440. * @param src: Unit casting heal
  441. * @param target: Target of src
  442. * @param skill_id: Skill ID used
  443. * @param skill_lv: Skill Level used
  444. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  445. * @return modified heal value
  446. */
  447. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  448. int skill, hp = 0;
  449. #ifdef RENEWAL
  450. int hp_bonus = 0;
  451. double global_bonus = 1;
  452. #endif
  453. struct map_session_data *sd = BL_CAST(BL_PC, src);
  454. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  455. struct status_change *sc, *tsc;
  456. sc = status_get_sc(src);
  457. tsc = status_get_sc(target);
  458. switch( skill_id ) {
  459. #ifndef RENEWAL
  460. case BA_APPLEIDUN:
  461. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  462. if (sd)
  463. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  464. break;
  465. #endif
  466. case PR_SANCTUARY:
  467. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  468. break;
  469. case NPC_EVILLAND:
  470. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  471. break;
  472. case AB_HIGHNESSHEAL:
  473. #ifdef RENEWAL
  474. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  475. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  476. hp_bonus += skill * 2;
  477. #else
  478. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  479. hp = (hp * (17 + 3 * skill_lv)) / 10;
  480. #endif
  481. break;
  482. case SU_FRESHSHRIMP:
  483. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  484. break;
  485. case SU_BUNCHOFSHRIMP:
  486. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  487. break;
  488. default:
  489. if (skill_lv >= battle_config.max_heal_lv)
  490. return battle_config.max_heal;
  491. #ifdef RENEWAL
  492. /**
  493. * Renewal Heal Formula
  494. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  495. */
  496. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  497. #else
  498. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  499. #endif
  500. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  501. #ifdef RENEWAL
  502. hp_bonus += skill * 2;
  503. #else
  504. hp += hp * skill * 2 / 100;
  505. #endif
  506. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  507. #ifdef RENEWAL
  508. hp_bonus += skill * 2;
  509. #else
  510. hp += hp * skill * 2 / 100;
  511. #endif
  512. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  513. hp *= 2;
  514. break;
  515. }
  516. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  517. hp >>= 1;
  518. if (sd) {
  519. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  520. #ifdef RENEWAL
  521. hp_bonus += 10;
  522. #else
  523. hp += hp * 10 / 100;
  524. #endif
  525. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  526. #ifdef RENEWAL
  527. hp_bonus += 20;
  528. #else
  529. hp += hp * 20 / 100;
  530. #endif
  531. }
  532. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  533. #ifdef RENEWAL
  534. hp_bonus += 2;
  535. #else
  536. hp += hp * skill * 2 / 100;
  537. #endif
  538. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  539. #ifdef RENEWAL
  540. hp_bonus += 3;
  541. #else
  542. hp += hp * skill * 3 / 100;
  543. #endif
  544. if (skill = pc_skillheal_bonus(sd, skill_id))
  545. #ifdef RENEWAL
  546. hp_bonus += skill;
  547. #else
  548. hp += hp * skill / 100;
  549. #endif
  550. }
  551. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  552. #ifdef RENEWAL
  553. hp_bonus += skill;
  554. #else
  555. hp += hp * skill / 100;
  556. #endif
  557. if (sc && sc->count) {
  558. if (sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL))
  559. #ifdef RENEWAL
  560. hp_bonus += sc->data[SC_OFFERTORIUM]->val2;
  561. #else
  562. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  563. #endif
  564. if (sc->data[SC_GLASTHEIM_HEAL] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  565. #ifdef RENEWAL
  566. hp_bonus += sc->data[SC_GLASTHEIM_HEAL]->val1;
  567. #else
  568. hp += hp * sc->data[SC_GLASTHEIM_HEAL]->val1 / 100;
  569. #endif
  570. #ifdef RENEWAL
  571. if (sc->data[SC_ASSUMPTIO])
  572. hp_bonus += sc->data[SC_ASSUMPTIO]->val1 * 2;
  573. #endif
  574. }
  575. if (tsc && tsc->count) {
  576. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  577. if (tsc->data[SC_INCHEALRATE])
  578. #ifdef RENEWAL
  579. hp_bonus += tsc->data[SC_INCHEALRATE]->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  580. #else
  581. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100;
  582. #endif
  583. if (tsc->data[SC_GLASTHEIM_HEAL])
  584. #ifdef RENEWAL
  585. hp_bonus += tsc->data[SC_GLASTHEIM_HEAL]->val2;
  586. #else
  587. hp += hp * tsc->data[SC_GLASTHEIM_HEAL]->val2 / 100;
  588. #endif
  589. if (tsc->data[SC_ANCILLA])
  590. #ifdef RENEWAL
  591. hp_bonus += tsc->data[SC_ANCILLA]->val1;
  592. #else
  593. hp += hp * tsc->data[SC_ANCILLA]->val1 / 100;
  594. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  595. hp += hp / 10;
  596. #endif
  597. }
  598. }
  599. #ifdef RENEWAL
  600. if (hp_bonus)
  601. hp += hp * hp_bonus / 100;
  602. // MATK part of the RE heal formula [malufett]
  603. // Note: in this part matk bonuses from items or skills are not applied
  604. switch( skill_id ) {
  605. case BA_APPLEIDUN:
  606. case PR_SANCTUARY:
  607. case NPC_EVILLAND:
  608. break;
  609. default:
  610. {
  611. struct status_data *status = status_get_status_data(src);
  612. int min, max;
  613. min = status_base_matk_min(src, status, status_get_lv(src));
  614. max = status_base_matk_max(src, status, status_get_lv(src));
  615. if( status->rhw.matk > 0 ){
  616. int wMatk, variance;
  617. wMatk = status->rhw.matk;
  618. variance = wMatk * status->rhw.wlv / 10;
  619. min += wMatk - variance;
  620. max += wMatk + variance;
  621. }
  622. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  623. min = max;
  624. if( sd && sd->right_weapon.overrefine > 0 ){
  625. min++;
  626. max += sd->right_weapon.overrefine - 1;
  627. }
  628. if(max > min)
  629. hp += min+rnd()%(max-min);
  630. else
  631. hp += min;
  632. }
  633. }
  634. // Global multipliers are applied after the MATK is applied
  635. if (tsc && tsc->count) {
  636. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  637. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  638. global_bonus *= 1.1f;
  639. }
  640. }
  641. if (skill_id == AB_HIGHNESSHEAL)
  642. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  643. #endif
  644. if (heal && tsc && tsc->count) {
  645. uint8 penalty = 0;
  646. if (tsc->data[SC_CRITICALWOUND])
  647. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  648. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  649. penalty += 20;
  650. if (tsc->data[SC_NORECOVER_STATE])
  651. penalty = 100;
  652. if (penalty > 0) {
  653. #ifdef RENEWAL
  654. penalty = cap_value(penalty, 1, 100);
  655. global_bonus *= (100 - penalty) / 100.f;
  656. #else
  657. hp -= hp * penalty / 100;
  658. #endif
  659. }
  660. }
  661. #ifdef RENEWAL
  662. hp = (int)(hp * global_bonus);
  663. return (heal) ? max(1, hp) : hp;
  664. #else
  665. return hp;
  666. #endif
  667. }
  668. /**
  669. * Making Plagiarism and Reproduce check their own function
  670. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  671. * @param sd: Player who will copy the skill
  672. * @param skill_id: Target skill
  673. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  674. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  675. */
  676. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  677. uint16 skill_idx = skill_get_index(skill_id);
  678. if (!skill_idx)
  679. return 0;
  680. // Only copy skill that player doesn't have or the skill is old clone
  681. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  682. return 0;
  683. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  684. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  685. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  686. return 1;
  687. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  688. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  689. return 2;
  690. return 0;
  691. }
  692. /**
  693. * Check if the skill is ok to cast and when.
  694. * Done before skill_check_condition_castbegin, requirement
  695. * @param skill_id: Skill ID that casted
  696. * @param sd: Player who casted
  697. * @return true: Skill cannot be used, false: otherwise
  698. * @author [MouseJstr]
  699. */
  700. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  701. {
  702. nullpo_retr(1,sd);
  703. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  704. return false; // can do any damn thing they want
  705. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  706. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  707. struct map_data *mapdata = map_getmapdata(sd->bl.m);
  708. if (mapdata->flag[MF_NOSKILL] && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
  709. return true;
  710. // Epoque:
  711. // This code will compare the player's attack motion value which is influenced by ASPD before
  712. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  713. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  714. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  715. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  716. {// attempted to cast a skill before the attack motion has finished
  717. return true;
  718. }
  719. if (skill_blockpc_get(sd, skill_id) != -1){
  720. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  721. return true;
  722. }
  723. /**
  724. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  725. * 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
  726. */
  727. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
  728. return false;
  729. uint32 skill_nocast = skill_get_nocast(skill_id);
  730. // Check skill restrictions [Celest]
  731. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  732. (skill_nocast&2 && mapdata->flag[MF_PVP]) ||
  733. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  734. (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  735. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  736. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){
  737. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  738. return true;
  739. }
  740. if( sd->sc.data[SC_ALL_RIDING] )
  741. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  742. switch (skill_id) {
  743. case AL_WARP:
  744. case RETURN_TO_ELDICASTES:
  745. case ALL_GUARDIAN_RECALL:
  746. case ECLAGE_RECALL:
  747. if(mapdata->flag[MF_NOWARP]) {
  748. clif_skill_teleportmessage(sd,0);
  749. return true;
  750. }
  751. return false;
  752. case AL_TELEPORT:
  753. case SC_DIMENSIONDOOR:
  754. case ALL_ODINS_RECALL:
  755. case WE_CALLALLFAMILY:
  756. if(mapdata->flag[MF_NOTELEPORT]) {
  757. clif_skill_teleportmessage(sd,0);
  758. return true;
  759. }
  760. return false; // gonna be checked in 'skill_castend_nodamage_id'
  761. case WE_CALLPARTNER:
  762. case WE_CALLPARENT:
  763. case WE_CALLBABY:
  764. if (mapdata->flag[MF_NOMEMO]) {
  765. clif_skill_teleportmessage(sd,1);
  766. return true;
  767. }
  768. break;
  769. case MC_VENDING:
  770. case ALL_BUYING_STORE:
  771. if( map_getmapflag(sd->bl.m, MF_NOVENDING) ) {
  772. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  773. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  774. return true;
  775. }
  776. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  777. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  778. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  779. return true;
  780. }
  781. if( npc_isnear(&sd->bl) ) {
  782. // uncomment to send msg_txt.
  783. //char output[150];
  784. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  785. //clif_displaymessage(sd->fd, output);
  786. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  787. return true;
  788. }
  789. case MC_IDENTIFY:
  790. return false; // always allowed
  791. case WZ_ICEWALL:
  792. // noicewall flag [Valaris]
  793. if (mapdata->flag[MF_NOICEWALL]) {
  794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  795. return true;
  796. }
  797. break;
  798. case GC_DARKILLUSION:
  799. if( mapdata_flag_gvg2(mapdata) ) {
  800. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  801. return true;
  802. }
  803. break;
  804. case GD_EMERGENCYCALL:
  805. case GD_ITEMEMERGENCYCALL:
  806. if (
  807. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  808. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  809. (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE]))
  810. ) {
  811. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  812. return true;
  813. }
  814. break;
  815. case WM_SIRCLEOFNATURE:
  816. case WM_SOUND_OF_DESTRUCTION:
  817. case WM_LULLABY_DEEPSLEEP:
  818. case WM_GLOOMYDAY:
  819. case WM_SATURDAY_NIGHT_FEVER:
  820. if( !mapdata_flag_vs(mapdata) ) {
  821. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  822. return true;
  823. }
  824. break;
  825. }
  826. return false;
  827. }
  828. /**
  829. * Check if the homunculus skill is ok to be processed
  830. * After checking from Homunculus side, also check the master condition
  831. * @param hd: Homunculus who casted
  832. * @param skill_id: Skill ID casted
  833. * @param skill_lv: Skill level casted
  834. * @return true: Skill cannot be used, false: otherwise
  835. */
  836. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  837. {
  838. struct map_session_data *sd = NULL;
  839. struct status_change *sc;
  840. int8 spiritball = 0;
  841. nullpo_retr(true, hd);
  842. spiritball = skill_get_spiritball(skill_id, skill_lv);
  843. sd = hd->master;
  844. sc = status_get_sc(&hd->bl);
  845. if (!sd)
  846. return true;
  847. if (sc && !sc->count)
  848. sc = NULL;
  849. if (util::vector_exists(hd->blockskill, skill_id))
  850. return true;
  851. switch(skill_id) {
  852. case HFLI_SBR44:
  853. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  854. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  855. return true;
  856. }
  857. break;
  858. case HVAN_EXPLOSION:
  859. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  860. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  861. return true;
  862. }
  863. break;
  864. case MH_LIGHT_OF_REGENE: // Must be cordial
  865. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  866. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  867. return true;
  868. }
  869. break;
  870. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  871. if (sc && sc->data[SC_ANGRIFFS_MODUS])
  872. return true;
  873. break;
  874. case MH_ANGRIFFS_MODUS:
  875. if (sc && sc->data[SC_GOLDENE_FERSE])
  876. return true;
  877. break;
  878. case MH_TINDER_BREAKER: // Must be in grappling mode
  879. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  880. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  881. return true;
  882. }
  883. break;
  884. case MH_SONIC_CRAW: // Must be in fighting mode
  885. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  886. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  887. return true;
  888. }
  889. break;
  890. case MH_SILVERVEIN_RUSH:
  891. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  892. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  893. return true;
  894. }
  895. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
  896. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  897. return true;
  898. }
  899. break;
  900. case MH_MIDNIGHT_FRENZY:
  901. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  902. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  903. return true;
  904. }
  905. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
  906. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  907. return true;
  908. }
  909. break;
  910. case MH_CBC:
  911. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  912. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  913. return true;
  914. }
  915. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
  916. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  917. return true;
  918. }
  919. break;
  920. case MH_EQC:
  921. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  922. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  923. return true;
  924. }
  925. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
  926. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  927. return true;
  928. }
  929. break;
  930. }
  931. if (spiritball) {
  932. if (hd->homunculus.spiritball < spiritball) {
  933. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  934. return true;
  935. }
  936. hom_delspiritball(hd, spiritball, 1);
  937. }
  938. //Use master's criteria.
  939. return skill_isNotOk(skill_id, hd->master);
  940. }
  941. /**
  942. * Check if the mercenary skill is ok to be processed
  943. * After checking from Homunculus side, also check the master condition
  944. * @param skill_id: Skill ID that casted
  945. * @param md: Mercenary who casted
  946. * @return true: Skill cannot be used, false: otherwise
  947. */
  948. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  949. {
  950. nullpo_retr(1, md);
  951. if (util::vector_exists(md->blockskill, skill_id))
  952. return true;
  953. return skill_isNotOk(skill_id, md->master);
  954. }
  955. /**
  956. * Check if the skill can be casted near NPC or not
  957. * @param src Object who casted
  958. * @param skill_id Skill ID that casted
  959. * @param skill_lv Skill Lv
  960. * @param pos_x Position x of the target
  961. * @param pos_y Position y of the target
  962. * @return true: Skill cannot be used, false: otherwise
  963. * @author [Cydh]
  964. */
  965. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  966. if (!src)
  967. return false;
  968. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  969. return false;
  970. //if self skill
  971. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  972. pos_x = src->x;
  973. pos_y = src->y;
  974. }
  975. if (pos_x <= 0) pos_x = src->x;
  976. if (pos_y <= 0) pos_y = src->y;
  977. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  978. }
  979. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  980. {
  981. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  982. uint8 dir;
  983. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  984. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  985. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  986. }
  987. nullpo_retr(NULL, src);
  988. //Monsters sometimes deploy more units on level 10
  989. if (src->type == BL_MOB && skill_lv >= 10) {
  990. if (skill_id == WZ_WATERBALL)
  991. pos = 4; //9x9 Area
  992. }
  993. if (pos != -1) // simple single-definition layout
  994. return &skill_unit_layout[pos];
  995. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  996. if (skill_id == MG_FIREWALL)
  997. return &skill_unit_layout [firewall_unit_pos + dir];
  998. else if (skill_id == WZ_ICEWALL)
  999. return &skill_unit_layout [icewall_unit_pos + dir];
  1000. else if( skill_id == WL_EARTHSTRAIN )
  1001. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1002. else if( skill_id == RL_FIRE_RAIN )
  1003. return &skill_unit_layout[firerain_unit_pos + dir];
  1004. else if( skill_id == GN_WALLOFTHORN )
  1005. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1006. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1007. return &skill_unit_layout[0]; // default 1x1 layout
  1008. }
  1009. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  1010. {
  1011. if( skill_id == LG_OVERBRAND )
  1012. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  1013. else if( skill_id == LG_OVERBRAND_BRANDISH )
  1014. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  1015. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1016. return &skill_nounit_layout[0];
  1017. }
  1018. /** Stores temporary values.
  1019. * Common usages:
  1020. * [0] holds number of targets in area
  1021. * [1] holds the id of the original target
  1022. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1023. */
  1024. static int skill_area_temp[8];
  1025. /*==========================================
  1026. * Add effect to skill when hit succesfully target
  1027. *------------------------------------------*/
  1028. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick)
  1029. {
  1030. struct map_session_data *sd, *dstsd;
  1031. struct mob_data *md, *dstmd;
  1032. struct status_data *sstatus, *tstatus;
  1033. struct status_change *sc, *tsc;
  1034. int skill;
  1035. int rate;
  1036. nullpo_ret(src);
  1037. nullpo_ret(bl);
  1038. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1039. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1040. return 0;
  1041. sd = BL_CAST(BL_PC, src);
  1042. md = BL_CAST(BL_MOB, src);
  1043. dstsd = BL_CAST(BL_PC, bl);
  1044. dstmd = BL_CAST(BL_MOB, bl);
  1045. sc = status_get_sc(src);
  1046. tsc = status_get_sc(bl);
  1047. sstatus = status_get_status_data(src);
  1048. tstatus = status_get_status_data(bl);
  1049. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1050. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1051. // Chance to trigger Taekwon kicks
  1052. if (sc->data[SC_READYSTORM] &&
  1053. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1054. 0, 2, 0,
  1055. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1056. ; //Stance triggered
  1057. else if (sc->data[SC_READYDOWN] &&
  1058. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1059. 0, 2, 0,
  1060. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1061. ; //Stance triggered
  1062. else if (sc->data[SC_READYTURN] &&
  1063. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1064. 0, 2, 0,
  1065. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1066. ; //Stance triggered
  1067. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  1068. rate = 20;
  1069. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  1070. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  1071. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  1072. }
  1073. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1074. 0, 2, 0,
  1075. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1076. ; //Stance triggered
  1077. }
  1078. }
  1079. if (!tsc) //skill additional effect is about adding effects to the target...
  1080. //So if the target can't be inflicted with statuses, this is pointless.
  1081. return 0;
  1082. if( sd )
  1083. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1084. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD
  1085. #ifndef RENEWAL
  1086. && skill_id != ASC_BREAKER
  1087. #endif
  1088. ) {
  1089. // Trigger status effects
  1090. enum sc_type type;
  1091. unsigned int time;
  1092. for (const auto &it : sd->addeff) {
  1093. rate = it.rate;
  1094. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1095. rate += it.arrow_rate;
  1096. if( !rate )
  1097. continue;
  1098. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1099. // Trigger has attack type consideration.
  1100. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1101. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1102. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1103. ;
  1104. else
  1105. continue;
  1106. }
  1107. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1108. // Trigger has range consideration.
  1109. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1110. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1111. continue; //Range Failed.
  1112. }
  1113. type = it.sc;
  1114. time = it.duration;
  1115. if (it.flag&ATF_TARGET)
  1116. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1117. if (it.flag&ATF_SELF)
  1118. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1119. }
  1120. }
  1121. if( skill_id ) {
  1122. // Trigger status effects on skills
  1123. enum sc_type type;
  1124. unsigned int time;
  1125. for (const auto &it : sd->addeff_onskill) {
  1126. if (skill_id != it.skill_id || !it.rate)
  1127. continue;
  1128. type = it.sc;
  1129. time = it.duration;
  1130. if (it.target&ATF_TARGET)
  1131. status_change_start(src,bl,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1132. if (it.target&ATF_SELF)
  1133. status_change_start(src,src,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1134. }
  1135. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1136. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1137. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1138. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1139. clif_emotion(bl,ET_HUK);
  1140. }
  1141. }
  1142. }
  1143. if( dmg_lv < ATK_DEF ) // no damage, return;
  1144. return 0;
  1145. switch(skill_id) {
  1146. case 0:
  1147. { // Normal attacks (no skill used)
  1148. if( attack_type&BF_SKILL )
  1149. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1150. if(sd) {
  1151. // Automatic trigger of Blitz Beat
  1152. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1153. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  1154. rate=(sd->status.job_level+9)/10;
  1155. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  1156. }
  1157. // Automatic trigger of Warg Strike [Jobbie]
  1158. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  1159. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  1160. // Gank
  1161. if(dstmd && sd->status.weapon != W_BOW &&
  1162. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1163. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1164. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1165. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1166. else
  1167. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1168. }
  1169. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  1170. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  1171. }
  1172. if (sc) {
  1173. struct status_change_entry *sce;
  1174. // Enchant Poison gives a chance to poison attacked enemies
  1175. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  1176. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1177. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1178. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1179. if((sce=sc->data[SC_EDP]))
  1180. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1181. skill_get_time2(ASC_EDP,sce->val1));
  1182. if ((sce = sc->data[SC_LUXANIMA]) && rnd() % 100 < sce->val2)
  1183. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1184. }
  1185. }
  1186. break;
  1187. case SM_BASH:
  1188. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1189. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1190. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1191. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  1192. }
  1193. break;
  1194. case MER_CRASH:
  1195. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1196. break;
  1197. case AS_VENOMKNIFE:
  1198. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1199. skill_lv = pc_checkskill(sd, TF_POISON);
  1200. case TF_POISON:
  1201. case AS_SPLASHER:
  1202. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1203. && sd && skill_id==TF_POISON
  1204. )
  1205. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1206. break;
  1207. case AS_SONICBLOW:
  1208. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1209. break;
  1210. case WZ_FIREPILLAR:
  1211. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1212. break;
  1213. case MG_FROSTDIVER:
  1214. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1215. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1216. break;
  1217. case WZ_FROSTNOVA:
  1218. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1219. break;
  1220. case WZ_STORMGUST:
  1221. // Storm Gust counter was dropped in renewal
  1222. #ifdef RENEWAL
  1223. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1224. #else
  1225. //On third hit, there is a 150% to freeze the target
  1226. if(tsc->sg_counter >= 3 &&
  1227. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1228. tsc->sg_counter = 0;
  1229. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1230. else if( tsc->sg_counter > 250 )
  1231. tsc->sg_counter = 0;
  1232. #endif
  1233. break;
  1234. case WZ_METEOR:
  1235. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1236. break;
  1237. case WZ_VERMILION:
  1238. #ifdef RENEWAL
  1239. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1240. #else
  1241. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1242. #endif
  1243. break;
  1244. case WZ_HEAVENDRIVE:
  1245. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1246. break;
  1247. case HT_FREEZINGTRAP:
  1248. case MA_FREEZINGTRAP:
  1249. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1250. break;
  1251. case HT_FLASHER:
  1252. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1253. break;
  1254. case HT_LANDMINE:
  1255. case MA_LANDMINE:
  1256. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1257. break;
  1258. case HT_SHOCKWAVE:
  1259. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1260. break;
  1261. case HT_SANDMAN:
  1262. case MA_SANDMAN:
  1263. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1264. break;
  1265. case TF_SPRINKLESAND:
  1266. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1267. break;
  1268. case TF_THROWSTONE:
  1269. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1270. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1271. break;
  1272. case NPC_DARKCROSS:
  1273. case CR_HOLYCROSS:
  1274. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1275. break;
  1276. case NPC_GRANDDARKNESS:
  1277. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1278. attack_type |= BF_WEAPON;
  1279. break;
  1280. case CR_GRANDCROSS:
  1281. //Chance to cause blind status vs demon and undead element, but not against players
  1282. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1283. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1284. attack_type |= BF_WEAPON;
  1285. break;
  1286. case AM_ACIDTERROR:
  1287. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1288. #ifdef RENEWAL
  1289. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1290. #else
  1291. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1292. #endif
  1293. clif_emotion(bl,ET_HUK);
  1294. break;
  1295. case AM_DEMONSTRATION:
  1296. #ifdef RENEWAL
  1297. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1298. #else
  1299. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1300. #endif
  1301. break;
  1302. case CR_SHIELDCHARGE:
  1303. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1304. break;
  1305. #ifndef RENEWAL
  1306. case PA_PRESSURE:
  1307. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1308. //Fall through
  1309. case HW_GRAVITATION:
  1310. //Pressure and Gravitation can trigger physical autospells
  1311. attack_type |= BF_NORMAL;
  1312. attack_type |= BF_WEAPON;
  1313. break;
  1314. #endif
  1315. case RG_RAID:
  1316. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1317. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1318. #ifdef RENEWAL
  1319. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1320. break;
  1321. case RG_BACKSTAP:
  1322. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1323. #endif
  1324. break;
  1325. case BA_FROSTJOKER:
  1326. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1327. break;
  1328. case DC_SCREAM:
  1329. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1330. break;
  1331. case BD_LULLABY:
  1332. 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
  1333. break;
  1334. case DC_UGLYDANCE:
  1335. rate = 5+5*skill_lv;
  1336. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1337. rate += 5+skill;
  1338. #ifdef RENEWAL
  1339. status_zap(bl, 0, 2 * skill_lv + 10); // !TODO: How does caster's DEX/AGI play a role?
  1340. #else
  1341. status_zap(bl, 0, rate);
  1342. #endif
  1343. break;
  1344. case SL_STUN:
  1345. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1346. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1347. break;
  1348. case NPC_PETRIFYATTACK:
  1349. sc_start4(src,bl,status_skill2sc(skill_id),(20*skill_lv),
  1350. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1351. skill_get_time2(skill_id,skill_lv));
  1352. break;
  1353. case NPC_CURSEATTACK:
  1354. case NPC_SLEEPATTACK:
  1355. case NPC_BLINDATTACK:
  1356. case NPC_POISON:
  1357. case NPC_SILENCEATTACK:
  1358. case NPC_STUNATTACK:
  1359. case NPC_BLEEDING:
  1360. sc_start(src,bl,status_skill2sc(skill_id),(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1361. break;
  1362. case NPC_ACIDBREATH:
  1363. case NPC_ICEBREATH:
  1364. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1365. break;
  1366. case NPC_MENTALBREAKER:
  1367. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1368. //equal to Matk*skLevel.
  1369. rate = sstatus->matk_min;
  1370. if (rate < sstatus->matk_max)
  1371. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1372. rate*=skill_lv;
  1373. status_zap(bl, 0, rate);
  1374. break;
  1375. }
  1376. // Equipment breaking monster skills [Celest]
  1377. case NPC_WEAPONBRAKER:
  1378. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1379. break;
  1380. case NPC_ARMORBRAKE:
  1381. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1382. break;
  1383. case NPC_HELMBRAKE:
  1384. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1385. break;
  1386. case NPC_SHIELDBRAKE:
  1387. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1388. break;
  1389. case CH_TIGERFIST: {
  1390. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1391. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1392. if (status_get_class_(bl) == CLASS_BOSS)
  1393. basetime /= 5;
  1394. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1395. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1396. }
  1397. break;
  1398. case LK_SPIRALPIERCE:
  1399. case ML_SPIRALPIERCE:
  1400. if( dstsd || ( dstmd && status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ) //Does not work on status immune
  1401. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1402. break;
  1403. case ST_REJECTSWORD:
  1404. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1405. break;
  1406. case PF_FOGWALL:
  1407. if (src != bl && !tsc->data[SC_DELUGE])
  1408. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1409. break;
  1410. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1411. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1412. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1413. break;
  1414. case ASC_METEORASSAULT:
  1415. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1416. switch(rnd()%3) {
  1417. case 0:
  1418. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1419. break;
  1420. case 1:
  1421. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1422. break;
  1423. default:
  1424. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1425. }
  1426. break;
  1427. case HW_NAPALMVULCAN:
  1428. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1429. break;
  1430. case WS_CARTTERMINATION: // Cart termination
  1431. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1432. break;
  1433. case CR_ACIDDEMONSTRATION:
  1434. case GN_FIRE_EXPANSION_ACID:
  1435. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1436. break;
  1437. case TK_DOWNKICK:
  1438. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1439. break;
  1440. case TK_JUMPKICK:
  1441. // debuff the following statuses
  1442. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1443. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1444. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1445. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1446. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1447. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1448. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1449. // New soul links confirmed to not dispell with this skill
  1450. // but thats likely a bug since soul links can't stack and
  1451. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1452. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1453. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1454. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1455. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1456. }
  1457. break;
  1458. case TK_TURNKICK:
  1459. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1460. if(attack_type&BF_MISC) //70% base stun chance...
  1461. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1462. break;
  1463. case GS_BULLSEYE: //0.1% coma rate.
  1464. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1465. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1466. break;
  1467. case GS_PIERCINGSHOT:
  1468. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1469. break;
  1470. case NJ_HYOUSYOURAKU:
  1471. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1472. break;
  1473. case GS_FLING:
  1474. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1475. break;
  1476. case GS_DISARM:
  1477. skill_strip_equip(src, bl, skill_id, skill_lv);
  1478. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1479. break;
  1480. case NPC_EVILLAND:
  1481. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1482. break;
  1483. case NPC_HELLJUDGEMENT:
  1484. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1485. break;
  1486. case NPC_CRITICALWOUND:
  1487. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1488. break;
  1489. case RK_DRAGONBREATH:
  1490. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1491. break;
  1492. case RK_DRAGONBREATH_WATER:
  1493. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1494. break;
  1495. case AB_ADORAMUS:
  1496. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1497. break;
  1498. case WL_CRIMSONROCK:
  1499. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1500. break;
  1501. case WL_COMET:
  1502. case NPC_COMET:
  1503. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1504. break;
  1505. case WL_EARTHSTRAIN:
  1506. if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
  1507. break;
  1508. skill_strip_equip(src, bl, skill_id, skill_lv);
  1509. break;
  1510. case WL_JACKFROST:
  1511. case NPC_JACKFROST:
  1512. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1513. break;
  1514. case RA_WUGBITE: {
  1515. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1516. if (wug_rate < 50)
  1517. wug_rate = 50;
  1518. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1519. }
  1520. break;
  1521. case RA_SENSITIVEKEEN:
  1522. if( rnd()%100 < 8 * skill_lv )
  1523. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1524. break;
  1525. case RA_FIRINGTRAP:
  1526. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1527. break;
  1528. case RA_ICEBOUNDTRAP:
  1529. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1530. break;
  1531. case NC_PILEBUNKER:
  1532. if( rnd()%100 < 25 + 15*skill_lv ) {
  1533. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1534. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1535. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1536. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1537. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1538. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1539. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1540. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1541. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1542. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1543. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1544. }
  1545. break;
  1546. case NC_FLAMELAUNCHER:
  1547. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1548. break;
  1549. case NC_COLDSLOWER:
  1550. // Status chances are applied officially through a check
  1551. // The skill first trys to give the frozen status to targets that are hit
  1552. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1553. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1554. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1555. break;
  1556. case NC_POWERSWING:
  1557. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1558. if( rnd()%100 < 5*skill_lv )
  1559. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1560. break;
  1561. case GC_WEAPONCRUSH:
  1562. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1563. break;
  1564. case LG_PINPOINTATTACK:
  1565. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1566. switch( skill_lv ) {
  1567. case 1:
  1568. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1569. break;
  1570. case 2:
  1571. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1572. break;
  1573. case 3:
  1574. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1575. break;
  1576. case 4:
  1577. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1578. break;
  1579. case 5:
  1580. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1581. break;
  1582. }
  1583. break;
  1584. case LG_MOONSLASHER:
  1585. rate = 32 + 8 * skill_lv;
  1586. 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.
  1587. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1588. else if( dstmd )
  1589. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv) + 1000 * (rnd()%3));
  1590. break;
  1591. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1592. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1593. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1594. break;
  1595. case LG_EARTHDRIVE:
  1596. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1597. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1598. break;
  1599. case LG_HESPERUSLIT:
  1600. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1601. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1602. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1603. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1604. break;
  1605. case SR_DRAGONCOMBO:
  1606. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1607. break;
  1608. case SR_FALLENEMPIRE:
  1609. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1610. break;
  1611. case SR_WINDMILL:
  1612. if( dstsd )
  1613. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1614. else if( dstmd )
  1615. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1616. break;
  1617. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1618. 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));
  1619. break;
  1620. case SR_EARTHSHAKER:
  1621. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1622. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1623. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1624. break;
  1625. case SR_HOWLINGOFLION:
  1626. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1627. break;
  1628. case SO_EARTHGRAVE:
  1629. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1630. break;
  1631. case SO_DIAMONDDUST:
  1632. rate = 5 + 5 * skill_lv;
  1633. if( sc && sc->data[SC_COOLER_OPTION] )
  1634. rate += (sd ? sd->status.job_level / 5 : 0);
  1635. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1636. break;
  1637. case SO_VARETYR_SPEAR:
  1638. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1639. break;
  1640. case GN_SLINGITEM_RANGEMELEEATK:
  1641. if( sd ) {
  1642. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1643. case ITEMID_COCONUT_BOMB:
  1644. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1645. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1646. break;
  1647. case ITEMID_MELON_BOMB:
  1648. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1649. break;
  1650. case ITEMID_BANANA_BOMB:
  1651. {
  1652. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1653. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1654. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1655. break;
  1656. }
  1657. }
  1658. sd->itemid = -1;
  1659. }
  1660. break;
  1661. case GN_HELLS_PLANT_ATK:
  1662. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1663. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1664. break;
  1665. case EL_WIND_SLASH: // Non confirmed rate.
  1666. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1667. break;
  1668. case EL_STONE_HAMMER:
  1669. rate = 10 * skill_lv;
  1670. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1671. break;
  1672. case EL_ROCK_CRUSHER:
  1673. case EL_ROCK_CRUSHER_ATK:
  1674. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1675. break;
  1676. case EL_TYPOON_MIS:
  1677. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1678. break;
  1679. case KO_JYUMONJIKIRI:
  1680. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1681. break;
  1682. case SP_SOULEXPLOSION:
  1683. case KO_SETSUDAN: // Remove soul link when hit.
  1684. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1685. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1686. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1687. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1688. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1689. break;
  1690. case KO_MAKIBISHI:
  1691. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1692. break;
  1693. case MH_EQC:
  1694. {
  1695. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1696. if (hd) {
  1697. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1698. status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
  1699. }
  1700. }
  1701. break;
  1702. case MH_LAVA_SLIDE:
  1703. sc_start4(src,bl, SC_BURNING, 5 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1704. break;
  1705. case MH_STAHL_HORN:
  1706. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1707. break;
  1708. case MH_NEEDLE_OF_PARALYZE:
  1709. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1710. break;
  1711. case MH_XENO_SLASHER:
  1712. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1713. break;
  1714. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1715. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1716. break;
  1717. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1718. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1719. break;
  1720. case GN_ILLUSIONDOPING:
  1721. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1722. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1723. break;
  1724. case RL_MASS_SPIRAL:
  1725. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1726. break;
  1727. case RL_SLUGSHOT:
  1728. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1729. break;
  1730. case RL_BANISHING_BUSTER: {
  1731. uint16 i, n = skill_lv;
  1732. if (!tsc || !tsc->count)
  1733. break;
  1734. if (status_isimmune(bl))
  1735. break;
  1736. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1737. if (sd)
  1738. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1739. break;
  1740. }
  1741. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1742. if (!tsc->data[i])
  1743. continue;
  1744. switch (i) {
  1745. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1746. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1747. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1748. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1749. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1750. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1751. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1752. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1753. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1754. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1755. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1756. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1757. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1758. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1759. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1760. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1761. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1762. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1763. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1764. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1765. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1766. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1767. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1768. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1769. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1770. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1771. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1772. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1773. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1774. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1775. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1776. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1777. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1778. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1779. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1780. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1781. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1782. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1783. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1784. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1785. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1786. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1787. case SC_P_ALTER: case SC_E_CHAIN:
  1788. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1789. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1790. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1791. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  1792. case SC_SPORE_EXPLOSION:
  1793. case SC_NEWMOON: case SC_FLASHKICK: case SC_NOVAEXPLOSING:
  1794. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  1795. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  1796. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  1797. #ifdef RENEWAL
  1798. case SC_EXTREMITYFIST2:
  1799. #endif
  1800. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1801. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1802. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1803. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1804. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1805. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1806. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1807. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1808. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1809. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1810. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1811. case SC_SPRITEMABLE: case SC_BITESCAR:
  1812. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  1813. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  1814. case SC_DAILYSENDMAILCNT:
  1815. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  1816. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  1817. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  1818. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  1819. case SC_REUSE_LIMIT_LUXANIMA:
  1820. continue;
  1821. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1822. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1823. case SC_FORTUNE: case SC_SERVICE4U:
  1824. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  1825. continue; //If in song area don't end it, even if config enabled
  1826. break;
  1827. case SC_ASSUMPTIO:
  1828. if( bl->type == BL_MOB )
  1829. continue;
  1830. break;
  1831. }
  1832. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1833. tsc->data[i]->val2 = 0;
  1834. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1835. n--;
  1836. }
  1837. //Remove bonus_script by Banishing Buster
  1838. if (dstsd)
  1839. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1840. }
  1841. break;
  1842. case RL_S_STORM:
  1843. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1844. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1845. break;
  1846. case RL_AM_BLAST:
  1847. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1848. break;
  1849. case SU_SCRATCH:
  1850. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1851. break;
  1852. case SU_SV_STEMSPEAR:
  1853. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1854. break;
  1855. case SU_CN_METEOR2:
  1856. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1857. break;
  1858. case SU_SCAROFTAROU:
  1859. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1860. break;
  1861. case SU_LUNATICCARROTBEAT2:
  1862. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1863. break;
  1864. case SJ_FULLMOONKICK:
  1865. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1866. break;
  1867. case SJ_STAREMPEROR:
  1868. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1869. break;
  1870. case SP_CURSEEXPLOSION:
  1871. status_change_end(bl, SC_SOULCURSE, INVALID_TIMER);
  1872. break;
  1873. case SP_SHA:
  1874. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1875. break;
  1876. } //end switch skill_id
  1877. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1878. { //Pass heritage to Master for status causing effects. [Skotlex]
  1879. sd = map_id2sd(md->master_id);
  1880. src = sd?&sd->bl:src;
  1881. }
  1882. // Coma
  1883. if (sd && sd->special_state.bonus_coma && (!md || status_get_race2(&md->bl) != RC2_GVG || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1884. rate = 0;
  1885. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1886. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  1887. rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
  1888. rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
  1889. }
  1890. if (attack_type&BF_WEAPON) {
  1891. rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1892. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1893. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1894. }
  1895. if (rate > 0)
  1896. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1897. }
  1898. if( attack_type&BF_WEAPON )
  1899. { // Breaking Equipment
  1900. if( sd && battle_config.equip_self_break_rate )
  1901. { // Self weapon breaking
  1902. rate = battle_config.equip_natural_break_rate;
  1903. #ifndef RENEWAL
  1904. if( sc )
  1905. {
  1906. if(sc->data[SC_OVERTHRUST])
  1907. rate += 10;
  1908. if(sc->data[SC_MAXOVERTHRUST])
  1909. rate += 10;
  1910. }
  1911. #endif
  1912. if( rate )
  1913. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1914. }
  1915. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1916. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1917. // Target weapon breaking
  1918. rate = 0;
  1919. if( sd )
  1920. rate += sd->bonus.break_weapon_rate;
  1921. if( sc && sc->data[SC_MELTDOWN] )
  1922. rate += sc->data[SC_MELTDOWN]->val2;
  1923. if( rate )
  1924. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1925. // Target armor breaking
  1926. rate = 0;
  1927. if( sd )
  1928. rate += sd->bonus.break_armor_rate;
  1929. if( sc && sc->data[SC_MELTDOWN] )
  1930. rate += sc->data[SC_MELTDOWN]->val3;
  1931. if( rate )
  1932. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1933. }
  1934. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1935. if (sd->def_set_race[tstatus->race].rate)
  1936. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1937. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1938. if (sd->mdef_set_race[tstatus->race].rate)
  1939. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1940. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1941. if (sd->norecover_state_race[tstatus->race].rate)
  1942. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1943. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1944. }
  1945. }
  1946. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1947. struct unit_data *ud = unit_bl2ud(src);
  1948. if( sc->data[SC_WILD_STORM_OPTION] )
  1949. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1950. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1951. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1952. else if( sc->data[SC_TROPIC_OPTION] )
  1953. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1954. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1955. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1956. else
  1957. skill = 0;
  1958. if ( rnd()%100 < 25 && skill ){
  1959. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1960. if (ud) {
  1961. rate = skill_delayfix(src, skill, skill_lv);
  1962. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1963. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  1964. if ( battle_config.display_status_timers )
  1965. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  1966. }
  1967. }
  1968. }
  1969. }
  1970. // Autospell when attacking
  1971. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  1972. {
  1973. struct block_list *tbl;
  1974. struct unit_data *ud;
  1975. int autospl_skill_lv, type;
  1976. for (const auto &it : sd->autospell) {
  1977. if (!(((it.flag)&attack_type)&BF_WEAPONMASK &&
  1978. ((it.flag)&attack_type)&BF_RANGEMASK &&
  1979. ((it.flag)&attack_type)&BF_SKILLMASK))
  1980. continue; // one or more trigger conditions were not fulfilled
  1981. skill = (it.id > 0) ? it.id : -it.id;
  1982. sd->state.autocast = 1;
  1983. if ( skill_isNotOk(skill, sd) ) {
  1984. sd->state.autocast = 0;
  1985. continue;
  1986. }
  1987. sd->state.autocast = 0;
  1988. autospl_skill_lv = it.lv?it.lv:1;
  1989. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1990. rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  1991. if (rnd()%1000 >= rate)
  1992. continue;
  1993. tbl = (it.id < 0) ? src : bl;
  1994. if ((type = skill_get_casttype(skill)) == CAST_GROUND) {
  1995. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  1996. continue;
  1997. }
  1998. if (battle_config.autospell_check_range &&
  1999. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2000. continue;
  2001. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2002. type = CAST_GROUND;
  2003. #ifndef RENEWAL
  2004. else if (skill == AS_SONICBLOW)
  2005. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2006. #endif
  2007. sd->state.autocast = 1;
  2008. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2009. skill_toggle_magicpower(src, skill);
  2010. switch (type) {
  2011. case CAST_GROUND:
  2012. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2013. break;
  2014. case CAST_NODAMAGE:
  2015. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2016. break;
  2017. case CAST_DAMAGE:
  2018. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2019. break;
  2020. }
  2021. sd->state.autocast = 0;
  2022. //Set canact delay. [Skotlex]
  2023. ud = unit_bl2ud(src);
  2024. if (ud) {
  2025. rate = skill_delayfix(src, skill, autospl_skill_lv);
  2026. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  2027. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  2028. if ( battle_config.display_status_timers && sd )
  2029. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  2030. }
  2031. }
  2032. }
  2033. }
  2034. //Autobonus when attacking
  2035. if( sd && !sd->autobonus.empty() )
  2036. {
  2037. for(auto &it : sd->autobonus) {
  2038. if (rnd()%1000 >= it.rate)
  2039. continue;
  2040. if (!(((it.atk_type)&attack_type)&BF_WEAPONMASK &&
  2041. ((it.atk_type)&attack_type)&BF_RANGEMASK &&
  2042. ((it.atk_type)&attack_type)&BF_SKILLMASK))
  2043. continue; // one or more trigger conditions were not fulfilled
  2044. pc_exeautobonus(sd, &sd->autobonus, &it);
  2045. }
  2046. }
  2047. //Polymorph
  2048. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2049. dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) &&
  2050. (rnd()%10000 < sd->bonus.classchange))
  2051. {
  2052. int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, RMF_DB_RATE, 0);
  2053. if (class_ != 0 && mobdb_checkid(class_))
  2054. mob_class_change(dstmd,class_);
  2055. }
  2056. return 0;
  2057. }
  2058. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2059. struct block_list *tbl;
  2060. if( sd == NULL || !skill_id )
  2061. return 0;
  2062. for (auto &it : sd->autospell3) {
  2063. int skill, skill_lv, type;
  2064. if (it.flag != skill_id)
  2065. continue;
  2066. if (it.lock)
  2067. continue; // autospell already being executed
  2068. skill = it.id;
  2069. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2070. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  2071. sd->state.autocast = 0;
  2072. continue;
  2073. }
  2074. sd->state.autocast = 0;
  2075. if( skill >= 0 && bl == NULL )
  2076. continue; // No target
  2077. if( rnd()%1000 >= it.rate )
  2078. continue;
  2079. skill_lv = it.lv ? it.lv : 1;
  2080. if( skill < 0 ) {
  2081. tbl = &sd->bl;
  2082. skill *= -1;
  2083. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  2084. }
  2085. else
  2086. tbl = bl;
  2087. if ((type = skill_get_casttype(skill)) == CAST_GROUND) {
  2088. if (!skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2089. continue;
  2090. }
  2091. if (battle_config.autospell_check_range &&
  2092. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2093. continue;
  2094. sd->state.autocast = 1;
  2095. it.lock = true;
  2096. skill_consume_requirement(sd,skill,skill_lv,1);
  2097. switch( type ) {
  2098. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  2099. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2100. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2101. }
  2102. it.lock = false;
  2103. sd->state.autocast = 0;
  2104. }
  2105. if( sd && !sd->autobonus3.empty() ) {
  2106. for (auto &it : sd->autobonus3) {
  2107. if (rnd()%1000 >= it.rate)
  2108. continue;
  2109. if (it.atk_type != skill_id)
  2110. continue;
  2111. pc_exeautobonus(sd, &sd->autobonus3, &it);
  2112. }
  2113. }
  2114. return 1;
  2115. }
  2116. /* Splitted off from skill_additional_effect, which is never called when the
  2117. * attack skill kills the enemy. Place in this function counter status effects
  2118. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2119. * from cards) that will take effect on the source, not the target. [Skotlex]
  2120. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2121. * type of skills, so not every instance of skill_additional_effect needs a call
  2122. * to this one.
  2123. */
  2124. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2125. {
  2126. int rate;
  2127. struct map_session_data *sd=NULL;
  2128. struct map_session_data *dstsd=NULL;
  2129. nullpo_ret(src);
  2130. nullpo_ret(bl);
  2131. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2132. sd = BL_CAST(BL_PC, src);
  2133. dstsd = BL_CAST(BL_PC, bl);
  2134. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  2135. enum sc_type type;
  2136. unsigned int time;
  2137. for (const auto &it : dstsd->addeff_atked) {
  2138. rate = it.rate;
  2139. if (attack_type&BF_LONG)
  2140. rate += it.arrow_rate;
  2141. if (!rate)
  2142. continue;
  2143. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2144. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2145. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2146. continue; //Range Failed.
  2147. }
  2148. type = it.sc;
  2149. time = it.duration;
  2150. if (it.flag&ATF_TARGET && src != bl)
  2151. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2152. if (it.flag&ATF_SELF && !status_isdead(bl))
  2153. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2154. }
  2155. }
  2156. switch(skill_id) {
  2157. case MO_EXTREMITYFIST:
  2158. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2159. break;
  2160. case GS_FULLBUSTER:
  2161. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2162. break;
  2163. case HFLI_SBR44: //[orn]
  2164. case HVAN_EXPLOSION:
  2165. if(src->type == BL_HOM){
  2166. TBL_HOM *hd = (TBL_HOM*)src;
  2167. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2168. if (hd->master)
  2169. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2170. }
  2171. break;
  2172. case CR_GRANDCROSS:
  2173. case NPC_GRANDDARKNESS:
  2174. attack_type |= BF_WEAPON;
  2175. break;
  2176. case LG_HESPERUSLIT:
  2177. {
  2178. struct status_change *sc = status_get_sc(src);
  2179. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  2180. for(int i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2181. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2182. }
  2183. }
  2184. break;
  2185. case SP_SPA:
  2186. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2187. break;
  2188. case SP_SHA:
  2189. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2190. break;
  2191. case SP_SWHOO:
  2192. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2193. break;
  2194. }
  2195. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2196. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2197. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2198. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2199. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2200. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2201. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2202. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2203. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2204. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2205. }
  2206. if( sd && status_isdead(bl) ) {
  2207. int sp = 0, hp = 0;
  2208. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2209. sp += sd->bonus.sp_gain_value;
  2210. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  2211. hp += sd->bonus.hp_gain_value;
  2212. }
  2213. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2214. sp += sd->bonus.long_sp_gain_value;
  2215. hp += sd->bonus.long_hp_gain_value;
  2216. }
  2217. if( attack_type&BF_MAGIC ) {
  2218. sp += sd->bonus.magic_sp_gain_value;
  2219. hp += sd->bonus.magic_hp_gain_value;
  2220. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2221. struct status_change *sc = NULL;
  2222. if( ( sc = status_get_sc(src) ) ) {
  2223. if(sc->data[SC_SPIRIT] &&
  2224. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2225. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2226. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2227. }
  2228. }
  2229. }
  2230. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2231. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2232. }
  2233. }
  2234. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2235. struct status_change *sc = status_get_sc(bl);
  2236. if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
  2237. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2238. }
  2239. // Trigger counter-spells to retaliate against damage causing skills.
  2240. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2241. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2242. {
  2243. struct block_list *tbl;
  2244. struct unit_data *ud;
  2245. int autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2246. for (const auto &it : dstsd->autospell2) {
  2247. if (!(((it.flag)&attack_type)&BF_WEAPONMASK &&
  2248. ((it.flag)&attack_type)&BF_RANGEMASK &&
  2249. ((it.flag)&attack_type)&BF_SKILLMASK))
  2250. continue; // one or more trigger conditions were not fulfilled
  2251. autospl_skill_id = (it.id > 0) ? it.id : -it.id;
  2252. autospl_skill_lv = it.lv ? it.lv : 1;
  2253. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2254. autospl_rate = it.rate;
  2255. //Physical range attacks only trigger autospells half of the time
  2256. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2257. autospl_rate>>=1;
  2258. dstsd->state.autocast = 1;
  2259. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2260. dstsd->state.autocast = 0;
  2261. continue;
  2262. }
  2263. dstsd->state.autocast = 0;
  2264. if (rnd()%1000 >= autospl_rate)
  2265. continue;
  2266. tbl = (it.id < 0) ? bl : src;
  2267. if ((type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND) {
  2268. if (!skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2269. continue;
  2270. }
  2271. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2272. continue;
  2273. dstsd->state.autocast = 1;
  2274. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2275. switch (type) {
  2276. case CAST_GROUND:
  2277. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2278. break;
  2279. case CAST_NODAMAGE:
  2280. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2281. break;
  2282. case CAST_DAMAGE:
  2283. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2284. break;
  2285. }
  2286. dstsd->state.autocast = 0;
  2287. //Set canact delay. [Skotlex]
  2288. ud = unit_bl2ud(bl);
  2289. if (ud) {
  2290. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2291. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2292. ud->canact_tick = i64max(tick + autospl_rate, ud->canact_tick);
  2293. if ( battle_config.display_status_timers && dstsd )
  2294. clif_status_change(bl, EFST_POSTDELAY, 1, autospl_rate, 0, 0, 0);
  2295. }
  2296. }
  2297. }
  2298. }
  2299. //Autobonus when attacked
  2300. if( dstsd && !status_isdead(bl) && !dstsd->autobonus2.empty() && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)) ) {
  2301. for (auto &it : dstsd->autobonus2) {
  2302. if (rnd()%1000 >= it.rate)
  2303. continue;
  2304. if (!(((it.atk_type)&attack_type)&BF_WEAPONMASK &&
  2305. ((it.atk_type)&attack_type)&BF_RANGEMASK &&
  2306. ((it.atk_type)&attack_type)&BF_SKILLMASK))
  2307. continue; // one or more trigger conditions were not fulfilled
  2308. pc_exeautobonus(dstsd, &dstsd->autobonus2, &it);
  2309. }
  2310. }
  2311. return 0;
  2312. }
  2313. /*=========================================================================
  2314. Breaks equipment. On-non players causes the corresponding strip effect.
  2315. - rate goes from 0 to 10000 (100.00%)
  2316. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2317. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2318. --------------------------------------------------------------------------*/
  2319. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2320. {
  2321. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2322. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2323. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2324. struct status_change *sc = status_get_sc(bl);
  2325. int i;
  2326. TBL_PC *sd;
  2327. sd = BL_CAST(BL_PC, bl);
  2328. if (sc && !sc->count)
  2329. sc = NULL;
  2330. if (sd) {
  2331. if (sd->bonus.unbreakable_equip)
  2332. where &= ~sd->bonus.unbreakable_equip;
  2333. if (sd->bonus.unbreakable)
  2334. rate -= rate*sd->bonus.unbreakable/100;
  2335. if (where&EQP_WEAPON) {
  2336. switch (sd->status.weapon) {
  2337. case W_FIST: //Bare fists should not break :P
  2338. case W_1HAXE:
  2339. case W_2HAXE:
  2340. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2341. case W_2HMACE:
  2342. case W_STAFF:
  2343. case W_2HSTAFF:
  2344. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2345. case W_HUUMA:
  2346. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2347. case W_DOUBLE_DA:
  2348. case W_DOUBLE_SA:
  2349. where &= ~EQP_WEAPON;
  2350. }
  2351. }
  2352. }
  2353. if (flag&BCT_ENEMY) {
  2354. if (battle_config.equip_skill_break_rate != 100)
  2355. rate = rate*battle_config.equip_skill_break_rate/100;
  2356. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2357. if (battle_config.equip_self_break_rate != 100)
  2358. rate = rate*battle_config.equip_self_break_rate/100;
  2359. }
  2360. for (i = 0; i < 4; i++) {
  2361. if (where&where_list[i]) {
  2362. if (sc && sc->count && sc->data[scdef[i]])
  2363. where&=~where_list[i];
  2364. else if (rnd()%10000 >= rate)
  2365. where&=~where_list[i];
  2366. else if (!sd) //Cause Strip effect.
  2367. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2368. }
  2369. }
  2370. if (!where) //Nothing to break.
  2371. return 0;
  2372. if (sd) {
  2373. for (i = 0; i < EQI_MAX; i++) {
  2374. short j = sd->equip_index[i];
  2375. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2376. continue;
  2377. switch(i) {
  2378. case EQI_HEAD_TOP: //Upper Head
  2379. flag = (where&EQP_HELM);
  2380. break;
  2381. case EQI_ARMOR: //Body
  2382. flag = (where&EQP_ARMOR);
  2383. break;
  2384. case EQI_HAND_R: //Left/Right hands
  2385. case EQI_HAND_L:
  2386. flag = (
  2387. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2388. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2389. break;
  2390. case EQI_SHOES:
  2391. flag = (where&EQP_SHOES);
  2392. break;
  2393. case EQI_GARMENT:
  2394. flag = (where&EQP_GARMENT);
  2395. break;
  2396. default:
  2397. continue;
  2398. }
  2399. if (flag) {
  2400. sd->inventory.u.items_inventory[j].attribute = 1;
  2401. pc_unequipitem(sd, j, 3);
  2402. }
  2403. }
  2404. clif_equiplist(sd);
  2405. }
  2406. return where; //Return list of pieces broken.
  2407. }
  2408. /**
  2409. * Strip equipment from a target
  2410. * @param src: Source of call
  2411. * @param target: Target to strip
  2412. * @param skill_id: Skill used
  2413. * @param skill_lv: Skill level used
  2414. * @return True on successful strip or false otherwise
  2415. */
  2416. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2417. {
  2418. nullpo_retr(false, src);
  2419. nullpo_retr(false, target);
  2420. struct status_change *tsc = status_get_sc(target);
  2421. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2422. return false;
  2423. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2424. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2425. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2426. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2427. int rate, time, location, mod = 100;
  2428. switch (skill_id) { // Rate
  2429. case RG_STRIPWEAPON:
  2430. case RG_STRIPARMOR:
  2431. case RG_STRIPSHIELD:
  2432. case RG_STRIPHELM:
  2433. case GC_WEAPONCRUSH:
  2434. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2435. mod = 1000;
  2436. break;
  2437. case ST_FULLSTRIP: {
  2438. int min_rate = 50 + 20 * skill_lv;
  2439. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2440. rate = max(min_rate, rate);
  2441. mod = 1000;
  2442. break;
  2443. }
  2444. case GS_DISARM:
  2445. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2446. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2447. break;
  2448. case WL_EARTHSTRAIN: {
  2449. int job_lv = 0;
  2450. if (src->type == BL_PC)
  2451. job_lv = ((TBL_PC*)src)->status.job_level;
  2452. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2453. break;
  2454. }
  2455. case SC_STRIPACCESSARY:
  2456. rate = 12 + 2 * skill_lv;
  2457. break;
  2458. default:
  2459. return false;
  2460. }
  2461. if (rnd()%mod >= rate)
  2462. return false;
  2463. switch (skill_id) { // Duration
  2464. case SC_STRIPACCESSARY:
  2465. case GS_DISARM:
  2466. time = skill_get_time(skill_id, skill_lv);
  2467. break;
  2468. case WL_EARTHSTRAIN:
  2469. case RG_STRIPWEAPON:
  2470. case RG_STRIPARMOR:
  2471. case RG_STRIPSHIELD:
  2472. case RG_STRIPHELM:
  2473. case GC_WEAPONCRUSH:
  2474. case ST_FULLSTRIP:
  2475. if (skill_id == WL_EARTHSTRAIN)
  2476. time = skill_get_time2(skill_id, skill_lv);
  2477. else
  2478. time = skill_get_time(skill_id, skill_lv);
  2479. if (target->type == BL_PC)
  2480. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2481. else {
  2482. time += 15000;
  2483. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2484. }
  2485. break;
  2486. }
  2487. switch (skill_id) { // Location
  2488. case GC_WEAPONCRUSH:
  2489. case RG_STRIPWEAPON:
  2490. case GS_DISARM:
  2491. location = EQP_WEAPON;
  2492. break;
  2493. case RG_STRIPARMOR:
  2494. location = EQP_ARMOR;
  2495. break;
  2496. case RG_STRIPSHIELD:
  2497. location = EQP_SHIELD;
  2498. break;
  2499. case RG_STRIPHELM:
  2500. location = EQP_HELM;
  2501. break;
  2502. case ST_FULLSTRIP:
  2503. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2504. break;
  2505. case SC_STRIPACCESSARY:
  2506. location = EQP_ACC;
  2507. break;
  2508. case WL_EARTHSTRAIN:
  2509. location = EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2510. if (skill_lv >= 4)
  2511. location |= EQP_WEAPON;
  2512. if (skill_lv >= 5)
  2513. location |= EQP_ACC;
  2514. break;
  2515. }
  2516. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2517. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->data[sc_def[i]])
  2518. location &=~ pos[i];
  2519. }
  2520. if (!location)
  2521. return false;
  2522. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2523. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2524. location &=~ pos[i];
  2525. }
  2526. return location ? true : false;
  2527. }
  2528. /**
  2529. * Used to knock back players, monsters, traps, etc
  2530. * @param src Object that give knock back
  2531. * @param target Object that receive knock back
  2532. * @param count Number of knock back cell requested
  2533. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2534. * @param flag
  2535. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2536. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2537. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2538. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2539. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2540. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2541. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2542. * @return Number of knocked back cells done
  2543. */
  2544. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2545. {
  2546. int dx = 0, dy = 0;
  2547. uint8 checkflag = 0;
  2548. struct status_change *tsc = status_get_sc(target);
  2549. enum e_unit_blown reason = UB_KNOCKABLE;
  2550. nullpo_ret(src);
  2551. nullpo_ret(target);
  2552. if (!count)
  2553. return count; // Actual knockback distance is 0.
  2554. // Create flag needed in unit_blown_immune
  2555. if(src != target)
  2556. checkflag |= 0x1; // Offensive
  2557. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2558. checkflag |= 0x2; // Knockback type
  2559. if(status_get_class_(src) == CLASS_BOSS)
  2560. checkflag |= 0x4; // Boss attack
  2561. // Get reason and check for flags
  2562. reason = unit_blown_immune(target, checkflag);
  2563. switch(reason) {
  2564. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2565. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2566. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2567. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2568. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2569. }
  2570. if (dir == -1) // <optimized>: do the computation here instead of outside
  2571. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2572. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2573. dx = -dirx[dir];
  2574. dy = -diry[dir];
  2575. }
  2576. if (tsc) {
  2577. if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2578. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2579. if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
  2580. return 0;
  2581. }
  2582. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2583. }
  2584. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2585. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2586. // In case of success returns type of reflection, otherwise 0
  2587. // 1 - Regular reflection (Maya)
  2588. // 2 - SL_KAITE reflection
  2589. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2590. {
  2591. struct status_change *sc = status_get_sc(bl);
  2592. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2593. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2594. // Item-based reflection - Bypasses Boss check
  2595. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2596. return 1;
  2597. }
  2598. // Magic Mirror reflection - Bypasses Boss check
  2599. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2600. return 1;
  2601. if( status_get_class_(src) == CLASS_BOSS )
  2602. return 0;
  2603. // status-based reflection
  2604. if( !sc || sc->count == 0 )
  2605. return 0;
  2606. // Kaite reflection - Does not bypass Boss check
  2607. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
  2608. #ifdef RENEWAL
  2609. && type // Does not reflect AoE
  2610. #endif
  2611. ) {
  2612. // Kaite only works against non-players if they are low-level.
  2613. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2614. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2615. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2616. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2617. return 2;
  2618. }
  2619. return 0;
  2620. }
  2621. /**
  2622. * Checks whether a skill can be used in combos or not
  2623. * @param skill_id: Target skill
  2624. * @return 0: Skill is not a combo
  2625. * 1: Skill is a normal combo
  2626. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2627. * @author Panikon
  2628. */
  2629. int skill_is_combo(uint16 skill_id) {
  2630. switch(skill_id) {
  2631. case MO_CHAINCOMBO:
  2632. case MO_COMBOFINISH:
  2633. case CH_TIGERFIST:
  2634. case CH_CHAINCRUSH:
  2635. case MO_EXTREMITYFIST:
  2636. case TK_TURNKICK:
  2637. case TK_STORMKICK:
  2638. case TK_DOWNKICK:
  2639. case TK_COUNTER:
  2640. case TK_JUMPKICK:
  2641. case HT_POWER:
  2642. case SR_DRAGONCOMBO:
  2643. return 1;
  2644. case SR_FALLENEMPIRE:
  2645. case SR_TIGERCANNON:
  2646. case SR_GATEOFHELL:
  2647. return 2;
  2648. }
  2649. return 0;
  2650. }
  2651. /*
  2652. * Combo handler, start stop combo status
  2653. */
  2654. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2655. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2656. switch (skill_id) {
  2657. case MH_MIDNIGHT_FRENZY:
  2658. case MH_EQC:
  2659. {
  2660. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2661. short idx = hom_skill_get_index(skill_id2);
  2662. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2663. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2664. if (idx == -1)
  2665. break;
  2666. sd = hd->master;
  2667. hd->homunculus.hskill[idx].flag= flag;
  2668. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2669. }
  2670. break;
  2671. case MO_COMBOFINISH:
  2672. case CH_TIGERFIST:
  2673. case CH_CHAINCRUSH:
  2674. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2675. break;
  2676. case TK_JUMPKICK:
  2677. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2678. break;
  2679. case MO_TRIPLEATTACK:
  2680. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2681. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2682. break;
  2683. case SR_FALLENEMPIRE:
  2684. if (sd){
  2685. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2686. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2687. }
  2688. break;
  2689. }
  2690. }
  2691. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2692. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2693. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2694. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2695. struct status_change_entry *sce;
  2696. TBL_PC *sd = BL_CAST(BL_PC,src);
  2697. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2698. struct status_change *sc = status_get_sc(src);
  2699. if(sc == NULL) return;
  2700. //End previous combo state after skill is invoked
  2701. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2702. switch (skill_id) {
  2703. case TK_TURNKICK:
  2704. case TK_STORMKICK:
  2705. case TK_DOWNKICK:
  2706. case TK_COUNTER:
  2707. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2708. sce->val1 = skill_id; //Update combo-skill
  2709. sce->val3 = skill_id;
  2710. if( sce->timer != INVALID_TIMER )
  2711. delete_timer(sce->timer, status_change_timer);
  2712. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2713. break;
  2714. }
  2715. unit_cancel_combo(src); // Cancel combo wait
  2716. break;
  2717. default:
  2718. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2719. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2720. }
  2721. }
  2722. //start new combo
  2723. if (sd) { //player only
  2724. switch (skill_id) {
  2725. case MO_TRIPLEATTACK:
  2726. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2727. duration = 1;
  2728. target_id = 0; // Will target current auto-target instead
  2729. }
  2730. break;
  2731. case MO_CHAINCOMBO:
  2732. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2733. duration = 1;
  2734. target_id = 0; // Will target current auto-target instead
  2735. }
  2736. break;
  2737. case MO_COMBOFINISH:
  2738. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2739. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2740. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2741. duration = 1;
  2742. target_id = 0; // Will target current auto-target instead
  2743. }
  2744. case CH_TIGERFIST:
  2745. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2746. duration = 1;
  2747. target_id = 0; // Will target current auto-target instead
  2748. }
  2749. case CH_CHAINCRUSH:
  2750. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2751. duration = 1;
  2752. target_id = 0; // Will target current auto-target instead
  2753. }
  2754. break;
  2755. case AC_DOUBLE:
  2756. if (pc_checkskill(sd, HT_POWER)) {
  2757. duration = 2000;
  2758. nodelay = 1; //Neither gives walk nor attack delay
  2759. target_id = 0; //Does not need to be used on previous target
  2760. }
  2761. break;
  2762. case SR_DRAGONCOMBO:
  2763. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2764. duration = 1;
  2765. break;
  2766. case SR_FALLENEMPIRE:
  2767. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2768. duration = 1;
  2769. break;
  2770. case SJ_PROMINENCEKICK:
  2771. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2772. duration = 1;
  2773. break;
  2774. }
  2775. }
  2776. else { //other
  2777. switch(skill_id) {
  2778. case MH_TINDER_BREAKER:
  2779. case MH_CBC:
  2780. case MH_SONIC_CRAW:
  2781. case MH_SILVERVEIN_RUSH:
  2782. if(hd->homunculus.spiritball > 0) duration = 2000;
  2783. nodelay = 1;
  2784. break;
  2785. case MH_EQC:
  2786. case MH_MIDNIGHT_FRENZY:
  2787. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2788. nodelay = 1;
  2789. break;
  2790. }
  2791. }
  2792. if (duration) { //Possible to chain
  2793. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2794. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  2795. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2796. clif_combo_delay(src, duration);
  2797. }
  2798. }
  2799. /**
  2800. * Copy skill by Plagiarism or Reproduce
  2801. * @param src: The caster
  2802. * @param bl: The target
  2803. * @param skill_id: Skill that casted
  2804. * @param skill_lv: Skill level of the casted skill
  2805. */
  2806. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2807. {
  2808. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2809. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2810. return;
  2811. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2812. else if (tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2813. return;
  2814. else {
  2815. uint16 idx;
  2816. uint8 lv;
  2817. skill_id = skill_dummy2skill_id(skill_id);
  2818. //Use skill index, avoiding out-of-bound array [Cydh]
  2819. if (!(idx = skill_get_index(skill_id)))
  2820. return;
  2821. switch (skill_isCopyable(tsd,skill_id)) {
  2822. case 1: //Copied by Plagiarism
  2823. {
  2824. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2825. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2826. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2827. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2828. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2829. }
  2830. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2831. tsd->cloneskill_idx = idx;
  2832. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2833. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2834. }
  2835. break;
  2836. case 2: //Copied by Reproduce
  2837. {
  2838. struct status_change *tsc = status_get_sc(bl);
  2839. //Already did SC check
  2840. //Skill level copied depends on Reproduce skill that used
  2841. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2842. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2843. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2844. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2845. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2846. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2847. }
  2848. //Level dependent and limitation.
  2849. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2850. lv = min(lv,skill_get_max(skill_id));
  2851. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2852. lv = min(lv,skill_lv);
  2853. tsd->reproduceskill_idx = idx;
  2854. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2855. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2856. }
  2857. break;
  2858. default: return;
  2859. }
  2860. tsd->status.skill[idx].id = skill_id;
  2861. tsd->status.skill[idx].lv = lv;
  2862. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2863. clif_addskill(tsd,skill_id);
  2864. }
  2865. }
  2866. /**
  2867. * Knockback the target on skill_attack
  2868. * @param src is the master behind the attack
  2869. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2870. * @param target is the target to be attacked.
  2871. * @param blewcount
  2872. * @param skill_id
  2873. * @param skill_lv
  2874. * @param damage
  2875. * @param tick
  2876. * @param flag can hold a bunch of information:
  2877. */
  2878. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
  2879. int8 dir = -1; // Default direction
  2880. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2881. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2882. if (!blewcount || target == dsrc || status_isdead(target))
  2883. return;
  2884. // Skill specific direction
  2885. switch (skill_id) {
  2886. case MG_FIREWALL:
  2887. case EL_FIRE_MANTLE:
  2888. dir = unit_getdir(target); // Backwards
  2889. break;
  2890. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2891. case WZ_STORMGUST:
  2892. if(!battle_config.stormgust_knockback)
  2893. dir = rnd()%8;
  2894. break;
  2895. case MC_CARTREVOLUTION:
  2896. if (battle_config.cart_revo_knockback)
  2897. dir = 6; // Official servers push target to the West
  2898. break;
  2899. case AC_SHOWER:
  2900. case WL_CRIMSONROCK:
  2901. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  2902. dir = map_calc_dir(target, src->x, src->y);
  2903. else
  2904. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  2905. break;
  2906. case HT_PHANTASMIC: // issue #1378
  2907. if (status_get_hp(target) - damage <= 0) return;
  2908. break;
  2909. }
  2910. // Blown-specific handling
  2911. switch( skill_id ) {
  2912. case LG_OVERBRAND_BRANDISH:
  2913. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2914. if (skill_blown(dsrc,target,blewcount,dir,(enum e_skill_blown)(BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  2915. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2916. break;
  2917. case SR_KNUCKLEARROW:
  2918. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2919. // Boss & Immune Knockback stay in place and don't get bonus damage
  2920. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2921. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  2922. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2923. dir_ka = -1;
  2924. break;
  2925. case RL_R_TRIP:
  2926. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  2927. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2928. break;
  2929. default:
  2930. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  2931. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2932. TBL_SKILL *su = (TBL_SKILL*)target;
  2933. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2934. skill_blown(src, target, 3, -1, BLOWN_NONE);
  2935. }
  2936. break;
  2937. }
  2938. clif_fixpos(target);
  2939. }
  2940. /*
  2941. * =========================================================================
  2942. * Does a skill attack with the given properties.
  2943. * @param src is the master behind the attack (player/mob/pet)
  2944. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2945. * @param bl is the target to be attacked.
  2946. * @param flag can hold a bunch of information:
  2947. * flag&1
  2948. * flag&2 - Disable re-triggered by double casting
  2949. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2950. * flag&8 - SC_COMBO state used to deal bonus damage
  2951. *
  2952. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2953. * (usually holds number of targets, or just 1 for simple splash attacks)
  2954. *
  2955. * flag&0xF000 - Values from enum e_skill_display
  2956. * flag&0x3F0000 - Values from enum e_battle_check_target
  2957. *
  2958. * flag&0x1000000 - Return 0 if damage was reflected
  2959. *-------------------------------------------------------------------------*/
  2960. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  2961. {
  2962. struct Damage dmg;
  2963. struct status_data *sstatus, *tstatus;
  2964. struct status_change *sc, *tsc;
  2965. struct map_session_data *sd, *tsd;
  2966. int64 damage;
  2967. int8 rmdamage = 0;//magic reflected
  2968. int type;
  2969. enum e_damage_type dmg_type;
  2970. bool shadow_flag = false;
  2971. bool additional_effects = true;
  2972. if(skill_id > 0 && !skill_lv)
  2973. return 0;
  2974. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2975. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2976. nullpo_ret(bl); //Target to be attacked.
  2977. if (status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  2978. return 0;
  2979. if (src != dsrc) {
  2980. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2981. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2982. return 0;
  2983. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  2984. //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]
  2985. if (!status_check_skilluse(src, bl, skill_id, 2))
  2986. return 0;
  2987. }
  2988. sd = BL_CAST(BL_PC, src);
  2989. tsd = BL_CAST(BL_PC, bl);
  2990. sstatus = status_get_status_data(src);
  2991. tstatus = status_get_status_data(bl);
  2992. sc= status_get_sc(src);
  2993. tsc= status_get_sc(bl);
  2994. if (tsc && !tsc->count)
  2995. tsc = NULL; //Don't need it.
  2996. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2997. if (tsc && tsc->data[SC_TRICKDEAD])
  2998. return 0;
  2999. #ifndef RENEWAL
  3000. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3001. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3002. return 0;
  3003. #endif
  3004. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3005. //If the damage source is a unit, the damage is not delayed
  3006. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3007. dmg.amotion = 0;
  3008. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3009. // Adjusted to the new system [Skotlex]
  3010. if( src->type == BL_PET ) { // [Valaris]
  3011. struct pet_data *pd = (TBL_PET*)src;
  3012. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3013. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3014. int element = skill_get_ele(skill_id, skill_lv);
  3015. /*if (skill_id == -1) Does it ever worked?
  3016. element = sstatus->rhw.ele;*/
  3017. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3018. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3019. else
  3020. dmg.damage = pd->a_skill->damage; // Fixed damage
  3021. }
  3022. else
  3023. dmg.damage = 1*pd->a_skill->div_;
  3024. dmg.damage2 = 0;
  3025. dmg.div_= pd->a_skill->div_;
  3026. }
  3027. }
  3028. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3029. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3030. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3031. { //Magic reflection, switch caster/target
  3032. struct block_list *tbl = bl;
  3033. rmdamage = 1;
  3034. bl = src;
  3035. src = tbl;
  3036. dsrc = tbl;
  3037. sd = BL_CAST(BL_PC, src);
  3038. tsd = BL_CAST(BL_PC, bl);
  3039. tsc = status_get_sc(bl);
  3040. if (tsc && !tsc->count)
  3041. tsc = NULL; //Don't need it.
  3042. /* bugreport:2564 flag&2 disables double casting trigger */
  3043. flag |= 2;
  3044. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3045. flag |= 4;
  3046. //Spirit of Wizard blocks Kaite's reflection
  3047. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  3048. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3049. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3050. if (type >= 0) {
  3051. if ( tsd )
  3052. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3053. dmg.damage = dmg.damage2 = 0;
  3054. dmg.dmg_lv = ATK_MISS;
  3055. tsc->data[SC_SPIRIT]->val3 = skill_id;
  3056. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  3057. }
  3058. } else if( type != 2 ) /* Kaite bypasses */
  3059. additional_effects = false;
  3060. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3061. #if MAGIC_REFLECTION_TYPE
  3062. #ifdef RENEWAL
  3063. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3064. #else
  3065. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3066. // regardless of caster's equipment (Aegis 11.1)
  3067. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3068. #endif
  3069. short s_ele = skill_get_ele(skill_id, skill_lv);
  3070. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3071. s_ele = sstatus->rhw.ele;
  3072. else if (s_ele == ELE_ENDOWED) //Use status element
  3073. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3074. else if( s_ele == ELE_RANDOM) //Use random element
  3075. s_ele = rnd()%ELE_ALL;
  3076. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3077. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  3078. struct status_data *status = status_get_status_data(bl);
  3079. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3080. per /=20; //Uses 20% SP intervals.
  3081. //SP Cost: 1% + 0.5% per every 20% SP
  3082. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3083. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  3084. //Reduction: 6% + 6% every 20%
  3085. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3086. }
  3087. }
  3088. #endif
  3089. }
  3090. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  3091. int sp = skill_get_sp(skill_id,skill_lv);
  3092. #ifndef RENEWAL
  3093. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3094. #endif
  3095. dmg.damage = dmg.damage2 = 0;
  3096. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3097. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3098. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3099. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3100. status_heal(bl, 0, sp, 2);
  3101. }
  3102. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  3103. dmg.damage = dmg.damage2 = 0;
  3104. dmg.dmg_lv = ATK_MISS;
  3105. }
  3106. }
  3107. damage = dmg.damage + dmg.damage2;
  3108. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3109. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3110. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  3111. damage = 1;
  3112. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  3113. struct block_list *nbl;
  3114. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3115. if( nbl ){ // Only one target is chosen.
  3116. damage = damage / 2; // Deflect half of the damage to a target nearby
  3117. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3118. }
  3119. }
  3120. //Skill hit type
  3121. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3122. switch( skill_id ) {
  3123. case WL_HELLINFERNO:
  3124. if (dmg.dmg_lv == ATK_DEF && !(flag&ELE_DARK)) // Burning only starts if the fire attack successfully lands
  3125. sc_start4(src, bl, SC_BURNING, 55 + 5 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  3126. break;
  3127. case SC_TRIANGLESHOT:
  3128. if( rnd()%100 > (1 + skill_lv) )
  3129. dmg.blewcount = 0;
  3130. break;
  3131. default:
  3132. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3133. dmg.blewcount = 0; //only pushback when it hit for other
  3134. break;
  3135. }
  3136. switch( skill_id ) {
  3137. case CR_GRANDCROSS:
  3138. case NPC_GRANDDARKNESS:
  3139. if( battle_config.gx_disptype)
  3140. dsrc = src;
  3141. if( src == bl)
  3142. dmg_type = DMG_ENDURE;
  3143. else
  3144. flag|= SD_ANIMATION;
  3145. break;
  3146. case NJ_TATAMIGAESHI: //For correct knockback.
  3147. dsrc = src;
  3148. flag|= SD_ANIMATION;
  3149. break;
  3150. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3151. int level;
  3152. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3153. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3154. }
  3155. break;
  3156. case SL_STIN:
  3157. case SL_STUN:
  3158. if (skill_lv >= 7) {
  3159. struct status_change *sc_cur = status_get_sc(src);
  3160. if (sc_cur && !sc_cur->data[SC_SMA])
  3161. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3162. }
  3163. break;
  3164. }
  3165. //combo handling
  3166. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3167. //Display damage.
  3168. switch( skill_id ) {
  3169. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3170. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3171. break;
  3172. //Skills that need be passed as a normal attack for the client to display correctly.
  3173. case HVAN_EXPLOSION:
  3174. case NPC_SELFDESTRUCTION:
  3175. if(src->type == BL_PC)
  3176. dmg.blewcount = 10;
  3177. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3178. // fall through
  3179. case KN_AUTOCOUNTER:
  3180. case NPC_CRITICALSLASH:
  3181. case TF_DOUBLE:
  3182. case GS_CHAINACTION:
  3183. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3184. break;
  3185. case AS_SPLASHER:
  3186. if( flag&SD_ANIMATION ) // the surrounding targets
  3187. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3188. else // the central target doesn't display an animation
  3189. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3190. break;
  3191. case WL_HELLINFERNO:
  3192. case SR_EARTHSHAKER:
  3193. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3194. break;
  3195. case WL_SOULEXPANSION:
  3196. case WL_COMET:
  3197. case NPC_COMET:
  3198. case KO_MUCHANAGE:
  3199. #ifndef RENEWAL
  3200. case NJ_HUUMA:
  3201. #endif
  3202. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3203. break;
  3204. case WL_CHAINLIGHTNING_ATK:
  3205. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3206. break;
  3207. case WL_TETRAVORTEX_FIRE:
  3208. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3209. break;
  3210. case LG_SHIELDPRESS:
  3211. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3212. break;
  3213. case LG_OVERBRAND:
  3214. case LG_OVERBRAND_BRANDISH:
  3215. dmg.amotion = status_get_amotion(src) * 2;
  3216. case LG_OVERBRAND_PLUSATK:
  3217. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3218. break;
  3219. case NPC_DARKPIERCING:
  3220. case EL_FIRE_BOMB:
  3221. case EL_FIRE_BOMB_ATK:
  3222. case EL_FIRE_WAVE:
  3223. case EL_FIRE_WAVE_ATK:
  3224. case EL_FIRE_MANTLE:
  3225. case EL_CIRCLE_OF_FIRE:
  3226. case EL_FIRE_ARROW:
  3227. case EL_ICE_NEEDLE:
  3228. case EL_WATER_SCREW:
  3229. case EL_WATER_SCREW_ATK:
  3230. case EL_WIND_SLASH:
  3231. case EL_TIDAL_WEAPON:
  3232. case EL_ROCK_CRUSHER:
  3233. case EL_ROCK_CRUSHER_ATK:
  3234. case EL_HURRICANE:
  3235. case EL_HURRICANE_ATK:
  3236. case KO_BAKURETSU:
  3237. case GN_HELLS_PLANT_ATK:
  3238. case SU_SV_ROOTTWIST_ATK:
  3239. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3240. break;
  3241. case GN_FIRE_EXPANSION_ACID:
  3242. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3243. break;
  3244. case GN_SLINGITEM_RANGEMELEEATK:
  3245. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3246. break;
  3247. case EL_STONE_RAIN:
  3248. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3249. break;
  3250. case WM_SEVERE_RAINSTORM_MELEE:
  3251. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3252. break;
  3253. case SR_TIGERCANNON:
  3254. dmg.dmotion = clif_skill_damage(src, bl, tick, status_get_amotion(bl), dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SINGLE);
  3255. break;
  3256. case HT_CLAYMORETRAP:
  3257. case HT_BLASTMINE:
  3258. case HT_FLASHER:
  3259. case HT_FREEZINGTRAP:
  3260. case RA_CLUSTERBOMB:
  3261. case RA_FIRINGTRAP:
  3262. case RA_ICEBOUNDTRAP:
  3263. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3264. if( dsrc != src ) // avoid damage display redundancy
  3265. break;
  3266. //Fall through
  3267. case HT_LANDMINE:
  3268. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3269. break;
  3270. case WZ_SIGHTBLASTER:
  3271. //Sightblaster should never call clif_skill_damage twice
  3272. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3273. break;
  3274. case RL_R_TRIP_PLUSATK:
  3275. case RL_S_STORM:
  3276. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3277. break;
  3278. case SU_LUNATICCARROTBEAT:
  3279. case SU_LUNATICCARROTBEAT2:
  3280. case SP_CURSEEXPLOSION:
  3281. case SP_SPA:
  3282. case SP_SHA:
  3283. if (dmg.div_ < 2)
  3284. type = DMG_SPLASH;
  3285. if (!(flag&SD_ANIMATION))
  3286. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3287. // Fall through
  3288. case WM_REVERBERATION:
  3289. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3290. break;
  3291. case SJ_FALLINGSTAR_ATK:
  3292. case SJ_FALLINGSTAR_ATK2:
  3293. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3294. break;
  3295. case SJ_NOVAEXPLOSING:
  3296. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3297. break;
  3298. case AB_DUPLELIGHT_MELEE:
  3299. case AB_DUPLELIGHT_MAGIC:
  3300. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3301. default:
  3302. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3303. dmg_type = DMG_SPLASH;
  3304. if (src->type == BL_SKILL) {
  3305. TBL_SKILL *su = (TBL_SKILL*)src;
  3306. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3307. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3308. break;
  3309. }
  3310. }
  3311. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3312. break;
  3313. }
  3314. map_freeblock_lock();
  3315. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3316. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3317. skill_do_copy(src,bl,skill_id,skill_lv);
  3318. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3319. { //Skills with can't walk delay also stop normal attacking for that
  3320. //duration when the attack connects. [Skotlex]
  3321. struct unit_data *ud = unit_bl2ud(src);
  3322. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3323. ud->attackabletime = tick + type;
  3324. }
  3325. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3326. // Instant damage
  3327. if( !dmg.amotion ) {
  3328. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION])
  3329. #ifndef RENEWAL
  3330. || skill_id == HW_GRAVITATION
  3331. #endif
  3332. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3333. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3334. if( !status_isdead(bl) && additional_effects )
  3335. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3336. if( damage > 0 ) //Counter status effects [Skotlex]
  3337. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3338. }
  3339. // Blow!
  3340. if (!(flag&4))
  3341. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3342. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3343. if( dmg.amotion ) {
  3344. if( shadow_flag ) {
  3345. if( !status_isdead(bl) && additional_effects )
  3346. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3347. if( dmg.flag > ATK_BLOCK )
  3348. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3349. } else
  3350. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3351. }
  3352. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3353. #ifndef RENEWAL
  3354. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3355. #endif
  3356. ) {
  3357. if (tsc->data[SC_DEVOTION]) {
  3358. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3359. struct block_list *d_bl = map_id2bl(sce->val1);
  3360. if (d_bl && (
  3361. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3362. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3363. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3364. {
  3365. if (!rmdamage) {
  3366. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3367. status_fix_damage(NULL, d_bl, damage, 0, 0);
  3368. } else {
  3369. bool isDevotRdamage = false;
  3370. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3371. isDevotRdamage = true;
  3372. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3373. // This check is only for magical skill.
  3374. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3375. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3376. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0, 0);
  3377. }
  3378. } else {
  3379. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3380. if (!dmg.amotion)
  3381. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3382. }
  3383. }
  3384. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3385. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3386. struct block_list *e_bl = map_id2bl(sce->val1);
  3387. if (e_bl) {
  3388. if (!rmdamage) {
  3389. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3390. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3391. } else {
  3392. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3393. status_fix_damage(bl, bl, damage, 0, 0);
  3394. }
  3395. }
  3396. }
  3397. }
  3398. if(damage > 0 && !status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  3399. if( skill_id == RG_INTIMIDATE ) {
  3400. int rate = 50 + skill_lv * 5;
  3401. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3402. if(rnd()%100 < rate)
  3403. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3404. }
  3405. }
  3406. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3407. dmg.flag |= BF_WEAPON;
  3408. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3409. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3410. {
  3411. if (battle_config.left_cardfix_to_right)
  3412. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3413. else
  3414. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3415. }
  3416. if( damage > 0 ) { // Post-damage effects
  3417. switch( skill_id ) {
  3418. case GC_VENOMPRESSURE: {
  3419. struct status_change *ssc = status_get_sc(src);
  3420. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3421. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3422. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3423. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3424. }
  3425. }
  3426. break;
  3427. }
  3428. if( sd )
  3429. skill_onskillusage(sd, bl, skill_id, tick);
  3430. }
  3431. if (!(flag&2)) {
  3432. switch (skill_id) {
  3433. case MG_COLDBOLT:
  3434. case MG_FIREBOLT:
  3435. case MG_LIGHTNINGBOLT:
  3436. if (sc && sc->data[SC_DOUBLECAST] && rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  3437. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3438. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3439. break;
  3440. case SU_BITE:
  3441. case SU_SCRATCH:
  3442. case SU_SV_STEMSPEAR:
  3443. case SU_SCAROFTAROU:
  3444. case SU_PICKYPECK:
  3445. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3446. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3447. break;
  3448. }
  3449. }
  3450. map_freeblock_unlock();
  3451. if ((flag&0x1000000) && rmdamage == 1)
  3452. return 0; //Should return 0 when damage was reflected
  3453. return damage;
  3454. }
  3455. /*==========================================
  3456. * Sub function for recursive skill call.
  3457. * Checking bl battle flag and display damage
  3458. * then call func with source,target,skill_id,skill_lv,tick,flag
  3459. *------------------------------------------*/
  3460. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3461. int skill_area_sub(struct block_list *bl, va_list ap)
  3462. {
  3463. struct block_list *src;
  3464. uint16 skill_id,skill_lv;
  3465. int flag;
  3466. t_tick tick;
  3467. SkillFunc func;
  3468. nullpo_ret(bl);
  3469. src = va_arg(ap,struct block_list *);
  3470. skill_id = va_arg(ap,int);
  3471. skill_lv = va_arg(ap,int);
  3472. tick = va_arg(ap,t_tick);
  3473. flag = va_arg(ap,int);
  3474. func = va_arg(ap,SkillFunc);
  3475. if (flag&BCT_WOS && src == bl)
  3476. return 0;
  3477. if(battle_check_target(src,bl,flag) > 0) {
  3478. // several splash skills need this initial dummy packet to display correctly
  3479. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3480. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3481. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3482. skill_area_temp[2]++;
  3483. return func(src,bl,skill_id,skill_lv,tick,flag);
  3484. }
  3485. return 0;
  3486. }
  3487. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3488. {
  3489. struct skill_unit *unit;
  3490. uint16 skill_id,g_skill_id;
  3491. unit = (struct skill_unit *)bl;
  3492. if(bl->prev == NULL || bl->type != BL_SKILL)
  3493. return 0;
  3494. if(!unit->alive)
  3495. return 0;
  3496. skill_id = va_arg(ap,int);
  3497. g_skill_id = unit->group->skill_id;
  3498. switch (skill_id) {
  3499. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3500. if(g_skill_id == SA_LANDPROTECTOR)
  3501. break;
  3502. //Fall through
  3503. case MH_STEINWAND:
  3504. case MG_SAFETYWALL:
  3505. case SC_MAELSTROM:
  3506. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3507. return 0;
  3508. break;
  3509. case AL_WARP:
  3510. case HT_SKIDTRAP:
  3511. case MA_SKIDTRAP:
  3512. case HT_LANDMINE:
  3513. case MA_LANDMINE:
  3514. case HT_ANKLESNARE:
  3515. case HT_SHOCKWAVE:
  3516. case HT_SANDMAN:
  3517. case MA_SANDMAN:
  3518. case HT_FLASHER:
  3519. case HT_FREEZINGTRAP:
  3520. case MA_FREEZINGTRAP:
  3521. case HT_BLASTMINE:
  3522. case HT_CLAYMORETRAP:
  3523. case HT_TALKIEBOX:
  3524. #ifndef RENEWAL
  3525. case HP_BASILICA:
  3526. #endif
  3527. case RA_ELECTRICSHOCKER:
  3528. case RA_CLUSTERBOMB:
  3529. case RA_MAGENTATRAP:
  3530. case RA_COBALTTRAP:
  3531. case RA_MAIZETRAP:
  3532. case RA_VERDURETRAP:
  3533. case RA_FIRINGTRAP:
  3534. case RA_ICEBOUNDTRAP:
  3535. case SC_DIMENSIONDOOR:
  3536. case SC_BLOODYLUST:
  3537. case NPC_REVERBERATION:
  3538. case GN_THORNS_TRAP:
  3539. case RL_B_TRAP:
  3540. case SC_ESCAPE:
  3541. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3542. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3543. return 0;
  3544. break;
  3545. default: //Avoid stacking with same kind of trap. [Skotlex]
  3546. if (g_skill_id != skill_id)
  3547. return 0;
  3548. break;
  3549. }
  3550. return 1;
  3551. }
  3552. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3553. {
  3554. //Non players do not check for the skill's splash-trigger area.
  3555. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3556. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3557. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3558. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3559. return 0;
  3560. }
  3561. range += layout_type;
  3562. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3563. }
  3564. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3565. {
  3566. uint16 skill_id;
  3567. if(bl->prev == NULL)
  3568. return 0;
  3569. skill_id = va_arg(ap,int);
  3570. if( status_isdead(bl) && skill_id != AL_WARP )
  3571. return 0;
  3572. #ifndef RENEWAL
  3573. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3574. return 0;
  3575. #endif
  3576. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3577. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3578. return 1;
  3579. }
  3580. /**
  3581. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3582. * @param bl Object that casted skill
  3583. * @param x Position x of the target
  3584. * @param y Position y of the target
  3585. * @param skill_id The casted skill
  3586. * @param skill_lv The skill Lv
  3587. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3588. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3589. */
  3590. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3591. {
  3592. int range = 0, type;
  3593. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3594. if (isNearNPC)
  3595. range = skill_get_splash(skill_id,skill_lv);
  3596. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3597. if (!isNearNPC || !range) {
  3598. switch (skill_id) { // to be expanded later
  3599. case WZ_ICEWALL:
  3600. range = 2;
  3601. break;
  3602. case SC_MANHOLE:
  3603. range = 0;
  3604. break;
  3605. default: {
  3606. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3607. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3608. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3609. return 0;
  3610. }
  3611. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3612. }
  3613. break;
  3614. }
  3615. }
  3616. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3617. //Check the additional range [Cydh]
  3618. if (isNearNPC && skill_npc_range > 0)
  3619. range += skill_npc_range;
  3620. if (!isNearNPC) { //Doesn't check the NPC range
  3621. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3622. if (bl->type&battle_config.skill_nofootset)
  3623. type = BL_CHAR;
  3624. else if(bl->type == BL_MOB)
  3625. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3626. else
  3627. return 0; //Don't check
  3628. } else
  3629. type = BL_NPC;
  3630. return (!isNearNPC) ?
  3631. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3632. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3633. //isNearNPC is used to check range from NPC
  3634. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3635. }
  3636. /*==========================================
  3637. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3638. * Flag:
  3639. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3640. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3641. *------------------------------------------*/
  3642. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3643. {
  3644. struct status_data *status;
  3645. struct map_session_data *sd = NULL;
  3646. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3647. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3648. nullpo_retr(0, bl);
  3649. switch( bl->type )
  3650. {
  3651. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3652. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3653. }
  3654. status = status_get_status_data(bl);
  3655. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3656. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3657. if (skill == nullptr)
  3658. return 0;
  3659. // Requirements
  3660. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3661. {
  3662. itemid[i] = skill->require.itemid[i];
  3663. amount[i] = skill->require.amount[i];
  3664. }
  3665. hp = skill->require.hp[skill_lv - 1];
  3666. sp = skill->require.sp[skill_lv - 1];
  3667. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3668. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3669. state = skill->require.state;
  3670. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3671. hp += (status->max_hp * mhp) / 100;
  3672. if( hp_rate > 0 )
  3673. hp += (status->hp * hp_rate) / 100;
  3674. else
  3675. hp += (status->max_hp * (-hp_rate)) / 100;
  3676. if( sp_rate > 0 )
  3677. sp += (status->sp * sp_rate) / 100;
  3678. else
  3679. sp += (status->max_sp * (-sp_rate)) / 100;
  3680. if( !(type&2) )
  3681. {
  3682. if( hp > 0 && status->hp <= (unsigned int)hp )
  3683. {
  3684. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3685. return 0;
  3686. }
  3687. if( sp > 0 && status->sp <= (unsigned int)sp )
  3688. {
  3689. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3690. return 0;
  3691. }
  3692. }
  3693. if( !type )
  3694. switch( state )
  3695. {
  3696. case ST_MOVE_ENABLE:
  3697. if( !unit_can_move(bl) )
  3698. {
  3699. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3700. return 0;
  3701. }
  3702. break;
  3703. }
  3704. if( !(type&1) )
  3705. return 1;
  3706. // Check item existences
  3707. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3708. {
  3709. index[i] = -1;
  3710. if( itemid[i] < 1 ) continue; // No item
  3711. index[i] = pc_search_inventory(sd, itemid[i]);
  3712. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3713. {
  3714. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3715. return 0;
  3716. }
  3717. }
  3718. // Consume items
  3719. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3720. {
  3721. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3722. }
  3723. if( type&2 )
  3724. return 1;
  3725. if( sp || hp )
  3726. status_zap(bl, hp, sp);
  3727. return 1;
  3728. }
  3729. /*==========================================
  3730. *
  3731. *------------------------------------------*/
  3732. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3733. {
  3734. switch (skill_id) {
  3735. case RL_QD_SHOT:
  3736. {
  3737. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3738. struct unit_data *ud = unit_bl2ud(src);
  3739. if (ud && ud->target == target->id)
  3740. return 1;
  3741. }
  3742. }
  3743. }
  3744. return 1;
  3745. }
  3746. /*==========================================
  3747. *
  3748. *------------------------------------------*/
  3749. static TIMER_FUNC(skill_timerskill){
  3750. struct block_list *src = map_id2bl(id),*target;
  3751. struct unit_data *ud = unit_bl2ud(src);
  3752. struct skill_timerskill *skl;
  3753. struct skill_unit *unit = NULL;
  3754. int range;
  3755. nullpo_ret(src);
  3756. nullpo_ret(ud);
  3757. skl = ud->skilltimerskill[data];
  3758. nullpo_ret(skl);
  3759. ud->skilltimerskill[data] = NULL;
  3760. do {
  3761. if(src->prev == NULL)
  3762. break; // Source not on Map
  3763. if(skl->target_id) {
  3764. target = map_id2bl(skl->target_id);
  3765. if( ( skl->skill_id == RG_INTIMIDATE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3766. target = src; //Required since it has to warp.
  3767. if (skl->skill_id == SR_SKYNETBLOW) {
  3768. skill_area_temp[1] = 0;
  3769. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  3770. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3771. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3772. break;
  3773. }
  3774. if(target == NULL)
  3775. break; // Target offline?
  3776. if(target->prev == NULL)
  3777. break; // Target not on Map
  3778. if(src->m != target->m)
  3779. break; // Different Maps
  3780. if(status_isdead(src)) {
  3781. switch(skl->skill_id) {
  3782. case WL_CHAINLIGHTNING_ATK:
  3783. case WL_TETRAVORTEX_FIRE:
  3784. case WL_TETRAVORTEX_WATER:
  3785. case WL_TETRAVORTEX_WIND:
  3786. case WL_TETRAVORTEX_GROUND:
  3787. // For SR_FLASHCOMBO
  3788. case SR_DRAGONCOMBO:
  3789. case SR_FALLENEMPIRE:
  3790. case SR_TIGERCANNON:
  3791. case SR_SKYNETBLOW:
  3792. break; // Exceptions
  3793. default:
  3794. continue; // Caster is Dead
  3795. }
  3796. }
  3797. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3798. break;
  3799. switch(skl->skill_id) {
  3800. case KN_AUTOCOUNTER:
  3801. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3802. break;
  3803. case RG_INTIMIDATE:
  3804. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3805. short x,y;
  3806. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3807. if (target != src && !status_isdead(target))
  3808. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3809. }
  3810. break;
  3811. case BA_FROSTJOKER:
  3812. case DC_SCREAM:
  3813. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3814. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3815. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3816. break;
  3817. case PR_LEXDIVINA:
  3818. if (src->type == BL_MOB) {
  3819. // Monsters use the default duration when casting Lex Divina
  3820. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(status_sc2skill(status_skill2sc(skl->skill_id)), 1));
  3821. break;
  3822. }
  3823. // Fall through
  3824. case PR_STRECOVERY:
  3825. case BS_HAMMERFALL:
  3826. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3827. break;
  3828. case NPC_EARTHQUAKE:
  3829. if( skl->type > 1 )
  3830. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3831. skill_area_temp[0] = map_foreachinallrange(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);
  3832. skill_area_temp[1] = src->id;
  3833. skill_area_temp[2] = 0;
  3834. map_foreachinallrange(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);
  3835. break;
  3836. case WZ_WATERBALL:
  3837. {
  3838. //Get the next waterball cell to consume
  3839. struct s_skill_unit_layout *layout;
  3840. int i;
  3841. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3842. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3843. int ux = skl->x + layout->dx[i];
  3844. int uy = skl->y + layout->dy[i];
  3845. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3846. if (unit)
  3847. break;
  3848. }
  3849. } // Fall through
  3850. case WZ_JUPITEL:
  3851. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3852. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3853. // Apply canact delay here to prevent hacks (unlimited casting)
  3854. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  3855. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3856. }
  3857. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3858. skill_delunit(unit); // Consume unit for next waterball
  3859. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3860. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3861. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3862. } else {
  3863. struct status_change *sc = status_get_sc(src);
  3864. if(sc) {
  3865. if(sc->data[SC_SPIRIT] &&
  3866. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3867. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3868. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3869. }
  3870. }
  3871. break;
  3872. case WL_CHAINLIGHTNING_ATK: {
  3873. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3874. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  3875. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3876. { // Remaining Chains Hit
  3877. struct block_list *nbl = NULL; // Next Target of Chain
  3878. 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.
  3879. splash_target(src), target->id); // Search for a new Target around current one...
  3880. if( nbl == NULL )
  3881. skl->x++;
  3882. else
  3883. skl->x = 0;
  3884. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  3885. }
  3886. }
  3887. break;
  3888. case WL_TETRAVORTEX_FIRE:
  3889. case WL_TETRAVORTEX_WATER:
  3890. case WL_TETRAVORTEX_WIND:
  3891. case WL_TETRAVORTEX_GROUND:
  3892. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3893. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3894. if (skl->type >= 3) { // Final Hit
  3895. if (!status_isdead(target)) { // Final Status Effect
  3896. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3897. applyeffects[4] = { 0, 0, 0, 0 },
  3898. i, j = 0, k = 0;
  3899. for(i = 1; i <= 8; i = i + i) {
  3900. if (skl->x&i) {
  3901. applyeffects[j] = effects[k];
  3902. j++;
  3903. }
  3904. k++;
  3905. }
  3906. if (j) {
  3907. i = applyeffects[rnd()%j];
  3908. status_change_start(src, target, static_cast<sc_type>(i), 10000, skl->skill_lv,
  3909. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3910. (i == SC_BURNING ? src->id : 0), 0,
  3911. (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
  3912. (i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
  3913. }
  3914. }
  3915. }
  3916. break;
  3917. case NPC_REVERBERATION_ATK:
  3918. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3919. break;
  3920. case LG_MOONSLASHER:
  3921. case SR_WINDMILL:
  3922. if( target->type == BL_PC ) {
  3923. struct map_session_data *tsd = NULL;
  3924. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3925. pc_setsit(tsd);
  3926. skill_sit(tsd, true);
  3927. clif_sitting(&tsd->bl);
  3928. }
  3929. }
  3930. break;
  3931. case SR_KNUCKLEARROW:
  3932. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3933. break;
  3934. case CH_PALMSTRIKE:
  3935. {
  3936. struct status_change* tsc = status_get_sc(target);
  3937. struct status_change* sc = status_get_sc(src);
  3938. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3939. ( sc && sc->option&OPTION_HIDE ) ){
  3940. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  3941. break;
  3942. }
  3943. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3944. break;
  3945. }
  3946. // For SR_FLASHCOMBO
  3947. case SR_DRAGONCOMBO:
  3948. case SR_FALLENEMPIRE:
  3949. case SR_TIGERCANNON:
  3950. case SR_SKYNETBLOW:
  3951. if( src->type == BL_PC ) {
  3952. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3953. break;
  3954. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3955. }
  3956. break;
  3957. case SU_SV_ROOTTWIST_ATK: {
  3958. struct status_change *tsc = status_get_sc(target);
  3959. if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
  3960. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  3961. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3962. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  3963. }
  3964. }
  3965. break;
  3966. default:
  3967. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3968. break;
  3969. }
  3970. }
  3971. else {
  3972. if(src->m != skl->map)
  3973. break;
  3974. switch( skl->skill_id )
  3975. {
  3976. case GN_CRAZYWEED_ATK:
  3977. {
  3978. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3979. 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);
  3980. }
  3981. case WL_EARTHSTRAIN:
  3982. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3983. break;
  3984. case LG_OVERBRAND_BRANDISH: {
  3985. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3986. int x = src->x, y = src->y;
  3987. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3988. for( i = 0; i < layout->count; i++ )
  3989. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3990. }
  3991. break;
  3992. case RL_FIRE_RAIN: {
  3993. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3994. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  3995. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  3996. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3997. }
  3998. break;
  3999. case NC_MAGMA_ERUPTION:
  4000. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4001. break;
  4002. }
  4003. }
  4004. } while (0);
  4005. //Free skl now that it is no longer needed.
  4006. ers_free(skill_timer_ers, skl);
  4007. return 0;
  4008. }
  4009. /*==========================================
  4010. *
  4011. *------------------------------------------*/
  4012. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  4013. {
  4014. int i;
  4015. struct unit_data *ud;
  4016. nullpo_retr(1, src);
  4017. if (src->prev == NULL)
  4018. return 0;
  4019. ud = unit_bl2ud(src);
  4020. nullpo_retr(1, ud);
  4021. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4022. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4023. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4024. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4025. ud->skilltimerskill[i]->src_id = src->id;
  4026. ud->skilltimerskill[i]->target_id = target;
  4027. ud->skilltimerskill[i]->skill_id = skill_id;
  4028. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4029. ud->skilltimerskill[i]->map = src->m;
  4030. ud->skilltimerskill[i]->x = x;
  4031. ud->skilltimerskill[i]->y = y;
  4032. ud->skilltimerskill[i]->type = type;
  4033. ud->skilltimerskill[i]->flag = flag;
  4034. return 0;
  4035. }
  4036. /*==========================================
  4037. *
  4038. *------------------------------------------*/
  4039. int skill_cleartimerskill (struct block_list *src)
  4040. {
  4041. int i;
  4042. struct unit_data *ud;
  4043. nullpo_ret(src);
  4044. ud = unit_bl2ud(src);
  4045. nullpo_ret(ud);
  4046. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4047. if(ud->skilltimerskill[i]) {
  4048. switch(ud->skilltimerskill[i]->skill_id) {
  4049. case WL_TETRAVORTEX_FIRE:
  4050. case WL_TETRAVORTEX_WATER:
  4051. case WL_TETRAVORTEX_WIND:
  4052. case WL_TETRAVORTEX_GROUND:
  4053. // For SR_FLASHCOMBO
  4054. case SR_DRAGONCOMBO:
  4055. case SR_FALLENEMPIRE:
  4056. case SR_TIGERCANNON:
  4057. case SR_SKYNETBLOW:
  4058. continue;
  4059. }
  4060. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4061. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4062. ud->skilltimerskill[i]=NULL;
  4063. }
  4064. }
  4065. return 1;
  4066. }
  4067. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4068. struct skill_unit *su = (TBL_SKILL*)bl;
  4069. struct skill_unit_group *sg = NULL;
  4070. nullpo_ret(su);
  4071. if (bl->type != BL_SKILL)
  4072. return 0;
  4073. if (su->alive && (sg = su->group) && sg->skill_id == NPC_REVERBERATION) {
  4074. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4075. su->limit = DIFF_TICK(gettick(), sg->tick);
  4076. sg->unit_id = UNT_USED_TRAPS;
  4077. }
  4078. return 1;
  4079. }
  4080. /**
  4081. * Reveal hidden trap
  4082. **/
  4083. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4084. {
  4085. TBL_SKILL *su = (TBL_SKILL*)bl;
  4086. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4087. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4088. //clif_changetraplook(bl, su->group->unit_id);
  4089. su->hidden = false;
  4090. skill_getareachar_skillunit_visibilty(su, AREA);
  4091. return 1;
  4092. }
  4093. return 0;
  4094. }
  4095. /**
  4096. * Attempt to reveal trap in area
  4097. * @param src Skill caster
  4098. * @param range Affected range
  4099. * @param x
  4100. * @param y
  4101. * TODO: Remove hardcode usages for this function
  4102. **/
  4103. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4104. if (!battle_config.traps_setting)
  4105. return;
  4106. nullpo_retv(src);
  4107. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4108. }
  4109. /*========================================== [Playtester]
  4110. * Process tarot card's effects
  4111. * @param src: Source of the tarot card effect
  4112. * @param target: Target of the tartor card effect
  4113. * @param skill_id: ID of the skill used
  4114. * @param skill_lv: Level of the skill used
  4115. * @param tick: Processing tick time
  4116. * @return Card number
  4117. *------------------------------------------*/
  4118. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4119. {
  4120. int card = 0;
  4121. if (battle_config.tarotcard_equal_chance) {
  4122. //eAthena equal chances
  4123. card = rnd() % 14 + 1;
  4124. }
  4125. else {
  4126. //Official chances
  4127. int rate = rnd() % 100;
  4128. if (rate < 10) card = 1; // THE FOOL
  4129. else if (rate < 20) card = 2; // THE MAGICIAN
  4130. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4131. else if (rate < 37) card = 4; // THE CHARIOT
  4132. else if (rate < 47) card = 5; // STRENGTH
  4133. else if (rate < 62) card = 6; // THE LOVERS
  4134. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4135. else if (rate < 69) card = 8; // THE HANGED MAN
  4136. else if (rate < 74) card = 9; // DEATH
  4137. else if (rate < 82) card = 10; // TEMPERANCE
  4138. else if (rate < 83) card = 11; // THE DEVIL
  4139. else if (rate < 85) card = 12; // THE TOWER
  4140. else if (rate < 90) card = 13; // THE STAR
  4141. else card = 14; // THE SUN
  4142. }
  4143. switch (card) {
  4144. case 1: // THE FOOL - heals SP to 0
  4145. {
  4146. status_percent_damage(src, target, 0, 100, false);
  4147. break;
  4148. }
  4149. case 2: // THE MAGICIAN - matk halved
  4150. {
  4151. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4152. break;
  4153. }
  4154. case 3: // THE HIGH PRIESTESS - all buffs removed
  4155. {
  4156. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4157. break;
  4158. }
  4159. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4160. {
  4161. status_fix_damage(src, target, 1000, 0, skill_id);
  4162. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4163. if (!status_isdead(target))
  4164. {
  4165. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4166. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4167. }
  4168. break;
  4169. }
  4170. case 5: // STRENGTH - atk halved
  4171. {
  4172. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4173. break;
  4174. }
  4175. case 6: // THE LOVERS - 2000HP heal, random teleported
  4176. {
  4177. status_heal(target, 2000, 0, 0);
  4178. if (!map_flag_vs(target->m))
  4179. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4180. break;
  4181. }
  4182. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4183. {
  4184. // Recursive call
  4185. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4186. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4187. break;
  4188. }
  4189. case 8: // THE HANGED MAN - stop, freeze or stoned
  4190. {
  4191. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4192. uint8 rand_eff = rnd() % 3;
  4193. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_sc2skill(sc[rand_eff]), 1));
  4194. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4195. break;
  4196. }
  4197. case 9: // DEATH - curse, coma and poison
  4198. {
  4199. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4200. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4201. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_sc2skill(SC_POISON), 1));
  4202. break;
  4203. }
  4204. case 10: // TEMPERANCE - confusion
  4205. {
  4206. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4207. break;
  4208. }
  4209. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4210. {
  4211. status_fix_damage(src, target, 6666, 0, skill_id);
  4212. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4213. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4214. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4215. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4216. break;
  4217. }
  4218. case 12: // THE TOWER - 4444 damage
  4219. {
  4220. status_fix_damage(src, target, 4444, 0, skill_id);
  4221. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4222. break;
  4223. }
  4224. case 13: // THE STAR - stun
  4225. {
  4226. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_sc2skill(SC_STUN), 1));
  4227. break;
  4228. }
  4229. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4230. {
  4231. #ifdef RENEWAL
  4232. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4233. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4234. #endif
  4235. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4236. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4237. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4238. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4239. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4240. return 14; //To make sure a valid number is returned
  4241. }
  4242. }
  4243. return card;
  4244. }
  4245. /*==========================================
  4246. *
  4247. *
  4248. *------------------------------------------*/
  4249. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4250. {
  4251. struct map_session_data *sd = NULL;
  4252. struct status_data *tstatus;
  4253. struct status_change *sc, *tsc;
  4254. if (skill_id > 0 && !skill_lv) return 0;
  4255. nullpo_retr(1, src);
  4256. nullpo_retr(1, bl);
  4257. if (src->m != bl->m)
  4258. return 1;
  4259. if (bl->prev == NULL)
  4260. return 1;
  4261. sd = BL_CAST(BL_PC, src);
  4262. if (status_isdead(bl))
  4263. return 1;
  4264. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4265. { //GTB makes all targetted magic display miss with a single bolt.
  4266. sc_type sct = status_skill2sc(skill_id);
  4267. if(sct != SC_NONE)
  4268. status_change_end(bl, sct, INVALID_TIMER);
  4269. 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));
  4270. return 1;
  4271. }
  4272. sc = status_get_sc(src);
  4273. tsc = status_get_sc(bl);
  4274. if (sc && !sc->count)
  4275. sc = NULL; //Unneeded
  4276. if (tsc && !tsc->count)
  4277. tsc = NULL;
  4278. tstatus = status_get_status_data(bl);
  4279. map_freeblock_lock();
  4280. switch(skill_id) {
  4281. case MER_CRASH:
  4282. case SM_BASH:
  4283. case MS_BASH:
  4284. case MC_MAMMONITE:
  4285. case TF_DOUBLE:
  4286. case AC_DOUBLE:
  4287. case MA_DOUBLE:
  4288. case AS_SONICBLOW:
  4289. case KN_PIERCE:
  4290. case ML_PIERCE:
  4291. case KN_SPEARBOOMERANG:
  4292. case TF_POISON:
  4293. case TF_SPRINKLESAND:
  4294. case AC_CHARGEARROW:
  4295. case MA_CHARGEARROW:
  4296. case RG_INTIMIDATE:
  4297. case AM_ACIDTERROR:
  4298. case BA_MUSICALSTRIKE:
  4299. case DC_THROWARROW:
  4300. case BA_DISSONANCE:
  4301. case CR_HOLYCROSS:
  4302. case NPC_DARKCROSS:
  4303. case CR_SHIELDCHARGE:
  4304. case CR_SHIELDBOOMERANG:
  4305. case NPC_PIERCINGATT:
  4306. case NPC_MENTALBREAKER:
  4307. case NPC_RANGEATTACK:
  4308. case NPC_CRITICALSLASH:
  4309. case NPC_COMBOATTACK:
  4310. case NPC_GUIDEDATTACK:
  4311. case NPC_POISON:
  4312. case NPC_RANDOMATTACK:
  4313. case NPC_WATERATTACK:
  4314. case NPC_GROUNDATTACK:
  4315. case NPC_FIREATTACK:
  4316. case NPC_WINDATTACK:
  4317. case NPC_POISONATTACK:
  4318. case NPC_HOLYATTACK:
  4319. case NPC_DARKNESSATTACK:
  4320. case NPC_TELEKINESISATTACK:
  4321. case NPC_UNDEADATTACK:
  4322. case NPC_ARMORBRAKE:
  4323. case NPC_WEAPONBRAKER:
  4324. case NPC_HELMBRAKE:
  4325. case NPC_SHIELDBRAKE:
  4326. case NPC_BLINDATTACK:
  4327. case NPC_SILENCEATTACK:
  4328. case NPC_STUNATTACK:
  4329. case NPC_PETRIFYATTACK:
  4330. case NPC_CURSEATTACK:
  4331. case NPC_SLEEPATTACK:
  4332. #ifdef RENEWAL
  4333. case CR_ACIDDEMONSTRATION:
  4334. #endif
  4335. case LK_AURABLADE:
  4336. case LK_SPIRALPIERCE:
  4337. case ML_SPIRALPIERCE:
  4338. case LK_HEADCRUSH:
  4339. case CG_ARROWVULCAN:
  4340. case HW_MAGICCRASHER:
  4341. case ITM_TOMAHAWK:
  4342. case CH_CHAINCRUSH:
  4343. case CH_TIGERFIST:
  4344. case PA_SHIELDCHAIN: // Shield Chain
  4345. case PA_SACRIFICE:
  4346. case WS_CARTTERMINATION: // Cart Termination
  4347. case AS_VENOMKNIFE:
  4348. case HT_PHANTASMIC:
  4349. case TK_DOWNKICK:
  4350. case TK_COUNTER:
  4351. case GS_CHAINACTION:
  4352. case GS_TRIPLEACTION:
  4353. #ifndef RENEWAL
  4354. case GS_MAGICALBULLET:
  4355. #endif
  4356. case GS_TRACKING:
  4357. case GS_PIERCINGSHOT:
  4358. case GS_RAPIDSHOWER:
  4359. case GS_DUST:
  4360. case GS_DISARM: // Added disarm. [Reddozen]
  4361. case GS_FULLBUSTER:
  4362. case NJ_SYURIKEN:
  4363. case NJ_KUNAI:
  4364. case ASC_BREAKER:
  4365. case HFLI_MOON: //[orn]
  4366. case HFLI_SBR44: //[orn]
  4367. case NPC_BLEEDING:
  4368. case NPC_CRITICALWOUND:
  4369. case NPC_HELLPOWER:
  4370. case RK_SONICWAVE:
  4371. case AB_DUPLELIGHT_MELEE:
  4372. case RA_AIMEDBOLT:
  4373. case NC_BOOSTKNUCKLE:
  4374. case NC_PILEBUNKER:
  4375. case NC_AXEBOOMERANG:
  4376. case NC_POWERSWING:
  4377. case NC_MAGMA_ERUPTION:
  4378. case GC_WEAPONCRUSH:
  4379. case GC_VENOMPRESSURE:
  4380. case SC_TRIANGLESHOT:
  4381. case SC_FEINTBOMB:
  4382. case LG_BANISHINGPOINT:
  4383. case LG_SHIELDPRESS:
  4384. case LG_RAGEBURST:
  4385. case LG_HESPERUSLIT:
  4386. case LG_OVERBRAND:
  4387. case LG_OVERBRAND_BRANDISH:
  4388. case SR_FALLENEMPIRE:
  4389. case SR_CRESCENTELBOW_AUTOSPELL:
  4390. case SR_GATEOFHELL:
  4391. case SR_GENTLETOUCH_QUIET:
  4392. case WM_SEVERE_RAINSTORM_MELEE:
  4393. case WM_GREAT_ECHO:
  4394. case GN_SLINGITEM_RANGEMELEEATK:
  4395. case KO_SETSUDAN:
  4396. case RL_MASS_SPIRAL:
  4397. case RL_BANISHING_BUSTER:
  4398. case RL_SLUGSHOT:
  4399. case RL_AM_BLAST:
  4400. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4401. break;
  4402. case MO_TRIPLEATTACK:
  4403. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4404. break;
  4405. case LK_JOINTBEAT:
  4406. flag = 1 << rnd() % 6;
  4407. if (flag != BREAK_NECK && tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)
  4408. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4409. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4410. sc_start4(src, bl, SC_JOINTBEAT, 50 + (skill_lv + 1), skill_lv, flag&BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv));
  4411. break;
  4412. case MO_COMBOFINISH:
  4413. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4414. { //Becomes a splash attack when Soul Linked.
  4415. map_foreachinshootrange(skill_area_sub, bl,
  4416. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4417. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4418. skill_castend_damage_id);
  4419. } else
  4420. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4421. break;
  4422. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4423. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4424. skill_area_temp[1] = 0;
  4425. map_foreachinshootrange(skill_attack_area, src,
  4426. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4427. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4428. break;
  4429. case KN_CHARGEATK:
  4430. {
  4431. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4432. unsigned int dist = distance_bl(src, bl);
  4433. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4434. // teleport to target (if not on WoE grounds)
  4435. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4436. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4437. // cause damage and knockback if the path to target was a straight one
  4438. if (path) {
  4439. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4440. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4441. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4442. // make the caster look in the direction of the target
  4443. unit_setdir(src, (dir+4)%8);
  4444. }
  4445. }
  4446. break;
  4447. case NC_FLAMELAUNCHER:
  4448. case LG_CANNONSPEAR:
  4449. if(skill_id == LG_CANNONSPEAR)
  4450. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  4451. skill_area_temp[1] = bl->id;
  4452. if (battle_config.skill_eightpath_algorithm) {
  4453. //Use official AoE algorithm
  4454. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4455. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4456. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4457. } else {
  4458. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4459. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4460. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4461. }
  4462. break;
  4463. case SN_SHARPSHOOTING:
  4464. case MA_SHARPSHOOTING:
  4465. case NJ_KAMAITACHI:
  4466. case NPC_DARKPIERCING:
  4467. case NPC_ACIDBREATH:
  4468. case NPC_DARKNESSBREATH:
  4469. case NPC_FIREBREATH:
  4470. case NPC_ICEBREATH:
  4471. case NPC_THUNDERBREATH:
  4472. skill_area_temp[1] = bl->id;
  4473. if (battle_config.skill_eightpath_algorithm) {
  4474. //Use official AoE algorithm
  4475. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4476. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4477. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4478. //These skills hit at least the target if the AoE doesn't hit
  4479. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4480. }
  4481. } else {
  4482. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4483. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4484. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4485. }
  4486. if (skill_id == SN_SHARPSHOOTING)
  4487. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4488. break;
  4489. case MO_INVESTIGATE:
  4490. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4491. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4492. break;
  4493. case RG_BACKSTAP:
  4494. {
  4495. if (!check_distance_bl(src, bl, 0)) {
  4496. #ifdef RENEWAL
  4497. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4498. short x, y;
  4499. if (dir > 0 && dir < 4)
  4500. x = -1;
  4501. else if (dir > 4)
  4502. x = 1;
  4503. else
  4504. x = 0;
  4505. if (dir > 2 && dir < 6)
  4506. y = -1;
  4507. else if (dir == 7 || dir < 2)
  4508. y = 1;
  4509. else
  4510. y = 0;
  4511. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4512. #else
  4513. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4514. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4515. #endif
  4516. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4517. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4518. unit_setdir(bl,dir);
  4519. #ifdef RENEWAL
  4520. clif_blown(src);
  4521. #endif
  4522. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4523. }
  4524. else if (sd)
  4525. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4526. }
  4527. }
  4528. break;
  4529. case MO_FINGEROFFENSIVE:
  4530. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4531. if (battle_config.finger_offensive_type && sd) {
  4532. for (int i = 1; i < sd->spiritball_old; i++)
  4533. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4534. }
  4535. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4536. break;
  4537. case MO_CHAINCOMBO:
  4538. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4539. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4540. break;
  4541. #ifndef RENEWAL
  4542. case NJ_ISSEN:
  4543. #endif
  4544. case MO_EXTREMITYFIST:
  4545. {
  4546. struct block_list *mbl = bl; // For NJ_ISSEN
  4547. short x, y, i = 2; // Move 2 cells (From target)
  4548. short dir = map_calc_dir(src,bl->x,bl->y);
  4549. #ifdef RENEWAL
  4550. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4551. flag |= 1; // Give +100% damage increase
  4552. #endif
  4553. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4554. if (skill_id == MO_EXTREMITYFIST) {
  4555. status_set_sp(src, 0, 0);
  4556. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4557. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4558. #ifdef RENEWAL
  4559. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4560. #endif
  4561. } else {
  4562. status_set_hp(src, 1, 0);
  4563. status_change_end(src, SC_NEN, INVALID_TIMER);
  4564. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4565. }
  4566. if (skill_id == MO_EXTREMITYFIST) {
  4567. mbl = src; // For MO_EXTREMITYFIST
  4568. i = 3; // Move 3 cells (From caster)
  4569. }
  4570. if (dir > 0 && dir < 4)
  4571. x = -i;
  4572. else if (dir > 4)
  4573. x = i;
  4574. else
  4575. x = 0;
  4576. if (dir > 2 && dir < 6)
  4577. y = -i;
  4578. else if (dir == 7 || dir < 2)
  4579. y = i;
  4580. else
  4581. y = 0;
  4582. // Ashura Strike still has slide effect in GVG
  4583. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4584. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4585. clif_blown(src);
  4586. clif_spiritball(src);
  4587. }
  4588. }
  4589. break;
  4590. case HT_POWER:
  4591. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4592. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4593. break;
  4594. case SU_PICKYPECK:
  4595. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4596. case SU_BITE:
  4597. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4598. break;
  4599. case SU_SVG_SPIRIT:
  4600. skill_area_temp[1] = bl->id;
  4601. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4602. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4603. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4604. break;
  4605. //Splash attack skills.
  4606. case AS_GRIMTOOTH:
  4607. case MC_CARTREVOLUTION:
  4608. case NPC_SPLASHATTACK:
  4609. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4610. case AS_SPLASHER:
  4611. case HT_BLITZBEAT:
  4612. case AC_SHOWER:
  4613. case MA_SHOWER:
  4614. case MG_NAPALMBEAT:
  4615. case MG_FIREBALL:
  4616. case RG_RAID:
  4617. case HW_NAPALMVULCAN:
  4618. case NJ_HUUMA:
  4619. case ASC_METEORASSAULT:
  4620. case GS_SPREADATTACK:
  4621. case NPC_EARTHQUAKE:
  4622. case NPC_PULSESTRIKE:
  4623. case NPC_HELLJUDGEMENT:
  4624. case NPC_VAMPIRE_GIFT:
  4625. case NPC_MAXPAIN_ATK:
  4626. case NPC_JACKFROST:
  4627. case NPC_REVERBERATION_ATK:
  4628. case NPC_ARROWSTORM:
  4629. case RK_IGNITIONBREAK:
  4630. case RK_HUNDREDSPEAR:
  4631. case AB_JUDEX:
  4632. case AB_ADORAMUS:
  4633. case WL_SOULEXPANSION:
  4634. case WL_CRIMSONROCK:
  4635. case WL_JACKFROST:
  4636. case RA_ARROWSTORM:
  4637. case RA_WUGDASH:
  4638. case NC_VULCANARM:
  4639. case NC_COLDSLOWER:
  4640. case NC_SELFDESTRUCTION:
  4641. case NC_AXETORNADO:
  4642. case GC_ROLLINGCUTTER:
  4643. case GC_COUNTERSLASH:
  4644. case LG_MOONSLASHER:
  4645. case LG_EARTHDRIVE:
  4646. case SR_RAMPAGEBLASTER:
  4647. case SR_SKYNETBLOW:
  4648. case SR_WINDMILL:
  4649. case SR_RIDEINLIGHTNING:
  4650. case SO_VARETYR_SPEAR:
  4651. case GN_CART_TORNADO:
  4652. case GN_CARTCANNON:
  4653. case GN_SPORE_EXPLOSION:
  4654. case GN_DEMONIC_FIRE:
  4655. case GN_FIRE_EXPANSION_ACID:
  4656. case KO_HAPPOKUNAI:
  4657. case KO_HUUMARANKA:
  4658. case KO_MUCHANAGE:
  4659. case KO_BAKURETSU:
  4660. case GN_ILLUSIONDOPING:
  4661. case RL_FIREDANCE:
  4662. case RL_S_STORM:
  4663. case RL_R_TRIP:
  4664. case MH_XENO_SLASHER:
  4665. case NC_ARMSCANNON:
  4666. case SU_SCRATCH:
  4667. case SU_LUNATICCARROTBEAT:
  4668. case SU_LUNATICCARROTBEAT2:
  4669. case SJ_FULLMOONKICK:
  4670. case SJ_NEWMOONKICK:
  4671. case SJ_SOLARBURST:
  4672. case SJ_PROMINENCEKICK:
  4673. case SJ_STAREMPEROR:
  4674. case SJ_FALLINGSTAR_ATK2:
  4675. case SP_CURSEEXPLOSION:
  4676. case SP_SHA:
  4677. case SP_SWHOO:
  4678. if( flag&1 ) {//Recursive invocation
  4679. int sflag = skill_area_temp[0] & 0xFFF;
  4680. int heal = 0;
  4681. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  4682. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  4683. break; // Under Hovering characters are immune to select trap and ground target skills.
  4684. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  4685. break; // No damage should happen if the target is on Land Protector
  4686. if( flag&SD_LEVEL )
  4687. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4688. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  4689. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4690. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  4691. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  4692. break;
  4693. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4694. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4695. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4696. status_heal(src,heal,0,0);
  4697. }
  4698. if (skill_id == SJ_PROMINENCEKICK) // Trigger the 2nd hit. (100% fire damage.)
  4699. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  4700. } else {
  4701. int starget = BL_CHAR|BL_SKILL;
  4702. skill_area_temp[0] = 0;
  4703. skill_area_temp[1] = bl->id;
  4704. skill_area_temp[2] = 0;
  4705. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4706. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  4707. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  4708. break;
  4709. }
  4710. if (skill_id == SP_SWHOO)
  4711. status_change_end(src, SC_USE_SKILL_SP_SPA, INVALID_TIMER);
  4712. switch ( skill_id ) {
  4713. case LG_EARTHDRIVE:
  4714. case GN_CARTCANNON:
  4715. case SU_SCRATCH:
  4716. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4717. break;
  4718. #ifdef RENEWAL
  4719. case NJ_HUUMA:
  4720. #endif
  4721. case LG_MOONSLASHER:
  4722. case MH_XENO_SLASHER:
  4723. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  4724. break;
  4725. case NPC_EARTHQUAKE: //FIXME: Isn't EarthQuake a ground skill after all?
  4726. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4727. break;
  4728. case NPC_REVERBERATION_ATK:
  4729. case NC_ARMSCANNON:
  4730. skill_area_temp[1] = 0;
  4731. starget = splash_target(src);
  4732. break;
  4733. case WL_CRIMSONROCK:
  4734. skill_area_temp[4] = bl->x;
  4735. skill_area_temp[5] = bl->y;
  4736. break;
  4737. case SU_LUNATICCARROTBEAT:
  4738. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  4739. skill_id = SU_LUNATICCARROTBEAT2;
  4740. break;
  4741. }
  4742. // if skill damage should be split among targets, count them
  4743. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4744. //special case: Venom Splasher uses a different range for searching than for splashing
  4745. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  4746. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4747. // recursive invocation of skill_castend_damage_id() with flag|1
  4748. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4749. if (skill_id == RA_ARROWSTORM)
  4750. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4751. if( skill_id == AS_SPLASHER ) {
  4752. map_freeblock_unlock(); // Don't consume a second gemstone.
  4753. return 0;
  4754. }
  4755. }
  4756. break;
  4757. //Place units around target
  4758. case NJ_BAKUENRYU:
  4759. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4760. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4761. break;
  4762. case WL_COMET:
  4763. case NPC_COMET:
  4764. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4765. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4766. break;
  4767. case SM_MAGNUM:
  4768. case MS_MAGNUM:
  4769. if( flag&1 ) {
  4770. // For players, damage depends on distance, so add it to flag if it is > 1
  4771. // Cannot hit hidden targets
  4772. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4773. }
  4774. break;
  4775. #ifdef RENEWAL
  4776. case KN_BRANDISHSPEAR:
  4777. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4778. break;
  4779. #else
  4780. case KN_BRANDISHSPEAR:
  4781. #endif
  4782. case ML_BRANDISH:
  4783. //Coded apart for it needs the flag passed to the damage calculation.
  4784. if (skill_area_temp[1] != bl->id)
  4785. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4786. else
  4787. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4788. break;
  4789. case KN_BOWLINGBASH:
  4790. case MS_BOWLINGBASH:
  4791. {
  4792. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4793. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4794. c = (skill_lv-(flag&0xFFF)+1)/2;
  4795. // Determine the Bowling Bash area depending on configuration
  4796. if (battle_config.bowling_bash_area == 0) {
  4797. // Gutter line system
  4798. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4799. if(min_x < 0) min_x = 0;
  4800. max_x = min_x + 39;
  4801. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4802. if(min_y < 0) min_y = 0;
  4803. max_y = min_y + 39;
  4804. } else if (battle_config.bowling_bash_area == 1) {
  4805. // Gutter line system without demi gutter bug
  4806. min_x = src->x - (src->x)%40;
  4807. max_x = min_x + 39;
  4808. min_y = src->y - (src->y)%40;
  4809. max_y = min_y + 39;
  4810. } else {
  4811. // Area around caster
  4812. min_x = src->x - battle_config.bowling_bash_area;
  4813. max_x = src->x + battle_config.bowling_bash_area;
  4814. min_y = src->y - battle_config.bowling_bash_area;
  4815. max_y = src->y + battle_config.bowling_bash_area;
  4816. }
  4817. // Initialization, break checks, direction
  4818. if((flag&0xFFF) > 0) {
  4819. // Ignore monsters outside area
  4820. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4821. break;
  4822. // Ignore monsters already in list
  4823. if(idb_exists(bowling_db, bl->id))
  4824. break;
  4825. // Random direction
  4826. dir = rnd()%8;
  4827. } else {
  4828. // Create an empty list of already hit targets
  4829. db_clear(bowling_db);
  4830. // Direction is walkpath
  4831. dir = (unit_getdir(src)+4)%8;
  4832. }
  4833. // Add current target to the list of already hit targets
  4834. idb_put(bowling_db, bl->id, bl);
  4835. // Keep moving target in direction square by square
  4836. tx = bl->x;
  4837. ty = bl->y;
  4838. for(i=0;i<c;i++) {
  4839. // Target coordinates (get changed even if knockback fails)
  4840. tx -= dirx[dir];
  4841. ty -= diry[dir];
  4842. // If target cell is a wall then break
  4843. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4844. break;
  4845. skill_blown(src,bl,1,dir,BLOWN_NONE);
  4846. int count;
  4847. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4848. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4849. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4850. (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4851. // Recursive call
  4852. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4853. // Self-collision
  4854. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4855. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  4856. break;
  4857. }
  4858. }
  4859. #ifndef RENEWAL
  4860. // Original hit or chain hit depending on flag
  4861. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4862. #endif
  4863. }
  4864. break;
  4865. case KN_SPEARSTAB:
  4866. if(flag&1) {
  4867. if (bl->id==skill_area_temp[1])
  4868. break;
  4869. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4870. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4871. } else {
  4872. int x=bl->x,y=bl->y,i,dir;
  4873. dir = map_calc_dir(bl,src->x,src->y);
  4874. skill_area_temp[1] = bl->id;
  4875. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4876. // all the enemies between the caster and the target are hit, as well as the target
  4877. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4878. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4879. for (i=0;i<4;i++) {
  4880. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4881. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4882. x += dirx[dir];
  4883. y += diry[dir];
  4884. }
  4885. }
  4886. break;
  4887. case TK_TURNKICK:
  4888. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4889. {
  4890. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4891. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4892. map_foreachinallrange(skill_area_sub,bl,
  4893. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4894. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4895. skill_castend_nodamage_id);
  4896. }
  4897. break;
  4898. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4899. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4900. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  4901. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4902. break;
  4903. case PR_TURNUNDEAD:
  4904. case ALL_RESURRECTION:
  4905. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4906. break;
  4907. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4908. break;
  4909. case AL_HOLYLIGHT:
  4910. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  4911. case MG_SOULSTRIKE:
  4912. case NPC_DARKSTRIKE:
  4913. case MG_COLDBOLT:
  4914. case MG_FIREBOLT:
  4915. case MG_LIGHTNINGBOLT:
  4916. case WZ_EARTHSPIKE:
  4917. case AL_HEAL:
  4918. case NPC_DARKTHUNDER:
  4919. case PR_ASPERSIO:
  4920. case MG_FROSTDIVER:
  4921. case WZ_SIGHTBLASTER:
  4922. case WZ_SIGHTRASHER:
  4923. #ifdef RENEWAL
  4924. case PA_PRESSURE:
  4925. #endif
  4926. case NJ_KOUENKA:
  4927. case NJ_HYOUSENSOU:
  4928. case NJ_HUUJIN:
  4929. case AB_HIGHNESSHEAL:
  4930. case AB_DUPLELIGHT_MAGIC:
  4931. case LG_RAYOFGENESIS:
  4932. case WM_METALICSOUND:
  4933. case KO_KAIHOU:
  4934. case MH_ERASER_CUTTER:
  4935. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4936. break;
  4937. case NPC_MAGICALATTACK:
  4938. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4939. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4940. break;
  4941. case HVAN_CAPRICE: //[blackhole89]
  4942. {
  4943. int ran=rnd()%4;
  4944. int sid = 0;
  4945. switch(ran)
  4946. {
  4947. case 0: sid=MG_COLDBOLT; break;
  4948. case 1: sid=MG_FIREBOLT; break;
  4949. case 2: sid=MG_LIGHTNINGBOLT; break;
  4950. case 3: sid=WZ_EARTHSPIKE; break;
  4951. }
  4952. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4953. }
  4954. break;
  4955. case WZ_WATERBALL:
  4956. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4957. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4958. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4959. break;
  4960. case WZ_JUPITEL:
  4961. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4962. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4963. break;
  4964. case PR_BENEDICTIO:
  4965. //Should attack undead and demons. [Skotlex]
  4966. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4967. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4968. break;
  4969. case SJ_NOVAEXPLOSING:
  4970. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4971. // We can end Dimension here since the cooldown code is processed before this point.
  4972. if (sc && sc->data[SC_DIMENSION])
  4973. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  4974. else // Dimension not active? Activate the 2 second skill block penalty.
  4975. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4976. break;
  4977. case SP_SOULEXPLOSION:
  4978. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  4979. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  4980. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  4981. if (sd)
  4982. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4983. break;
  4984. }
  4985. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4986. break;
  4987. case SL_SMA:
  4988. status_change_end(src, SC_SMA, INVALID_TIMER);
  4989. case SL_STIN:
  4990. case SL_STUN:
  4991. case SP_SPA:
  4992. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4993. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4994. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4995. break;
  4996. }
  4997. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4998. break;
  4999. case NPC_DARKBREATH:
  5000. clif_emotion(src,ET_ANGER);
  5001. if (rnd() % 2 == 0)
  5002. break; // 50% chance
  5003. case SN_FALCONASSAULT:
  5004. #ifndef RENEWAL
  5005. case PA_PRESSURE:
  5006. case CR_ACIDDEMONSTRATION:
  5007. #endif
  5008. case TF_THROWSTONE:
  5009. case NPC_SMOKING:
  5010. case GS_FLING:
  5011. case NJ_ZENYNAGE:
  5012. case GN_THORNS_TRAP:
  5013. case RL_B_TRAP:
  5014. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5015. break;
  5016. #ifdef RENEWAL
  5017. case NJ_ISSEN: {
  5018. short x, y;
  5019. short dir = map_calc_dir(src, bl->x, bl->y);
  5020. // Move 2 cells (From target)
  5021. if (dir > 0 && dir < 4)
  5022. x = -2;
  5023. else if (dir > 4)
  5024. x = 2;
  5025. else
  5026. x = 0;
  5027. if (dir > 2 && dir < 6)
  5028. y = -2;
  5029. else if (dir == 7 || dir < 2)
  5030. y = 2;
  5031. else
  5032. y = 0;
  5033. // Doesn't have slide effect in GVG
  5034. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5035. clif_blown(src);
  5036. clif_spiritball(src);
  5037. }
  5038. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5039. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5040. status_change_end(src, SC_NEN, INVALID_TIMER);
  5041. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5042. }
  5043. break;
  5044. #endif
  5045. case RK_DRAGONBREATH_WATER:
  5046. case RK_DRAGONBREATH:
  5047. if( tsc && tsc->data[SC_HIDING] )
  5048. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5049. else {
  5050. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5051. }
  5052. break;
  5053. case NPC_SELFDESTRUCTION:
  5054. if( tsc && tsc->data[SC_HIDING] )
  5055. break;
  5056. case HVAN_EXPLOSION:
  5057. if (src != bl)
  5058. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5059. break;
  5060. // Celest
  5061. case PF_SOULBURN:
  5062. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5063. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5064. if (skill_lv == 5)
  5065. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5066. status_percent_damage(src, bl, 0, 100, false);
  5067. } else {
  5068. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5069. if (skill_lv == 5)
  5070. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5071. status_percent_damage(src, src, 0, 100, false);
  5072. }
  5073. break;
  5074. case NPC_BLOODDRAIN:
  5075. case NPC_ENERGYDRAIN:
  5076. {
  5077. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5078. src, src, bl, skill_id, skill_lv, tick, flag);
  5079. if (heal > 0){
  5080. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5081. status_heal(src, heal, 0, 0);
  5082. }
  5083. }
  5084. break;
  5085. case GS_BULLSEYE:
  5086. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5087. break;
  5088. case NJ_KASUMIKIRI:
  5089. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5090. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5091. break;
  5092. case NJ_KIRIKAGE:
  5093. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5094. { //You don't move on GVG grounds.
  5095. short x, y;
  5096. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5097. if (unit_movepos(src, x, y, 0, 0)) {
  5098. clif_blown(src);
  5099. }
  5100. }
  5101. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5102. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5103. break;
  5104. case RK_PHANTOMTHRUST:
  5105. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5106. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5107. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5108. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5109. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5110. break;
  5111. case RK_WINDCUTTER:
  5112. case RK_STORMBLAST:
  5113. if( flag&1 )
  5114. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5115. else {
  5116. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5117. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5118. }
  5119. break;
  5120. case GC_DARKILLUSION:
  5121. {
  5122. short x, y;
  5123. short dir = map_calc_dir(src,bl->x,bl->y);
  5124. if( dir > 0 && dir < 4) x = 2;
  5125. else if( dir > 4 ) x = -2;
  5126. else x = 0;
  5127. if( dir > 2 && dir < 6 ) y = 2;
  5128. else if( dir == 7 || dir < 2 ) y = -2;
  5129. else y = 0;
  5130. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5131. clif_blown(src);
  5132. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5133. if( rnd()%100 < 4 * skill_lv )
  5134. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5135. }
  5136. }
  5137. break;
  5138. case GC_CROSSRIPPERSLASHER:
  5139. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  5140. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5141. else
  5142. {
  5143. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5144. }
  5145. break;
  5146. case GC_CROSSIMPACT: {
  5147. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5148. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5149. skill_blown(src, src, 1, (dir + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5150. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5151. }
  5152. break;
  5153. case GC_PHANTOMMENACE:
  5154. if (flag&1) { // Only Hits Invisible Targets
  5155. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5156. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5157. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5158. }
  5159. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5160. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5161. }
  5162. break;
  5163. case GC_DARKCROW:
  5164. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5165. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5166. break;
  5167. case WL_DRAINLIFE:
  5168. {
  5169. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5170. int rate = 70 + 5 * skill_lv;
  5171. heal = heal * (5 + 5 * skill_lv) / 100;
  5172. if( bl->type == BL_SKILL )
  5173. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5174. if( heal && rnd()%100 < rate )
  5175. {
  5176. status_heal(src, heal, 0, 0);
  5177. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5178. }
  5179. }
  5180. break;
  5181. case WL_TETRAVORTEX_FIRE:
  5182. case WL_TETRAVORTEX_WATER:
  5183. case WL_TETRAVORTEX_WIND:
  5184. case WL_TETRAVORTEX_GROUND:
  5185. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5186. break;
  5187. case WL_TETRAVORTEX:
  5188. if( sc ) { // No SC? No spheres
  5189. int spheres[5] = { 0, 0, 0, 0, 0 },
  5190. positions[5] = {-1,-1,-1,-1,-1 },
  5191. i, j = 0, k, subskill = 0;
  5192. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  5193. if( sc->data[i] ) {
  5194. spheres[j] = i;
  5195. positions[j] = sc->data[i]->val2;
  5196. j++;
  5197. }
  5198. // Sphere Sort, this time from new to old
  5199. for( i = 0; i <= j - 2; i++ )
  5200. for( k = i + 1; k <= j - 1; k++ )
  5201. if( positions[i] < positions[k] ) {
  5202. SWAP(positions[i],positions[k]);
  5203. SWAP(spheres[i],spheres[k]);
  5204. }
  5205. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  5206. status_change_end(src, static_cast<sc_type>(spheres[4]), INVALID_TIMER);
  5207. j = 4;
  5208. }
  5209. k = 0;
  5210. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5211. switch( sc->data[spheres[i]]->val1 ) {
  5212. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  5213. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  5214. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  5215. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  5216. }
  5217. if (skill_lv > 5) {
  5218. skill_area_temp[0] = i;
  5219. skill_area_temp[1] = k;
  5220. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5221. } else
  5222. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  5223. status_change_end(src, static_cast<sc_type>(spheres[i]), INVALID_TIMER);
  5224. }
  5225. }
  5226. break;
  5227. case WL_RELEASE:
  5228. if( sd )
  5229. {
  5230. int i;
  5231. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5232. // Priority is to release SpellBook
  5233. if( sc && sc->data[SC_FREEZE_SP] )
  5234. { // SpellBook
  5235. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  5236. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  5237. int cooldown;
  5238. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  5239. if( sc->data[i] ) spell[s++] = i;
  5240. if ( s == 0 )
  5241. break;
  5242. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  5243. if(sc->data[i] ){// Now extract the data from the preserved spell
  5244. pres_skill_id = sc->data[i]->val1;
  5245. pres_skill_lv = sc->data[i]->val2;
  5246. point = sc->data[i]->val3;
  5247. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5248. }else //something went wrong :(
  5249. break;
  5250. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5251. sc->data[SC_FREEZE_SP]->val2 -= point;
  5252. else // Last spell to be released
  5253. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  5254. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  5255. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  5256. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5257. break;
  5258. // Get the requirement for the preserved skill
  5259. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5260. switch( skill_get_casttype(pres_skill_id) )
  5261. {
  5262. case CAST_GROUND:
  5263. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5264. break;
  5265. case CAST_NODAMAGE:
  5266. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5267. break;
  5268. case CAST_DAMAGE:
  5269. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5270. break;
  5271. }
  5272. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5273. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5274. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5275. if( cooldown )
  5276. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5277. }
  5278. else
  5279. { // Summon Balls
  5280. int j = 0, k;
  5281. int spheres[5] = { 0, 0, 0, 0, 0 },
  5282. positions[5] = {-1,-1,-1,-1,-1 };
  5283. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  5284. if( sc && sc->data[i] )
  5285. {
  5286. spheres[j] = i;
  5287. positions[j] = sc->data[i]->val2;
  5288. sc->data[i]->val2--; // Prepares for next position
  5289. j++;
  5290. }
  5291. if( j == 0 )
  5292. { // No Spheres
  5293. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  5294. break;
  5295. }
  5296. // Sphere Sort
  5297. for( i = 0; i <= j - 2; i++ )
  5298. for( k = i + 1; k <= j - 1; k++ )
  5299. if( positions[i] > positions[k] )
  5300. {
  5301. SWAP(positions[i],positions[k]);
  5302. SWAP(spheres[i],spheres[k]);
  5303. }
  5304. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  5305. for( i = 0; i < j; i++ )
  5306. {
  5307. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5308. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5309. skill_addtimerskill(src,tick+(t_tick)status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  5310. status_change_end(src, static_cast<sc_type>(spheres[i]), INVALID_TIMER); // Eliminate ball
  5311. }
  5312. clif_skill_nodamage(src,bl,skill_id,0,1);
  5313. }
  5314. }
  5315. break;
  5316. case WL_FROSTMISTY:
  5317. // Causes Freezing status through walls.
  5318. 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));
  5319. // Doesn't deal damage through non-shootable walls.
  5320. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5321. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5322. break;
  5323. case WL_HELLINFERNO:
  5324. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5325. skill_addtimerskill(src,tick + 200,bl->id,0,0,skill_id,skill_lv,BF_MAGIC,flag|ELE_DARK);
  5326. break;
  5327. case RA_WUGSTRIKE:
  5328. if( sd && pc_isridingwug(sd) ){
  5329. short x[8]={0,-1,-1,-1,0,1,1,1};
  5330. short y[8]={1,1,0,-1,-1,-1,0,1};
  5331. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5332. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5333. clif_blown(src);
  5334. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5335. }
  5336. break;
  5337. }
  5338. case RA_WUGBITE:
  5339. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5340. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5341. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5342. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5343. break;
  5344. case RA_SENSITIVEKEEN:
  5345. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5346. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5347. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5348. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5349. }
  5350. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5351. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5352. } else {
  5353. struct skill_unit *su = NULL;
  5354. struct skill_unit_group* sg;
  5355. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5356. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5357. {
  5358. struct item item_tmp;
  5359. memset(&item_tmp,0,sizeof(item_tmp));
  5360. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5361. item_tmp.identify = 1;
  5362. if( item_tmp.nameid )
  5363. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5364. }
  5365. skill_delunit(su);
  5366. }
  5367. }
  5368. break;
  5369. case NC_INFRAREDSCAN:
  5370. if( flag&1 ) {
  5371. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  5372. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  5373. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5374. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  5375. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  5376. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5377. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5378. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5379. } else {
  5380. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5381. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5382. }
  5383. break;
  5384. case NC_MAGNETICFIELD:
  5385. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  5386. break;
  5387. case SC_FATALMENACE:
  5388. if( flag&1 )
  5389. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5390. else {
  5391. 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);
  5392. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5393. }
  5394. break;
  5395. case LG_PINPOINTATTACK:
  5396. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5397. clif_blown(src);
  5398. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5399. break;
  5400. case LG_SHIELDSPELL:
  5401. if (skill_lv == 1)
  5402. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5403. else if (skill_lv == 2)
  5404. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5405. break;
  5406. case SR_DRAGONCOMBO:
  5407. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5408. break;
  5409. case SR_KNUCKLEARROW:
  5410. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5411. dir_ka = map_calc_dir(bl, src->x, src->y);
  5412. // Has slide effect
  5413. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5414. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5415. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5416. break;
  5417. case SR_HOWLINGOFLION:
  5418. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5419. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5420. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5421. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5422. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5423. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5424. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5425. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5426. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5427. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5428. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5429. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5430. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5431. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5432. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5433. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5434. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5435. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5436. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5437. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5438. break;
  5439. case SR_EARTHSHAKER:
  5440. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5441. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5442. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5443. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5444. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5445. } else {
  5446. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5447. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5448. }
  5449. break;
  5450. case SR_TIGERCANNON:
  5451. if (flag&1) {
  5452. if (skill_area_temp[1] != bl->id && skill_area_temp[3] == skill_id)
  5453. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5454. } else if (sd) {
  5455. skill_area_temp[1] = bl->id;
  5456. skill_area_temp[3] = skill_id;
  5457. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5458. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5459. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5460. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5461. }
  5462. break;
  5463. case WM_REVERBERATION:
  5464. if (flag & 1)
  5465. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5466. else {
  5467. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5468. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5469. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  5470. }
  5471. break;
  5472. case SO_POISON_BUSTER:
  5473. if( tsc && tsc->data[SC_POISON] ) {
  5474. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5475. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5476. }
  5477. else if( sd )
  5478. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5479. break;
  5480. case KO_JYUMONJIKIRI: {
  5481. short x, y;
  5482. short dir = map_calc_dir(src,bl->x,bl->y);
  5483. if (dir > 0 && dir < 4)
  5484. x = 2;
  5485. else if (dir > 4)
  5486. x = -2;
  5487. else
  5488. x = 0;
  5489. if (dir > 2 && dir < 6)
  5490. y = 2;
  5491. else if (dir == 7 || dir < 2)
  5492. y = -2;
  5493. else
  5494. y = 0;
  5495. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5496. clif_blown(src);
  5497. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5498. }
  5499. }
  5500. break;
  5501. case EL_FIRE_BOMB:
  5502. case EL_FIRE_WAVE:
  5503. case EL_WATER_SCREW:
  5504. case EL_HURRICANE:
  5505. case EL_TYPOON_MIS:
  5506. if( flag&1 )
  5507. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5508. else {
  5509. int i = skill_get_splash(skill_id,skill_lv);
  5510. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5511. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5512. if( rnd()%100 < 30 )
  5513. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5514. else
  5515. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5516. }
  5517. break;
  5518. case EL_ROCK_CRUSHER:
  5519. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5520. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5521. if( rnd()%100 < 50 )
  5522. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5523. else
  5524. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5525. break;
  5526. case EL_STONE_RAIN:
  5527. if( flag&1 )
  5528. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5529. else {
  5530. int i = skill_get_splash(skill_id,skill_lv);
  5531. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5532. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5533. if( rnd()%100 < 30 )
  5534. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5535. else
  5536. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5537. }
  5538. break;
  5539. case EL_FIRE_ARROW:
  5540. case EL_ICE_NEEDLE:
  5541. case EL_WIND_SLASH:
  5542. case EL_STONE_HAMMER:
  5543. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5544. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5545. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5546. break;
  5547. case EL_TIDAL_WEAPON:
  5548. if( src->type == BL_ELEM ) {
  5549. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5550. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  5551. sc_type type = status_skill2sc(skill_id), type2;
  5552. type2 = static_cast<sc_type>(type - 1);
  5553. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5554. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5555. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  5556. elemental_clean_single_effect(ele, skill_id);
  5557. }
  5558. if( rnd()%100 < 50 )
  5559. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5560. else {
  5561. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5562. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5563. }
  5564. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5565. }
  5566. break;
  5567. //recursive homon skill
  5568. case MH_MAGMA_FLOW:
  5569. case MH_HEILIGE_STANGE:
  5570. if(flag&1){
  5571. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5572. break;//chance to not trigger atk for magma
  5573. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5574. }
  5575. else
  5576. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5577. break;
  5578. case MH_STAHL_HORN:
  5579. case MH_NEEDLE_OF_PARALYZE:
  5580. case MH_SONIC_CRAW:
  5581. case MH_MIDNIGHT_FRENZY:
  5582. case MH_SILVERVEIN_RUSH:
  5583. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5584. break;
  5585. case MH_TINDER_BREAKER:
  5586. case MH_CBC:
  5587. case MH_EQC:
  5588. {
  5589. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5590. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  5591. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5592. clif_blown(src);
  5593. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5594. }
  5595. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5596. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5597. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5598. }
  5599. break;
  5600. case RL_H_MINE:
  5601. if (!(flag&1)) {
  5602. // Direct attack
  5603. if (!sd || !sd->flicker) {
  5604. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5605. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5606. break;
  5607. }
  5608. // Triggered by RL_FLICKER
  5609. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5610. // Splash damage around it!
  5611. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5612. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5613. flag |= 1; // Don't consume requirement
  5614. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5615. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5616. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5617. }
  5618. }
  5619. else
  5620. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5621. if (sd && sd->flicker)
  5622. flag |= 1; // Don't consume requirement
  5623. break;
  5624. case RL_QD_SHOT:
  5625. if (skill_area_temp[1] == bl->id)
  5626. break;
  5627. if (flag&1 && tsc && tsc->data[SC_C_MARKER])
  5628. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5629. break;
  5630. case RL_D_TAIL:
  5631. case RL_HAMMER_OF_GOD:
  5632. if (flag&1)
  5633. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5634. else {
  5635. if (sd && tsc && tsc->data[SC_C_MARKER]) {
  5636. int i;
  5637. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  5638. if (i < MAX_SKILL_CRIMSON_MARKER)
  5639. flag |= 8;
  5640. }
  5641. if (skill_id == RL_HAMMER_OF_GOD)
  5642. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  5643. else
  5644. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5645. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5646. }
  5647. break;
  5648. case SU_SCAROFTAROU:
  5649. case SU_SV_STEMSPEAR:
  5650. if (skill_id == SU_SCAROFTAROU)
  5651. sc_start(src, bl, status_skill2sc(skill_id), 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  5652. else {
  5653. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  5654. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  5655. }
  5656. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5657. break;
  5658. case 0:/* no skill - basic/normal attack */
  5659. if(sd) {
  5660. if (flag & 3){
  5661. if (bl->id != skill_area_temp[1])
  5662. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5663. } else {
  5664. skill_area_temp[1] = bl->id;
  5665. map_foreachinallrange(skill_area_sub, bl,
  5666. sd->bonus.splash_range, BL_CHAR,
  5667. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5668. skill_castend_damage_id);
  5669. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5670. }
  5671. }
  5672. break;
  5673. case SJ_FALLINGSTAR_ATK:
  5674. if (sd) { // If a player used the skill it will search for targets marked by that player.
  5675. if (tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 1) { // Mark placed by a player.
  5676. int8 i = 0;
  5677. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  5678. if (i < MAX_STELLAR_MARKS) {
  5679. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5680. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  5681. }
  5682. }
  5683. } else if ( tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 2 ) { // Mark placed by a monster.
  5684. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  5685. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5686. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  5687. }
  5688. break;
  5689. case SJ_FLASHKICK: {
  5690. struct map_session_data *tsd = BL_CAST(BL_PC, bl);
  5691. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  5692. // Only players and monsters can be tagged....I think??? [Rytech]
  5693. // Lets only allow players and monsters to use this skill for safety reasons.
  5694. if ((!tsd && !tmd) || !sd && !md) {
  5695. if (sd)
  5696. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5697. break;
  5698. }
  5699. // Check if the target is already tagged by another source.
  5700. if ((tsd && tsd->sc.data[SC_FLASHKICK] && tsd->sc.data[SC_FLASHKICK]->val1 != src->id) || (tmd && tmd->sc.data[SC_FLASHKICK] && tmd->sc.data[SC_FLASHKICK]->val1 != src->id)) { // Same as the above check, but for monsters.
  5701. // Can't tag a player that was already tagged from another source.
  5702. if (sd)
  5703. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  5704. map_freeblock_unlock();
  5705. return 1;
  5706. }
  5707. // Attack the target and return the damage result for the upcoming check.
  5708. int64 fk_damage = skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5709. if (sd) { // Tagging the target.
  5710. int i;
  5711. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  5712. if (i == MAX_STELLAR_MARKS) {
  5713. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  5714. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  5715. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5716. map_freeblock_unlock();
  5717. return 1;
  5718. }
  5719. }
  5720. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  5721. // Note: Not sure if it works like this in official but you can't mark on something you can't
  5722. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  5723. if (fk_damage > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  5724. sd->stellar_mark[i] = bl->id;
  5725. // Val4 flags if the status was applied by a player or a monster.
  5726. // This will be important for other skills that work together with this one.
  5727. // 1 = Player, 2 = Monster.
  5728. // Note: Because the attacker's ID and the slot number is handled here, we have to
  5729. // apply the status here. We can't pass this data to skill_additional_effect.
  5730. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  5731. }
  5732. } else if (md) { // Monster's cant track with this skill. Just give the status.
  5733. if (fk_damage > 0)
  5734. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  5735. }
  5736. }
  5737. break;
  5738. default:
  5739. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5740. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5741. 0, abs(skill_get_num(skill_id, skill_lv)),
  5742. skill_id, skill_lv, skill_get_hit(skill_id));
  5743. map_freeblock_unlock();
  5744. return 1;
  5745. }
  5746. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5747. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5748. map_freeblock_unlock();
  5749. if( sd && !(flag&1) )
  5750. {// ensure that the skill last-cast tick is recorded
  5751. sd->canskill_tick = gettick();
  5752. if( sd->state.arrow_atk )
  5753. {// consume arrow on last invocation to this skill.
  5754. battle_consume_ammo(sd, skill_id, skill_lv);
  5755. }
  5756. // perform skill requirement consumption
  5757. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5758. }
  5759. return 0;
  5760. }
  5761. /**
  5762. * Give a song's buff/debuff or damage to all targets around
  5763. * @param target: Target
  5764. * @param ap: Argument list
  5765. * @return 1 on success or 0 otherwise
  5766. */
  5767. static int skill_apply_songs(struct block_list* target, va_list ap)
  5768. {
  5769. int flag = va_arg(ap, int);
  5770. struct block_list* src = va_arg(ap, struct block_list*);
  5771. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  5772. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  5773. t_tick tick = va_arg(ap, t_tick);
  5774. if (flag & BCT_WOS && src == target)
  5775. return 0;
  5776. if (battle_check_target(src, target, flag) > 0) {
  5777. switch (skill_id) {
  5778. // Attack type songs
  5779. case BA_DISSONANCE:
  5780. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  5781. return 1;
  5782. case DC_UGLYDANCE:
  5783. case BD_LULLABY:
  5784. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  5785. default: // Buff/Debuff type songs
  5786. if (skill_id == CG_HERMODE && src->id != target->id)
  5787. status_change_clear_buffs(target, SCCB_BUFFS); // Should dispell only allies.
  5788. return sc_start(src, target, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5789. }
  5790. }
  5791. return 0;
  5792. }
  5793. /**
  5794. * Calculate a song's bonus values
  5795. * @param src: Caster
  5796. * @param skill_id: Song skill ID
  5797. * @param skill_lv: Song skill level
  5798. * @param tick: Timer tick
  5799. * @return Number of targets or 0 otherwise
  5800. */
  5801. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  5802. {
  5803. nullpo_ret(src);
  5804. if (src->type != BL_PC) {
  5805. ShowWarning("skill_castend_song: Expected player type for src!\n");
  5806. return 0;
  5807. }
  5808. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  5809. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  5810. return 0;
  5811. }
  5812. struct map_session_data* sd = BL_CAST(BL_PC, src);
  5813. int flag = BCT_PARTY;
  5814. switch (skill_id) {
  5815. case BD_ROKISWEIL:
  5816. flag = BCT_ENEMY | BCT_WOS;
  5817. break;
  5818. case BD_LULLABY:
  5819. case BD_ETERNALCHAOS:
  5820. case BA_DISSONANCE:
  5821. case DC_UGLYDANCE:
  5822. case DC_DONTFORGETME:
  5823. flag = BCT_ENEMY;
  5824. break;
  5825. case CG_HERMODE:
  5826. flag |= BCT_GUILD;
  5827. break;
  5828. }
  5829. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  5830. sd->skill_id_dance = skill_id;
  5831. sd->skill_lv_dance = skill_lv;
  5832. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  5833. sc_start(src, src, status_skill2sc(CG_SPECIALSINGER), 100, 1, skill_get_time(CG_SPECIALSINGER, skill_lv));
  5834. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  5835. // todo, apply ensemble fatigue if it hits you + ensemble partner.. ??
  5836. // or maybe we do that in skill_check_pc_partner or something ??
  5837. }
  5838. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  5839. }
  5840. /**
  5841. * Use no-damage skill from 'src' to 'bl
  5842. * @param src Caster
  5843. * @param bl Target of the skill, bl maybe same with src for self skill
  5844. * @param skill_id
  5845. * @param skill_lv
  5846. * @param tick
  5847. * @param flag Various value, &1: Recursive effect
  5848. **/
  5849. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  5850. {
  5851. struct map_session_data *sd, *dstsd;
  5852. struct mob_data *md, *dstmd;
  5853. struct homun_data *hd;
  5854. struct mercenary_data *mer;
  5855. struct status_data *sstatus, *tstatus;
  5856. struct status_change *tsc;
  5857. struct status_change_entry *tsce;
  5858. int i = 0;
  5859. enum sc_type type;
  5860. if(skill_id > 0 && !skill_lv) return 0; // celest
  5861. nullpo_retr(1, src);
  5862. nullpo_retr(1, bl);
  5863. if (src->m != bl->m)
  5864. return 1;
  5865. sd = BL_CAST(BL_PC, src);
  5866. hd = BL_CAST(BL_HOM, src);
  5867. md = BL_CAST(BL_MOB, src);
  5868. mer = BL_CAST(BL_MER, src);
  5869. dstsd = BL_CAST(BL_PC, bl);
  5870. dstmd = BL_CAST(BL_MOB, bl);
  5871. if(bl->prev == NULL)
  5872. return 1;
  5873. if(status_isdead(src))
  5874. return 1;
  5875. if( src != bl && status_isdead(bl) ) {
  5876. switch( skill_id ) { // Skills that may be cast on dead targets
  5877. case NPC_WIDESOULDRAIN:
  5878. case PR_REDEMPTIO:
  5879. case ALL_RESURRECTION:
  5880. case WM_DEADHILLHERE:
  5881. case WE_ONEFOREVER:
  5882. break;
  5883. default:
  5884. return 1;
  5885. }
  5886. }
  5887. tstatus = status_get_status_data(bl);
  5888. sstatus = status_get_status_data(src);
  5889. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5890. switch (skill_id) {
  5891. case HLIF_HEAL: //[orn]
  5892. if (bl->type != BL_HOM) {
  5893. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5894. break ;
  5895. }
  5896. case AL_HEAL:
  5897. case ALL_RESURRECTION:
  5898. case PR_ASPERSIO:
  5899. case AB_HIGHNESSHEAL:
  5900. //Apparently only player casted skills can be offensive like this.
  5901. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5902. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5903. //Offensive heal does not works on non-enemies. [Skotlex]
  5904. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5905. return 0;
  5906. }
  5907. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5908. }
  5909. break;
  5910. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5911. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5912. case MH_STEINWAND: {
  5913. struct block_list *s_src = battle_get_master(src);
  5914. short ret = 0;
  5915. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5916. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5917. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5918. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5919. if (hd)
  5920. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5921. return ret;
  5922. }
  5923. break;
  5924. default:
  5925. //Skill is actually ground placed.
  5926. if (src == bl && skill_get_unit_id(skill_id))
  5927. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5928. }
  5929. type = status_skill2sc(skill_id);
  5930. tsc = status_get_sc(bl);
  5931. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5932. if (src!=bl && type > -1 &&
  5933. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  5934. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5935. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5936. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5937. map_freeblock_lock();
  5938. switch(skill_id)
  5939. {
  5940. case HLIF_HEAL: //[orn]
  5941. case AL_HEAL:
  5942. case AB_HIGHNESSHEAL:
  5943. {
  5944. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5945. int heal_get_jobexp;
  5946. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  5947. heal = 0;
  5948. if( tsc && tsc->count ) {
  5949. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUS_IMMUNE) ) { //Bounce back heal
  5950. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5951. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5952. if (src == bl)
  5953. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5954. else {
  5955. bl = src;
  5956. dstsd = sd;
  5957. }
  5958. }
  5959. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5960. heal = 0; //Needed so that it actually displays 0 when healing.
  5961. }
  5962. if (skill_id == AL_HEAL)
  5963. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  5964. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5965. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5966. heal = ~heal + 1;
  5967. heal_get_jobexp = status_heal(bl,heal,0,0);
  5968. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5969. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5970. if (heal_get_jobexp <= 0)
  5971. heal_get_jobexp = 1;
  5972. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  5973. }
  5974. }
  5975. break;
  5976. case PR_REDEMPTIO:
  5977. if (sd && !(flag&1)) {
  5978. if (sd->status.party_id == 0) {
  5979. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5980. break;
  5981. }
  5982. skill_area_temp[0] = 0;
  5983. party_foreachsamemap(skill_area_sub,
  5984. sd,skill_get_splash(skill_id, skill_lv),
  5985. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5986. skill_castend_nodamage_id);
  5987. if (skill_area_temp[0] == 0) {
  5988. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5989. break;
  5990. }
  5991. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  5992. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  5993. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  5994. pc_lostexp(sd, u32min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  5995. }
  5996. status_set_hp(src, 1, 0);
  5997. status_set_sp(src, 0, 0);
  5998. break;
  5999. } else if (status_isdead(bl) && flag&1) { //Revive
  6000. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6001. skill_lv = 3; //Resurrection level 3 is used
  6002. } else //Invalid target, skip resurrection.
  6003. break;
  6004. case ALL_RESURRECTION:
  6005. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6006. { //No reviving in WoE grounds!
  6007. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6008. break;
  6009. }
  6010. if (!status_isdead(bl))
  6011. break;
  6012. {
  6013. int per = 0, sper = 0;
  6014. if (tsc && tsc->data[SC_HELLPOWER]) {
  6015. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6016. break;
  6017. }
  6018. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6019. break;
  6020. switch(skill_lv){
  6021. case 1: per=10; break;
  6022. case 2: per=30; break;
  6023. case 3: per=50; break;
  6024. case 4: per=80; break;
  6025. }
  6026. if(dstsd && dstsd->special_state.restart_full_recover)
  6027. per = sper = 100;
  6028. if (status_revive(bl, per, sper))
  6029. {
  6030. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6031. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6032. {
  6033. int exp = 0,jexp = 0;
  6034. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6035. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6036. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  6037. if (exp < 1) exp = 1;
  6038. }
  6039. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6040. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  6041. if (jexp < 1) jexp = 1;
  6042. }
  6043. if(exp > 0 || jexp > 0)
  6044. pc_gainexp (sd, bl, exp, jexp, 0);
  6045. }
  6046. }
  6047. }
  6048. break;
  6049. case AL_DECAGI:
  6050. case MER_DECAGI:
  6051. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6052. 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)));
  6053. break;
  6054. case AL_CRUCIS:
  6055. if (flag&1)
  6056. 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));
  6057. else {
  6058. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6059. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6060. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6061. }
  6062. break;
  6063. case SP_SOULCURSE:
  6064. if (flag&1)
  6065. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6066. else {
  6067. 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);
  6068. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6069. }
  6070. break;
  6071. case PR_LEXDIVINA:
  6072. case MER_LEXDIVINA:
  6073. if (tsce)
  6074. status_change_end(bl, type, INVALID_TIMER);
  6075. else
  6076. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6077. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6078. break;
  6079. case SA_ABRACADABRA:
  6080. if (abra_db.empty()) {
  6081. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6082. break;
  6083. }
  6084. else {
  6085. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6086. do {
  6087. auto abra_spell = abra_db.random();
  6088. abra_skill_id = abra_spell->skill_id;
  6089. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6090. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6091. break;
  6092. }
  6093. } while (checked++ < checked_max);
  6094. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6095. if( sd )
  6096. {// player-casted
  6097. sd->state.abra_flag = 1;
  6098. sd->skillitem = abra_skill_id;
  6099. sd->skillitemlv = abra_skill_lv;
  6100. sd->skillitem_keep_requirement = false;
  6101. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6102. }
  6103. else
  6104. {// mob-casted
  6105. struct unit_data *ud = unit_bl2ud(src);
  6106. int inf = skill_get_inf(abra_skill_id);
  6107. if (!ud) break;
  6108. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6109. if (src->type == BL_PET)
  6110. bl = (struct block_list*)((TBL_PET*)src)->master;
  6111. if (!bl) bl = src;
  6112. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6113. } else { //Assume offensive skills
  6114. int target_id = 0;
  6115. if (ud->target)
  6116. target_id = ud->target;
  6117. else switch (src->type) {
  6118. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6119. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6120. }
  6121. if (!target_id)
  6122. break;
  6123. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6124. bl = map_id2bl(target_id);
  6125. if (!bl) bl = src;
  6126. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6127. } else
  6128. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6129. }
  6130. }
  6131. }
  6132. break;
  6133. case SA_COMA:
  6134. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6135. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6136. break;
  6137. case SA_FULLRECOVERY:
  6138. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6139. if (status_isimmune(bl))
  6140. break;
  6141. status_percent_heal(bl, 100, 100);
  6142. break;
  6143. case NPC_ALLHEAL:
  6144. {
  6145. int heal;
  6146. if( status_isimmune(bl) )
  6147. break;
  6148. heal = status_percent_heal(bl, 100, 0);
  6149. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6150. if( dstmd )
  6151. { // Reset Damage Logs
  6152. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6153. dstmd->tdmg = 0;
  6154. }
  6155. }
  6156. break;
  6157. case SA_SUMMONMONSTER:
  6158. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6159. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6160. break;
  6161. case SA_LEVELUP:
  6162. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6163. if (sd && pc_nextbaseexp(sd))
  6164. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6165. break;
  6166. case SA_INSTANTDEATH:
  6167. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6168. status_kill(src);
  6169. break;
  6170. case SA_QUESTION:
  6171. clif_emotion(src,ET_QUESTION);
  6172. case SA_GRAVITY:
  6173. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6174. break;
  6175. case SA_CLASSCHANGE:
  6176. case SA_MONOCELL:
  6177. if (dstmd)
  6178. {
  6179. int class_;
  6180. if ( sd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  6181. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6182. break;
  6183. }
  6184. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, RMF_DB_RATE, 0));
  6185. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6186. mob_class_change(dstmd,class_);
  6187. if( tsc && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  6188. 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 };
  6189. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6190. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6191. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6192. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  6193. }
  6194. }
  6195. break;
  6196. case SA_DEATH:
  6197. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  6198. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6199. break;
  6200. }
  6201. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6202. status_kill(bl);
  6203. break;
  6204. case SA_REVERSEORCISH:
  6205. case ALL_REVERSEORCISH:
  6206. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6207. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6208. break;
  6209. case SA_FORTUNE:
  6210. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6211. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  6212. break;
  6213. case SA_TAMINGMONSTER:
  6214. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6215. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6216. pet_catch_process1(sd, dstmd->mob_id);
  6217. }
  6218. break;
  6219. case CR_PROVIDENCE:
  6220. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6221. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6222. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6223. map_freeblock_unlock();
  6224. return 1;
  6225. }
  6226. }
  6227. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6228. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6229. break;
  6230. case CG_MARIONETTE:
  6231. {
  6232. struct status_change* sc = status_get_sc(src);
  6233. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  6234. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  6235. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6236. map_freeblock_unlock();
  6237. return 1;
  6238. }
  6239. if( sc && tsc )
  6240. {
  6241. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  6242. {
  6243. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6244. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6245. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6246. }
  6247. else
  6248. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  6249. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  6250. {
  6251. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  6252. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  6253. }
  6254. else
  6255. {
  6256. if( sd )
  6257. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6258. map_freeblock_unlock();
  6259. return 1;
  6260. }
  6261. }
  6262. }
  6263. break;
  6264. case RG_CLOSECONFINE:
  6265. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6266. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6267. break;
  6268. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6269. case SA_FROSTWEAPON:
  6270. case SA_LIGHTNINGLOADER:
  6271. case SA_SEISMICWEAPON:
  6272. if (dstsd && dstsd->status.weapon == W_FIST) {
  6273. if (sd)
  6274. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6275. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6276. break;
  6277. }
  6278. #ifdef RENEWAL
  6279. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6280. #else
  6281. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6282. 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)))) {
  6283. if (dstsd){
  6284. short index = dstsd->equip_index[EQI_HAND_R];
  6285. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6286. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6287. }
  6288. if (sd)
  6289. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6290. }
  6291. #endif
  6292. break;
  6293. case PR_ASPERSIO:
  6294. if (sd && dstmd) {
  6295. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6296. break;
  6297. }
  6298. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6299. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6300. break;
  6301. case ITEM_ENCHANTARMS:
  6302. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  6303. break;
  6304. case TK_SEVENWIND:
  6305. switch(skill_get_ele(skill_id,skill_lv)) {
  6306. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6307. case ELE_WIND : type = SC_WINDWEAPON; break;
  6308. case ELE_WATER : type = SC_WATERWEAPON; break;
  6309. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6310. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6311. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6312. case ELE_HOLY : type = SC_ASPERSIO; break;
  6313. }
  6314. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6315. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6316. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6317. break;
  6318. case PR_KYRIE:
  6319. case MER_KYRIE:
  6320. case SU_TUNAPARTY:
  6321. case SU_GROOMING:
  6322. case SU_CHATTERING:
  6323. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6324. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6325. break;
  6326. //Passive Magnum, should had been casted on yourself.
  6327. case SM_MAGNUM:
  6328. case MS_MAGNUM:
  6329. skill_area_temp[1] = 0;
  6330. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6331. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6332. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6333. // Initiate 20% of your damage becomes fire element.
  6334. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6335. break;
  6336. case TK_JUMPKICK:
  6337. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6338. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6339. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6340. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6341. clif_blown(src);
  6342. }
  6343. } else
  6344. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6345. break;
  6346. case PR_BENEDICTIO:
  6347. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6348. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6349. break;
  6350. case AL_INCAGI:
  6351. case AL_BLESSING:
  6352. case MER_INCAGI:
  6353. case MER_BLESSING:
  6354. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  6355. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6356. break;
  6357. }
  6358. case PR_SLOWPOISON:
  6359. case PR_LEXAETERNA:
  6360. #ifndef RENEWAL
  6361. case PR_IMPOSITIO:
  6362. case PR_SUFFRAGIUM:
  6363. #endif
  6364. case LK_BERSERK:
  6365. case MS_BERSERK:
  6366. case KN_TWOHANDQUICKEN:
  6367. case KN_ONEHAND:
  6368. case MER_QUICKEN:
  6369. case CR_SPEARQUICKEN:
  6370. case CR_REFLECTSHIELD:
  6371. case MS_REFLECTSHIELD:
  6372. case AS_POISONREACT:
  6373. #ifndef RENEWAL
  6374. case MC_LOUD:
  6375. #endif
  6376. case MG_ENERGYCOAT:
  6377. case MO_EXPLOSIONSPIRITS:
  6378. case MO_STEELBODY:
  6379. case MO_BLADESTOP:
  6380. case LK_AURABLADE:
  6381. case LK_PARRYING:
  6382. case MS_PARRYING:
  6383. case LK_CONCENTRATION:
  6384. #ifdef RENEWAL
  6385. case HP_BASILICA:
  6386. #endif
  6387. case WS_CARTBOOST:
  6388. case SN_SIGHT:
  6389. case WS_MELTDOWN:
  6390. case WS_OVERTHRUSTMAX:
  6391. case ST_REJECTSWORD:
  6392. case HW_MAGICPOWER:
  6393. case PF_MEMORIZE:
  6394. case PA_SACRIFICE:
  6395. case ASC_EDP:
  6396. case PF_DOUBLECASTING:
  6397. case SG_SUN_COMFORT:
  6398. case SG_MOON_COMFORT:
  6399. case SG_STAR_COMFORT:
  6400. case GS_MADNESSCANCEL:
  6401. case GS_ADJUSTMENT:
  6402. case GS_INCREASING:
  6403. #ifdef RENEWAL
  6404. case GS_MAGICALBULLET:
  6405. #endif
  6406. case NJ_KASUMIKIRI:
  6407. case NJ_UTSUSEMI:
  6408. case NJ_NEN:
  6409. case NPC_DEFENDER:
  6410. case NPC_MAGICMIRROR:
  6411. case ST_PRESERVE:
  6412. case NPC_KEEPING:
  6413. case NPC_BARRIER:
  6414. case NPC_INVINCIBLE:
  6415. case NPC_INVINCIBLEOFF:
  6416. case MER_INVINCIBLEOFF2:
  6417. case RK_DEATHBOUND:
  6418. case AB_EXPIATIO:
  6419. case AB_DUPLELIGHT:
  6420. case AB_SECRAMENT:
  6421. case AB_OFFERTORIUM:
  6422. case NC_ACCELERATION:
  6423. case NC_HOVERING:
  6424. case NC_SHAPESHIFT:
  6425. case WL_MARSHOFABYSS:
  6426. case WL_RECOGNIZEDSPELL:
  6427. case GC_VENOMIMPRESS:
  6428. case SC_DEADLYINFECT:
  6429. case LG_EXEEDBREAK:
  6430. case LG_PRESTIGE:
  6431. case SR_CRESCENTELBOW:
  6432. case SR_LIGHTNINGWALK:
  6433. case GN_CARTBOOST:
  6434. case KO_MEIKYOUSISUI:
  6435. case ALL_ODINS_POWER:
  6436. case ALL_FULL_THROTTLE:
  6437. case RA_UNLIMIT:
  6438. case WL_TELEKINESIS_INTENSE:
  6439. case RL_HEAT_BARREL:
  6440. case RL_P_ALTER:
  6441. case RL_E_CHAIN:
  6442. case SU_FRESHSHRIMP:
  6443. case SU_ARCLOUSEDASH:
  6444. case NPC_MAXPAIN:
  6445. case SP_SOULREAPER:
  6446. case SJ_LIGHTOFMOON:
  6447. case SJ_LIGHTOFSTAR:
  6448. case SJ_FALLINGSTAR:
  6449. case SJ_LIGHTOFSUN:
  6450. case SJ_BOOKOFDIMENSION:
  6451. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6452. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6453. break;
  6454. case SJ_GRAVITYCONTROL: {
  6455. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  6456. if (bl->type == BL_PC)
  6457. fall_damage += dstsd->weight / 10 - tstatus->def;
  6458. else // Monster's don't have weight. Put something in its place.
  6459. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  6460. fall_damage = max(1, fall_damage);
  6461. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  6462. }
  6463. break;
  6464. case NPC_HALLUCINATION:
  6465. case NPC_HELLPOWER:
  6466. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6467. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  6468. break;
  6469. case KN_AUTOCOUNTER:
  6470. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6471. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  6472. break;
  6473. case SO_STRIKING:
  6474. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  6475. int bonus = 0;
  6476. if (dstsd) {
  6477. short index = dstsd->equip_index[EQI_HAND_R];
  6478. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6479. bonus = (8 + 2 * skill_lv) * dstsd->inventory_data[index]->wlv;
  6480. }
  6481. if (sd)
  6482. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER) + pc_checkskill(sd, SA_FROSTWEAPON) + pc_checkskill(sd, SA_LIGHTNINGLOADER) + pc_checkskill(sd, SA_SEISMICWEAPON)) * 5;
  6483. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  6484. } else if (sd)
  6485. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  6486. break;
  6487. case NPC_STOP:
  6488. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6489. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  6490. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  6491. break;
  6492. case HP_ASSUMPTIO:
  6493. if( sd && dstmd )
  6494. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6495. else
  6496. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6497. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6498. break;
  6499. case MG_SIGHT:
  6500. case MER_SIGHT:
  6501. case AL_RUWACH:
  6502. case WZ_SIGHTBLASTER:
  6503. case NPC_WIDESIGHT:
  6504. case NPC_STONESKIN:
  6505. case NPC_ANTIMAGIC:
  6506. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6507. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  6508. break;
  6509. case HLIF_AVOID:
  6510. case HAMI_DEFENCE:
  6511. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  6512. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  6513. break;
  6514. case NJ_BUNSINJYUTSU:
  6515. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  6516. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6517. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6518. status_change_end(bl, SC_NEN, INVALID_TIMER);
  6519. break;
  6520. /* Was modified to only affect targetted char. [Skotlex]
  6521. case HP_ASSUMPTIO:
  6522. if (flag&1)
  6523. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6524. else
  6525. {
  6526. map_foreachinallrange(skill_area_sub, bl,
  6527. skill_get_splash(skill_id, skill_lv), BL_PC,
  6528. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  6529. skill_castend_nodamage_id);
  6530. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6531. }
  6532. break;
  6533. */
  6534. case SM_ENDURE:
  6535. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6536. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6537. break;
  6538. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  6539. if (sd && dstsd && dstsd->sc.count) {
  6540. if (dstsd->sc.data[SC_FIREWEAPON] ||
  6541. dstsd->sc.data[SC_WATERWEAPON] ||
  6542. dstsd->sc.data[SC_WINDWEAPON] ||
  6543. dstsd->sc.data[SC_EARTHWEAPON] ||
  6544. dstsd->sc.data[SC_SHADOWWEAPON] ||
  6545. dstsd->sc.data[SC_GHOSTWEAPON]
  6546. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  6547. ) {
  6548. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6549. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6550. break;
  6551. }
  6552. }
  6553. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6554. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6555. break;
  6556. case LK_TENSIONRELAX:
  6557. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6558. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  6559. skill_get_time(skill_id,skill_lv)));
  6560. break;
  6561. case MC_CHANGECART:
  6562. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6563. break;
  6564. case MC_CARTDECORATE:
  6565. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6566. if( sd ) {
  6567. clif_SelectCart(sd);
  6568. }
  6569. break;
  6570. case TK_MISSION:
  6571. if (sd) {
  6572. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  6573. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  6574. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6575. break;
  6576. }
  6577. int id = mob_get_random_id(MOBG_Taekwon_Mission, RMF_NONE, 0);
  6578. if (!id) {
  6579. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6580. break;
  6581. }
  6582. sd->mission_mobid = id;
  6583. sd->mission_count = 0;
  6584. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  6585. clif_mission_info(sd, id, 0);
  6586. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6587. }
  6588. break;
  6589. case AC_CONCENTRATION:
  6590. {
  6591. int splash = skill_get_splash(skill_id, skill_lv);
  6592. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6593. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6594. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  6595. map_foreachinallrange( status_change_timer_sub, src,
  6596. splash, BL_CHAR, src, NULL, type, tick);
  6597. }
  6598. break;
  6599. case SM_PROVOKE:
  6600. case SM_SELFPROVOKE:
  6601. case MER_PROVOKE:
  6602. if( status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  6603. map_freeblock_unlock();
  6604. return 1;
  6605. }
  6606. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  6607. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  6608. {
  6609. if( sd )
  6610. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6611. map_freeblock_unlock();
  6612. return 0;
  6613. }
  6614. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  6615. unit_skillcastcancel(bl, 2);
  6616. if( tsc && tsc->count )
  6617. {
  6618. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6619. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  6620. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6621. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6622. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  6623. }
  6624. if( dstmd )
  6625. {
  6626. dstmd->state.provoke_flag = src->id;
  6627. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6628. }
  6629. break;
  6630. case ML_DEVOTION:
  6631. case CR_DEVOTION:
  6632. {
  6633. int count, lv;
  6634. if( !dstsd || (!sd && !mer) )
  6635. { // Only players can be devoted
  6636. if( sd )
  6637. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6638. break;
  6639. }
  6640. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6641. lv = -lv;
  6642. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6643. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6644. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6645. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6646. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  6647. {
  6648. if( sd )
  6649. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6650. map_freeblock_unlock();
  6651. return 1;
  6652. }
  6653. i = 0;
  6654. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6655. if( sd )
  6656. { // Player Devoting Player
  6657. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6658. if( i == count )
  6659. {
  6660. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6661. if( i == count )
  6662. { // No free slots, skill Fail
  6663. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6664. map_freeblock_unlock();
  6665. return 1;
  6666. }
  6667. }
  6668. sd->devotion[i] = bl->id;
  6669. }
  6670. else
  6671. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6672. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6673. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  6674. clif_devotion(src, NULL);
  6675. }
  6676. break;
  6677. case SP_SOULUNITY: {
  6678. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  6679. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  6680. if (!dstsd || !sd) { // Only put player's souls in unity.
  6681. if (sd)
  6682. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6683. break;
  6684. }
  6685. if (dstsd->sc.data[type] && dstsd->sc.data[type]->val2 != src->id) { // Fail if a player is in unity with another source.
  6686. if (sd)
  6687. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6688. map_freeblock_unlock();
  6689. return 1;
  6690. }
  6691. if (sd) { // Unite player's soul with caster's soul.
  6692. i = 0;
  6693. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  6694. if (i == count) {
  6695. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  6696. if(i == count) { // No more free slots? Fail the skill.
  6697. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6698. map_freeblock_unlock();
  6699. return 1;
  6700. }
  6701. }
  6702. sd->united_soul[i] = bl->id;
  6703. }
  6704. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  6705. } else if (sd)
  6706. 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);
  6707. }
  6708. break;
  6709. case MO_CALLSPIRITS:
  6710. if(sd) {
  6711. int limit = skill_lv;
  6712. if( sd->sc.data[SC_RAISINGDRAGON] )
  6713. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6714. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6715. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6716. }
  6717. break;
  6718. case CH_SOULCOLLECT:
  6719. if(sd) {
  6720. int limit = 5;
  6721. if( sd->sc.data[SC_RAISINGDRAGON] )
  6722. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6723. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6724. for (i = 0; i < limit; i++)
  6725. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6726. }
  6727. break;
  6728. case MO_KITRANSLATION:
  6729. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6730. //Require will define how many spiritballs will be transferred
  6731. struct s_skill_condition require;
  6732. require = skill_get_requirement(sd,skill_id,skill_lv);
  6733. pc_delspiritball(sd,require.spiritball,0);
  6734. for (i = 0; i < require.spiritball; i++)
  6735. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6736. } else {
  6737. if(sd)
  6738. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6739. map_freeblock_unlock();
  6740. return 0;
  6741. }
  6742. break;
  6743. case TK_TURNKICK:
  6744. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6745. if (skill_area_temp[1] != bl->id) {
  6746. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  6747. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6748. }
  6749. break;
  6750. case MO_ABSORBSPIRITS:
  6751. i = 0;
  6752. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  6753. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  6754. if (dstsd->spiritball > 0) {
  6755. i = dstsd->spiritball * 7;
  6756. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6757. }
  6758. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6759. i += dstsd->spiritcharm * 7;
  6760. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6761. }
  6762. } else if (dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6763. i = 2 * dstmd->level;
  6764. mob_target(dstmd,src,0);
  6765. } else {
  6766. if (sd)
  6767. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6768. break;
  6769. }
  6770. if (i) status_heal(src, 0, i, 3);
  6771. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6772. break;
  6773. case AC_MAKINGARROW:
  6774. if(sd) {
  6775. clif_arrow_create_list(sd);
  6776. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6777. }
  6778. break;
  6779. case AM_PHARMACY:
  6780. if(sd) {
  6781. clif_skill_produce_mix_list(sd,skill_id,22);
  6782. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6783. }
  6784. break;
  6785. case SA_CREATECON:
  6786. if(sd) {
  6787. clif_elementalconverter_list(sd);
  6788. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6789. }
  6790. break;
  6791. case BS_HAMMERFALL:
  6792. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6793. break;
  6794. case RG_RAID:
  6795. skill_area_temp[1] = 0;
  6796. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6797. map_foreachinrange(skill_area_sub, bl,
  6798. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6799. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6800. skill_castend_damage_id);
  6801. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6802. break;
  6803. //List of self skills that give damage around caster
  6804. case ASC_METEORASSAULT:
  6805. case GS_SPREADATTACK:
  6806. case RK_WINDCUTTER:
  6807. case RK_STORMBLAST:
  6808. case NC_AXETORNADO:
  6809. case GC_COUNTERSLASH:
  6810. case SR_SKYNETBLOW:
  6811. case SR_RAMPAGEBLASTER:
  6812. case SR_HOWLINGOFLION:
  6813. case KO_HAPPOKUNAI:
  6814. case RL_FIREDANCE:
  6815. case RL_R_TRIP:
  6816. case SJ_FULLMOONKICK:
  6817. case SJ_NEWMOONKICK:
  6818. case SJ_SOLARBURST:
  6819. case SJ_STAREMPEROR:
  6820. case SJ_FALLINGSTAR_ATK:
  6821. {
  6822. struct status_change *sc = status_get_sc(src);
  6823. int starget = BL_CHAR|BL_SKILL;
  6824. if (skill_id == SR_HOWLINGOFLION)
  6825. starget = splash_target(src);
  6826. if (skill_id == SJ_NEWMOONKICK) {
  6827. if (tsce) {
  6828. status_change_end(bl, type, INVALID_TIMER);
  6829. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6830. break;
  6831. } else
  6832. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6833. }
  6834. if (skill_id == SJ_STAREMPEROR && sc && sc->data[SC_DIMENSION]) {
  6835. if (sd) {
  6836. // Remove old shields if any exist.
  6837. pc_delspiritball(sd, sd->spiritball, 0);
  6838. for (i = 0; i < 2; i++) {
  6839. pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2);
  6840. sc_start2(src, bl, static_cast<sc_type>(SC_DIMENSION1 + i), 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  6841. }
  6842. }
  6843. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  6844. }
  6845. skill_area_temp[1] = 0;
  6846. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6847. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6848. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6849. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6850. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6851. }
  6852. break;
  6853. case RK_IGNITIONBREAK:
  6854. skill_area_temp[1] = 0;
  6855. #if PACKETVER >= 20180207
  6856. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6857. #else
  6858. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6859. #endif
  6860. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6861. break;
  6862. case SR_WINDMILL:
  6863. case GN_CART_TORNADO:
  6864. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6865. case SR_EARTHSHAKER:
  6866. case NC_INFRAREDSCAN:
  6867. case NPC_EARTHQUAKE:
  6868. case NPC_VAMPIRE_GIFT:
  6869. case NPC_HELLJUDGEMENT:
  6870. case NPC_PULSESTRIKE:
  6871. case LG_MOONSLASHER:
  6872. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6873. break;
  6874. #ifdef RENEWAL
  6875. case KN_BRANDISHSPEAR:
  6876. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6877. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  6878. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6879. skill_castend_damage_id);
  6880. break;
  6881. #else
  6882. case KN_BRANDISHSPEAR:
  6883. #endif
  6884. case ML_BRANDISH:
  6885. skill_area_temp[1] = bl->id;
  6886. if(skill_lv >= 10)
  6887. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6888. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6889. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6890. skill_castend_damage_id);
  6891. if(skill_lv >= 7)
  6892. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6893. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6894. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6895. skill_castend_damage_id);
  6896. if(skill_lv >= 4)
  6897. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6898. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6899. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6900. skill_castend_damage_id);
  6901. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6902. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6903. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6904. skill_castend_damage_id);
  6905. break;
  6906. case WZ_SIGHTRASHER:
  6907. //Passive side of the attack.
  6908. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6909. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6910. map_foreachinshootrange(skill_area_sub,src,
  6911. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6912. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6913. skill_castend_damage_id);
  6914. break;
  6915. case WZ_FROSTNOVA:
  6916. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6917. skill_area_temp[1] = 0;
  6918. map_foreachinshootrange(skill_attack_area, src,
  6919. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6920. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6921. break;
  6922. case HVAN_EXPLOSION: //[orn]
  6923. case NPC_SELFDESTRUCTION:
  6924. //Self Destruction hits everyone in range (allies+enemies)
  6925. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6926. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6927. BCT_ENEMY:BCT_ALL;
  6928. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6929. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6930. map_foreachinshootrange(skill_area_sub, bl,
  6931. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6932. src, skill_id, skill_lv, tick, flag|i,
  6933. skill_castend_damage_id);
  6934. if(map_addblock(src)) {
  6935. map_freeblock_unlock();
  6936. return 1;
  6937. }
  6938. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  6939. break;
  6940. case AL_ANGELUS:
  6941. #ifdef RENEWAL
  6942. case MC_LOUD:
  6943. case PR_SUFFRAGIUM:
  6944. #endif
  6945. case PR_MAGNIFICAT:
  6946. case PR_GLORIA:
  6947. case SN_WINDWALK:
  6948. case CASH_BLESSING:
  6949. case CASH_INCAGI:
  6950. case CASH_ASSUMPTIO:
  6951. case WM_FRIGG_SONG:
  6952. case NV_HELPANGEL:
  6953. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6954. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6955. else if( sd )
  6956. 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);
  6957. break;
  6958. case MER_MAGNIFICAT:
  6959. if( mer != NULL )
  6960. {
  6961. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6962. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6963. 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);
  6964. else if( mer->master && !(flag&1) )
  6965. 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)));
  6966. }
  6967. break;
  6968. case BS_ADRENALINE:
  6969. case BS_ADRENALINE2:
  6970. case BS_WEAPONPERFECT:
  6971. case BS_OVERTHRUST:
  6972. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6973. int weapontype = skill_get_weapontype(skill_id);
  6974. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6975. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6976. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6977. }
  6978. } else if (sd) {
  6979. party_foreachsamemap(skill_area_sub,
  6980. sd,skill_get_splash(skill_id, skill_lv),
  6981. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6982. skill_castend_nodamage_id);
  6983. }
  6984. break;
  6985. case BS_MAXIMIZE:
  6986. case NV_TRICKDEAD:
  6987. case CR_DEFENDER:
  6988. case ML_DEFENDER:
  6989. case CR_AUTOGUARD:
  6990. case ML_AUTOGUARD:
  6991. case TK_READYSTORM:
  6992. case TK_READYDOWN:
  6993. case TK_READYTURN:
  6994. case TK_READYCOUNTER:
  6995. case TK_DODGE:
  6996. case CR_SHRINK:
  6997. case SG_FUSION:
  6998. case GS_GATLINGFEVER:
  6999. case SJ_LUNARSTANCE:
  7000. case SJ_STARSTANCE:
  7001. case SJ_UNIVERSESTANCE:
  7002. case SJ_SUNSTANCE:
  7003. case SP_SOULCOLLECT:
  7004. if( tsce )
  7005. {
  7006. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7007. map_freeblock_unlock();
  7008. return 0;
  7009. }
  7010. if( skill_id == SP_SOULCOLLECT ){
  7011. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), max(1000, skill_get_time(skill_id, skill_lv))));
  7012. }else{
  7013. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7014. }
  7015. break;
  7016. case SL_KAITE:
  7017. case SL_KAAHI:
  7018. case SL_KAIZEL:
  7019. case SL_KAUPE:
  7020. case SP_KAUTE:
  7021. if (sd) {
  7022. if (!dstsd || !(
  7023. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  7024. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  7025. dstsd->status.char_id == sd->status.char_id ||
  7026. dstsd->status.char_id == sd->status.partner_id ||
  7027. dstsd->status.char_id == sd->status.child ||
  7028. (skill_id == SP_KAUTE && dstsd->sc.data[SC_SOULUNITY])
  7029. )) {
  7030. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  7031. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7032. break;
  7033. }
  7034. }
  7035. if (skill_id == SP_KAUTE) {
  7036. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  7037. if (sd)
  7038. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  7039. break;
  7040. }
  7041. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7042. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  7043. } else
  7044. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7045. break;
  7046. case SM_AUTOBERSERK:
  7047. case MER_AUTOBERSERK:
  7048. if( tsce )
  7049. i = status_change_end(bl, type, INVALID_TIMER);
  7050. else
  7051. i = sc_start(src,bl,type,100,skill_lv,60000);
  7052. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7053. break;
  7054. case TF_HIDING:
  7055. case ST_CHASEWALK:
  7056. case KO_YAMIKUMO:
  7057. if (tsce)
  7058. {
  7059. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  7060. map_freeblock_unlock();
  7061. return 0;
  7062. }
  7063. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7064. break;
  7065. case TK_RUN:
  7066. if (tsce)
  7067. {
  7068. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7069. map_freeblock_unlock();
  7070. return 0;
  7071. }
  7072. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  7073. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  7074. clif_walkok(sd); // So aegis has to resend the walk ok.
  7075. break;
  7076. case AS_CLOAKING:
  7077. case GC_CLOAKINGEXCEED:
  7078. case LG_FORCEOFVANGUARD:
  7079. case SC_REPRODUCE:
  7080. case SC_INVISIBILITY:
  7081. case RA_CAMOUFLAGE:
  7082. if (tsce) {
  7083. i = status_change_end(bl, type, INVALID_TIMER);
  7084. if( i )
  7085. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7086. else if( sd )
  7087. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7088. map_freeblock_unlock();
  7089. return 0;
  7090. }
  7091. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7092. if( i )
  7093. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7094. else if( sd )
  7095. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7096. break;
  7097. case CG_SPECIALSINGER:
  7098. if (tsc && tsc->data[SC_LONGING]) {
  7099. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7100. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  7101. }
  7102. break;
  7103. case BD_ADAPTATION:
  7104. #ifdef RENEWAL
  7105. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7106. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7107. #else
  7108. if(tsc && tsc->data[SC_DANCING]){
  7109. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7110. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  7111. }
  7112. #endif
  7113. break;
  7114. case BA_FROSTJOKER:
  7115. case DC_SCREAM:
  7116. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7117. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  7118. if (md) {
  7119. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  7120. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  7121. char temp[70];
  7122. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  7123. clif_disp_overhead(&md->bl,temp);
  7124. }
  7125. break;
  7126. case BA_PANGVOICE:
  7127. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  7128. break;
  7129. case DC_WINKCHARM:
  7130. if( dstsd )
  7131. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  7132. else
  7133. if( dstmd )
  7134. {
  7135. if( status_get_lv(src) > status_get_lv(bl)
  7136. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  7137. && !status_has_mode(tstatus,MD_STATUS_IMMUNE) )
  7138. 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)));
  7139. else
  7140. {
  7141. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7142. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7143. }
  7144. }
  7145. break;
  7146. #ifdef RENEWAL
  7147. case BD_LULLABY:
  7148. case BD_RICHMANKIM:
  7149. case BD_ETERNALCHAOS:
  7150. case BD_DRUMBATTLEFIELD:
  7151. case BD_RINGNIBELUNGEN:
  7152. case BD_ROKISWEIL:
  7153. case BD_INTOABYSS:
  7154. case BD_SIEGFRIED:
  7155. case BA_DISSONANCE:
  7156. case BA_POEMBRAGI:
  7157. case BA_WHISTLE:
  7158. case BA_ASSASSINCROSS:
  7159. case BA_APPLEIDUN:
  7160. case DC_UGLYDANCE:
  7161. case DC_HUMMING:
  7162. case DC_DONTFORGETME:
  7163. case DC_FORTUNEKISS:
  7164. case DC_SERVICEFORYOU:
  7165. skill_castend_song(src, skill_id, skill_lv, tick);
  7166. break;
  7167. #endif
  7168. case TF_STEAL:
  7169. if(sd) {
  7170. if(pc_steal_item(sd,bl,skill_lv))
  7171. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7172. else
  7173. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  7174. }
  7175. break;
  7176. case RG_STEALCOIN:
  7177. if(sd) {
  7178. if(pc_steal_coin(sd,bl))
  7179. {
  7180. dstmd->state.provoke_flag = src->id;
  7181. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7182. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7183. }
  7184. else
  7185. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7186. }
  7187. break;
  7188. case MG_STONECURSE:
  7189. {
  7190. int brate = 0;
  7191. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  7192. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7193. break;
  7194. }
  7195. if(status_isimmune(bl) || !tsc)
  7196. break;
  7197. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  7198. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  7199. if (tsc && tsc->data[type]) {
  7200. status_change_end(bl, type, INVALID_TIMER);
  7201. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7202. break;
  7203. }
  7204. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  7205. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  7206. skill_get_time2(skill_id,skill_lv)))
  7207. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7208. else if(sd) {
  7209. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7210. // Level 6-10 doesn't consume a red gem if it fails [celest]
  7211. if (skill_lv > 5)
  7212. { // not to consume items
  7213. map_freeblock_unlock();
  7214. return 0;
  7215. }
  7216. }
  7217. }
  7218. break;
  7219. case NV_FIRSTAID:
  7220. clif_skill_nodamage(src,bl,skill_id,5,1);
  7221. status_heal(bl,5,0,0);
  7222. break;
  7223. case AL_CURE:
  7224. if(status_isimmune(bl)) {
  7225. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7226. break;
  7227. }
  7228. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7229. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7230. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7231. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  7232. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7233. break;
  7234. case TF_DETOXIFY:
  7235. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7236. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7237. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7238. break;
  7239. case PR_STRECOVERY:
  7240. if(status_isimmune(bl)) {
  7241. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7242. break;
  7243. }
  7244. if (tsc && tsc->opt1) {
  7245. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7246. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7247. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7248. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7249. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  7250. }
  7251. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  7252. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  7253. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  7254. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  7255. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7256. if(dstmd)
  7257. mob_unlocktarget(dstmd,tick);
  7258. break;
  7259. // Mercenary Supportive Skills
  7260. case MER_BENEDICTION:
  7261. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7262. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7263. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7264. break;
  7265. case MER_COMPRESS:
  7266. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  7267. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7268. break;
  7269. case MER_MENTALCURE:
  7270. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7271. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7272. break;
  7273. case MER_RECUPERATE:
  7274. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7275. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7276. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7277. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7278. break;
  7279. case MER_REGAIN:
  7280. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7281. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7282. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7283. break;
  7284. case MER_TENDER:
  7285. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7286. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7287. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7288. break;
  7289. case MER_SCAPEGOAT:
  7290. if( mer && mer->master )
  7291. {
  7292. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  7293. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  7294. }
  7295. break;
  7296. case MER_ESTIMATION:
  7297. if( !mer )
  7298. break;
  7299. sd = mer->master;
  7300. case WZ_ESTIMATION:
  7301. if( sd == NULL )
  7302. break;
  7303. if( dstsd )
  7304. { // Fail on Players
  7305. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7306. break;
  7307. }
  7308. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7309. clif_skill_estimation(sd, bl);
  7310. if( skill_id == MER_ESTIMATION )
  7311. sd = NULL;
  7312. break;
  7313. case BS_REPAIRWEAPON:
  7314. if(sd && dstsd)
  7315. clif_item_repair_list(sd,dstsd,skill_lv);
  7316. break;
  7317. case MC_IDENTIFY:
  7318. if(sd) {
  7319. clif_item_identify_list(sd);
  7320. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  7321. map_freeblock_unlock();
  7322. return 1;
  7323. }
  7324. else { // consume sp only if succeeded
  7325. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  7326. status_zap(src,0,req.sp);
  7327. }
  7328. }
  7329. break;
  7330. // Weapon Refining [Celest]
  7331. case WS_WEAPONREFINE:
  7332. if(sd)
  7333. clif_item_refine_list(sd);
  7334. break;
  7335. case MC_VENDING:
  7336. if(sd)
  7337. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  7338. if ( !pc_can_give_items(sd) )
  7339. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7340. else {
  7341. sd->state.prevend = 1;
  7342. sd->state.workinprogress = WIP_DISABLE_ALL;
  7343. sd->vend_skill_lv = skill_lv;
  7344. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  7345. if (i < MAX_CART)
  7346. intif_storage_save(sd, &sd->cart);
  7347. else
  7348. clif_openvendingreq(sd,2+skill_lv);
  7349. }
  7350. }
  7351. break;
  7352. case AL_TELEPORT:
  7353. case ALL_ODINS_RECALL:
  7354. if(sd)
  7355. {
  7356. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  7357. clif_skill_teleportmessage(sd,0);
  7358. break;
  7359. }
  7360. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  7361. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  7362. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  7363. break;
  7364. }
  7365. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  7366. sd->hd->blockskill.clear();
  7367. sd->hd->blockskill.shrink_to_fit();
  7368. }
  7369. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  7370. {
  7371. if( skill_lv == 1 )
  7372. pc_randomwarp(sd,CLR_TELEPORT);
  7373. else
  7374. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  7375. break;
  7376. }
  7377. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7378. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  7379. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  7380. else
  7381. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  7382. } else
  7383. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  7384. break;
  7385. case NPC_EXPULSION:
  7386. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7387. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  7388. break;
  7389. case AL_HOLYWATER:
  7390. if(sd) {
  7391. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  7392. struct skill_unit* su;
  7393. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  7394. skill_delunit(su);
  7395. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7396. }
  7397. else
  7398. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7399. }
  7400. break;
  7401. case TF_PICKSTONE:
  7402. if(sd) {
  7403. unsigned char eflag;
  7404. struct item item_tmp;
  7405. struct block_list tbl;
  7406. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7407. memset(&item_tmp,0,sizeof(item_tmp));
  7408. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  7409. item_tmp.nameid = ITEMID_STONE;
  7410. item_tmp.identify = 1;
  7411. tbl.id = 0;
  7412. // Commented because of duplicate animation [Lemongrass]
  7413. // At the moment this displays the pickup animation a second time
  7414. // If this is required in older clients, we need to add a version check here
  7415. //clif_takeitem(&sd->bl,&tbl);
  7416. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  7417. if(eflag) {
  7418. clif_additem(sd,0,0,eflag);
  7419. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  7420. }
  7421. }
  7422. break;
  7423. case ASC_CDP:
  7424. if(sd) {
  7425. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  7426. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7427. else
  7428. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  7429. }
  7430. break;
  7431. case RG_STRIPWEAPON:
  7432. case RG_STRIPSHIELD:
  7433. case RG_STRIPARMOR:
  7434. case RG_STRIPHELM:
  7435. case ST_FULLSTRIP:
  7436. case GC_WEAPONCRUSH:
  7437. case SC_STRIPACCESSARY: {
  7438. bool i;
  7439. //Special message when trying to use strip on FCP [Jobbie]
  7440. 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])
  7441. {
  7442. clif_gospel_info(sd, 0x28);
  7443. break;
  7444. }
  7445. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  7446. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7447. //Nothing stripped.
  7448. if( sd && !i )
  7449. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7450. break;
  7451. }
  7452. case AM_BERSERKPITCHER:
  7453. case AM_POTIONPITCHER:
  7454. {
  7455. int j,hp = 0,sp = 0;
  7456. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  7457. map_freeblock_unlock();
  7458. return 1;
  7459. }
  7460. if( sd ) {
  7461. int x,bonus=100;
  7462. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  7463. x = skill_lv%11 - 1;
  7464. j = pc_search_inventory(sd, require.itemid[x]);
  7465. if (j < 0 || require.itemid[x] <= 0) {
  7466. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7467. map_freeblock_unlock();
  7468. return 1;
  7469. }
  7470. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  7471. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7472. map_freeblock_unlock();
  7473. return 1;
  7474. }
  7475. if( skill_id == AM_BERSERKPITCHER ) {
  7476. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  7477. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7478. map_freeblock_unlock();
  7479. return 1;
  7480. }
  7481. }
  7482. potion_flag = 1;
  7483. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  7484. potion_target = bl->id;
  7485. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7486. potion_flag = potion_target = 0;
  7487. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  7488. bonus += sd->status.base_level;
  7489. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  7490. hp = tstatus->max_hp * potion_per_hp / 100;
  7491. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7492. if( dstsd ) {
  7493. sp = dstsd->status.max_sp * potion_per_sp / 100;
  7494. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7495. }
  7496. } else {
  7497. if( potion_hp > 0 ) {
  7498. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7499. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7500. if( dstsd )
  7501. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7502. }
  7503. if( potion_sp > 0 ) {
  7504. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7505. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  7506. if( dstsd )
  7507. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  7508. }
  7509. }
  7510. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  7511. hp += hp * bonus / 100;
  7512. sp += sp * bonus / 100;
  7513. }
  7514. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  7515. hp += hp * j / 100;
  7516. sp += sp * j / 100;
  7517. }
  7518. } else {
  7519. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  7520. switch (skill_lv) {
  7521. case 1: hp = 45; break;
  7522. case 2: hp = 105; break;
  7523. case 3: hp = 175; break;
  7524. default: hp = 325; break;
  7525. }
  7526. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  7527. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7528. if( dstsd )
  7529. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7530. }
  7531. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  7532. hp += hp * j / 100;
  7533. sp += sp * j / 100;
  7534. }
  7535. if (tsc && tsc->count) {
  7536. uint8 penalty = 0;
  7537. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7538. hp += hp / 10;
  7539. sp += sp / 10;
  7540. }
  7541. if (tsc->data[SC_CRITICALWOUND])
  7542. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7543. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3)
  7544. penalty += 20;
  7545. if (tsc->data[SC_NORECOVER_STATE])
  7546. penalty = 100;
  7547. if (penalty > 0) {
  7548. hp -= hp * penalty / 100;
  7549. sp -= sp * penalty / 100;
  7550. }
  7551. }
  7552. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7553. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  7554. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7555. if( sp > 0 )
  7556. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7557. if (tsc) {
  7558. #ifdef RENEWAL
  7559. if (tsc->data[SC_EXTREMITYFIST2])
  7560. sp = 0;
  7561. #endif
  7562. if (tsc->data[SC_NORECOVER_STATE]) {
  7563. hp = 0;
  7564. sp = 0;
  7565. }
  7566. }
  7567. status_heal(bl,hp,sp,0);
  7568. }
  7569. break;
  7570. case AM_CP_WEAPON:
  7571. case AM_CP_SHIELD:
  7572. case AM_CP_ARMOR:
  7573. case AM_CP_HELM:
  7574. {
  7575. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7576. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  7577. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7578. map_freeblock_unlock(); // Don't consume item requirements
  7579. return 0;
  7580. }
  7581. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7582. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7583. }
  7584. break;
  7585. case AM_TWILIGHT1:
  7586. if (sd) {
  7587. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7588. //Prepare 200 White Potions.
  7589. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  7590. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7591. }
  7592. break;
  7593. case AM_TWILIGHT2:
  7594. if (sd) {
  7595. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7596. //Prepare 200 Slim White Potions.
  7597. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  7598. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7599. }
  7600. break;
  7601. case AM_TWILIGHT3:
  7602. if (sd) {
  7603. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  7604. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  7605. if( ebottle >= 0 )
  7606. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  7607. //check if you can produce all three, if not, then fail:
  7608. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  7609. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  7610. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  7611. || ebottle < 200 //200 empty bottle are required at total.
  7612. ) {
  7613. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7614. break;
  7615. }
  7616. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7617. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  7618. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  7619. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  7620. }
  7621. break;
  7622. case SA_DISPELL:
  7623. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  7624. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  7625. break; // Outside PvP it should only affect party members and no skill fail message
  7626. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7627. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7628. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  7629. || rnd()%100 >= 50+10*skill_lv)
  7630. {
  7631. if (sd)
  7632. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7633. break;
  7634. }
  7635. if(status_isimmune(bl))
  7636. break;
  7637. //Remove bonus_script by Dispell
  7638. if (dstsd)
  7639. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  7640. if(!tsc || !tsc->count)
  7641. break;
  7642. for(i=0;i<SC_MAX;i++) {
  7643. if (!tsc->data[i])
  7644. continue;
  7645. switch (i) {
  7646. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7647. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7648. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7649. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7650. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7651. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7652. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7653. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  7654. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  7655. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7656. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7657. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7658. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7659. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7660. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7661. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7662. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  7663. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7664. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7665. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7666. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7667. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7668. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7669. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  7670. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  7671. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  7672. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  7673. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  7674. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  7675. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7676. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  7677. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  7678. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  7679. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  7680. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  7681. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  7682. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  7683. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  7684. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  7685. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  7686. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  7687. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  7688. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  7689. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  7690. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  7691. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  7692. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  7693. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  7694. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  7695. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  7696. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  7697. case SC_SPORE_EXPLOSION:
  7698. case SC_NEWMOON: case SC_FLASHKICK: case SC_NOVAEXPLOSING:
  7699. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  7700. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  7701. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  7702. #ifdef RENEWAL
  7703. case SC_EXTREMITYFIST2:
  7704. #endif
  7705. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  7706. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  7707. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  7708. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  7709. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  7710. case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT_WATER: case SC_REUSE_REFRESH:
  7711. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  7712. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  7713. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  7714. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  7715. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  7716. case SC_SPRITEMABLE: case SC_BITESCAR: case SC_CRUSHSTRIKE:
  7717. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  7718. case SC_ARMOR_ELEMENT_EARTH: case SC_ARMOR_ELEMENT_FIRE: case SC_ARMOR_ELEMENT_WIND:
  7719. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  7720. // Clans
  7721. case SC_CLAN_INFO:
  7722. case SC_SWORDCLAN:
  7723. case SC_ARCWANDCLAN:
  7724. case SC_GOLDENMACECLAN:
  7725. case SC_CROSSBOWCLAN:
  7726. case SC_JUMPINGCLAN:
  7727. case SC_DAILYSENDMAILCNT:
  7728. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  7729. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  7730. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  7731. case SC_REUSE_LIMIT_LUXANIMA:
  7732. continue;
  7733. case SC_WHISTLE:
  7734. case SC_ASSNCROS:
  7735. case SC_POEMBRAGI:
  7736. case SC_APPLEIDUN:
  7737. case SC_HUMMING:
  7738. case SC_DONTFORGETME:
  7739. case SC_FORTUNE:
  7740. case SC_SERVICE4U:
  7741. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  7742. continue; //If in song area don't end it, even if config enabled
  7743. break;
  7744. case SC_ASSUMPTIO:
  7745. if( bl->type == BL_MOB )
  7746. continue;
  7747. break;
  7748. }
  7749. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  7750. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7751. }
  7752. break;
  7753. }
  7754. //Affect all targets on splash area.
  7755. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  7756. src, skill_id, skill_lv, tick, flag|1,
  7757. skill_castend_damage_id);
  7758. break;
  7759. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7760. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  7761. #ifdef RENEWAL
  7762. |BLOWN_DONT_SEND_PACKET
  7763. #endif
  7764. ));
  7765. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7766. #ifdef RENEWAL
  7767. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  7768. #endif
  7769. status_change_end(src, SC_ROLLINGCUTTER, INVALID_TIMER);
  7770. break;
  7771. case TK_HIGHJUMP:
  7772. {
  7773. int x,y, dir = unit_getdir(src);
  7774. struct map_data *mapdata = &map[src->m];
  7775. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7776. if( mapdata->flag[MF_NOTELEPORT] &&
  7777. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  7778. ) {
  7779. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  7780. break;
  7781. } else if(dir%2) {
  7782. //Diagonal
  7783. x = src->x + dirx[dir]*(skill_lv*4)/3;
  7784. y = src->y + diry[dir]*(skill_lv*4)/3;
  7785. } else {
  7786. x = src->x + dirx[dir]*skill_lv*2;
  7787. y = src->y + diry[dir]*skill_lv*2;
  7788. }
  7789. int x1 = x + dirx[dir];
  7790. int y1 = y + diry[dir];
  7791. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7792. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  7793. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  7794. unit_movepos(src, x, y, 1, 0))
  7795. clif_blown(src);
  7796. }
  7797. break;
  7798. case SA_CASTCANCEL:
  7799. case SO_SPELLFIST:
  7800. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7801. unit_skillcastcancel(src,1);
  7802. if(sd) {
  7803. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7804. if( skill_id == SO_SPELLFIST ){
  7805. sc_start4(src,src,type,100,skill_lv * 3,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  7806. sd->skill_id_old = sd->skill_lv_old = 0;
  7807. break;
  7808. }
  7809. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7810. if(sp < 0) sp = 0;
  7811. status_zap(src, 0, sp);
  7812. }
  7813. break;
  7814. case SA_SPELLBREAKER:
  7815. {
  7816. int sp;
  7817. if(tsc && tsc->data[SC_MAGICROD]) {
  7818. sp = skill_get_sp(skill_id,skill_lv);
  7819. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7820. if(sp < 1) sp = 1;
  7821. status_heal(bl,0,sp,2);
  7822. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7823. } else {
  7824. struct unit_data *ud = unit_bl2ud(bl);
  7825. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7826. if (!ud || ud->skilltimer == INVALID_TIMER)
  7827. break; //Nothing to cancel.
  7828. bl_skill_id = ud->skill_id;
  7829. bl_skill_lv = ud->skill_lv;
  7830. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  7831. if (rnd()%100 < 90)
  7832. {
  7833. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7834. break;
  7835. }
  7836. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7837. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7838. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7839. unit_skillcastcancel(bl,0);
  7840. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7841. status_zap(bl, hp, sp);
  7842. if (hp && skill_lv >= 5)
  7843. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7844. else
  7845. hp = 0;
  7846. if (sp) //Recover some of the SP used
  7847. sp = sp*(25*(skill_lv-1))/100;
  7848. if(hp || sp)
  7849. status_heal(src, hp, sp, 2);
  7850. }
  7851. }
  7852. break;
  7853. case SA_MAGICROD:
  7854. #ifdef RENEWAL
  7855. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7856. #endif
  7857. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7858. break;
  7859. case SA_AUTOSPELL:
  7860. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7861. if (sd) {
  7862. sd->state.workinprogress = WIP_DISABLE_ALL;
  7863. clif_autospell(sd,skill_lv);
  7864. } else {
  7865. int maxlv=1,spellid=0;
  7866. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7867. if(skill_lv >= 10) {
  7868. spellid = MG_FROSTDIVER;
  7869. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7870. // maxlv = 10;
  7871. // else
  7872. maxlv = skill_lv - 9;
  7873. }
  7874. else if(skill_lv >=8) {
  7875. spellid = MG_FIREBALL;
  7876. maxlv = skill_lv - 7;
  7877. }
  7878. else if(skill_lv >=5) {
  7879. spellid = MG_SOULSTRIKE;
  7880. maxlv = skill_lv - 4;
  7881. }
  7882. else if(skill_lv >=2) {
  7883. int i_rnd = rnd()%3;
  7884. spellid = spellarray[i_rnd];
  7885. maxlv = skill_lv - 1;
  7886. }
  7887. else if(skill_lv > 0) {
  7888. spellid = MG_NAPALMBEAT;
  7889. maxlv = 3;
  7890. }
  7891. if(spellid > 0)
  7892. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7893. skill_get_time(SA_AUTOSPELL,skill_lv));
  7894. }
  7895. break;
  7896. case BS_GREED:
  7897. if(sd){
  7898. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7899. map_foreachinallrange(skill_greed,bl,
  7900. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7901. }
  7902. break;
  7903. case SA_ELEMENTWATER:
  7904. case SA_ELEMENTFIRE:
  7905. case SA_ELEMENTGROUND:
  7906. case SA_ELEMENTWIND:
  7907. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE))) // Only works on monsters (Except status immune monsters).
  7908. break;
  7909. case NPC_ATTRICHANGE:
  7910. case NPC_CHANGEWATER:
  7911. case NPC_CHANGEGROUND:
  7912. case NPC_CHANGEFIRE:
  7913. case NPC_CHANGEWIND:
  7914. case NPC_CHANGEPOISON:
  7915. case NPC_CHANGEHOLY:
  7916. case NPC_CHANGEDARKNESS:
  7917. case NPC_CHANGETELEKINESIS:
  7918. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7919. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7920. skill_get_time(skill_id, skill_lv)));
  7921. break;
  7922. case NPC_CHANGEUNDEAD:
  7923. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7924. //TO-DO This is ugly, fix it
  7925. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7926. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7927. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7928. skill_get_time(skill_id, skill_lv)));
  7929. break;
  7930. case NPC_PROVOCATION:
  7931. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7932. if (md) mob_unlocktarget(md, tick);
  7933. break;
  7934. case NPC_REBIRTH:
  7935. if( md && md->state.rebirth )
  7936. break; // only works once
  7937. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  7938. break;
  7939. case NPC_DARKBLESSING:
  7940. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7941. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7942. break;
  7943. case NPC_LICK:
  7944. status_zap(bl, 0, 100);
  7945. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7946. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7947. break;
  7948. case NPC_SUICIDE:
  7949. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7950. status_kill(src); //When suiciding, neither exp nor drops is given.
  7951. break;
  7952. case NPC_SUMMONSLAVE:
  7953. case NPC_SUMMONMONSTER:
  7954. case NPC_DEATHSUMMON:
  7955. if(md && md->skill_idx >= 0)
  7956. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7957. break;
  7958. case NPC_CALLSLAVE:
  7959. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7960. break;
  7961. case NPC_RANDOMMOVE:
  7962. if (md) {
  7963. md->next_walktime = tick - 1;
  7964. mob_randomwalk(md,tick);
  7965. }
  7966. break;
  7967. case NPC_SPEEDUP:
  7968. {
  7969. // or does it increase casting rate? just a guess xD
  7970. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7971. if (i_type > SC_ASPDPOTION3)
  7972. i_type = SC_ASPDPOTION3;
  7973. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7974. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7975. }
  7976. break;
  7977. case NPC_REVENGE:
  7978. // not really needed... but adding here anyway ^^
  7979. if (md && md->master_id > 0) {
  7980. struct block_list *mbl, *tbl;
  7981. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7982. (tbl = battle_gettargeted(mbl)) == NULL)
  7983. break;
  7984. md->state.provoke_flag = tbl->id;
  7985. mob_target(md, tbl, sstatus->rhw.range);
  7986. }
  7987. break;
  7988. case NPC_RUN:
  7989. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7990. mob_unlocktarget(md, tick);
  7991. break;
  7992. case NPC_TRANSFORMATION:
  7993. case NPC_METAMORPHOSIS:
  7994. if(md && md->skill_idx >= 0) {
  7995. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7996. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7997. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7998. if (class_) mob_class_change(md, class_);
  7999. }
  8000. break;
  8001. case NPC_EMOTION_ON:
  8002. case NPC_EMOTION:
  8003. //val[0] is the emotion to use.
  8004. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  8005. //val[1] 'sets' the mode
  8006. //val[2] adds to the current mode
  8007. //val[3] removes from the current mode
  8008. //val[4] if set, asks to delete the previous mode change.
  8009. if(md && md->skill_idx >= 0 && tsc)
  8010. {
  8011. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  8012. if(md->db->skill[md->skill_idx].val[4] && tsce)
  8013. status_change_end(bl, type, INVALID_TIMER);
  8014. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  8015. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  8016. mob_unlocktarget(md,tick);
  8017. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  8018. sc_start4(src,src, type, 100, skill_lv,
  8019. md->db->skill[md->skill_idx].val[1],
  8020. md->db->skill[md->skill_idx].val[2],
  8021. md->db->skill[md->skill_idx].val[3],
  8022. skill_get_time(skill_id, skill_lv));
  8023. //Reset aggressive state depending on resulting mode
  8024. if (!battle_config.npc_emotion_behavior)
  8025. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8026. }
  8027. break;
  8028. case NPC_POWERUP:
  8029. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8030. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8031. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8032. break;
  8033. case NPC_AGIUP:
  8034. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8035. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8036. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8037. break;
  8038. case NPC_INVISIBLE:
  8039. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8040. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8041. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8042. break;
  8043. case NPC_SIEGEMODE:
  8044. // not sure what it does
  8045. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8046. break;
  8047. case WE_MALE: {
  8048. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8049. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8050. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8051. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8052. }
  8053. }
  8054. break;
  8055. case WE_FEMALE: {
  8056. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8057. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8058. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8059. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8060. }
  8061. }
  8062. break;
  8063. // parent-baby skills
  8064. case WE_BABY:
  8065. if(sd){
  8066. struct map_session_data *f_sd = pc_get_father(sd);
  8067. struct map_session_data *m_sd = pc_get_mother(sd);
  8068. if( (!f_sd && !m_sd) // if neither was found
  8069. || (sd->status.party_id != 0 && //not in same party
  8070. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8071. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8072. ))
  8073. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8074. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8075. ) {
  8076. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8077. map_freeblock_unlock();
  8078. return 0;
  8079. }
  8080. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8081. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8082. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8083. }
  8084. break;
  8085. case WE_CALLALLFAMILY:
  8086. if (sd) {
  8087. struct map_session_data *p_sd = pc_get_partner(sd);
  8088. struct map_session_data *c_sd = pc_get_child(sd);
  8089. if (!p_sd && !c_sd) { // Fail if no family members are found
  8090. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8091. map_freeblock_unlock();
  8092. return 1;
  8093. }
  8094. // Partner must be on the same map and in same party
  8095. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8096. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8097. // Child must be on the same map and in same party as the parent casting
  8098. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  8099. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8100. }
  8101. break;
  8102. case WE_ONEFOREVER:
  8103. if (sd) {
  8104. struct map_session_data *p_sd = pc_get_partner(sd);
  8105. struct map_session_data *c_sd = pc_get_child(sd);
  8106. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  8107. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8108. map_freeblock_unlock();
  8109. return 1;
  8110. }
  8111. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  8112. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8113. break;
  8114. }
  8115. if (status_isdead(bl)) {
  8116. int per = 30, sper = 0;
  8117. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8118. break;
  8119. if (tsc && tsc->data[SC_HELLPOWER])
  8120. break;
  8121. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  8122. break;
  8123. if (dstsd->special_state.restart_full_recover)
  8124. per = sper = 100;
  8125. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  8126. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8127. }
  8128. }
  8129. break;
  8130. case WE_CHEERUP:
  8131. if (sd) {
  8132. struct map_session_data *f_sd = pc_get_father(sd);
  8133. struct map_session_data *m_sd = pc_get_mother(sd);
  8134. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  8135. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8136. map_freeblock_unlock();
  8137. return 1;
  8138. }
  8139. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  8140. if (dstsd == f_sd || dstsd == m_sd)
  8141. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8142. } else
  8143. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8144. }
  8145. break;
  8146. case PF_HPCONVERSION:
  8147. {
  8148. int hp, sp;
  8149. hp = sstatus->max_hp/10;
  8150. sp = hp * 10 * skill_lv / 100;
  8151. if (!status_charge(src,hp,0)) {
  8152. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8153. break;
  8154. }
  8155. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8156. status_heal(bl,0,sp,2);
  8157. }
  8158. break;
  8159. case MA_REMOVETRAP:
  8160. case HT_REMOVETRAP:
  8161. {
  8162. struct skill_unit* su;
  8163. struct skill_unit_group* sg = NULL;
  8164. std::shared_ptr<s_skill_db> skill_group;
  8165. su = BL_CAST(BL_SKILL, bl);
  8166. // Mercenaries can remove any trap
  8167. // Players can only remove their own traps or traps on Vs maps.
  8168. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  8169. {
  8170. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8171. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  8172. { // prevent picking up expired traps
  8173. if( battle_config.skill_removetrap_type )
  8174. { // get back all items used to deploy the trap
  8175. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  8176. {
  8177. if( skill_group->require.itemid[i] > 0 )
  8178. {
  8179. int flag2;
  8180. struct item item_tmp;
  8181. memset(&item_tmp,0,sizeof(item_tmp));
  8182. item_tmp.nameid = skill_group->require.itemid[i];
  8183. item_tmp.identify = 1;
  8184. item_tmp.amount = skill_group->require.amount[i];
  8185. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  8186. clif_additem(sd,0,0,flag2);
  8187. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8188. }
  8189. }
  8190. }
  8191. }
  8192. else
  8193. { // get back 1 trap
  8194. struct item item_tmp;
  8195. memset(&item_tmp,0,sizeof(item_tmp));
  8196. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  8197. item_tmp.identify = 1;
  8198. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  8199. {
  8200. clif_additem(sd,0,0,flag);
  8201. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8202. }
  8203. }
  8204. }
  8205. skill_delunit(su);
  8206. }else if(sd)
  8207. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8208. }
  8209. break;
  8210. case HT_SPRINGTRAP:
  8211. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8212. {
  8213. struct skill_unit *su=NULL;
  8214. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  8215. switch(su->group->unit_id){
  8216. case UNT_ANKLESNARE: // ankle snare
  8217. if (su->group->val2 != 0)
  8218. // if it is already trapping something don't spring it,
  8219. // remove trap should be used instead
  8220. break;
  8221. // otherwise fallthrough to below
  8222. case UNT_BLASTMINE:
  8223. case UNT_SKIDTRAP:
  8224. case UNT_LANDMINE:
  8225. case UNT_SHOCKWAVE:
  8226. case UNT_SANDMAN:
  8227. case UNT_FLASHER:
  8228. case UNT_FREEZINGTRAP:
  8229. case UNT_CLAYMORETRAP:
  8230. case UNT_TALKIEBOX:
  8231. su->group->unit_id = UNT_USED_TRAPS;
  8232. clif_changetraplook(bl, UNT_USED_TRAPS);
  8233. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  8234. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  8235. }
  8236. }
  8237. }
  8238. break;
  8239. case BD_ENCORE:
  8240. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8241. if(sd)
  8242. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  8243. break;
  8244. case AS_SPLASHER:
  8245. if( status_has_mode(tstatus,MD_STATUS_IMMUNE)
  8246. // Renewal dropped the 3/4 hp requirement
  8247. #ifndef RENEWAL
  8248. || tstatus-> hp > tstatus->max_hp*3/4
  8249. #endif
  8250. ) {
  8251. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8252. map_freeblock_unlock();
  8253. return 1;
  8254. }
  8255. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8256. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  8257. #ifndef RENEWAL
  8258. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  8259. #endif
  8260. break;
  8261. case PF_MINDBREAKER:
  8262. {
  8263. if(status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  8264. map_freeblock_unlock();
  8265. return 1;
  8266. }
  8267. if (tsce)
  8268. { //HelloKitty2 (?) explained that this silently fails when target is
  8269. //already inflicted. [Skotlex]
  8270. map_freeblock_unlock();
  8271. return 1;
  8272. }
  8273. //Has a 55% + skill_lv*5% success chance.
  8274. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8275. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  8276. {
  8277. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8278. map_freeblock_unlock();
  8279. return 0;
  8280. }
  8281. unit_skillcastcancel(bl,0);
  8282. if(tsc && tsc->count){
  8283. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8284. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  8285. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8286. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8287. }
  8288. if (dstmd)
  8289. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8290. }
  8291. break;
  8292. case PF_SOULCHANGE:
  8293. {
  8294. unsigned int sp1 = 0, sp2 = 0;
  8295. if (dstmd) {
  8296. if (dstmd->state.soul_change_flag) {
  8297. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8298. break;
  8299. }
  8300. dstmd->state.soul_change_flag = 1;
  8301. sp2 = sstatus->max_sp * 3 /100;
  8302. status_heal(src, 0, sp2, 2);
  8303. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8304. break;
  8305. }
  8306. sp1 = sstatus->sp;
  8307. sp2 = tstatus->sp;
  8308. #ifdef RENEWAL
  8309. sp1 = sp1 / 2;
  8310. sp2 = sp2 / 2;
  8311. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  8312. sp1 = tstatus->sp;
  8313. #endif
  8314. if (tsc && tsc->data[SC_NORECOVER_STATE])
  8315. sp1 = tstatus->sp;
  8316. status_set_sp(src, sp2, 3);
  8317. status_set_sp(bl, sp1, 3);
  8318. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8319. }
  8320. break;
  8321. // Slim Pitcher
  8322. case CR_SLIMPITCHER:
  8323. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  8324. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  8325. break;
  8326. if (potion_hp || potion_sp) {
  8327. int hp = potion_hp, sp = potion_sp;
  8328. hp = hp * (100 + (tstatus->vit<<1))/100;
  8329. sp = sp * (100 + (tstatus->int_<<1))/100;
  8330. if (dstsd) {
  8331. if (hp)
  8332. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8333. if (sp)
  8334. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8335. }
  8336. if (tsc && tsc->count) {
  8337. uint8 penalty = 0;
  8338. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  8339. hp += hp / 10;
  8340. sp += sp / 10;
  8341. }
  8342. if (tsc->data[SC_CRITICALWOUND])
  8343. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  8344. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  8345. penalty += 20;
  8346. if (tsc->data[SC_NORECOVER_STATE])
  8347. penalty = 100;
  8348. if (penalty > 0) {
  8349. hp -= hp * penalty / 100;
  8350. sp -= sp * penalty / 100;
  8351. }
  8352. }
  8353. if(hp > 0)
  8354. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8355. if(sp > 0)
  8356. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8357. status_heal(bl,hp,sp,0);
  8358. }
  8359. break;
  8360. // Full Chemical Protection
  8361. case CR_FULLPROTECTION:
  8362. {
  8363. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8364. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  8365. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  8366. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  8367. continue;
  8368. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  8369. s++;
  8370. }
  8371. if( sd && !s ){
  8372. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8373. map_freeblock_unlock(); // Don't consume item requirements
  8374. return 0;
  8375. }
  8376. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8377. }
  8378. break;
  8379. case RG_CLEANER: //AppleGirl
  8380. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8381. break;
  8382. #ifndef RENEWAL
  8383. case CG_LONGINGFREEDOM:
  8384. {
  8385. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  8386. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  8387. {
  8388. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8389. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8390. }
  8391. }
  8392. break;
  8393. #endif
  8394. case CG_TAROTCARD:
  8395. {
  8396. int card = -1;
  8397. if (tsc && tsc->data[SC_TAROTCARD]) {
  8398. //Target currently has the SUN tarot card effect and is immune to any other effect
  8399. map_freeblock_unlock();
  8400. return 0;
  8401. }
  8402. if( rnd() % 100 > skill_lv * 8 ||
  8403. #ifndef RENEWAL
  8404. (tsc && tsc->data[SC_BASILICA]) ||
  8405. #endif
  8406. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  8407. if( sd )
  8408. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8409. map_freeblock_unlock();
  8410. return 0;
  8411. }
  8412. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  8413. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  8414. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  8415. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8416. }
  8417. break;
  8418. case SL_ALCHEMIST:
  8419. case SL_ASSASIN:
  8420. case SL_BARDDANCER:
  8421. case SL_BLACKSMITH:
  8422. case SL_CRUSADER:
  8423. case SL_HUNTER:
  8424. case SL_KNIGHT:
  8425. case SL_MONK:
  8426. case SL_PRIEST:
  8427. case SL_ROGUE:
  8428. case SL_SAGE:
  8429. case SL_SOULLINKER:
  8430. case SL_STAR:
  8431. case SL_SUPERNOVICE:
  8432. case SL_WIZARD:
  8433. if (sd && tsc && (tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8434. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8435. break;
  8436. }
  8437. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  8438. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  8439. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8440. break;
  8441. }
  8442. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  8443. { //Erase death count 1% of the casts
  8444. pc_setparam(dstsd, SP_PCDIECOUNTER, 0);
  8445. clif_specialeffect(bl, EF_ANGEL2, AREA);
  8446. //SC_SPIRIT invokes status_calc_pc for us.
  8447. }
  8448. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8449. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8450. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8451. break;
  8452. case SL_HIGH:
  8453. if (sd && tsc && (tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8454. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8455. break;
  8456. }
  8457. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  8458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8459. break;
  8460. }
  8461. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8462. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8463. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8464. break;
  8465. case SP_SOULGOLEM:
  8466. case SP_SOULSHADOW:
  8467. case SP_SOULFALCON:
  8468. case SP_SOULFAIRY:
  8469. if (sd && !dstsd) { // Only player's can be soul linked.
  8470. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8471. break;
  8472. }
  8473. if (tsc) {
  8474. if (tsc->data[status_skill2sc(skill_id)]) { // Allow refreshing an already active soul link.
  8475. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8476. break;
  8477. } else if (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8478. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  8479. break;
  8480. }
  8481. }
  8482. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8483. break;
  8484. case SP_SOULREVOLVE:
  8485. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]))) {
  8486. if (sd)
  8487. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  8488. break;
  8489. }
  8490. status_heal(bl, 0, 50*skill_lv, 2);
  8491. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8492. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  8493. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  8494. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  8495. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  8496. break;
  8497. case SL_SWOO:
  8498. if (tsce) {
  8499. if(sd)
  8500. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8501. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  8502. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  8503. break;
  8504. }
  8505. case SL_SKA: // [marquis007]
  8506. case SL_SKE:
  8507. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  8508. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8509. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8510. break;
  8511. }
  8512. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8513. if (skill_id == SL_SKE)
  8514. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8515. break;
  8516. // New guild skills [Celest]
  8517. case GD_BATTLEORDER:
  8518. case GD_REGENERATION:
  8519. case GD_RESTORE:
  8520. if(flag&1) {
  8521. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  8522. if( skill_id == GD_RESTORE )
  8523. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  8524. else
  8525. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  8526. }
  8527. } else if (status_get_guild_id(src)) {
  8528. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8529. map_foreachinallrange(skill_area_sub, src,
  8530. skill_get_splash(skill_id, skill_lv), BL_PC,
  8531. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8532. skill_castend_nodamage_id);
  8533. if (sd)
  8534. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8535. }
  8536. break;
  8537. case GD_EMERGENCYCALL:
  8538. case GD_ITEMEMERGENCYCALL:
  8539. {
  8540. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  8541. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  8542. uint8 j = 0, calls = 0, called = 0;
  8543. struct guild *g;
  8544. // i don't know if it actually summons in a circle, but oh well. ;P
  8545. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  8546. if (!g)
  8547. break;
  8548. if (skill_id == GD_ITEMEMERGENCYCALL)
  8549. switch (skill_lv) {
  8550. case 1: calls = 7; break;
  8551. case 2: calls = 12; break;
  8552. case 3: calls = 20; break;
  8553. default: calls = 0; break;
  8554. }
  8555. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8556. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  8557. if (j > 8)
  8558. j = 0;
  8559. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  8560. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  8561. continue;
  8562. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
  8563. continue;
  8564. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  8565. dx[j] = dy[j] = 0;
  8566. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  8567. called++;
  8568. }
  8569. }
  8570. if (sd)
  8571. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8572. }
  8573. break;
  8574. case SG_FEEL:
  8575. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  8576. if (sd) {
  8577. if(!sd->feel_map[skill_lv-1].index)
  8578. clif_feel_req(sd->fd,sd, skill_lv);
  8579. else
  8580. clif_feel_info(sd, skill_lv-1, 1);
  8581. }
  8582. break;
  8583. case SG_HATE:
  8584. if (sd) {
  8585. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8586. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  8587. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8588. }
  8589. break;
  8590. case SJ_DOCUMENT:
  8591. if (sd) {
  8592. switch (skill_lv) {
  8593. case 1:
  8594. pc_resetfeel(sd);
  8595. break;
  8596. case 2:
  8597. pc_resethate(sd);
  8598. break;
  8599. case 3:
  8600. pc_resetfeel(sd);
  8601. pc_resethate(sd);
  8602. break;
  8603. }
  8604. }
  8605. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8606. break;
  8607. case GS_GLITTERING:
  8608. if(sd) {
  8609. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8610. if(rnd()%100 < (20+10*skill_lv))
  8611. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  8612. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  8613. pc_delspiritball(sd,1,0);
  8614. }
  8615. break;
  8616. case GS_CRACKER:
  8617. /* per official standards, this skill works on players and mobs. */
  8618. if (sd && (dstsd || dstmd))
  8619. {
  8620. i =65 -5*distance_bl(src,bl); //Base rate
  8621. if (i < 30) i = 30;
  8622. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8623. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  8624. }
  8625. break;
  8626. case AM_CALLHOMUN: //[orn]
  8627. if (sd && !hom_call(sd))
  8628. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8629. break;
  8630. case AM_REST:
  8631. if (sd) {
  8632. if (hom_vaporize(sd,HOM_ST_REST))
  8633. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8634. else
  8635. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8636. }
  8637. break;
  8638. case HAMI_CASTLE: //[orn]
  8639. if (src != bl && rnd()%100 < 20 * skill_lv) {
  8640. int x = src->x, y = src->y;
  8641. if (hd)
  8642. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  8643. // Move source
  8644. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8645. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  8646. clif_blown(src);
  8647. // Move target
  8648. if (unit_movepos(bl,x,y,0,0)) {
  8649. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  8650. clif_blown(bl);
  8651. }
  8652. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  8653. }
  8654. }
  8655. else if (hd && hd->master) // Failed
  8656. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  8657. else if (sd)
  8658. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8659. break;
  8660. case HVAN_CHAOTIC: //[orn]
  8661. {
  8662. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  8663. int r = rnd()%100;
  8664. i = (skill_lv-1)%5;
  8665. if(r<per[i][0]) //Self
  8666. bl = src;
  8667. else if(r<per[i][1]) //Master
  8668. bl = battle_get_master(src);
  8669. else //Enemy
  8670. bl = map_id2bl(battle_gettarget(src));
  8671. if (!bl) bl = src;
  8672. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  8673. //Eh? why double skill packet?
  8674. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  8675. clif_skill_nodamage(src,bl,skill_id,i,1);
  8676. status_heal(bl, i, 0, 0);
  8677. }
  8678. break;
  8679. //Homun single-target support skills [orn]
  8680. case HAMI_BLOODLUST:
  8681. case HFLI_FLEET:
  8682. case HFLI_SPEED:
  8683. case HLIF_CHANGE:
  8684. case MH_ANGRIFFS_MODUS:
  8685. case MH_GOLDENE_FERSE:
  8686. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8687. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8688. if (hd)
  8689. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  8690. break;
  8691. case NPC_DRAGONFEAR:
  8692. if (flag&1) {
  8693. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  8694. int j;
  8695. j = i = rnd()%ARRAYLENGTH(sc);
  8696. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  8697. i++;
  8698. if ( i == ARRAYLENGTH(sc) )
  8699. i = 0;
  8700. if (i == j)
  8701. break;
  8702. }
  8703. break;
  8704. }
  8705. case NPC_WIDEBLEEDING:
  8706. case NPC_WIDECONFUSE:
  8707. case NPC_WIDECURSE:
  8708. case NPC_WIDEFREEZE:
  8709. case NPC_WIDESLEEP:
  8710. case NPC_WIDESILENCE:
  8711. case NPC_WIDESTONE:
  8712. case NPC_WIDESTUN:
  8713. case NPC_SLOWCAST:
  8714. case NPC_WIDEHELLDIGNITY:
  8715. case NPC_WIDEHEALTHFEAR:
  8716. case NPC_WIDEBODYBURNNING:
  8717. case NPC_WIDEFROSTMISTY:
  8718. case NPC_WIDECOLD:
  8719. case NPC_WIDE_DEEP_SLEEP:
  8720. case NPC_WIDESIREN:
  8721. if (flag&1){
  8722. switch ( type ) {
  8723. case SC_BURNING:
  8724. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  8725. break;
  8726. case SC_VOICEOFSIREN:
  8727. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8728. break;
  8729. default:
  8730. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8731. }
  8732. }
  8733. else {
  8734. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8735. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8736. map_foreachinallrange(skill_area_sub, bl,
  8737. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8738. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8739. skill_castend_nodamage_id);
  8740. }
  8741. break;
  8742. case NPC_WIDESOULDRAIN:
  8743. if (flag&1)
  8744. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  8745. else {
  8746. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8747. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8748. map_foreachinallrange(skill_area_sub, bl,
  8749. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8750. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8751. skill_castend_nodamage_id);
  8752. }
  8753. break;
  8754. case ALL_PARTYFLEE:
  8755. if( sd && !(flag&1) ) {
  8756. if( !sd->status.party_id ) {
  8757. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8758. break;
  8759. }
  8760. 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);
  8761. } else
  8762. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8763. break;
  8764. case NPC_TALK:
  8765. case ALL_WEWISH:
  8766. case ALL_CATCRY:
  8767. case ALL_DREAM_SUMMERNIGHT:
  8768. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8769. break;
  8770. case ALL_BUYING_STORE:
  8771. if( sd )
  8772. {// players only, skill allows 5 buying slots
  8773. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  8774. }
  8775. break;
  8776. case RK_ENCHANTBLADE:
  8777. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8778. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  8779. break;
  8780. case RK_DRAGONHOWLING:
  8781. if( flag&1)
  8782. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8783. else
  8784. {
  8785. skill_area_temp[2] = 0;
  8786. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8787. map_foreachinallrange(skill_area_sub, src,
  8788. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8789. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  8790. skill_castend_nodamage_id);
  8791. }
  8792. break;
  8793. case LG_EARTHDRIVE: {
  8794. int dummy = 1;
  8795. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8796. i = skill_get_splash(skill_id,skill_lv);
  8797. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  8798. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8799. }
  8800. break;
  8801. case RK_LUXANIMA:
  8802. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  8803. case RK_GIANTGROWTH:
  8804. case RK_STONEHARDSKIN:
  8805. case RK_VITALITYACTIVATION:
  8806. case RK_ABUNDANCE:
  8807. case RK_CRUSHSTRIKE:
  8808. case RK_REFRESH:
  8809. case RK_MILLENNIUMSHIELD:
  8810. if (sd) {
  8811. uint8 rune_level = 1; // RK_GIANTGROWTH
  8812. if (skill_id == RK_VITALITYACTIVATION)
  8813. rune_level = 2;
  8814. else if (skill_id == RK_STONEHARDSKIN)
  8815. rune_level = 4;
  8816. else if (skill_id == RK_ABUNDANCE)
  8817. rune_level = 6;
  8818. else if (skill_id == RK_CRUSHSTRIKE)
  8819. rune_level = 7;
  8820. else if (skill_id == RK_REFRESH)
  8821. rune_level = 8;
  8822. else if (skill_id == RK_MILLENNIUMSHIELD)
  8823. rune_level = 9;
  8824. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  8825. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  8826. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8827. else if (skill_id == RK_STONEHARDSKIN)
  8828. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  8829. } else
  8830. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8831. }
  8832. break;
  8833. case RK_FIGHTINGSPIRIT: {
  8834. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  8835. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  8836. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8837. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  8838. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8839. break;
  8840. }
  8841. case GC_ROLLINGCUTTER:
  8842. {
  8843. short count = 1;
  8844. skill_area_temp[2] = 0;
  8845. 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);
  8846. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8847. { // Every time the skill is casted the status change is reseted adding a counter.
  8848. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8849. if( count > 10 )
  8850. count = 10; // Max coounter
  8851. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8852. }
  8853. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8854. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8855. }
  8856. break;
  8857. case GC_WEAPONBLOCKING:
  8858. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8859. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8860. else
  8861. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8862. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8863. break;
  8864. case GC_CREATENEWPOISON:
  8865. if( sd )
  8866. {
  8867. clif_skill_produce_mix_list(sd,skill_id,25);
  8868. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8869. }
  8870. break;
  8871. case GC_POISONINGWEAPON:
  8872. if( sd ) {
  8873. clif_poison_list(sd,skill_lv);
  8874. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8875. }
  8876. break;
  8877. case GC_ANTIDOTE:
  8878. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8879. if( tsc )
  8880. {
  8881. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8882. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8883. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8884. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8885. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8886. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8887. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8888. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8889. }
  8890. break;
  8891. case GC_PHANTOMMENACE:
  8892. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8893. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8894. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8895. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8896. break;
  8897. case GC_HALLUCINATIONWALK:
  8898. {
  8899. int heal = status_get_max_hp(bl) / 10;
  8900. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8901. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8902. break;
  8903. }
  8904. if( !status_charge(bl,heal,0) )
  8905. {
  8906. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8907. break;
  8908. }
  8909. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8910. }
  8911. break;
  8912. case AB_ANCILLA:
  8913. if( sd ) {
  8914. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8915. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8916. }
  8917. break;
  8918. case AB_CLEMENTIA:
  8919. case AB_CANTO:
  8920. {
  8921. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8922. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8923. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8924. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8925. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8926. else if( sd )
  8927. 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);
  8928. }
  8929. break;
  8930. case AB_PRAEFATIO:
  8931. case AB_RENOVATIO:
  8932. #ifdef RENEWAL
  8933. case PR_IMPOSITIO:
  8934. #endif
  8935. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8936. if (skill_id == AB_PRAEFATIO)
  8937. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  8938. else
  8939. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8940. } else if( sd )
  8941. 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);
  8942. break;
  8943. case AB_CHEAL:
  8944. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8945. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8946. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8947. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8948. if( partycount > 1 )
  8949. i += (i / 100) * (partycount * 10) / 4;
  8950. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8951. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8952. clif_skill_nodamage(src, bl, skill_id, i, 1);
  8953. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8954. i = ~i + 1;
  8955. status_heal(bl, i, 0, 0);
  8956. }
  8957. } else if( sd )
  8958. 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);
  8959. break;
  8960. case AB_ORATIO:
  8961. if( flag&1 )
  8962. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8963. else {
  8964. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8965. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8966. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8967. }
  8968. break;
  8969. case AB_LAUDAAGNUS:
  8970. if( flag&1 || !sd || !sd->status.party_id ) {
  8971. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8972. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8973. // Success Chance: (60 + 10 * Skill Level) %
  8974. if( rnd()%100 > 60+10*skill_lv ) break;
  8975. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8976. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8977. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8978. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8979. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8980. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8981. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8982. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8983. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8984. } else if( sd )
  8985. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8986. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8987. break;
  8988. case AB_LAUDARAMUS:
  8989. if( flag&1 || !sd || !sd->status.party_id ) {
  8990. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8991. // Success Chance: (60 + 10 * Skill Level) %
  8992. if( rnd()%100 > 60+10*skill_lv ) break;
  8993. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8994. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8995. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8996. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8997. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8998. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8999. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9000. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9001. } else if( sd )
  9002. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9003. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9004. break;
  9005. case AB_CLEARANCE:
  9006. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  9007. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  9008. break;
  9009. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9010. if(rnd()%100 >= 60 + 8 * skill_lv) {
  9011. if (sd)
  9012. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9013. break;
  9014. }
  9015. if(status_isimmune(bl))
  9016. break;
  9017. //Remove bonus_script by Clearance
  9018. if (dstsd)
  9019. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  9020. if(!tsc || !tsc->count)
  9021. break;
  9022. for( i = 0; i < SC_MAX; i++ ) {
  9023. if (!tsc->data[i])
  9024. continue;
  9025. switch (i) {
  9026. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  9027. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  9028. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  9029. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  9030. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  9031. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  9032. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  9033. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  9034. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  9035. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  9036. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  9037. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  9038. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  9039. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  9040. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  9041. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  9042. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  9043. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  9044. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  9045. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  9046. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  9047. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  9048. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  9049. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  9050. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  9051. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  9052. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  9053. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  9054. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  9055. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  9056. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  9057. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  9058. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  9059. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  9060. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  9061. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  9062. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  9063. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  9064. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  9065. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  9066. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  9067. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  9068. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  9069. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  9070. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  9071. case SC_P_ALTER: case SC_E_CHAIN:
  9072. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  9073. case SC_NEWMOON: case SC_FLASHKICK: case SC_DIMENSION:
  9074. case SC_NOVAEXPLOSING:
  9075. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  9076. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  9077. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  9078. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  9079. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM:
  9080. case SC_SPORE_EXPLOSION:
  9081. #ifdef RENEWAL
  9082. case SC_EXTREMITYFIST2:
  9083. #endif
  9084. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  9085. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  9086. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  9087. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  9088. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  9089. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  9090. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  9091. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  9092. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  9093. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  9094. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  9095. case SC_SPRITEMABLE: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  9096. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  9097. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  9098. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  9099. case SC_DAILYSENDMAILCNT:
  9100. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  9101. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  9102. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  9103. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  9104. case SC_REUSE_LIMIT_LUXANIMA:
  9105. continue;
  9106. case SC_ASSUMPTIO:
  9107. if( bl->type == BL_MOB )
  9108. continue;
  9109. break;
  9110. }
  9111. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  9112. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  9113. }
  9114. break;
  9115. }
  9116. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  9117. break;
  9118. case AB_SILENTIUM:
  9119. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  9120. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9121. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9122. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9123. break;
  9124. case WL_STASIS:
  9125. if (flag&1)
  9126. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9127. else {
  9128. struct map_data *mapdata = map_getmapdata(src->m);
  9129. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  9130. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9131. }
  9132. break;
  9133. case WL_CHAINLIGHTNING:
  9134. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  9135. break;
  9136. case WL_WHITEIMPRISON:
  9137. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  9138. {
  9139. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  9140. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  9141. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  9142. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  9143. if( sd )
  9144. skill_blockpc_start(sd,skill_id,4000);
  9145. if( !(tsc && tsc->data[type]) ){
  9146. 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));
  9147. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  9148. if( !i )
  9149. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9150. }
  9151. }else
  9152. if( sd )
  9153. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  9154. break;
  9155. case WL_FROSTMISTY:
  9156. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9157. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  9158. break;
  9159. case WL_JACKFROST:
  9160. case NPC_JACKFROST:
  9161. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9162. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9163. break;
  9164. case WL_SIENNAEXECRATE:
  9165. if( status_isimmune(bl) || !tsc )
  9166. break;
  9167. if( flag&1 ) {
  9168. if( bl->id == skill_area_temp[1] )
  9169. break; // Already work on this target
  9170. if( tsc && tsc->data[type] )
  9171. status_change_end(bl,type,INVALID_TIMER);
  9172. else
  9173. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9174. } else {
  9175. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  9176. // IroWiki says Rate should be reduced by target stats, but currently unknown
  9177. if( rnd()%100 < rate ) { // Success on First Target
  9178. if( !tsc->data[type] )
  9179. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9180. else {
  9181. rate = 1;
  9182. status_change_end(bl,type,INVALID_TIMER);
  9183. }
  9184. if( rate ) {
  9185. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9186. skill_area_temp[1] = bl->id;
  9187. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9188. }
  9189. // Doesn't send failure packet if it fails on defense.
  9190. }
  9191. else if( sd ) // Failure on Rate
  9192. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9193. }
  9194. break;
  9195. case WL_SUMMONFB:
  9196. case WL_SUMMONBL:
  9197. case WL_SUMMONWB:
  9198. case WL_SUMMONSTONE:
  9199. {
  9200. short element = 0, sctype = 0, pos = -1;
  9201. struct status_change *sc = status_get_sc(src);
  9202. if( !sc )
  9203. break;
  9204. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  9205. if( !sctype && !sc->data[i] )
  9206. sctype = i; // Take the free SC
  9207. if( sc->data[i] )
  9208. pos = max(sc->data[i]->val2,pos);
  9209. }
  9210. if( !sctype ) {
  9211. if( sd ) // No free slots to put SC
  9212. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  9213. break;
  9214. }
  9215. pos++; // Used in val2 for SC. Indicates the order of this ball
  9216. switch( skill_id ) { // Set val1. The SC element for this ball
  9217. case WL_SUMMONFB: element = WLS_FIRE; break;
  9218. case WL_SUMMONBL: element = WLS_WIND; break;
  9219. case WL_SUMMONWB: element = WLS_WATER; break;
  9220. case WL_SUMMONSTONE: element = WLS_STONE; break;
  9221. }
  9222. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  9223. clif_skill_nodamage(src,bl,skill_id,0,0);
  9224. }
  9225. break;
  9226. case WL_READING_SB:
  9227. if( sd ) {
  9228. struct status_change *sc = status_get_sc(bl);
  9229. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  9230. if( sc && !sc->data[i] )
  9231. break;
  9232. if( i == SC_MAXSPELLBOOK ) {
  9233. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  9234. break;
  9235. }
  9236. sc_start(src,bl, SC_STOP, 100, skill_lv, INFINITE_TICK); //Can't move while selecting a spellbook.
  9237. clif_spellbook_list(sd);
  9238. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9239. }
  9240. break;
  9241. case RA_FEARBREEZE:
  9242. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9243. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9244. break;
  9245. case RA_WUGMASTERY:
  9246. if( sd ) {
  9247. if( !pc_iswug(sd) )
  9248. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9249. else
  9250. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9251. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9252. }
  9253. break;
  9254. case RA_WUGRIDER:
  9255. if( sd ) {
  9256. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  9257. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9258. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  9259. } else if( pc_isridingwug(sd) ) {
  9260. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  9261. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9262. }
  9263. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9264. }
  9265. break;
  9266. case RA_WUGDASH:
  9267. if( tsce ) {
  9268. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  9269. map_freeblock_unlock();
  9270. return 0;
  9271. }
  9272. if( sd && pc_isridingwug(sd) ) {
  9273. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  9274. clif_walkok(sd);
  9275. }
  9276. break;
  9277. case RA_SENSITIVEKEEN:
  9278. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9279. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9280. 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);
  9281. break;
  9282. case NC_F_SIDESLIDE:
  9283. case NC_B_SIDESLIDE:
  9284. {
  9285. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  9286. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  9287. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9288. }
  9289. break;
  9290. case NC_SELFDESTRUCTION:
  9291. if( sd ) {
  9292. if( pc_ismadogear(sd) )
  9293. pc_setmadogear(sd, 0);
  9294. skill_area_temp[1] = 0;
  9295. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9296. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9297. status_set_sp(src, 0, 0);
  9298. skill_clear_unitgroup(src);
  9299. }
  9300. break;
  9301. case NC_EMERGENCYCOOL:
  9302. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9303. if (sd) {
  9304. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  9305. int16 limit[] = { -45, -75, -105 };
  9306. i = 0;
  9307. for (const auto &reqItem : req.eqItem) {
  9308. if (pc_search_inventory(sd, reqItem) != -1)
  9309. break;
  9310. i++;
  9311. }
  9312. pc_overheat(sd, limit[min(i, 2)]);
  9313. }
  9314. break;
  9315. case NC_ANALYZE:
  9316. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9317. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9318. break;
  9319. case NC_MAGNETICFIELD:
  9320. clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9321. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  9322. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  9323. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  9324. break;
  9325. case NC_REPAIR:
  9326. if( sd ) {
  9327. int heal, hp = 0;
  9328. if( !dstsd || !pc_ismadogear(dstsd) ) {
  9329. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  9330. break;
  9331. }
  9332. switch(skill_lv) {
  9333. case 1: hp = 4; break;
  9334. case 2: hp = 7; break;
  9335. case 3: hp = 13; break;
  9336. case 4: hp = 17; break;
  9337. case 5: default: hp = 23; break;
  9338. }
  9339. heal = dstsd->status.max_hp * hp / 100;
  9340. status_heal(bl,heal,0,2);
  9341. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  9342. }
  9343. break;
  9344. case NC_DISJOINT:
  9345. {
  9346. if( bl->type != BL_MOB ) break;
  9347. md = map_id2md(bl->id);
  9348. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  9349. status_kill(bl);
  9350. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9351. }
  9352. break;
  9353. case SC_AUTOSHADOWSPELL:
  9354. if( sd ) {
  9355. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  9356. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  9357. {
  9358. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  9359. clif_autoshadowspell_list(sd);
  9360. clif_skill_nodamage(src,bl,skill_id,1,1);
  9361. }
  9362. else
  9363. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  9364. }
  9365. break;
  9366. case SC_SHADOWFORM:
  9367. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  9368. 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))) )
  9369. dstsd->shadowform_id = src->id;
  9370. }
  9371. else if( sd )
  9372. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9373. break;
  9374. case SC_BODYPAINT:
  9375. if( flag&1 ) {
  9376. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  9377. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  9378. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  9379. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  9380. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  9381. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  9382. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9383. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9384. }
  9385. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  9386. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9387. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  9388. } else {
  9389. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  9390. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9391. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9392. }
  9393. break;
  9394. case SC_ENERVATION:
  9395. case SC_GROOMY:
  9396. case SC_LAZINESS:
  9397. case SC_UNLUCKY:
  9398. case SC_WEAKNESS:
  9399. if( !(tsc && tsc->data[type]) ) {
  9400. int rate;
  9401. if (status_get_class_(bl) == CLASS_BOSS)
  9402. break;
  9403. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  9404. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  9405. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  9406. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  9407. } else if( sd )
  9408. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9409. break;
  9410. case SC_IGNORANCE:
  9411. if( !(tsc && tsc->data[type]) ) {
  9412. int rate;
  9413. if (status_get_class_(bl) == CLASS_BOSS)
  9414. break;
  9415. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  9416. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  9417. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  9418. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  9419. int sp = 100 * skill_lv;
  9420. if( dstmd )
  9421. sp = dstmd->level;
  9422. if( !dstmd )
  9423. status_zap(bl, 0, sp);
  9424. status_heal(src, 0, sp / 2, 3);
  9425. } else if( sd )
  9426. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9427. } else if( sd )
  9428. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9429. break;
  9430. case LG_TRAMPLE:
  9431. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9432. if (rnd()%100 < (25 + 25 * skill_lv))
  9433. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  9434. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  9435. break;
  9436. case LG_REFLECTDAMAGE:
  9437. if( tsc && tsc->data[type] )
  9438. status_change_end(bl,type,INVALID_TIMER);
  9439. else
  9440. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9441. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9442. break;
  9443. case LG_SHIELDSPELL:
  9444. if (sd) {
  9445. int opt = 0;
  9446. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  9447. struct item_data *shield_data = NULL;
  9448. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  9449. shield_data = sd->inventory_data[index];
  9450. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  9451. shield_def = shield_mdef = shield_refine = 10;
  9452. else {
  9453. shield_def = shield_data->def;
  9454. shield_mdef = sd->bonus.shieldmdef;
  9455. shield_refine = sd->inventory.u.items_inventory[sd->equip_index[EQI_HAND_L]].refine;
  9456. }
  9457. if (flag&1) {
  9458. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  9459. break;
  9460. }
  9461. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  9462. switch(skill_lv) {
  9463. case 1: { // DEF Based
  9464. int splashrange = 0;
  9465. #ifdef RENEWAL
  9466. if (shield_def >= 0 && shield_def <= 40)
  9467. #else
  9468. if (shield_def >= 0 && shield_def <= 4)
  9469. #endif
  9470. splashrange = 1;
  9471. #ifdef RENEWAL
  9472. else if (shield_def >= 41 && shield_def <= 80)
  9473. #else
  9474. else if (shield_def >= 5 && shield_def <= 9)
  9475. #endif
  9476. splashrange = 2;
  9477. else
  9478. splashrange = 3;
  9479. switch(opt) {
  9480. case 1: // Splash AoE ATK
  9481. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INFINITE_TICK);
  9482. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9483. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9484. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  9485. break;
  9486. case 2: // % Damage Reflecting Increase
  9487. #ifdef RENEWAL
  9488. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  9489. #else
  9490. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  9491. #endif
  9492. break;
  9493. case 3: // Equipment Attack Increase
  9494. #ifdef RENEWAL
  9495. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  9496. #else
  9497. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  9498. #endif
  9499. break;
  9500. }
  9501. }
  9502. break;
  9503. case 2: { // MDEF Based
  9504. int splashrange = 0;
  9505. if (shield_mdef >= 1 && shield_mdef <= 3)
  9506. splashrange = 1;
  9507. else if (shield_mdef >= 4 && shield_mdef <= 5)
  9508. splashrange = 2;
  9509. else
  9510. splashrange = 3;
  9511. switch(opt) {
  9512. case 1: // Splash AoE MATK
  9513. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INFINITE_TICK);
  9514. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9515. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9516. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  9517. break;
  9518. case 2: // Splash AoE Lex Divina
  9519. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  9520. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9521. map_foreachinallrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9522. break;
  9523. case 3: // Casts Magnificat.
  9524. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  9525. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  9526. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  9527. break;
  9528. }
  9529. }
  9530. break;
  9531. case 3: // Refine Based
  9532. switch(opt) {
  9533. case 1: // Allows you to break armor at a 100% rate when you do damage.
  9534. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  9535. break;
  9536. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  9537. #ifdef RENEWAL
  9538. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  9539. #else
  9540. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  9541. #endif
  9542. break;
  9543. case 3: // Recovers HP depending on Shield refine rate.
  9544. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INFINITE_TICK); //HP Recovery.
  9545. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  9546. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  9547. break;
  9548. }
  9549. break;
  9550. }
  9551. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9552. }
  9553. break;
  9554. case LG_PIETY:
  9555. if( flag&1 )
  9556. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9557. else {
  9558. skill_area_temp[2] = 0;
  9559. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  9560. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9561. }
  9562. break;
  9563. case LG_INSPIRATION:
  9564. if( sd && !map_getmapflag(sd->bl.m, MF_NOEXPPENALTY) && battle_config.exp_cost_inspiration )
  9565. pc_lostexp(sd, u32min(sd->status.base_exp, pc_nextbaseexp(sd) * battle_config.exp_cost_inspiration / 100), 0); // 1% penalty.
  9566. clif_skill_nodamage(bl,src,skill_id,skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9567. break;
  9568. case SR_CURSEDCIRCLE:
  9569. if( flag&1 ) {
  9570. if( status_get_class_(bl) == CLASS_BOSS )
  9571. break;
  9572. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  9573. if( bl->type == BL_MOB )
  9574. mob_unlocktarget((TBL_MOB*)bl,gettick());
  9575. clif_bladestop(src, bl->id, 1);
  9576. map_freeblock_unlock();
  9577. return 1;
  9578. }
  9579. } else {
  9580. int count = 0;
  9581. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9582. 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
  9583. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9584. if( sd ) pc_delspiritball(sd, count, 0);
  9585. clif_skill_nodamage(src, src, skill_id, skill_lv,
  9586. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  9587. }
  9588. break;
  9589. case SR_RAISINGDRAGON:
  9590. if( sd ) {
  9591. short max = 5 + skill_lv;
  9592. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9593. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  9594. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  9595. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  9596. }
  9597. break;
  9598. case SR_ASSIMILATEPOWER:
  9599. if (flag&1) {
  9600. i = 0;
  9601. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  9602. if (dstsd->spiritball > 0) {
  9603. i = dstsd->spiritball;
  9604. pc_delspiritball(dstsd,dstsd->spiritball,0);
  9605. }
  9606. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  9607. i += dstsd->spiritcharm;
  9608. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  9609. }
  9610. }
  9611. if (i)
  9612. status_percent_heal(src, 0, i);
  9613. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  9614. } else {
  9615. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9616. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  9617. }
  9618. break;
  9619. case SR_POWERVELOCITY:
  9620. if( !dstsd )
  9621. break;
  9622. if( sd && dstsd->spiritball <= 5 ) {
  9623. for(i = 0; i <= 5; i++) {
  9624. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  9625. pc_delspiritball(sd, sd->spiritball, 0);
  9626. }
  9627. }
  9628. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9629. break;
  9630. case SR_GENTLETOUCH_CURE:
  9631. {
  9632. unsigned int heal;
  9633. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9634. heal = 0;
  9635. else {
  9636. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  9637. status_heal(bl, heal, 0, 0);
  9638. }
  9639. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  9640. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9641. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9642. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9643. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9644. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9645. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9646. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9647. }
  9648. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9649. }
  9650. break;
  9651. case SR_GENTLETOUCH_ENERGYGAIN:
  9652. case SR_GENTLETOUCH_CHANGE:
  9653. case SR_GENTLETOUCH_REVITALIZE:
  9654. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9655. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9656. break;
  9657. case SR_FLASHCOMBO: {
  9658. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  9659. const int delay[] = { 0, 250, 500, 2000 };
  9660. if (sd) // Disable attacking/acting/moving for skill's duration.
  9661. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[3];
  9662. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9663. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9664. for (i = 0; i < ARRAYLENGTH(combo); i++)
  9665. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  9666. }
  9667. break;
  9668. case WA_SWING_DANCE:
  9669. case WA_MOONLIT_SERENADE:
  9670. case WA_SYMPHONY_OF_LOVER:
  9671. case MI_RUSH_WINDMILL:
  9672. case MI_ECHOSONG:
  9673. if( !sd || !sd->status.party_id || (flag & 1) ) {
  9674. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9675. 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));
  9676. } else if( sd ) {
  9677. 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);
  9678. 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));
  9679. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9680. }
  9681. break;
  9682. case MI_HARMONIZE:
  9683. if( src != bl )
  9684. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9685. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9686. break;
  9687. case WM_DEADHILLHERE:
  9688. if( bl->type == BL_PC ) {
  9689. if( !status_isdead(bl) )
  9690. break;
  9691. int heal = tstatus->sp;
  9692. if( heal <= 0 )
  9693. heal = 1;
  9694. tstatus->hp = heal;
  9695. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  9696. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9697. pc_revive((TBL_PC*)bl,heal,0);
  9698. clif_resurrection(bl,1);
  9699. }
  9700. break;
  9701. case WM_VOICEOFSIREN:
  9702. if (flag&1)
  9703. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  9704. else {
  9705. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  9706. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  9707. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9708. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9709. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9710. }
  9711. break;
  9712. case WM_GLOOMYDAY:
  9713. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9714. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  9715. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  9716. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  9717. { // !TODO: Which skills aren't boosted anymore?
  9718. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9719. break;
  9720. }
  9721. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9722. break;
  9723. case WM_SATURDAY_NIGHT_FEVER:
  9724. if( flag&1 ) {
  9725. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9726. } else if (sd) {
  9727. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  9728. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9729. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9730. }
  9731. }
  9732. break;
  9733. case WM_SIRCLEOFNATURE:
  9734. case WM_SONG_OF_MANA:
  9735. case WM_DANCE_WITH_WUG:
  9736. case WM_LERADS_DEW:
  9737. case WM_UNLIMITED_HUMMING_VOICE:
  9738. if( flag&1 ) { // These affect to to all party members near the caster.
  9739. struct status_change *sc = status_get_sc(src);
  9740. if( sc && sc->data[type] ) {
  9741. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  9742. }
  9743. } else if( sd ) {
  9744. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  9745. 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);
  9746. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9747. }
  9748. break;
  9749. case WM_MELODYOFSINK:
  9750. if( flag&1 ) {
  9751. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9752. } else { // These affect to all targets around the caster.
  9753. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  9754. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9755. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9756. }
  9757. }
  9758. break;
  9759. case WM_BEYOND_OF_WARCRY:
  9760. if( flag&1 ) {
  9761. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9762. } else { // These affect to all targets around the caster.
  9763. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  9764. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9765. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9766. }
  9767. }
  9768. break;
  9769. case WM_SOUND_OF_DESTRUCTION:
  9770. if (flag&1) {
  9771. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  9772. } else {
  9773. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9774. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9775. }
  9776. break;
  9777. case WM_RANDOMIZESPELL:
  9778. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  9779. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  9780. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  9781. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  9782. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  9783. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9784. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  9785. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9786. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  9787. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9788. }
  9789. break;
  9790. case RETURN_TO_ELDICASTES:
  9791. case ALL_GUARDIAN_RECALL:
  9792. case ECLAGE_RECALL:
  9793. if( sd )
  9794. {
  9795. short x=0, y=0; // Destiny position.
  9796. unsigned short mapindex=0;
  9797. switch(skill_id){
  9798. default:
  9799. case RETURN_TO_ELDICASTES:
  9800. x = 198;
  9801. y = 187;
  9802. mapindex = mapindex_name2id(MAP_DICASTES);
  9803. break;
  9804. case ALL_GUARDIAN_RECALL:
  9805. x = 44;
  9806. y = 151;
  9807. mapindex = mapindex_name2id(MAP_MORA);
  9808. break;
  9809. case ECLAGE_RECALL:
  9810. x = 47;
  9811. y = 31;
  9812. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9813. break;
  9814. }
  9815. if(!mapindex)
  9816. { //Given map not found?
  9817. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9818. map_freeblock_unlock();
  9819. return 0;
  9820. }
  9821. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9822. }
  9823. break;
  9824. case ECL_SNOWFLIP:
  9825. case ECL_PEONYMAMY:
  9826. case ECL_SADAGUI:
  9827. case ECL_SEQUOIADUST:
  9828. switch(skill_id){
  9829. case ECL_SNOWFLIP:
  9830. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9831. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9832. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9833. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9834. break;
  9835. case ECL_PEONYMAMY:
  9836. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9837. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9838. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9839. break;
  9840. case ECL_SADAGUI:
  9841. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9842. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9843. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9844. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9845. break;
  9846. case ECL_SEQUOIADUST:
  9847. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9848. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9849. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9850. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9851. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9852. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9853. break;
  9854. }
  9855. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  9856. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9857. break;
  9858. case GM_SANDMAN:
  9859. if( tsc ) {
  9860. if( tsc->opt1 == OPT1_SLEEP )
  9861. tsc->opt1 = 0;
  9862. else
  9863. tsc->opt1 = OPT1_SLEEP;
  9864. clif_changeoption(bl);
  9865. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9866. }
  9867. break;
  9868. case SO_ARRULLO:
  9869. {
  9870. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  9871. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9872. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  9873. }
  9874. break;
  9875. case WM_LULLABY_DEEPSLEEP:
  9876. if (flag&1) {
  9877. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  9878. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  9879. sc_start(src, bl, type, rate, skill_lv, duration);
  9880. } else {
  9881. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9882. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9883. }
  9884. break;
  9885. case SO_SUMMON_AGNI:
  9886. case SO_SUMMON_AQUA:
  9887. case SO_SUMMON_VENTUS:
  9888. case SO_SUMMON_TERA:
  9889. if( sd ) {
  9890. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9891. // Remove previous elemental first.
  9892. if( sd->ed )
  9893. elemental_delete(sd->ed);
  9894. // Summoning the new one.
  9895. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9896. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9897. break;
  9898. }
  9899. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9900. }
  9901. break;
  9902. case SO_EL_CONTROL:
  9903. if( sd ) {
  9904. enum e_mode mode = EL_MODE_PASSIVE; // Standard mode.
  9905. if( !sd->ed ) break;
  9906. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9907. elemental_delete(sd->ed);
  9908. break;
  9909. }
  9910. switch( skill_lv ) {// Select mode bassed on skill level used.
  9911. case 2: mode = static_cast<e_mode>(EL_MODE_ASSIST); break;
  9912. case 3: mode = static_cast<e_mode>(EL_MODE_AGGRESSIVE); break;
  9913. }
  9914. if( !elemental_change_mode(sd->ed,mode) ) {
  9915. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9916. break;
  9917. }
  9918. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9919. }
  9920. break;
  9921. case SO_EL_ACTION:
  9922. if( sd ) {
  9923. int duration = 3000;
  9924. if( !sd->ed )
  9925. break;
  9926. switch(sd->ed->db->class_) {
  9927. case 2115:case 2124:
  9928. case 2118:case 2121:
  9929. duration = 6000;
  9930. break;
  9931. case 2116:case 2119:
  9932. case 2122:case 2125:
  9933. duration = 9000;
  9934. break;
  9935. }
  9936. sd->skill_id_old = skill_id;
  9937. elemental_action(sd->ed, bl, tick);
  9938. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9939. skill_blockpc_start(sd, skill_id, duration);
  9940. }
  9941. break;
  9942. case SO_EL_CURE:
  9943. if( sd ) {
  9944. struct elemental_data *ed = sd->ed;
  9945. int s_hp, s_sp;
  9946. if( !ed )
  9947. break;
  9948. s_hp = sd->battle_status.hp * 10 / 100;
  9949. s_sp = sd->battle_status.sp * 10 / 100;
  9950. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9951. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9952. break;
  9953. }
  9954. status_heal(&ed->bl,s_hp,s_sp,3);
  9955. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9956. }
  9957. break;
  9958. case GN_CHANGEMATERIAL:
  9959. case SO_EL_ANALYSIS:
  9960. if( sd ) {
  9961. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9962. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9963. }
  9964. break;
  9965. case GN_BLOOD_SUCKER:
  9966. {
  9967. struct status_change *sc = status_get_sc(src);
  9968. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9969. if( tsc && tsc->data[type] ){
  9970. sc->bs_counter--;
  9971. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9972. }
  9973. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9974. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9975. sc->bs_counter++;
  9976. } else if( sd ) {
  9977. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9978. break;
  9979. }
  9980. }
  9981. break;
  9982. case GN_SPORE_EXPLOSION:
  9983. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9984. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|8);
  9985. sc_start4(src, bl, type, 100, skill_lv, skill_id, src->id, 0, skill_get_time(skill_id, skill_lv));
  9986. break;
  9987. case GN_MANDRAGORA:
  9988. if( flag&1 ) {
  9989. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9990. if (rate < 10)
  9991. rate = 10;
  9992. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  9993. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  9994. if (rnd()%100 < rate) {
  9995. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9996. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9997. }
  9998. } else {
  9999. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10000. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10001. }
  10002. break;
  10003. case GN_SLINGITEM:
  10004. if( sd ) {
  10005. int ammo_id;
  10006. i = sd->equip_index[EQI_AMMO];
  10007. if( i < 0 )
  10008. break; // No ammo.
  10009. ammo_id = sd->inventory_data[i]->nameid;
  10010. if( ammo_id <= 0 )
  10011. break;
  10012. sd->itemid = ammo_id;
  10013. if( itemdb_group_item_exists(IG_BOMB, ammo_id) ) {
  10014. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10015. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10016. 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);
  10017. else
  10018. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10019. } else //Otherwise, it fails, shows animation and removes items.
  10020. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  10021. } else if (itemdb_group_item_exists(IG_THROWABLE, ammo_id)) {
  10022. switch (ammo_id) {
  10023. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10024. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10025. status_percent_heal(bl, 1, 0);
  10026. break;
  10027. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10028. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10029. status_percent_heal(bl, 2, 0);
  10030. break;
  10031. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10032. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10033. status_percent_heal(bl, 5, 0);
  10034. break;
  10035. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10036. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10037. status_percent_heal(bl, 0, 2);
  10038. break;
  10039. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10040. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10041. status_percent_heal(bl, 0, 4);
  10042. break;
  10043. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10044. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10045. status_percent_heal(bl, 0, 8);
  10046. break;
  10047. default:
  10048. if (dstsd)
  10049. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10050. break;
  10051. }
  10052. }
  10053. }
  10054. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10055. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10056. break;
  10057. case GN_MIX_COOKING:
  10058. case GN_MAKEBOMB:
  10059. case GN_S_PHARMACY:
  10060. if( sd ) {
  10061. int qty = 1;
  10062. sd->skill_id_old = skill_id;
  10063. sd->skill_lv_old = skill_lv;
  10064. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10065. qty = 10;
  10066. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  10067. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10068. }
  10069. break;
  10070. case EL_CIRCLE_OF_FIRE:
  10071. case EL_PYROTECHNIC:
  10072. case EL_HEATER:
  10073. case EL_TROPIC:
  10074. case EL_AQUAPLAY:
  10075. case EL_COOLER:
  10076. case EL_CHILLY_AIR:
  10077. case EL_GUST:
  10078. case EL_BLAST:
  10079. case EL_WILD_STORM:
  10080. case EL_PETROLOGY:
  10081. case EL_CURSED_SOIL:
  10082. case EL_UPHEAVAL:
  10083. case EL_FIRE_CLOAK:
  10084. case EL_WATER_DROP:
  10085. case EL_WIND_CURTAIN:
  10086. case EL_SOLID_SKIN:
  10087. case EL_STONE_SHIELD:
  10088. case EL_WIND_STEP: {
  10089. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  10090. if( ele ) {
  10091. sc_type type2 = (sc_type)(type-1);
  10092. struct status_change *sc = status_get_sc(&ele->bl);
  10093. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10094. elemental_clean_single_effect(ele, skill_id);
  10095. } else {
  10096. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10097. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10098. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  10099. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  10100. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10101. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10102. }
  10103. }
  10104. }
  10105. break;
  10106. case EL_FIRE_MANTLE:
  10107. case EL_WATER_BARRIER:
  10108. case EL_ZEPHYR:
  10109. case EL_POWER_OF_GAIA:
  10110. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10111. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10112. break;
  10113. case EL_WATER_SCREEN: {
  10114. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  10115. if( ele ) {
  10116. struct status_change *sc = status_get_sc(&ele->bl);
  10117. sc_type type2 = (sc_type)(type-1);
  10118. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10119. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10120. elemental_clean_single_effect(ele, skill_id);
  10121. } else {
  10122. // This not heals at the end.
  10123. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10124. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10125. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10126. }
  10127. }
  10128. }
  10129. break;
  10130. case KO_KAHU_ENTEN:
  10131. case KO_HYOUHU_HUBUKI:
  10132. case KO_KAZEHU_SEIRAN:
  10133. case KO_DOHU_KOUKAI:
  10134. if (sd) {
  10135. int ele_type = skill_get_ele(skill_id,skill_lv);
  10136. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10137. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10138. }
  10139. break;
  10140. case KO_ZANZOU:
  10141. if(sd){
  10142. struct mob_data *md2;
  10143. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10144. if( md2 )
  10145. {
  10146. md2->master_id = src->id;
  10147. md2->special_state.ai = AI_ZANZOU;
  10148. if( md2->deletetimer != INVALID_TIMER )
  10149. delete_timer(md2->deletetimer, mob_timer_delete);
  10150. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10151. mob_spawn( md2 );
  10152. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10153. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10154. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10155. }
  10156. }
  10157. break;
  10158. case KO_KYOUGAKU:
  10159. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  10160. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10161. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10162. }else if( sd )
  10163. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10164. break;
  10165. case KO_JYUSATSU:
  10166. if( dstsd && tsc && !tsc->data[type] &&
  10167. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10168. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10169. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10170. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10171. if( status_get_lv(bl) <= status_get_lv(src) )
  10172. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10173. }else if( sd )
  10174. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10175. break;
  10176. case KO_GENWAKU:
  10177. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10178. int x = src->x, y = src->y;
  10179. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  10180. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10181. break;
  10182. }
  10183. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  10184. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10185. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10186. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  10187. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10188. clif_blown(src);
  10189. if (!unit_blown_immune(bl, 0x1)) {
  10190. unit_movepos(bl,x,y,0,0);
  10191. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  10192. clif_sitting(bl); //Avoid sitting sync problem
  10193. clif_blown(bl);
  10194. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  10195. }
  10196. }
  10197. }
  10198. break;
  10199. case OB_AKAITSUKI:
  10200. case OB_OBOROGENSOU:
  10201. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  10202. || status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ){ // Does not work on status immune monsters.
  10203. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10204. break;
  10205. }
  10206. case KO_IZAYOI:
  10207. case OB_ZANGETSU:
  10208. case KG_KYOMU:
  10209. case KG_KAGEMUSYA:
  10210. case SP_SOULDIVISION:
  10211. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  10212. if (bl->type != BL_PC) {
  10213. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10214. break;
  10215. }
  10216. }
  10217. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10218. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10219. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10220. break;
  10221. case KG_KAGEHUMI:
  10222. if( flag&1 ){
  10223. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  10224. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  10225. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  10226. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10227. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10228. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  10229. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10230. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  10231. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  10232. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  10233. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  10234. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  10235. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  10236. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  10237. }
  10238. if( skill_area_temp[2] == 1 ){
  10239. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10240. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10241. }
  10242. }else{
  10243. skill_area_temp[2] = 0;
  10244. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  10245. }
  10246. break;
  10247. case MH_SILENT_BREEZE:
  10248. {
  10249. int heal = 5 * status_get_lv(&hd->bl) +
  10250. #ifdef RENEWAL
  10251. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  10252. #else
  10253. status_base_matk_min(&hd->battle_status);
  10254. #endif
  10255. //Silences the homunculus and target
  10256. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10257. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10258. //Recover the target's HP
  10259. status_heal(bl,heal,0,3);
  10260. //Removes these SC from target
  10261. if (tsc) {
  10262. const enum sc_type scs[] = {
  10263. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  10264. };
  10265. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10266. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  10267. }
  10268. if (hd)
  10269. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10270. }
  10271. break;
  10272. case MH_OVERED_BOOST:
  10273. if (hd && battle_get_master(src)) {
  10274. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10275. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10276. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10277. }
  10278. break;
  10279. case MH_GRANITIC_ARMOR:
  10280. case MH_PYROCLASTIC:
  10281. if(hd) {
  10282. struct block_list *s_bl = battle_get_master(src);
  10283. 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
  10284. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10285. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10286. }
  10287. break;
  10288. case MH_LIGHT_OF_REGENE: //self
  10289. if(hd) {
  10290. struct block_list *s_bl = battle_get_master(src);
  10291. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10292. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10293. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10294. }
  10295. break;
  10296. case MH_STYLE_CHANGE:
  10297. if(hd){
  10298. struct status_change_entry *sce;
  10299. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  10300. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  10301. else sce->val1 = MH_MD_FIGHTING;
  10302. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  10303. // char output[128];
  10304. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  10305. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  10306. //}
  10307. }
  10308. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  10309. }
  10310. break;
  10311. case MH_MAGMA_FLOW:
  10312. case MH_PAIN_KILLER:
  10313. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10314. if (hd)
  10315. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10316. break;
  10317. case MH_SUMMON_LEGION: {
  10318. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  10319. int qty[5] = {3 , 3 , 4 , 4 , 5};
  10320. struct mob_data *sum_md;
  10321. int i_slave,c=0;
  10322. int maxcount = qty[skill_lv-1];
  10323. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  10324. if(c >= maxcount) {
  10325. map_freeblock_unlock();
  10326. return 0; //max qty already spawned
  10327. }
  10328. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  10329. 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);
  10330. if (sum_md) {
  10331. sum_md->master_id = src->id;
  10332. sum_md->special_state.ai = AI_LEGION;
  10333. if (sum_md->deletetimer != INVALID_TIMER)
  10334. delete_timer(sum_md->deletetimer, mob_timer_delete);
  10335. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  10336. mob_spawn(sum_md); //Now it is ready for spawning.
  10337. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  10338. }
  10339. }
  10340. if (hd)
  10341. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10342. }
  10343. break;
  10344. case RL_RICHS_COIN:
  10345. if (sd) {
  10346. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10347. for (i = 0; i < 10; i++)
  10348. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  10349. }
  10350. break;
  10351. case RL_C_MARKER:
  10352. if (sd) {
  10353. // If marked by someone else remove it
  10354. if (tsce && tsce->val2 != src->id)
  10355. status_change_end(bl, type, INVALID_TIMER);
  10356. // Check if marked before
  10357. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  10358. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10359. // Find empty slot
  10360. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  10361. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10362. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10363. break;
  10364. }
  10365. }
  10366. sd->c_marker[i] = bl->id;
  10367. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10368. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10369. }
  10370. // If mob casts this, at least SC_C_MARKER as debuff
  10371. else {
  10372. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10373. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10374. }
  10375. break;
  10376. case RL_QD_SHOT:
  10377. if (sd) {
  10378. skill_area_temp[1] = bl->id;
  10379. // Check surrounding
  10380. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  10381. if (skill_area_temp[0])
  10382. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10383. // Main target always receives damage
  10384. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10385. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  10386. } else {
  10387. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10388. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10389. }
  10390. status_change_end(src, SC_QD_SHOT_READY, INVALID_TIMER); // End here to prevent spamming of the skill onto the target.
  10391. skill_area_temp[0] = 0;
  10392. skill_area_temp[1] = 0;
  10393. break;
  10394. case RL_FLICKER:
  10395. if (sd) {
  10396. sd->flicker = true;
  10397. skill_area_temp[1] = 0;
  10398. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10399. // Detonate RL_B_TRAP
  10400. if (pc_checkskill(sd, RL_B_TRAP))
  10401. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  10402. // Detonate RL_H_MINE
  10403. if ((i = pc_checkskill(sd, RL_H_MINE)))
  10404. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  10405. sd->flicker = false;
  10406. }
  10407. break;
  10408. case SO_ELEMENTAL_SHIELD:
  10409. if (!sd || sd->status.party_id == 0 || flag&1) {
  10410. if (sd && sd->status.party_id == 0) {
  10411. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10412. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10413. elemental_delete(sd->ed);
  10414. }
  10415. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  10416. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  10417. }
  10418. else {
  10419. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10420. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10421. elemental_delete(sd->ed);
  10422. 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);
  10423. }
  10424. break;
  10425. case SU_HIDE:
  10426. if (tsce) {
  10427. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10428. status_change_end(bl, type, INVALID_TIMER);
  10429. map_freeblock_unlock();
  10430. return 0;
  10431. }
  10432. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10433. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10434. break;
  10435. case SU_STOOP:
  10436. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10437. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10438. break;
  10439. case SU_SV_ROOTTWIST:
  10440. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10441. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  10442. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10443. break;
  10444. }
  10445. if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
  10446. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10447. else {
  10448. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10449. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  10450. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  10451. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  10452. }
  10453. break;
  10454. case SU_TUNABELLY:
  10455. {
  10456. unsigned int heal = 0;
  10457. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10458. heal = 0;
  10459. else if (status_get_hp(bl) != status_get_max_hp(bl))
  10460. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  10461. status_heal(bl, heal, 0, 1|2|4);
  10462. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10463. }
  10464. break;
  10465. case SU_BUNCHOFSHRIMP:
  10466. case SU_HISS:
  10467. case SU_PURRING:
  10468. case SU_MEOWMEOW:
  10469. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10470. int duration = skill_get_time(skill_id, skill_lv);
  10471. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  10472. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  10473. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  10474. } else if (sd) {
  10475. 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);
  10476. }
  10477. break;
  10478. case SU_SHRIMPARTY:
  10479. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10480. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10481. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  10482. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  10483. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  10484. }
  10485. } else if (sd)
  10486. 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);
  10487. break;
  10488. case SU_POWEROFFLOCK:
  10489. if (flag&1) {
  10490. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10491. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  10492. } else {
  10493. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10494. if (battle_config.skill_wall_check)
  10495. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10496. else
  10497. 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);
  10498. }
  10499. break;
  10500. case ALL_EQSWITCH:
  10501. if( sd ){
  10502. clif_equipswitch_reply( sd, false );
  10503. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  10504. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  10505. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  10506. }
  10507. }
  10508. }
  10509. break;
  10510. case AB_VITUPERATUM:
  10511. if (flag&1)
  10512. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10513. else {
  10514. 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);
  10515. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10516. }
  10517. break;
  10518. case AB_CONVENIO:
  10519. if (sd) {
  10520. party_data *p = party_search(sd->status.party_id);
  10521. int i = 0, count = 0;
  10522. // Only usable in party
  10523. if (p == nullptr) {
  10524. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10525. break;
  10526. }
  10527. // Only usable as party leader.
  10528. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  10529. if (i == MAX_PARTY || !p->party.member[i].leader) {
  10530. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10531. break;
  10532. }
  10533. // Do the teleport part
  10534. for (i = 0; i < MAX_PARTY; ++i) {
  10535. map_session_data *pl_sd = p->data[i].sd;
  10536. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  10537. sd->bl.m != pl_sd->bl.m)
  10538. continue;
  10539. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  10540. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  10541. count++;
  10542. }
  10543. }
  10544. if (!count)
  10545. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10546. }
  10547. break;
  10548. default:
  10549. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  10550. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10551. map_freeblock_unlock();
  10552. return 1;
  10553. }
  10554. if (skill_id != SR_CURSEDCIRCLE) {
  10555. struct status_change *sc = status_get_sc(src);
  10556. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  10557. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10558. }
  10559. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  10560. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  10561. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  10562. }
  10563. if( sd && !(flag&1) )
  10564. {// ensure that the skill last-cast tick is recorded
  10565. sd->canskill_tick = gettick();
  10566. if( sd->state.arrow_atk )
  10567. {// consume arrow on last invocation to this skill.
  10568. battle_consume_ammo(sd, skill_id, skill_lv);
  10569. }
  10570. skill_onskillusage(sd, bl, skill_id, tick);
  10571. // perform skill requirement consumption
  10572. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10573. }
  10574. map_freeblock_unlock();
  10575. return 0;
  10576. }
  10577. /**
  10578. * Checking that causing skill failed
  10579. * @param src Caster
  10580. * @param target Target
  10581. * @param skill_id
  10582. * @param skill_lv
  10583. * @return -1 success, others are failed @see enum useskill_fail_cause.
  10584. **/
  10585. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  10586. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  10587. int inf = skill->inf;
  10588. struct status_change *tsc = status_get_sc(target);
  10589. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  10590. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  10591. switch (skill_id) {
  10592. case AL_HEAL:
  10593. case AL_INCAGI:
  10594. case AL_DECAGI:
  10595. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  10596. case AB_RENOVATIO:
  10597. case AB_HIGHNESSHEAL:
  10598. if (tsc && tsc->option&OPTION_MADOGEAR)
  10599. return USESKILL_FAIL_TOTARGET;
  10600. break;
  10601. case RG_BACKSTAP:
  10602. {
  10603. #ifndef RENEWAL
  10604. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  10605. if (map_check_dir(dir, t_dir))
  10606. return USESKILL_FAIL_MAX;
  10607. #endif
  10608. if (check_distance_bl(src, target, 0))
  10609. return USESKILL_FAIL_MAX;
  10610. }
  10611. break;
  10612. case PR_TURNUNDEAD:
  10613. {
  10614. struct status_data *tstatus = status_get_status_data(target);
  10615. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  10616. return USESKILL_FAIL_MAX;
  10617. }
  10618. break;
  10619. case PR_LEXDIVINA:
  10620. case MER_LEXDIVINA:
  10621. {
  10622. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  10623. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  10624. return USESKILL_FAIL_LEVEL;
  10625. else
  10626. return -1; //Works on silenced allies
  10627. }
  10628. break;
  10629. case RA_WUGSTRIKE:
  10630. // Check if path can be reached
  10631. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  10632. return USESKILL_FAIL_MAX;
  10633. break;
  10634. case MG_NAPALMBEAT:
  10635. case MG_FIREBALL:
  10636. case HT_BLITZBEAT:
  10637. case AS_GRIMTOOTH:
  10638. case MO_COMBOFINISH:
  10639. case NC_VULCANARM:
  10640. case SR_TIGERCANNON:
  10641. // These can damage traps, but can't target traps directly
  10642. if (target->type == BL_SKILL) {
  10643. TBL_SKILL *su = (TBL_SKILL*)target;
  10644. if (!su || !su->group)
  10645. return USESKILL_FAIL_MAX;
  10646. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  10647. return USESKILL_FAIL_MAX;
  10648. }
  10649. break;
  10650. }
  10651. if (inf&INF_ATTACK_SKILL ||
  10652. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  10653. ) // Casted through combo.
  10654. inf = BCT_ENEMY; //Offensive skill.
  10655. else if (skill->inf2[INF2_NOTARGETENEMY])
  10656. inf = BCT_NOENEMY;
  10657. else
  10658. inf = 0;
  10659. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  10660. inf |=
  10661. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  10662. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  10663. //Remove neutral targets (but allow enemy if skill is designed to be so)
  10664. inf &= ~BCT_NEUTRAL;
  10665. }
  10666. switch (skill_id) {
  10667. // Cannot be casted to Emperium
  10668. case WZ_ESTIMATION:
  10669. case SL_SKE:
  10670. case SL_SKA:
  10671. case RK_PHANTOMTHRUST:
  10672. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  10673. return USESKILL_FAIL_MAX;
  10674. break;
  10675. }
  10676. if (inf && battle_check_target(src, target, inf) <= 0) {
  10677. switch(skill_id) {
  10678. case RK_PHANTOMTHRUST:
  10679. case AB_CLEARANCE:
  10680. return USESKILL_FAIL_TOTARGET;
  10681. default:
  10682. return USESKILL_FAIL_LEVEL;
  10683. }
  10684. }
  10685. // Fogwall makes all offensive-type targetted skills fail at 75%
  10686. // Jump Kick can still fail even though you can jump to friendly targets.
  10687. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  10688. return USESKILL_FAIL_LEVEL;
  10689. return -1;
  10690. }
  10691. TIMER_FUNC( skill_keep_using ){
  10692. struct map_session_data* sd = map_id2sd( id );
  10693. if( sd && sd->skill_keep_using.skill_id ){
  10694. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  10695. }
  10696. return 0;
  10697. }
  10698. /**
  10699. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  10700. * @param tid
  10701. * @param tick
  10702. * @param data
  10703. **/
  10704. TIMER_FUNC(skill_castend_id){
  10705. struct block_list *target, *src;
  10706. struct map_session_data *sd;
  10707. struct mob_data *md;
  10708. struct unit_data *ud;
  10709. struct status_change *sc = NULL;
  10710. int flag = 0;
  10711. src = map_id2bl(id);
  10712. if( src == NULL )
  10713. {
  10714. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  10715. return 0;// not found
  10716. }
  10717. ud = unit_bl2ud(src);
  10718. if( ud == NULL )
  10719. {
  10720. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  10721. return 0;// ???
  10722. }
  10723. sd = BL_CAST(BL_PC, src);
  10724. md = BL_CAST(BL_MOB, src);
  10725. if( src->prev == NULL ) {
  10726. ud->skilltimer = INVALID_TIMER;
  10727. return 0;
  10728. }
  10729. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  10730. if( ud->skilltimer != tid ) {
  10731. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  10732. ud->skilltimer = INVALID_TIMER;
  10733. return 0;
  10734. }
  10735. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  10736. {// restore original walk speed
  10737. ud->skilltimer = INVALID_TIMER;
  10738. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10739. } else
  10740. ud->skilltimer = INVALID_TIMER;
  10741. }
  10742. if (ud->skilltarget == id)
  10743. target = src;
  10744. else
  10745. target = map_id2bl(ud->skilltarget);
  10746. // Use a do so that you can break out of it when the skill fails.
  10747. do {
  10748. bool fail = false;
  10749. int8 res = USESKILL_FAIL_LEVEL;
  10750. if (!target || target->prev == NULL)
  10751. break;
  10752. if (src->m != target->m || status_isdead(src))
  10753. break;
  10754. //These should become skill_castend_pos
  10755. switch (ud->skill_id) {
  10756. case WE_CALLPARTNER:
  10757. if (sd)
  10758. clif_callpartner(sd);
  10759. case WE_CALLPARENT:
  10760. if (sd) {
  10761. struct map_session_data *f_sd = pc_get_father(sd);
  10762. struct map_session_data *m_sd = pc_get_mother(sd);
  10763. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10764. fail = true;
  10765. break;
  10766. }
  10767. }
  10768. case WE_CALLBABY:
  10769. if (sd) {
  10770. struct map_session_data *c_sd = pc_get_child(sd);
  10771. if (c_sd && c_sd->state.autotrade) {
  10772. fail = true;
  10773. break;
  10774. }
  10775. }
  10776. case AM_RESURRECTHOMUN:
  10777. case PF_SPIDERWEB:
  10778. {
  10779. //Find a random spot to place the skill. [Skotlex]
  10780. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10781. ud->skillx = target->x + splash;
  10782. ud->skilly = target->y + splash;
  10783. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10784. ud->skillx = target->x;
  10785. ud->skilly = target->y;
  10786. }
  10787. ud->skilltimer = tid;
  10788. return skill_castend_pos(tid,tick,id,data);
  10789. }
  10790. case GN_WALLOFTHORN:
  10791. case SC_ESCAPE:
  10792. case SU_CN_POWDERING:
  10793. ud->skillx = target->x;
  10794. ud->skilly = target->y;
  10795. ud->skilltimer = tid;
  10796. return skill_castend_pos(tid,tick,id,data);
  10797. }
  10798. // Failing
  10799. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10800. if (sd && res != USESKILL_FAIL_MAX)
  10801. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10802. break;
  10803. }
  10804. //Avoid doing double checks for instant-cast skills.
  10805. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10806. break;
  10807. if(md) {
  10808. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10809. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10810. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10811. }
  10812. if (src != target && battle_config.skill_add_range &&
  10813. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  10814. {
  10815. if (sd) {
  10816. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10817. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10818. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10819. }
  10820. break;
  10821. }
  10822. #ifdef OFFICIAL_WALKPATH
  10823. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  10824. {
  10825. if (sd) {
  10826. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10827. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10828. }
  10829. break;
  10830. }
  10831. #endif
  10832. if( sd )
  10833. {
  10834. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10835. break;
  10836. else {
  10837. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10838. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  10839. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10840. break; // Show a skill fail message (Damage type consumes requirements)
  10841. }
  10842. }
  10843. }
  10844. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10845. break;
  10846. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10847. ud->state.running = 0;
  10848. status_change_end(src, SC_RUN, INVALID_TIMER);
  10849. flag = 1;
  10850. }
  10851. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10852. unit_stop_walking(src,1);
  10853. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10854. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10855. if (sd) { //Cooldown application
  10856. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10857. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10858. }
  10859. if( battle_config.display_status_timers && sd )
  10860. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10861. if( sd )
  10862. {
  10863. switch( ud->skill_id )
  10864. {
  10865. case GS_DESPERADO:
  10866. case RL_FIREDANCE:
  10867. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10868. break;
  10869. case KN_BRANDISHSPEAR:
  10870. case KN_BOWLINGBASH:
  10871. case CR_GRANDCROSS:
  10872. case NPC_GRANDDARKNESS: {
  10873. sc_type type;
  10874. if (ud->skill_id == KN_BRANDISHSPEAR || ud->skill_id == KN_BOWLINGBASH)
  10875. type = SC_STRIPWEAPON;
  10876. else
  10877. type = SC_STRIPSHIELD;
  10878. if ((sc = status_get_sc(src)) && sc->data[type]) {
  10879. const struct TimerData* timer = get_timer(sc->data[type]->timer);
  10880. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  10881. break;
  10882. }
  10883. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10884. break;
  10885. }
  10886. }
  10887. }
  10888. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10889. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10890. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10891. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10892. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10893. map_freeblock_lock();
  10894. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10895. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10896. else
  10897. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10898. if( sd && sd->skill_keep_using.skill_id == ud->skill_id ){
  10899. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  10900. }
  10901. sc = status_get_sc(src);
  10902. if(sc && sc->count) {
  10903. if (ud->skill_id != RA_CAMOUFLAGE)
  10904. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10905. if(sc->data[SC_SPIRIT] &&
  10906. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10907. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10908. ud->skill_id != WZ_WATERBALL)
  10909. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10910. #ifndef RENEWAL
  10911. if( sc->data[SC_DANCING] && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  10912. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10913. #endif
  10914. }
  10915. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  10916. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10917. if (ud->skilltimer == INVALID_TIMER) {
  10918. if(md) md->skill_idx = -1;
  10919. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10920. ud->skill_lv = ud->skilltarget = 0;
  10921. }
  10922. map_freeblock_unlock();
  10923. return 1;
  10924. } while(0);
  10925. //Skill failed.
  10926. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10927. { //When Asura fails... (except when it fails from Wall of Fog)
  10928. //Consume SP/spheres
  10929. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10930. status_set_sp(src, 0, 0);
  10931. sc = &sd->sc;
  10932. if (sc->count)
  10933. { //End states
  10934. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10935. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10936. #ifdef RENEWAL
  10937. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10938. #endif
  10939. }
  10940. if( target && target->m == src->m ) { //Move character to target anyway.
  10941. short x, y;
  10942. short dir = map_calc_dir(src,target->x,target->y);
  10943. //Move 3 cells (From Caster)
  10944. if( dir > 0 && dir < 4 )
  10945. x = -3;
  10946. else if( dir > 4 )
  10947. x = 3;
  10948. else
  10949. x = 0;
  10950. if( dir > 2 && dir < 6 )
  10951. y = -3;
  10952. else if( dir == 7 || dir < 2 )
  10953. y = 3;
  10954. else
  10955. y = 0;
  10956. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10957. clif_blown(src);
  10958. clif_spiritball(src);
  10959. }
  10960. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  10961. }
  10962. }
  10963. ud->skill_id = ud->skilltarget = 0;
  10964. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10965. ud->canact_tick = tick;
  10966. //You can't place a skill failed packet here because it would be
  10967. //sent in ALL cases, even cases where skill_check_condition fails
  10968. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10969. if(sd)
  10970. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = sd->skill_keep_using.skill_id = 0;
  10971. else if(md)
  10972. md->skill_idx = -1;
  10973. return 0;
  10974. }
  10975. /*==========================================
  10976. *
  10977. *------------------------------------------*/
  10978. TIMER_FUNC(skill_castend_pos){
  10979. struct block_list* src = map_id2bl(id);
  10980. struct map_session_data *sd;
  10981. struct unit_data *ud = unit_bl2ud(src);
  10982. struct mob_data *md;
  10983. nullpo_ret(ud);
  10984. sd = BL_CAST(BL_PC , src);
  10985. md = BL_CAST(BL_MOB, src);
  10986. if( src->prev == NULL ) {
  10987. ud->skilltimer = INVALID_TIMER;
  10988. return 0;
  10989. }
  10990. if( ud->skilltimer != tid )
  10991. {
  10992. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10993. ud->skilltimer = INVALID_TIMER;
  10994. return 0;
  10995. }
  10996. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10997. {// restore original walk speed
  10998. ud->skilltimer = INVALID_TIMER;
  10999. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  11000. } else
  11001. ud->skilltimer = INVALID_TIMER;
  11002. do {
  11003. if( status_isdead(src) )
  11004. break;
  11005. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  11006. break;
  11007. if(tid != INVALID_TIMER)
  11008. { //Avoid double checks on instant cast skills. [Skotlex]
  11009. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  11010. break;
  11011. if (battle_config.skill_add_range &&
  11012. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  11013. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  11014. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11015. break;
  11016. }
  11017. }
  11018. if( sd )
  11019. {
  11020. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11021. break;
  11022. else
  11023. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  11024. }
  11025. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11026. break;
  11027. if(md) {
  11028. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11029. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  11030. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  11031. }
  11032. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11033. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  11034. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  11035. if (ud->walktimer != INVALID_TIMER)
  11036. unit_stop_walking(src,1);
  11037. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11038. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11039. if (sd) { //Cooldown application
  11040. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  11041. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11042. }
  11043. if( battle_config.display_status_timers && sd )
  11044. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11045. // if( sd )
  11046. // {
  11047. // switch( ud->skill_id )
  11048. // {
  11049. // case ????:
  11050. // sd->canequip_tick = tick + ????;
  11051. // break;
  11052. // }
  11053. // }
  11054. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11055. map_freeblock_lock();
  11056. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  11057. if (ud->skill_id != RA_CAMOUFLAGE)
  11058. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  11059. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  11060. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11061. if (ud->skilltimer == INVALID_TIMER) {
  11062. if (md) md->skill_idx = -1;
  11063. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  11064. ud->skill_lv = ud->skillx = ud->skilly = 0;
  11065. }
  11066. map_freeblock_unlock();
  11067. return 1;
  11068. } while(0);
  11069. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11070. ud->canact_tick = tick;
  11071. ud->skill_id = ud->skill_lv = 0;
  11072. if(sd)
  11073. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11074. else if(md)
  11075. md->skill_idx = -1;
  11076. return 0;
  11077. }
  11078. /* skill count without self */
  11079. static int skill_count_wos(struct block_list *bl,va_list ap) {
  11080. struct block_list* src = va_arg(ap, struct block_list*);
  11081. if( src->id != bl->id ) {
  11082. return 1;
  11083. }
  11084. return 0;
  11085. }
  11086. /*==========================================
  11087. *
  11088. *------------------------------------------*/
  11089. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  11090. {
  11091. struct map_session_data* sd;
  11092. struct status_change* sc;
  11093. struct status_change_entry *sce;
  11094. struct skill_unit_group* sg;
  11095. enum sc_type type;
  11096. int i;
  11097. //if(skill_lv <= 0) return 0;
  11098. if(skill_id > 0 && !skill_lv) return 0; // celest
  11099. nullpo_ret(src);
  11100. if(status_isdead(src))
  11101. return 0;
  11102. sd = BL_CAST(BL_PC, src);
  11103. sc = status_get_sc(src);
  11104. type = status_skill2sc(skill_id);
  11105. sce = (sc && type != -1)?sc->data[type]:NULL;
  11106. switch (skill_id) { //Skill effect.
  11107. case WZ_METEOR:
  11108. case WZ_ICEWALL:
  11109. case MO_BODYRELOCATION:
  11110. case CR_CULTIVATION:
  11111. case HW_GANBANTEIN:
  11112. case LG_EARTHDRIVE:
  11113. case SC_ESCAPE:
  11114. case SU_CN_METEOR:
  11115. break; //Effect is displayed on respective switch case.
  11116. default:
  11117. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  11118. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11119. else
  11120. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11121. }
  11122. switch(skill_id)
  11123. {
  11124. case PR_BENEDICTIO:
  11125. skill_area_temp[1] = src->id;
  11126. i = skill_get_splash(skill_id, skill_lv);
  11127. map_foreachinallarea(skill_area_sub,
  11128. src->m, x-i, y-i, x+i, y+i, BL_PC,
  11129. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  11130. skill_castend_nodamage_id);
  11131. map_foreachinallarea(skill_area_sub,
  11132. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11133. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  11134. skill_castend_damage_id);
  11135. break;
  11136. case BS_HAMMERFALL:
  11137. i = skill_get_splash(skill_id, skill_lv);
  11138. map_foreachinallarea(skill_area_sub,
  11139. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11140. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  11141. skill_castend_nodamage_id);
  11142. break;
  11143. case HT_DETECTING:
  11144. i = skill_get_splash(skill_id, skill_lv);
  11145. map_foreachinallarea( status_change_timer_sub,
  11146. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  11147. src,NULL,SC_SIGHT,tick);
  11148. skill_reveal_trap_inarea(src, i, x, y);
  11149. break;
  11150. case SR_RIDEINLIGHTNING:
  11151. i = skill_get_splash(skill_id, skill_lv);
  11152. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11153. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11154. break;
  11155. case NPC_LEX_AETERNA:
  11156. i = skill_get_splash(skill_id, skill_lv);
  11157. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  11158. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11159. break;
  11160. case SA_VOLCANO:
  11161. case SA_DELUGE:
  11162. case SA_VIOLENTGALE:
  11163. { //Does not consumes if the skill is already active. [Skotlex]
  11164. struct skill_unit_group *sg2;
  11165. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  11166. {
  11167. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  11168. {
  11169. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11170. return 0; // not to consume items
  11171. }
  11172. else
  11173. sg2->limit = 0; //Disable it.
  11174. }
  11175. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11176. break;
  11177. }
  11178. // Skill Unit Setting
  11179. case MG_SAFETYWALL:
  11180. case MG_FIREWALL:
  11181. case MG_THUNDERSTORM:
  11182. case AL_PNEUMA:
  11183. case WZ_FIREPILLAR:
  11184. case WZ_QUAGMIRE:
  11185. case WZ_VERMILION:
  11186. case WZ_STORMGUST:
  11187. case WZ_HEAVENDRIVE:
  11188. case PR_SANCTUARY:
  11189. case PR_MAGNUS:
  11190. case CR_GRANDCROSS:
  11191. case NPC_GRANDDARKNESS:
  11192. case HT_SKIDTRAP:
  11193. case MA_SKIDTRAP:
  11194. case HT_LANDMINE:
  11195. case MA_LANDMINE:
  11196. case HT_ANKLESNARE:
  11197. case HT_SHOCKWAVE:
  11198. case HT_SANDMAN:
  11199. case MA_SANDMAN:
  11200. case HT_FLASHER:
  11201. case HT_FREEZINGTRAP:
  11202. case MA_FREEZINGTRAP:
  11203. case HT_BLASTMINE:
  11204. case HT_CLAYMORETRAP:
  11205. case AS_VENOMDUST:
  11206. case AM_DEMONSTRATION:
  11207. case PF_FOGWALL:
  11208. case PF_SPIDERWEB:
  11209. case HT_TALKIEBOX:
  11210. case WE_CALLPARTNER:
  11211. case WE_CALLPARENT:
  11212. case WE_CALLBABY:
  11213. case SA_LANDPROTECTOR:
  11214. #ifndef RENEWAL
  11215. case BD_LULLABY:
  11216. case BD_RICHMANKIM:
  11217. case BD_ETERNALCHAOS:
  11218. case BD_DRUMBATTLEFIELD:
  11219. case BD_RINGNIBELUNGEN:
  11220. case BD_ROKISWEIL:
  11221. case BD_INTOABYSS:
  11222. case BD_SIEGFRIED:
  11223. case BA_DISSONANCE:
  11224. case BA_POEMBRAGI:
  11225. case BA_WHISTLE:
  11226. case BA_ASSASSINCROSS:
  11227. case BA_APPLEIDUN:
  11228. case DC_UGLYDANCE:
  11229. case DC_HUMMING:
  11230. case DC_DONTFORGETME:
  11231. case DC_FORTUNEKISS:
  11232. case DC_SERVICEFORYOU:
  11233. #endif
  11234. case CG_MOONLIT:
  11235. case GS_DESPERADO:
  11236. case NJ_KAENSIN:
  11237. case NJ_BAKUENRYU:
  11238. case NJ_SUITON:
  11239. case NJ_HYOUSYOURAKU:
  11240. case NJ_RAIGEKISAI:
  11241. case NJ_KAMAITACHI:
  11242. #ifdef RENEWAL
  11243. case HW_GRAVITATION:
  11244. #endif
  11245. case NPC_EVILLAND:
  11246. case NPC_VENOMFOG:
  11247. case NPC_ICEMINE:
  11248. case NPC_FLAMECROSS:
  11249. case NPC_REVERBERATION:
  11250. case RA_ELECTRICSHOCKER:
  11251. case RA_CLUSTERBOMB:
  11252. case RA_MAGENTATRAP:
  11253. case RA_COBALTTRAP:
  11254. case RA_MAIZETRAP:
  11255. case RA_VERDURETRAP:
  11256. case RA_FIRINGTRAP:
  11257. case RA_ICEBOUNDTRAP:
  11258. case SC_MANHOLE:
  11259. case SC_DIMENSIONDOOR:
  11260. case SC_CHAOSPANIC:
  11261. case SC_MAELSTROM:
  11262. case SC_BLOODYLUST:
  11263. case WM_POEMOFNETHERWORLD:
  11264. case SO_PSYCHIC_WAVE:
  11265. case SO_VACUUM_EXTREME:
  11266. case GN_THORNS_TRAP:
  11267. case SO_EARTHGRAVE:
  11268. case SO_DIAMONDDUST:
  11269. case SO_FIRE_INSIGNIA:
  11270. case SO_WATER_INSIGNIA:
  11271. case SO_WIND_INSIGNIA:
  11272. case SO_EARTH_INSIGNIA:
  11273. case KO_ZENKAI:
  11274. case MH_LAVA_SLIDE:
  11275. case MH_VOLCANIC_ASH:
  11276. case MH_POISON_MIST:
  11277. case MH_STEINWAND:
  11278. case MH_XENO_SLASHER:
  11279. case LG_KINGS_GRACE:
  11280. case SJ_BOOKOFCREATINGSTAR:
  11281. case RL_B_TRAP:
  11282. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  11283. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  11284. case GN_WALLOFTHORN:
  11285. case GN_DEMONIC_FIRE:
  11286. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11287. break;
  11288. case WZ_ICEWALL:
  11289. flag|=1;
  11290. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  11291. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11292. break;
  11293. case RG_GRAFFITI: /* Graffiti [Valaris] */
  11294. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11295. flag|=1;
  11296. break;
  11297. #ifndef RENEWAL
  11298. case HP_BASILICA:
  11299. if( sc->data[SC_BASILICA] ) {
  11300. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  11301. return 0;
  11302. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  11303. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  11304. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11305. return 0;
  11306. }
  11307. skill_clear_unitgroup(src);
  11308. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11309. flag|=1;
  11310. }
  11311. break;
  11312. #endif
  11313. case CG_HERMODE:
  11314. #ifdef RENEWAL
  11315. skill_castend_song(src, skill_id, skill_lv, tick);
  11316. #else
  11317. skill_clear_unitgroup(src);
  11318. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11319. sc_start4(src,src,SC_DANCING,100,
  11320. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  11321. flag|=1;
  11322. #endif
  11323. break;
  11324. case RG_CLEANER: // [Valaris]
  11325. i = skill_get_splash(skill_id, skill_lv);
  11326. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  11327. break;
  11328. case SO_WARMER:
  11329. case SO_CLOUD_KILL:
  11330. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  11331. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11332. break;
  11333. case SU_CN_POWDERING:
  11334. case SU_NYANGGRASS:
  11335. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  11336. if (skill_id == SU_CN_POWDERING)
  11337. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  11338. else
  11339. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11340. }
  11341. flag |= 1;
  11342. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11343. break;
  11344. case SU_CN_METEOR:
  11345. if (sd) {
  11346. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  11347. skill_id = SU_CN_METEOR2;
  11348. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  11349. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  11350. }
  11351. // Fall through
  11352. case WZ_METEOR: {
  11353. int area = skill_get_splash(skill_id, skill_lv);
  11354. short tmpx = 0, tmpy = 0;
  11355. for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) {
  11356. // Creates a random Cell in the Splash Area
  11357. tmpx = x - area + rnd()%(area * 2 + 1);
  11358. tmpy = y - area + rnd()%(area * 2 + 1);
  11359. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  11360. }
  11361. }
  11362. break;
  11363. case AL_WARP:
  11364. if(sd)
  11365. {
  11366. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  11367. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  11368. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  11369. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  11370. );
  11371. }
  11372. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11373. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11374. return 0; // not to consume item.
  11375. case MO_BODYRELOCATION:
  11376. if (unit_movepos(src, x, y, 2, 1)) {
  11377. #if PACKETVER >= 20111005
  11378. clif_snap(src, src->x, src->y);
  11379. #else
  11380. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  11381. #endif
  11382. if (sd)
  11383. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  11384. }
  11385. break;
  11386. case NJ_SHADOWJUMP:
  11387. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  11388. clif_blown(src);
  11389. status_change_end(src, SC_HIDING, INVALID_TIMER);
  11390. break;
  11391. case AM_SPHEREMINE:
  11392. case AM_CANNIBALIZE:
  11393. {
  11394. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  11395. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  11396. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  11397. struct mob_data *md;
  11398. // Correct info, don't change any of this! [celest]
  11399. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  11400. if (md) {
  11401. md->master_id = src->id;
  11402. md->special_state.ai = ai;
  11403. if( md->deletetimer != INVALID_TIMER )
  11404. delete_timer(md->deletetimer, mob_timer_delete);
  11405. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  11406. mob_spawn (md); //Now it is ready for spawning.
  11407. }
  11408. }
  11409. break;
  11410. // Slim Pitcher [Celest]
  11411. case CR_SLIMPITCHER:
  11412. if (sd) {
  11413. int i_lv = 0, j = 0;
  11414. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  11415. i_lv = skill_lv%11 - 1;
  11416. j = pc_search_inventory(sd, require.itemid[i_lv]);
  11417. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  11418. {
  11419. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11420. return 1;
  11421. }
  11422. potion_flag = 1;
  11423. potion_hp = 0;
  11424. potion_sp = 0;
  11425. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  11426. potion_flag = 0;
  11427. //Apply skill bonuses
  11428. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  11429. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  11430. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  11431. + pc_skillheal_bonus(sd, skill_id);
  11432. potion_hp = potion_hp * (100+i_lv)/100;
  11433. potion_sp = potion_sp * (100+i_lv)/100;
  11434. if(potion_hp > 0 || potion_sp > 0) {
  11435. i_lv = skill_get_splash(skill_id, skill_lv);
  11436. map_foreachinallarea(skill_area_sub,
  11437. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  11438. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11439. skill_castend_nodamage_id);
  11440. }
  11441. } else {
  11442. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv]);
  11443. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  11444. potion_flag = 1;
  11445. potion_hp = 0;
  11446. potion_sp = 0;
  11447. run_script(item->script,0,src->id,0);
  11448. potion_flag = 0;
  11449. potion_hp = potion_hp * (100+id)/100;
  11450. potion_sp = potion_sp * (100+id)/100;
  11451. if(potion_hp > 0 || potion_sp > 0) {
  11452. id = skill_get_splash(skill_id, skill_lv);
  11453. map_foreachinallarea(skill_area_sub,
  11454. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  11455. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11456. skill_castend_nodamage_id);
  11457. }
  11458. }
  11459. break;
  11460. case HW_GANBANTEIN:
  11461. if (rnd()%100 < 80) {
  11462. int dummy = 1;
  11463. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11464. i = skill_get_splash(skill_id, skill_lv);
  11465. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  11466. } else {
  11467. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11468. return 1;
  11469. }
  11470. break;
  11471. #ifndef RENEWAL
  11472. case HW_GRAVITATION:
  11473. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11474. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  11475. flag|=1;
  11476. break;
  11477. #endif
  11478. // Plant Cultivation [Celest]
  11479. case CR_CULTIVATION:
  11480. if (sd) {
  11481. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  11482. {
  11483. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11484. return 1;
  11485. }
  11486. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11487. if (rnd()%100 < 50) {
  11488. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11489. } else {
  11490. TBL_MOB* md = NULL;
  11491. int t, mob_id;
  11492. if (skill_lv == 1)
  11493. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  11494. else {
  11495. int rand_val = rnd() % 100;
  11496. if (rand_val < 30)
  11497. mob_id = MOBID_GREEN_PLANT;
  11498. else if (rand_val < 55)
  11499. mob_id = MOBID_RED_PLANT;
  11500. else if (rand_val < 80)
  11501. mob_id = MOBID_YELLOW_PLANT;
  11502. else if (rand_val < 90)
  11503. mob_id = MOBID_WHITE_PLANT;
  11504. else if (rand_val < 98)
  11505. mob_id = MOBID_BLUE_PLANT;
  11506. else
  11507. mob_id = MOBID_SHINING_PLANT;
  11508. }
  11509. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  11510. if (!md)
  11511. break;
  11512. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  11513. {
  11514. if( md->deletetimer != INVALID_TIMER )
  11515. delete_timer(md->deletetimer, mob_timer_delete);
  11516. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  11517. }
  11518. mob_spawn(md);
  11519. }
  11520. }
  11521. break;
  11522. case SG_SUN_WARM:
  11523. case SG_MOON_WARM:
  11524. case SG_STAR_WARM:
  11525. skill_clear_unitgroup(src);
  11526. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  11527. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11528. flag|=1;
  11529. break;
  11530. case PA_GOSPEL:
  11531. if (sce && sce->val4 == BCT_SELF)
  11532. {
  11533. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  11534. return 0;
  11535. }
  11536. else
  11537. {
  11538. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  11539. if (!sg) break;
  11540. if (sce)
  11541. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  11542. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  11543. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  11544. }
  11545. break;
  11546. case NJ_TATAMIGAESHI:
  11547. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  11548. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  11549. break;
  11550. case AM_RESURRECTHOMUN: //[orn]
  11551. if (sd)
  11552. {
  11553. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  11554. {
  11555. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11556. break;
  11557. }
  11558. }
  11559. break;
  11560. case AC_SHOWER:
  11561. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  11562. case MA_SHOWER:
  11563. case NC_COLDSLOWER:
  11564. case RK_DRAGONBREATH:
  11565. case RK_DRAGONBREATH_WATER:
  11566. case RL_HAMMER_OF_GOD:
  11567. // Cast center might be relevant later (e.g. for knockback direction)
  11568. skill_area_temp[4] = x;
  11569. skill_area_temp[5] = y;
  11570. i = skill_get_splash(skill_id,skill_lv);
  11571. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11572. break;
  11573. case SO_ARRULLO:
  11574. i = skill_get_splash(skill_id,skill_lv);
  11575. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  11576. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11577. break;
  11578. case GC_POISONSMOKE:
  11579. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  11580. if( sd )
  11581. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  11582. return 0;
  11583. }
  11584. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  11585. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  11586. break;
  11587. case AB_EPICLESIS:
  11588. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  11589. i = skill_get_splash(skill_id, skill_lv);
  11590. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  11591. }
  11592. break;
  11593. case WL_COMET:
  11594. case NPC_COMET:
  11595. if( sc ) {
  11596. sc->comet_x = x;
  11597. sc->comet_y = y;
  11598. }
  11599. i = skill_get_splash(skill_id,skill_lv);
  11600. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  11601. break;
  11602. case WL_EARTHSTRAIN:
  11603. {
  11604. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  11605. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  11606. for( w = 1; w <= wave; w++ )
  11607. {
  11608. switch( dir ){
  11609. case 0: case 1: case 7: sy = y + w; break;
  11610. case 3: case 4: case 5: sy = y - w; break;
  11611. case 2: sx = x - w; break;
  11612. case 6: sx = x + w; break;
  11613. }
  11614. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  11615. }
  11616. }
  11617. break;
  11618. case RA_DETONATOR:
  11619. i = skill_get_splash(skill_id, skill_lv);
  11620. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  11621. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11622. break;
  11623. case NC_NEUTRALBARRIER:
  11624. case NC_STEALTHFIELD:
  11625. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  11626. skill_clear_unitgroup(src);
  11627. return 0;
  11628. }
  11629. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  11630. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11631. 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));
  11632. }
  11633. break;
  11634. case NC_SILVERSNIPER:
  11635. {
  11636. struct mob_data *md;
  11637. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  11638. if( md ) {
  11639. md->master_id = src->id;
  11640. md->special_state.ai = AI_FAW;
  11641. if( md->deletetimer != INVALID_TIMER )
  11642. delete_timer(md->deletetimer, mob_timer_delete);
  11643. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11644. mob_spawn(md);
  11645. }
  11646. }
  11647. break;
  11648. case NC_MAGICDECOY:
  11649. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  11650. break;
  11651. case SC_FEINTBOMB: {
  11652. struct skill_unit_group *group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  11653. if( group == NULL || group->unit == NULL ) {
  11654. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11655. return 1;
  11656. }
  11657. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  11658. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  11659. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  11660. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11661. }
  11662. break;
  11663. case SC_ESCAPE:
  11664. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11665. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  11666. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11667. flag |= 1;
  11668. break;
  11669. case LG_OVERBRAND: {
  11670. int dir = map_calc_dir(src,x,y);
  11671. int sx = src->x, sy = src->y;
  11672. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  11673. for( i = 0; i < layout->count; i++ )
  11674. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  11675. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  11676. }
  11677. break;
  11678. case LG_BANDING:
  11679. if( sc && sc->data[SC_BANDING] )
  11680. status_change_end(src,SC_BANDING,INVALID_TIMER);
  11681. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  11682. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11683. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11684. break;
  11685. case LG_RAYOFGENESIS:
  11686. i = skill_get_splash(skill_id,skill_lv);
  11687. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11688. break;
  11689. case WM_DOMINION_IMPULSE:
  11690. i = skill_get_splash(skill_id, skill_lv);
  11691. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  11692. break;
  11693. case WM_GREAT_ECHO:
  11694. i = skill_get_splash(skill_id,skill_lv);
  11695. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11696. break;
  11697. case WM_SEVERE_RAINSTORM:
  11698. flag |= 1;
  11699. if (sd)
  11700. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  11701. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11702. break;
  11703. case GN_CRAZYWEED: {
  11704. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  11705. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  11706. int x1 = x - area + rnd()%(area * 2 + 1);
  11707. int y1 = y - area + rnd()%(area * 2 + 1);
  11708. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  11709. }
  11710. }
  11711. break;
  11712. case GN_FIRE_EXPANSION: {
  11713. int i_su;
  11714. struct unit_data *ud = unit_bl2ud(src);
  11715. if( !ud ) break;
  11716. for(i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su++) {
  11717. struct skill_unit *su = ud->skillunit[i_su]->unit;
  11718. struct skill_unit_group *sg = ud->skillunit[i_su]->unit->group;
  11719. if (ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4) {
  11720. switch (skill_lv) {
  11721. case 1: {
  11722. // TODO:
  11723. int duration = (int)(sg->limit - DIFF_TICK(tick, sg->tick));
  11724. skill_delunit(su);
  11725. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  11726. flag |= 1;
  11727. }
  11728. break;
  11729. case 2:
  11730. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11731. if (su != NULL)
  11732. skill_delunit(su);
  11733. break;
  11734. case 3:
  11735. skill_delunit(su);
  11736. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  11737. flag |= 1;
  11738. break;
  11739. case 4:
  11740. skill_delunit(su);
  11741. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  11742. flag |= 1;
  11743. break;
  11744. case 5: {
  11745. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  11746. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  11747. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  11748. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11749. if (su != NULL)
  11750. skill_delunit(su);
  11751. }
  11752. break;
  11753. }
  11754. }
  11755. }
  11756. }
  11757. break;
  11758. case GN_HELLS_PLANT:
  11759. status_change_end(src, type, INVALID_TIMER); // Remove previous group
  11760. if ((sg = skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0)) != nullptr)
  11761. sc_start4(src, src, type, 100, skill_lv, 0, 0, sg->group_id, skill_get_time(skill_id, skill_lv));
  11762. break;
  11763. case SO_FIREWALK:
  11764. case SO_ELECTRICWALK:
  11765. if( sc && sc->data[type] )
  11766. status_change_end(src,type,INVALID_TIMER);
  11767. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  11768. break;
  11769. case KO_MAKIBISHI:
  11770. for( i = 0; i < (skill_lv+2); i++ ) {
  11771. x = src->x - 1 + rnd()%3;
  11772. y = src->y - 1 + rnd()%3;
  11773. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11774. }
  11775. break;
  11776. case KO_MUCHANAGE: {
  11777. struct status_data *sstatus;
  11778. int rate = 0;
  11779. sstatus = status_get_status_data(src);
  11780. i = skill_get_splash(skill_id,skill_lv);
  11781. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  11782. if( rate < 0 )
  11783. rate = 0;
  11784. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  11785. if( rnd()%100 < rate )
  11786. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11787. }
  11788. break;
  11789. case RL_FALLEN_ANGEL:
  11790. if (unit_movepos(src,x,y,1,1)) {
  11791. clif_snap(src, src->x, src->y);
  11792. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  11793. } else {
  11794. if (sd)
  11795. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11796. }
  11797. break;
  11798. case RL_FIRE_RAIN: {
  11799. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11800. int sx = x = src->x, sy = y = src->y;
  11801. for (w = 0; w <= wave; w++) {
  11802. switch (dir) {
  11803. case DIR_NORTH:
  11804. case DIR_NORTHWEST:
  11805. case DIR_NORTHEAST:
  11806. sy = y + w;
  11807. break;
  11808. case DIR_WEST:
  11809. sx = x - w;
  11810. break;
  11811. case DIR_SOUTHWEST:
  11812. case DIR_SOUTH:
  11813. case DIR_SOUTHEAST:
  11814. sy = y - w;
  11815. break;
  11816. case DIR_EAST:
  11817. sx = x + w;
  11818. break;
  11819. }
  11820. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11821. }
  11822. }
  11823. break;
  11824. case NC_MAGMA_ERUPTION:
  11825. // 1st, AoE 'slam' damage
  11826. i = skill_get_splash(skill_id, skill_lv);
  11827. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11828. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  11829. // 2nd, AoE 'eruption' unit
  11830. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  11831. break;
  11832. case SU_LOPE:
  11833. {
  11834. uint8 dir = map_calc_dir(src, x, y);
  11835. // Fails on noteleport maps, except for GvG and BG maps
  11836. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  11837. x = src->x;
  11838. y = src->y;
  11839. }
  11840. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11841. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  11842. clif_blown(src);
  11843. }
  11844. break;
  11845. default:
  11846. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11847. return 1;
  11848. }
  11849. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11850. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11851. if( sd )
  11852. {// ensure that the skill last-cast tick is recorded
  11853. sd->canskill_tick = gettick();
  11854. if( sd->state.arrow_atk && !(flag&1) )
  11855. {// consume arrow if this is a ground skill
  11856. battle_consume_ammo(sd, skill_id, skill_lv);
  11857. }
  11858. skill_onskillusage(sd, NULL, skill_id, tick);
  11859. // perform skill requirement consumption
  11860. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11861. }
  11862. return 0;
  11863. }
  11864. /*==========================================
  11865. *
  11866. *------------------------------------------*/
  11867. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11868. {
  11869. nullpo_ret(sd);
  11870. //Simplify skill_failed code.
  11871. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11872. if(skill_id != sd->menuskill_id)
  11873. return 0;
  11874. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11875. skill_failed(sd);
  11876. return 0;
  11877. }
  11878. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11879. skill_failed(sd);
  11880. return 0;
  11881. }
  11882. pc_stop_attack(sd);
  11883. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11884. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11885. if(strcmp(mapname,"cancel")==0) {
  11886. skill_failed(sd);
  11887. return 0;
  11888. }
  11889. switch(skill_id)
  11890. {
  11891. case AL_TELEPORT:
  11892. case ALL_ODINS_RECALL:
  11893. //The storage window is closed automatically by the client when there's
  11894. //any kind of map change, so we need to restore it automatically
  11895. //bugreport:8027
  11896. if(strcmp(mapname,"Random") == 0)
  11897. pc_randomwarp(sd,CLR_TELEPORT);
  11898. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11899. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11900. clif_refresh_storagewindow(sd);
  11901. break;
  11902. case AL_WARP:
  11903. {
  11904. const struct point *p[4];
  11905. struct skill_unit_group *group;
  11906. int i, lv, wx, wy;
  11907. int maxcount=0;
  11908. int x,y;
  11909. unsigned short mapindex;
  11910. mapindex = mapindex_name2id((char*)mapname);
  11911. if(!mapindex) { //Given map not found?
  11912. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11913. skill_failed(sd);
  11914. return 0;
  11915. }
  11916. p[0] = &sd->status.save_point;
  11917. p[1] = &sd->status.memo_point[0];
  11918. p[2] = &sd->status.memo_point[1];
  11919. p[3] = &sd->status.memo_point[2];
  11920. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11921. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  11922. if(sd->ud.skillunit[i]->skill_id == skill_id)
  11923. maxcount--;
  11924. }
  11925. if(!maxcount) {
  11926. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11927. skill_failed(sd);
  11928. return 0;
  11929. }
  11930. }
  11931. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11932. wx = sd->menuskill_val>>16;
  11933. wy = sd->menuskill_val&0xffff;
  11934. if( lv <= 0 ) return 0;
  11935. if( lv > 4 ) lv = 4; // crash prevention
  11936. // check if the chosen map exists in the memo list
  11937. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11938. if( i < lv ) {
  11939. x=p[i]->x;
  11940. y=p[i]->y;
  11941. } else {
  11942. skill_failed(sd);
  11943. return 0;
  11944. }
  11945. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11946. { // This checks versus skill_id/skill_lv...
  11947. skill_failed(sd);
  11948. return 0;
  11949. }
  11950. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11951. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11952. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  11953. skill_failed(sd);
  11954. return 0;
  11955. }
  11956. group->val1 = (group->val1<<16)|(short)0;
  11957. // record the destination coordinates
  11958. group->val2 = (x<<16)|y;
  11959. group->val3 = mapindex;
  11960. }
  11961. break;
  11962. }
  11963. sd->menuskill_id = sd->menuskill_val = 0;
  11964. return 0;
  11965. #undef skill_failed
  11966. }
  11967. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11968. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11969. {
  11970. struct skill_unit* target = (struct skill_unit*)bl;
  11971. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11972. int flag = va_arg(ap, int);
  11973. if (src == target)
  11974. return 0;
  11975. if (!target->group || !(target->group->state.song_dance&0x1))
  11976. return 0;
  11977. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  11978. return 0;
  11979. if (flag) //Set dissonance
  11980. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  11981. else //Remove dissonance
  11982. target->val2 &= ~(1 << UF_ENSEMBLE);
  11983. skill_getareachar_skillunit_visibilty(target, AREA);
  11984. return 1;
  11985. }
  11986. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11987. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11988. //When 1, this unit has been positioned, so start the cancel effect.
  11989. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11990. {
  11991. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11992. return 0;
  11993. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  11994. return 0; //Nothing to remove, this unit is not overlapped.
  11995. if (unit->val1 != unit->group->skill_id)
  11996. { //Reset state
  11997. unit->val1 = unit->group->skill_id;
  11998. unit->val2 &= ~(1 << UF_ENSEMBLE);
  11999. }
  12000. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  12001. }
  12002. /**
  12003. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  12004. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  12005. * @param flag 0 Convert
  12006. * @param flag 1 Revert
  12007. * @return true success
  12008. * @TODO: This should be completely removed later and rewritten
  12009. * The entire execution of the overlapping songs instances is dirty and hacked together
  12010. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  12011. */
  12012. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  12013. {
  12014. static int prevflag = 1; // by default the backup is empty
  12015. static struct skill_unit_group backup;
  12016. struct skill_unit_group* group;
  12017. if( unit == NULL || (group = unit->group) == NULL )
  12018. return false;
  12019. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  12020. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  12021. return false;
  12022. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  12023. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  12024. flag ? "read an empty backup" : "write to a full backup",
  12025. group->skill_id, group->skill_lv, group->src_id);
  12026. return false;
  12027. }
  12028. prevflag = flag;
  12029. if (!flag) { //Transform
  12030. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  12031. // backup
  12032. backup.skill_id = group->skill_id;
  12033. backup.skill_lv = group->skill_lv;
  12034. backup.unit_id = group->unit_id;
  12035. backup.target_flag = group->target_flag;
  12036. backup.bl_flag = group->bl_flag;
  12037. backup.interval = group->interval;
  12038. // replace
  12039. group->skill_id = skill_id;
  12040. group->skill_lv = 1;
  12041. group->unit_id = skill_get_unit_id(skill_id);
  12042. group->target_flag = skill_get_unit_target(skill_id);
  12043. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12044. group->interval = skill_get_unit_interval(skill_id);
  12045. } else { //Restore
  12046. group->skill_id = backup.skill_id;
  12047. group->skill_lv = backup.skill_lv;
  12048. group->unit_id = backup.unit_id;
  12049. group->target_flag = backup.target_flag;
  12050. group->bl_flag = backup.bl_flag;
  12051. group->interval = backup.interval;
  12052. }
  12053. return true;
  12054. }
  12055. /**
  12056. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  12057. * @param src Object that triggers the skill
  12058. * @param skill_id Skill ID
  12059. * @param skill_lv Skill level of used skill
  12060. * @param x Position x
  12061. * @param y Position y
  12062. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  12063. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  12064. * @return skill_unit_group
  12065. */
  12066. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  12067. {
  12068. struct skill_unit_group *group;
  12069. int i, val1 = 0, val2 = 0, val3 = 0;
  12070. t_tick limit;
  12071. int link_group_id = 0;
  12072. int target, interval, range, req_item = 0;
  12073. struct s_skill_unit_layout *layout;
  12074. struct map_session_data *sd;
  12075. struct status_data *status;
  12076. struct status_change *sc;
  12077. int active_flag = 1;
  12078. int subunt = 0;
  12079. bool hidden = false;
  12080. struct map_data *mapdata;
  12081. nullpo_retr(NULL, src);
  12082. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  12083. mapdata = map_getmapdata(src->m);
  12084. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  12085. range = skill_get_unit_range(skill_id,skill_lv);
  12086. interval = skill->unit_interval;
  12087. target = skill_get_unit_target(skill_id);
  12088. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  12089. sd = BL_CAST(BL_PC, src);
  12090. status = status_get_status_data(src);
  12091. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  12092. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  12093. switch( skill_id ) {
  12094. case MH_STEINWAND:
  12095. val2 = 4 + skill_lv;
  12096. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  12097. break;
  12098. case MG_SAFETYWALL:
  12099. #ifdef RENEWAL
  12100. val2 = status_get_max_hp(src) * 3;
  12101. #else
  12102. val2 = skill_lv+1;
  12103. #endif
  12104. break;
  12105. case MG_FIREWALL:
  12106. if(sc && sc->data[SC_VIOLENTGALE])
  12107. limit = limit*3/2;
  12108. val2 = 4+skill_lv;
  12109. break;
  12110. case AL_WARP:
  12111. val1=skill_lv+6;
  12112. if(!(flag&1))
  12113. limit=2000;
  12114. else // previous implementation (not used anymore)
  12115. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  12116. if( src->type != BL_SKILL ) return NULL;
  12117. group = ((TBL_SKILL*)src)->group;
  12118. src = map_id2bl(group->src_id);
  12119. if( !src ) return NULL;
  12120. val2 = group->val2; //Copy the (x,y) position you warp to
  12121. val3 = group->val3; //as well as the mapindex to warp to.
  12122. }
  12123. break;
  12124. #ifndef RENEWAL
  12125. case HP_BASILICA:
  12126. val1 = src->id; // Store caster id.
  12127. break;
  12128. #endif
  12129. case PR_SANCTUARY:
  12130. case NPC_EVILLAND:
  12131. val1=skill_lv+3;
  12132. break;
  12133. case WZ_METEOR:
  12134. case SU_CN_METEOR:
  12135. case SU_CN_METEOR2:
  12136. limit = flag;
  12137. flag = 0; // Flag should not influence anything else for these skills
  12138. break;
  12139. case WZ_FIREPILLAR:
  12140. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12141. return NULL;
  12142. if((flag&1)!=0)
  12143. limit=1000;
  12144. val1=skill_lv+2;
  12145. break;
  12146. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  12147. case AM_DEMONSTRATION:
  12148. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  12149. target = BCT_ALL;
  12150. break;
  12151. case HT_SKIDTRAP:
  12152. case MA_SKIDTRAP:
  12153. //Save position of caster
  12154. val1 = ((src->x)<<16)|(src->y);
  12155. case HT_ANKLESNARE:
  12156. case HT_SHOCKWAVE:
  12157. case HT_SANDMAN:
  12158. case MA_SANDMAN:
  12159. case HT_CLAYMORETRAP:
  12160. case HT_LANDMINE:
  12161. case MA_LANDMINE:
  12162. case HT_FLASHER:
  12163. case HT_FREEZINGTRAP:
  12164. case MA_FREEZINGTRAP:
  12165. case HT_BLASTMINE:
  12166. case RA_ELECTRICSHOCKER:
  12167. case RA_CLUSTERBOMB:
  12168. case RA_MAGENTATRAP:
  12169. case RA_COBALTTRAP:
  12170. case RA_MAIZETRAP:
  12171. case RA_VERDURETRAP:
  12172. case RA_FIRINGTRAP:
  12173. case RA_ICEBOUNDTRAP:
  12174. case RL_B_TRAP:
  12175. case SC_ESCAPE:
  12176. {
  12177. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  12178. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  12179. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  12180. req_item = req.itemid[i];
  12181. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  12182. break;
  12183. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  12184. target = BCT_ALL;
  12185. }
  12186. break;
  12187. case SA_LANDPROTECTOR:
  12188. case SA_VOLCANO:
  12189. case SA_DELUGE:
  12190. case SA_VIOLENTGALE:
  12191. case SC_CHAOSPANIC:
  12192. {
  12193. struct skill_unit_group *old_sg;
  12194. if ((old_sg = skill_locate_element_field(src)) != NULL)
  12195. { //HelloKitty confirmed that these are interchangeable,
  12196. //so you can change element and not consume gemstones.
  12197. if ((
  12198. old_sg->skill_id == SA_VOLCANO ||
  12199. old_sg->skill_id == SA_DELUGE ||
  12200. old_sg->skill_id == SA_VIOLENTGALE
  12201. ) && old_sg->limit > 0)
  12202. { //Use the previous limit (minus the elapsed time) [Skotlex]
  12203. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  12204. if (limit < 0) //This can happen...
  12205. limit = skill_get_time(skill_id,skill_lv);
  12206. }
  12207. skill_clear_group(src,1);
  12208. }
  12209. break;
  12210. }
  12211. case BA_WHISTLE:
  12212. val1 = skill_lv + status->agi / 10; // Flee increase
  12213. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  12214. if (sd) {
  12215. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  12216. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  12217. }
  12218. break;
  12219. case DC_HUMMING:
  12220. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  12221. if (sd)
  12222. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  12223. break;
  12224. case BA_POEMBRAGI:
  12225. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  12226. //For some reason at level 10 the base delay reduction is 50%.
  12227. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  12228. if (sd) {
  12229. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  12230. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  12231. }
  12232. break;
  12233. case DC_DONTFORGETME:
  12234. #ifdef RENEWAL
  12235. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  12236. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  12237. #else
  12238. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  12239. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  12240. #endif
  12241. if (sd) {
  12242. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  12243. #ifdef RENEWAL
  12244. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12245. #else
  12246. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  12247. #endif
  12248. }
  12249. val1 *= 10; //Because 10 is actually 1% aspd
  12250. break;
  12251. case DC_SERVICEFORYOU:
  12252. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  12253. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  12254. if (sd) {
  12255. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12256. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12257. }
  12258. break;
  12259. case BA_ASSASSINCROSS:
  12260. if (sd)
  12261. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  12262. val1 += 5 + skill_lv + (status->agi / 20);
  12263. val1 *= 10; // ASPD works with 1000 as 100%
  12264. break;
  12265. case DC_FORTUNEKISS:
  12266. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  12267. val1 *= 10; //Because every 10 crit is an actual cri point.
  12268. if (sd)
  12269. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  12270. break;
  12271. case BD_DRUMBATTLEFIELD:
  12272. val1 = (skill_lv+1)*25; //Atk increase
  12273. val2 = (skill_lv+1)*2; //Def increase
  12274. break;
  12275. case BD_RINGNIBELUNGEN:
  12276. val1 = (skill_lv+2)*25; //Atk increase
  12277. break;
  12278. case BD_RICHMANKIM:
  12279. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  12280. break;
  12281. case BD_SIEGFRIED:
  12282. val1 = 55 + skill_lv*5; //Elemental Resistance
  12283. val2 = skill_lv*10; //Status ailment resistance
  12284. break;
  12285. case WE_CALLPARTNER:
  12286. if (sd) val1 = sd->status.partner_id;
  12287. break;
  12288. case WE_CALLPARENT:
  12289. if (sd) {
  12290. val1 = sd->status.father;
  12291. val2 = sd->status.mother;
  12292. }
  12293. break;
  12294. case WE_CALLBABY:
  12295. if (sd) val1 = sd->status.child;
  12296. break;
  12297. case NJ_KAENSIN:
  12298. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  12299. val2 = (skill_lv+1)/2 + 4;
  12300. break;
  12301. case NJ_SUITON:
  12302. skill_clear_group(src, 1);
  12303. break;
  12304. case GS_GROUNDDRIFT:
  12305. {
  12306. // Ground Drift Element is decided when it's placed.
  12307. int ele = skill_get_ele(skill_id, skill_lv);
  12308. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  12309. if (ele == ELE_RANDOM)
  12310. val1 = element[rnd()%5]; // Use random from available unit visual?
  12311. else if (ele == ELE_ENDOWED)
  12312. val1 = status_get_attack_sc_element(src,sc);
  12313. else if (ele == ELE_WEAPON) {
  12314. val1 = status->rhw.ele;
  12315. if (sc && sc->data[SC_ENCHANTARMS])
  12316. val1 = sc->data[SC_ENCHANTARMS]->val1;
  12317. }
  12318. switch (val1) {
  12319. case ELE_FIRE:
  12320. subunt++;
  12321. case ELE_WATER:
  12322. subunt++;
  12323. case ELE_POISON:
  12324. subunt++;
  12325. case ELE_DARK:
  12326. subunt++;
  12327. case ELE_WIND:
  12328. break;
  12329. default:
  12330. subunt = rnd()%5;
  12331. break;
  12332. }
  12333. break;
  12334. }
  12335. case GC_POISONSMOKE:
  12336. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  12337. return NULL;
  12338. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  12339. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  12340. limit = skill_get_time(skill_id, skill_lv);
  12341. break;
  12342. case GD_LEADERSHIP:
  12343. case GD_GLORYWOUNDS:
  12344. case GD_SOULCOLD:
  12345. case GD_HAWKEYES:
  12346. limit = 1000000;//it doesn't matter
  12347. break;
  12348. case LG_BANDING:
  12349. limit = -1;
  12350. break;
  12351. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  12352. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  12353. target = BCT_ALL;
  12354. case WM_SEVERE_RAINSTORM:
  12355. case SO_WATER_INSIGNIA:
  12356. case SO_FIRE_INSIGNIA:
  12357. case SO_WIND_INSIGNIA:
  12358. case SO_EARTH_INSIGNIA:
  12359. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12360. return NULL;
  12361. break;
  12362. case SO_CLOUD_KILL:
  12363. skill_clear_group(src, 4);
  12364. break;
  12365. case SO_WARMER:
  12366. skill_clear_group(src, 8);
  12367. break;
  12368. case SO_FIREWALK:
  12369. case SO_ELECTRICWALK:
  12370. limit = skill_get_time2(skill_id, skill_lv);
  12371. break;
  12372. case GN_WALLOFTHORN:
  12373. // Turns to Firewall
  12374. if( flag&1 )
  12375. limit = 3000;
  12376. val3 = (x<<16)|y;
  12377. break;
  12378. case GN_DEMONIC_FIRE:
  12379. if (flag) { // Fire Expansion level 1
  12380. limit = flag + 10000;
  12381. flag = 0;
  12382. }
  12383. break;
  12384. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12385. case GN_FIRE_EXPANSION_TEAR_GAS:
  12386. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  12387. break;
  12388. case KO_ZENKAI:
  12389. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  12390. val1 = sd->spiritcharm;
  12391. val2 = sd->spiritcharm_type;
  12392. limit = 6000 * val1;
  12393. subunt = sd->spiritcharm_type - 1;
  12394. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  12395. }
  12396. break;
  12397. #ifndef RENEWAL
  12398. case HW_GRAVITATION:
  12399. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  12400. link_group_id = sc->data[SC_GRAVITATION]->val4;
  12401. break;
  12402. #endif
  12403. case SO_VACUUM_EXTREME:
  12404. // Coordinates
  12405. val1 = x;
  12406. val2 = y;
  12407. val3 = 0; // Suck target at n seconds.
  12408. break;
  12409. case MH_VOLCANIC_ASH:
  12410. if (!map_flag_vs(src->m))
  12411. target = BCT_ENEMY;
  12412. break;
  12413. }
  12414. // Init skill unit group
  12415. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,(flag & 1 ? skill->unit_id2 : skill->unit_id)+subunt, limit, interval)));
  12416. group->val1 = val1;
  12417. group->val2 = val2;
  12418. group->val3 = val3;
  12419. group->link_group_id = link_group_id;
  12420. group->target_flag = target;
  12421. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12422. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  12423. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  12424. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  12425. group->item_id = req_item;
  12426. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  12427. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  12428. active_flag = 0;
  12429. // Put message for Talkie Box & Graffiti
  12430. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  12431. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  12432. if (sd)
  12433. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  12434. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  12435. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  12436. }
  12437. // Dance skill
  12438. if (group->state.song_dance) {
  12439. if(sd) {
  12440. sd->skill_id_dance = skill_id;
  12441. sd->skill_lv_dance = skill_lv;
  12442. }
  12443. if (
  12444. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  12445. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  12446. )
  12447. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  12448. }
  12449. // Set skill unit
  12450. limit = group->limit;
  12451. for( i = 0; i < layout->count; i++ ) {
  12452. struct skill_unit *unit;
  12453. int ux = x + layout->dx[i];
  12454. int uy = y + layout->dy[i];
  12455. int unit_val1 = skill_lv;
  12456. int unit_val2 = 0;
  12457. int alive = 1;
  12458. // are the coordinates out of range?
  12459. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  12460. continue;
  12461. }
  12462. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  12463. continue; // don't place skill units on walls (except for songs/dances/encores)
  12464. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  12465. continue; // no path between cell and caster
  12466. switch( skill_id ) {
  12467. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  12468. case HT_LANDMINE:
  12469. case MA_LANDMINE:
  12470. case HT_ANKLESNARE:
  12471. case HT_SHOCKWAVE:
  12472. case HT_SANDMAN:
  12473. case MA_SANDMAN:
  12474. case HT_FLASHER:
  12475. case HT_FREEZINGTRAP:
  12476. case MA_FREEZINGTRAP:
  12477. case HT_SKIDTRAP:
  12478. case MA_SKIDTRAP:
  12479. case HT_CLAYMORETRAP:
  12480. case HT_BLASTMINE:
  12481. case SC_ESCAPE:
  12482. unit_val1 = 3500;
  12483. break;
  12484. case MG_FIREWALL:
  12485. case NJ_KAENSIN:
  12486. unit_val2 = group->val2;
  12487. break;
  12488. case WZ_ICEWALL:
  12489. unit_val1 = 200 + 200*skill_lv;
  12490. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  12491. break;
  12492. case WZ_WATERBALL:
  12493. //Check if there are cells that can be turned into waterball units
  12494. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  12495. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  12496. break; //Turn water, deluge or suiton into waterball cell
  12497. continue;
  12498. case GS_DESPERADO:
  12499. unit_val1 = abs(layout->dx[i]);
  12500. unit_val2 = abs(layout->dy[i]);
  12501. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  12502. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  12503. if (unit_val1) unit_val1--;
  12504. unit_val1 = 36 -12*unit_val1;
  12505. } else //Diagonal edges
  12506. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  12507. if (unit_val1 < 1) unit_val1 = 1;
  12508. unit_val2 = 0;
  12509. break;
  12510. case NPC_REVERBERATION:
  12511. unit_val1 = 1 + skill_lv;
  12512. break;
  12513. case WM_POEMOFNETHERWORLD:
  12514. unit_val1 = 1 + skill_lv;
  12515. break;
  12516. case GN_WALLOFTHORN:
  12517. if (flag&1) // Turned become Firewall
  12518. break;
  12519. unit_val1 = 2000 + 2000 * skill_lv; // HP
  12520. unit_val2 = 20; // Max hits
  12521. break;
  12522. case RL_B_TRAP:
  12523. unit_val1 = 3500;
  12524. unit_val2 = 0;
  12525. break;
  12526. default:
  12527. if (group->state.song_dance&0x1)
  12528. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  12529. break;
  12530. }
  12531. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  12532. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  12533. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  12534. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  12535. // Check active cell to failing or remove current unit
  12536. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  12537. if( !alive )
  12538. continue;
  12539. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  12540. unit->limit = limit;
  12541. unit->range = range;
  12542. if (skill_id == PF_FOGWALL && alive == 2)
  12543. { //Double duration of cells on top of Deluge/Suiton
  12544. unit->limit *= 2;
  12545. group->limit = unit->limit;
  12546. }
  12547. // Execute on all targets standing on this cell
  12548. if (range == 0 && active_flag)
  12549. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  12550. }
  12551. if (!group->alive_count)
  12552. { //No cells? Something that was blocked completely by Land Protector?
  12553. skill_delunitgroup(group);
  12554. return NULL;
  12555. }
  12556. //success, unit created.
  12557. switch( skill_id ) {
  12558. case NJ_TATAMIGAESHI: //Store number of tiles.
  12559. group->val1 = group->alive_count;
  12560. break;
  12561. }
  12562. return group;
  12563. }
  12564. /*==========================================
  12565. *
  12566. *------------------------------------------*/
  12567. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12568. {
  12569. skill_unit_onplace(unit, bl, tick);
  12570. }
  12571. /**
  12572. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  12573. * while skill unit initialized or moved (such by knock back).
  12574. * As a follow of skill_unit_effect flag &1
  12575. * @param unit
  12576. * @param bl Target
  12577. * @param tick
  12578. */
  12579. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12580. {
  12581. struct skill_unit_group *sg;
  12582. struct block_list *ss; // Actual source that cast the skill unit
  12583. struct status_change *sc;
  12584. struct status_change_entry *sce;
  12585. struct status_data *tstatus;
  12586. enum sc_type type;
  12587. uint16 skill_id;
  12588. nullpo_ret(unit);
  12589. nullpo_ret(bl);
  12590. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  12591. return 0;
  12592. nullpo_ret(sg = unit->group);
  12593. nullpo_ret(ss = map_id2bl(sg->src_id));
  12594. tstatus = status_get_status_data(bl);
  12595. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  12596. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  12597. return 0; //AoE skills are ineffective. [Skotlex]
  12598. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  12599. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  12600. return 0; //Songs don't work in Basilica
  12601. sc = status_get_sc(bl);
  12602. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  12603. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  12604. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  12605. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  12606. if (sc && sc->data[SC_HOVERING] && skill->inf2[INF2_IGNOREHOVERING])
  12607. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  12608. type = status_skill2sc(sg->skill_id);
  12609. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  12610. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  12611. switch (sg->unit_id) {
  12612. case UNT_SPIDERWEB:
  12613. if (sc) {
  12614. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  12615. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  12616. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12617. const struct TimerData* td;
  12618. struct map_data *mapdata = map_getmapdata(bl->m);
  12619. if (mapdata_flag_vs(mapdata))
  12620. sec /= 2;
  12621. if (sc->data[type]) {
  12622. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  12623. //Already triple affected, immune
  12624. sg->limit = DIFF_TICK(tick, sg->tick);
  12625. break;
  12626. }
  12627. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  12628. if (mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 3)
  12629. sec *= (sc->data[type]->val1 + 1);
  12630. else if(!mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 2)
  12631. sec *= (sc->data[type]->val1 + 1);
  12632. //Add group id to status change
  12633. if (sc->data[type]->val2 == 0)
  12634. sc->data[type]->val2 = sg->group_id;
  12635. else if (sc->data[type]->val3 == 0)
  12636. sc->data[type]->val3 = sg->group_id;
  12637. else if (sc->data[type]->val4 == 0)
  12638. sc->data[type]->val4 = sg->group_id;
  12639. //Overwrite status change with new duration
  12640. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  12641. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  12642. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  12643. }
  12644. else {
  12645. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  12646. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  12647. if (td)
  12648. sec = DIFF_TICK(td->tick, tick);
  12649. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12650. clif_fixpos(bl);
  12651. }
  12652. else
  12653. sec = 3000; //Couldn't trap it?
  12654. }
  12655. sg->val2 = bl->id;
  12656. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12657. }
  12658. break;
  12659. case UNT_SAFETYWALL:
  12660. if (!sce)
  12661. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  12662. break;
  12663. case UNT_BLOODYLUST:
  12664. if (sg->src_id == bl->id)
  12665. break; //Does not affect the caster.
  12666. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  12667. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  12668. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  12669. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  12670. break;
  12671. case UNT_PNEUMA:
  12672. if (!sce)
  12673. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12674. break;
  12675. case UNT_CHAOSPANIC:
  12676. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12677. break;
  12678. case UNT_WARP_WAITING: {
  12679. int working = sg->val1&0xffff;
  12680. if(bl->type==BL_PC && !working){
  12681. struct map_session_data *sd = (struct map_session_data *)bl;
  12682. if((!sd->chatID || battle_config.chat_warpportal)
  12683. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  12684. {
  12685. int x = sg->val2>>16;
  12686. int y = sg->val2&0xffff;
  12687. int count = sg->val1>>16;
  12688. unsigned short m = sg->val3;
  12689. if( --count <= 0 )
  12690. skill_delunitgroup(sg);
  12691. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  12692. working = 1;/* we break it because officials break it, lovely stuff. */
  12693. sg->val1 = (count<<16)|working;
  12694. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
  12695. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  12696. }
  12697. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  12698. int16 m = map_mapindex2mapid(sg->val3);
  12699. if (m < 0) break; //Map not available on this map-server.
  12700. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  12701. }
  12702. }
  12703. break;
  12704. case UNT_QUAGMIRE:
  12705. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  12706. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12707. break;
  12708. case UNT_VOLCANO:
  12709. case UNT_DELUGE:
  12710. case UNT_VIOLENTGALE:
  12711. case UNT_FIRE_INSIGNIA:
  12712. case UNT_WATER_INSIGNIA:
  12713. case UNT_WIND_INSIGNIA:
  12714. case UNT_EARTH_INSIGNIA:
  12715. if(!sce)
  12716. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12717. break;
  12718. case UNT_WATER_BARRIER:
  12719. case UNT_ZEPHYR:
  12720. case UNT_POWER_OF_GAIA:
  12721. if (bl->id == ss->id)
  12722. break; // Doesn't affect the Elemental
  12723. if (!sce)
  12724. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12725. break;
  12726. case UNT_SUITON:
  12727. if(!sce)
  12728. sc_start4(ss, bl,type,100,sg->skill_lv,
  12729. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  12730. 0,0,sg->limit);
  12731. break;
  12732. case UNT_HERMODE:
  12733. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  12734. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  12735. case UNT_RICHMANKIM:
  12736. case UNT_ETERNALCHAOS:
  12737. case UNT_DRUMBATTLEFIELD:
  12738. case UNT_RINGNIBELUNGEN:
  12739. case UNT_ROKISWEIL:
  12740. case UNT_INTOABYSS:
  12741. case UNT_SIEGFRIED:
  12742. //Needed to check when a dancer/bard leaves their ensemble area.
  12743. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12744. return skill_id;
  12745. if (!sce)
  12746. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12747. break;
  12748. case UNT_WHISTLE:
  12749. case UNT_ASSASSINCROSS:
  12750. case UNT_POEMBRAGI:
  12751. case UNT_APPLEIDUN:
  12752. case UNT_HUMMING:
  12753. case UNT_DONTFORGETME:
  12754. case UNT_FORTUNEKISS:
  12755. case UNT_SERVICEFORYOU:
  12756. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12757. return 0;
  12758. if (!sc) return 0;
  12759. if (!sce)
  12760. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12761. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  12762. sce->val4 = 0; //remove the mark that we stepped out
  12763. delete_timer(sce->timer, status_change_timer);
  12764. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  12765. }
  12766. break;
  12767. case UNT_FOGWALL:
  12768. if (!sce)
  12769. {
  12770. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  12771. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12772. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  12773. }
  12774. break;
  12775. #ifndef RENEWAL
  12776. case UNT_GRAVITATION:
  12777. if (!sce)
  12778. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  12779. break;
  12780. case UNT_BASILICA:
  12781. {
  12782. int i = battle_check_target(bl, bl, BCT_ENEMY);
  12783. if (i > 0) {
  12784. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12785. break;
  12786. }
  12787. if (!sce && i <= 0)
  12788. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12789. }
  12790. break;
  12791. #endif
  12792. case UNT_MOONLIT:
  12793. //Knockback out of area if affected char isn't in Moonlit effect
  12794. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  12795. break;
  12796. if (ss == bl) //Also needed to prevent infinite loop crash.
  12797. break;
  12798. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  12799. break;
  12800. case UNT_REVERBERATION:
  12801. if (sg->src_id == bl->id)
  12802. break; //Does not affect the caster.
  12803. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12804. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12805. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12806. sg->unit_id = UNT_USED_TRAPS;
  12807. break;
  12808. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  12809. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12810. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12811. break;
  12812. case UNT_FIRE_EXPANSION_TEAR_GAS:
  12813. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  12814. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  12815. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  12816. break;
  12817. case UNT_VOLCANIC_ASH:
  12818. if (!sce)
  12819. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  12820. break;
  12821. case UNT_KINGS_GRACE:
  12822. if (!sce) {
  12823. int state = 0;
  12824. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  12825. state |= BCT_GUILD;
  12826. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  12827. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  12828. }
  12829. break;
  12830. case UNT_STEALTHFIELD:
  12831. if( bl->id == sg->src_id )
  12832. break; // Doesn't work on self (video shows that)
  12833. if (!sce)
  12834. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12835. break;
  12836. case UNT_NEUTRALBARRIER:
  12837. if (!sce)
  12838. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12839. break;
  12840. case UNT_WARMER:
  12841. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  12842. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12843. break;
  12844. case UNT_CATNIPPOWDER:
  12845. if (sg->src_id == bl->id)
  12846. break; // Does not affect the caster or Boss.
  12847. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12848. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12849. break;
  12850. case UNT_NYANGGRASS:
  12851. if (!sce)
  12852. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12853. break;
  12854. case UNT_CREATINGSTAR:
  12855. if (!sce)
  12856. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  12857. break;
  12858. case UNT_GD_LEADERSHIP:
  12859. case UNT_GD_GLORYWOUNDS:
  12860. case UNT_GD_SOULCOLD:
  12861. case UNT_GD_HAWKEYES:
  12862. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12863. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12864. break;
  12865. }
  12866. return skill_id;
  12867. }
  12868. /**
  12869. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  12870. * @param unit Skill unit
  12871. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12872. * @param tick
  12873. */
  12874. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12875. {
  12876. struct skill_unit_group *sg;
  12877. struct block_list *ss;
  12878. TBL_PC* tsd;
  12879. struct status_data *tstatus;
  12880. struct status_change *sc, *tsc;
  12881. struct skill_unit_group_tickset *ts;
  12882. enum sc_type type;
  12883. uint16 skill_id;
  12884. t_tick diff = 0;
  12885. nullpo_ret(unit);
  12886. nullpo_ret(bl);
  12887. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12888. return 0;
  12889. nullpo_ret(sg = unit->group);
  12890. nullpo_ret(ss = map_id2bl(sg->src_id));
  12891. tsd = BL_CAST(BL_PC, bl);
  12892. tsc = status_get_sc(bl);
  12893. sc = status_get_sc(ss);
  12894. tstatus = status_get_status_data(bl);
  12895. type = status_skill2sc(sg->skill_id);
  12896. skill_id = sg->skill_id;
  12897. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  12898. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && inf2[INF2_ISTRAP])
  12899. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  12900. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  12901. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12902. if (sg->interval == -1) {
  12903. switch (sg->unit_id) {
  12904. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12905. case UNT_FIREPILLAR_ACTIVE:
  12906. case UNT_ELECTRICSHOCKER:
  12907. case UNT_MANHOLE:
  12908. return 0;
  12909. default:
  12910. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12911. return 0;
  12912. }
  12913. }
  12914. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12915. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12916. diff = DIFF_TICK(tick,ts->tick);
  12917. if (diff < 0)
  12918. return 0;
  12919. ts->tick = tick+sg->interval;
  12920. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12921. ts->tick += (t_tick)sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12922. }
  12923. // Wall of Thorn damaged by Fire element unit [Cydh]
  12924. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12925. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12926. struct skill_unit *su = (struct skill_unit *)bl;
  12927. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12928. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  12929. su->group->limit = sg->limit = 0;
  12930. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12931. return skill_id;
  12932. }
  12933. }
  12934. switch (sg->unit_id) {
  12935. // Units that deals simple attack
  12936. case UNT_GRAVITATION:
  12937. case UNT_EARTHSTRAIN:
  12938. case UNT_FIREWALK:
  12939. case UNT_ELECTRICWALK:
  12940. case UNT_PSYCHIC_WAVE:
  12941. case UNT_MAKIBISHI:
  12942. case UNT_VENOMFOG:
  12943. case UNT_ICEMINE:
  12944. case UNT_FLAMECROSS:
  12945. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12946. break;
  12947. case UNT_DUMMYSKILL:
  12948. switch (sg->skill_id) {
  12949. case SG_SUN_WARM: //SG skills [Komurka]
  12950. case SG_MOON_WARM:
  12951. case SG_STAR_WARM: {
  12952. int count = 0;
  12953. const int x = bl->x, y = bl->y;
  12954. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12955. do {
  12956. if( bl->type == BL_PC )
  12957. status_zap(bl, 0, 15); // sp damage to players
  12958. else // mobs
  12959. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12960. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  12961. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12962. } else { //should end when out of sp.
  12963. sg->limit = DIFF_TICK(tick,sg->tick);
  12964. break;
  12965. }
  12966. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12967. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12968. }
  12969. break;
  12970. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12971. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12972. if (tsc)
  12973. tsc->sg_counter++; //SG hit counter.
  12974. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12975. tsc->sg_counter=0; //Attack absorbed.
  12976. break;
  12977. #endif
  12978. case GS_DESPERADO:
  12979. if (rnd()%100 < unit->val1)
  12980. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12981. break;
  12982. default:
  12983. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12984. }
  12985. break;
  12986. case UNT_FIREWALL:
  12987. case UNT_KAEN: {
  12988. int count = 0;
  12989. const int x = bl->x, y = bl->y;
  12990. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  12991. break;
  12992. //Take into account these hit more times than the timer interval can handle.
  12993. do
  12994. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  12995. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  12996. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  12997. if (unit->val2 <= 0)
  12998. skill_delunit(unit);
  12999. }
  13000. break;
  13001. case UNT_SANCTUARY:
  13002. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  13003. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  13004. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  13005. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  13006. } else {
  13007. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  13008. struct mob_data *md = BL_CAST(BL_MOB, bl);
  13009. #ifdef RENEWAL
  13010. if (md && md->mob_id == MOBID_EMPERIUM)
  13011. break;
  13012. #endif
  13013. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  13014. break;
  13015. if( tstatus->hp >= tstatus->max_hp )
  13016. break;
  13017. if( status_isimmune(bl) )
  13018. heal = 0;
  13019. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13020. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  13021. heal = ~heal + 1;
  13022. status_heal(bl, heal, 0, 0);
  13023. }
  13024. break;
  13025. case UNT_EVILLAND:
  13026. //Will heal demon and undead element monsters, but not players.
  13027. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  13028. { //Damage enemies
  13029. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  13030. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13031. } else {
  13032. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  13033. if (tstatus->hp >= tstatus->max_hp)
  13034. break;
  13035. if (status_isimmune(bl))
  13036. heal = 0;
  13037. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13038. status_heal(bl, heal, 0, 0);
  13039. }
  13040. break;
  13041. case UNT_MAGNUS:
  13042. #ifndef RENEWAL
  13043. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  13044. break;
  13045. #endif
  13046. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13047. break;
  13048. case UNT_FIREPILLAR_WAITING:
  13049. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  13050. skill_delunit(unit);
  13051. break;
  13052. case UNT_SKIDTRAP: {
  13053. //Knockback away from position of user during placement [Playtester]
  13054. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  13055. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  13056. sg->unit_id = UNT_USED_TRAPS;
  13057. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  13058. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  13059. //Target will be stopped for 3 seconds
  13060. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  13061. }
  13062. break;
  13063. case UNT_ANKLESNARE:
  13064. case UNT_MANHOLE:
  13065. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  13066. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  13067. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  13068. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  13069. if( td )
  13070. sec = DIFF_TICK(td->tick, tick);
  13071. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  13072. || !unit_blown_immune(bl,0x1) )
  13073. {
  13074. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  13075. clif_fixpos(bl);
  13076. }
  13077. sg->val2 = bl->id;
  13078. } else
  13079. sec = 3000; //Couldn't trap it?
  13080. if (sg->unit_id == UNT_ANKLESNARE) {
  13081. clif_skillunit_update(&unit->bl);
  13082. /**
  13083. * If you're snared from a trap that was invisible this makes the trap be
  13084. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  13085. * bugreport:3961
  13086. **/
  13087. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  13088. }
  13089. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  13090. sg->interval = -1;
  13091. unit->range = 0;
  13092. }
  13093. break;
  13094. case UNT_ELECTRICSHOCKER:
  13095. if( bl->id != ss->id ) {
  13096. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  13097. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  13098. clif_fixpos(bl);
  13099. }
  13100. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  13101. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  13102. }
  13103. break;
  13104. case UNT_VENOMDUST:
  13105. if(tsc && !tsc->data[type])
  13106. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  13107. break;
  13108. case UNT_LANDMINE:
  13109. //Land Mine only hits single target
  13110. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13111. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  13112. sg->limit = 1500;
  13113. break;
  13114. case UNT_MAGENTATRAP:
  13115. case UNT_COBALTTRAP:
  13116. case UNT_MAIZETRAP:
  13117. case UNT_VERDURETRAP:
  13118. if( bl->type == BL_PC )// it won't work on players
  13119. break;
  13120. case UNT_FIRINGTRAP:
  13121. case UNT_ICEBOUNDTRAP:
  13122. case UNT_CLUSTERBOMB:
  13123. if( bl->id == ss->id )// it won't trigger on caster
  13124. break;
  13125. case UNT_BLASTMINE:
  13126. case UNT_SHOCKWAVE:
  13127. case UNT_SANDMAN:
  13128. case UNT_FLASHER:
  13129. case UNT_FREEZINGTRAP:
  13130. case UNT_FIREPILLAR_ACTIVE:
  13131. case UNT_CLAYMORETRAP:
  13132. {
  13133. int bl_flag = sg->bl_flag;
  13134. if (tsc && tsc->data[SC__MANHOLE])
  13135. break;
  13136. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  13137. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  13138. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  13139. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  13140. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  13141. sg->limit = DIFF_TICK(tick, sg->tick) +
  13142. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  13143. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  13144. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  13145. }
  13146. break;
  13147. case UNT_TALKIEBOX:
  13148. if (sg->src_id == bl->id)
  13149. break;
  13150. if (sg->val2 == 0) {
  13151. clif_talkiebox(&unit->bl, sg->valstr);
  13152. sg->unit_id = UNT_USED_TRAPS;
  13153. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  13154. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  13155. sg->val2 = -1;
  13156. }
  13157. break;
  13158. case UNT_LULLABY:
  13159. if (ss->id == bl->id)
  13160. break;
  13161. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  13162. break;
  13163. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  13164. if (ss->id != bl->id)
  13165. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  13166. break;
  13167. case UNT_DISSONANCE:
  13168. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13169. break;
  13170. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  13171. int heal;
  13172. #ifdef RENEWAL
  13173. struct mob_data *md = BL_CAST(BL_MOB, bl);
  13174. if (md && md->mob_id == MOBID_EMPERIUM)
  13175. break;
  13176. #endif
  13177. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13178. break; // affects self only when soullinked
  13179. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  13180. if (tsc->data[SC_AKAITSUKI] && heal)
  13181. heal = ~heal + 1;
  13182. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13183. status_heal(bl, heal, 0, 0);
  13184. }
  13185. break;
  13186. case UNT_TATAMIGAESHI:
  13187. case UNT_DEMONSTRATION:
  13188. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13189. break;
  13190. case UNT_GOSPEL:
  13191. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  13192. break;
  13193. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  13194. { // Support Effect only on party, not guild
  13195. int heal;
  13196. int i = rnd() % 13; // Positive buff count
  13197. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  13198. switch (i)
  13199. {
  13200. case 0: // Heal 1000~9999 HP
  13201. heal = rnd() % 9000 + 1000;
  13202. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  13203. status_heal(bl, heal, 0, 0);
  13204. break;
  13205. case 1: // End all negative status
  13206. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  13207. if (tsd) clif_gospel_info(tsd, 0x15);
  13208. break;
  13209. case 2: // Immunity to all status
  13210. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  13211. if (tsd) clif_gospel_info(tsd, 0x16);
  13212. break;
  13213. case 3: // MaxHP +100%
  13214. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  13215. if (tsd) clif_gospel_info(tsd, 0x17);
  13216. break;
  13217. case 4: // MaxSP +100%
  13218. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  13219. if (tsd) clif_gospel_info(tsd, 0x18);
  13220. break;
  13221. case 5: // All stats +20
  13222. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  13223. if (tsd) clif_gospel_info(tsd, 0x19);
  13224. break;
  13225. case 6: // Level 10 Blessing
  13226. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  13227. break;
  13228. case 7: // Level 10 Increase AGI
  13229. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  13230. break;
  13231. case 8: // Enchant weapon with Holy element
  13232. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  13233. if (tsd) clif_gospel_info(tsd, 0x1c);
  13234. break;
  13235. case 9: // Enchant armor with Holy element
  13236. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  13237. if (tsd) clif_gospel_info(tsd, 0x1d);
  13238. break;
  13239. case 10: // DEF +25%
  13240. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  13241. if (tsd) clif_gospel_info(tsd, 0x1e);
  13242. break;
  13243. case 11: // ATK +100%
  13244. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  13245. if (tsd) clif_gospel_info(tsd, 0x1f);
  13246. break;
  13247. case 12: // HIT/Flee +50
  13248. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  13249. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  13250. if (tsd) clif_gospel_info(tsd, 0x20);
  13251. break;
  13252. }
  13253. }
  13254. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  13255. { // Offensive Effect
  13256. int i = rnd() % 10; // Negative buff count
  13257. switch (i)
  13258. {
  13259. case 0: // Deal 3000~7999 damage reduced by DEF
  13260. case 1: // Deal 1500~5499 damage unreducable
  13261. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  13262. break;
  13263. case 2: // Curse
  13264. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  13265. break;
  13266. case 3: // Blind
  13267. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  13268. break;
  13269. case 4: // Poison
  13270. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  13271. break;
  13272. case 5: // Level 10 Provoke
  13273. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  13274. break;
  13275. case 6: // DEF -100%
  13276. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  13277. break;
  13278. case 7: // ATK -100%
  13279. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  13280. break;
  13281. case 8: // Flee -100%
  13282. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  13283. break;
  13284. case 9: // Speed/ASPD -25%
  13285. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  13286. break;
  13287. }
  13288. }
  13289. break;
  13290. #ifndef RENEWAL
  13291. case UNT_BASILICA:
  13292. {
  13293. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  13294. if (i > 0) {
  13295. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  13296. break;
  13297. }
  13298. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  13299. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  13300. }
  13301. break;
  13302. #endif
  13303. case UNT_GROUNDDRIFT_WIND:
  13304. case UNT_GROUNDDRIFT_DARK:
  13305. case UNT_GROUNDDRIFT_POISON:
  13306. case UNT_GROUNDDRIFT_WATER:
  13307. case UNT_GROUNDDRIFT_FIRE:
  13308. map_foreachinrange(skill_trap_splash,&unit->bl,
  13309. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  13310. &unit->bl,tick);
  13311. sg->unit_id = UNT_USED_TRAPS;
  13312. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  13313. sg->limit=DIFF_TICK(tick,sg->tick);
  13314. break;
  13315. case UNT_POISONSMOKE:
  13316. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  13317. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  13318. break;
  13319. case UNT_EPICLESIS:
  13320. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  13321. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  13322. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  13323. int hp, sp;
  13324. switch( sg->skill_lv ) {
  13325. case 1: case 2: hp = 3; sp = 2; break;
  13326. case 3: case 4: hp = 4; sp = 3; break;
  13327. case 5: default: hp = 5; sp = 4; break;
  13328. }
  13329. hp = tstatus->max_hp * hp / 100;
  13330. sp = tstatus->max_sp * sp / 100;
  13331. if (tstatus->hp < tstatus->max_hp)
  13332. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  13333. if (tstatus->sp < tstatus->max_sp)
  13334. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  13335. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  13336. hp = ~hp + 1;
  13337. status_heal(bl, hp, sp, 3);
  13338. }
  13339. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  13340. // Doesn't remove Invisibility or Chase Walk.
  13341. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  13342. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  13343. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  13344. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  13345. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  13346. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  13347. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  13348. }
  13349. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  13350. }
  13351. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  13352. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  13353. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  13354. break;
  13355. case UNT_DIMENSIONDOOR:
  13356. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  13357. pc_randomwarp(tsd,CLR_TELEPORT);
  13358. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  13359. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  13360. break;
  13361. case UNT_REVERBERATION:
  13362. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  13363. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  13364. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  13365. sg->unit_id = UNT_USED_TRAPS;
  13366. break;
  13367. case UNT_SEVERE_RAINSTORM:
  13368. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 ) {
  13369. struct map_session_data *sd = BL_CAST(BL_PC, ss);
  13370. int weapon_flag = 0;
  13371. if (sd && (sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP))
  13372. weapon_flag = 4;
  13373. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,weapon_flag);
  13374. }
  13375. break;
  13376. case UNT_NETHERWORLD:
  13377. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  13378. if (!(tsc && tsc->data[type])) {
  13379. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13380. sg->limit = DIFF_TICK(tick,sg->tick);
  13381. sg->unit_id = UNT_USED_TRAPS;
  13382. }
  13383. }
  13384. break;
  13385. case UNT_THORNS_TRAP:
  13386. if( tsc ) {
  13387. if( !sg->val2 ) {
  13388. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13389. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  13390. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  13391. if( td )
  13392. sec = DIFF_TICK(td->tick, tick);
  13393. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  13394. clif_fixpos(bl);
  13395. sg->val2 = bl->id;
  13396. } else
  13397. sec = 3000; // Couldn't trap it?
  13398. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13399. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  13400. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  13401. }
  13402. break;
  13403. case UNT_WALLOFTHORN:
  13404. if (unit->val2-- <= 0) // Max hit reached
  13405. break;
  13406. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  13407. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  13408. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  13409. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  13410. break;
  13411. case UNT_DEMONIC_FIRE:
  13412. switch( sg->val2 ) {
  13413. case 1:
  13414. default:
  13415. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  13416. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  13417. break;
  13418. }
  13419. break;
  13420. case UNT_HELLS_PLANT:
  13421. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  13422. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  13423. break;
  13424. case UNT_ZEPHYR:
  13425. if (ss == bl)
  13426. break; // Doesn't affect the Elemental
  13427. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  13428. break;
  13429. case UNT_CLOUD_KILL:
  13430. if (tsc && !tsc->data[type])
  13431. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  13432. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13433. break;
  13434. case UNT_VACUUM_EXTREME:
  13435. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  13436. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  13437. return 0;
  13438. if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) // Apply effect and suck non-walking targets one-by-one each n seconds
  13439. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  13440. break;
  13441. case UNT_BANDING:
  13442. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  13443. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  13444. break;
  13445. case UNT_FIRE_MANTLE:
  13446. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  13447. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13448. break;
  13449. case UNT_ZENKAI_WATER:
  13450. case UNT_ZENKAI_LAND:
  13451. case UNT_ZENKAI_FIRE:
  13452. case UNT_ZENKAI_WIND:
  13453. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  13454. switch( sg->unit_id ) {
  13455. case UNT_ZENKAI_WATER:
  13456. switch (rnd()%2 + 1) {
  13457. case 1:
  13458. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13459. break;
  13460. case 2:
  13461. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13462. break;
  13463. }
  13464. break;
  13465. case UNT_ZENKAI_LAND:
  13466. switch (rnd()%2 + 1) {
  13467. case 1:
  13468. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13469. break;
  13470. case 2:
  13471. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13472. break;
  13473. }
  13474. break;
  13475. case UNT_ZENKAI_FIRE:
  13476. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  13477. break;
  13478. case UNT_ZENKAI_WIND:
  13479. switch (rnd()%3 + 1) {
  13480. case 1:
  13481. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13482. break;
  13483. case 2:
  13484. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13485. break;
  13486. case 3:
  13487. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13488. break;
  13489. }
  13490. break;
  13491. }
  13492. } else
  13493. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  13494. break;
  13495. case UNT_LAVA_SLIDE:
  13496. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13497. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  13498. sg->limit = DIFF_TICK(tick, sg->tick);
  13499. break;
  13500. case UNT_POISON_MIST:
  13501. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13502. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  13503. break;
  13504. case UNT_CHAOSPANIC:
  13505. if (tsc && tsc->data[type])
  13506. break;
  13507. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  13508. break;
  13509. case UNT_B_TRAP:
  13510. if (tsc && tsc->data[type])
  13511. break;
  13512. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13513. unit->val2++; // Mark as ever been used
  13514. break;
  13515. case UNT_FIRE_RAIN:
  13516. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  13517. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  13518. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  13519. break;
  13520. case UNT_MAGMA_ERUPTION:
  13521. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  13522. break;
  13523. }
  13524. if (bl->type == BL_MOB && ss != bl)
  13525. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  13526. return skill_id;
  13527. }
  13528. /**
  13529. * Triggered when a char steps out of a skill unit
  13530. * @param src Skill unit from char moved out
  13531. * @param bl Char
  13532. * @param tick
  13533. */
  13534. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  13535. {
  13536. struct skill_unit_group *sg;
  13537. struct status_change *sc;
  13538. struct status_change_entry *sce;
  13539. enum sc_type type;
  13540. nullpo_ret(src);
  13541. nullpo_ret(bl);
  13542. nullpo_ret(sg=src->group);
  13543. sc = status_get_sc(bl);
  13544. type = status_skill2sc(sg->skill_id);
  13545. sce = (sc && type != -1)?sc->data[type]:NULL;
  13546. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  13547. return 0;
  13548. switch(sg->unit_id){
  13549. case UNT_SAFETYWALL:
  13550. case UNT_PNEUMA:
  13551. case UNT_EPICLESIS://Arch Bishop
  13552. if (sce)
  13553. status_change_end(bl, type, INVALID_TIMER);
  13554. break;
  13555. #ifndef RENEWAL
  13556. case UNT_BASILICA:
  13557. if (sce && sce->val4 != bl->id)
  13558. status_change_end(bl, type, INVALID_TIMER);
  13559. break;
  13560. #endif
  13561. case UNT_HERMODE: //Clear Hermode if the owner moved.
  13562. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  13563. status_change_end(bl, type, INVALID_TIMER);
  13564. break;
  13565. case UNT_DISSONANCE:
  13566. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  13567. {
  13568. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  13569. if(skill_get_inf2(i, INF2_ISSONG)) {
  13570. type = status_skill2sc(i);
  13571. sce = (sc && type != -1)?sc->data[type]:NULL;
  13572. if(sce)
  13573. return i;
  13574. }
  13575. }
  13576. }
  13577. case UNT_WHISTLE:
  13578. case UNT_ASSASSINCROSS:
  13579. case UNT_POEMBRAGI:
  13580. case UNT_APPLEIDUN:
  13581. case UNT_HUMMING:
  13582. case UNT_DONTFORGETME:
  13583. case UNT_FORTUNEKISS:
  13584. case UNT_SERVICEFORYOU:
  13585. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13586. return -1;
  13587. }
  13588. return sg->skill_id;
  13589. }
  13590. /**
  13591. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  13592. * @param skill_id Skill ID
  13593. * @param bl A char
  13594. * @param tick
  13595. */
  13596. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  13597. {
  13598. struct status_change *sc;
  13599. struct status_change_entry *sce;
  13600. enum sc_type type;
  13601. sc = status_get_sc(bl);
  13602. if (sc && !sc->count)
  13603. sc = NULL;
  13604. type = status_skill2sc(skill_id);
  13605. sce = (sc && type != -1)?sc->data[type]:NULL;
  13606. switch (skill_id)
  13607. {
  13608. case WZ_QUAGMIRE:
  13609. if (bl->type==BL_MOB)
  13610. break;
  13611. if (sce)
  13612. status_change_end(bl, type, INVALID_TIMER);
  13613. break;
  13614. case BD_LULLABY:
  13615. case BD_RICHMANKIM:
  13616. case BD_ETERNALCHAOS:
  13617. case BD_DRUMBATTLEFIELD:
  13618. case BD_RINGNIBELUNGEN:
  13619. case BD_ROKISWEIL:
  13620. case BD_INTOABYSS:
  13621. case BD_SIEGFRIED:
  13622. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  13623. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  13624. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  13625. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  13626. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  13627. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  13628. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  13629. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13630. }
  13631. case MH_STEINWAND:
  13632. case MG_SAFETYWALL:
  13633. case AL_PNEUMA:
  13634. case SA_VOLCANO:
  13635. case SA_DELUGE:
  13636. case SA_VIOLENTGALE:
  13637. case CG_HERMODE:
  13638. #ifndef RENEWAL
  13639. case HW_GRAVITATION:
  13640. case HP_BASILICA:
  13641. #endif
  13642. case NJ_SUITON:
  13643. case SC_MAELSTROM:
  13644. case EL_WATER_BARRIER:
  13645. case EL_ZEPHYR:
  13646. case EL_POWER_OF_GAIA:
  13647. case SO_WARMER:
  13648. case SO_FIRE_INSIGNIA:
  13649. case SO_WATER_INSIGNIA:
  13650. case SO_WIND_INSIGNIA:
  13651. case SO_EARTH_INSIGNIA:
  13652. case SJ_BOOKOFCREATINGSTAR:
  13653. case SC_BLOODYLUST:
  13654. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13655. case GN_FIRE_EXPANSION_TEAR_GAS:
  13656. case LG_KINGS_GRACE:
  13657. case NC_STEALTHFIELD:
  13658. case NC_NEUTRALBARRIER:
  13659. case SU_NYANGGRASS:
  13660. if (sce)
  13661. status_change_end(bl, type, INVALID_TIMER);
  13662. break;
  13663. case BA_DISSONANCE:
  13664. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  13665. {
  13666. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  13667. if(skill_get_inf2(i, INF2_ISSONG)){
  13668. type = status_skill2sc(i);
  13669. sce = (sc && type != -1)?sc->data[type]:NULL;
  13670. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  13671. delete_timer(sce->timer, status_change_timer);
  13672. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13673. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  13674. }
  13675. }
  13676. }
  13677. }
  13678. break;
  13679. case BA_POEMBRAGI:
  13680. case BA_WHISTLE:
  13681. case BA_ASSASSINCROSS:
  13682. case BA_APPLEIDUN:
  13683. case DC_HUMMING:
  13684. case DC_DONTFORGETME:
  13685. case DC_FORTUNEKISS:
  13686. case DC_SERVICEFORYOU:
  13687. if (sce)
  13688. {
  13689. delete_timer(sce->timer, status_change_timer);
  13690. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  13691. //not possible on our current implementation.
  13692. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13693. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  13694. }
  13695. break;
  13696. case PF_FOGWALL:
  13697. if (sce)
  13698. {
  13699. status_change_end(bl, type, INVALID_TIMER);
  13700. if ((sce=sc->data[SC_BLIND]))
  13701. {
  13702. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  13703. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  13704. else {
  13705. delete_timer(sce->timer, status_change_timer);
  13706. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  13707. }
  13708. }
  13709. }
  13710. break;
  13711. case GD_LEADERSHIP:
  13712. case GD_GLORYWOUNDS:
  13713. case GD_SOULCOLD:
  13714. case GD_HAWKEYES:
  13715. if( !(sce && sce->val4) )
  13716. status_change_end(bl, type, INVALID_TIMER);
  13717. break;
  13718. }
  13719. return skill_id;
  13720. }
  13721. /*==========================================
  13722. * Invoked when a unit cell has been placed/removed/deleted.
  13723. * flag values:
  13724. * flag&1: Invoke onplace function (otherwise invoke onout)
  13725. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  13726. * flag&8: Recursive
  13727. *------------------------------------------*/
  13728. static int skill_unit_effect(struct block_list* bl, va_list ap)
  13729. {
  13730. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  13731. struct skill_unit_group* group = unit->group;
  13732. t_tick tick = va_arg(ap,t_tick);
  13733. unsigned int flag = va_arg(ap,unsigned int);
  13734. uint16 skill_id;
  13735. bool dissonance = false;
  13736. bool isTarget = false;
  13737. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  13738. return 0;
  13739. nullpo_ret(group);
  13740. if( !(flag&8) ) {
  13741. dissonance = skill_dance_switch(unit, 0);
  13742. //Target-type check.
  13743. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  13744. }
  13745. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13746. skill_id = group->skill_id;
  13747. if( isTarget ){
  13748. if( flag&1 )
  13749. skill_unit_onplace(unit,bl,tick);
  13750. else {
  13751. if( skill_unit_onout(unit,bl,tick) == -1 )
  13752. return 0; // Don't let a Bard/Dancer update their own song timer
  13753. }
  13754. if( flag&4 )
  13755. skill_unit_onleft(skill_id, bl, tick);
  13756. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  13757. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  13758. if( dissonance ) {
  13759. skill_dance_switch(unit, 1);
  13760. //we placed a dissonance, let's update
  13761. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  13762. }
  13763. return 0;
  13764. }
  13765. /**
  13766. * Check skill unit while receiving damage
  13767. * @param unit Skill unit
  13768. * @param damage Received damage
  13769. * @return Damage
  13770. */
  13771. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  13772. {
  13773. struct skill_unit_group *sg;
  13774. nullpo_ret(unit);
  13775. nullpo_ret(sg = unit->group);
  13776. switch( sg->unit_id ) {
  13777. case UNT_BLASTMINE:
  13778. case UNT_SKIDTRAP:
  13779. case UNT_LANDMINE:
  13780. case UNT_SHOCKWAVE:
  13781. case UNT_SANDMAN:
  13782. case UNT_FLASHER:
  13783. case UNT_CLAYMORETRAP:
  13784. case UNT_FREEZINGTRAP:
  13785. case UNT_ANKLESNARE:
  13786. case UNT_ICEWALL:
  13787. case UNT_WALLOFTHORN:
  13788. case UNT_REVERBERATION:
  13789. case UNT_NETHERWORLD:
  13790. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  13791. break;
  13792. default:
  13793. damage = 0;
  13794. break;
  13795. }
  13796. return damage;
  13797. }
  13798. /**
  13799. * Check char condition around the skill caster
  13800. * @param bl Char around area
  13801. * @param *c Counter for 'valid' condition found
  13802. * @param *p_sd Stores 'rid' of char found
  13803. * @param skill_id Skill ID
  13804. * @param skill_lv Level of used skill
  13805. */
  13806. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  13807. {
  13808. int *c, skill_id;
  13809. struct block_list *src;
  13810. struct map_session_data *sd;
  13811. struct map_session_data *tsd;
  13812. int *p_sd; //Contains the list of characters found.
  13813. nullpo_ret(bl);
  13814. nullpo_ret(tsd=(struct map_session_data*)bl);
  13815. nullpo_ret(src=va_arg(ap,struct block_list *));
  13816. nullpo_ret(sd=(struct map_session_data*)src);
  13817. c=va_arg(ap,int *);
  13818. p_sd = va_arg(ap, int *);
  13819. skill_id = va_arg(ap,int);
  13820. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13821. if (skill_id == PR_BENEDICTIO) {
  13822. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13823. return 0;
  13824. }
  13825. else if (is_chorus || skill_id == WL_COMET) {
  13826. if (*c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for.
  13827. return 0;
  13828. }
  13829. else if (*c >= 1) // Check for one companion for all other cases.
  13830. return 0;
  13831. if (bl == src)
  13832. return 0;
  13833. if(pc_isdead(tsd))
  13834. return 0;
  13835. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13836. return 0;
  13837. if( is_chorus ) {
  13838. if( tsd->status.party_id && sd->status.party_id &&
  13839. tsd->status.party_id == sd->status.party_id &&
  13840. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13841. p_sd[(*c)++] = tsd->bl.id;
  13842. return 1;
  13843. } else {
  13844. switch(skill_id) {
  13845. case PR_BENEDICTIO: {
  13846. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13847. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13848. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13849. && sd->status.sp >= 10)
  13850. p_sd[(*c)++]=tsd->bl.id;
  13851. return 1;
  13852. }
  13853. case AB_ADORAMUS:
  13854. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13855. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13856. p_sd[(*c)++] = tsd->bl.id;
  13857. return 1;
  13858. case WL_COMET:
  13859. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  13860. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  13861. p_sd[(*c)++] = tsd->bl.id;
  13862. return 1;
  13863. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13864. {
  13865. uint16 skill_lv;
  13866. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13867. return 0;
  13868. if (sd->status.sex != tsd->status.sex &&
  13869. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13870. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13871. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13872. sd->status.party_id && tsd->status.party_id &&
  13873. sd->status.party_id == tsd->status.party_id &&
  13874. !tsd->sc.data[SC_DANCING])
  13875. {
  13876. p_sd[(*c)++]=tsd->bl.id;
  13877. return skill_lv;
  13878. }
  13879. }
  13880. break;
  13881. }
  13882. }
  13883. return 0;
  13884. }
  13885. /**
  13886. * Checks and stores partners for ensemble skills [Skotlex]
  13887. * Max partners is 2.
  13888. * @param sd Caster
  13889. * @param skill_id
  13890. * @param skill_lv
  13891. * @param range Area range to check
  13892. * @param cast_flag Special handle
  13893. */
  13894. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13895. {
  13896. static int c=0;
  13897. static int p_sd[MAX_PARTY];
  13898. int i;
  13899. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13900. if (!sd)
  13901. return 0;
  13902. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13903. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13904. if (cast_flag) { //Execute the skill on the partners.
  13905. struct map_session_data* tsd;
  13906. switch (skill_id) {
  13907. case PR_BENEDICTIO:
  13908. case WM_GREAT_ECHO:
  13909. for (i = 0; i < c; i++) {
  13910. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13911. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  13912. }
  13913. return c;
  13914. case AB_ADORAMUS:
  13915. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13916. i = 2 * (*skill_lv);
  13917. status_charge(&tsd->bl, 0, i);
  13918. }
  13919. break;
  13920. default:
  13921. if( is_chorus )
  13922. break;//Chorus skills are not to be parsed as ensembles
  13923. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  13924. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13925. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13926. 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);
  13927. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13928. tsd->skill_id_dance = skill_id;
  13929. tsd->skill_lv_dance = *skill_lv;
  13930. }
  13931. }
  13932. return c;
  13933. }
  13934. }
  13935. //Else: new search for partners.
  13936. c = 0;
  13937. memset (p_sd, 0, sizeof(p_sd));
  13938. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13939. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET && skill_id != WM_GREAT_ECHO ) //Apply the average lv to encore skills.
  13940. *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.
  13941. return c;
  13942. }
  13943. /**
  13944. * Sub function to count how many spawned mob is around.
  13945. * Some skills check with matched AI.
  13946. * @param rid Source ID
  13947. * @param mob_class Monster ID
  13948. * @param skill_id Used skill
  13949. * @param *c Counter for found monster
  13950. */
  13951. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13952. {
  13953. int *c,src_id,mob_class,skill;
  13954. uint16 ai;
  13955. struct mob_data *md;
  13956. md=(struct mob_data*)bl;
  13957. src_id=va_arg(ap,int);
  13958. mob_class=va_arg(ap,int);
  13959. skill=va_arg(ap,int);
  13960. c=va_arg(ap,int *);
  13961. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  13962. if( md->master_id != src_id || md->special_state.ai != ai)
  13963. return 0; //Non alchemist summoned mobs have nothing to do here.
  13964. if(md->mob_id==mob_class)
  13965. (*c)++;
  13966. return 1;
  13967. }
  13968. /**
  13969. * Determines if a given skill should be made to consume ammo
  13970. * when used by the player. [Skotlex]
  13971. * @param sd Player
  13972. * @param skill_id Skill ID
  13973. * @return True if skill is need ammo; False otherwise.
  13974. */
  13975. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13976. {
  13977. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13978. return (
  13979. battle_config.arrow_decrement == 2 &&
  13980. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13981. skill_id != HT_PHANTASMIC &&
  13982. skill->skill_type == BF_WEAPON &&
  13983. !skill->nk[NK_NODAMAGE] &&
  13984. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  13985. );
  13986. }
  13987. /**
  13988. * Check SC required to cast a skill
  13989. * @param sc
  13990. * @param skill_id
  13991. * @return True if condition is met, False otherwise
  13992. **/
  13993. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  13994. if (require == nullptr || require->status.empty())
  13995. return true;
  13996. nullpo_ret(sd);
  13997. status_change *sc = &sd->sc;
  13998. if (sc == nullptr) {
  13999. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14000. return false;
  14001. }
  14002. // May have multiple requirements
  14003. for (const auto &reqStatus : require->status) {
  14004. if (reqStatus == SC_NONE)
  14005. continue;
  14006. useskill_fail_cause cause;
  14007. switch (reqStatus) {
  14008. // Official fail message
  14009. case SC_PUSH_CART:
  14010. cause = USESKILL_FAIL_CART;
  14011. break;
  14012. case SC_POISONINGWEAPON:
  14013. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  14014. break;
  14015. case SC_WEAPONBLOCK_ON:
  14016. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  14017. break;
  14018. default:
  14019. cause = USESKILL_FAIL_LEVEL;
  14020. break;
  14021. }
  14022. if (!sc->data[reqStatus]) {
  14023. clif_skill_fail(sd, skill_id, cause, 0);
  14024. return false;
  14025. }
  14026. }
  14027. return true;
  14028. }
  14029. /**
  14030. * Check skill condition when cast begin
  14031. * For ammo, only check if the skill need ammo
  14032. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  14033. * @param sd Player who uses skill
  14034. * @param skill_id ID of used skill
  14035. * @param skill_lv Level of used skill
  14036. * @return true: All condition passed, false: Failed
  14037. */
  14038. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14039. {
  14040. struct status_data *status;
  14041. struct status_change *sc;
  14042. struct s_skill_condition require;
  14043. int i;
  14044. nullpo_retr(false,sd);
  14045. if (sd->chatID)
  14046. return false;
  14047. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  14048. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14049. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14050. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14051. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  14052. return true;
  14053. }
  14054. switch( sd->menuskill_id ) {
  14055. case AM_PHARMACY:
  14056. switch( skill_id ) {
  14057. case AM_PHARMACY:
  14058. case AC_MAKINGARROW:
  14059. case BS_REPAIRWEAPON:
  14060. case AM_TWILIGHT1:
  14061. case AM_TWILIGHT2:
  14062. case AM_TWILIGHT3:
  14063. return false;
  14064. }
  14065. break;
  14066. case GN_MIX_COOKING:
  14067. case GN_MAKEBOMB:
  14068. case GN_S_PHARMACY:
  14069. case GN_CHANGEMATERIAL:
  14070. if( sd->menuskill_id != skill_id )
  14071. return false;
  14072. break;
  14073. }
  14074. status = &sd->battle_status;
  14075. sc = &sd->sc;
  14076. if( !sc->count )
  14077. sc = NULL;
  14078. if( sd->skillitem == skill_id )
  14079. {
  14080. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  14081. sd->state.abra_flag = 0;
  14082. else
  14083. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  14084. if( (i = sd->itemindex) == -1 ||
  14085. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  14086. sd->inventory_data[i] == NULL ||
  14087. !sd->inventory_data[i]->flag.delay_consume ||
  14088. sd->inventory.u.items_inventory[i].amount < 1
  14089. )
  14090. { //Something went wrong, item exploit?
  14091. sd->itemid = sd->itemindex = -1;
  14092. return false;
  14093. }
  14094. //Consume
  14095. sd->itemid = sd->itemindex = -1;
  14096. if( (skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2) || sd->inventory_data[i]->flag.delay_consume == 2 ) // [marquis007]
  14097. ; //Do not consume item.
  14098. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  14099. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  14100. }
  14101. if(!sd->skillitem_keep_requirement)
  14102. return true;
  14103. }
  14104. if( pc_is90overweight(sd) ) {
  14105. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14106. return false;
  14107. }
  14108. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  14109. return false;
  14110. //Checks if disabling skill - in which case no SP requirements are necessary
  14111. if( sc && skill_disable_check(sc,skill_id))
  14112. return true;
  14113. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14114. // Check the skills that can be used while mounted on a warg
  14115. if( pc_isridingwug(sd) ) {
  14116. if(!inf2[INF2_ALLOWONWARG])
  14117. return false; // in official there is no message.
  14118. }
  14119. if( pc_ismadogear(sd) ) {
  14120. // Skills that are unusable when Mado is equipped. [Jobbie]
  14121. if(!inf2[INF2_ALLOWONMADO]){
  14122. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  14123. return false;
  14124. }
  14125. }
  14126. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  14127. // return false;
  14128. require = skill_get_requirement(sd,skill_id,skill_lv);
  14129. //Can only update state when weapon/arrow info is checked.
  14130. sd->state.arrow_atk = require.ammo?1:0;
  14131. // perform skill-group checks
  14132. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  14133. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  14134. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14135. return false;
  14136. }
  14137. }
  14138. else if(inf2[INF2_ISENSEMBLE]) {
  14139. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  14140. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14141. return false;
  14142. }
  14143. }
  14144. // perform skill-specific checks (and actions)
  14145. switch( skill_id ) {
  14146. case RG_GRAFFITI:
  14147. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  14148. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14149. return false;
  14150. }
  14151. break;
  14152. case SO_SPELLFIST:
  14153. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  14154. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14155. return false;
  14156. }
  14157. case SA_CASTCANCEL:
  14158. if(sd->ud.skilltimer == INVALID_TIMER) {
  14159. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14160. return false;
  14161. }
  14162. break;
  14163. case AS_CLOAKING:
  14164. {
  14165. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  14166. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  14167. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14168. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14169. int di;
  14170. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  14171. if( di == 8 ) {
  14172. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14173. return false;
  14174. }
  14175. }
  14176. break;
  14177. }
  14178. case AL_WARP:
  14179. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  14180. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  14181. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  14182. return false;
  14183. }
  14184. break;
  14185. case AL_HOLYWATER:
  14186. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  14187. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14188. return false;
  14189. }
  14190. break;
  14191. case MO_CALLSPIRITS:
  14192. if(sc && sc->data[SC_RAISINGDRAGON])
  14193. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  14194. if(sd->spiritball >= skill_lv) {
  14195. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14196. return false;
  14197. }
  14198. break;
  14199. case MO_FINGEROFFENSIVE:
  14200. case GS_FLING:
  14201. case SR_RIDEINLIGHTNING:
  14202. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  14203. sd->spiritball_old = require.spiritball = sd->spiritball;
  14204. else
  14205. sd->spiritball_old = require.spiritball;
  14206. break;
  14207. case MO_CHAINCOMBO:
  14208. if(!sc)
  14209. return false;
  14210. if(sc->data[SC_BLADESTOP])
  14211. break;
  14212. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  14213. break;
  14214. return false;
  14215. case MO_COMBOFINISH:
  14216. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  14217. return false;
  14218. break;
  14219. case CH_TIGERFIST:
  14220. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  14221. return false;
  14222. break;
  14223. case CH_CHAINCRUSH:
  14224. if(!(sc && sc->data[SC_COMBO]))
  14225. return false;
  14226. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  14227. return false;
  14228. break;
  14229. case SJ_SOLARBURST:
  14230. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SJ_PROMINENCEKICK))
  14231. return 0;
  14232. break;
  14233. case MO_EXTREMITYFIST:
  14234. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  14235. // return false;
  14236. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  14237. break;
  14238. if( sc && sc->data[SC_COMBO] ) {
  14239. switch(sc->data[SC_COMBO]->val1) {
  14240. case MO_COMBOFINISH:
  14241. case CH_TIGERFIST:
  14242. case CH_CHAINCRUSH:
  14243. break;
  14244. default:
  14245. return false;
  14246. }
  14247. }
  14248. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  14249. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14250. return false;
  14251. }
  14252. #ifdef RENEWAL
  14253. sd->spiritball_old = sd->spiritball;
  14254. #endif
  14255. break;
  14256. case TK_MISSION:
  14257. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  14258. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14259. return false;
  14260. }
  14261. break;
  14262. case ASC_EDP:
  14263. #ifdef RENEWAL
  14264. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  14265. #else
  14266. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  14267. #endif
  14268. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14269. return false;
  14270. }
  14271. break;
  14272. case TK_READYCOUNTER:
  14273. case TK_READYDOWN:
  14274. case TK_READYSTORM:
  14275. case TK_READYTURN:
  14276. case TK_JUMPKICK:
  14277. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  14278. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14279. return false;
  14280. }
  14281. break;
  14282. case TK_TURNKICK:
  14283. case TK_STORMKICK:
  14284. case TK_DOWNKICK:
  14285. case TK_COUNTER:
  14286. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  14287. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  14288. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  14289. return false; //Combo needs to be ready
  14290. if (sc->data[SC_COMBO]->val3) { //Kick chain
  14291. //Do not repeat a kick.
  14292. if (sc->data[SC_COMBO]->val3 != skill_id)
  14293. break;
  14294. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  14295. return false;
  14296. }
  14297. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  14298. unit_cancel_combo(&sd->bl);
  14299. return false;
  14300. }
  14301. break; //Combo ready.
  14302. #ifndef RENEWAL
  14303. case BD_ADAPTATION:
  14304. {
  14305. int time;
  14306. if(!(sc && sc->data[SC_DANCING])) {
  14307. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14308. return false;
  14309. }
  14310. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  14311. if (skill_get_time(
  14312. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  14313. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  14314. - time < skill_get_time2(skill_id,skill_lv))
  14315. {
  14316. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14317. return false;
  14318. }
  14319. }
  14320. break;
  14321. #endif
  14322. case PR_BENEDICTIO:
  14323. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  14324. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14325. return false;
  14326. }
  14327. break;
  14328. case SL_SMA:
  14329. if(sc && !(sc->data[SC_SMA] || sc->data[SC_USE_SKILL_SP_SHA]))
  14330. return false;
  14331. break;
  14332. case HT_POWER:
  14333. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  14334. return false;
  14335. break;
  14336. #ifndef RENEWAL
  14337. case CG_HERMODE:
  14338. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  14339. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14340. return false;
  14341. }
  14342. break;
  14343. #endif
  14344. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  14345. {
  14346. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  14347. int size = range*2+1;
  14348. for (s=0;s<size*size;s++) {
  14349. int x = sd->bl.x+(s%size-range);
  14350. int y = sd->bl.y+(s/size-range);
  14351. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  14352. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14353. return false;
  14354. }
  14355. }
  14356. }
  14357. break;
  14358. case PR_REDEMPTIO:
  14359. case LG_INSPIRATION:
  14360. {
  14361. unsigned int exp, exp_needp = 0;
  14362. switch (skill_id) {
  14363. case PR_REDEMPTIO:
  14364. exp_needp = battle_config.exp_cost_redemptio;
  14365. break;
  14366. case LG_INSPIRATION:
  14367. exp_needp = battle_config.exp_cost_inspiration;
  14368. break;
  14369. }
  14370. if (exp_needp && ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < exp_needp)) {
  14371. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  14372. return false;
  14373. }
  14374. break;
  14375. }
  14376. #ifndef RENEWAL
  14377. case HP_BASILICA:
  14378. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  14379. if( sd ) {
  14380. // When castbegin, needs 7x7 clear area
  14381. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  14382. int size = range*2+1;
  14383. for( s=0;s<size*size;s++ ) {
  14384. int x = sd->bl.x+(s%size-range);
  14385. int y = sd->bl.y+(s/size-range);
  14386. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  14387. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14388. return false;
  14389. }
  14390. }
  14391. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  14392. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14393. return false;
  14394. }
  14395. }
  14396. }
  14397. break;
  14398. #endif
  14399. case AM_TWILIGHT2:
  14400. case AM_TWILIGHT3:
  14401. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  14402. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14403. return false;
  14404. }
  14405. break;
  14406. case SG_SUN_WARM:
  14407. case SG_MOON_WARM:
  14408. case SG_STAR_WARM:
  14409. if (sc && sc->data[SC_MIRACLE])
  14410. break;
  14411. i = skill_id-SG_SUN_WARM;
  14412. if (sd->bl.m == sd->feel_map[i].m)
  14413. break;
  14414. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14415. return false;
  14416. break;
  14417. case SG_SUN_COMFORT:
  14418. case SG_MOON_COMFORT:
  14419. case SG_STAR_COMFORT:
  14420. if (sc && sc->data[SC_MIRACLE])
  14421. break;
  14422. i = skill_id-SG_SUN_COMFORT;
  14423. if (sd->bl.m == sd->feel_map[i].m &&
  14424. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  14425. break;
  14426. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14427. return false;
  14428. case SG_FUSION:
  14429. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  14430. break;
  14431. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  14432. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  14433. if( require.sp > 0 ) {
  14434. if (status->sp < (unsigned int)require.sp)
  14435. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14436. else
  14437. status_zap(&sd->bl, 0, require.sp);
  14438. }
  14439. return false;
  14440. case GD_BATTLEORDER:
  14441. case GD_REGENERATION:
  14442. case GD_RESTORE:
  14443. if (!map_flag_gvg2(sd->bl.m)) {
  14444. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14445. return false;
  14446. }
  14447. case GD_EMERGENCYCALL:
  14448. case GD_ITEMEMERGENCYCALL:
  14449. // other checks were already done in skill_isNotOk()
  14450. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  14451. return false;
  14452. break;
  14453. case GS_GLITTERING:
  14454. case RL_RICHS_COIN:
  14455. if(sd->spiritball >= 10) {
  14456. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14457. return false;
  14458. }
  14459. break;
  14460. case NJ_ISSEN:
  14461. #ifdef RENEWAL
  14462. if (status->hp < (status->hp/100)) {
  14463. #else
  14464. if (status->hp < 2) {
  14465. #endif
  14466. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14467. return false;
  14468. }
  14469. case NJ_BUNSINJYUTSU:
  14470. if (!(sc && sc->data[SC_NEN])) {
  14471. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14472. return false;
  14473. }
  14474. break;
  14475. case NJ_ZENYNAGE:
  14476. case KO_MUCHANAGE:
  14477. if(sd->status.zeny < require.zeny) {
  14478. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14479. return false;
  14480. }
  14481. break;
  14482. case PF_HPCONVERSION:
  14483. if (status->sp == status->max_sp)
  14484. return false; //Unusable when at full SP.
  14485. break;
  14486. case SP_KAUTE: // Fail if below 30% MaxHP.
  14487. if (status->hp < 30 * status->max_hp / 100) {
  14488. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14489. return false;
  14490. }
  14491. break;
  14492. case AM_CALLHOMUN: //Can't summon if a hom is already out
  14493. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  14494. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14495. return false;
  14496. }
  14497. break;
  14498. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  14499. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  14500. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14501. return false;
  14502. }
  14503. break;
  14504. case AB_ANCILLA: {
  14505. int count = 0;
  14506. for( i = 0; i < MAX_INVENTORY; i++ )
  14507. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  14508. count += sd->inventory.u.items_inventory[i].amount;
  14509. if( count >= 3 ) {
  14510. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  14511. return false;
  14512. }
  14513. }
  14514. break;
  14515. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  14516. case WL_COMET:
  14517. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  14518. && sd->special_state.no_gemstone == 0
  14519. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  14520. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14521. return false;
  14522. }
  14523. break;
  14524. case WL_SUMMONFB:
  14525. case WL_SUMMONBL:
  14526. case WL_SUMMONWB:
  14527. case WL_SUMMONSTONE:
  14528. if( sc ) {
  14529. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  14530. if( i == SC_SPHERE_5+1 ) { // No more free slots
  14531. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14532. return false;
  14533. }
  14534. }
  14535. break;
  14536. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  14537. if( sc ) {
  14538. int j = 0;
  14539. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  14540. if( sc->data[i] ) {
  14541. j++;
  14542. }
  14543. if( j < 4 ) { // Need 4 spheres minimum
  14544. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14545. return false;
  14546. }
  14547. }
  14548. else { // no status at all? no spheres present
  14549. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14550. return false;
  14551. }
  14552. break;
  14553. case GC_HALLUCINATIONWALK:
  14554. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  14555. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14556. return false;
  14557. }
  14558. break;
  14559. case RA_WUGMASTERY:
  14560. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  14561. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14562. return false;
  14563. }
  14564. break;
  14565. case RA_WUGSTRIKE:
  14566. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  14567. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14568. return false;
  14569. }
  14570. break;
  14571. case RA_WUGRIDER:
  14572. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  14573. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14574. return false;
  14575. }
  14576. break;
  14577. case RA_WUGDASH:
  14578. if(!pc_isridingwug(sd)) {
  14579. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14580. return false;
  14581. }
  14582. else {
  14583. int16 sx = sd->bl.x;
  14584. int16 sy = sd->bl.y;
  14585. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  14586. switch (dir) {
  14587. case 0: case 8: sy++; break;
  14588. case 1: sx--; sy++; break;
  14589. case 2: sx--; break;
  14590. case 3: sx--; sy--; break;
  14591. case 4: sy--; break;
  14592. case 5: sx++; sy--; break;
  14593. case 6: sx++; break;
  14594. case 7: sx++; sy++; break;
  14595. }
  14596. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  14597. return false;
  14598. }
  14599. }
  14600. break;
  14601. case LG_BANDING:
  14602. if( sc && sc->data[SC_INSPIRATION] ) {
  14603. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14604. return false;
  14605. }
  14606. break;
  14607. case LG_PRESTIGE:
  14608. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  14609. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14610. return false;
  14611. }
  14612. break;
  14613. case LG_RAGEBURST:
  14614. if( sd->spiritball == 0 ) {
  14615. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  14616. return false;
  14617. }
  14618. sd->spiritball_old = require.spiritball = sd->spiritball;
  14619. break;
  14620. case LG_SHIELDSPELL: {
  14621. short index = sd->equip_index[EQI_HAND_L];
  14622. struct item_data *shield_data = NULL;
  14623. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  14624. shield_data = sd->inventory_data[index];
  14625. if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
  14626. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14627. break;
  14628. }
  14629. }
  14630. break;
  14631. case LG_HESPERUSLIT:
  14632. if (sc && sc->data[SC_INSPIRATION])
  14633. return true; // Don't check for partner.
  14634. if (!(sc && sc->data[SC_BANDING])) {
  14635. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14636. return false;
  14637. }
  14638. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < 3)
  14639. return false; // Just fails, no msg here.
  14640. break;
  14641. case LG_RAYOFGENESIS:
  14642. if (sc && sc->data[SC_INSPIRATION])
  14643. return true; // Don't check for partner.
  14644. break;
  14645. case SR_FALLENEMPIRE:
  14646. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  14647. return false;
  14648. break;
  14649. case SR_CRESCENTELBOW:
  14650. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  14651. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  14652. return false;
  14653. }
  14654. break;
  14655. case SR_CURSEDCIRCLE:
  14656. if (map_flag_gvg2(sd->bl.m)) {
  14657. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  14658. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  14659. char output[128];
  14660. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  14661. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  14662. return false;
  14663. }
  14664. }
  14665. if( sd->spiritball > 0 )
  14666. sd->spiritball_old = require.spiritball = sd->spiritball;
  14667. else {
  14668. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14669. return false;
  14670. }
  14671. break;
  14672. case SR_GATEOFHELL:
  14673. if( sd->spiritball > 0 )
  14674. sd->spiritball_old = require.spiritball;
  14675. break;
  14676. case SC_MANHOLE:
  14677. case SC_DIMENSIONDOOR:
  14678. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  14679. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14680. return false;
  14681. }
  14682. break;
  14683. case SC_FEINTBOMB:
  14684. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKMAELSTROM) ) {
  14685. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14686. return false;
  14687. }
  14688. break;
  14689. case WM_GREAT_ECHO: {
  14690. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  14691. if (count > 0)
  14692. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  14693. }
  14694. break;
  14695. case SO_FIREWALK:
  14696. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  14697. if( sc && sc->data[SC_PROPERTYWALK] &&
  14698. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  14699. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14700. return false;
  14701. }
  14702. break;
  14703. case SO_EL_CONTROL:
  14704. if( !sd->status.ele_id || !sd->ed ) {
  14705. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14706. return false;
  14707. }
  14708. break;
  14709. case KO_JYUMONJIKIRI:
  14710. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  14711. return true;
  14712. else {
  14713. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14714. return false;
  14715. }
  14716. break;
  14717. case KO_KAHU_ENTEN:
  14718. case KO_HYOUHU_HUBUKI:
  14719. case KO_KAZEHU_SEIRAN:
  14720. case KO_DOHU_KOUKAI:
  14721. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  14722. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14723. return false;
  14724. }
  14725. break;
  14726. case KO_KAIHOU:
  14727. case KO_ZENKAI:
  14728. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  14729. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  14730. return false;
  14731. }
  14732. break;
  14733. case SJ_FULLMOONKICK:
  14734. if (!(sc && sc->data[SC_NEWMOON])) {
  14735. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14736. return false;
  14737. }
  14738. break;
  14739. case SJ_STAREMPEROR:
  14740. case SJ_NOVAEXPLOSING:
  14741. case SJ_GRAVITYCONTROL:
  14742. case SJ_BOOKOFDIMENSION:
  14743. case SJ_BOOKOFCREATINGSTAR:
  14744. case SP_SOULDIVISION:
  14745. case SP_SOULEXPLOSION:
  14746. if (!map_flag_vs(sd->bl.m)) {
  14747. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14748. return false;
  14749. }
  14750. break;
  14751. case SP_SWHOO:
  14752. if (!(sc && sc->data[SC_USE_SKILL_SP_SPA]))
  14753. return false;
  14754. break;
  14755. }
  14756. /* check state required */
  14757. switch (require.state) {
  14758. case ST_HIDDEN:
  14759. if(!pc_ishiding(sd)) {
  14760. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14761. return false;
  14762. }
  14763. break;
  14764. case ST_RIDING:
  14765. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  14766. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14767. return false;
  14768. }
  14769. break;
  14770. case ST_FALCON:
  14771. if(!pc_isfalcon(sd)) {
  14772. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14773. return false;
  14774. }
  14775. break;
  14776. case ST_CART:
  14777. if(!pc_iscarton(sd)) {
  14778. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  14779. return false;
  14780. }
  14781. break;
  14782. case ST_SHIELD:
  14783. if(sd->status.shield <= 0) {
  14784. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14785. return false;
  14786. }
  14787. break;
  14788. case ST_RECOVER_WEIGHT_RATE:
  14789. #ifdef RENEWAL
  14790. if(pc_is70overweight(sd)) {
  14791. #else
  14792. if(pc_is50overweight(sd)) {
  14793. #endif
  14794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14795. return false;
  14796. }
  14797. break;
  14798. case ST_MOVE_ENABLE:
  14799. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  14800. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  14801. if (!unit_can_move(&sd->bl)) {
  14802. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14803. return false;
  14804. }
  14805. break;
  14806. case ST_WATER:
  14807. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  14808. break;
  14809. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
  14810. break;
  14811. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14812. return false;
  14813. case ST_RIDINGDRAGON:
  14814. if( !pc_isridingdragon(sd) ) {
  14815. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  14816. return false;
  14817. }
  14818. break;
  14819. case ST_WUG:
  14820. if( !pc_iswug(sd) ) {
  14821. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14822. return false;
  14823. }
  14824. break;
  14825. case ST_RIDINGWUG:
  14826. if( !pc_isridingwug(sd) ) {
  14827. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14828. return false;
  14829. }
  14830. break;
  14831. case ST_MADO:
  14832. if( !pc_ismadogear(sd) ) {
  14833. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  14834. return false;
  14835. }
  14836. break;
  14837. case ST_ELEMENTALSPIRIT:
  14838. case ST_ELEMENTALSPIRIT2:
  14839. if(!sd->ed) {
  14840. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  14841. return false;
  14842. }
  14843. break;
  14844. case ST_PECO:
  14845. if(!pc_isriding(sd)) {
  14846. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14847. return false;
  14848. }
  14849. break;
  14850. case ST_SUNSTANCE:
  14851. if (!(sc && (sc->data[SC_SUNSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14852. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14853. return false;
  14854. }
  14855. break;
  14856. case ST_MOONSTANCE:
  14857. if (!(sc && (sc->data[SC_LUNARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14858. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14859. return false;
  14860. }
  14861. break;
  14862. case ST_STARSTANCE:
  14863. if (!(sc && (sc->data[SC_STARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14864. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14865. return false;
  14866. }
  14867. break;
  14868. case ST_UNIVERSESTANCE:
  14869. if (!(sc && sc->data[SC_UNIVERSESTANCE])) {
  14870. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14871. return false;
  14872. }
  14873. break;
  14874. }
  14875. /* check the status required */
  14876. if (!require.status.empty()) {
  14877. switch (skill_id) {
  14878. // Being checked later in skill_check_condition_castend()
  14879. case WZ_SIGHTRASHER:
  14880. break;
  14881. default:
  14882. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14883. return false;
  14884. break;
  14885. }
  14886. }
  14887. // Check for equipped item(s)
  14888. if (!require.eqItem.empty()) {
  14889. size_t count = require.eqItem.size();
  14890. for (const auto &it : require.eqItem) {
  14891. int32 reqeqit = it;
  14892. if (!reqeqit)
  14893. break; // Skill has no required item(s); get out of here
  14894. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  14895. case NC_PILEBUNKER:
  14896. case RL_P_ALTER:
  14897. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14898. count--;
  14899. if (!count) {
  14900. if( skill_id == RL_P_ALTER ){
  14901. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  14902. }else{
  14903. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14904. }
  14905. return false;
  14906. } else
  14907. continue;
  14908. }
  14909. break;
  14910. case NC_ACCELERATION:
  14911. case NC_SELFDESTRUCTION:
  14912. case NC_SHAPESHIFT:
  14913. case NC_EMERGENCYCOOL:
  14914. case NC_MAGNETICFIELD:
  14915. case NC_NEUTRALBARRIER:
  14916. case NC_STEALTHFIELD:
  14917. if (pc_search_inventory(sd, reqeqit) == -1) {
  14918. count--;
  14919. if (!count) {
  14920. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, require.eqItem[0]<<16);
  14921. return false;
  14922. } else
  14923. continue;
  14924. }
  14925. break;
  14926. default:
  14927. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14928. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT,reqeqit<<16);
  14929. return false;
  14930. }
  14931. break;
  14932. }
  14933. }
  14934. }
  14935. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14936. //mhp is the max-hp-requirement, that is,
  14937. //you must have this % or less of HP to cast it.
  14938. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14939. return false;
  14940. }
  14941. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14942. switch(skill_id) {
  14943. case RA_AIMEDBOLT:
  14944. break;
  14945. default:
  14946. switch((unsigned int)log2(require.weapon)) {
  14947. case W_REVOLVER:
  14948. clif_msg(sd, SKILL_NEED_REVOLVER);
  14949. break;
  14950. case W_RIFLE:
  14951. clif_msg(sd, SKILL_NEED_RIFLE);
  14952. break;
  14953. case W_GATLING:
  14954. clif_msg(sd, SKILL_NEED_GATLING);
  14955. break;
  14956. case W_SHOTGUN:
  14957. clif_msg(sd, SKILL_NEED_SHOTGUN);
  14958. break;
  14959. case W_GRENADE:
  14960. clif_msg(sd, SKILL_NEED_GRENADE);
  14961. break;
  14962. default:
  14963. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  14964. break;
  14965. }
  14966. return false;
  14967. }
  14968. }
  14969. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14970. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14971. return false;
  14972. }
  14973. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14974. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14975. return false;
  14976. }
  14977. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  14978. switch (skill_id) { // Skills that require soul spheres.
  14979. case SP_SOULGOLEM:
  14980. case SP_SOULSHADOW:
  14981. case SP_SOULFALCON:
  14982. case SP_SOULFAIRY:
  14983. case SP_SOULCURSE:
  14984. case SP_SPA:
  14985. case SP_SHA:
  14986. case SP_SWHOO:
  14987. case SP_SOULUNITY:
  14988. case SP_SOULDIVISION:
  14989. case SP_SOULREAPER:
  14990. case SP_SOULEXPLOSION:
  14991. case SP_KAUTE:
  14992. if (sd->soulball < require.spiritball) {
  14993. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  14994. return false;
  14995. }
  14996. break;
  14997. default: // Skills that require spirit/coin spheres.
  14998. if (sd->spiritball < require.spiritball) {
  14999. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  15000. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  15001. else
  15002. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  15003. return false;
  15004. }
  15005. break;
  15006. }
  15007. }
  15008. return true;
  15009. }
  15010. /**
  15011. * Check skill condition when cast end.
  15012. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  15013. * @param sd Player who uses skill
  15014. * @param skill_id ID of used skill
  15015. * @param skill_lv Level of used skill
  15016. * @return true: All condition passed, false: Failed
  15017. */
  15018. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15019. {
  15020. struct s_skill_condition require;
  15021. struct status_data *status;
  15022. int i;
  15023. short index[MAX_SKILL_ITEM_REQUIRE];
  15024. nullpo_retr(false,sd);
  15025. if( sd->chatID )
  15026. return false;
  15027. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  15028. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15029. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15030. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  15031. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  15032. return true;
  15033. }
  15034. switch( sd->menuskill_id ) { // Cast start or cast end??
  15035. case AM_PHARMACY:
  15036. switch( skill_id ) {
  15037. case AM_PHARMACY:
  15038. case AC_MAKINGARROW:
  15039. case BS_REPAIRWEAPON:
  15040. case AM_TWILIGHT1:
  15041. case AM_TWILIGHT2:
  15042. case AM_TWILIGHT3:
  15043. return false;
  15044. }
  15045. break;
  15046. case GN_MIX_COOKING:
  15047. case GN_MAKEBOMB:
  15048. case GN_S_PHARMACY:
  15049. case GN_CHANGEMATERIAL:
  15050. if( sd->menuskill_id != skill_id )
  15051. return false;
  15052. break;
  15053. }
  15054. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  15055. return true;
  15056. if( pc_is90overweight(sd) ) {
  15057. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  15058. return false;
  15059. }
  15060. // perform skill-specific checks (and actions)
  15061. switch( skill_id ) {
  15062. case PR_BENEDICTIO:
  15063. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  15064. break;
  15065. case AM_CANNIBALIZE:
  15066. case AM_SPHEREMINE: {
  15067. int c=0;
  15068. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  15069. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  15070. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  15071. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  15072. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  15073. if(c >= maxcount ||
  15074. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  15075. { //Fails when: exceed max limit. There are other plant types already out.
  15076. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15077. return false;
  15078. }
  15079. }
  15080. break;
  15081. }
  15082. case NC_SILVERSNIPER:
  15083. case NC_MAGICDECOY: {
  15084. int c = 0;
  15085. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  15086. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  15087. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  15088. if( skill_id == NC_MAGICDECOY ) {
  15089. int j;
  15090. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  15091. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  15092. } else
  15093. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  15094. if( c >= maxcount ) {
  15095. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  15096. return false;
  15097. }
  15098. }
  15099. }
  15100. break;
  15101. case KO_ZANZOU: {
  15102. int c = 0;
  15103. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  15104. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  15105. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  15106. return false;
  15107. }
  15108. }
  15109. break;
  15110. }
  15111. status = &sd->battle_status;
  15112. require = skill_get_requirement(sd,skill_id,skill_lv);
  15113. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  15114. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  15115. return false;
  15116. }
  15117. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  15118. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15119. return false;
  15120. }
  15121. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  15122. uint8 extra_ammo = 0;
  15123. #ifdef RENEWAL
  15124. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  15125. case WM_SEVERE_RAINSTORM:
  15126. case RL_FIREDANCE:
  15127. case RL_R_TRIP:
  15128. case RL_FIRE_RAIN:
  15129. extra_ammo = 1;
  15130. break;
  15131. default:
  15132. break;
  15133. }
  15134. #endif
  15135. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  15136. clif_arrow_fail(sd,0);
  15137. return false;
  15138. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  15139. char e_msg[100];
  15140. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  15141. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  15142. return false;
  15143. }
  15144. else if (require.ammo&(1<<AMMO_KUNAI)) {
  15145. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  15146. return false;
  15147. }
  15148. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  15149. skill_get_desc(skill_id),
  15150. require.ammo_qty,
  15151. itemdb_jname(sd->inventory.u.items_inventory[i].nameid));
  15152. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  15153. return false;
  15154. }
  15155. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  15156. //which is the closest we have to wrong ammo type. [Skotlex]
  15157. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  15158. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15159. return false;
  15160. }
  15161. }
  15162. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  15163. if( !require.itemid[i] )
  15164. continue;
  15165. index[i] = pc_search_inventory(sd,require.itemid[i]);
  15166. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  15167. if( require.itemid[i] == ITEMID_HOLY_WATER )
  15168. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  15169. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  15170. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  15171. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  15172. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  15173. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  15174. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  15175. else if( require.itemid[i] == ITEMID_ANCILLA )
  15176. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  15177. else
  15178. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  15179. return false;
  15180. }
  15181. }
  15182. /* check the status required */
  15183. if (!require.status.empty()) {
  15184. switch (skill_id) {
  15185. case WZ_SIGHTRASHER:
  15186. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  15187. return false;
  15188. break;
  15189. default:
  15190. break;
  15191. }
  15192. }
  15193. return true;
  15194. }
  15195. /** Consume skill requirement
  15196. * @param sd Player who uses the skill
  15197. * @param skill_id ID of used skill
  15198. * @param skill_lv Level of used skill
  15199. * @param type Consume type
  15200. * type&1: consume the others (before skill was used);
  15201. * type&2: consume items (after skill was used)
  15202. */
  15203. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  15204. {
  15205. struct s_skill_condition require;
  15206. nullpo_retv(sd);
  15207. require = skill_get_requirement(sd,skill_id,skill_lv);
  15208. if( type&1 ) {
  15209. switch( skill_id ) {
  15210. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  15211. case MC_IDENTIFY:
  15212. require.sp = 0;
  15213. break;
  15214. case MO_KITRANSLATION:
  15215. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  15216. require.spiritball = 0;
  15217. //Fall through
  15218. default:
  15219. if(sd->state.autocast)
  15220. require.sp = 0;
  15221. break;
  15222. }
  15223. if(require.hp || require.sp)
  15224. status_zap(&sd->bl, require.hp, require.sp);
  15225. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  15226. switch (skill_id) { // Skills that require soul spheres.
  15227. case SP_SOULGOLEM:
  15228. case SP_SOULSHADOW:
  15229. case SP_SOULFALCON:
  15230. case SP_SOULFAIRY:
  15231. case SP_SOULCURSE:
  15232. case SP_SPA:
  15233. case SP_SHA:
  15234. case SP_SWHOO:
  15235. case SP_SOULUNITY:
  15236. case SP_SOULDIVISION:
  15237. case SP_SOULREAPER:
  15238. case SP_SOULEXPLOSION:
  15239. case SP_KAUTE:
  15240. pc_delsoulball(sd, require.spiritball, 0);
  15241. break;
  15242. default: // Skills that require spirit/coin spheres.
  15243. pc_delspiritball(sd, require.spiritball, 0);
  15244. break;
  15245. }
  15246. }
  15247. else if(require.spiritball == -1) {
  15248. sd->spiritball_old = sd->spiritball;
  15249. pc_delspiritball(sd,sd->spiritball,0);
  15250. }
  15251. if(require.zeny > 0)
  15252. {
  15253. if( skill_id == NJ_ZENYNAGE )
  15254. require.zeny = 0; //Zeny is reduced on skill_attack.
  15255. if( sd->status.zeny < require.zeny )
  15256. require.zeny = sd->status.zeny;
  15257. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  15258. }
  15259. }
  15260. if( type&2 ) {
  15261. struct status_change *sc = &sd->sc;
  15262. int n,i;
  15263. if( !sc->count )
  15264. sc = NULL;
  15265. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  15266. {
  15267. if( !require.itemid[i] )
  15268. continue;
  15269. if( itemdb_group_item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  15270. continue; //Gemstones are checked, but not substracted from inventory.
  15271. switch( skill_id ){
  15272. case SA_SEISMICWEAPON:
  15273. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  15274. continue;
  15275. break;
  15276. case SA_FLAMELAUNCHER:
  15277. case SA_VOLCANO:
  15278. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  15279. continue;
  15280. break;
  15281. case SA_FROSTWEAPON:
  15282. case SA_DELUGE:
  15283. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  15284. continue;
  15285. break;
  15286. case SA_LIGHTNINGLOADER:
  15287. case SA_VIOLENTGALE:
  15288. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  15289. continue;
  15290. break;
  15291. }
  15292. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  15293. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  15294. }
  15295. }
  15296. }
  15297. /**
  15298. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  15299. * @param sd Player's that will be checked
  15300. * @param skill_id Skill that's being used
  15301. * @param skill_lv Skill level of used skill
  15302. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  15303. */
  15304. struct s_skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15305. {
  15306. struct s_skill_condition req;
  15307. struct status_data *status;
  15308. struct status_change *sc;
  15309. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  15310. bool level_dependent = false;
  15311. memset(&req,0,sizeof(req));
  15312. if( !sd )
  15313. return req;
  15314. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  15315. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  15316. sc = &sd->sc;
  15317. if( !sc->count )
  15318. sc = NULL;
  15319. //Checks if disabling skill - in which case no SP requirements are necessary
  15320. if( sc && skill_disable_check(sc,skill_id) )
  15321. return req;
  15322. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  15323. status = &sd->battle_status;
  15324. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15325. req.hp = skill->require.hp[skill_lv - 1];
  15326. hp_rate = skill->require.hp_rate[skill_lv - 1];
  15327. if(hp_rate > 0)
  15328. req.hp += (status->hp * hp_rate)/100;
  15329. else
  15330. req.hp += (status->max_hp * (-hp_rate))/100;
  15331. req.sp = skill->require.sp[skill_lv-1];
  15332. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  15333. req.sp /= 2;
  15334. sp_rate = skill->require.sp_rate[skill_lv-1];
  15335. if(sp_rate > 0)
  15336. req.sp += (status->sp * sp_rate)/100;
  15337. else
  15338. req.sp += (status->max_sp * (-sp_rate))/100;
  15339. if( sd->dsprate != 100 )
  15340. req.sp = req.sp * sd->dsprate / 100;
  15341. for (auto &it : sd->skillusesprate) {
  15342. if (it.id == skill_id) {
  15343. sp_skill_rate_bonus -= it.val;
  15344. break;
  15345. }
  15346. }
  15347. for (auto &it : sd->skillusesp) {
  15348. if (it.id == skill_id) {
  15349. req.sp -= it.val;
  15350. break;
  15351. }
  15352. }
  15353. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  15354. req.sp += req.sp * 30 / 100;
  15355. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  15356. if( sc ) {
  15357. if( sc->data[SC__LAZINESS] )
  15358. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  15359. if( sc->data[SC_RECOGNIZEDSPELL] )
  15360. req.sp += req.sp / 4;
  15361. if( sc->data[SC_OFFERTORIUM])
  15362. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  15363. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  15364. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  15365. #ifdef RENEWAL
  15366. if (sc->data[SC_ADAPTATION] && (skill_get_inf2(skill_id, INF2_ISSONG)))
  15367. req.sp -= req.sp * 20 / 100;
  15368. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPCONSUM)
  15369. req.sp -= req.sp * 30 / 100;
  15370. #endif
  15371. if (sc->data[SC_GLOOMYDAY])
  15372. req.sp += req.sp * (skill_lv * 10) / 100;
  15373. }
  15374. req.zeny = skill->require.zeny[skill_lv-1];
  15375. if( sc && sc->data[SC__UNLUCKY] ) {
  15376. if(sc->data[SC__UNLUCKY]->val1 < 3)
  15377. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  15378. else
  15379. req.zeny += 1000;
  15380. }
  15381. req.spiritball = skill->require.spiritball[skill_lv-1];
  15382. req.state = skill->require.state;
  15383. req.mhp = skill->require.mhp[skill_lv-1];
  15384. req.weapon = skill->require.weapon;
  15385. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  15386. if (req.ammo_qty)
  15387. req.ammo = skill->require.ammo;
  15388. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  15389. { //Assume this skill is using the weapon, therefore it requires arrows.
  15390. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  15391. req.ammo_qty = 1;
  15392. }
  15393. req.status = skill->require.status;
  15394. req.eqItem = skill->require.eqItem;
  15395. switch( skill_id ) {
  15396. /* Skill level-dependent checks */
  15397. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  15398. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  15399. req.itemid[1] = skill->require.itemid[skill->max - 1];
  15400. req.amount[1] = skill->require.amount[skill->max - 1];
  15401. case KO_MAKIBISHI:
  15402. case GN_FIRE_EXPANSION:
  15403. case SO_SUMMON_AGNI:
  15404. case SO_SUMMON_AQUA:
  15405. case SO_SUMMON_VENTUS:
  15406. case SO_SUMMON_TERA:
  15407. case SO_WATER_INSIGNIA:
  15408. case SO_FIRE_INSIGNIA:
  15409. case SO_WIND_INSIGNIA:
  15410. case SO_EARTH_INSIGNIA:
  15411. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  15412. req.itemid[0] = skill->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  15413. req.amount[0] = skill->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  15414. level_dependent = true;
  15415. /* Normal skill requirements and gemstone checks */
  15416. default:
  15417. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  15418. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  15419. if (!level_dependent) {
  15420. switch( skill_id ) {
  15421. case AM_POTIONPITCHER:
  15422. case CR_SLIMPITCHER:
  15423. case CR_CULTIVATION:
  15424. if (i != skill_lv%11 - 1)
  15425. continue;
  15426. break;
  15427. case AM_CALLHOMUN:
  15428. if (sd->status.hom_id) //Don't delete items when hom is already out.
  15429. continue;
  15430. break;
  15431. case AB_ADORAMUS:
  15432. if( itemdb_group_item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  15433. continue;
  15434. break;
  15435. case WL_COMET:
  15436. if( itemdb_group_item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  15437. continue;
  15438. break;
  15439. }
  15440. req.itemid[i] = skill->require.itemid[i];
  15441. req.amount[i] = skill->require.amount[i];
  15442. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  15443. int16 itIndex;
  15444. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  15445. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  15446. req.itemid[i] = ITEMID_TRAP;
  15447. else
  15448. req.itemid[i] = ITEMID_TRAP_ALLOY;
  15449. req.amount[i] = 1;
  15450. }
  15451. break;
  15452. }
  15453. }
  15454. // Check requirement for gemstone.
  15455. if (itemdb_group_item_exists(IG_GEMSTONE, req.itemid[i])) {
  15456. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  15457. req.itemid[i] = req.amount[i] = 0;
  15458. else {
  15459. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  15460. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  15461. if( skill_id != SA_ABRACADABRA )
  15462. req.itemid[i] = req.amount[i] = 0;
  15463. else if( --req.amount[i] < 1 )
  15464. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  15465. }
  15466. }
  15467. }
  15468. // Check requirement for Magic Gear Fuel
  15469. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL) {
  15470. if (sd->special_state.no_mado_fuel)
  15471. {
  15472. req.itemid[i] = req.amount[i] = 0;
  15473. }
  15474. }
  15475. }
  15476. break;
  15477. }
  15478. // Check for cost reductions due to skills & SCs
  15479. switch(skill_id) {
  15480. case MC_MAMMONITE:
  15481. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  15482. req.zeny -= req.zeny*10/100;
  15483. break;
  15484. case AL_HOLYLIGHT:
  15485. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  15486. req.sp *= 5;
  15487. break;
  15488. case SL_SMA:
  15489. case SL_STUN:
  15490. case SL_STIN:
  15491. {
  15492. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  15493. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  15494. break;
  15495. if(sd->status.base_level>=90)
  15496. req.sp -= req.sp*7*kaina_lv/100;
  15497. else if(sd->status.base_level>=80)
  15498. req.sp -= req.sp*5*kaina_lv/100;
  15499. else if(sd->status.base_level>=70)
  15500. req.sp -= req.sp*3*kaina_lv/100;
  15501. }
  15502. break;
  15503. case MO_CHAINCOMBO:
  15504. case MO_COMBOFINISH:
  15505. case CH_TIGERFIST:
  15506. case CH_CHAINCRUSH:
  15507. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  15508. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  15509. break;
  15510. case MO_BODYRELOCATION:
  15511. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  15512. req.spiritball = 0;
  15513. break;
  15514. case MO_EXTREMITYFIST:
  15515. if( sc ) {
  15516. if( sc->data[SC_BLADESTOP] )
  15517. req.spiritball--;
  15518. else if( sc->data[SC_COMBO] ) {
  15519. #ifndef RENEWAL
  15520. switch( sc->data[SC_COMBO]->val1 ) {
  15521. case MO_COMBOFINISH:
  15522. req.spiritball = 4;
  15523. break;
  15524. case CH_TIGERFIST:
  15525. req.spiritball = 3;
  15526. break;
  15527. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  15528. req.spiritball = sd->spiritball?sd->spiritball:1;
  15529. break;
  15530. }
  15531. #else
  15532. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  15533. #endif
  15534. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  15535. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  15536. }
  15537. break;
  15538. case LG_RAGEBURST:
  15539. req.spiritball = sd->spiritball?sd->spiritball:1;
  15540. break;
  15541. case SR_GATEOFHELL:
  15542. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  15543. req.sp -= req.sp * 10 / 100;
  15544. break;
  15545. case SO_SUMMON_AGNI:
  15546. case SO_SUMMON_AQUA:
  15547. case SO_SUMMON_VENTUS:
  15548. case SO_SUMMON_TERA: {
  15549. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  15550. if( spirit_sympathy )
  15551. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  15552. }
  15553. break;
  15554. case SO_PSYCHIC_WAVE:
  15555. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  15556. req.sp += req.sp / 2; // 1.5x SP cost
  15557. break;
  15558. }
  15559. //Check if player is using the copied skill [Cydh]
  15560. uint16 idx = skill_get_index(skill_id);
  15561. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  15562. uint16 req_opt = skill->copyable.req_opt;
  15563. if (req_opt & SKILL_REQ_HPCOST)
  15564. req.hp = 0;
  15565. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  15566. req.mhp = 0;
  15567. if (req_opt & SKILL_REQ_SPCOST)
  15568. req.sp = 0;
  15569. if (req_opt & SKILL_REQ_HPRATECOST)
  15570. req.hp_rate = 0;
  15571. if (req_opt & SKILL_REQ_SPRATECOST)
  15572. req.sp_rate = 0;
  15573. if (req_opt & SKILL_REQ_ZENYCOST)
  15574. req.zeny = 0;
  15575. if (req_opt & SKILL_REQ_WEAPON)
  15576. req.weapon = 0;
  15577. if (req_opt & SKILL_REQ_AMMO) {
  15578. req.ammo = 0;
  15579. req.ammo_qty = 0;
  15580. }
  15581. if (req_opt & SKILL_REQ_STATE)
  15582. req.state = ST_NONE;
  15583. if (req_opt & SKILL_REQ_STATUS) {
  15584. req.status.clear();
  15585. req.status.shrink_to_fit();
  15586. }
  15587. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  15588. req.spiritball = 0;
  15589. if (req_opt & SKILL_REQ_ITEMCOST) {
  15590. memset(req.itemid, 0, sizeof(req.itemid));
  15591. memset(req.amount, 0, sizeof(req.amount));
  15592. }
  15593. if (req_opt & SKILL_REQ_EQUIPMENT) {
  15594. req.eqItem.clear();
  15595. req.eqItem.shrink_to_fit();
  15596. }
  15597. }
  15598. return req;
  15599. }
  15600. /*==========================================
  15601. * Does cast-time reductions based on dex, item bonuses and config setting
  15602. *------------------------------------------*/
  15603. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  15604. double time = skill_get_cast(skill_id, skill_lv);
  15605. nullpo_ret(bl);
  15606. #ifndef RENEWAL_CAST
  15607. {
  15608. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  15609. struct status_change *sc = status_get_sc(bl);
  15610. int reduce_cast_rate = 0;
  15611. uint8 flag = skill_get_castnodex(skill_id);
  15612. // Calculate base cast time (reduced by dex)
  15613. if (!(flag&1)) {
  15614. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15615. if (scale > 0) // not instant cast
  15616. time = time * (float)scale / battle_config.castrate_dex_scale;
  15617. else
  15618. return 0; // instant cast
  15619. }
  15620. // Calculate cast time reduced by item/card bonuses
  15621. if (sd) {
  15622. if (!(flag&4)) {
  15623. if (sd->castrate != 100)
  15624. reduce_cast_rate += 100 - sd->castrate;
  15625. if (sd->bonus.add_varcast != 0)
  15626. time += sd->bonus.add_varcast; // bonus bVariableCast
  15627. }
  15628. // Skill-specific reductions work regardless of flag
  15629. for (const auto &it : sd->skillcastrate) {
  15630. if (it.id == skill_id) {
  15631. time += time * it.val / 100;
  15632. break;
  15633. }
  15634. }
  15635. for (const auto &it : sd->skillvarcast) {
  15636. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15637. time += it.val;
  15638. break;
  15639. }
  15640. }
  15641. }
  15642. // These cast time reductions are processed even if the skill fails
  15643. if (sc && sc->count) {
  15644. // Magic Strings stacks additively with item bonuses
  15645. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  15646. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15647. // Foresight halves the cast time, it does not stack additively
  15648. if (sc->data[SC_MEMORIZE]) {
  15649. if(!(flag&2))
  15650. time -= time * 50 / 100;
  15651. // Foresight counter gets reduced even if the skill is not affected by it
  15652. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15653. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15654. }
  15655. }
  15656. time = time * (1 - (float)reduce_cast_rate / 100);
  15657. }
  15658. #endif
  15659. // config cast time multiplier
  15660. if (battle_config.cast_rate != 100)
  15661. time = time * battle_config.cast_rate / 100;
  15662. // return final cast time
  15663. time = max(time, 0);
  15664. //ShowInfo("Castime castfix = %f\n",time);
  15665. return (int)time;
  15666. }
  15667. #ifndef RENEWAL_CAST
  15668. /**
  15669. * Get the skill cast time for Pre-Re cast
  15670. * @param bl: The caster
  15671. * @param time: Cast time before Status Change addition or reduction
  15672. * @return time: Modified castime after status change addition or reduction
  15673. */
  15674. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  15675. {
  15676. struct status_change *sc = status_get_sc(bl);
  15677. if (time < 0)
  15678. return 0;
  15679. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15680. return (int)time;
  15681. if (sc && sc->count) {
  15682. if (!(flag&2)) {
  15683. if (sc->data[SC_SLOWCAST])
  15684. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  15685. if (sc->data[SC_PARALYSIS])
  15686. time += sc->data[SC_PARALYSIS]->val3;
  15687. if (sc->data[SC_IZAYOI])
  15688. time -= time * 50 / 100;
  15689. }
  15690. if (sc->data[SC_SUFFRAGIUM]) {
  15691. if(!(flag&2))
  15692. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  15693. //Suffragium ends even if the skill is not affected by it
  15694. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15695. }
  15696. }
  15697. time = max(time, 0);
  15698. //ShowInfo("Castime castfix_sc = %f\n",time);
  15699. return (int)time;
  15700. }
  15701. #else
  15702. /**
  15703. * Get the skill cast time for RENEWAL_CAST.
  15704. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  15705. * Additive value:
  15706. * Variable CastTime : time += value
  15707. * Fixed CastTime : fixed += value
  15708. * Multipicative value
  15709. * Variable CastTime : VARCAST_REDUCTION(value)
  15710. * Fixed CastTime : FIXEDCASTRATE2(value)
  15711. * @param bl: The caster
  15712. * @param time: Cast time without reduction
  15713. * @param skill_id: Skill ID of the casted skill
  15714. * @param skill_lv: Skill level of the casted skill
  15715. * @return time: Modified castime after status and bonus addition or reduction
  15716. */
  15717. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  15718. {
  15719. struct status_change *sc = status_get_sc(bl);
  15720. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  15721. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  15722. uint8 flag = skill_get_castnodex(skill_id);
  15723. nullpo_ret(bl);
  15724. if (time < 0)
  15725. return 0;
  15726. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15727. return (int)time;
  15728. if (fixed < 0) // no fixed cast time
  15729. fixed = 0;
  15730. else if (fixed == 0) {
  15731. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  15732. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  15733. }
  15734. // Else, use fixed cast time from database (when default_fixed_castrate is set to 0)
  15735. // Additive Variable Cast bonus adjustments by items
  15736. if (sd && !(flag&4)) {
  15737. if (sd->bonus.varcastrate != 0)
  15738. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  15739. if (sd->bonus.fixcastrate != 0)
  15740. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  15741. if (sd->bonus.add_varcast != 0)
  15742. time += sd->bonus.add_varcast; // bonus bVariableCast
  15743. if (sd->bonus.add_fixcast != 0)
  15744. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  15745. for (const auto &it : sd->skillfixcast) {
  15746. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  15747. fixed += it.val;
  15748. break;
  15749. }
  15750. }
  15751. for (const auto &it : sd->skillvarcast) {
  15752. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15753. time += it.val;
  15754. break;
  15755. }
  15756. }
  15757. for (const auto &it : sd->skillcastrate) {
  15758. if (it.id == skill_id) { // bonus2 bVariableCastrate
  15759. reduce_cast_rate += it.val;
  15760. break;
  15761. }
  15762. }
  15763. for (const auto &it : sd->skillfixcastrate) {
  15764. if (it.id == skill_id) { // bonus2 bFixedCastrate
  15765. fixcast_r = max(fixcast_r, it.val);
  15766. break;
  15767. }
  15768. }
  15769. }
  15770. // Adjusted by active statuses
  15771. if (sc && sc->count && !(flag&2)) {
  15772. // Multiplicative Variable CastTime values
  15773. if (sc->data[SC_SLOWCAST])
  15774. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  15775. if (sc->data[SC__LAZINESS])
  15776. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  15777. if (sc->data[SC_SUFFRAGIUM]) {
  15778. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  15779. #ifndef RENEWAL
  15780. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15781. #endif
  15782. }
  15783. if (sc->data[SC_MEMORIZE]) {
  15784. reduce_cast_rate += 50;
  15785. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15786. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15787. }
  15788. if (sc->data[SC_POEMBRAGI])
  15789. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15790. if (sc->data[SC_IZAYOI])
  15791. VARCAST_REDUCTION(50);
  15792. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  15793. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  15794. if (sc->data[SC_TELEKINESIS_INTENSE])
  15795. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  15796. if (sc->data[SC_SOULFAIRY])
  15797. VARCAST_REDUCTION(sc->data[SC_SOULFAIRY]->val3);
  15798. // Multiplicative Fixed CastTime values
  15799. if (sc->data[SC_SECRAMENT])
  15800. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15801. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  15802. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  15803. if (sc->data[SC_DANCEWITHWUG])
  15804. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  15805. if (sc->data[SC_HEAT_BARREL])
  15806. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  15807. if (sc->data[SC_FREEZING])
  15808. fixcast_r -= 50;
  15809. if (sc->data[SC_SWINGDANCE])
  15810. fixcast_r = max(fixcast_r, skill_lv * 6);
  15811. // Additive Fixed CastTime values
  15812. if (sc->data[SC_MANDRAGORA])
  15813. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  15814. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  15815. fixed -= 1000;
  15816. if (sc->data[SC_IZAYOI])
  15817. fixed = 0;
  15818. if (sc->data[SC_GLOOMYDAY])
  15819. fixed += skill_lv * 500;
  15820. }
  15821. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  15822. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15823. if (varcast_r < 0)
  15824. time = time * (1 - (float)min(varcast_r, 100) / 100);
  15825. // Apply Variable CastTime calculation by INT & DEX
  15826. if (!(flag&1))
  15827. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  15828. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  15829. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  15830. return (int)time;
  15831. }
  15832. #endif
  15833. /*==========================================
  15834. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  15835. *------------------------------------------*/
  15836. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  15837. {
  15838. int delaynodex = skill_get_delaynodex(skill_id);
  15839. int time = skill_get_delay(skill_id, skill_lv);
  15840. struct map_session_data *sd;
  15841. struct status_change *sc = status_get_sc(bl);
  15842. nullpo_ret(bl);
  15843. sd = BL_CAST(BL_PC, bl);
  15844. if (skill_id == SA_ABRACADABRA)
  15845. return 0; //Will use picked skill's delay.
  15846. if (bl->type&battle_config.no_skill_delay)
  15847. return battle_config.min_skill_delay_limit;
  15848. if (time < 0)
  15849. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  15850. // Delay reductions
  15851. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  15852. case MO_TRIPLEATTACK:
  15853. case MO_CHAINCOMBO:
  15854. case MO_COMBOFINISH:
  15855. case CH_TIGERFIST:
  15856. case CH_CHAINCRUSH:
  15857. case SR_DRAGONCOMBO:
  15858. case SR_FALLENEMPIRE:
  15859. case SJ_PROMINENCEKICK:
  15860. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  15861. if (time == 0)
  15862. time = 1000;
  15863. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  15864. break;
  15865. #ifndef RENEWAL
  15866. case HP_BASILICA:
  15867. if (sc && !sc->data[SC_BASILICA])
  15868. time = 0; // There is no Delay on Basilica creation, only on cancel
  15869. break;
  15870. #endif
  15871. default:
  15872. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  15873. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15874. if (scale > 0)
  15875. time = time * scale / battle_config.castrate_dex_scale;
  15876. else //To be capped later to minimum.
  15877. time = 0;
  15878. }
  15879. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  15880. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  15881. if (scale > 0)
  15882. time = time * scale / battle_config.castrate_dex_scale;
  15883. else //To be capped later to minimum.
  15884. time = 0;
  15885. }
  15886. }
  15887. if (sc && sc->count) {
  15888. if (sc->data[SC_SPIRIT]) {
  15889. switch (skill_id) {
  15890. case CR_SHIELDBOOMERANG:
  15891. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  15892. time /= 2;
  15893. break;
  15894. case AS_SONICBLOW:
  15895. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  15896. time /= 2;
  15897. break;
  15898. }
  15899. }
  15900. }
  15901. if (!(delaynodex&2)) {
  15902. if (sc && sc->count) {
  15903. if (sc->data[SC_POEMBRAGI])
  15904. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  15905. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  15906. time /= 2; // After Delay of Wind element spells reduced by 50%.
  15907. if (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 0)
  15908. time -= time * sc->data[SC_MAGICMUSHROOM]->val2 / 100;
  15909. }
  15910. }
  15911. if (!(delaynodex&4) && sd) {
  15912. if (sd->delayrate != 100)
  15913. time = time * sd->delayrate / 100;
  15914. for (auto &it : sd->skilldelay) {
  15915. if (it.id == skill_id) {
  15916. time += it.val;
  15917. break;
  15918. }
  15919. }
  15920. }
  15921. if (battle_config.delay_rate != 100)
  15922. time = time * battle_config.delay_rate / 100;
  15923. //ShowInfo("Delay delayfix = %d\n",time);
  15924. return max(time,0);
  15925. }
  15926. /*==========================================
  15927. * Weapon Repair [Celest/DracoRPG]
  15928. *------------------------------------------*/
  15929. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15930. unsigned short material, materials[4] = { ITEMID_IRON_ORE, ITEMID_IRON, ITEMID_STEEL, ITEMID_ORIDECON_STONE };
  15931. struct item *item;
  15932. struct map_session_data *target_sd;
  15933. nullpo_retv(sd);
  15934. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  15935. return;
  15936. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  15937. return;
  15938. if( idx < 0 || idx >= MAX_INVENTORY )
  15939. return; //Invalid index??
  15940. item = &target_sd->inventory.u.items_inventory[idx];
  15941. if( !item->nameid || !item->attribute )
  15942. return; //Again invalid item....
  15943. if (itemdb_ishatched_egg(item))
  15944. return;
  15945. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  15946. clif_item_repaireffect(sd, idx, 1);
  15947. return;
  15948. }
  15949. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  15950. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  15951. else
  15952. material = materials [2]; // Armors consume 1 Steel
  15953. if ( pc_search_inventory(sd,material) < 0 ) {
  15954. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15955. return;
  15956. }
  15957. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  15958. item->attribute = 0;/* clear broken state */
  15959. clif_equiplist(target_sd);
  15960. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  15961. clif_item_repaireffect(sd,idx,0);
  15962. if( sd != target_sd )
  15963. clif_item_repaireffect(target_sd,idx,0);
  15964. }
  15965. /*==========================================
  15966. * Item Appraisal
  15967. *------------------------------------------*/
  15968. void skill_identify(struct map_session_data *sd, int idx)
  15969. {
  15970. int flag=1;
  15971. nullpo_retv(sd);
  15972. sd->state.workinprogress = WIP_DISABLE_NONE;
  15973. if(idx >= 0 && idx < MAX_INVENTORY) {
  15974. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  15975. flag=0;
  15976. sd->inventory.u.items_inventory[idx].identify = 1;
  15977. }
  15978. }
  15979. clif_item_identified(sd,idx,flag);
  15980. }
  15981. /*==========================================
  15982. * Weapon Refine [Celest]
  15983. *------------------------------------------*/
  15984. void skill_weaponrefine(struct map_session_data *sd, int idx)
  15985. {
  15986. nullpo_retv(sd);
  15987. if (idx >= 0 && idx < MAX_INVENTORY)
  15988. {
  15989. struct item *item;
  15990. struct item_data *ditem = sd->inventory_data[idx];
  15991. item = &sd->inventory.u.items_inventory[idx];
  15992. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  15993. int i = 0, per;
  15994. unsigned short material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON };
  15995. if( ditem->flag.no_refine ) { // if the item isn't refinable
  15996. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15997. return;
  15998. }
  15999. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  16000. clif_upgrademessage(sd, 2, item->nameid);
  16001. return;
  16002. }
  16003. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  16004. clif_upgrademessage(sd, 3, material[ditem->wlv]);
  16005. return;
  16006. }
  16007. per = status_get_refine_chance(static_cast<refine_type>(ditem->wlv), (int)item->refine, false);
  16008. if( sd->class_&JOBL_THIRD )
  16009. per += 10;
  16010. else
  16011. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  16012. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  16013. if (per > rnd() % 100) {
  16014. int ep=0;
  16015. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  16016. item->refine++;
  16017. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  16018. if(item->equip) {
  16019. ep = item->equip;
  16020. pc_unequipitem(sd,idx,3);
  16021. }
  16022. clif_delitem(sd,idx,1,3);
  16023. clif_upgrademessage(sd, 0, item->nameid);
  16024. clif_inventorylist(sd);
  16025. clif_refine(sd->fd,0,idx,item->refine);
  16026. achievement_update_objective(sd, AG_REFINE_SUCCESS, 2, ditem->wlv, item->refine);
  16027. if (ep)
  16028. pc_equipitem(sd,idx,ep);
  16029. clif_misceffect(&sd->bl,3);
  16030. if(item->refine == 10 &&
  16031. item->card[0] == CARD0_FORGE &&
  16032. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  16033. { // Fame point system [DracoRPG]
  16034. switch(ditem->wlv){
  16035. case 1:
  16036. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  16037. break;
  16038. case 2:
  16039. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  16040. break;
  16041. case 3:
  16042. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  16043. break;
  16044. }
  16045. }
  16046. } else {
  16047. item->refine = 0;
  16048. if(item->equip)
  16049. pc_unequipitem(sd,idx,3);
  16050. clif_upgrademessage(sd, 1, item->nameid);
  16051. clif_refine(sd->fd,1,idx,item->refine);
  16052. achievement_update_objective(sd, AG_REFINE_FAIL, 1, 1);
  16053. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  16054. clif_misceffect(&sd->bl,2);
  16055. clif_emotion(&sd->bl, ET_HUK);
  16056. }
  16057. }
  16058. }
  16059. }
  16060. /*==========================================
  16061. *
  16062. *------------------------------------------*/
  16063. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  16064. {
  16065. nullpo_ret(sd);
  16066. if (skill_id == 0 || skill_get_index_(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  16067. return 0;
  16068. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  16069. uint16 maxlv = 1;
  16070. if (skill_lv == 0 || lv == 0)
  16071. return 0; // Player must learn the skill before doing auto-spell [Lance]
  16072. #ifdef RENEWAL
  16073. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  16074. maxlv = 10; //Soul Linker bonus. [Skotlex]
  16075. else
  16076. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  16077. #else
  16078. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  16079. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  16080. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  16081. maxlv = 10; //Soul Linker bonus. [Skotlex]
  16082. else if(skill_lv==2) maxlv=1;
  16083. else if(skill_lv==3) maxlv=2;
  16084. else if(skill_lv>=4) maxlv=3;
  16085. }
  16086. else if(skill_id==MG_SOULSTRIKE){
  16087. if(skill_lv==5) maxlv=1;
  16088. else if(skill_lv==6) maxlv=2;
  16089. else if(skill_lv>=7) maxlv=3;
  16090. }
  16091. else if(skill_id==MG_FIREBALL){
  16092. if(skill_lv==8) maxlv=1;
  16093. else if(skill_lv>=9) maxlv=2;
  16094. }
  16095. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  16096. else return 0;
  16097. #endif
  16098. maxlv = min(lv, maxlv);
  16099. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  16100. skill_get_time(SA_AUTOSPELL,skill_lv));
  16101. return 0;
  16102. }
  16103. /**
  16104. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  16105. * @param bl: Player object
  16106. * @param ap: va_arg list
  16107. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  16108. */
  16109. static int skill_sit_count(struct block_list *bl, va_list ap)
  16110. {
  16111. struct map_session_data *sd = (struct map_session_data*)bl;
  16112. int flag = va_arg(ap, int);
  16113. if (!pc_issit(sd))
  16114. return 0;
  16115. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  16116. return 1;
  16117. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  16118. return 1;
  16119. return 0;
  16120. }
  16121. /**
  16122. * Triggered when a player sits down to activate bonus states.
  16123. * @param bl: Player object
  16124. * @param ap: va_arg list
  16125. * @return 0
  16126. */
  16127. static int skill_sit_in(struct block_list *bl, va_list ap)
  16128. {
  16129. struct map_session_data *sd = (struct map_session_data*)bl;
  16130. int flag = va_arg(ap, int);
  16131. if (!pc_issit(sd))
  16132. return 0;
  16133. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  16134. sd->state.gangsterparadise = 1;
  16135. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  16136. sd->state.rest = 1;
  16137. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  16138. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  16139. }
  16140. return 0;
  16141. }
  16142. /**
  16143. * Triggered when a player stands up to deactivate bonus states.
  16144. * @param bl: Player object
  16145. * @param ap: va_arg list
  16146. * @return 0
  16147. */
  16148. static int skill_sit_out(struct block_list *bl, va_list ap)
  16149. {
  16150. struct map_session_data *sd = (struct map_session_data*)bl;
  16151. int flag = va_arg(ap, int), range = va_arg(ap, int);
  16152. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  16153. return 0;
  16154. if (flag&1 && sd->state.gangsterparadise)
  16155. sd->state.gangsterparadise = 0;
  16156. if (flag&2 && sd->state.rest) {
  16157. sd->state.rest = 0;
  16158. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  16159. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  16160. }
  16161. return 0;
  16162. }
  16163. /**
  16164. * Toggle Sit icon and player bonuses when sitting/standing.
  16165. * @param sd: Player data
  16166. * @param sitting: True when sitting or false when standing
  16167. * @return 0
  16168. */
  16169. int skill_sit(struct map_session_data *sd, bool sitting)
  16170. {
  16171. int flag = 0, range = 0, lv;
  16172. nullpo_ret(sd);
  16173. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  16174. flag |= 1;
  16175. range = skill_get_splash(RG_GANGSTER, lv);
  16176. }
  16177. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  16178. flag |= 2;
  16179. range = skill_get_splash(TK_HPTIME, lv);
  16180. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  16181. flag |= 2;
  16182. range = skill_get_splash(TK_SPTIME, lv);
  16183. }
  16184. if (sitting)
  16185. clif_status_load(&sd->bl, EFST_SIT, 1);
  16186. else
  16187. clif_status_load(&sd->bl, EFST_SIT, 0);
  16188. if (!flag) // No need to count area if no skills are learned.
  16189. return 0;
  16190. if (sitting) {
  16191. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  16192. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  16193. } else
  16194. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  16195. return 0;
  16196. }
  16197. /*==========================================
  16198. * Do Forstjoke/Scream effect
  16199. *------------------------------------------*/
  16200. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  16201. {
  16202. struct block_list *src;
  16203. uint16 skill_id,skill_lv;
  16204. t_tick tick;
  16205. nullpo_ret(bl);
  16206. nullpo_ret(src = va_arg(ap,struct block_list*));
  16207. skill_id = va_arg(ap,int);
  16208. skill_lv = va_arg(ap,int);
  16209. if(!skill_lv)
  16210. return 0;
  16211. tick = va_arg(ap,t_tick);
  16212. if (src == bl || status_isdead(bl))
  16213. return 0;
  16214. if (bl->type == BL_PC) {
  16215. struct map_session_data *sd = (struct map_session_data *)bl;
  16216. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  16217. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  16218. }
  16219. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  16220. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  16221. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  16222. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  16223. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  16224. return 0;
  16225. }
  16226. /**
  16227. * Set map cell flag as skill unit effect
  16228. * @param src Skill unit
  16229. * @param skill_id
  16230. * @param skill_lv
  16231. * @param cell Cell type cell_t
  16232. * @param flag 0/1
  16233. */
  16234. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  16235. {
  16236. int range = skill_get_unit_range(skill_id,skill_lv);
  16237. int x, y;
  16238. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  16239. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  16240. map_setcell(src->bl.m, x, y, cell, flag);
  16241. }
  16242. /**
  16243. * Do skill attack area (such splash effect) around the 'first' target.
  16244. * First target will skip skill condition, always receive damage. But,
  16245. * around it, still need target/condition validation by
  16246. * battle_check_target and status_check_skilluse
  16247. * @param bl
  16248. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  16249. */
  16250. int skill_attack_area(struct block_list *bl, va_list ap)
  16251. {
  16252. struct block_list *src,*dsrc;
  16253. int atk_type,skill_id,skill_lv,flag,type;
  16254. t_tick tick;
  16255. if(status_isdead(bl))
  16256. return 0;
  16257. atk_type = va_arg(ap,int);
  16258. src = va_arg(ap,struct block_list*);
  16259. dsrc = va_arg(ap,struct block_list*);
  16260. skill_id = va_arg(ap,int);
  16261. skill_lv = va_arg(ap,int);
  16262. tick = va_arg(ap,t_tick);
  16263. flag = va_arg(ap,int);
  16264. type = va_arg(ap,int);
  16265. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  16266. switch (skill_id) {
  16267. case LG_CANNONSPEAR:
  16268. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  16269. default:
  16270. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  16271. }
  16272. }
  16273. if(battle_check_target(dsrc,bl,type) <= 0 ||
  16274. !status_check_skilluse(NULL, bl, skill_id, 2))
  16275. return 0;
  16276. switch (skill_id) {
  16277. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  16278. if (src->x == bl->x && src->y == bl->y)
  16279. return 0; //Does not hit current cell
  16280. //Fall through
  16281. case NPC_ACIDBREATH:
  16282. case NPC_DARKNESSBREATH:
  16283. case NPC_FIREBREATH:
  16284. case NPC_ICEBREATH:
  16285. case NPC_THUNDERBREATH:
  16286. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  16287. default:
  16288. //Area-splash, disable skill animation.
  16289. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  16290. }
  16291. }
  16292. /**
  16293. * Clear skill unit group
  16294. * @param bl
  16295. * @param flag &1
  16296. */
  16297. int skill_clear_group(struct block_list *bl, int flag)
  16298. {
  16299. struct unit_data *ud = NULL;
  16300. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  16301. int i, count = 0;
  16302. nullpo_ret(bl);
  16303. if (!(ud = unit_bl2ud(bl)))
  16304. return 0;
  16305. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  16306. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  16307. switch (ud->skillunit[i]->skill_id) {
  16308. case SA_DELUGE:
  16309. case SA_VOLCANO:
  16310. case SA_VIOLENTGALE:
  16311. case SA_LANDPROTECTOR:
  16312. case NJ_SUITON:
  16313. case NJ_KAENSIN:
  16314. case SC_CHAOSPANIC:
  16315. if (flag&1)
  16316. group[count++] = ud->skillunit[i];
  16317. break;
  16318. case SO_CLOUD_KILL:
  16319. if( flag&4 )
  16320. group[count++] = ud->skillunit[i];
  16321. break;
  16322. case SO_WARMER:
  16323. if( flag&8 )
  16324. group[count++] = ud->skillunit[i];
  16325. break;
  16326. default:
  16327. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id, INF2_ISTRAP))
  16328. group[count++] = ud->skillunit[i];
  16329. break;
  16330. }
  16331. }
  16332. for (i = 0; i < count; i++)
  16333. skill_delunitgroup(group[i]);
  16334. return count;
  16335. }
  16336. /**
  16337. * Returns the first element field found [Skotlex]
  16338. * @param bl
  16339. * @return skill_unit_group
  16340. */
  16341. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  16342. {
  16343. struct unit_data *ud = NULL;
  16344. int i;
  16345. nullpo_ret(bl);
  16346. if (!(ud = unit_bl2ud(bl)))
  16347. return NULL;
  16348. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  16349. switch (ud->skillunit[i]->skill_id) {
  16350. case SA_DELUGE:
  16351. case SA_VOLCANO:
  16352. case SA_VIOLENTGALE:
  16353. case SA_LANDPROTECTOR:
  16354. case NJ_SUITON:
  16355. case SO_CLOUD_KILL:
  16356. case SO_WARMER:
  16357. case SC_CHAOSPANIC:
  16358. return ud->skillunit[i];
  16359. }
  16360. }
  16361. return NULL;
  16362. }
  16363. /// Graffiti cleaner [Valaris]
  16364. int skill_graffitiremover(struct block_list *bl, va_list ap)
  16365. {
  16366. struct skill_unit *unit = NULL;
  16367. int remove = va_arg(ap, int);
  16368. nullpo_retr(0, bl);
  16369. nullpo_retr(0, ap);
  16370. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  16371. return 0;
  16372. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  16373. if (remove == 1)
  16374. skill_delunit(unit);
  16375. return 1;
  16376. }
  16377. return 0;
  16378. }
  16379. /// Greed effect
  16380. int skill_greed(struct block_list *bl, va_list ap)
  16381. {
  16382. struct block_list *src;
  16383. struct map_session_data *sd = NULL;
  16384. struct flooritem_data *fitem = NULL;
  16385. nullpo_ret(bl);
  16386. nullpo_ret(src = va_arg(ap, struct block_list *));
  16387. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  16388. pc_takeitem(sd, fitem);
  16389. return 0;
  16390. }
  16391. /// Ranger's Detonator [Jobbie/3CeAM]
  16392. int skill_detonator(struct block_list *bl, va_list ap)
  16393. {
  16394. struct skill_unit *unit = NULL;
  16395. struct block_list *src;
  16396. int unit_id;
  16397. nullpo_ret(bl);
  16398. nullpo_ret(ap);
  16399. src = va_arg(ap,struct block_list *);
  16400. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  16401. return 0;
  16402. if( unit->group->src_id != src->id )
  16403. return 0;
  16404. unit_id = unit->group->unit_id;
  16405. switch( unit_id )
  16406. { //List of Hunter and Ranger Traps that can be detonate.
  16407. case UNT_BLASTMINE:
  16408. case UNT_SANDMAN:
  16409. case UNT_CLAYMORETRAP:
  16410. case UNT_TALKIEBOX:
  16411. case UNT_CLUSTERBOMB:
  16412. case UNT_FIRINGTRAP:
  16413. case UNT_ICEBOUNDTRAP:
  16414. switch(unit_id) {
  16415. case UNT_TALKIEBOX:
  16416. clif_talkiebox(bl,unit->group->valstr);
  16417. unit->group->val2 = -1;
  16418. break;
  16419. case UNT_CLAYMORETRAP:
  16420. case UNT_FIRINGTRAP:
  16421. case UNT_ICEBOUNDTRAP:
  16422. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  16423. break;
  16424. default:
  16425. 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);
  16426. break;
  16427. }
  16428. clif_changetraplook(bl, UNT_USED_TRAPS);
  16429. unit->group->unit_id = UNT_USED_TRAPS;
  16430. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  16431. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  16432. break;
  16433. }
  16434. return 0;
  16435. }
  16436. /**
  16437. * Calculate Royal Guard's Banding bonus
  16438. * @param sd: Player data
  16439. * @return Number of Royal Guard
  16440. */
  16441. int skill_banding_count(struct map_session_data *sd)
  16442. {
  16443. nullpo_ret(sd);
  16444. int range = skill_get_splash(LG_BANDING, 1);
  16445. uint8 count = party_foreachsamemap(party_sub_count_banding, sd, range, 0);
  16446. unsigned int group_hp = party_foreachsamemap(party_sub_count_banding, sd, range, 1);
  16447. // HP is set to the average HP of the Banding group
  16448. if (count > 1)
  16449. status_set_hp(&sd->bl, group_hp / count, 0);
  16450. // Royal Guard count check for Banding
  16451. if (sd && sd->status.party_id) {
  16452. if (count > MAX_PARTY)
  16453. return MAX_PARTY;
  16454. else if (count > 1)
  16455. return count; // Effect bonus from additional Royal Guards if not above the max
  16456. }
  16457. return 0;
  16458. }
  16459. /**
  16460. * Rebellion's Bind Trap explosion
  16461. * @author [Cydh]
  16462. */
  16463. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  16464. struct skill_unit *su = NULL;
  16465. struct block_list *src = NULL;
  16466. nullpo_ret(bl);
  16467. nullpo_ret(ap);
  16468. src = va_arg(ap,struct block_list *);
  16469. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  16470. return 0;
  16471. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  16472. return 0;
  16473. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  16474. clif_changetraplook(bl, UNT_USED_TRAPS);
  16475. su->group->unit_id = UNT_USED_TRAPS;
  16476. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  16477. return 1;
  16478. }
  16479. /*==========================================
  16480. * Check new skill unit cell when overlapping in other skill unit cell.
  16481. * Catched skill in cell value pushed to *unit pointer.
  16482. * Set (*alive) to 0 will ends 'new unit' check
  16483. *------------------------------------------*/
  16484. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  16485. {
  16486. uint16 skill_id;
  16487. int *alive;
  16488. struct skill_unit *unit;
  16489. skill_id = va_arg(ap,int);
  16490. alive = va_arg(ap,int *);
  16491. unit = (struct skill_unit *)bl;
  16492. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  16493. return 0;
  16494. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  16495. return 0;
  16496. switch (skill_id) {
  16497. case SA_LANDPROTECTOR: {
  16498. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  16499. (*alive) = 0;
  16500. skill_delunit(unit);
  16501. return 1;
  16502. }
  16503. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  16504. //It deletes everything except traps and barriers
  16505. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  16506. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  16507. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16508. skill_delunitgroup(unit->group);
  16509. } else
  16510. skill_delunit(unit);
  16511. return 1;
  16512. }
  16513. }
  16514. break;
  16515. case GN_CRAZYWEED_ATK:
  16516. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  16517. break;
  16518. case HW_GANBANTEIN:
  16519. case LG_EARTHDRIVE:
  16520. // Officially songs/dances are removed
  16521. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  16522. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16523. skill_delunitgroup(unit->group);
  16524. } else
  16525. skill_delunit(unit);
  16526. return 1;
  16527. case SA_VOLCANO:
  16528. case SA_DELUGE:
  16529. case SA_VIOLENTGALE:
  16530. // The official implementation makes them fail to appear when casted on top of ANYTHING
  16531. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  16532. // hence, I leave the alternate implementation here, commented. [Skotlex]
  16533. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  16534. {
  16535. (*alive) = 0;
  16536. return 1;
  16537. }
  16538. /*
  16539. switch (unit->group->skill_id)
  16540. { //These cannot override each other.
  16541. case SA_VOLCANO:
  16542. case SA_DELUGE:
  16543. case SA_VIOLENTGALE:
  16544. (*alive) = 0;
  16545. return 1;
  16546. }
  16547. */
  16548. break;
  16549. case PF_FOGWALL:
  16550. switch(unit->group->skill_id) {
  16551. case SA_VOLCANO: //Can't be placed on top of these
  16552. case SA_VIOLENTGALE:
  16553. (*alive) = 0;
  16554. return 1;
  16555. case SA_DELUGE:
  16556. case NJ_SUITON:
  16557. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  16558. (*alive) = 2;
  16559. break;
  16560. }
  16561. break;
  16562. case WZ_WATERBALL:
  16563. switch (unit->group->skill_id) {
  16564. case SA_DELUGE:
  16565. case NJ_SUITON:
  16566. //Consumes deluge/suiton
  16567. skill_delunit(unit);
  16568. return 1;
  16569. }
  16570. break;
  16571. case WZ_ICEWALL:
  16572. #ifndef RENEWAL
  16573. case HP_BASILICA:
  16574. case HW_GRAVITATION:
  16575. #endif
  16576. //These can't be placed on top of themselves (duration can't be refreshed)
  16577. if (unit->group->skill_id == skill_id)
  16578. {
  16579. (*alive) = 0;
  16580. return 1;
  16581. }
  16582. break;
  16583. case RL_FIRE_RAIN: {
  16584. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  16585. if (uf[UF_REMOVEDBYFIRERAIN]) {
  16586. if (uf[UF_RANGEDSINGLEUNIT]) {
  16587. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16588. skill_delunitgroup(unit->group);
  16589. } else
  16590. skill_delunit(unit);
  16591. return 1;
  16592. }
  16593. }
  16594. break;
  16595. }
  16596. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  16597. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  16598. (*alive) = 0;
  16599. return 1;
  16600. }
  16601. return 0;
  16602. }
  16603. /*==========================================
  16604. * Splash effect for skill unit 'trap type'.
  16605. * Chance triggered when damaged, timeout, or char step on it.
  16606. *------------------------------------------*/
  16607. static int skill_trap_splash(struct block_list *bl, va_list ap)
  16608. {
  16609. struct block_list *src = va_arg(ap,struct block_list *);
  16610. struct skill_unit *unit = NULL;
  16611. t_tick tick = va_arg(ap,t_tick);
  16612. struct skill_unit_group *sg;
  16613. struct block_list *ss; //Skill src bl
  16614. nullpo_ret(src);
  16615. unit = (struct skill_unit *)src;
  16616. if (!unit || !unit->alive || bl->prev == NULL)
  16617. return 0;
  16618. nullpo_ret(sg = unit->group);
  16619. nullpo_ret(ss = map_id2bl(sg->src_id));
  16620. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  16621. return 0;
  16622. switch (sg->unit_id) {
  16623. case UNT_B_TRAP:
  16624. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  16625. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  16626. break;
  16627. case UNT_SHOCKWAVE:
  16628. case UNT_SANDMAN:
  16629. case UNT_FLASHER:
  16630. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  16631. break;
  16632. case UNT_GROUNDDRIFT_WIND:
  16633. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16634. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  16635. break;
  16636. case UNT_GROUNDDRIFT_DARK:
  16637. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16638. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  16639. break;
  16640. case UNT_GROUNDDRIFT_POISON:
  16641. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16642. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  16643. break;
  16644. case UNT_GROUNDDRIFT_WATER:
  16645. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16646. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  16647. break;
  16648. case UNT_GROUNDDRIFT_FIRE:
  16649. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16650. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  16651. break;
  16652. case UNT_ELECTRICSHOCKER:
  16653. if (bl->id != ss->id) {
  16654. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  16655. break;
  16656. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  16657. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  16658. clif_fixpos(bl);
  16659. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  16660. }
  16661. }
  16662. break;
  16663. case UNT_MAGENTATRAP:
  16664. case UNT_COBALTTRAP:
  16665. case UNT_MAIZETRAP:
  16666. case UNT_VERDURETRAP:
  16667. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  16668. struct status_data *status = status_get_status_data(bl);
  16669. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  16670. status->ele_lv = (unsigned char)sg->skill_lv;
  16671. }
  16672. break;
  16673. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  16674. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  16675. break;
  16676. case UNT_FIRINGTRAP:
  16677. case UNT_ICEBOUNDTRAP:
  16678. if( src->id == bl->id ) break;
  16679. if( bl->type == BL_SKILL ) {
  16680. struct skill_unit *su = (struct skill_unit *)bl;
  16681. if (su && su->group->unit_id == UNT_USED_TRAPS)
  16682. break;
  16683. }
  16684. case UNT_CLUSTERBOMB:
  16685. if( ss != bl )
  16686. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  16687. break;
  16688. case UNT_CLAYMORETRAP:
  16689. if( src->id == bl->id ) break;
  16690. if( bl->type == BL_SKILL ) {
  16691. struct skill_unit *su = (struct skill_unit *)bl;
  16692. if (!su)
  16693. return 0;
  16694. switch(su->group->unit_id) {
  16695. case UNT_CLAYMORETRAP:
  16696. case UNT_LANDMINE:
  16697. case UNT_BLASTMINE:
  16698. case UNT_SHOCKWAVE:
  16699. case UNT_SANDMAN:
  16700. case UNT_FLASHER:
  16701. case UNT_FREEZINGTRAP:
  16702. case UNT_FIRINGTRAP:
  16703. case UNT_ICEBOUNDTRAP:
  16704. clif_changetraplook(bl, UNT_USED_TRAPS);
  16705. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  16706. su->group->unit_id = UNT_USED_TRAPS;
  16707. break;
  16708. }
  16709. }
  16710. default: {
  16711. int split_count = 0;
  16712. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  16713. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  16714. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  16715. }
  16716. break;
  16717. }
  16718. return 1;
  16719. }
  16720. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  16721. {
  16722. uint16 skill_id, skill_lv;
  16723. struct skill_unit *unit;
  16724. nullpo_ret(bl);
  16725. skill_id = va_arg(ap,int);
  16726. skill_lv = va_arg(ap,int);
  16727. unit = (struct skill_unit *)bl;
  16728. if( unit == NULL || unit->group == NULL )
  16729. return 0;
  16730. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  16731. return 0;
  16732. if( unit->group->skill_id == SC_MAELSTROM ) {
  16733. struct block_list *src;
  16734. if( (src = map_id2bl(unit->group->src_id)) ){
  16735. int sp = unit->group->skill_lv * skill_lv;
  16736. if( src->type == BL_PC )
  16737. sp += ((TBL_PC*)src)->status.job_level / 5;
  16738. status_heal(src, 0, sp/2, 1);
  16739. }
  16740. }
  16741. return 0;
  16742. }
  16743. /**
  16744. * Remove current enchanted element for new element
  16745. * @param bl Char
  16746. * @param type New element
  16747. */
  16748. void skill_enchant_elemental_end(struct block_list *bl, int type)
  16749. {
  16750. struct status_change *sc;
  16751. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON };
  16752. int i;
  16753. nullpo_retv(bl);
  16754. nullpo_retv(sc= status_get_sc(bl));
  16755. if (!sc->count)
  16756. return;
  16757. status_change_end(bl, SC_ENCHANTARMS, INVALID_TIMER); // Should always end
  16758. for (i = 0; i < ARRAYLENGTH(scs); i++)
  16759. if (type != scs[i] && sc->data[scs[i]])
  16760. status_change_end(bl, scs[i], INVALID_TIMER);
  16761. }
  16762. /**
  16763. * Check cloaking condition
  16764. * @param bl
  16765. * @param sce
  16766. * @return True if near wall; False otherwise
  16767. */
  16768. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  16769. {
  16770. bool wall = true;
  16771. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  16772. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  16773. { //Check for walls.
  16774. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16775. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16776. int i;
  16777. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16778. if( i == 8 )
  16779. wall = false;
  16780. }
  16781. if( sce ) {
  16782. if( !wall ) {
  16783. if( sce->val1 < 3 ) //End cloaking.
  16784. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  16785. else if( sce->val4&1 ) { //Remove wall bonus
  16786. sce->val4&=~1;
  16787. status_calc_bl(bl,SCB_SPEED);
  16788. }
  16789. } else {
  16790. if( !(sce->val4&1) ) { //Add wall speed bonus
  16791. sce->val4|=1;
  16792. status_calc_bl(bl,SCB_SPEED);
  16793. }
  16794. }
  16795. }
  16796. return wall;
  16797. }
  16798. /** Check Shadow Form on the target
  16799. * @param bl: Target
  16800. * @param damage: Damage amount
  16801. * @param hit
  16802. * @return true - in Shadow Form state; false - otherwise
  16803. */
  16804. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  16805. {
  16806. struct status_change *sc;
  16807. nullpo_retr(false,bl);
  16808. if (!damage)
  16809. return false;
  16810. sc = status_get_sc(bl);
  16811. if( sc && sc->data[SC__SHADOWFORM] ) {
  16812. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  16813. if( !src || src->m != bl->m ) {
  16814. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16815. return false;
  16816. }
  16817. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  16818. if( src->type == BL_PC )
  16819. ((TBL_PC*)src)->shadowform_id = 0;
  16820. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16821. return false;
  16822. }
  16823. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
  16824. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  16825. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16826. if( src->type == BL_PC )
  16827. ((TBL_PC*)src)->shadowform_id = 0;
  16828. }
  16829. return true;
  16830. }
  16831. return false;
  16832. }
  16833. /**
  16834. * Check camouflage condition
  16835. * @param bl
  16836. * @param sce
  16837. * @return True if near wall; False otherwise
  16838. * @TODO: Seems wrong
  16839. */
  16840. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  16841. {
  16842. bool wall = true;
  16843. if( bl->type == BL_PC ) { //Check for walls.
  16844. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16845. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16846. int i;
  16847. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16848. if( i == 8 )
  16849. wall = false;
  16850. }
  16851. if( sce ) {
  16852. if( !wall && sce->val1 < 3 ) //End camouflage.
  16853. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  16854. status_calc_bl(bl,SCB_SPEED);
  16855. }
  16856. return wall;
  16857. }
  16858. /**
  16859. * Process skill unit visibilty for single BL in area
  16860. * @param bl
  16861. * @param ap
  16862. * @author [Cydh]
  16863. **/
  16864. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  16865. struct skill_unit *su = NULL;
  16866. struct block_list *src = NULL;
  16867. unsigned int party1 = 0;
  16868. bool visible = true;
  16869. nullpo_ret(bl);
  16870. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  16871. nullpo_ret((src = va_arg(ap, struct block_list*)));
  16872. party1 = va_arg(ap, unsigned int);
  16873. if (src != bl) {
  16874. unsigned int party2 = status_get_party_id(bl);
  16875. if (!party1 || !party2 || party1 != party2)
  16876. visible = false;
  16877. }
  16878. clif_getareachar_skillunit(bl, su, SELF, visible);
  16879. return 1;
  16880. }
  16881. /**
  16882. * Check for skill unit visibilty in area on
  16883. * - skill first placement
  16884. * - skill moved (knocked back, moved dance)
  16885. * @param su Skill unit
  16886. * @param target Affected target for this visibility @see enum send_target
  16887. * @author [Cydh]
  16888. **/
  16889. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  16890. nullpo_retv(su);
  16891. if (!su->hidden) // It's not hidden, just do this!
  16892. clif_getareachar_skillunit(&su->bl, su, target, true);
  16893. else {
  16894. struct block_list *src = battle_get_master(&su->bl);
  16895. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  16896. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  16897. }
  16898. }
  16899. /**
  16900. * Check for skill unit visibilty on single BL on insight/spawn action
  16901. * @param su Skill unit
  16902. * @param bl Block list
  16903. * @author [Cydh]
  16904. **/
  16905. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  16906. bool visible = true;
  16907. struct block_list *src = NULL;
  16908. nullpo_retv(bl);
  16909. nullpo_retv(su);
  16910. nullpo_retv((src = battle_get_master(&su->bl)));
  16911. if (su->hidden && src != bl) {
  16912. unsigned int party1 = status_get_party_id(src);
  16913. unsigned int party2 = status_get_party_id(bl);
  16914. if (!party1 || !party2 || party1 != party2)
  16915. visible = false;
  16916. }
  16917. clif_getareachar_skillunit(bl, su, SELF, visible);
  16918. }
  16919. /**
  16920. * Initialize new skill unit for skill unit group.
  16921. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  16922. * @param group Skill unit group
  16923. * @param idx
  16924. * @param x
  16925. * @param y
  16926. * @param val1
  16927. * @param val2
  16928. */
  16929. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2, bool hidden)
  16930. {
  16931. struct skill_unit *unit;
  16932. nullpo_retr(NULL, group);
  16933. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  16934. nullpo_retr(NULL, (unit = &group->unit[idx]));
  16935. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  16936. return unit;
  16937. if(!unit->alive)
  16938. group->alive_count++;
  16939. unit->bl.id = map_get_new_object_id();
  16940. unit->bl.type = BL_SKILL;
  16941. unit->bl.m = group->map;
  16942. unit->bl.x = x;
  16943. unit->bl.y = y;
  16944. unit->group = group;
  16945. unit->alive = 1;
  16946. unit->val1 = val1;
  16947. unit->val2 = val2;
  16948. unit->hidden = hidden;
  16949. // Stores new skill unit
  16950. idb_put(skillunit_db, unit->bl.id, unit);
  16951. map_addiddb(&unit->bl);
  16952. if(map_addblock(&unit->bl))
  16953. return NULL;
  16954. // Perform oninit actions
  16955. switch (group->skill_id) {
  16956. case WZ_ICEWALL:
  16957. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  16958. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  16959. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  16960. break;
  16961. case SA_LANDPROTECTOR:
  16962. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  16963. break;
  16964. #ifndef RENEWAL
  16965. case HP_BASILICA:
  16966. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  16967. break;
  16968. #endif
  16969. case SC_MAELSTROM:
  16970. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  16971. break;
  16972. default:
  16973. if (group->state.song_dance&0x1) //Check for dissonance.
  16974. skill_dance_overlap(unit, 1);
  16975. break;
  16976. }
  16977. skill_getareachar_skillunit_visibilty(unit, AREA);
  16978. return unit;
  16979. }
  16980. /**
  16981. * Remove unit
  16982. * @param unit
  16983. */
  16984. int skill_delunit(struct skill_unit* unit)
  16985. {
  16986. struct skill_unit_group *group;
  16987. nullpo_ret(unit);
  16988. if( !unit->alive )
  16989. return 0;
  16990. unit->alive = 0;
  16991. nullpo_ret(group = unit->group);
  16992. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  16993. skill_dance_overlap(unit, 0);
  16994. // invoke onout event
  16995. if( !unit->range )
  16996. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  16997. // perform ondelete actions
  16998. switch (group->skill_id) {
  16999. case HT_ANKLESNARE:
  17000. case SC_ESCAPE:
  17001. {
  17002. struct block_list* target = map_id2bl(group->val2);
  17003. enum sc_type type = status_skill2sc(group->skill_id);
  17004. if( target )
  17005. status_change_end(target, type, INVALID_TIMER);
  17006. }
  17007. break;
  17008. case WZ_ICEWALL:
  17009. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  17010. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  17011. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  17012. break;
  17013. case SA_LANDPROTECTOR:
  17014. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  17015. break;
  17016. #ifndef RENEWAL
  17017. case HP_BASILICA:
  17018. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  17019. break;
  17020. #endif
  17021. case RA_ELECTRICSHOCKER: {
  17022. struct block_list* target = map_id2bl(group->val2);
  17023. if( target )
  17024. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  17025. }
  17026. break;
  17027. case SC_MAELSTROM:
  17028. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  17029. break;
  17030. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  17031. if( group->val2 ) { // Someone Traped
  17032. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  17033. if( tsc && tsc->data[SC__MANHOLE] )
  17034. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  17035. }
  17036. break;
  17037. }
  17038. clif_skill_delunit(unit);
  17039. unit->group=NULL;
  17040. map_delblock(&unit->bl); // don't free yet
  17041. map_deliddb(&unit->bl);
  17042. idb_remove(skillunit_db, unit->bl.id);
  17043. if(--group->alive_count==0)
  17044. skill_delunitgroup(group);
  17045. return 0;
  17046. }
  17047. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  17048. /// Returns the target skill_unit_group or NULL if not found.
  17049. struct skill_unit_group* skill_id2group(int group_id) {
  17050. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  17051. }
  17052. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  17053. /**
  17054. * Returns a new group_id that isn't being used in skillunit_group_db.
  17055. * Fatal error if nothing is available.
  17056. */
  17057. static int skill_get_new_group_id(void)
  17058. {
  17059. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  17060. return skill_unit_group_newid++;// available
  17061. {// find next id
  17062. int base_id = skill_unit_group_newid;
  17063. while( base_id != ++skill_unit_group_newid )
  17064. {
  17065. if( skill_unit_group_newid < MAX_SKILL )
  17066. skill_unit_group_newid = MAX_SKILL;
  17067. if( skill_id2group(skill_unit_group_newid) == NULL )
  17068. return skill_unit_group_newid++;// available
  17069. }
  17070. // full loop, nothing available
  17071. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  17072. exit(1);
  17073. }
  17074. }
  17075. /**
  17076. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  17077. * @param src Object that cast the skill
  17078. * @param count How many 'cells' used that needed. Related with skill layout
  17079. * @param skill_id ID of used skill
  17080. * @param skill_lv Skill level of used skill
  17081. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  17082. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  17083. * @param interval Time interval
  17084. * @return skill_unit_group
  17085. */
  17086. struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  17087. {
  17088. struct unit_data* ud = unit_bl2ud( src );
  17089. struct skill_unit_group* group;
  17090. int i;
  17091. if(!(skill_id && skill_lv)) return 0;
  17092. nullpo_retr(NULL, src);
  17093. nullpo_retr(NULL, ud);
  17094. // Find a free spot to store the new unit group
  17095. // TODO: Make this flexible maybe by changing this fixed array?
  17096. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  17097. if(i == MAX_SKILLUNITGROUP) {
  17098. // Array is full, make room by discarding oldest group
  17099. int j = 0;
  17100. t_tick maxdiff = 0, tick = gettick();
  17101. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  17102. t_tick x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  17103. if(x > maxdiff){
  17104. maxdiff = x;
  17105. j = i;
  17106. }
  17107. }
  17108. skill_delunitgroup(ud->skillunit[j]);
  17109. // Since elements must have shifted, we use the last slot.
  17110. i = MAX_SKILLUNITGROUP-1;
  17111. }
  17112. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  17113. group->src_id = src->id;
  17114. group->party_id = status_get_party_id(src);
  17115. group->guild_id = status_get_guild_id(src);
  17116. group->bg_id = bg_team_get_id(src);
  17117. group->group_id = skill_get_new_group_id();
  17118. group->link_group_id = 0;
  17119. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  17120. group->unit_count = count;
  17121. group->alive_count = 0;
  17122. group->val1 = 0;
  17123. group->val2 = 0;
  17124. group->val3 = 0;
  17125. group->skill_id = skill_id;
  17126. group->skill_lv = skill_lv;
  17127. group->unit_id = unit_id;
  17128. group->map = src->m;
  17129. group->limit = limit;
  17130. group->interval = interval;
  17131. group->tick = gettick();
  17132. group->valstr = NULL;
  17133. ud->skillunit[i] = group;
  17134. // Stores this new group to DBMap
  17135. idb_put(skillunit_group_db, group->group_id, group);
  17136. return group;
  17137. }
  17138. /**
  17139. * Remove skill unit group
  17140. * @param group
  17141. * @param file
  17142. * @param line
  17143. * @param *func
  17144. */
  17145. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  17146. {
  17147. struct block_list* src;
  17148. struct unit_data *ud;
  17149. short i, j;
  17150. int link_group_id;
  17151. if( group == NULL ) {
  17152. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  17153. return 0;
  17154. }
  17155. src = map_id2bl(group->src_id);
  17156. ud = unit_bl2ud(src);
  17157. if (!src || !ud) {
  17158. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  17159. return 0;
  17160. }
  17161. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  17162. switch( group->skill_id ) {
  17163. case BA_DISSONANCE:
  17164. case BA_POEMBRAGI:
  17165. case BA_WHISTLE:
  17166. case BA_ASSASSINCROSS:
  17167. case BA_APPLEIDUN:
  17168. case DC_UGLYDANCE:
  17169. case DC_HUMMING:
  17170. case DC_DONTFORGETME:
  17171. case DC_FORTUNEKISS:
  17172. case DC_SERVICEFORYOU:
  17173. case NC_NEUTRALBARRIER:
  17174. case NC_STEALTHFIELD:
  17175. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  17176. break;
  17177. }
  17178. }
  17179. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  17180. struct status_change* sc = status_get_sc(src);
  17181. if (sc && sc->data[SC_DANCING]) {
  17182. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  17183. status_change_end(src, SC_DANCING, INVALID_TIMER);
  17184. }
  17185. }
  17186. // End SC from the master when the skill group is deleted
  17187. i = SC_NONE;
  17188. switch (group->unit_id) {
  17189. case UNT_GOSPEL: i = SC_GOSPEL; break;
  17190. #ifndef RENEWAL
  17191. case UNT_BASILICA: i = SC_BASILICA; break;
  17192. #endif
  17193. }
  17194. if (i != SC_NONE) {
  17195. struct status_change *sc = status_get_sc(src);
  17196. if (sc && sc->data[i]) {
  17197. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  17198. status_change_end(src, (sc_type)i, INVALID_TIMER);
  17199. }
  17200. }
  17201. switch( group->skill_id ) {
  17202. case PF_SPIDERWEB:
  17203. {
  17204. struct block_list* target = map_id2bl(group->val2);
  17205. struct status_change *sc;
  17206. bool removed = true;
  17207. //Clear group id from status change
  17208. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  17209. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  17210. sc->data[SC_SPIDERWEB]->val2 = 0;
  17211. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  17212. sc->data[SC_SPIDERWEB]->val3 = 0;
  17213. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  17214. sc->data[SC_SPIDERWEB]->val4 = 0;
  17215. else //Group was already removed in status_change_end, don't call it again!
  17216. removed = false;
  17217. //The last group was cleared, end status change
  17218. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  17219. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  17220. }
  17221. }
  17222. break;
  17223. case SG_SUN_WARM:
  17224. case SG_MOON_WARM:
  17225. case SG_STAR_WARM:
  17226. case LG_BANDING:
  17227. {
  17228. status_change *sc = status_get_sc(src);
  17229. sc_type type = status_skill2sc(group->skill_id);
  17230. if (sc && sc->data[type]) {
  17231. sc->data[type]->val4 = 0;
  17232. status_change_end(src, type, INVALID_TIMER);
  17233. }
  17234. }
  17235. break;
  17236. case NC_NEUTRALBARRIER:
  17237. {
  17238. struct status_change *sc = NULL;
  17239. if( (sc = status_get_sc(src)) != NULL ) {
  17240. if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
  17241. {
  17242. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  17243. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  17244. }
  17245. status_change_end(src,SC_NEUTRALBARRIER,INVALID_TIMER);
  17246. }
  17247. }
  17248. break;
  17249. case NC_STEALTHFIELD:
  17250. {
  17251. struct status_change *sc = NULL;
  17252. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  17253. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  17254. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  17255. }
  17256. }
  17257. break;
  17258. }
  17259. if (src->type==BL_PC && group->state.ammo_consume)
  17260. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  17261. group->alive_count=0;
  17262. // remove all unit cells
  17263. if(group->unit != NULL)
  17264. for( i = 0; i < group->unit_count; i++ )
  17265. skill_delunit(&group->unit[i]);
  17266. // clear Talkie-box string
  17267. if( group->valstr != NULL ) {
  17268. aFree(group->valstr);
  17269. group->valstr = NULL;
  17270. }
  17271. idb_remove(skillunit_group_db, group->group_id);
  17272. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  17273. group->unit = NULL;
  17274. group->group_id = 0;
  17275. group->unit_count = 0;
  17276. link_group_id = group->link_group_id;
  17277. group->link_group_id = 0;
  17278. // locate this group, swap with the last entry and delete it
  17279. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  17280. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  17281. j--;
  17282. if( i < MAX_SKILLUNITGROUP ) {
  17283. ud->skillunit[i] = ud->skillunit[j];
  17284. ud->skillunit[j] = NULL;
  17285. ers_free(skill_unit_ers, group);
  17286. } else
  17287. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  17288. if(link_group_id) {
  17289. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  17290. if(group_cur)
  17291. skill_delunitgroup(group_cur);
  17292. }
  17293. return 1;
  17294. }
  17295. /**
  17296. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  17297. * @param src
  17298. */
  17299. void skill_clear_unitgroup(struct block_list *src)
  17300. {
  17301. struct unit_data *ud;
  17302. nullpo_retv(src);
  17303. nullpo_retv((ud = unit_bl2ud(src)));
  17304. while (ud->skillunit[0])
  17305. skill_delunitgroup(ud->skillunit[0]);
  17306. }
  17307. /**
  17308. * Search tickset for skill unit in skill unit group
  17309. * @param bl Block List for skill_unit
  17310. * @param group Skill unit group
  17311. * @param tick
  17312. * @return skill_unit_group_tickset if found
  17313. */
  17314. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, t_tick tick)
  17315. {
  17316. int i, j = -1, s, id;
  17317. struct unit_data *ud;
  17318. struct skill_unit_group_tickset *set;
  17319. nullpo_ret(bl);
  17320. if (group->interval == -1)
  17321. return NULL;
  17322. ud = unit_bl2ud(bl);
  17323. if (!ud)
  17324. return NULL;
  17325. set = ud->skillunittick;
  17326. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  17327. id = s = group->skill_id;
  17328. else
  17329. id = s = group->group_id;
  17330. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  17331. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  17332. if (set[k].id == id)
  17333. return &set[k];
  17334. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  17335. j=k;
  17336. }
  17337. if (j == -1) {
  17338. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  17339. j = id % MAX_SKILLUNITGROUPTICKSET;
  17340. }
  17341. set[j].id = id;
  17342. set[j].tick = tick;
  17343. return &set[j];
  17344. }
  17345. /*==========================================
  17346. * Check for validity skill unit that triggered by skill_unit_timer_sub
  17347. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  17348. *------------------------------------------*/
  17349. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  17350. {
  17351. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  17352. struct skill_unit_group* group = NULL;
  17353. t_tick tick = va_arg(ap,t_tick);
  17354. nullpo_ret(unit);
  17355. if( !unit->alive || bl->prev == NULL )
  17356. return 0;
  17357. nullpo_ret(group = unit->group);
  17358. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  17359. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  17360. return 0; //AoE skills are ineffective. [Skotlex]
  17361. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  17362. return 0;
  17363. skill_unit_onplace_timer(unit,bl,tick);
  17364. return 1;
  17365. }
  17366. /**
  17367. * @see DBApply
  17368. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  17369. */
  17370. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  17371. {
  17372. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  17373. struct skill_unit_group* group = NULL;
  17374. t_tick tick = va_arg(ap,t_tick);
  17375. bool dissonance;
  17376. struct block_list* bl = &unit->bl;
  17377. nullpo_ret(unit);
  17378. if( !unit->alive )
  17379. return 0;
  17380. nullpo_ret(group = unit->group);
  17381. // Check for expiration
  17382. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  17383. {// skill unit expired (inlined from skill_unit_onlimit())
  17384. switch( group->unit_id ) {
  17385. case UNT_ICEWALL:
  17386. unit->val1 -= 50; // icewall loses 50 hp every second
  17387. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  17388. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  17389. if( unit->val1 <= 0 )
  17390. skill_delunit(unit);
  17391. break;
  17392. case UNT_BLASTMINE:
  17393. #ifdef RENEWAL
  17394. case UNT_CLAYMORETRAP:
  17395. #endif
  17396. case UNT_GROUNDDRIFT_WIND:
  17397. case UNT_GROUNDDRIFT_DARK:
  17398. case UNT_GROUNDDRIFT_POISON:
  17399. case UNT_GROUNDDRIFT_WATER:
  17400. case UNT_GROUNDDRIFT_FIRE:
  17401. group->unit_id = UNT_USED_TRAPS;
  17402. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  17403. group->limit=DIFF_TICK(tick+1500,group->tick);
  17404. unit->limit=DIFF_TICK(tick+1500,group->tick);
  17405. break;
  17406. case UNT_ANKLESNARE:
  17407. case UNT_ELECTRICSHOCKER:
  17408. if (group->val2 > 0) { //Used Trap doesn't return back to item
  17409. skill_delunit(unit);
  17410. break;
  17411. }
  17412. case UNT_SKIDTRAP:
  17413. case UNT_LANDMINE:
  17414. case UNT_SHOCKWAVE:
  17415. case UNT_SANDMAN:
  17416. case UNT_FLASHER:
  17417. case UNT_FREEZINGTRAP:
  17418. #ifndef RENEWAL
  17419. case UNT_CLAYMORETRAP:
  17420. #endif
  17421. case UNT_TALKIEBOX:
  17422. case UNT_CLUSTERBOMB:
  17423. case UNT_MAGENTATRAP:
  17424. case UNT_COBALTTRAP:
  17425. case UNT_MAIZETRAP:
  17426. case UNT_VERDURETRAP:
  17427. case UNT_FIRINGTRAP:
  17428. case UNT_ICEBOUNDTRAP:
  17429. {
  17430. struct block_list* src;
  17431. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  17432. { // revert unit back into a trap
  17433. struct item item_tmp;
  17434. memset(&item_tmp,0,sizeof(item_tmp));
  17435. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  17436. item_tmp.identify = 1;
  17437. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  17438. }
  17439. skill_delunit(unit);
  17440. }
  17441. break;
  17442. case UNT_WARP_ACTIVE:
  17443. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  17444. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  17445. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  17446. // restart timers
  17447. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  17448. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  17449. // apply effect to all units standing on it
  17450. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  17451. break;
  17452. case UNT_CALLFAMILY:
  17453. {
  17454. struct map_session_data *sd = NULL;
  17455. if(group->val1) {
  17456. sd = map_charid2sd(group->val1);
  17457. group->val1 = 0;
  17458. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  17459. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  17460. }
  17461. if(group->val2) {
  17462. sd = map_charid2sd(group->val2);
  17463. group->val2 = 0;
  17464. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  17465. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  17466. }
  17467. skill_delunit(unit);
  17468. }
  17469. break;
  17470. case UNT_REVERBERATION:
  17471. case UNT_NETHERWORLD:
  17472. if( unit->val1 <= 0 ) { // If it was deactivated.
  17473. skill_delunit(unit);
  17474. break;
  17475. }
  17476. clif_changetraplook(bl,UNT_USED_TRAPS);
  17477. if (group->unit_id == UNT_REVERBERATION)
  17478. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  17479. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  17480. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  17481. group->unit_id = UNT_USED_TRAPS;
  17482. break;
  17483. case UNT_FEINTBOMB: {
  17484. struct block_list *src = map_id2bl(group->src_id);
  17485. if (src)
  17486. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  17487. skill_delunit(unit);
  17488. }
  17489. break;
  17490. case UNT_BANDING:
  17491. {
  17492. struct block_list *src = map_id2bl(group->src_id);
  17493. struct status_change *sc;
  17494. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  17495. skill_delunit(unit);
  17496. break;
  17497. }
  17498. // This unit isn't removed while SC_BANDING is active.
  17499. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  17500. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  17501. }
  17502. break;
  17503. case UNT_B_TRAP:
  17504. {
  17505. struct block_list* src;
  17506. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  17507. struct item item_tmp;
  17508. memset(&item_tmp, 0, sizeof(item_tmp));
  17509. item_tmp.nameid = group->item_id;
  17510. item_tmp.identify = 1;
  17511. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  17512. }
  17513. skill_delunit(unit);
  17514. }
  17515. break;
  17516. default:
  17517. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2)) {
  17518. // Deal damage before expiration
  17519. break;
  17520. }
  17521. skill_delunit(unit);
  17522. break;
  17523. }
  17524. } else {// skill unit is still active
  17525. switch( group->unit_id ) {
  17526. case UNT_BLASTMINE:
  17527. case UNT_SKIDTRAP:
  17528. case UNT_LANDMINE:
  17529. case UNT_SHOCKWAVE:
  17530. case UNT_SANDMAN:
  17531. case UNT_FLASHER:
  17532. case UNT_CLAYMORETRAP:
  17533. case UNT_FREEZINGTRAP:
  17534. case UNT_TALKIEBOX:
  17535. case UNT_ANKLESNARE:
  17536. case UNT_B_TRAP:
  17537. if( unit->val1 <= 0 ) {
  17538. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  17539. skill_delunit(unit);
  17540. else {
  17541. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  17542. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  17543. group->unit_id = UNT_USED_TRAPS;
  17544. }
  17545. }
  17546. break;
  17547. case UNT_REVERBERATION:
  17548. case UNT_NETHERWORLD:
  17549. if (unit->val1 <= 0) {
  17550. clif_changetraplook(bl,UNT_USED_TRAPS);
  17551. if (group->unit_id == UNT_REVERBERATION)
  17552. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  17553. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  17554. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  17555. group->unit_id = UNT_USED_TRAPS;
  17556. }
  17557. break;
  17558. case UNT_WALLOFTHORN:
  17559. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  17560. skill_delunitgroup(group);
  17561. break;
  17562. }
  17563. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  17564. skill_delunit(unit);
  17565. break;
  17566. case UNT_SANCTUARY:
  17567. if (group->val1 <= 0) {
  17568. skill_delunitgroup(group);
  17569. }
  17570. break;
  17571. default:
  17572. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17573. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  17574. // Unit will expire the next interval, start dropping Meteor
  17575. struct block_list* src;
  17576. if ((src = map_id2bl(group->src_id)) != NULL) {
  17577. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  17578. group->val2 = 1;
  17579. }
  17580. }
  17581. // No damage until expiration
  17582. return 0;
  17583. }
  17584. break;
  17585. }
  17586. }
  17587. //Don't continue if unit or even group is expired and has been deleted.
  17588. if( !group || !unit->alive )
  17589. return 0;
  17590. dissonance = skill_dance_switch(unit, 0);
  17591. if( unit->range >= 0 && group->interval != -1 )
  17592. {
  17593. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  17594. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  17595. group->unit_id = UNT_USED_TRAPS;
  17596. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  17597. unit->range = -1; //Disable processed cell.
  17598. if (--group->val1 <= 0) { // number of live cells
  17599. //All tiles were processed, disable skill.
  17600. group->target_flag=BCT_NOONE;
  17601. group->bl_flag= BL_NUL;
  17602. }
  17603. }
  17604. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17605. skill_delunit(unit);
  17606. return 0;
  17607. }
  17608. }
  17609. if( dissonance )
  17610. skill_dance_switch(unit, 1);
  17611. return 0;
  17612. }
  17613. /*==========================================
  17614. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  17615. *------------------------------------------*/
  17616. TIMER_FUNC(skill_unit_timer){
  17617. map_freeblock_lock();
  17618. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  17619. map_freeblock_unlock();
  17620. return 0;
  17621. }
  17622. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  17623. /*==========================================
  17624. * flag :
  17625. * 1 : store that skill_unit in array
  17626. * 2 : clear that skill_unit
  17627. * 4 : call_on_left
  17628. *------------------------------------------*/
  17629. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  17630. {
  17631. struct skill_unit* unit = (struct skill_unit *)bl;
  17632. struct skill_unit_group* group = NULL;
  17633. struct block_list* target = va_arg(ap,struct block_list*);
  17634. t_tick tick = va_arg(ap,t_tick);
  17635. int flag = va_arg(ap,int);
  17636. bool dissonance;
  17637. uint16 skill_id;
  17638. int i;
  17639. nullpo_ret(unit);
  17640. nullpo_ret(target);
  17641. if( !unit->alive || target->prev == NULL )
  17642. return 0;
  17643. nullpo_ret(group = unit->group);
  17644. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  17645. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  17646. dissonance = skill_dance_switch(unit, 0);
  17647. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  17648. skill_id = group->skill_id;
  17649. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  17650. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  17651. if( dissonance ) {
  17652. skill_dance_switch(unit, 1);
  17653. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  17654. }
  17655. return 0;
  17656. }
  17657. //Target-type check.
  17658. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  17659. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  17660. if( flag&1 ) {
  17661. if( flag&2 ) { //Clear this skill id.
  17662. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  17663. if( i < ARRAYLENGTH(skill_unit_temp) )
  17664. skill_unit_temp[i] = 0;
  17665. }
  17666. } else {
  17667. if( flag&2 ) { //Store this skill id.
  17668. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17669. if( i < ARRAYLENGTH(skill_unit_temp) )
  17670. skill_unit_temp[i] = skill_id;
  17671. else
  17672. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17673. }
  17674. }
  17675. if( flag&4 )
  17676. skill_unit_onleft(skill_id,target,tick);
  17677. }
  17678. if( dissonance )
  17679. skill_dance_switch(unit, 1);
  17680. return 0;
  17681. } else {
  17682. if( flag&1 ) {
  17683. int result = skill_unit_onplace(unit,target,tick);
  17684. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  17685. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  17686. if( i < ARRAYLENGTH(skill_unit_temp) )
  17687. skill_unit_temp[i] = 0;
  17688. }
  17689. } else {
  17690. int result = skill_unit_onout(unit,target,tick);
  17691. if( flag&2 && result ) { //Store this unit id.
  17692. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17693. if( i < ARRAYLENGTH(skill_unit_temp) )
  17694. skill_unit_temp[i] = skill_id;
  17695. else
  17696. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17697. }
  17698. }
  17699. //TODO: Normally, this is dangerous since the unit and group could be freed
  17700. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  17701. //cells do not get deleted within them. [Skotlex]
  17702. if( dissonance )
  17703. skill_dance_switch(unit, 1);
  17704. if( flag&4 )
  17705. skill_unit_onleft(skill_id,target,tick);
  17706. return 1;
  17707. }
  17708. }
  17709. /*==========================================
  17710. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  17711. * Flag values:
  17712. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  17713. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  17714. * units to figure out when they have left a group.
  17715. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  17716. *------------------------------------------*/
  17717. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  17718. {
  17719. nullpo_ret(bl);
  17720. if( bl->prev == NULL )
  17721. return 0;
  17722. if( flag&2 && !(flag&1) ) //Onout, clear data
  17723. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  17724. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  17725. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  17726. int i;
  17727. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  17728. if( skill_unit_temp[i] )
  17729. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  17730. }
  17731. return 0;
  17732. }
  17733. /*==========================================
  17734. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  17735. * @param bl Skill unit
  17736. * @param m Map
  17737. * @param dx
  17738. * @param dy
  17739. *------------------------------------------*/
  17740. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  17741. t_tick tick = gettick();
  17742. struct skill_unit *su;
  17743. if (bl->type != BL_SKILL)
  17744. return;
  17745. if (!(su = (struct skill_unit *)bl))
  17746. return;
  17747. if (!su->alive)
  17748. return;
  17749. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  17750. return; //Ensembles may not be moved around.
  17751. if (!bl->prev) {
  17752. bl->x = dx;
  17753. bl->y = dy;
  17754. return;
  17755. }
  17756. map_moveblock(bl, dx, dy, tick);
  17757. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  17758. skill_getareachar_skillunit_visibilty(su, AREA);
  17759. return;
  17760. }
  17761. /**
  17762. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  17763. * @param group Skill Group
  17764. * @param m Map
  17765. * @param dx
  17766. * @param dy
  17767. */
  17768. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  17769. {
  17770. int i, j;
  17771. t_tick tick = gettick();
  17772. int *m_flag;
  17773. struct skill_unit *unit1;
  17774. struct skill_unit *unit2;
  17775. if (group == NULL)
  17776. return;
  17777. if (group->unit_count <= 0)
  17778. return;
  17779. if (group->unit == NULL)
  17780. return;
  17781. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  17782. return; //Ensembles may not be moved around.
  17783. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  17784. // m_flag
  17785. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  17786. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  17787. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  17788. // 3: Both 1+2.
  17789. for(i = 0; i < group->unit_count; i++) {
  17790. unit1 =& group->unit[i];
  17791. if (!unit1->alive || unit1->bl.m != m)
  17792. continue;
  17793. for(j = 0; j < group->unit_count; j++) {
  17794. unit2 = &group->unit[j];
  17795. if (!unit2->alive)
  17796. continue;
  17797. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  17798. m_flag[i] |= 0x1;
  17799. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  17800. m_flag[i] |= 0x2;
  17801. }
  17802. }
  17803. j = 0;
  17804. for (i = 0; i < group->unit_count; i++) {
  17805. unit1 = &group->unit[i];
  17806. if (!unit1->alive)
  17807. continue;
  17808. if (!(m_flag[i]&0x2)) {
  17809. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  17810. skill_dance_overlap(unit1, 0);
  17811. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  17812. }
  17813. //Move Cell using "smart" criteria (avoid useless moving around)
  17814. switch(m_flag[i]) {
  17815. case 0:
  17816. //Cell moves independently, safely move it.
  17817. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  17818. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  17819. break;
  17820. case 1:
  17821. //Cell moves unto another cell, look for a replacement cell that won't collide
  17822. //and has no cell moving into it (flag == 2)
  17823. for(; j < group->unit_count; j++) {
  17824. int dx2, dy2;
  17825. if(m_flag[j] != 2 || !group->unit[j].alive)
  17826. continue;
  17827. //Move to where this cell would had moved.
  17828. unit2 = &group->unit[j];
  17829. dx2 = unit2->bl.x + dx - unit1->bl.x;
  17830. dy2 = unit2->bl.y + dy - unit1->bl.y;
  17831. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  17832. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  17833. j++; //Skip this cell as we have used it.
  17834. break;
  17835. }
  17836. break;
  17837. case 2:
  17838. case 3:
  17839. break; //Don't move the cell as a cell will end on this tile anyway.
  17840. }
  17841. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  17842. if (group->state.song_dance&0x1) //Check for dissonance effect.
  17843. skill_dance_overlap(unit1, 1);
  17844. skill_getareachar_skillunit_visibilty(unit1, AREA);
  17845. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  17846. }
  17847. }
  17848. aFree(m_flag);
  17849. }
  17850. /**
  17851. * Checking product requirement in player's inventory.
  17852. * Checking if player has the item or not, the amount, and the weight limit.
  17853. * @param sd Player
  17854. * @param nameid Product requested
  17855. * @param trigger Trigger criteria to match will 'ItemLv'
  17856. * @param qty Amount of item will be created
  17857. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  17858. */
  17859. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  17860. {
  17861. short i, j;
  17862. nullpo_ret(sd);
  17863. if (!nameid || !itemdb_exists(nameid))
  17864. return 0;
  17865. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  17866. if (skill_produce_db[i].nameid == nameid) {
  17867. if ((j = skill_produce_db[i].req_skill) > 0 &&
  17868. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  17869. continue; // must iterate again to check other skills that produce it. [malufett]
  17870. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  17871. continue; // special case
  17872. break;
  17873. }
  17874. }
  17875. if (i >= MAX_SKILL_PRODUCE_DB)
  17876. return 0;
  17877. // Cannot carry the produced stuff
  17878. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  17879. return 0;
  17880. // Matching the requested produce list
  17881. if (trigger >= 0) {
  17882. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  17883. if (skill_produce_db[i].itemlv != trigger)
  17884. return 0;
  17885. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  17886. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  17887. return 0;
  17888. } else { // Weapon (itemlv must be higher or equal)
  17889. if (skill_produce_db[i].itemlv > trigger)
  17890. return 0;
  17891. }
  17892. }
  17893. // Check on player's inventory
  17894. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  17895. unsigned short nameid_produce;
  17896. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  17897. continue;
  17898. if (skill_produce_db[i].mat_amount[j] == 0) {
  17899. if (pc_search_inventory(sd,nameid_produce) < 0)
  17900. return 0;
  17901. } else {
  17902. unsigned short idx, amt;
  17903. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  17904. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  17905. amt += sd->inventory.u.items_inventory[idx].amount;
  17906. if (amt < qty * skill_produce_db[i].mat_amount[j])
  17907. return 0;
  17908. }
  17909. }
  17910. return i + 1;
  17911. }
  17912. /**
  17913. * Attempt to produce an item
  17914. * @param sd Player
  17915. * @param skill_id Skill used
  17916. * @param nameid Requested product
  17917. * @param slot1
  17918. * @param slot2
  17919. * @param slot3
  17920. * @param qty Amount of requested item
  17921. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  17922. * @return True is success, False if failed
  17923. */
  17924. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  17925. {
  17926. int slot[3];
  17927. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  17928. int num = -1; // exclude the recipe
  17929. struct status_data *status;
  17930. nullpo_ret(sd);
  17931. status = status_get_status_data(&sd->bl);
  17932. if( sd->skill_id_old == skill_id )
  17933. skill_lv = sd->skill_lv_old;
  17934. if (produce_idx == -1) {
  17935. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  17936. return false;
  17937. idx--;
  17938. }
  17939. else
  17940. idx = produce_idx;
  17941. if (qty < 1)
  17942. qty = 1;
  17943. if (!skill_id) //A skill can be specified for some override cases.
  17944. skill_id = skill_produce_db[idx].req_skill;
  17945. if( skill_id == GC_RESEARCHNEWPOISON )
  17946. skill_id = GC_CREATENEWPOISON;
  17947. slot[0] = slot1;
  17948. slot[1] = slot2;
  17949. slot[2] = slot3;
  17950. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  17951. short j;
  17952. if (slot[i] <= 0)
  17953. continue;
  17954. j = pc_search_inventory(sd,slot[i]);
  17955. if (j < 0)
  17956. continue;
  17957. if (slot[i] == ITEMID_STAR_CRUMB) {
  17958. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17959. sc++;
  17960. }
  17961. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  17962. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  17963. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17964. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  17965. }
  17966. }
  17967. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  17968. short id, x, j;
  17969. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  17970. continue;
  17971. num++;
  17972. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  17973. do {
  17974. int y = 0;
  17975. j = pc_search_inventory(sd,id);
  17976. if (j >= 0) {
  17977. y = sd->inventory.u.items_inventory[j].amount;
  17978. if (y > x)
  17979. y = x;
  17980. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  17981. } else {
  17982. ShowError("skill_produce_mix: material item error\n");
  17983. return false;
  17984. }
  17985. x -= y;
  17986. } while( j >= 0 && x > 0 );
  17987. }
  17988. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  17989. wlv = itemdb_wlv(nameid);
  17990. if (!equip) {
  17991. switch (skill_id) {
  17992. case BS_IRON:
  17993. case BS_STEEL:
  17994. case BS_ENCHANTEDSTONE:
  17995. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  17996. i = pc_checkskill(sd,skill_id);
  17997. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  17998. switch (nameid) {
  17999. case ITEMID_IRON:
  18000. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  18001. break;
  18002. case ITEMID_STEEL:
  18003. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  18004. break;
  18005. case ITEMID_STAR_CRUMB:
  18006. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  18007. break;
  18008. default: // Enchanted Stones
  18009. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  18010. break;
  18011. }
  18012. break;
  18013. case ASC_CDP:
  18014. make_per = (2000 + 40*status->dex + 20*status->luk);
  18015. break;
  18016. case AL_HOLYWATER:
  18017. case AB_ANCILLA:
  18018. make_per = 100000; //100% success
  18019. break;
  18020. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  18021. case AM_TWILIGHT1:
  18022. case AM_TWILIGHT2:
  18023. case AM_TWILIGHT3:
  18024. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  18025. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  18026. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  18027. if (hom_is_active(sd->hd)) {//Player got a homun
  18028. int skill;
  18029. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  18030. make_per += skill*100; //+1% bonus per level
  18031. }
  18032. switch(nameid){
  18033. case ITEMID_RED_POTION:
  18034. case ITEMID_YELLOW_POTION:
  18035. case ITEMID_WHITE_POTION:
  18036. make_per += (1+rnd()%100)*10 + 2000;
  18037. break;
  18038. case ITEMID_ALCOHOL:
  18039. make_per += (1+rnd()%100)*10 + 1000;
  18040. break;
  18041. case ITEMID_FIRE_BOTTLE:
  18042. case ITEMID_ACID_BOTTLE:
  18043. case ITEMID_MAN_EATER_BOTTLE:
  18044. case ITEMID_MINI_BOTTLE:
  18045. make_per += (1+rnd()%100)*10;
  18046. break;
  18047. case ITEMID_YELLOW_SLIM_POTION:
  18048. make_per -= (1+rnd()%50)*10;
  18049. break;
  18050. case ITEMID_WHITE_SLIM_POTION:
  18051. case ITEMID_COATING_BOTTLE:
  18052. make_per -= (1+rnd()%100)*10;
  18053. break;
  18054. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  18055. case ITEMID_BLUE_POTION:
  18056. case ITEMID_RED_SLIM_POTION:
  18057. case ITEMID_ANODYNE:
  18058. case ITEMID_ALOEBERA:
  18059. default:
  18060. break;
  18061. }
  18062. if (battle_config.pp_rate != 100)
  18063. make_per = make_per * battle_config.pp_rate / 100;
  18064. break;
  18065. case SA_CREATECON: // Elemental Converter Creation
  18066. make_per = 100000; // should be 100% success rate
  18067. break;
  18068. case RK_RUNEMASTERY: {
  18069. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  18070. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  18071. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  18072. int D = 0;
  18073. switch (nameid) { //rune rank it_diff 9 craftable rune
  18074. case ITEMID_BERKANA:
  18075. D = -2000;
  18076. break; //Rank S
  18077. case ITEMID_NAUTHIZ:
  18078. case ITEMID_URUZ:
  18079. D = -1500;
  18080. break; //Rank A
  18081. case ITEMID_ISA:
  18082. case ITEMID_WYRD:
  18083. D = -1000;
  18084. break; //Rank B
  18085. case ITEMID_RAIDO:
  18086. case ITEMID_THURISAZ:
  18087. case ITEMID_HAGALAZ:
  18088. case ITEMID_OTHILA:
  18089. D = -500;
  18090. break; //Rank C
  18091. default:
  18092. D = -1500;
  18093. break; //not specified =-15%
  18094. }
  18095. make_per = A + B + C + D;
  18096. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  18097. if (runemastery_skill_lv > 9)
  18098. qty = 2 + rnd() % 5; // 2~6
  18099. else if (runemastery_skill_lv > 4)
  18100. qty = 2 + rnd() % 3; // 2~4
  18101. else
  18102. qty = 2;
  18103. }
  18104. break;
  18105. case GC_CREATENEWPOISON:
  18106. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  18107. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  18108. break;
  18109. case GN_CHANGEMATERIAL:
  18110. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  18111. if (skill_changematerial_db[i].nameid == nameid) {
  18112. make_per = skill_changematerial_db[i].rate * 10;
  18113. break;
  18114. }
  18115. }
  18116. break;
  18117. case GN_S_PHARMACY:
  18118. {
  18119. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  18120. 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) +
  18121. (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)
  18122. switch(nameid){// difficulty factor
  18123. case ITEMID_HP_INCREASE_POTION_SMALL:
  18124. case ITEMID_SP_INCREASE_POTION_SMALL:
  18125. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  18126. difficulty += 10;
  18127. break;
  18128. case ITEMID_BOMB_MUSHROOM_SPORE:
  18129. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  18130. difficulty += 15;
  18131. break;
  18132. case ITEMID_BANANA_BOMB:
  18133. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  18134. case ITEMID_SP_INCREASE_POTION_LARGE:
  18135. case ITEMID_VITATA500:
  18136. difficulty += 20;
  18137. break;
  18138. case ITEMID_SEED_OF_HORNY_PLANT:
  18139. case ITEMID_BLOODSUCK_PLANT_SEED:
  18140. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  18141. difficulty += 30;
  18142. break;
  18143. case ITEMID_HP_INCREASE_POTION_LARGE:
  18144. case ITEMID_CURE_FREE:
  18145. difficulty += 40;
  18146. break;
  18147. }
  18148. if( make_per >= 400 && make_per > difficulty)
  18149. qty = 10;
  18150. else if( make_per >= 300 && make_per > difficulty)
  18151. qty = 7;
  18152. else if( make_per >= 100 && make_per > difficulty)
  18153. qty = 6;
  18154. else if( make_per >= 1 && make_per > difficulty)
  18155. qty = 5;
  18156. else
  18157. qty = 4;
  18158. make_per = 10000;
  18159. }
  18160. break;
  18161. case GN_MAKEBOMB:
  18162. case GN_MIX_COOKING:
  18163. {
  18164. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  18165. 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)
  18166. qty = ~(5 + rnd()%5) + 1;
  18167. switch(nameid){// difficulty factor
  18168. case ITEMID_APPLE_BOMB:
  18169. difficulty += 5;
  18170. break;
  18171. case ITEMID_COCONUT_BOMB:
  18172. case ITEMID_MELON_BOMB:
  18173. difficulty += 10;
  18174. break;
  18175. case ITEMID_SAVAGE_FULL_ROAST:
  18176. case ITEMID_COCKTAIL_WARG_BLOOD:
  18177. case ITEMID_MINOR_STEW:
  18178. case ITEMID_SIROMA_ICED_TEA:
  18179. case ITEMID_DROSERA_HERB_SALAD:
  18180. case ITEMID_PETITE_TAIL_NOODLES:
  18181. case ITEMID_PINEAPPLE_BOMB:
  18182. difficulty += 15;
  18183. break;
  18184. case ITEMID_BANANA_BOMB:
  18185. difficulty += 20;
  18186. break;
  18187. }
  18188. if( make_per >= 30 && make_per > difficulty)
  18189. qty = 10 + rnd()%2;
  18190. else if( make_per >= 10 && make_per > difficulty)
  18191. qty = 10;
  18192. else if( make_per == 10 && make_per > difficulty)
  18193. qty = 8;
  18194. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  18195. ;// Food/Bomb creation fails.
  18196. else if( make_per >= 30 && make_per < difficulty)
  18197. qty = 5;
  18198. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  18199. qty = ~qty + 1;
  18200. make_per = 0;
  18201. }
  18202. else
  18203. make_per = 10000;
  18204. qty = (skill_lv > 1 ? qty : 1);
  18205. }
  18206. break;
  18207. default:
  18208. if (sd->menuskill_id == AM_PHARMACY &&
  18209. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  18210. { //Assume Cooking Dish
  18211. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  18212. make_per = 10000; //100% Success
  18213. else
  18214. make_per = 1200 * (sd->menuskill_val - 10)
  18215. + 20 * (sd->status.base_level + 1)
  18216. + 20 * (status->dex + 1)
  18217. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  18218. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  18219. - 10 * (100 - status->luk + 1)
  18220. - 500 * (num - 1)
  18221. - 100 * (rnd()%4 + 1);
  18222. break;
  18223. }
  18224. make_per = 5000;
  18225. break;
  18226. }
  18227. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  18228. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  18229. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  18230. 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
  18231. 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
  18232. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  18233. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  18234. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  18235. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  18236. if (battle_config.wp_rate != 100)
  18237. make_per = make_per * battle_config.wp_rate / 100;
  18238. }
  18239. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  18240. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  18241. if (make_per < 1) make_per = 1;
  18242. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  18243. struct item tmp_item;
  18244. memset(&tmp_item,0,sizeof(tmp_item));
  18245. tmp_item.nameid = nameid;
  18246. tmp_item.amount = 1;
  18247. tmp_item.identify = 1;
  18248. if (equip) {
  18249. tmp_item.card[0] = CARD0_FORGE;
  18250. tmp_item.card[1] = ((sc*5)<<8)+ele;
  18251. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18252. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18253. } else {
  18254. //Flag is only used on the end, so it can be used here. [Skotlex]
  18255. switch (skill_id) {
  18256. case BS_DAGGER:
  18257. case BS_SWORD:
  18258. case BS_TWOHANDSWORD:
  18259. case BS_AXE:
  18260. case BS_MACE:
  18261. case BS_KNUCKLE:
  18262. case BS_SPEAR:
  18263. flag = battle_config.produce_item_name_input&0x1;
  18264. break;
  18265. case AM_PHARMACY:
  18266. case AM_TWILIGHT1:
  18267. case AM_TWILIGHT2:
  18268. case AM_TWILIGHT3:
  18269. flag = battle_config.produce_item_name_input&0x2;
  18270. break;
  18271. case AL_HOLYWATER:
  18272. case AB_ANCILLA:
  18273. flag = battle_config.produce_item_name_input&0x8;
  18274. break;
  18275. case ASC_CDP:
  18276. flag = battle_config.produce_item_name_input&0x10;
  18277. break;
  18278. default:
  18279. flag = battle_config.produce_item_name_input&0x80;
  18280. break;
  18281. }
  18282. if (flag) {
  18283. tmp_item.card[0] = CARD0_CREATE;
  18284. tmp_item.card[1] = 0;
  18285. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18286. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18287. }
  18288. }
  18289. // if(log_config.produce > 0)
  18290. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  18291. //TODO update PICKLOG
  18292. if (equip) {
  18293. clif_produceeffect(sd,0,nameid);
  18294. clif_misceffect(&sd->bl,3);
  18295. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  18296. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  18297. } else {
  18298. int fame = 0;
  18299. tmp_item.amount = 0;
  18300. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  18301. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  18302. tmp_item.amount = qty;
  18303. break;
  18304. }
  18305. if (qty == 1 || rnd()%10000 < make_per) { //Success
  18306. tmp_item.amount++;
  18307. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  18308. continue;
  18309. if (skill_id != AM_PHARMACY &&
  18310. skill_id != AM_TWILIGHT1 &&
  18311. skill_id != AM_TWILIGHT2 &&
  18312. skill_id != AM_TWILIGHT3)
  18313. continue;
  18314. //Add fame as needed.
  18315. switch(++sd->potion_success_counter) {
  18316. case 3:
  18317. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  18318. break;
  18319. case 5:
  18320. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  18321. break;
  18322. case 7:
  18323. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  18324. break;
  18325. case 10:
  18326. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  18327. sd->potion_success_counter = 0;
  18328. break;
  18329. }
  18330. } else //Failure
  18331. sd->potion_success_counter = 0;
  18332. }
  18333. if (fame)
  18334. pc_addfame(sd,fame);
  18335. //Visual effects and the like.
  18336. switch (skill_id) {
  18337. case AM_PHARMACY:
  18338. case AM_TWILIGHT1:
  18339. case AM_TWILIGHT2:
  18340. case AM_TWILIGHT3:
  18341. case ASC_CDP:
  18342. case GC_CREATENEWPOISON:
  18343. clif_produceeffect(sd,2,nameid);
  18344. clif_misceffect(&sd->bl,5);
  18345. break;
  18346. case BS_IRON:
  18347. case BS_STEEL:
  18348. case BS_ENCHANTEDSTONE:
  18349. clif_produceeffect(sd,0,nameid);
  18350. clif_misceffect(&sd->bl,3);
  18351. break;
  18352. case RK_RUNEMASTERY:
  18353. clif_produceeffect(sd,4,nameid);
  18354. clif_misceffect(&sd->bl,5);
  18355. break;
  18356. default: //Those that don't require a skill?
  18357. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  18358. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  18359. if (sd->cook_mastery < 1999)
  18360. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  18361. }
  18362. break;
  18363. }
  18364. }
  18365. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  18366. int j, k = 0, l;
  18367. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  18368. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  18369. if (skill_changematerial_db[i].nameid == nameid){
  18370. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  18371. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  18372. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  18373. tmp_item.amount = (isStackable ? total_qty : 1);
  18374. for (l = 0; l < total_qty; l += tmp_item.amount) {
  18375. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18376. clif_additem(sd,0,0,flag);
  18377. if( battle_config.skill_drop_items_full ){
  18378. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18379. }
  18380. }
  18381. }
  18382. k++;
  18383. }
  18384. }
  18385. break;
  18386. }
  18387. }
  18388. if (k) {
  18389. clif_produceeffect(sd,6,nameid);
  18390. clif_misceffect(&sd->bl,5);
  18391. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  18392. return true;
  18393. }
  18394. } else if (tmp_item.amount) { //Success
  18395. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18396. clif_additem(sd,0,0,flag);
  18397. if( battle_config.skill_drop_items_full ){
  18398. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18399. }
  18400. }
  18401. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) {
  18402. clif_produceeffect(sd,6,nameid);
  18403. clif_misceffect(&sd->bl,5);
  18404. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  18405. }
  18406. return true;
  18407. }
  18408. }
  18409. //Failure
  18410. // if(log_config.produce)
  18411. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  18412. //TODO update PICKLOG
  18413. if (equip) {
  18414. clif_produceeffect(sd,1,nameid);
  18415. clif_misceffect(&sd->bl,2);
  18416. } else {
  18417. switch (skill_id) {
  18418. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  18419. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  18420. case AM_PHARMACY:
  18421. case AM_TWILIGHT1:
  18422. case AM_TWILIGHT2:
  18423. case AM_TWILIGHT3:
  18424. case GC_CREATENEWPOISON:
  18425. clif_produceeffect(sd,3,nameid);
  18426. clif_misceffect(&sd->bl,6);
  18427. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  18428. break;
  18429. case BS_IRON:
  18430. case BS_STEEL:
  18431. case BS_ENCHANTEDSTONE:
  18432. clif_produceeffect(sd,1,nameid);
  18433. clif_misceffect(&sd->bl,2);
  18434. break;
  18435. case RK_RUNEMASTERY:
  18436. clif_produceeffect(sd,5,nameid);
  18437. clif_misceffect(&sd->bl,6);
  18438. break;
  18439. case GN_MIX_COOKING:
  18440. {
  18441. struct item tmp_item;
  18442. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  18443. int rate = rnd()%500;
  18444. memset(&tmp_item,0,sizeof(tmp_item));
  18445. if (rate < 50) i = 4;
  18446. else if (rate < 100) i = 2+rnd()%1;
  18447. else if (rate < 250) i = 1;
  18448. else if (rate < 500) i = 0;
  18449. tmp_item.nameid = compensation[i];
  18450. tmp_item.amount = qty;
  18451. tmp_item.identify = 1;
  18452. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18453. clif_additem(sd,0,0,flag);
  18454. if( battle_config.skill_drop_items_full ){
  18455. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18456. }
  18457. }
  18458. clif_produceeffect(sd,7,nameid);
  18459. clif_misceffect(&sd->bl,6);
  18460. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  18461. }
  18462. break;
  18463. case GN_MAKEBOMB:
  18464. case GN_S_PHARMACY:
  18465. case GN_CHANGEMATERIAL:
  18466. clif_produceeffect(sd,7,nameid);
  18467. clif_misceffect(&sd->bl,6);
  18468. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  18469. break;
  18470. default:
  18471. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  18472. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  18473. if (sd->cook_mastery > 0)
  18474. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  18475. }
  18476. break;
  18477. }
  18478. }
  18479. return false;
  18480. }
  18481. /**
  18482. * Attempt to create arrow by specified material
  18483. * @param sd Player
  18484. * @param nameid Item ID of material
  18485. * @return True if created, False is failed
  18486. */
  18487. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  18488. {
  18489. short i, j, idx = -1;
  18490. struct item tmp_item;
  18491. nullpo_ret(sd);
  18492. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  18493. return false;
  18494. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  18495. if (nameid == skill_arrow_db[i].nameid) {
  18496. idx = i;
  18497. break;
  18498. }
  18499. }
  18500. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  18501. return false;
  18502. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  18503. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  18504. char flag = 0;
  18505. if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
  18506. continue;
  18507. memset(&tmp_item,0,sizeof(tmp_item));
  18508. tmp_item.identify = 1;
  18509. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  18510. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  18511. if (battle_config.produce_item_name_input&0x4) {
  18512. tmp_item.card[0] = CARD0_CREATE;
  18513. tmp_item.card[1] = 0;
  18514. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18515. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18516. }
  18517. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18518. clif_additem(sd,0,0,flag);
  18519. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18520. }
  18521. }
  18522. return true;
  18523. }
  18524. /**
  18525. * Enchant weapon with poison
  18526. * @param sd Player
  18527. * @nameid Item ID of poison type
  18528. */
  18529. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  18530. {
  18531. nullpo_ret(sd);
  18532. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  18533. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18534. return 0;
  18535. }
  18536. sc_type type;
  18537. int chance;
  18538. //uint16 msg = 1443; //Official is using msgstringtable.txt
  18539. char output[CHAT_SIZE_MAX];
  18540. const char *msg;
  18541. switch( nameid ) {
  18542. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  18543. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  18544. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  18545. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  18546. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  18547. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  18548. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  18549. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  18550. default:
  18551. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18552. return 0;
  18553. }
  18554. status_change_end(&sd->bl, SC_POISONINGWEAPON, INVALID_TIMER); // End the status so a new poison can be applied (if changed)
  18555. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  18556. 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
  18557. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  18558. status_change_start(&sd->bl, &sd->bl, type, 10000, sd->menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  18559. sprintf(output, msg_txt(sd,721), msg);
  18560. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  18561. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  18562. clif_msg(sd,msg);
  18563. #endif*/
  18564. return 0;
  18565. }
  18566. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  18567. {
  18568. struct status_change *sc = status_get_sc(bl);
  18569. // non-offensive and non-magic skills do not affect the status
  18570. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  18571. return;
  18572. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  18573. if (sc->data[SC_MAGICPOWER]->val4) {
  18574. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  18575. } else {
  18576. sc->data[SC_MAGICPOWER]->val4 = 1;
  18577. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  18578. #ifndef RENEWAL
  18579. if(bl->type == BL_PC){// update current display.
  18580. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  18581. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  18582. }
  18583. #endif
  18584. }
  18585. }
  18586. }
  18587. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  18588. int x, y, i, class_, skill;
  18589. struct mob_data *md;
  18590. nullpo_ret(sd);
  18591. skill = sd->menuskill_val;
  18592. if( !nameid || !itemdb_group_item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  18593. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18594. return 0;
  18595. }
  18596. // Spawn Position
  18597. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  18598. x = sd->sc.comet_x;
  18599. y = sd->sc.comet_y;
  18600. sd->sc.comet_x = 0;
  18601. sd->sc.comet_y = 0;
  18602. sd->menuskill_val = 0;
  18603. // Item picked decides the mob class
  18604. switch(nameid) {
  18605. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  18606. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  18607. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  18608. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  18609. default:
  18610. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18611. return 0;
  18612. }
  18613. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  18614. if( md ) {
  18615. struct unit_data *ud = unit_bl2ud(&md->bl);
  18616. md->master_id = sd->bl.id;
  18617. md->special_state.ai = AI_FAW;
  18618. if(ud) {
  18619. ud->skill_id = NC_MAGICDECOY;
  18620. ud->skill_lv = skill;
  18621. }
  18622. if( md->deletetimer != INVALID_TIMER )
  18623. delete_timer(md->deletetimer, mob_timer_delete);
  18624. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  18625. mob_spawn(md);
  18626. }
  18627. return 0;
  18628. }
  18629. // Warlock Spellbooks. [LimitLine/3CeAM]
  18630. void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
  18631. nullpo_retv(sd);
  18632. if (reading_spellbook_db.empty())
  18633. return;
  18634. int i;
  18635. struct status_change *sc = status_get_sc(&sd->bl);
  18636. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  18637. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  18638. // No further checks needed
  18639. if( !sc ){
  18640. break;
  18641. }
  18642. if( !sc->data[i] )
  18643. break;
  18644. }
  18645. if( i > SC_MAXSPELLBOOK ) {
  18646. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  18647. return;
  18648. }
  18649. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  18650. if (spell == nullptr)
  18651. return;
  18652. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(sd, skill_id);
  18653. if (!skill_lv) { // Caster hasn't learned the skill
  18654. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd, WL_READING_SB)));
  18655. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  18656. return;
  18657. }
  18658. int points = spell->points;
  18659. if (sc && sc->data[SC_FREEZE_SP]) {
  18660. if ((sc->data[SC_FREEZE_SP]->val2 + points) > 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10) {
  18661. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  18662. return;
  18663. }
  18664. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  18665. if (!sc->data[i]) {
  18666. sc->data[SC_FREEZE_SP]->val2 += points; // increase points
  18667. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18668. break;
  18669. }
  18670. }
  18671. } else {
  18672. sc_start2(&sd->bl, &sd->bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  18673. sc_start4(&sd->bl, &sd->bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18674. }
  18675. // Reading Spell Book SP cost same as the sealed spell.
  18676. status_zap(&sd->bl, 0, skill_get_sp(skill_id, skill_lv));
  18677. }
  18678. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  18679. int lv, prob, aslvl = 0;
  18680. uint16 id, sk_idx = 0;
  18681. nullpo_ret(sd);
  18682. if (sd->sc.data[SC_STOP]) {
  18683. aslvl = sd->sc.data[SC_STOP]->val1;
  18684. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  18685. }
  18686. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  18687. return 0;
  18688. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  18689. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  18690. return 0;
  18691. }
  18692. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  18693. lv = min(lv,sd->status.skill[sk_idx].lv);
  18694. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  18695. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  18696. return 0;
  18697. }
  18698. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  18699. int i;
  18700. nullpo_ret(sd);
  18701. nullpo_ret(item_list);
  18702. if( n <= 0 )
  18703. return 1;
  18704. for( i = 0; i < n; i++ ) {
  18705. unsigned short nameid;
  18706. int add_amount, del_amount, idx, product;
  18707. struct item tmp_item;
  18708. idx = item_list[i*2+0]-2;
  18709. if( idx < 0 || idx >= MAX_INVENTORY ){
  18710. return 1;
  18711. }
  18712. del_amount = item_list[i*2+1];
  18713. if( skill_lv == 2 )
  18714. del_amount -= (del_amount % 10);
  18715. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  18716. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  18717. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18718. return 1;
  18719. }
  18720. switch( nameid ) {
  18721. // Level 1
  18722. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  18723. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  18724. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  18725. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  18726. // Level 2
  18727. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  18728. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  18729. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  18730. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  18731. default:
  18732. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18733. return 1;
  18734. }
  18735. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  18736. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18737. return 1;
  18738. }
  18739. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  18740. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18741. return 1;
  18742. }
  18743. memset(&tmp_item,0,sizeof(tmp_item));
  18744. tmp_item.nameid = product;
  18745. tmp_item.amount = add_amount;
  18746. tmp_item.identify = 1;
  18747. if( tmp_item.amount ) {
  18748. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  18749. if( flag != 0 ) {
  18750. clif_additem(sd,0,0,flag);
  18751. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18752. }
  18753. }
  18754. }
  18755. return 0;
  18756. }
  18757. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  18758. int i, j, k, c, p = 0, amount;
  18759. unsigned short nameid;
  18760. nullpo_ret(sd);
  18761. nullpo_ret(item_list);
  18762. // Search for objects that can be created.
  18763. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  18764. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  18765. p = 0;
  18766. do {
  18767. c = 0;
  18768. // Verification of overlap between the objects required and the list submitted.
  18769. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  18770. if( skill_produce_db[i].mat_id[j] > 0 ) {
  18771. for( k = 0; k < n; k++ ) {
  18772. int idx = item_list[k*2+0]-2;
  18773. if( idx < 0 || idx >= MAX_INVENTORY ){
  18774. return 0;
  18775. }
  18776. nameid = sd->inventory.u.items_inventory[idx].nameid;
  18777. amount = item_list[k*2+1];
  18778. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  18779. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  18780. return 0;
  18781. }
  18782. 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]
  18783. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  18784. c++; // match
  18785. }
  18786. }
  18787. else
  18788. break; // No more items required
  18789. }
  18790. p++;
  18791. } while(n == j && c == n);
  18792. p--;
  18793. if ( p > 0 ) {
  18794. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  18795. return 1;
  18796. }
  18797. }
  18798. }
  18799. if( p == 0)
  18800. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  18801. return 0;
  18802. }
  18803. /**
  18804. * For Royal Guard's LG_TRAMPLE
  18805. */
  18806. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  18807. {
  18808. struct skill_unit *su = (struct skill_unit *)bl;
  18809. struct skill_unit_group *sg = NULL;
  18810. t_tick tick;
  18811. nullpo_ret(su);
  18812. tick = va_arg(ap, t_tick);
  18813. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  18814. switch( sg->unit_id ) {
  18815. case UNT_CLAYMORETRAP:
  18816. case UNT_FIRINGTRAP:
  18817. case UNT_ICEBOUNDTRAP:
  18818. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  18819. break;
  18820. case UNT_LANDMINE:
  18821. case UNT_BLASTMINE:
  18822. case UNT_SHOCKWAVE:
  18823. case UNT_SANDMAN:
  18824. case UNT_FLASHER:
  18825. case UNT_FREEZINGTRAP:
  18826. case UNT_CLUSTERBOMB:
  18827. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  18828. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18829. else
  18830. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18831. break;
  18832. }
  18833. // Traps aren't recovered.
  18834. skill_delunit(su);
  18835. }
  18836. return 0;
  18837. }
  18838. /*==========================================
  18839. *
  18840. *------------------------------------------*/
  18841. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  18842. int i;
  18843. nullpo_retr(-1, sd);
  18844. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  18845. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  18846. }
  18847. TIMER_FUNC(skill_blockpc_end){
  18848. struct map_session_data *sd = map_id2sd(id);
  18849. int i = (int)data;
  18850. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  18851. return 0;
  18852. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  18853. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  18854. return 0;
  18855. }
  18856. aFree(sd->scd[i]);
  18857. sd->scd[i] = NULL;
  18858. return 1;
  18859. }
  18860. /**
  18861. * Flags a singular skill as being blocked from persistent usage.
  18862. * @param sd the player the skill delay affects
  18863. * @param skill_id the skill which should be delayed
  18864. * @param tick the length of time the delay should last
  18865. * @param load whether this assignment is being loaded upon player login
  18866. * @return 0 if successful, -1 otherwise
  18867. */
  18868. int skill_blockpc_start(struct map_session_data *sd, int skill_id, t_tick tick) {
  18869. int i;
  18870. nullpo_retr(-1, sd);
  18871. if (!skill_id || tick < 1)
  18872. return -1;
  18873. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  18874. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  18875. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18876. aFree(sd->scd[i]);
  18877. sd->scd[i] = NULL;
  18878. }
  18879. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  18880. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  18881. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  18882. sd->scd[i]->skill_id = skill_id;
  18883. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  18884. if (battle_config.display_status_timers && tick > 0)
  18885. clif_skill_cooldown(sd, skill_id, tick);
  18886. return 1;
  18887. } else {
  18888. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  18889. return 0;
  18890. }
  18891. }
  18892. int skill_blockpc_clear(struct map_session_data *sd) {
  18893. int i;
  18894. nullpo_ret(sd);
  18895. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  18896. if (!sd->scd[i])
  18897. continue;
  18898. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18899. aFree(sd->scd[i]);
  18900. sd->scd[i] = NULL;
  18901. }
  18902. return 1;
  18903. }
  18904. TIMER_FUNC(skill_blockhomun_end){
  18905. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  18906. if (hd) {
  18907. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  18908. if (skill != hd->blockskill.end())
  18909. hd->blockskill.erase(skill);
  18910. }
  18911. return 1;
  18912. }
  18913. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  18914. {
  18915. nullpo_retr(-1, hd);
  18916. if (!skill_db.exists(skill_id))
  18917. return -1;
  18918. auto skill = util::vector_get(hd->blockskill, skill_id);
  18919. if (tick < 1 && skill != hd->blockskill.end()) {
  18920. hd->blockskill.erase(skill);
  18921. return -1;
  18922. }
  18923. hd->blockskill.push_back(skill_id);
  18924. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  18925. }
  18926. TIMER_FUNC(skill_blockmerc_end){
  18927. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  18928. if (md) {
  18929. auto skill = util::vector_get(md->blockskill, (uint16)data);
  18930. if (skill != md->blockskill.end())
  18931. md->blockskill.erase(skill);
  18932. }
  18933. return 1;
  18934. }
  18935. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  18936. {
  18937. nullpo_retr(-1, md);
  18938. if (!skill_db.exists(skill_id))
  18939. return -1;
  18940. auto skill = util::vector_get(md->blockskill, skill_id);
  18941. if (tick < 1 && skill != md->blockskill.end()) {
  18942. md->blockskill.erase(skill);
  18943. return -1;
  18944. }
  18945. md->blockskill.push_back(skill_id);
  18946. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  18947. }
  18948. /**
  18949. * Adds a new skill unit entry for this player to recast after map load
  18950. * @param sd: Player
  18951. * @param skill_id: Skill ID to save
  18952. * @param skill_lv: Skill level to save
  18953. */
  18954. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  18955. {
  18956. struct skill_usave *sus = NULL;
  18957. if (idb_exists(skillusave_db,sd->status.char_id))
  18958. idb_remove(skillusave_db,sd->status.char_id);
  18959. CREATE(sus, struct skill_usave, 1);
  18960. idb_put(skillusave_db, sd->status.char_id, sus);
  18961. sus->skill_id = skill_id;
  18962. sus->skill_lv = skill_lv;
  18963. }
  18964. /**
  18965. * Loads saved skill unit entries for this player after map load
  18966. * @param sd: Player
  18967. */
  18968. void skill_usave_trigger(struct map_session_data *sd)
  18969. {
  18970. struct skill_usave *sus = NULL;
  18971. struct skill_unit_group *group = NULL;
  18972. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  18973. return;
  18974. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  18975. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  18976. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  18977. idb_remove(skillusave_db, sd->status.char_id);
  18978. }
  18979. /*
  18980. *
  18981. */
  18982. int skill_split_str (char *str, char **val, int num)
  18983. {
  18984. int i;
  18985. for( i = 0; i < num && str; i++ ) {
  18986. val[i] = str;
  18987. str = strchr(str,',');
  18988. if( str )
  18989. *str++ = 0;
  18990. }
  18991. return i;
  18992. }
  18993. /*
  18994. *
  18995. */
  18996. void skill_init_unit_layout (void) {
  18997. int i,j,pos = 0;
  18998. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  18999. // standard square layouts go first
  19000. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  19001. int size = i*2+1;
  19002. skill_unit_layout[i].count = size*size;
  19003. for (j=0; j<size*size; j++) {
  19004. skill_unit_layout[i].dx[j] = (j%size-i);
  19005. skill_unit_layout[i].dy[j] = (j/size-i);
  19006. }
  19007. }
  19008. // afterwards add special ones
  19009. pos = i;
  19010. for (const auto &it : skill_db) {
  19011. std::shared_ptr<s_skill_db> skill = it.second;
  19012. uint16 skill_id = skill->nameid;
  19013. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  19014. continue;
  19015. if( skill_id == EL_FIRE_MANTLE ) {
  19016. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  19017. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  19018. skill_unit_layout[pos].count = 8;
  19019. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19020. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19021. } else {
  19022. switch (skill_id) {
  19023. case MG_FIREWALL:
  19024. case WZ_ICEWALL:
  19025. case WL_EARTHSTRAIN:
  19026. case RL_FIRE_RAIN:
  19027. // these will be handled later
  19028. break;
  19029. case PR_SANCTUARY:
  19030. case NPC_EVILLAND: {
  19031. static const int dx[] = {
  19032. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  19033. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  19034. static const int dy[]={
  19035. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  19036. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  19037. skill_unit_layout[pos].count = 21;
  19038. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19039. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19040. }
  19041. break;
  19042. case PR_MAGNUS: {
  19043. static const int dx[] = {
  19044. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  19045. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  19046. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  19047. static const int dy[] = {
  19048. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  19049. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  19050. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  19051. skill_unit_layout[pos].count = 33;
  19052. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19053. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19054. }
  19055. break;
  19056. case AS_VENOMDUST: {
  19057. static const int dx[] = {-1, 0, 0, 0, 1};
  19058. static const int dy[] = { 0,-1, 0, 1, 0};
  19059. skill_unit_layout[pos].count = 5;
  19060. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19061. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19062. }
  19063. break;
  19064. case CR_GRANDCROSS:
  19065. case NPC_GRANDDARKNESS: {
  19066. static const int dx[] = {
  19067. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  19068. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  19069. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  19070. static const int dy[] = {
  19071. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  19072. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  19073. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  19074. skill_unit_layout[pos].count = 29;
  19075. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19076. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19077. }
  19078. break;
  19079. case PF_FOGWALL: {
  19080. static const int dx[] = {
  19081. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  19082. static const int dy[] = {
  19083. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  19084. skill_unit_layout[pos].count = 15;
  19085. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19086. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19087. }
  19088. break;
  19089. case PA_GOSPEL: {
  19090. static const int dx[] = {
  19091. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  19092. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  19093. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  19094. -1, 0, 1};
  19095. static const int dy[] = {
  19096. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  19097. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  19098. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  19099. 3, 3, 3};
  19100. skill_unit_layout[pos].count = 33;
  19101. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19102. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19103. }
  19104. break;
  19105. case NJ_KAENSIN: {
  19106. 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};
  19107. 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};
  19108. skill_unit_layout[pos].count = 24;
  19109. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19110. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19111. }
  19112. break;
  19113. case NJ_TATAMIGAESHI: {
  19114. //Level 1 (count 4, cross of 3x3)
  19115. static const int dx1[] = {-1, 1, 0, 0};
  19116. static const int dy1[] = { 0, 0,-1, 1};
  19117. //Level 2-3 (count 8, cross of 5x5)
  19118. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  19119. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  19120. //Level 4-5 (count 12, cross of 7x7
  19121. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  19122. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  19123. //lv1
  19124. j = 0;
  19125. skill_unit_layout[pos].count = 4;
  19126. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  19127. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  19128. skill->unit_layout_type[j] = pos;
  19129. //lv2/3
  19130. j++;
  19131. pos++;
  19132. skill_unit_layout[pos].count = 8;
  19133. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  19134. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  19135. skill->unit_layout_type[j] = pos;
  19136. skill->unit_layout_type[++j] = pos;
  19137. //lv4/5
  19138. j++;
  19139. pos++;
  19140. skill_unit_layout[pos].count = 12;
  19141. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  19142. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  19143. skill->unit_layout_type[j] = pos;
  19144. skill->unit_layout_type[++j] = pos;
  19145. //Fill in the rest using lv 5.
  19146. for (;j<MAX_SKILL_LEVEL;j++)
  19147. skill->unit_layout_type[j] = pos;
  19148. //Skip, this way the check below will fail and continue to the next skill.
  19149. pos++;
  19150. }
  19151. break;
  19152. case GN_WALLOFTHORN: {
  19153. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  19154. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  19155. skill_unit_layout[pos].count = 16;
  19156. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19157. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19158. }
  19159. break;
  19160. case NPC_FLAMECROSS: {
  19161. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  19162. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  19163. skill_unit_layout[pos].count = 8;
  19164. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19165. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19166. }
  19167. break;
  19168. default:
  19169. ShowError("unknown unit layout at skill %d\n",i);
  19170. break;
  19171. }
  19172. }
  19173. if (!skill_unit_layout[pos].count)
  19174. continue;
  19175. for (j=0;j<MAX_SKILL_LEVEL;j++)
  19176. skill->unit_layout_type[j] = pos;
  19177. pos++;
  19178. }
  19179. // firewall and icewall have 8 layouts (direction-dependent)
  19180. firewall_unit_pos = pos;
  19181. for (i=0;i<8;i++) {
  19182. if (i&1) {
  19183. skill_unit_layout[pos].count = 5;
  19184. if (i&0x2) {
  19185. int dx[] = {-1,-1, 0, 0, 1};
  19186. int dy[] = { 1, 0, 0,-1,-1};
  19187. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19188. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19189. } else {
  19190. int dx[] = { 1, 1 ,0, 0,-1};
  19191. int dy[] = { 1, 0, 0,-1,-1};
  19192. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19193. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19194. }
  19195. } else {
  19196. skill_unit_layout[pos].count = 3;
  19197. if (i%4==0) {
  19198. int dx[] = {-1, 0, 1};
  19199. int dy[] = { 0, 0, 0};
  19200. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19201. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19202. } else {
  19203. int dx[] = { 0, 0, 0};
  19204. int dy[] = {-1, 0, 1};
  19205. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19206. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19207. }
  19208. }
  19209. pos++;
  19210. }
  19211. icewall_unit_pos = pos;
  19212. for (i=0;i<8;i++) {
  19213. skill_unit_layout[pos].count = 5;
  19214. if (i&1) {
  19215. if (i&0x2) {
  19216. int dx[] = {-2,-1, 0, 1, 2};
  19217. int dy[] = { 2, 1, 0,-1,-2};
  19218. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19219. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19220. } else {
  19221. int dx[] = { 2, 1 ,0,-1,-2};
  19222. int dy[] = { 2, 1, 0,-1,-2};
  19223. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19224. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19225. }
  19226. } else {
  19227. if (i%4==0) {
  19228. int dx[] = {-2,-1, 0, 1, 2};
  19229. int dy[] = { 0, 0, 0, 0, 0};
  19230. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19231. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19232. } else {
  19233. int dx[] = { 0, 0, 0, 0, 0};
  19234. int dy[] = {-2,-1, 0, 1, 2};
  19235. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19236. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19237. }
  19238. }
  19239. pos++;
  19240. }
  19241. earthstrain_unit_pos = pos;
  19242. for( i = 0; i < 8; i++ )
  19243. { // For each Direction
  19244. skill_unit_layout[pos].count = 15;
  19245. switch( i )
  19246. {
  19247. case 0: case 1: case 3: case 4: case 5: case 7:
  19248. {
  19249. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  19250. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19251. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19252. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19253. }
  19254. break;
  19255. case 2:
  19256. case 6:
  19257. {
  19258. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19259. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  19260. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19261. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19262. }
  19263. break;
  19264. }
  19265. pos++;
  19266. }
  19267. firerain_unit_pos = pos;
  19268. for( i = 0; i < 8; i++ ) {
  19269. skill_unit_layout[pos].count = 3;
  19270. switch( i ) {
  19271. case 0: case 1: case 3: case 4: case 5: case 7:
  19272. {
  19273. static const int dx[] = {-1, 0, 1};
  19274. static const int dy[] = { 0, 0, 0};
  19275. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19276. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19277. }
  19278. break;
  19279. case 2:
  19280. case 6:
  19281. {
  19282. static const int dx[] = { 0, 0, 0};
  19283. static const int dy[] = {-1, 0, 1};
  19284. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19285. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19286. }
  19287. break;
  19288. }
  19289. pos++;
  19290. }
  19291. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  19292. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  19293. }
  19294. void skill_init_nounit_layout (void) {
  19295. int i, pos = 0;
  19296. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  19297. overbrand_nounit_pos = pos;
  19298. for( i = 0; i < 8; i++ ) {
  19299. if( i&1 ) {
  19300. skill_nounit_layout[pos].count = 33;
  19301. if( i&2 ) {
  19302. if( i&4 ) { // 7
  19303. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  19304. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  19305. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19306. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19307. } else { // 3
  19308. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  19309. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  19310. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19311. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19312. }
  19313. } else {
  19314. if( i&4 ) { // 5
  19315. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  19316. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  19317. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19318. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19319. } else { // 1
  19320. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  19321. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  19322. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19323. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19324. }
  19325. }
  19326. } else {
  19327. skill_nounit_layout[pos].count = 21;
  19328. if( i&2 ) {
  19329. if( i&4 ) { // 6
  19330. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  19331. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  19332. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19333. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19334. } else { // 2
  19335. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  19336. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  19337. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19338. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19339. }
  19340. } else {
  19341. if( i&4 ) { // 4
  19342. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  19343. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  19344. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19345. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19346. } else { // 0
  19347. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  19348. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  19349. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19350. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19351. }
  19352. }
  19353. }
  19354. pos++;
  19355. }
  19356. overbrand_brandish_nounit_pos = pos;
  19357. for( i = 0; i < 8; i++ ) {
  19358. if( i&1 ) {
  19359. skill_nounit_layout[pos].count = 74;
  19360. if( i&2 ) {
  19361. if( i&4 ) { // 7
  19362. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  19363. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  19364. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  19365. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19366. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  19367. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  19368. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  19369. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19370. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19371. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19372. } else { // 3
  19373. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  19374. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  19375. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  19376. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19377. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  19378. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  19379. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  19380. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19381. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19382. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19383. }
  19384. } else {
  19385. if( i&4 ) { // 5
  19386. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  19387. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  19388. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  19389. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19390. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  19391. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  19392. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  19393. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19394. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19395. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19396. } else { // 1
  19397. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  19398. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  19399. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  19400. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19401. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  19402. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  19403. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  19404. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19405. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19406. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19407. }
  19408. }
  19409. } else {
  19410. skill_nounit_layout[pos].count = 44;
  19411. if( i&2 ) {
  19412. if( i&4 ) { // 6
  19413. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  19414. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  19415. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19416. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19417. } else { // 2
  19418. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  19419. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  19420. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19421. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19422. }
  19423. } else {
  19424. if( i&4 ) { // 4
  19425. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19426. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19427. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19428. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19429. } else { // 0
  19430. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19431. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19432. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19433. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19434. }
  19435. }
  19436. }
  19437. pos++;
  19438. }
  19439. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  19440. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  19441. }
  19442. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  19443. struct status_change *sc = status_get_sc(bl);
  19444. if( !sc || !bl || !skill_id )
  19445. return 0; // Can do it
  19446. switch (type) {
  19447. case SC_ANKLE:
  19448. if (skill_id == AL_TELEPORT)
  19449. return 1;
  19450. break;
  19451. case SC_STASIS:
  19452. if (bl->type == BL_PC && !skill_get_inf2(skill_id, INF2_IGNORESTASIS))
  19453. return 1; // Can't do it.
  19454. break;
  19455. case SC_KAGEHUMI:
  19456. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  19457. return 1;
  19458. case SC_BITE:
  19459. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  19460. return 1;
  19461. break;
  19462. }
  19463. return 0;
  19464. }
  19465. /* Determines whether a skill is currently active or not
  19466. * Used for purposes of cancelling SP usage when disabling a skill
  19467. */
  19468. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  19469. {
  19470. switch( skill_id ) { //HP & SP Consumption Check
  19471. case BS_MAXIMIZE:
  19472. case NV_TRICKDEAD:
  19473. case TF_HIDING:
  19474. case AS_CLOAKING:
  19475. case GC_CLOAKINGEXCEED:
  19476. case ST_CHASEWALK:
  19477. case CR_DEFENDER:
  19478. case CR_SHRINK:
  19479. case CR_AUTOGUARD:
  19480. case ML_DEFENDER:
  19481. case ML_AUTOGUARD:
  19482. case PA_GOSPEL:
  19483. case GS_GATLINGFEVER:
  19484. case TK_READYCOUNTER:
  19485. case TK_READYDOWN:
  19486. case TK_READYSTORM:
  19487. case TK_READYTURN:
  19488. case TK_RUN:
  19489. case SG_FUSION:
  19490. case KO_YAMIKUMO:
  19491. case RA_WUGDASH:
  19492. case RA_CAMOUFLAGE:
  19493. case SJ_LUNARSTANCE:
  19494. case SJ_STARSTANCE:
  19495. case SJ_UNIVERSESTANCE:
  19496. case SJ_SUNSTANCE:
  19497. case SP_SOULCOLLECT:
  19498. if( sc->data[status_skill2sc(skill_id)] )
  19499. return 1;
  19500. break;
  19501. // These 2 skills contain a master and are not correctly pulled using skill2sc
  19502. case NC_NEUTRALBARRIER:
  19503. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  19504. return 1;
  19505. break;
  19506. case NC_STEALTHFIELD:
  19507. if( sc->data[SC_STEALTHFIELD_MASTER] )
  19508. return 1;
  19509. break;
  19510. }
  19511. return 0;
  19512. }
  19513. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  19514. int type = 0;
  19515. switch( skill_id ) {
  19516. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  19517. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  19518. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  19519. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  19520. }
  19521. type += skill_lv - 1;
  19522. return type;
  19523. }
  19524. /**
  19525. * Check before do `unit_movepos` call
  19526. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  19527. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  19528. **/
  19529. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  19530. struct status_change *sc;
  19531. nullpo_retr(false, bl);
  19532. struct map_data *mapdata = map_getmapdata(bl->m);
  19533. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  19534. return false;
  19535. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  19536. return false;
  19537. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  19538. return false;
  19539. sc = status_get_sc(bl);
  19540. if (sc && sc->data[SC_SV_ROOTTWIST])
  19541. return false;
  19542. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  19543. }
  19544. /**
  19545. * Get skill duration after adjustments by skill_duration mapflag
  19546. * @param mapdata: Source map data
  19547. * @param skill_id: Skill ID
  19548. * @param skill_lv: Skill level
  19549. * @return Adjusted skill duration
  19550. */
  19551. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  19552. int time = 0;
  19553. if (!(time = skill_get_time(skill_id, skill_lv)))
  19554. return 0;
  19555. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  19556. return time / 100 * mapdata->skill_duration[skill_id];
  19557. return time;
  19558. }
  19559. const std::string SkillDatabase::getDefaultLocation() {
  19560. return std::string(db_path) + "/skill_db.yml";
  19561. }
  19562. template<typename T, size_t S> bool SkillDatabase::parseNode(std::string nodeName, std::string subNodeName, YAML::Node node, T (&arr)[S]) {
  19563. int32 value;
  19564. if (node[nodeName].IsScalar()) {
  19565. if (!this->asInt32(node, nodeName, value))
  19566. return false;
  19567. for (size_t i = 0; i < S; i++)
  19568. arr[i] = value;
  19569. } else {
  19570. uint16 max_level = 0;
  19571. for (const YAML::Node &it : node[nodeName]) {
  19572. uint16 skill_lv;
  19573. if (!this->asUInt16(it, "Level", skill_lv))
  19574. continue;
  19575. if (skill_lv > MAX_SKILL_LEVEL) {
  19576. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  19577. return false;
  19578. }
  19579. if (!this->asInt32(it, subNodeName, value))
  19580. continue;
  19581. arr[skill_lv - 1] = value;
  19582. max_level = max(max_level, skill_lv);
  19583. }
  19584. size_t i = max_level, j;
  19585. // Check for linear change with increasing steps until we reach half of the data acquired.
  19586. for (size_t step = 1; step <= i / 2; step++) {
  19587. int diff = arr[i - 1] - arr[i - step - 1];
  19588. for (j = i - 1; j >= step; j--) {
  19589. if ((arr[j] - arr[j - step]) != diff)
  19590. break;
  19591. }
  19592. if (j >= step) // No match, try next step.
  19593. continue;
  19594. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  19595. arr[i] = arr[i - step] + diff;
  19596. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  19597. arr[i] = 1;
  19598. diff = 0;
  19599. step = 1;
  19600. }
  19601. }
  19602. return true;
  19603. }
  19604. // Unable to determine linear trend, fill remaining array values with last value
  19605. for (; i < S; i++)
  19606. arr[i] = arr[max_level - 1];
  19607. }
  19608. return true;
  19609. }
  19610. /**
  19611. * Reads and parses an entry from the skill_db.
  19612. * @param node: YAML node containing the entry.
  19613. * @return count of successfully parsed rows
  19614. */
  19615. uint64 SkillDatabase::parseBodyNode(const YAML::Node &node) {
  19616. uint16 skill_id;
  19617. if (!this->asUInt16(node, "Id", skill_id))
  19618. return 0;
  19619. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  19620. bool exists = skill != nullptr;
  19621. if (!exists) {
  19622. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  19623. return 0;
  19624. skill = std::make_shared<s_skill_db>();
  19625. skill->nameid = skill_id;
  19626. }
  19627. if (this->nodeExists(node, "Name")) {
  19628. std::string name;
  19629. if (!this->asString(node, "Name", name))
  19630. return 0;
  19631. name.resize(SKILL_NAME_LENGTH);
  19632. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  19633. }
  19634. if (this->nodeExists(node, "Description")) {
  19635. std::string name;
  19636. if (!this->asString(node, "Description", name))
  19637. return 0;
  19638. name.resize(SKILL_DESC_LENGTH);
  19639. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  19640. }
  19641. if (this->nodeExists(node, "MaxLevel")) {
  19642. uint16 skill_lv;
  19643. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  19644. return 0;
  19645. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  19646. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  19647. return 0;
  19648. }
  19649. skill->max = skill_lv;
  19650. }
  19651. if (this->nodeExists(node, "Type")) {
  19652. std::string type;
  19653. if (!this->asString(node, "Type", type))
  19654. return 0;
  19655. std::string type_constant = "BF_" + type;
  19656. int64 constant;
  19657. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19658. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  19659. return 0;
  19660. }
  19661. if (constant < BF_NONE || constant > BF_MISC) {
  19662. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  19663. return 0;
  19664. }
  19665. skill->skill_type = static_cast<e_battle_flag>(constant);
  19666. } else {
  19667. if (!exists)
  19668. skill->skill_type = BF_NONE;
  19669. }
  19670. if (this->nodeExists(node, "TargetType")) {
  19671. std::string inf;
  19672. if (!this->asString(node, "TargetType", inf))
  19673. return 0;
  19674. std::string inf_constant = "INF_" + inf + "_SKILL";
  19675. int64 constant;
  19676. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  19677. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  19678. return 0;
  19679. }
  19680. skill->inf = static_cast<uint16>(constant);
  19681. }
  19682. if (this->nodeExists(node, "DamageFlags")) {
  19683. const YAML::Node &damageNode = node["DamageFlags"];
  19684. for (const auto &it : damageNode) {
  19685. std::string nk = it.first.as<std::string>(), nk_constant = "NK_" + nk;
  19686. int64 constant;
  19687. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  19688. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  19689. return 0;
  19690. }
  19691. bool active;
  19692. if (!this->asBool(damageNode, nk, active))
  19693. return 0;
  19694. if (active)
  19695. skill->nk.set(static_cast<uint8>(constant));
  19696. else
  19697. skill->nk.reset(static_cast<uint8>(constant));
  19698. }
  19699. }
  19700. if (this->nodeExists(node, "Flags")) {
  19701. const YAML::Node &infoNode = node["Flags"];
  19702. for (const auto &it : infoNode) {
  19703. std::string inf2 = it.first.as<std::string>(), inf2_constant = "INF2_" + inf2;
  19704. int64 constant;
  19705. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  19706. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  19707. continue;
  19708. }
  19709. bool active;
  19710. if (!this->asBool(infoNode, inf2, active))
  19711. return 0;
  19712. if (active)
  19713. skill->inf2.set(static_cast<uint8>(constant));
  19714. else
  19715. skill->inf2.reset(static_cast<uint8>(constant));
  19716. }
  19717. }
  19718. if (this->nodeExists(node, "Range")) {
  19719. if (!this->parseNode("Range", "Size", node, skill->range))
  19720. return 0;
  19721. } else {
  19722. if (!exists)
  19723. memset(skill->range, 0, sizeof(skill->range));
  19724. }
  19725. if (this->nodeExists(node, "Hit")) {
  19726. std::string hit;
  19727. if (!this->asString(node, "Hit", hit))
  19728. return 0;
  19729. std::string hit_constant = "DMG_" + hit;
  19730. int64 constant;
  19731. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  19732. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  19733. return 0;
  19734. }
  19735. skill->hit = static_cast<e_damage_type>(constant);
  19736. } else {
  19737. if (!exists)
  19738. skill->hit = DMG_NORMAL;
  19739. }
  19740. if (this->nodeExists(node, "HitCount")) {
  19741. if (!this->parseNode("HitCount", "Count", node, skill->num))
  19742. return 0;
  19743. } else {
  19744. if (!exists)
  19745. memset(skill->num, 0, sizeof(skill->num));
  19746. }
  19747. if (this->nodeExists(node, "Element")) {
  19748. const YAML::Node &elementNode = node["Element"];
  19749. std::string element;
  19750. if (elementNode.IsScalar()) {
  19751. if (!this->asString(node, "Element", element))
  19752. return 0;
  19753. std::string element_constant = "ELE_" + element;
  19754. int64 constant;
  19755. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19756. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19757. return 0;
  19758. }
  19759. if (constant == ELE_NONE) {
  19760. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19761. return 0;
  19762. }
  19763. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  19764. } else {
  19765. for (const YAML::Node &it : elementNode) {
  19766. uint16 skill_lv;
  19767. if (!this->asUInt16(it, "Level", skill_lv))
  19768. continue;
  19769. if (skill_lv > MAX_SKILL_LEVEL) {
  19770. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  19771. return false;
  19772. }
  19773. if (!this->asString(it, "Element", element))
  19774. continue;
  19775. std::string element_constant = "ELE_" + element;
  19776. int64 constant;
  19777. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19778. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19779. return 0;
  19780. }
  19781. if (constant == ELE_NONE) {
  19782. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19783. return 0;
  19784. }
  19785. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  19786. }
  19787. }
  19788. } else {
  19789. if (!exists)
  19790. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  19791. }
  19792. if (this->nodeExists(node, "SplashArea")) {
  19793. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  19794. return 0;
  19795. } else {
  19796. if (!exists)
  19797. memset(skill->splash, 0, sizeof(skill->splash));
  19798. }
  19799. if (this->nodeExists(node, "ActiveInstance")) {
  19800. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  19801. return 0;
  19802. } else {
  19803. if (!exists)
  19804. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  19805. }
  19806. if (this->nodeExists(node, "Knockback")) {
  19807. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  19808. return 0;
  19809. } else {
  19810. if (!exists)
  19811. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  19812. }
  19813. if (this->nodeExists(node, "CopyFlags")) {
  19814. const YAML::Node &copyNode = node["CopyFlags"];
  19815. if (this->nodeExists(copyNode, "Skill")) {
  19816. const YAML::Node &copyskillNode = copyNode["Skill"];
  19817. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  19818. bool active;
  19819. if (!this->asBool(copyskillNode, "Plagiarism", active))
  19820. return 0;
  19821. if (active)
  19822. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  19823. else
  19824. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  19825. }
  19826. if (this->nodeExists(copyskillNode, "Reproduce")) {
  19827. bool active;
  19828. if (!this->asBool(copyskillNode, "Reproduce", active))
  19829. return 0;
  19830. if (active)
  19831. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  19832. else
  19833. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  19834. }
  19835. } else {
  19836. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  19837. return 0;
  19838. }
  19839. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  19840. const YAML::Node &copyreqNode = copyNode["RemoveRequirement"];
  19841. for (const auto &it : copyreqNode) {
  19842. std::string req = it.first.as<std::string>(), req_constant = "SKILL_REQ_" + req;
  19843. int64 constant;
  19844. if (!script_get_constant(req_constant.c_str(), &constant)) {
  19845. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  19846. return 0;
  19847. }
  19848. skill->copyable.req_opt |= constant;
  19849. }
  19850. } else {
  19851. if (!exists)
  19852. skill->copyable.req_opt = 0;
  19853. }
  19854. }
  19855. if (this->nodeExists(node, "NoNearNpc")) {
  19856. const YAML::Node &npcNode = node["NoNearNpc"];
  19857. if (this->nodeExists(npcNode, "AdditionalRange")) {
  19858. uint16 range;
  19859. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  19860. return 0;
  19861. skill->unit_nonearnpc_range = range;
  19862. } else {
  19863. if (!exists)
  19864. skill->unit_nonearnpc_range = 0;
  19865. }
  19866. if (this->nodeExists(npcNode, "Type")) {
  19867. const YAML::Node &npctypeNode = npcNode["Type"];
  19868. for (const auto &it : npctypeNode) {
  19869. std::string type = it.first.as<std::string>(), type_constant = "SKILL_NONEAR_" + type;
  19870. int64 constant;
  19871. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19872. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  19873. return 0;
  19874. }
  19875. bool active;
  19876. if (!this->asBool(npctypeNode, type, active))
  19877. return 0;
  19878. if (active)
  19879. skill->unit_nonearnpc_type |= constant;
  19880. else
  19881. skill->unit_nonearnpc_type &= ~constant;
  19882. }
  19883. } else {
  19884. if (!exists)
  19885. skill->unit_nonearnpc_type = 0;
  19886. }
  19887. }
  19888. if (this->nodeExists(node, "CastCancel")) {
  19889. bool active;
  19890. if (!this->asBool(node, "CastCancel", active))
  19891. return 0;
  19892. skill->castcancel = active;
  19893. } else {
  19894. if (!exists)
  19895. skill->castcancel = false;
  19896. }
  19897. if (this->nodeExists(node, "CastDefenseReduction")) {
  19898. uint16 reduction;
  19899. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  19900. return 0;
  19901. skill->cast_def_rate = reduction;
  19902. } else {
  19903. if (!exists)
  19904. skill->cast_def_rate = 0;
  19905. }
  19906. if (this->nodeExists(node, "CastTime")) {
  19907. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  19908. return 0;
  19909. } else {
  19910. if (!exists)
  19911. memset(skill->cast, 0, sizeof(skill->cast));
  19912. }
  19913. if (this->nodeExists(node, "AfterCastActDelay")) {
  19914. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  19915. return 0;
  19916. } else {
  19917. if (!exists)
  19918. memset(skill->delay, 0, sizeof(skill->delay));
  19919. }
  19920. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  19921. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  19922. return 0;
  19923. } else {
  19924. if (!exists)
  19925. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  19926. }
  19927. if (this->nodeExists(node, "Duration1")) {
  19928. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  19929. return 0;
  19930. } else {
  19931. if (!exists)
  19932. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  19933. }
  19934. if (this->nodeExists(node, "Duration2")) {
  19935. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  19936. return 0;
  19937. } else {
  19938. if (!exists)
  19939. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  19940. }
  19941. if (this->nodeExists(node, "Cooldown")) {
  19942. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  19943. return 0;
  19944. } else {
  19945. if (!exists)
  19946. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  19947. }
  19948. #ifdef RENEWAL_CAST
  19949. if (this->nodeExists(node, "FixedCastTime")) {
  19950. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  19951. return 0;
  19952. } else {
  19953. if (!exists)
  19954. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  19955. }
  19956. #endif
  19957. if (this->nodeExists(node, "CastTimeFlags")) {
  19958. const YAML::Node &castNode = node["CastTimeFlags"];
  19959. for (const auto &it : castNode) {
  19960. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  19961. int64 constant;
  19962. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  19963. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  19964. return 0;
  19965. }
  19966. bool active;
  19967. if (!this->asBool(castNode, flag, active))
  19968. return 0;
  19969. if (active)
  19970. skill->castnodex |= constant;
  19971. else
  19972. skill->castnodex &= ~constant;
  19973. }
  19974. }
  19975. if (this->nodeExists(node, "CastDelayFlags")) {
  19976. const YAML::Node &castNode = node["CastDelayFlags"];
  19977. for (const auto &it : castNode) {
  19978. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  19979. int64 constant;
  19980. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  19981. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  19982. return 0;
  19983. }
  19984. bool active;
  19985. if (!this->asBool(castNode, flag, active))
  19986. return 0;
  19987. if (active)
  19988. skill->castnodex |= constant;
  19989. else
  19990. skill->castnodex &= ~constant;
  19991. }
  19992. }
  19993. if (this->nodeExists(node, "Requires")) {
  19994. const YAML::Node &requireNode = node["Requires"];
  19995. if (this->nodeExists(requireNode, "HpCost")) {
  19996. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  19997. return 0;
  19998. } else {
  19999. if (!exists)
  20000. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  20001. }
  20002. if (this->nodeExists(requireNode, "SpCost")) {
  20003. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  20004. return 0;
  20005. } else {
  20006. if (!exists)
  20007. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  20008. }
  20009. if (this->nodeExists(requireNode, "HpRateCost")) {
  20010. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  20011. return 0;
  20012. } else {
  20013. if (!exists)
  20014. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  20015. }
  20016. if (this->nodeExists(requireNode, "SpRateCost")) {
  20017. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  20018. return 0;
  20019. } else {
  20020. if (!exists)
  20021. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  20022. }
  20023. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  20024. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  20025. return 0;
  20026. } else {
  20027. if (!exists)
  20028. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  20029. }
  20030. if (this->nodeExists(requireNode, "ZenyCost")) {
  20031. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  20032. return 0;
  20033. } else {
  20034. if (!exists)
  20035. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  20036. }
  20037. if (this->nodeExists(requireNode, "Weapon")) {
  20038. const YAML::Node &weaponNode = requireNode["Weapon"];
  20039. if (this->nodeExists(weaponNode, "All")) {
  20040. bool active;
  20041. if (!this->asBool(weaponNode, "All", active))
  20042. return 0;
  20043. if (active)
  20044. skill->require.weapon = 0;
  20045. } else {
  20046. for (const auto &it : weaponNode) {
  20047. std::string weapon = it.first.as<std::string>(), weapon_constant = "W_" + weapon;
  20048. int64 constant;
  20049. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  20050. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  20051. return 0;
  20052. }
  20053. bool active;
  20054. if (!this->asBool(weaponNode, weapon, active))
  20055. return 0;
  20056. if (active)
  20057. skill->require.weapon |= 1 << constant;
  20058. else
  20059. skill->require.weapon &= ~(1 << constant);
  20060. }
  20061. }
  20062. } else {
  20063. if (!exists)
  20064. skill->require.weapon = 0;
  20065. }
  20066. if (this->nodeExists(requireNode, "Ammo")) {
  20067. const YAML::Node &ammoNode = requireNode["Ammo"];
  20068. if (this->nodeExists(ammoNode, "None")) {
  20069. bool active;
  20070. if (!this->asBool(ammoNode, "None", active))
  20071. return 0;
  20072. if (active)
  20073. skill->require.ammo = 0;
  20074. } else {
  20075. for (const auto &it : ammoNode) {
  20076. std::string ammo = it.first.as<std::string>(), ammo_constant = "A_" + ammo;
  20077. int64 constant;
  20078. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  20079. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  20080. return 0;
  20081. }
  20082. bool active;
  20083. if (!this->asBool(ammoNode, ammo, active))
  20084. return 0;
  20085. if (active)
  20086. skill->require.ammo |= 1 << constant;
  20087. else
  20088. skill->require.ammo &= ~(1 << constant);
  20089. }
  20090. }
  20091. } else {
  20092. if (!exists)
  20093. skill->require.ammo = 0;
  20094. }
  20095. if (this->nodeExists(requireNode, "AmmoAmount")) {
  20096. if (skill->require.ammo == 0) {
  20097. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  20098. return 0;
  20099. }
  20100. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  20101. return 0;
  20102. } else {
  20103. if (!exists)
  20104. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  20105. }
  20106. if (this->nodeExists(requireNode, "State")) {
  20107. std::string state;
  20108. if (!this->asString(requireNode, "State", state))
  20109. return 0;
  20110. std::string state_constant = "ST_" + state;
  20111. int64 constant;
  20112. if (!script_get_constant(state_constant.c_str(), &constant)) {
  20113. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  20114. return 0;
  20115. }
  20116. skill->require.state = static_cast<int32>(constant);
  20117. }
  20118. if (this->nodeExists(requireNode, "Status")) {
  20119. const YAML::Node &statusNode = requireNode["Status"];
  20120. for (const auto &it : statusNode) {
  20121. std::string status = it.first.as<std::string>(), status_constant = "SC_" + status;
  20122. int64 constant;
  20123. if (!script_get_constant(status_constant.c_str(), &constant)) {
  20124. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  20125. return 0;
  20126. }
  20127. bool active;
  20128. if (!this->asBool(statusNode, status, active))
  20129. return 0;
  20130. auto status_exists = util::vector_get(skill->require.status, constant);
  20131. if (active && status_exists == skill->require.status.end())
  20132. skill->require.status.push_back(static_cast<sc_type>(constant));
  20133. else if (!active && status_exists != skill->require.status.end())
  20134. skill->require.status.erase(status_exists);
  20135. }
  20136. }
  20137. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  20138. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  20139. return 0;
  20140. } else {
  20141. if (!exists)
  20142. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  20143. }
  20144. if (this->nodeExists(requireNode, "ItemCost")) {
  20145. const YAML::Node &itemNode = requireNode["ItemCost"];
  20146. int32 count = 0;
  20147. for (const YAML::Node &it : itemNode) {
  20148. std::string item_name;
  20149. if (!this->asString(it, "Item", item_name))
  20150. continue;
  20151. struct item_data *item = itemdb_search_aegisname(item_name.c_str());
  20152. if (item == nullptr) {
  20153. this->invalidWarning(itemNode["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  20154. return 0;
  20155. }
  20156. int32 amount;
  20157. if (!this->asInt32(it, "Amount", amount))
  20158. continue;
  20159. skill->require.itemid[count] = item->nameid;
  20160. skill->require.amount[count] = amount;
  20161. count++;
  20162. }
  20163. }
  20164. if (this->nodeExists(requireNode, "Equipment")) {
  20165. const YAML::Node &equipNode = requireNode["Equipment"];
  20166. for (const auto &it : equipNode) {
  20167. std::string item_name = it.first.as<std::string>();
  20168. struct item_data *item = itemdb_search_aegisname(item_name.c_str());
  20169. if (item == nullptr) {
  20170. this->invalidWarning(equipNode, "Requires Equipment %s does not exist.\n", item_name.c_str());
  20171. return 0;
  20172. }
  20173. bool active;
  20174. if (!this->asBool(equipNode, item_name, active))
  20175. return 0;
  20176. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  20177. if (active && equip_exists == skill->require.eqItem.end())
  20178. skill->require.eqItem.push_back(item->nameid);
  20179. else if (!active && equip_exists != skill->require.eqItem.end())
  20180. skill->require.eqItem.erase(equip_exists);
  20181. }
  20182. }
  20183. }
  20184. if (this->nodeExists(node, "Unit")) {
  20185. const YAML::Node &unitNode = node["Unit"];
  20186. if (this->nodeExists(unitNode, "Id")) {
  20187. std::string unit;
  20188. if (!this->asString(unitNode, "Id", unit))
  20189. return 0;
  20190. std::string unit_constant = "UNT_" + unit;
  20191. int64 constant;
  20192. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  20193. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  20194. return 0;
  20195. }
  20196. skill->unit_id = static_cast<uint16>(constant);
  20197. } else {
  20198. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  20199. return 0;
  20200. }
  20201. if (this->nodeExists(unitNode, "AlternateId")) {
  20202. std::string unit;
  20203. if (!this->asString(unitNode, "AlternateId", unit))
  20204. return 0;
  20205. std::string unit_constant = "UNT_" + unit;
  20206. int64 constant;
  20207. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  20208. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  20209. return 0;
  20210. }
  20211. skill->unit_id2 = static_cast<uint16>(constant);
  20212. } else {
  20213. if (!exists)
  20214. skill->unit_id2 = 0;
  20215. }
  20216. if (this->nodeExists(unitNode, "Layout")) {
  20217. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  20218. return 0;
  20219. } else {
  20220. if (!exists)
  20221. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  20222. }
  20223. if (this->nodeExists(unitNode, "Range")) {
  20224. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  20225. return 0;
  20226. } else {
  20227. if (!exists)
  20228. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  20229. }
  20230. if (this->nodeExists(unitNode, "Interval")) {
  20231. int16 interval;
  20232. if (!this->asInt16(unitNode, "Interval", interval))
  20233. return 0;
  20234. skill->unit_interval = interval;
  20235. } else {
  20236. if (!exists)
  20237. skill->unit_interval = 0;
  20238. }
  20239. if (this->nodeExists(unitNode, "Target")) {
  20240. std::string target;
  20241. if (!this->asString(unitNode, "Target", target))
  20242. return 0;
  20243. std::string target_constant = "BCT_" + target;
  20244. int64 constant;
  20245. if (!script_get_constant(target_constant.c_str(), &constant)) {
  20246. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  20247. return 0;
  20248. }
  20249. skill->unit_target = static_cast<int32>(constant);
  20250. } else {
  20251. if (!exists)
  20252. skill->unit_target = BCT_ALL;
  20253. }
  20254. if (this->nodeExists(unitNode, "Flag")) {
  20255. const YAML::Node &flagNode = unitNode["Flag"];
  20256. for (const auto &it : flagNode) {
  20257. std::string flag = it.first.as<std::string>(), flag_constant = "UF_" + flag;
  20258. int64 constant;
  20259. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  20260. this->invalidWarning(flagNode, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  20261. return 0;
  20262. }
  20263. bool active;
  20264. if (!this->asBool(flagNode, flag, active))
  20265. return 0;
  20266. if (active)
  20267. skill->unit_flag.set(static_cast<uint8>(constant));
  20268. else
  20269. skill->unit_flag.reset(static_cast<uint8>(constant));
  20270. }
  20271. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  20272. skill->unit_target = BCT_NOENEMY;
  20273. // By default, target just characters.
  20274. skill->unit_target |= BL_CHAR;
  20275. if (skill->unit_flag[UF_NOPC])
  20276. skill->unit_target &= ~BL_PC;
  20277. if (skill->unit_flag[UF_NOMOB])
  20278. skill->unit_target &= ~BL_MOB;
  20279. if (skill->unit_flag[UF_SKILL])
  20280. skill->unit_target |= BL_SKILL;
  20281. } else {
  20282. if (!exists){
  20283. skill->unit_flag = UF_NONE;
  20284. // By default, target just characters.
  20285. skill->unit_target |= BL_CHAR;
  20286. }
  20287. }
  20288. }
  20289. if (!exists) {
  20290. this->put(skill_id, skill);
  20291. skilldb_id2idx[skill_id] = skill_num;
  20292. skill_num++;
  20293. }
  20294. return 1;
  20295. }
  20296. void SkillDatabase::clear() {
  20297. TypesafeCachedYamlDatabase::clear();
  20298. memset(skilldb_id2idx, 0, sizeof(skilldb_id2idx));
  20299. skill_num = 1;
  20300. }
  20301. SkillDatabase skill_db;
  20302. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  20303. return std::string(db_path) + "/spellbook_db.yml";
  20304. }
  20305. /**
  20306. * Reads and parses an entry from the spellbook_db.
  20307. * @param node: YAML node containing the entry.
  20308. * @return count of successfully parsed rows
  20309. */
  20310. uint64 ReadingSpellbookDatabase::parseBodyNode(const YAML::Node &node) {
  20311. std::string skill_name;
  20312. if (!this->asString(node, "Skill", skill_name))
  20313. return 0;
  20314. uint16 skill_id = skill_name2id(skill_name.c_str());
  20315. if (skill_id == 0) {
  20316. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  20317. return 0;
  20318. }
  20319. if (!skill_get_inf(skill_id)) {
  20320. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  20321. return 0;
  20322. }
  20323. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  20324. bool exists = spell != nullptr;
  20325. if (!exists) {
  20326. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  20327. return 0;
  20328. spell = std::make_shared<s_skill_spellbook_db>();
  20329. spell->skill_id = skill_id;
  20330. }
  20331. if (this->nodeExists(node, "Book")) {
  20332. std::string book_name;
  20333. if (!this->asString(node, "Book", book_name))
  20334. return 0;
  20335. struct item_data *item = itemdb_search_aegisname(book_name.c_str());
  20336. if (item == nullptr) {
  20337. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  20338. return 0;
  20339. }
  20340. spell->nameid = item->nameid;
  20341. }
  20342. if (this->nodeExists(node, "PreservePoints")) {
  20343. uint16 points;
  20344. if (!this->asUInt16(node, "PreservePoints", points))
  20345. return 0;
  20346. spell->points = points;
  20347. }
  20348. if (!exists)
  20349. this->put(skill_id, spell);
  20350. return 1;
  20351. }
  20352. /**
  20353. * Check if the specified item is available in the spellbook_db or not
  20354. * @param nameid: Book Item ID
  20355. * @return Spell data or nullptr otherwise
  20356. */
  20357. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(int32 nameid) {
  20358. if (nameid < 1 || !itemdb_exists(nameid) || reading_spellbook_db.size() == 0)
  20359. return nullptr;
  20360. for (const auto &spell : reading_spellbook_db) {
  20361. if (spell.second->nameid == nameid)
  20362. return spell.second;
  20363. }
  20364. return nullptr;
  20365. }
  20366. const std::string MagicMushroomDatabase::getDefaultLocation() {
  20367. return std::string(db_path) + "/magicmushroom_db.yml";
  20368. }
  20369. /**
  20370. * Reads and parses an entry from the magicmushroom_db.
  20371. * @param node: YAML node containing the entry.
  20372. * @return count of successfully parsed rows
  20373. */
  20374. uint64 MagicMushroomDatabase::parseBodyNode(const YAML::Node &node) {
  20375. std::string skill_name;
  20376. if (!this->asString(node, "Skill", skill_name))
  20377. return 0;
  20378. uint16 skill_id = skill_name2id(skill_name.c_str());
  20379. if (!skill_id) {
  20380. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  20381. return 0;
  20382. }
  20383. if (!skill_get_inf(skill_id)) {
  20384. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  20385. return 0;
  20386. }
  20387. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  20388. bool exists = mushroom != nullptr;
  20389. if (!exists) {
  20390. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  20391. mushroom->skill_id = skill_id;
  20392. this->put(skill_id, mushroom);
  20393. }
  20394. return 1;
  20395. }
  20396. /** Reads skill no cast db
  20397. * Structure: SkillID,Flag
  20398. */
  20399. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  20400. {
  20401. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  20402. if (!skill)
  20403. return false;
  20404. skill->nocast |= atoi(split[1]);
  20405. return true;
  20406. }
  20407. /** Reads Produce db
  20408. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  20409. */
  20410. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  20411. {
  20412. unsigned short x, y;
  20413. unsigned short id = atoi(split[0]);
  20414. unsigned short nameid = 0;
  20415. bool found = false;
  20416. if (id >= ARRAYLENGTH(skill_produce_db)) {
  20417. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  20418. return false;
  20419. }
  20420. // Clear previous data, for importing support
  20421. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  20422. // Import just for clearing/disabling from original data
  20423. if (!(nameid = atoi(split[1]))) {
  20424. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  20425. return true;
  20426. }
  20427. if (!itemdb_exists(nameid)) {
  20428. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  20429. return false;
  20430. }
  20431. skill_produce_db[id].nameid = nameid;
  20432. skill_produce_db[id].itemlv = atoi(split[2]);
  20433. skill_produce_db[id].req_skill = atoi(split[3]);
  20434. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  20435. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  20436. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  20437. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  20438. }
  20439. if (!found)
  20440. skill_produce_count++;
  20441. return true;
  20442. }
  20443. /** Reads create arrow db
  20444. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  20445. */
  20446. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  20447. {
  20448. unsigned short x, y, i, material_id = atoi(split[0]);
  20449. if (!(itemdb_exists(material_id))) {
  20450. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  20451. return false;
  20452. }
  20453. //search if we override something, (if not i=last idx)
  20454. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  20455. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  20456. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  20457. return false;
  20458. }
  20459. // Import just for clearing/disabling from original data
  20460. if (atoi(split[1]) == 0) {
  20461. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  20462. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  20463. return true;
  20464. }
  20465. skill_arrow_db[i].nameid = material_id;
  20466. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  20467. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  20468. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  20469. }
  20470. if (i == skill_arrow_count)
  20471. skill_arrow_count++;
  20472. return true;
  20473. }
  20474. const std::string AbraDatabase::getDefaultLocation() {
  20475. return std::string(db_path) + "/abra_db.yml";
  20476. }
  20477. /**
  20478. * Reads and parses an entry from the abra_db.
  20479. * @param node: YAML node containing the entry.
  20480. * @return count of successfully parsed rows
  20481. */
  20482. uint64 AbraDatabase::parseBodyNode(const YAML::Node &node) {
  20483. std::string skill_name;
  20484. if (!this->asString(node, "Skill", skill_name))
  20485. return 0;
  20486. uint16 skill_id = skill_name2id(skill_name.c_str());
  20487. if (!skill_id) {
  20488. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  20489. return 0;
  20490. }
  20491. if (!skill_get_inf(skill_id)) {
  20492. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  20493. return 0;
  20494. }
  20495. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  20496. bool exists = abra != nullptr;
  20497. if (!exists) {
  20498. abra = std::make_shared<s_skill_abra_db>();
  20499. abra->skill_id = skill_id;
  20500. }
  20501. if (this->nodeExists(node, "Probability")) {
  20502. const YAML::Node probNode = node["Probability"];
  20503. uint16 probability;
  20504. if (probNode.IsScalar()) {
  20505. if (!this->asUInt16Rate(probNode, "Probability", probability))
  20506. return 0;
  20507. abra->per.fill(probability);
  20508. } else {
  20509. abra->per.fill(0);
  20510. for (const YAML::Node &it : probNode) {
  20511. uint16 skill_lv;
  20512. if (!this->asUInt16(it, "Level", skill_lv))
  20513. continue;
  20514. if (skill_lv > MAX_SKILL_LEVEL) {
  20515. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  20516. return 0;
  20517. }
  20518. if (!this->asUInt16Rate(it, "Probability", probability))
  20519. continue;
  20520. abra->per[skill_lv - 1] = probability;
  20521. }
  20522. }
  20523. } else {
  20524. if (!exists)
  20525. abra->per.fill(500);
  20526. }
  20527. if (!exists)
  20528. this->put(skill_id, abra);
  20529. return 1;
  20530. }
  20531. /** Reads change material db
  20532. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  20533. */
  20534. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  20535. {
  20536. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  20537. short rate = atoi(split[2]);
  20538. bool found = false;
  20539. int x, y;
  20540. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  20541. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  20542. return false;
  20543. }
  20544. // Clear previous data, for importing support
  20545. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  20546. found = true;
  20547. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20548. }
  20549. // Import just for clearing/disabling from original data
  20550. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  20551. if (nameid == 0) {
  20552. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20553. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  20554. return true;
  20555. }
  20556. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  20557. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  20558. if (skill_produce_db[x].nameid == nameid)
  20559. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  20560. break;
  20561. }
  20562. if (x >= MAX_SKILL_PRODUCE_DB) {
  20563. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  20564. return false;
  20565. }
  20566. skill_changematerial_db[id].nameid = nameid;
  20567. skill_changematerial_db[id].rate = rate;
  20568. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  20569. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  20570. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  20571. }
  20572. if (!found)
  20573. skill_changematerial_count++;
  20574. return true;
  20575. }
  20576. /**
  20577. * Reads skill damage adjustment
  20578. * @author [Lilith]
  20579. */
  20580. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  20581. {
  20582. int64 caster_tmp;
  20583. uint16 id;
  20584. int caster, value;
  20585. char *result;
  20586. trim(split[0]);
  20587. if (ISDIGIT(split[0][0])) {
  20588. value = strtol(split[0], &result, 10);
  20589. if (*result) {
  20590. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  20591. return false;
  20592. }
  20593. id = value;
  20594. } else
  20595. id = skill_name2id(split[0]);
  20596. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  20597. if (!skill)
  20598. return false;
  20599. skill->damage = {};
  20600. trim(split[1]);
  20601. if (ISDIGIT(split[1][0])) {
  20602. value = strtol(split[1], &result, 10);
  20603. if (*result) {
  20604. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  20605. return false;
  20606. }
  20607. caster = value;
  20608. } else { // Try to parse caster as constant
  20609. if (!script_get_constant(split[1], &caster_tmp)) {
  20610. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  20611. return false;
  20612. }
  20613. caster = static_cast<uint16>(caster_tmp);
  20614. }
  20615. skill->damage.caster |= caster;
  20616. value = strtol(split[2], &result, 10);
  20617. if (*result) {
  20618. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  20619. return false;
  20620. }
  20621. skill->damage.map |= value;
  20622. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  20623. value = strtol(split[offset], &result, 10);
  20624. if (*result && *result != ' ') {
  20625. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  20626. value = 0;
  20627. }
  20628. skill->damage.rate[i] = cap_value(value, -100, 100000);
  20629. }
  20630. return true;
  20631. }
  20632. /*===============================
  20633. * DB reading.
  20634. * skill_db.yml
  20635. * skill_nocast_db.txt
  20636. * produce_db.txt
  20637. * create_arrow_db.txt
  20638. *------------------------------*/
  20639. static void skill_readdb(void)
  20640. {
  20641. int i;
  20642. const char* dbsubpath[] = {
  20643. "",
  20644. "/" DBIMPORT,
  20645. //add other path here
  20646. };
  20647. memset(skill_produce_db,0,sizeof(skill_produce_db));
  20648. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  20649. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  20650. skill_produce_count = skill_arrow_count = skill_changematerial_count = 0;
  20651. skill_db.load();
  20652. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  20653. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  20654. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  20655. char* dbsubpath1 = (char*)aMalloc(n1+1);
  20656. char* dbsubpath2 = (char*)aMalloc(n2+1);
  20657. if (i == 0) {
  20658. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20659. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  20660. } else {
  20661. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20662. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  20663. }
  20664. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  20665. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  20666. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i > 0);
  20667. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  20668. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  20669. aFree(dbsubpath1);
  20670. aFree(dbsubpath2);
  20671. }
  20672. abra_db.load();
  20673. magic_mushroom_db.load();
  20674. reading_spellbook_db.load();
  20675. skill_init_unit_layout();
  20676. skill_init_nounit_layout();
  20677. }
  20678. void skill_reload (void) {
  20679. skill_db.clear();
  20680. abra_db.clear();
  20681. magic_mushroom_db.clear();
  20682. reading_spellbook_db.clear();
  20683. skill_readdb();
  20684. initChangeTables(); // Re-init Status Change tables
  20685. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  20686. s_mapiterator *iter = mapit_getallusers();
  20687. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  20688. pc_validate_skill(sd);
  20689. clif_skillinfoblock(sd);
  20690. }
  20691. mapit_free(iter);
  20692. }
  20693. /*==========================================
  20694. *
  20695. *------------------------------------------*/
  20696. void do_init_skill(void)
  20697. {
  20698. skill_readdb();
  20699. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  20700. skillunit_db = idb_alloc(DB_OPT_BASE);
  20701. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  20702. bowling_db = idb_alloc(DB_OPT_BASE);
  20703. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.cpp::skill_unit_ers",ERS_CACHE_OPTIONS);
  20704. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  20705. ers_chunk_size(skill_unit_ers, 150);
  20706. ers_chunk_size(skill_timer_ers, 150);
  20707. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  20708. add_timer_func_list(skill_castend_id,"skill_castend_id");
  20709. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  20710. add_timer_func_list(skill_timerskill,"skill_timerskill");
  20711. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  20712. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  20713. }
  20714. void do_final_skill(void)
  20715. {
  20716. db_destroy(skillunit_group_db);
  20717. db_destroy(skillunit_db);
  20718. db_destroy(skillusave_db);
  20719. db_destroy(bowling_db);
  20720. ers_destroy(skill_unit_ers);
  20721. ers_destroy(skill_timer_ers);
  20722. }