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. t_itemid 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 && skill_id != GN_HELLS_PLANT_ATK
  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_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  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_COMET:
  1499. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, 20000);
  1500. break;
  1501. case NPC_COMET:
  1502. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1503. break;
  1504. case NPC_JACKFROST:
  1505. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1506. break;
  1507. case RA_WUGBITE: {
  1508. 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);
  1509. if (wug_rate < 50)
  1510. wug_rate = 50;
  1511. 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))) );
  1512. }
  1513. break;
  1514. case RA_SENSITIVEKEEN:
  1515. if( rnd()%100 < 8 * skill_lv )
  1516. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1517. break;
  1518. case RA_FIRINGTRAP:
  1519. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1520. break;
  1521. case RA_ICEBOUNDTRAP:
  1522. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1523. break;
  1524. case NC_PILEBUNKER:
  1525. if( rnd()%100 < 25 + 15*skill_lv ) {
  1526. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1527. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1528. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1529. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1530. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1531. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1532. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1533. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1534. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1535. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1536. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1537. }
  1538. break;
  1539. case NC_FLAMELAUNCHER:
  1540. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1541. break;
  1542. case NC_COLDSLOWER:
  1543. // Status chances are applied officially through a check
  1544. // The skill first trys to give the frozen status to targets that are hit
  1545. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1546. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1547. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1548. break;
  1549. case NC_POWERSWING:
  1550. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1551. skill = pc_checkskill(sd, NC_AXEBOOMERANG);
  1552. if (sd && skill > 0 && (sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && rnd() % 100 < 5 * skill_lv)
  1553. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, skill, tick, 1);
  1554. break;
  1555. case GC_WEAPONCRUSH:
  1556. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1557. break;
  1558. case LG_PINPOINTATTACK:
  1559. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1560. switch( skill_lv ) {
  1561. case 1:
  1562. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1563. break;
  1564. case 2:
  1565. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1566. break;
  1567. case 3:
  1568. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1569. break;
  1570. case 4:
  1571. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1572. break;
  1573. case 5:
  1574. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1575. break;
  1576. }
  1577. break;
  1578. case LG_MOONSLASHER:
  1579. rate = 32 + 8 * skill_lv;
  1580. 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.
  1581. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1582. else if( dstmd )
  1583. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv) + 1000 * (rnd()%3));
  1584. break;
  1585. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1586. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1587. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1588. break;
  1589. case LG_EARTHDRIVE:
  1590. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1591. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1592. break;
  1593. case LG_HESPERUSLIT:
  1594. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1595. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1596. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1597. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1598. break;
  1599. case SR_DRAGONCOMBO:
  1600. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1601. break;
  1602. case SR_FALLENEMPIRE:
  1603. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1604. break;
  1605. case SR_WINDMILL:
  1606. if( dstsd )
  1607. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1608. else if( dstmd )
  1609. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1610. break;
  1611. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1612. 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));
  1613. break;
  1614. case SR_EARTHSHAKER:
  1615. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1616. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1617. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1618. break;
  1619. case SR_HOWLINGOFLION:
  1620. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1621. break;
  1622. case SO_EARTHGRAVE:
  1623. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1624. break;
  1625. case SO_DIAMONDDUST:
  1626. rate = 5 + 5 * skill_lv;
  1627. if( sc && sc->data[SC_COOLER_OPTION] )
  1628. rate += (sd ? sd->status.job_level / 5 : 0);
  1629. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1630. break;
  1631. case SO_VARETYR_SPEAR:
  1632. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1633. break;
  1634. case GN_SLINGITEM_RANGEMELEEATK:
  1635. if( sd ) {
  1636. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1637. case ITEMID_COCONUT_BOMB:
  1638. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1639. 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);
  1640. break;
  1641. case ITEMID_MELON_BOMB:
  1642. 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);
  1643. break;
  1644. case ITEMID_BANANA_BOMB:
  1645. {
  1646. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1647. 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);
  1648. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1649. break;
  1650. }
  1651. }
  1652. sd->itemid = 0;
  1653. }
  1654. break;
  1655. case GN_HELLS_PLANT_ATK:
  1656. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1657. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1658. break;
  1659. case EL_WIND_SLASH: // Non confirmed rate.
  1660. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1661. break;
  1662. case EL_STONE_HAMMER:
  1663. rate = 10 * skill_lv;
  1664. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1665. break;
  1666. case EL_ROCK_CRUSHER:
  1667. case EL_ROCK_CRUSHER_ATK:
  1668. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1669. break;
  1670. case EL_TYPOON_MIS:
  1671. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1672. break;
  1673. case KO_JYUMONJIKIRI:
  1674. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1675. break;
  1676. case SP_SOULEXPLOSION:
  1677. case KO_SETSUDAN: // Remove soul link when hit.
  1678. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1679. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1680. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1681. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1682. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1683. break;
  1684. case KO_MAKIBISHI:
  1685. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1686. break;
  1687. case MH_EQC:
  1688. {
  1689. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1690. if (hd) {
  1691. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1692. status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
  1693. }
  1694. }
  1695. break;
  1696. case MH_LAVA_SLIDE:
  1697. sc_start4(src,bl, SC_BURNING, 5 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1698. break;
  1699. case MH_STAHL_HORN:
  1700. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1701. break;
  1702. case MH_NEEDLE_OF_PARALYZE:
  1703. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1704. break;
  1705. case MH_XENO_SLASHER:
  1706. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1707. break;
  1708. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1709. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1710. break;
  1711. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1712. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1713. break;
  1714. case GN_ILLUSIONDOPING:
  1715. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1716. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1717. break;
  1718. case RL_MASS_SPIRAL:
  1719. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1720. break;
  1721. case RL_SLUGSHOT:
  1722. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1723. break;
  1724. case RL_BANISHING_BUSTER: {
  1725. uint16 i, n = skill_lv;
  1726. if (!tsc || !tsc->count)
  1727. break;
  1728. if (status_isimmune(bl))
  1729. break;
  1730. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1731. if (sd)
  1732. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1733. break;
  1734. }
  1735. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1736. if (!tsc->data[i])
  1737. continue;
  1738. switch (i) {
  1739. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1740. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1741. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1742. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1743. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1744. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1745. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1746. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1747. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1748. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1749. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1750. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1751. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1752. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1753. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1754. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1755. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1756. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1757. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1758. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1759. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1760. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1761. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1762. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1763. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1764. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1765. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1766. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1767. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1768. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1769. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1770. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1771. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1772. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1773. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1774. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1775. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1776. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1777. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1778. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1779. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1780. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1781. case SC_P_ALTER: case SC_E_CHAIN:
  1782. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1783. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1784. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1785. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  1786. case SC_SPORE_EXPLOSION:
  1787. case SC_NEWMOON: case SC_FLASHKICK: case SC_NOVAEXPLOSING:
  1788. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  1789. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  1790. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  1791. #ifdef RENEWAL
  1792. case SC_EXTREMITYFIST2:
  1793. #endif
  1794. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1795. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1796. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1797. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1798. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1799. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1800. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1801. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1802. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1803. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1804. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1805. case SC_SPRITEMABLE: case SC_BITESCAR:
  1806. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  1807. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  1808. case SC_DAILYSENDMAILCNT:
  1809. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  1810. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  1811. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  1812. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  1813. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  1814. continue;
  1815. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1816. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1817. case SC_FORTUNE: case SC_SERVICE4U:
  1818. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  1819. continue; //If in song area don't end it, even if config enabled
  1820. break;
  1821. case SC_ASSUMPTIO:
  1822. if( bl->type == BL_MOB )
  1823. continue;
  1824. break;
  1825. }
  1826. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1827. tsc->data[i]->val2 = 0;
  1828. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1829. n--;
  1830. }
  1831. //Remove bonus_script by Banishing Buster
  1832. if (dstsd)
  1833. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1834. }
  1835. break;
  1836. case RL_S_STORM:
  1837. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1838. 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
  1839. break;
  1840. case RL_AM_BLAST:
  1841. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1842. break;
  1843. case SU_SCRATCH:
  1844. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1845. break;
  1846. case SU_SV_STEMSPEAR:
  1847. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1848. break;
  1849. case SU_CN_METEOR2:
  1850. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1851. break;
  1852. case SU_SCAROFTAROU:
  1853. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1854. break;
  1855. case SU_LUNATICCARROTBEAT2:
  1856. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1857. break;
  1858. case SJ_FULLMOONKICK:
  1859. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1860. break;
  1861. case SJ_STAREMPEROR:
  1862. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1863. break;
  1864. case SP_CURSEEXPLOSION:
  1865. status_change_end(bl, SC_SOULCURSE, INVALID_TIMER);
  1866. break;
  1867. case SP_SHA:
  1868. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1869. break;
  1870. } //end switch skill_id
  1871. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1872. { //Pass heritage to Master for status causing effects. [Skotlex]
  1873. sd = map_id2sd(md->master_id);
  1874. src = sd?&sd->bl:src;
  1875. }
  1876. // Coma
  1877. if (sd && sd->special_state.bonus_coma && (!md || status_get_race2(&md->bl) != RC2_GVG || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1878. rate = 0;
  1879. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1880. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  1881. rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
  1882. rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
  1883. }
  1884. if (attack_type&BF_WEAPON) {
  1885. rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1886. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1887. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1888. }
  1889. if (rate > 0)
  1890. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1891. }
  1892. if( attack_type&BF_WEAPON )
  1893. { // Breaking Equipment
  1894. if( sd && battle_config.equip_self_break_rate )
  1895. { // Self weapon breaking
  1896. rate = battle_config.equip_natural_break_rate;
  1897. #ifndef RENEWAL
  1898. if( sc )
  1899. {
  1900. if(sc->data[SC_OVERTHRUST])
  1901. rate += 10;
  1902. if(sc->data[SC_MAXOVERTHRUST])
  1903. rate += 10;
  1904. }
  1905. #endif
  1906. if( rate )
  1907. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1908. }
  1909. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1910. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1911. // Target weapon breaking
  1912. rate = 0;
  1913. if( sd )
  1914. rate += sd->bonus.break_weapon_rate;
  1915. if( sc && sc->data[SC_MELTDOWN] )
  1916. rate += sc->data[SC_MELTDOWN]->val2;
  1917. if( rate )
  1918. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1919. // Target armor breaking
  1920. rate = 0;
  1921. if( sd )
  1922. rate += sd->bonus.break_armor_rate;
  1923. if( sc && sc->data[SC_MELTDOWN] )
  1924. rate += sc->data[SC_MELTDOWN]->val3;
  1925. if( rate )
  1926. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1927. }
  1928. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1929. if (sd->def_set_race[tstatus->race].rate)
  1930. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1931. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1932. if (sd->mdef_set_race[tstatus->race].rate)
  1933. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1934. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1935. if (sd->norecover_state_race[tstatus->race].rate)
  1936. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1937. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1938. }
  1939. }
  1940. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1941. struct unit_data *ud = unit_bl2ud(src);
  1942. if( sc->data[SC_WILD_STORM_OPTION] )
  1943. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1944. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1945. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1946. else if( sc->data[SC_TROPIC_OPTION] )
  1947. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1948. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1949. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1950. else
  1951. skill = 0;
  1952. if ( rnd()%100 < 25 && skill ){
  1953. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1954. if (ud) {
  1955. rate = skill_delayfix(src, skill, skill_lv);
  1956. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1957. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  1958. if ( battle_config.display_status_timers )
  1959. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  1960. }
  1961. }
  1962. }
  1963. }
  1964. // Autospell when attacking
  1965. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  1966. {
  1967. struct block_list *tbl;
  1968. struct unit_data *ud;
  1969. int autospl_skill_lv, type;
  1970. for (const auto &it : sd->autospell) {
  1971. if (!(((it.flag)&attack_type)&BF_WEAPONMASK &&
  1972. ((it.flag)&attack_type)&BF_RANGEMASK &&
  1973. ((it.flag)&attack_type)&BF_SKILLMASK))
  1974. continue; // one or more trigger conditions were not fulfilled
  1975. skill = (it.id > 0) ? it.id : -it.id;
  1976. sd->state.autocast = 1;
  1977. if ( skill_isNotOk(skill, sd) ) {
  1978. sd->state.autocast = 0;
  1979. continue;
  1980. }
  1981. sd->state.autocast = 0;
  1982. autospl_skill_lv = it.lv?it.lv:1;
  1983. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1984. rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  1985. if (rnd()%1000 >= rate)
  1986. continue;
  1987. tbl = (it.id < 0) ? src : bl;
  1988. if ((type = skill_get_casttype(skill)) == CAST_GROUND) {
  1989. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  1990. continue;
  1991. }
  1992. if (battle_config.autospell_check_range &&
  1993. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  1994. continue;
  1995. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1996. type = CAST_GROUND;
  1997. #ifndef RENEWAL
  1998. else if (skill == AS_SONICBLOW)
  1999. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2000. #endif
  2001. sd->state.autocast = 1;
  2002. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2003. skill_toggle_magicpower(src, skill);
  2004. switch (type) {
  2005. case CAST_GROUND:
  2006. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2007. break;
  2008. case CAST_NODAMAGE:
  2009. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2010. break;
  2011. case CAST_DAMAGE:
  2012. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2013. break;
  2014. }
  2015. sd->state.autocast = 0;
  2016. //Set canact delay. [Skotlex]
  2017. ud = unit_bl2ud(src);
  2018. if (ud) {
  2019. rate = skill_delayfix(src, skill, autospl_skill_lv);
  2020. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  2021. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  2022. if ( battle_config.display_status_timers && sd )
  2023. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  2024. }
  2025. }
  2026. }
  2027. }
  2028. //Autobonus when attacking
  2029. if( sd && !sd->autobonus.empty() )
  2030. {
  2031. for(auto &it : sd->autobonus) {
  2032. if (rnd()%1000 >= it.rate)
  2033. continue;
  2034. if (!(((it.atk_type)&attack_type)&BF_WEAPONMASK &&
  2035. ((it.atk_type)&attack_type)&BF_RANGEMASK &&
  2036. ((it.atk_type)&attack_type)&BF_SKILLMASK))
  2037. continue; // one or more trigger conditions were not fulfilled
  2038. pc_exeautobonus(sd, &sd->autobonus, &it);
  2039. }
  2040. }
  2041. //Polymorph
  2042. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2043. dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) &&
  2044. (rnd()%10000 < sd->bonus.classchange))
  2045. {
  2046. int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, RMF_DB_RATE, 0);
  2047. if (class_ != 0 && mobdb_checkid(class_))
  2048. mob_class_change(dstmd,class_);
  2049. }
  2050. return 0;
  2051. }
  2052. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2053. struct block_list *tbl;
  2054. if( sd == NULL || !skill_id )
  2055. return 0;
  2056. for (auto &it : sd->autospell3) {
  2057. int skill, skill_lv, type;
  2058. if (it.flag != skill_id)
  2059. continue;
  2060. if (it.lock)
  2061. continue; // autospell already being executed
  2062. skill = it.id;
  2063. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2064. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  2065. sd->state.autocast = 0;
  2066. continue;
  2067. }
  2068. sd->state.autocast = 0;
  2069. if( skill >= 0 && bl == NULL )
  2070. continue; // No target
  2071. if( rnd()%1000 >= it.rate )
  2072. continue;
  2073. skill_lv = it.lv ? it.lv : 1;
  2074. if( skill < 0 ) {
  2075. tbl = &sd->bl;
  2076. skill *= -1;
  2077. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  2078. }
  2079. else
  2080. tbl = bl;
  2081. if ((type = skill_get_casttype(skill)) == CAST_GROUND) {
  2082. if (!skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2083. continue;
  2084. }
  2085. if (battle_config.autospell_check_range &&
  2086. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2087. continue;
  2088. sd->state.autocast = 1;
  2089. it.lock = true;
  2090. skill_consume_requirement(sd,skill,skill_lv,1);
  2091. switch( type ) {
  2092. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  2093. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2094. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2095. }
  2096. it.lock = false;
  2097. sd->state.autocast = 0;
  2098. }
  2099. if( sd && !sd->autobonus3.empty() ) {
  2100. for (auto &it : sd->autobonus3) {
  2101. if (rnd()%1000 >= it.rate)
  2102. continue;
  2103. if (it.atk_type != skill_id)
  2104. continue;
  2105. pc_exeautobonus(sd, &sd->autobonus3, &it);
  2106. }
  2107. }
  2108. return 1;
  2109. }
  2110. /* Splitted off from skill_additional_effect, which is never called when the
  2111. * attack skill kills the enemy. Place in this function counter status effects
  2112. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2113. * from cards) that will take effect on the source, not the target. [Skotlex]
  2114. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2115. * type of skills, so not every instance of skill_additional_effect needs a call
  2116. * to this one.
  2117. */
  2118. 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)
  2119. {
  2120. int rate;
  2121. struct map_session_data *sd=NULL;
  2122. struct map_session_data *dstsd=NULL;
  2123. nullpo_ret(src);
  2124. nullpo_ret(bl);
  2125. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2126. sd = BL_CAST(BL_PC, src);
  2127. dstsd = BL_CAST(BL_PC, bl);
  2128. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  2129. enum sc_type type;
  2130. unsigned int time;
  2131. for (const auto &it : dstsd->addeff_atked) {
  2132. rate = it.rate;
  2133. if (attack_type&BF_LONG)
  2134. rate += it.arrow_rate;
  2135. if (!rate)
  2136. continue;
  2137. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2138. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2139. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2140. continue; //Range Failed.
  2141. }
  2142. type = it.sc;
  2143. time = it.duration;
  2144. if (it.flag&ATF_TARGET && src != bl)
  2145. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2146. if (it.flag&ATF_SELF && !status_isdead(bl))
  2147. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2148. }
  2149. }
  2150. switch(skill_id) {
  2151. case MO_EXTREMITYFIST:
  2152. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2153. break;
  2154. case GS_FULLBUSTER:
  2155. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2156. break;
  2157. case HFLI_SBR44: //[orn]
  2158. case HVAN_EXPLOSION:
  2159. if(src->type == BL_HOM){
  2160. TBL_HOM *hd = (TBL_HOM*)src;
  2161. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2162. if (hd->master)
  2163. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2164. }
  2165. break;
  2166. case CR_GRANDCROSS:
  2167. case NPC_GRANDDARKNESS:
  2168. attack_type |= BF_WEAPON;
  2169. break;
  2170. case LG_HESPERUSLIT:
  2171. {
  2172. struct status_change *sc = status_get_sc(src);
  2173. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  2174. for(int i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2175. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2176. }
  2177. }
  2178. break;
  2179. case SP_SPA:
  2180. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2181. break;
  2182. case SP_SHA:
  2183. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2184. break;
  2185. case SP_SWHOO:
  2186. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2187. break;
  2188. }
  2189. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2190. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2191. 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);
  2192. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2193. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2194. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2195. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2196. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2197. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2198. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2199. }
  2200. if( sd && status_isdead(bl) ) {
  2201. int sp = 0, hp = 0;
  2202. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2203. sp += sd->bonus.sp_gain_value;
  2204. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  2205. hp += sd->bonus.hp_gain_value;
  2206. }
  2207. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2208. sp += sd->bonus.long_sp_gain_value;
  2209. hp += sd->bonus.long_hp_gain_value;
  2210. }
  2211. if( attack_type&BF_MAGIC ) {
  2212. sp += sd->bonus.magic_sp_gain_value;
  2213. hp += sd->bonus.magic_hp_gain_value;
  2214. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2215. struct status_change *sc = NULL;
  2216. if( ( sc = status_get_sc(src) ) ) {
  2217. if(sc->data[SC_SPIRIT] &&
  2218. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2219. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2220. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2221. }
  2222. }
  2223. }
  2224. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2225. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2226. }
  2227. }
  2228. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2229. struct status_change *sc = status_get_sc(bl);
  2230. if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
  2231. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2232. }
  2233. // Trigger counter-spells to retaliate against damage causing skills.
  2234. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2235. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2236. {
  2237. struct block_list *tbl;
  2238. struct unit_data *ud;
  2239. int autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2240. for (const auto &it : dstsd->autospell2) {
  2241. if (!(((it.flag)&attack_type)&BF_WEAPONMASK &&
  2242. ((it.flag)&attack_type)&BF_RANGEMASK &&
  2243. ((it.flag)&attack_type)&BF_SKILLMASK))
  2244. continue; // one or more trigger conditions were not fulfilled
  2245. autospl_skill_id = (it.id > 0) ? it.id : -it.id;
  2246. autospl_skill_lv = it.lv ? it.lv : 1;
  2247. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2248. autospl_rate = it.rate;
  2249. //Physical range attacks only trigger autospells half of the time
  2250. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2251. autospl_rate>>=1;
  2252. dstsd->state.autocast = 1;
  2253. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2254. dstsd->state.autocast = 0;
  2255. continue;
  2256. }
  2257. dstsd->state.autocast = 0;
  2258. if (rnd()%1000 >= autospl_rate)
  2259. continue;
  2260. tbl = (it.id < 0) ? bl : src;
  2261. if ((type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND) {
  2262. if (!skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2263. continue;
  2264. }
  2265. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2266. continue;
  2267. dstsd->state.autocast = 1;
  2268. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2269. switch (type) {
  2270. case CAST_GROUND:
  2271. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2272. break;
  2273. case CAST_NODAMAGE:
  2274. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2275. break;
  2276. case CAST_DAMAGE:
  2277. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2278. break;
  2279. }
  2280. dstsd->state.autocast = 0;
  2281. //Set canact delay. [Skotlex]
  2282. ud = unit_bl2ud(bl);
  2283. if (ud) {
  2284. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2285. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2286. ud->canact_tick = i64max(tick + autospl_rate, ud->canact_tick);
  2287. if ( battle_config.display_status_timers && dstsd )
  2288. clif_status_change(bl, EFST_POSTDELAY, 1, autospl_rate, 0, 0, 0);
  2289. }
  2290. }
  2291. }
  2292. }
  2293. //Autobonus when attacked
  2294. if( dstsd && !status_isdead(bl) && !dstsd->autobonus2.empty() && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)) ) {
  2295. for (auto &it : dstsd->autobonus2) {
  2296. if (rnd()%1000 >= it.rate)
  2297. continue;
  2298. if (!(((it.atk_type)&attack_type)&BF_WEAPONMASK &&
  2299. ((it.atk_type)&attack_type)&BF_RANGEMASK &&
  2300. ((it.atk_type)&attack_type)&BF_SKILLMASK))
  2301. continue; // one or more trigger conditions were not fulfilled
  2302. pc_exeautobonus(dstsd, &dstsd->autobonus2, &it);
  2303. }
  2304. }
  2305. return 0;
  2306. }
  2307. /*=========================================================================
  2308. Breaks equipment. On-non players causes the corresponding strip effect.
  2309. - rate goes from 0 to 10000 (100.00%)
  2310. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2311. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2312. --------------------------------------------------------------------------*/
  2313. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2314. {
  2315. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2316. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2317. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2318. struct status_change *sc = status_get_sc(bl);
  2319. int i;
  2320. TBL_PC *sd;
  2321. sd = BL_CAST(BL_PC, bl);
  2322. if (sc && !sc->count)
  2323. sc = NULL;
  2324. if (sd) {
  2325. if (sd->bonus.unbreakable_equip)
  2326. where &= ~sd->bonus.unbreakable_equip;
  2327. if (sd->bonus.unbreakable)
  2328. rate -= rate*sd->bonus.unbreakable/100;
  2329. if (where&EQP_WEAPON) {
  2330. switch (sd->status.weapon) {
  2331. case W_FIST: //Bare fists should not break :P
  2332. case W_1HAXE:
  2333. case W_2HAXE:
  2334. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2335. case W_2HMACE:
  2336. case W_STAFF:
  2337. case W_2HSTAFF:
  2338. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2339. case W_HUUMA:
  2340. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2341. case W_DOUBLE_DA:
  2342. case W_DOUBLE_SA:
  2343. where &= ~EQP_WEAPON;
  2344. }
  2345. }
  2346. }
  2347. if (flag&BCT_ENEMY) {
  2348. if (battle_config.equip_skill_break_rate != 100)
  2349. rate = rate*battle_config.equip_skill_break_rate/100;
  2350. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2351. if (battle_config.equip_self_break_rate != 100)
  2352. rate = rate*battle_config.equip_self_break_rate/100;
  2353. }
  2354. for (i = 0; i < 4; i++) {
  2355. if (where&where_list[i]) {
  2356. if (sc && sc->count && sc->data[scdef[i]])
  2357. where&=~where_list[i];
  2358. else if (rnd()%10000 >= rate)
  2359. where&=~where_list[i];
  2360. else if (!sd) //Cause Strip effect.
  2361. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2362. }
  2363. }
  2364. if (!where) //Nothing to break.
  2365. return 0;
  2366. if (sd) {
  2367. for (i = 0; i < EQI_MAX; i++) {
  2368. short j = sd->equip_index[i];
  2369. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2370. continue;
  2371. switch(i) {
  2372. case EQI_HEAD_TOP: //Upper Head
  2373. flag = (where&EQP_HELM);
  2374. break;
  2375. case EQI_ARMOR: //Body
  2376. flag = (where&EQP_ARMOR);
  2377. break;
  2378. case EQI_HAND_R: //Left/Right hands
  2379. case EQI_HAND_L:
  2380. flag = (
  2381. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2382. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2383. break;
  2384. case EQI_SHOES:
  2385. flag = (where&EQP_SHOES);
  2386. break;
  2387. case EQI_GARMENT:
  2388. flag = (where&EQP_GARMENT);
  2389. break;
  2390. default:
  2391. continue;
  2392. }
  2393. if (flag) {
  2394. sd->inventory.u.items_inventory[j].attribute = 1;
  2395. pc_unequipitem(sd, j, 3);
  2396. }
  2397. }
  2398. clif_equiplist(sd);
  2399. }
  2400. return where; //Return list of pieces broken.
  2401. }
  2402. /**
  2403. * Strip equipment from a target
  2404. * @param src: Source of call
  2405. * @param target: Target to strip
  2406. * @param skill_id: Skill used
  2407. * @param skill_lv: Skill level used
  2408. * @return True on successful strip or false otherwise
  2409. */
  2410. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2411. {
  2412. nullpo_retr(false, src);
  2413. nullpo_retr(false, target);
  2414. struct status_change *tsc = status_get_sc(target);
  2415. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2416. return false;
  2417. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2418. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2419. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2420. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2421. int rate, time, location, mod = 100;
  2422. switch (skill_id) { // Rate
  2423. case RG_STRIPWEAPON:
  2424. case RG_STRIPARMOR:
  2425. case RG_STRIPSHIELD:
  2426. case RG_STRIPHELM:
  2427. case GC_WEAPONCRUSH:
  2428. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2429. mod = 1000;
  2430. break;
  2431. case ST_FULLSTRIP: {
  2432. int min_rate = 50 + 20 * skill_lv;
  2433. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2434. rate = max(min_rate, rate);
  2435. mod = 1000;
  2436. break;
  2437. }
  2438. case GS_DISARM:
  2439. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2440. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2441. break;
  2442. case WL_EARTHSTRAIN: {
  2443. int job_lv = 0;
  2444. if (src->type == BL_PC)
  2445. job_lv = ((TBL_PC*)src)->status.job_level;
  2446. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2447. break;
  2448. }
  2449. case SC_STRIPACCESSARY:
  2450. rate = 12 + 2 * skill_lv;
  2451. break;
  2452. default:
  2453. return false;
  2454. }
  2455. if (rnd()%mod >= rate)
  2456. return false;
  2457. switch (skill_id) { // Duration
  2458. case SC_STRIPACCESSARY:
  2459. case GS_DISARM:
  2460. time = skill_get_time(skill_id, skill_lv);
  2461. break;
  2462. case WL_EARTHSTRAIN:
  2463. case RG_STRIPWEAPON:
  2464. case RG_STRIPARMOR:
  2465. case RG_STRIPSHIELD:
  2466. case RG_STRIPHELM:
  2467. case GC_WEAPONCRUSH:
  2468. case ST_FULLSTRIP:
  2469. if (skill_id == WL_EARTHSTRAIN)
  2470. time = skill_get_time2(skill_id, skill_lv);
  2471. else
  2472. time = skill_get_time(skill_id, skill_lv);
  2473. if (target->type == BL_PC)
  2474. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2475. else {
  2476. time += 15000;
  2477. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2478. }
  2479. break;
  2480. }
  2481. switch (skill_id) { // Location
  2482. case GC_WEAPONCRUSH:
  2483. case RG_STRIPWEAPON:
  2484. case GS_DISARM:
  2485. location = EQP_WEAPON;
  2486. break;
  2487. case RG_STRIPARMOR:
  2488. location = EQP_ARMOR;
  2489. break;
  2490. case RG_STRIPSHIELD:
  2491. location = EQP_SHIELD;
  2492. break;
  2493. case RG_STRIPHELM:
  2494. location = EQP_HELM;
  2495. break;
  2496. case ST_FULLSTRIP:
  2497. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2498. break;
  2499. case SC_STRIPACCESSARY:
  2500. location = EQP_ACC;
  2501. break;
  2502. }
  2503. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2504. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->data[sc_def[i]])
  2505. location &=~ pos[i];
  2506. }
  2507. if (!location)
  2508. return false;
  2509. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2510. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2511. location &=~ pos[i];
  2512. }
  2513. return location ? true : false;
  2514. }
  2515. /**
  2516. * Used to knock back players, monsters, traps, etc
  2517. * @param src Object that give knock back
  2518. * @param target Object that receive knock back
  2519. * @param count Number of knock back cell requested
  2520. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2521. * @param flag
  2522. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2523. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2524. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2525. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2526. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2527. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2528. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2529. * @return Number of knocked back cells done
  2530. */
  2531. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2532. {
  2533. int dx = 0, dy = 0;
  2534. uint8 checkflag = 0;
  2535. struct status_change *tsc = status_get_sc(target);
  2536. enum e_unit_blown reason = UB_KNOCKABLE;
  2537. nullpo_ret(src);
  2538. nullpo_ret(target);
  2539. if (!count)
  2540. return count; // Actual knockback distance is 0.
  2541. // Create flag needed in unit_blown_immune
  2542. if(src != target)
  2543. checkflag |= 0x1; // Offensive
  2544. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2545. checkflag |= 0x2; // Knockback type
  2546. if(status_get_class_(src) == CLASS_BOSS)
  2547. checkflag |= 0x4; // Boss attack
  2548. // Get reason and check for flags
  2549. reason = unit_blown_immune(target, checkflag);
  2550. switch(reason) {
  2551. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2552. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2553. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2554. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2555. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2556. }
  2557. if (dir == -1) // <optimized>: do the computation here instead of outside
  2558. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2559. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2560. dx = -dirx[dir];
  2561. dy = -diry[dir];
  2562. }
  2563. if (tsc) {
  2564. if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2565. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2566. if (tsc->data[SC_ROLLINGCUTTER])
  2567. status_change_end(target, SC_ROLLINGCUTTER, INVALID_TIMER);
  2568. if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
  2569. return 0;
  2570. }
  2571. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2572. }
  2573. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2574. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2575. // In case of success returns type of reflection, otherwise 0
  2576. // 1 - Regular reflection (Maya)
  2577. // 2 - SL_KAITE reflection
  2578. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2579. {
  2580. struct status_change *sc = status_get_sc(bl);
  2581. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2582. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2583. // Item-based reflection - Bypasses Boss check
  2584. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2585. return 1;
  2586. }
  2587. // Magic Mirror reflection - Bypasses Boss check
  2588. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2589. return 1;
  2590. if( status_get_class_(src) == CLASS_BOSS )
  2591. return 0;
  2592. // status-based reflection
  2593. if( !sc || sc->count == 0 )
  2594. return 0;
  2595. // Kaite reflection - Does not bypass Boss check
  2596. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
  2597. #ifdef RENEWAL
  2598. && type // Does not reflect AoE
  2599. #endif
  2600. ) {
  2601. // Kaite only works against non-players if they are low-level.
  2602. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2603. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2604. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2605. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2606. return 2;
  2607. }
  2608. return 0;
  2609. }
  2610. /**
  2611. * Checks whether a skill can be used in combos or not
  2612. * @param skill_id: Target skill
  2613. * @return 0: Skill is not a combo
  2614. * 1: Skill is a normal combo
  2615. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2616. * @author Panikon
  2617. */
  2618. int skill_is_combo(uint16 skill_id) {
  2619. switch(skill_id) {
  2620. case MO_CHAINCOMBO:
  2621. case MO_COMBOFINISH:
  2622. case CH_TIGERFIST:
  2623. case CH_CHAINCRUSH:
  2624. case MO_EXTREMITYFIST:
  2625. case TK_TURNKICK:
  2626. case TK_STORMKICK:
  2627. case TK_DOWNKICK:
  2628. case TK_COUNTER:
  2629. case TK_JUMPKICK:
  2630. case HT_POWER:
  2631. case SR_DRAGONCOMBO:
  2632. return 1;
  2633. case SR_FALLENEMPIRE:
  2634. case SR_TIGERCANNON:
  2635. case SR_GATEOFHELL:
  2636. return 2;
  2637. }
  2638. return 0;
  2639. }
  2640. /*
  2641. * Combo handler, start stop combo status
  2642. */
  2643. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2644. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2645. switch (skill_id) {
  2646. case MH_MIDNIGHT_FRENZY:
  2647. case MH_EQC:
  2648. {
  2649. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2650. short idx = hom_skill_get_index(skill_id2);
  2651. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2652. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2653. if (idx == -1)
  2654. break;
  2655. sd = hd->master;
  2656. hd->homunculus.hskill[idx].flag= flag;
  2657. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2658. }
  2659. break;
  2660. case MO_COMBOFINISH:
  2661. case CH_TIGERFIST:
  2662. case CH_CHAINCRUSH:
  2663. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2664. break;
  2665. case TK_JUMPKICK:
  2666. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2667. break;
  2668. case MO_TRIPLEATTACK:
  2669. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2670. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2671. break;
  2672. case SR_FALLENEMPIRE:
  2673. if (sd){
  2674. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2675. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2676. }
  2677. break;
  2678. }
  2679. }
  2680. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2681. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2682. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2683. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2684. struct status_change_entry *sce;
  2685. TBL_PC *sd = BL_CAST(BL_PC,src);
  2686. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2687. struct status_change *sc = status_get_sc(src);
  2688. if(sc == NULL) return;
  2689. //End previous combo state after skill is invoked
  2690. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2691. switch (skill_id) {
  2692. case TK_TURNKICK:
  2693. case TK_STORMKICK:
  2694. case TK_DOWNKICK:
  2695. case TK_COUNTER:
  2696. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2697. sce->val1 = skill_id; //Update combo-skill
  2698. sce->val3 = skill_id;
  2699. if( sce->timer != INVALID_TIMER )
  2700. delete_timer(sce->timer, status_change_timer);
  2701. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2702. break;
  2703. }
  2704. unit_cancel_combo(src); // Cancel combo wait
  2705. break;
  2706. default:
  2707. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2708. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2709. }
  2710. }
  2711. //start new combo
  2712. if (sd) { //player only
  2713. switch (skill_id) {
  2714. case MO_TRIPLEATTACK:
  2715. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2716. duration = 1;
  2717. target_id = 0; // Will target current auto-target instead
  2718. }
  2719. break;
  2720. case MO_CHAINCOMBO:
  2721. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2722. duration = 1;
  2723. target_id = 0; // Will target current auto-target instead
  2724. }
  2725. break;
  2726. case MO_COMBOFINISH:
  2727. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2728. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2729. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2730. duration = 1;
  2731. target_id = 0; // Will target current auto-target instead
  2732. }
  2733. case CH_TIGERFIST:
  2734. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2735. duration = 1;
  2736. target_id = 0; // Will target current auto-target instead
  2737. }
  2738. case CH_CHAINCRUSH:
  2739. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2740. duration = 1;
  2741. target_id = 0; // Will target current auto-target instead
  2742. }
  2743. break;
  2744. case AC_DOUBLE:
  2745. if (pc_checkskill(sd, HT_POWER)) {
  2746. duration = 2000;
  2747. nodelay = 1; //Neither gives walk nor attack delay
  2748. target_id = 0; //Does not need to be used on previous target
  2749. }
  2750. break;
  2751. case SR_DRAGONCOMBO:
  2752. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2753. duration = 1;
  2754. break;
  2755. case SR_FALLENEMPIRE:
  2756. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2757. duration = 1;
  2758. break;
  2759. case SJ_PROMINENCEKICK:
  2760. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2761. duration = 1;
  2762. break;
  2763. }
  2764. }
  2765. else { //other
  2766. switch(skill_id) {
  2767. case MH_TINDER_BREAKER:
  2768. case MH_CBC:
  2769. case MH_SONIC_CRAW:
  2770. case MH_SILVERVEIN_RUSH:
  2771. if(hd->homunculus.spiritball > 0) duration = 2000;
  2772. nodelay = 1;
  2773. break;
  2774. case MH_EQC:
  2775. case MH_MIDNIGHT_FRENZY:
  2776. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2777. nodelay = 1;
  2778. break;
  2779. }
  2780. }
  2781. if (duration) { //Possible to chain
  2782. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2783. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  2784. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2785. clif_combo_delay(src, duration);
  2786. }
  2787. }
  2788. /**
  2789. * Copy skill by Plagiarism or Reproduce
  2790. * @param src: The caster
  2791. * @param bl: The target
  2792. * @param skill_id: Skill that casted
  2793. * @param skill_lv: Skill level of the casted skill
  2794. */
  2795. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2796. {
  2797. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2798. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2799. return;
  2800. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2801. else if (tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2802. return;
  2803. else {
  2804. uint16 idx;
  2805. uint8 lv;
  2806. skill_id = skill_dummy2skill_id(skill_id);
  2807. //Use skill index, avoiding out-of-bound array [Cydh]
  2808. if (!(idx = skill_get_index(skill_id)))
  2809. return;
  2810. switch (skill_isCopyable(tsd,skill_id)) {
  2811. case 1: //Copied by Plagiarism
  2812. {
  2813. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2814. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2815. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2816. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2817. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2818. }
  2819. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2820. tsd->cloneskill_idx = idx;
  2821. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2822. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2823. }
  2824. break;
  2825. case 2: //Copied by Reproduce
  2826. {
  2827. struct status_change *tsc = status_get_sc(bl);
  2828. //Already did SC check
  2829. //Skill level copied depends on Reproduce skill that used
  2830. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2831. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2832. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2833. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2834. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2835. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2836. }
  2837. //Level dependent and limitation.
  2838. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2839. lv = min(lv,skill_get_max(skill_id));
  2840. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2841. lv = min(lv,skill_lv);
  2842. tsd->reproduceskill_idx = idx;
  2843. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2844. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2845. }
  2846. break;
  2847. default: return;
  2848. }
  2849. tsd->status.skill[idx].id = skill_id;
  2850. tsd->status.skill[idx].lv = lv;
  2851. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2852. clif_addskill(tsd,skill_id);
  2853. }
  2854. }
  2855. /**
  2856. * Knockback the target on skill_attack
  2857. * @param src is the master behind the attack
  2858. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2859. * @param target is the target to be attacked.
  2860. * @param blewcount
  2861. * @param skill_id
  2862. * @param skill_lv
  2863. * @param damage
  2864. * @param tick
  2865. * @param flag can hold a bunch of information:
  2866. */
  2867. 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) {
  2868. int8 dir = -1; // Default direction
  2869. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2870. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2871. if (!blewcount || target == dsrc || status_isdead(target))
  2872. return;
  2873. // Skill specific direction
  2874. switch (skill_id) {
  2875. case MG_FIREWALL:
  2876. case EL_FIRE_MANTLE:
  2877. dir = unit_getdir(target); // Backwards
  2878. break;
  2879. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2880. case WZ_STORMGUST:
  2881. if(!battle_config.stormgust_knockback)
  2882. dir = rnd()%8;
  2883. break;
  2884. case MC_CARTREVOLUTION:
  2885. if (battle_config.cart_revo_knockback)
  2886. dir = 6; // Official servers push target to the West
  2887. break;
  2888. case AC_SHOWER:
  2889. case WL_CRIMSONROCK:
  2890. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  2891. dir = map_calc_dir(target, src->x, src->y);
  2892. else
  2893. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  2894. break;
  2895. case HT_PHANTASMIC: // issue #1378
  2896. if (status_get_hp(target) - damage <= 0) return;
  2897. break;
  2898. }
  2899. // Blown-specific handling
  2900. switch( skill_id ) {
  2901. case LG_OVERBRAND_BRANDISH:
  2902. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2903. 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)
  2904. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2905. break;
  2906. case SR_KNUCKLEARROW:
  2907. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2908. // Boss & Immune Knockback stay in place and don't get bonus damage
  2909. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2910. 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)
  2911. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2912. dir_ka = -1;
  2913. break;
  2914. case RL_R_TRIP:
  2915. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  2916. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2917. break;
  2918. default:
  2919. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  2920. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2921. TBL_SKILL *su = (TBL_SKILL*)target;
  2922. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2923. skill_blown(src, target, 3, -1, BLOWN_NONE);
  2924. }
  2925. break;
  2926. }
  2927. clif_fixpos(target);
  2928. }
  2929. /*
  2930. * =========================================================================
  2931. * Does a skill attack with the given properties.
  2932. * @param src is the master behind the attack (player/mob/pet)
  2933. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2934. * @param bl is the target to be attacked.
  2935. * @param flag can hold a bunch of information:
  2936. * flag&1
  2937. * flag&2 - Disable re-triggered by double casting
  2938. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2939. * flag&8 - SC_COMBO state used to deal bonus damage
  2940. *
  2941. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2942. * (usually holds number of targets, or just 1 for simple splash attacks)
  2943. *
  2944. * flag&0xF000 - Values from enum e_skill_display
  2945. * flag&0x3F0000 - Values from enum e_battle_check_target
  2946. *
  2947. * flag&0x1000000 - Return 0 if damage was reflected
  2948. *-------------------------------------------------------------------------*/
  2949. 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)
  2950. {
  2951. struct Damage dmg;
  2952. struct status_data *sstatus, *tstatus;
  2953. struct status_change *sc, *tsc;
  2954. struct map_session_data *sd, *tsd;
  2955. int64 damage;
  2956. int8 rmdamage = 0;//magic reflected
  2957. int type;
  2958. enum e_damage_type dmg_type;
  2959. bool shadow_flag = false;
  2960. bool additional_effects = true;
  2961. if(skill_id > 0 && !skill_lv)
  2962. return 0;
  2963. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2964. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2965. nullpo_ret(bl); //Target to be attacked.
  2966. if (status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  2967. return 0;
  2968. if (src != dsrc) {
  2969. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2970. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2971. return 0;
  2972. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  2973. //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]
  2974. if (!status_check_skilluse(src, bl, skill_id, 2))
  2975. return 0;
  2976. }
  2977. sd = BL_CAST(BL_PC, src);
  2978. tsd = BL_CAST(BL_PC, bl);
  2979. sstatus = status_get_status_data(src);
  2980. tstatus = status_get_status_data(bl);
  2981. sc= status_get_sc(src);
  2982. tsc= status_get_sc(bl);
  2983. if (tsc && !tsc->count)
  2984. tsc = NULL; //Don't need it.
  2985. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2986. if (tsc && tsc->data[SC_TRICKDEAD])
  2987. return 0;
  2988. #ifndef RENEWAL
  2989. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2990. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2991. return 0;
  2992. #endif
  2993. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2994. //If the damage source is a unit, the damage is not delayed
  2995. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  2996. dmg.amotion = 0;
  2997. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2998. // Adjusted to the new system [Skotlex]
  2999. if( src->type == BL_PET ) { // [Valaris]
  3000. struct pet_data *pd = (TBL_PET*)src;
  3001. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3002. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3003. int element = skill_get_ele(skill_id, skill_lv);
  3004. /*if (skill_id == -1) Does it ever worked?
  3005. element = sstatus->rhw.ele;*/
  3006. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3007. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3008. else
  3009. dmg.damage = pd->a_skill->damage; // Fixed damage
  3010. }
  3011. else
  3012. dmg.damage = 1*pd->a_skill->div_;
  3013. dmg.damage2 = 0;
  3014. dmg.div_= pd->a_skill->div_;
  3015. }
  3016. }
  3017. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3018. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3019. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3020. { //Magic reflection, switch caster/target
  3021. struct block_list *tbl = bl;
  3022. rmdamage = 1;
  3023. bl = src;
  3024. src = tbl;
  3025. dsrc = tbl;
  3026. sd = BL_CAST(BL_PC, src);
  3027. tsd = BL_CAST(BL_PC, bl);
  3028. tsc = status_get_sc(bl);
  3029. if (tsc && !tsc->count)
  3030. tsc = NULL; //Don't need it.
  3031. /* bugreport:2564 flag&2 disables double casting trigger */
  3032. flag |= 2;
  3033. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3034. flag |= 4;
  3035. //Spirit of Wizard blocks Kaite's reflection
  3036. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  3037. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3038. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3039. if (type >= 0) {
  3040. if ( tsd )
  3041. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3042. dmg.damage = dmg.damage2 = 0;
  3043. dmg.dmg_lv = ATK_MISS;
  3044. tsc->data[SC_SPIRIT]->val3 = skill_id;
  3045. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  3046. }
  3047. } else if( type != 2 ) /* Kaite bypasses */
  3048. additional_effects = false;
  3049. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3050. #if MAGIC_REFLECTION_TYPE
  3051. #ifdef RENEWAL
  3052. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3053. #else
  3054. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3055. // regardless of caster's equipment (Aegis 11.1)
  3056. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3057. #endif
  3058. short s_ele = skill_get_ele(skill_id, skill_lv);
  3059. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3060. s_ele = sstatus->rhw.ele;
  3061. else if (s_ele == ELE_ENDOWED) //Use status element
  3062. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3063. else if( s_ele == ELE_RANDOM) //Use random element
  3064. s_ele = rnd()%ELE_ALL;
  3065. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3066. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  3067. struct status_data *status = status_get_status_data(bl);
  3068. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3069. per /=20; //Uses 20% SP intervals.
  3070. //SP Cost: 1% + 0.5% per every 20% SP
  3071. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3072. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  3073. //Reduction: 6% + 6% every 20%
  3074. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3075. }
  3076. }
  3077. #endif
  3078. }
  3079. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  3080. int sp = skill_get_sp(skill_id,skill_lv);
  3081. #ifndef RENEWAL
  3082. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3083. #endif
  3084. dmg.damage = dmg.damage2 = 0;
  3085. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3086. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3087. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3088. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3089. status_heal(bl, 0, sp, 2);
  3090. }
  3091. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  3092. dmg.damage = dmg.damage2 = 0;
  3093. dmg.dmg_lv = ATK_MISS;
  3094. }
  3095. }
  3096. damage = dmg.damage + dmg.damage2;
  3097. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3098. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3099. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  3100. damage = 1;
  3101. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  3102. struct block_list *nbl;
  3103. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3104. if( nbl ){ // Only one target is chosen.
  3105. damage = damage / 2; // Deflect half of the damage to a target nearby
  3106. 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);
  3107. }
  3108. }
  3109. //Skill hit type
  3110. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3111. switch( skill_id ) {
  3112. case SC_TRIANGLESHOT:
  3113. if( rnd()%100 > (1 + skill_lv) )
  3114. dmg.blewcount = 0;
  3115. break;
  3116. default:
  3117. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3118. dmg.blewcount = 0; //only pushback when it hit for other
  3119. break;
  3120. }
  3121. switch( skill_id ) {
  3122. case CR_GRANDCROSS:
  3123. case NPC_GRANDDARKNESS:
  3124. if( battle_config.gx_disptype)
  3125. dsrc = src;
  3126. if( src == bl)
  3127. dmg_type = DMG_ENDURE;
  3128. else
  3129. flag|= SD_ANIMATION;
  3130. break;
  3131. case NJ_TATAMIGAESHI: //For correct knockback.
  3132. dsrc = src;
  3133. flag|= SD_ANIMATION;
  3134. break;
  3135. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3136. int level;
  3137. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3138. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3139. }
  3140. break;
  3141. case SL_STIN:
  3142. case SL_STUN:
  3143. if (skill_lv >= 7) {
  3144. struct status_change *sc_cur = status_get_sc(src);
  3145. if (sc_cur && !sc_cur->data[SC_SMA])
  3146. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3147. }
  3148. break;
  3149. }
  3150. //combo handling
  3151. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3152. //Display damage.
  3153. switch( skill_id ) {
  3154. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3155. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3156. break;
  3157. //Skills that need be passed as a normal attack for the client to display correctly.
  3158. case HVAN_EXPLOSION:
  3159. case NPC_SELFDESTRUCTION:
  3160. if(src->type == BL_PC)
  3161. dmg.blewcount = 10;
  3162. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3163. // fall through
  3164. case KN_AUTOCOUNTER:
  3165. case NPC_CRITICALSLASH:
  3166. case TF_DOUBLE:
  3167. case GS_CHAINACTION:
  3168. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3169. break;
  3170. case AS_SPLASHER:
  3171. if( flag&SD_ANIMATION ) // the surrounding targets
  3172. 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
  3173. else // the central target doesn't display an animation
  3174. 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
  3175. break;
  3176. case SR_EARTHSHAKER:
  3177. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3178. break;
  3179. case WL_SOULEXPANSION:
  3180. case WL_COMET:
  3181. case NPC_COMET:
  3182. case KO_MUCHANAGE:
  3183. #ifndef RENEWAL
  3184. case NJ_HUUMA:
  3185. #endif
  3186. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3187. break;
  3188. case WL_CHAINLIGHTNING_ATK:
  3189. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3190. break;
  3191. case WL_TETRAVORTEX_FIRE:
  3192. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3193. break;
  3194. case LG_SHIELDPRESS:
  3195. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3196. break;
  3197. case LG_OVERBRAND:
  3198. case LG_OVERBRAND_BRANDISH:
  3199. dmg.amotion = status_get_amotion(src) * 2;
  3200. case LG_OVERBRAND_PLUSATK:
  3201. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3202. break;
  3203. case NPC_EARTHQUAKE:
  3204. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3205. break;
  3206. case NPC_DARKPIERCING:
  3207. case EL_FIRE_BOMB:
  3208. case EL_FIRE_BOMB_ATK:
  3209. case EL_FIRE_WAVE:
  3210. case EL_FIRE_WAVE_ATK:
  3211. case EL_FIRE_MANTLE:
  3212. case EL_CIRCLE_OF_FIRE:
  3213. case EL_FIRE_ARROW:
  3214. case EL_ICE_NEEDLE:
  3215. case EL_WATER_SCREW:
  3216. case EL_WATER_SCREW_ATK:
  3217. case EL_WIND_SLASH:
  3218. case EL_TIDAL_WEAPON:
  3219. case EL_ROCK_CRUSHER:
  3220. case EL_ROCK_CRUSHER_ATK:
  3221. case EL_HURRICANE:
  3222. case EL_HURRICANE_ATK:
  3223. case KO_BAKURETSU:
  3224. case GN_HELLS_PLANT_ATK:
  3225. case SU_SV_ROOTTWIST_ATK:
  3226. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3227. break;
  3228. case GN_FIRE_EXPANSION_ACID:
  3229. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3230. break;
  3231. case GN_SLINGITEM_RANGEMELEEATK:
  3232. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3233. break;
  3234. case EL_STONE_RAIN:
  3235. 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);
  3236. break;
  3237. case WM_SEVERE_RAINSTORM_MELEE:
  3238. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3239. break;
  3240. case SR_TIGERCANNON:
  3241. dmg.dmotion = clif_skill_damage(src, bl, tick, status_get_amotion(bl), dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SINGLE);
  3242. break;
  3243. case HT_CLAYMORETRAP:
  3244. case HT_BLASTMINE:
  3245. case HT_FLASHER:
  3246. case HT_FREEZINGTRAP:
  3247. case RA_CLUSTERBOMB:
  3248. case RA_FIRINGTRAP:
  3249. case RA_ICEBOUNDTRAP:
  3250. 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);
  3251. if( dsrc != src ) // avoid damage display redundancy
  3252. break;
  3253. //Fall through
  3254. case HT_LANDMINE:
  3255. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3256. break;
  3257. case WZ_SIGHTBLASTER:
  3258. //Sightblaster should never call clif_skill_damage twice
  3259. 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);
  3260. break;
  3261. case RL_R_TRIP_PLUSATK:
  3262. case RL_S_STORM:
  3263. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3264. break;
  3265. case SU_LUNATICCARROTBEAT:
  3266. case SU_LUNATICCARROTBEAT2:
  3267. case SP_CURSEEXPLOSION:
  3268. case SP_SPA:
  3269. case SP_SHA:
  3270. if (dmg.div_ < 2)
  3271. type = DMG_SPLASH;
  3272. if (!(flag&SD_ANIMATION))
  3273. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3274. // Fall through
  3275. case WM_REVERBERATION:
  3276. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3277. break;
  3278. case SJ_FALLINGSTAR_ATK:
  3279. case SJ_FALLINGSTAR_ATK2:
  3280. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3281. break;
  3282. case SJ_NOVAEXPLOSING:
  3283. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3284. break;
  3285. case AB_DUPLELIGHT_MELEE:
  3286. case AB_DUPLELIGHT_MAGIC:
  3287. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3288. default:
  3289. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3290. dmg_type = DMG_SPLASH;
  3291. if (src->type == BL_SKILL) {
  3292. TBL_SKILL *su = (TBL_SKILL*)src;
  3293. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3294. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3295. break;
  3296. }
  3297. }
  3298. 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);
  3299. break;
  3300. }
  3301. map_freeblock_lock();
  3302. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3303. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3304. skill_do_copy(src,bl,skill_id,skill_lv);
  3305. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3306. { //Skills with can't walk delay also stop normal attacking for that
  3307. //duration when the attack connects. [Skotlex]
  3308. struct unit_data *ud = unit_bl2ud(src);
  3309. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3310. ud->attackabletime = tick + type;
  3311. }
  3312. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3313. // Instant damage
  3314. if( !dmg.amotion ) {
  3315. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION])
  3316. #ifndef RENEWAL
  3317. || skill_id == HW_GRAVITATION
  3318. #endif
  3319. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3320. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3321. if( !status_isdead(bl) && additional_effects )
  3322. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3323. if( damage > 0 ) //Counter status effects [Skotlex]
  3324. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3325. }
  3326. // Blow!
  3327. if (!(flag&4))
  3328. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3329. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3330. if( dmg.amotion ) {
  3331. if( shadow_flag ) {
  3332. if( !status_isdead(bl) && additional_effects )
  3333. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3334. if( dmg.flag > ATK_BLOCK )
  3335. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3336. } else
  3337. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3338. }
  3339. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3340. #ifndef RENEWAL
  3341. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3342. #endif
  3343. ) {
  3344. if (tsc->data[SC_DEVOTION]) {
  3345. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3346. struct block_list *d_bl = map_id2bl(sce->val1);
  3347. if (d_bl && (
  3348. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3349. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3350. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3351. {
  3352. if (!rmdamage) {
  3353. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3354. status_fix_damage(NULL, d_bl, damage, 0, 0);
  3355. } else {
  3356. bool isDevotRdamage = false;
  3357. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3358. isDevotRdamage = true;
  3359. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3360. // This check is only for magical skill.
  3361. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3362. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3363. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0, 0);
  3364. }
  3365. } else {
  3366. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3367. if (!dmg.amotion)
  3368. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3369. }
  3370. }
  3371. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3372. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3373. struct block_list *e_bl = map_id2bl(sce->val1);
  3374. if (e_bl) {
  3375. if (!rmdamage) {
  3376. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3377. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3378. } else {
  3379. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3380. status_fix_damage(bl, bl, damage, 0, 0);
  3381. }
  3382. }
  3383. }
  3384. }
  3385. if(damage > 0 && !status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  3386. if( skill_id == RG_INTIMIDATE ) {
  3387. int rate = 50 + skill_lv * 5;
  3388. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3389. if(rnd()%100 < rate)
  3390. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3391. }
  3392. }
  3393. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3394. dmg.flag |= BF_WEAPON;
  3395. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3396. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3397. {
  3398. if (battle_config.left_cardfix_to_right)
  3399. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3400. else
  3401. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3402. }
  3403. if( damage > 0 ) { // Post-damage effects
  3404. switch( skill_id ) {
  3405. case GC_VENOMPRESSURE: {
  3406. struct status_change *ssc = status_get_sc(src);
  3407. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3408. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3409. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3410. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3411. }
  3412. }
  3413. break;
  3414. }
  3415. if( sd )
  3416. skill_onskillusage(sd, bl, skill_id, tick);
  3417. }
  3418. if (!(flag&2)) {
  3419. switch (skill_id) {
  3420. case MG_COLDBOLT:
  3421. case MG_FIREBOLT:
  3422. case MG_LIGHTNINGBOLT:
  3423. if (sc && sc->data[SC_DOUBLECAST] && rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  3424. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3425. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3426. break;
  3427. case SU_BITE:
  3428. case SU_SCRATCH:
  3429. case SU_SV_STEMSPEAR:
  3430. case SU_SCAROFTAROU:
  3431. case SU_PICKYPECK:
  3432. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3433. 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);
  3434. break;
  3435. }
  3436. }
  3437. map_freeblock_unlock();
  3438. if ((flag&0x1000000) && rmdamage == 1)
  3439. return 0; //Should return 0 when damage was reflected
  3440. return damage;
  3441. }
  3442. /*==========================================
  3443. * Sub function for recursive skill call.
  3444. * Checking bl battle flag and display damage
  3445. * then call func with source,target,skill_id,skill_lv,tick,flag
  3446. *------------------------------------------*/
  3447. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3448. int skill_area_sub(struct block_list *bl, va_list ap)
  3449. {
  3450. struct block_list *src;
  3451. uint16 skill_id,skill_lv;
  3452. int flag;
  3453. t_tick tick;
  3454. SkillFunc func;
  3455. nullpo_ret(bl);
  3456. src = va_arg(ap,struct block_list *);
  3457. skill_id = va_arg(ap,int);
  3458. skill_lv = va_arg(ap,int);
  3459. tick = va_arg(ap,t_tick);
  3460. flag = va_arg(ap,int);
  3461. func = va_arg(ap,SkillFunc);
  3462. if (flag&BCT_WOS && src == bl)
  3463. return 0;
  3464. if(battle_check_target(src,bl,flag) > 0) {
  3465. // several splash skills need this initial dummy packet to display correctly
  3466. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3467. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3468. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3469. skill_area_temp[2]++;
  3470. return func(src,bl,skill_id,skill_lv,tick,flag);
  3471. }
  3472. return 0;
  3473. }
  3474. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3475. {
  3476. struct skill_unit *unit;
  3477. uint16 skill_id,g_skill_id;
  3478. unit = (struct skill_unit *)bl;
  3479. if(bl->prev == NULL || bl->type != BL_SKILL)
  3480. return 0;
  3481. if(!unit->alive)
  3482. return 0;
  3483. skill_id = va_arg(ap,int);
  3484. g_skill_id = unit->group->skill_id;
  3485. switch (skill_id) {
  3486. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3487. if(g_skill_id == SA_LANDPROTECTOR)
  3488. break;
  3489. //Fall through
  3490. case MH_STEINWAND:
  3491. case MG_SAFETYWALL:
  3492. case SC_MAELSTROM:
  3493. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3494. return 0;
  3495. break;
  3496. case AL_WARP:
  3497. case HT_SKIDTRAP:
  3498. case MA_SKIDTRAP:
  3499. case HT_LANDMINE:
  3500. case MA_LANDMINE:
  3501. case HT_ANKLESNARE:
  3502. case HT_SHOCKWAVE:
  3503. case HT_SANDMAN:
  3504. case MA_SANDMAN:
  3505. case HT_FLASHER:
  3506. case HT_FREEZINGTRAP:
  3507. case MA_FREEZINGTRAP:
  3508. case HT_BLASTMINE:
  3509. case HT_CLAYMORETRAP:
  3510. case HT_TALKIEBOX:
  3511. #ifndef RENEWAL
  3512. case HP_BASILICA:
  3513. #endif
  3514. case RA_ELECTRICSHOCKER:
  3515. case RA_CLUSTERBOMB:
  3516. case RA_MAGENTATRAP:
  3517. case RA_COBALTTRAP:
  3518. case RA_MAIZETRAP:
  3519. case RA_VERDURETRAP:
  3520. case RA_FIRINGTRAP:
  3521. case RA_ICEBOUNDTRAP:
  3522. case SC_DIMENSIONDOOR:
  3523. case SC_BLOODYLUST:
  3524. case NPC_REVERBERATION:
  3525. case GN_THORNS_TRAP:
  3526. case RL_B_TRAP:
  3527. case SC_ESCAPE:
  3528. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3529. 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)
  3530. return 0;
  3531. break;
  3532. default: //Avoid stacking with same kind of trap. [Skotlex]
  3533. if (g_skill_id != skill_id)
  3534. return 0;
  3535. break;
  3536. }
  3537. return 1;
  3538. }
  3539. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3540. {
  3541. //Non players do not check for the skill's splash-trigger area.
  3542. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3543. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3544. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3545. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3546. return 0;
  3547. }
  3548. range += layout_type;
  3549. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3550. }
  3551. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3552. {
  3553. uint16 skill_id;
  3554. if(bl->prev == NULL)
  3555. return 0;
  3556. skill_id = va_arg(ap,int);
  3557. if( status_isdead(bl) && skill_id != AL_WARP )
  3558. return 0;
  3559. #ifndef RENEWAL
  3560. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3561. return 0;
  3562. #endif
  3563. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3564. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3565. return 1;
  3566. }
  3567. /**
  3568. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3569. * @param bl Object that casted skill
  3570. * @param x Position x of the target
  3571. * @param y Position y of the target
  3572. * @param skill_id The casted skill
  3573. * @param skill_lv The skill Lv
  3574. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3575. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3576. */
  3577. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3578. {
  3579. int range = 0, type;
  3580. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3581. if (isNearNPC)
  3582. range = skill_get_splash(skill_id,skill_lv);
  3583. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3584. if (!isNearNPC || !range) {
  3585. switch (skill_id) { // to be expanded later
  3586. case WZ_ICEWALL:
  3587. range = 2;
  3588. break;
  3589. case SC_MANHOLE:
  3590. range = 0;
  3591. break;
  3592. default: {
  3593. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3594. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3595. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3596. return 0;
  3597. }
  3598. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3599. }
  3600. break;
  3601. }
  3602. }
  3603. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3604. //Check the additional range [Cydh]
  3605. if (isNearNPC && skill_npc_range > 0)
  3606. range += skill_npc_range;
  3607. if (!isNearNPC) { //Doesn't check the NPC range
  3608. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3609. if (bl->type&battle_config.skill_nofootset)
  3610. type = BL_CHAR;
  3611. else if(bl->type == BL_MOB)
  3612. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3613. else
  3614. return 0; //Don't check
  3615. } else
  3616. type = BL_NPC;
  3617. return (!isNearNPC) ?
  3618. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3619. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3620. //isNearNPC is used to check range from NPC
  3621. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3622. }
  3623. /*==========================================
  3624. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3625. * Flag:
  3626. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3627. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3628. *------------------------------------------*/
  3629. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3630. {
  3631. struct status_data *status;
  3632. struct map_session_data *sd = NULL;
  3633. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3634. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3635. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3636. nullpo_retr(0, bl);
  3637. switch( bl->type )
  3638. {
  3639. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3640. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3641. }
  3642. status = status_get_status_data(bl);
  3643. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3644. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3645. if (skill == nullptr)
  3646. return 0;
  3647. // Requirements
  3648. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3649. {
  3650. itemid[i] = skill->require.itemid[i];
  3651. amount[i] = skill->require.amount[i];
  3652. }
  3653. hp = skill->require.hp[skill_lv - 1];
  3654. sp = skill->require.sp[skill_lv - 1];
  3655. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3656. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3657. state = skill->require.state;
  3658. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3659. hp += (status->max_hp * mhp) / 100;
  3660. if( hp_rate > 0 )
  3661. hp += (status->hp * hp_rate) / 100;
  3662. else
  3663. hp += (status->max_hp * (-hp_rate)) / 100;
  3664. if( sp_rate > 0 )
  3665. sp += (status->sp * sp_rate) / 100;
  3666. else
  3667. sp += (status->max_sp * (-sp_rate)) / 100;
  3668. if( !(type&2) )
  3669. {
  3670. if( hp > 0 && status->hp <= (unsigned int)hp )
  3671. {
  3672. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3673. return 0;
  3674. }
  3675. if( sp > 0 && status->sp <= (unsigned int)sp )
  3676. {
  3677. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3678. return 0;
  3679. }
  3680. }
  3681. if( !type )
  3682. switch( state )
  3683. {
  3684. case ST_MOVE_ENABLE:
  3685. if( !unit_can_move(bl) )
  3686. {
  3687. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3688. return 0;
  3689. }
  3690. break;
  3691. }
  3692. if( !(type&1) )
  3693. return 1;
  3694. // Check item existences
  3695. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3696. {
  3697. index[i] = -1;
  3698. if( itemid[i] == 0 ) continue; // No item
  3699. index[i] = pc_search_inventory(sd, itemid[i]);
  3700. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3701. {
  3702. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3703. return 0;
  3704. }
  3705. }
  3706. // Consume items
  3707. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3708. {
  3709. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3710. }
  3711. if( type&2 )
  3712. return 1;
  3713. if( sp || hp )
  3714. status_zap(bl, hp, sp);
  3715. return 1;
  3716. }
  3717. /*==========================================
  3718. *
  3719. *------------------------------------------*/
  3720. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3721. {
  3722. switch (skill_id) {
  3723. case RL_QD_SHOT:
  3724. {
  3725. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3726. struct unit_data *ud = unit_bl2ud(src);
  3727. if (ud && ud->target == target->id)
  3728. return 1;
  3729. }
  3730. }
  3731. }
  3732. return 1;
  3733. }
  3734. /*==========================================
  3735. *
  3736. *------------------------------------------*/
  3737. static TIMER_FUNC(skill_timerskill){
  3738. struct block_list *src = map_id2bl(id),*target;
  3739. struct unit_data *ud = unit_bl2ud(src);
  3740. struct skill_timerskill *skl;
  3741. struct skill_unit *unit = NULL;
  3742. int range;
  3743. nullpo_ret(src);
  3744. nullpo_ret(ud);
  3745. skl = ud->skilltimerskill[data];
  3746. nullpo_ret(skl);
  3747. ud->skilltimerskill[data] = NULL;
  3748. do {
  3749. if(src->prev == NULL)
  3750. break; // Source not on Map
  3751. if(skl->target_id) {
  3752. target = map_id2bl(skl->target_id);
  3753. if( ( skl->skill_id == RG_INTIMIDATE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3754. target = src; //Required since it has to warp.
  3755. if (skl->skill_id == SR_SKYNETBLOW) {
  3756. skill_area_temp[1] = 0;
  3757. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  3758. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3759. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3760. break;
  3761. }
  3762. if(target == NULL)
  3763. break; // Target offline?
  3764. if(target->prev == NULL)
  3765. break; // Target not on Map
  3766. if(src->m != target->m)
  3767. break; // Different Maps
  3768. if(status_isdead(src)) {
  3769. switch(skl->skill_id) {
  3770. case WL_CHAINLIGHTNING_ATK:
  3771. case WL_TETRAVORTEX_FIRE:
  3772. case WL_TETRAVORTEX_WATER:
  3773. case WL_TETRAVORTEX_WIND:
  3774. case WL_TETRAVORTEX_GROUND:
  3775. // For SR_FLASHCOMBO
  3776. case SR_DRAGONCOMBO:
  3777. case SR_FALLENEMPIRE:
  3778. case SR_TIGERCANNON:
  3779. case SR_SKYNETBLOW:
  3780. if (src->type != BL_PC)
  3781. continue;
  3782. break; // Exceptions
  3783. default:
  3784. continue; // Caster is Dead
  3785. }
  3786. }
  3787. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3788. break;
  3789. switch(skl->skill_id) {
  3790. case KN_AUTOCOUNTER:
  3791. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3792. break;
  3793. case RG_INTIMIDATE:
  3794. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3795. short x,y;
  3796. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3797. if (target != src && !status_isdead(target))
  3798. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3799. }
  3800. break;
  3801. case BA_FROSTJOKER:
  3802. case DC_SCREAM:
  3803. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3804. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3805. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3806. break;
  3807. case PR_LEXDIVINA:
  3808. if (src->type == BL_MOB) {
  3809. // Monsters use the default duration when casting Lex Divina
  3810. 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));
  3811. break;
  3812. }
  3813. // Fall through
  3814. case PR_STRECOVERY:
  3815. case BS_HAMMERFALL:
  3816. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3817. break;
  3818. case WZ_WATERBALL:
  3819. {
  3820. //Get the next waterball cell to consume
  3821. struct s_skill_unit_layout *layout;
  3822. int i;
  3823. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3824. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3825. int ux = skl->x + layout->dx[i];
  3826. int uy = skl->y + layout->dy[i];
  3827. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3828. if (unit)
  3829. break;
  3830. }
  3831. } // Fall through
  3832. case WZ_JUPITEL:
  3833. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3834. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3835. // Apply canact delay here to prevent hacks (unlimited casting)
  3836. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  3837. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3838. }
  3839. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3840. skill_delunit(unit); // Consume unit for next waterball
  3841. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3842. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3843. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3844. } else {
  3845. struct status_change *sc = status_get_sc(src);
  3846. if(sc) {
  3847. if(sc->data[SC_SPIRIT] &&
  3848. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3849. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3850. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3851. }
  3852. }
  3853. break;
  3854. case WL_CHAINLIGHTNING_ATK: {
  3855. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3856. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  3857. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3858. { // Remaining Chains Hit
  3859. struct block_list *nbl = NULL; // Next Target of Chain
  3860. 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.
  3861. splash_target(src), target->id); // Search for a new Target around current one...
  3862. if( nbl == NULL )
  3863. skl->x++;
  3864. else
  3865. skl->x = 0;
  3866. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  3867. }
  3868. }
  3869. break;
  3870. case WL_TETRAVORTEX_FIRE:
  3871. case WL_TETRAVORTEX_WATER:
  3872. case WL_TETRAVORTEX_WIND:
  3873. case WL_TETRAVORTEX_GROUND:
  3874. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3875. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3876. if (skl->type >= 3) { // Final Hit
  3877. if (!status_isdead(target)) { // Final Status Effect
  3878. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3879. applyeffects[4] = { 0, 0, 0, 0 },
  3880. i, j = 0, k = 0;
  3881. for(i = 1; i <= 8; i = i + i) {
  3882. if (skl->x&i) {
  3883. applyeffects[j] = effects[k];
  3884. j++;
  3885. }
  3886. k++;
  3887. }
  3888. if (j) {
  3889. i = applyeffects[rnd()%j];
  3890. sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
  3891. }
  3892. }
  3893. }
  3894. break;
  3895. case NPC_REVERBERATION_ATK:
  3896. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3897. break;
  3898. case LG_MOONSLASHER:
  3899. case SR_WINDMILL:
  3900. if( target->type == BL_PC ) {
  3901. struct map_session_data *tsd = NULL;
  3902. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3903. pc_setsit(tsd);
  3904. skill_sit(tsd, true);
  3905. clif_sitting(&tsd->bl);
  3906. }
  3907. }
  3908. break;
  3909. case SR_KNUCKLEARROW:
  3910. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3911. break;
  3912. case CH_PALMSTRIKE:
  3913. {
  3914. struct status_change* tsc = status_get_sc(target);
  3915. struct status_change* sc = status_get_sc(src);
  3916. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3917. ( sc && sc->option&OPTION_HIDE ) ){
  3918. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  3919. break;
  3920. }
  3921. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3922. break;
  3923. }
  3924. // For SR_FLASHCOMBO
  3925. case SR_DRAGONCOMBO:
  3926. case SR_FALLENEMPIRE:
  3927. case SR_TIGERCANNON:
  3928. case SR_SKYNETBLOW:
  3929. if( src->type == BL_PC ) {
  3930. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3931. break;
  3932. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3933. }
  3934. break;
  3935. case SU_SV_ROOTTWIST_ATK: {
  3936. struct status_change *tsc = status_get_sc(target);
  3937. if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
  3938. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  3939. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3940. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  3941. }
  3942. }
  3943. break;
  3944. default:
  3945. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3946. break;
  3947. }
  3948. }
  3949. else {
  3950. if(src->m != skl->map)
  3951. break;
  3952. switch( skl->skill_id )
  3953. {
  3954. case GN_CRAZYWEED_ATK:
  3955. {
  3956. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3957. 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);
  3958. }
  3959. case WL_EARTHSTRAIN:
  3960. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3961. break;
  3962. case LG_OVERBRAND_BRANDISH: {
  3963. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3964. int x = src->x, y = src->y;
  3965. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3966. for( i = 0; i < layout->count; i++ )
  3967. 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);
  3968. }
  3969. break;
  3970. case RL_FIRE_RAIN: {
  3971. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3972. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  3973. 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);
  3974. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3975. }
  3976. break;
  3977. case NC_MAGMA_ERUPTION:
  3978. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3979. break;
  3980. }
  3981. }
  3982. } while (0);
  3983. //Free skl now that it is no longer needed.
  3984. ers_free(skill_timer_ers, skl);
  3985. return 0;
  3986. }
  3987. /*==========================================
  3988. *
  3989. *------------------------------------------*/
  3990. 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)
  3991. {
  3992. int i;
  3993. struct unit_data *ud;
  3994. nullpo_retr(1, src);
  3995. if (src->prev == NULL)
  3996. return 0;
  3997. ud = unit_bl2ud(src);
  3998. nullpo_retr(1, ud);
  3999. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4000. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4001. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4002. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4003. ud->skilltimerskill[i]->src_id = src->id;
  4004. ud->skilltimerskill[i]->target_id = target;
  4005. ud->skilltimerskill[i]->skill_id = skill_id;
  4006. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4007. ud->skilltimerskill[i]->map = src->m;
  4008. ud->skilltimerskill[i]->x = x;
  4009. ud->skilltimerskill[i]->y = y;
  4010. ud->skilltimerskill[i]->type = type;
  4011. ud->skilltimerskill[i]->flag = flag;
  4012. return 0;
  4013. }
  4014. /*==========================================
  4015. *
  4016. *------------------------------------------*/
  4017. int skill_cleartimerskill (struct block_list *src)
  4018. {
  4019. int i;
  4020. struct unit_data *ud;
  4021. nullpo_ret(src);
  4022. ud = unit_bl2ud(src);
  4023. nullpo_ret(ud);
  4024. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4025. if(ud->skilltimerskill[i]) {
  4026. switch(ud->skilltimerskill[i]->skill_id) {
  4027. case WL_TETRAVORTEX_FIRE:
  4028. case WL_TETRAVORTEX_WATER:
  4029. case WL_TETRAVORTEX_WIND:
  4030. case WL_TETRAVORTEX_GROUND:
  4031. // For SR_FLASHCOMBO
  4032. case SR_DRAGONCOMBO:
  4033. case SR_FALLENEMPIRE:
  4034. case SR_TIGERCANNON:
  4035. case SR_SKYNETBLOW:
  4036. if (src->type != BL_PC)
  4037. break;
  4038. continue;
  4039. }
  4040. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4041. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4042. ud->skilltimerskill[i]=NULL;
  4043. }
  4044. }
  4045. return 1;
  4046. }
  4047. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4048. struct skill_unit *su = (TBL_SKILL*)bl;
  4049. struct skill_unit_group *sg = NULL;
  4050. nullpo_ret(su);
  4051. if (bl->type != BL_SKILL)
  4052. return 0;
  4053. if (su->alive && (sg = su->group) && sg->skill_id == NPC_REVERBERATION) {
  4054. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4055. su->limit = DIFF_TICK(gettick(), sg->tick);
  4056. sg->unit_id = UNT_USED_TRAPS;
  4057. }
  4058. return 1;
  4059. }
  4060. /**
  4061. * Reveal hidden trap
  4062. **/
  4063. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4064. {
  4065. TBL_SKILL *su = (TBL_SKILL*)bl;
  4066. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4067. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4068. //clif_changetraplook(bl, su->group->unit_id);
  4069. su->hidden = false;
  4070. skill_getareachar_skillunit_visibilty(su, AREA);
  4071. return 1;
  4072. }
  4073. return 0;
  4074. }
  4075. /**
  4076. * Attempt to reveal trap in area
  4077. * @param src Skill caster
  4078. * @param range Affected range
  4079. * @param x
  4080. * @param y
  4081. * TODO: Remove hardcode usages for this function
  4082. **/
  4083. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4084. if (!battle_config.traps_setting)
  4085. return;
  4086. nullpo_retv(src);
  4087. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4088. }
  4089. /*========================================== [Playtester]
  4090. * Process tarot card's effects
  4091. * @param src: Source of the tarot card effect
  4092. * @param target: Target of the tartor card effect
  4093. * @param skill_id: ID of the skill used
  4094. * @param skill_lv: Level of the skill used
  4095. * @param tick: Processing tick time
  4096. * @return Card number
  4097. *------------------------------------------*/
  4098. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4099. {
  4100. int card = 0;
  4101. if (battle_config.tarotcard_equal_chance) {
  4102. //eAthena equal chances
  4103. card = rnd() % 14 + 1;
  4104. }
  4105. else {
  4106. //Official chances
  4107. int rate = rnd() % 100;
  4108. if (rate < 10) card = 1; // THE FOOL
  4109. else if (rate < 20) card = 2; // THE MAGICIAN
  4110. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4111. else if (rate < 37) card = 4; // THE CHARIOT
  4112. else if (rate < 47) card = 5; // STRENGTH
  4113. else if (rate < 62) card = 6; // THE LOVERS
  4114. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4115. else if (rate < 69) card = 8; // THE HANGED MAN
  4116. else if (rate < 74) card = 9; // DEATH
  4117. else if (rate < 82) card = 10; // TEMPERANCE
  4118. else if (rate < 83) card = 11; // THE DEVIL
  4119. else if (rate < 85) card = 12; // THE TOWER
  4120. else if (rate < 90) card = 13; // THE STAR
  4121. else card = 14; // THE SUN
  4122. }
  4123. switch (card) {
  4124. case 1: // THE FOOL - heals SP to 0
  4125. {
  4126. status_percent_damage(src, target, 0, 100, false);
  4127. break;
  4128. }
  4129. case 2: // THE MAGICIAN - matk halved
  4130. {
  4131. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4132. break;
  4133. }
  4134. case 3: // THE HIGH PRIESTESS - all buffs removed
  4135. {
  4136. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4137. break;
  4138. }
  4139. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4140. {
  4141. status_fix_damage(src, target, 1000, 0, skill_id);
  4142. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4143. if (!status_isdead(target))
  4144. {
  4145. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4146. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4147. }
  4148. break;
  4149. }
  4150. case 5: // STRENGTH - atk halved
  4151. {
  4152. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4153. break;
  4154. }
  4155. case 6: // THE LOVERS - 2000HP heal, random teleported
  4156. {
  4157. status_heal(target, 2000, 0, 0);
  4158. if (!map_flag_vs(target->m))
  4159. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4160. break;
  4161. }
  4162. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4163. {
  4164. // Recursive call
  4165. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4166. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4167. break;
  4168. }
  4169. case 8: // THE HANGED MAN - stop, freeze or stoned
  4170. {
  4171. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4172. uint8 rand_eff = rnd() % 3;
  4173. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_sc2skill(sc[rand_eff]), 1));
  4174. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4175. break;
  4176. }
  4177. case 9: // DEATH - curse, coma and poison
  4178. {
  4179. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4180. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4181. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_sc2skill(SC_POISON), 1));
  4182. break;
  4183. }
  4184. case 10: // TEMPERANCE - confusion
  4185. {
  4186. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4187. break;
  4188. }
  4189. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4190. {
  4191. status_fix_damage(src, target, 6666, 0, skill_id);
  4192. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4193. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4194. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4195. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4196. break;
  4197. }
  4198. case 12: // THE TOWER - 4444 damage
  4199. {
  4200. status_fix_damage(src, target, 4444, 0, skill_id);
  4201. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4202. break;
  4203. }
  4204. case 13: // THE STAR - stun
  4205. {
  4206. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_sc2skill(SC_STUN), 1));
  4207. break;
  4208. }
  4209. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4210. {
  4211. #ifdef RENEWAL
  4212. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4213. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4214. #endif
  4215. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4216. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4217. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4218. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4219. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4220. return 14; //To make sure a valid number is returned
  4221. }
  4222. }
  4223. return card;
  4224. }
  4225. /*==========================================
  4226. *
  4227. *
  4228. *------------------------------------------*/
  4229. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4230. {
  4231. struct map_session_data *sd = NULL;
  4232. struct status_data *tstatus;
  4233. struct status_change *sc, *tsc;
  4234. if (skill_id > 0 && !skill_lv) return 0;
  4235. nullpo_retr(1, src);
  4236. nullpo_retr(1, bl);
  4237. if (src->m != bl->m)
  4238. return 1;
  4239. if (bl->prev == NULL)
  4240. return 1;
  4241. sd = BL_CAST(BL_PC, src);
  4242. if (status_isdead(bl))
  4243. return 1;
  4244. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4245. { //GTB makes all targetted magic display miss with a single bolt.
  4246. sc_type sct = status_skill2sc(skill_id);
  4247. if(sct != SC_NONE)
  4248. status_change_end(bl, sct, INVALID_TIMER);
  4249. 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));
  4250. return 1;
  4251. }
  4252. sc = status_get_sc(src);
  4253. tsc = status_get_sc(bl);
  4254. if (sc && !sc->count)
  4255. sc = NULL; //Unneeded
  4256. if (tsc && !tsc->count)
  4257. tsc = NULL;
  4258. tstatus = status_get_status_data(bl);
  4259. map_freeblock_lock();
  4260. switch(skill_id) {
  4261. case MER_CRASH:
  4262. case SM_BASH:
  4263. case MS_BASH:
  4264. case MC_MAMMONITE:
  4265. case TF_DOUBLE:
  4266. case AC_DOUBLE:
  4267. case MA_DOUBLE:
  4268. case AS_SONICBLOW:
  4269. case KN_PIERCE:
  4270. case ML_PIERCE:
  4271. case KN_SPEARBOOMERANG:
  4272. case TF_POISON:
  4273. case TF_SPRINKLESAND:
  4274. case AC_CHARGEARROW:
  4275. case MA_CHARGEARROW:
  4276. case RG_INTIMIDATE:
  4277. case AM_ACIDTERROR:
  4278. case BA_MUSICALSTRIKE:
  4279. case DC_THROWARROW:
  4280. case BA_DISSONANCE:
  4281. case CR_HOLYCROSS:
  4282. case NPC_DARKCROSS:
  4283. case CR_SHIELDCHARGE:
  4284. case CR_SHIELDBOOMERANG:
  4285. case NPC_PIERCINGATT:
  4286. case NPC_MENTALBREAKER:
  4287. case NPC_RANGEATTACK:
  4288. case NPC_CRITICALSLASH:
  4289. case NPC_COMBOATTACK:
  4290. case NPC_GUIDEDATTACK:
  4291. case NPC_POISON:
  4292. case NPC_RANDOMATTACK:
  4293. case NPC_WATERATTACK:
  4294. case NPC_GROUNDATTACK:
  4295. case NPC_FIREATTACK:
  4296. case NPC_WINDATTACK:
  4297. case NPC_POISONATTACK:
  4298. case NPC_HOLYATTACK:
  4299. case NPC_DARKNESSATTACK:
  4300. case NPC_TELEKINESISATTACK:
  4301. case NPC_UNDEADATTACK:
  4302. case NPC_ARMORBRAKE:
  4303. case NPC_WEAPONBRAKER:
  4304. case NPC_HELMBRAKE:
  4305. case NPC_SHIELDBRAKE:
  4306. case NPC_BLINDATTACK:
  4307. case NPC_SILENCEATTACK:
  4308. case NPC_STUNATTACK:
  4309. case NPC_PETRIFYATTACK:
  4310. case NPC_CURSEATTACK:
  4311. case NPC_SLEEPATTACK:
  4312. #ifdef RENEWAL
  4313. case CR_ACIDDEMONSTRATION:
  4314. #endif
  4315. case LK_AURABLADE:
  4316. case LK_SPIRALPIERCE:
  4317. case ML_SPIRALPIERCE:
  4318. case LK_HEADCRUSH:
  4319. case CG_ARROWVULCAN:
  4320. case HW_MAGICCRASHER:
  4321. case ITM_TOMAHAWK:
  4322. case CH_CHAINCRUSH:
  4323. case CH_TIGERFIST:
  4324. case PA_SHIELDCHAIN: // Shield Chain
  4325. case PA_SACRIFICE:
  4326. case WS_CARTTERMINATION: // Cart Termination
  4327. case AS_VENOMKNIFE:
  4328. case HT_PHANTASMIC:
  4329. case TK_DOWNKICK:
  4330. case TK_COUNTER:
  4331. case GS_CHAINACTION:
  4332. case GS_TRIPLEACTION:
  4333. #ifndef RENEWAL
  4334. case GS_MAGICALBULLET:
  4335. #endif
  4336. case GS_TRACKING:
  4337. case GS_PIERCINGSHOT:
  4338. case GS_RAPIDSHOWER:
  4339. case GS_DUST:
  4340. case GS_DISARM: // Added disarm. [Reddozen]
  4341. case GS_FULLBUSTER:
  4342. case NJ_SYURIKEN:
  4343. case NJ_KUNAI:
  4344. case ASC_BREAKER:
  4345. case HFLI_MOON: //[orn]
  4346. case HFLI_SBR44: //[orn]
  4347. case NPC_BLEEDING:
  4348. case NPC_CRITICALWOUND:
  4349. case NPC_HELLPOWER:
  4350. case RK_SONICWAVE:
  4351. case AB_DUPLELIGHT_MELEE:
  4352. case RA_AIMEDBOLT:
  4353. case NC_BOOSTKNUCKLE:
  4354. case NC_PILEBUNKER:
  4355. case NC_AXEBOOMERANG:
  4356. case NC_POWERSWING:
  4357. case NC_MAGMA_ERUPTION:
  4358. case GC_WEAPONCRUSH:
  4359. case GC_VENOMPRESSURE:
  4360. case SC_TRIANGLESHOT:
  4361. case SC_FEINTBOMB:
  4362. case LG_BANISHINGPOINT:
  4363. case LG_SHIELDPRESS:
  4364. case LG_RAGEBURST:
  4365. case LG_HESPERUSLIT:
  4366. case LG_OVERBRAND:
  4367. case LG_OVERBRAND_BRANDISH:
  4368. case SR_FALLENEMPIRE:
  4369. case SR_CRESCENTELBOW_AUTOSPELL:
  4370. case SR_GATEOFHELL:
  4371. case SR_GENTLETOUCH_QUIET:
  4372. case WM_SEVERE_RAINSTORM_MELEE:
  4373. case WM_GREAT_ECHO:
  4374. case GN_SLINGITEM_RANGEMELEEATK:
  4375. case KO_SETSUDAN:
  4376. case RL_MASS_SPIRAL:
  4377. case RL_BANISHING_BUSTER:
  4378. case RL_SLUGSHOT:
  4379. case RL_AM_BLAST:
  4380. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4381. break;
  4382. case MO_TRIPLEATTACK:
  4383. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4384. break;
  4385. case LK_JOINTBEAT:
  4386. flag = 1 << rnd() % 6;
  4387. if (flag != BREAK_NECK && tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)
  4388. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4389. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4390. 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));
  4391. break;
  4392. case MO_COMBOFINISH:
  4393. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4394. { //Becomes a splash attack when Soul Linked.
  4395. map_foreachinshootrange(skill_area_sub, bl,
  4396. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4397. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4398. skill_castend_damage_id);
  4399. } else
  4400. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4401. break;
  4402. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4403. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4404. skill_area_temp[1] = 0;
  4405. map_foreachinshootrange(skill_attack_area, src,
  4406. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4407. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4408. break;
  4409. case KN_CHARGEATK:
  4410. {
  4411. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4412. unsigned int dist = distance_bl(src, bl);
  4413. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4414. // teleport to target (if not on WoE grounds)
  4415. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4416. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4417. // cause damage and knockback if the path to target was a straight one
  4418. if (path) {
  4419. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4420. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4421. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4422. // make the caster look in the direction of the target
  4423. unit_setdir(src, (dir+4)%8);
  4424. }
  4425. }
  4426. break;
  4427. case NC_FLAMELAUNCHER:
  4428. case LG_CANNONSPEAR:
  4429. if(skill_id == LG_CANNONSPEAR)
  4430. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  4431. skill_area_temp[1] = bl->id;
  4432. if (battle_config.skill_eightpath_algorithm) {
  4433. //Use official AoE algorithm
  4434. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4435. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4436. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4437. } else {
  4438. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4439. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4440. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4441. }
  4442. break;
  4443. case SN_SHARPSHOOTING:
  4444. case MA_SHARPSHOOTING:
  4445. case NJ_KAMAITACHI:
  4446. case NPC_DARKPIERCING:
  4447. case NPC_ACIDBREATH:
  4448. case NPC_DARKNESSBREATH:
  4449. case NPC_FIREBREATH:
  4450. case NPC_ICEBREATH:
  4451. case NPC_THUNDERBREATH:
  4452. skill_area_temp[1] = bl->id;
  4453. if (battle_config.skill_eightpath_algorithm) {
  4454. //Use official AoE algorithm
  4455. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4456. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4457. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4458. //These skills hit at least the target if the AoE doesn't hit
  4459. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4460. }
  4461. } else {
  4462. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4463. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4464. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4465. }
  4466. if (skill_id == SN_SHARPSHOOTING)
  4467. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4468. break;
  4469. case MO_INVESTIGATE:
  4470. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4471. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4472. break;
  4473. case RG_BACKSTAP:
  4474. {
  4475. if (!check_distance_bl(src, bl, 0)) {
  4476. #ifdef RENEWAL
  4477. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4478. short x, y;
  4479. if (dir > 0 && dir < 4)
  4480. x = -1;
  4481. else if (dir > 4)
  4482. x = 1;
  4483. else
  4484. x = 0;
  4485. if (dir > 2 && dir < 6)
  4486. y = -1;
  4487. else if (dir == 7 || dir < 2)
  4488. y = 1;
  4489. else
  4490. y = 0;
  4491. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4492. #else
  4493. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4494. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4495. #endif
  4496. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4497. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4498. unit_setdir(bl,dir);
  4499. #ifdef RENEWAL
  4500. clif_blown(src);
  4501. #endif
  4502. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4503. }
  4504. else if (sd)
  4505. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4506. }
  4507. }
  4508. break;
  4509. case MO_FINGEROFFENSIVE:
  4510. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4511. if (battle_config.finger_offensive_type && sd) {
  4512. for (int i = 1; i < sd->spiritball_old; i++)
  4513. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4514. }
  4515. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4516. break;
  4517. case MO_CHAINCOMBO:
  4518. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4519. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4520. break;
  4521. #ifndef RENEWAL
  4522. case NJ_ISSEN:
  4523. #endif
  4524. case MO_EXTREMITYFIST:
  4525. {
  4526. struct block_list *mbl = bl; // For NJ_ISSEN
  4527. short x, y, i = 2; // Move 2 cells (From target)
  4528. short dir = map_calc_dir(src,bl->x,bl->y);
  4529. #ifdef RENEWAL
  4530. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4531. flag |= 1; // Give +100% damage increase
  4532. #endif
  4533. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4534. if (skill_id == MO_EXTREMITYFIST) {
  4535. status_set_sp(src, 0, 0);
  4536. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4537. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4538. #ifdef RENEWAL
  4539. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4540. #endif
  4541. } else {
  4542. status_set_hp(src, 1, 0);
  4543. status_change_end(src, SC_NEN, INVALID_TIMER);
  4544. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4545. }
  4546. if (skill_id == MO_EXTREMITYFIST) {
  4547. mbl = src; // For MO_EXTREMITYFIST
  4548. i = 3; // Move 3 cells (From caster)
  4549. }
  4550. if (dir > 0 && dir < 4)
  4551. x = -i;
  4552. else if (dir > 4)
  4553. x = i;
  4554. else
  4555. x = 0;
  4556. if (dir > 2 && dir < 6)
  4557. y = -i;
  4558. else if (dir == 7 || dir < 2)
  4559. y = i;
  4560. else
  4561. y = 0;
  4562. // Ashura Strike still has slide effect in GVG
  4563. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4564. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4565. clif_blown(src);
  4566. clif_spiritball(src);
  4567. }
  4568. }
  4569. break;
  4570. case HT_POWER:
  4571. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  4572. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4573. break;
  4574. case SU_PICKYPECK:
  4575. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4576. case SU_BITE:
  4577. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4578. break;
  4579. case SU_SVG_SPIRIT:
  4580. skill_area_temp[1] = bl->id;
  4581. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4582. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4583. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4584. break;
  4585. //Splash attack skills.
  4586. case AS_GRIMTOOTH:
  4587. case MC_CARTREVOLUTION:
  4588. case NPC_SPLASHATTACK:
  4589. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4590. case AS_SPLASHER:
  4591. case HT_BLITZBEAT:
  4592. case AC_SHOWER:
  4593. case MA_SHOWER:
  4594. case MG_NAPALMBEAT:
  4595. case MG_FIREBALL:
  4596. case RG_RAID:
  4597. case HW_NAPALMVULCAN:
  4598. case NJ_HUUMA:
  4599. case ASC_METEORASSAULT:
  4600. case GS_SPREADATTACK:
  4601. case NPC_PULSESTRIKE:
  4602. case NPC_HELLJUDGEMENT:
  4603. case NPC_VAMPIRE_GIFT:
  4604. case NPC_MAXPAIN_ATK:
  4605. case NPC_JACKFROST:
  4606. case NPC_REVERBERATION_ATK:
  4607. case NPC_ARROWSTORM:
  4608. case RK_IGNITIONBREAK:
  4609. case RK_HUNDREDSPEAR:
  4610. case AB_JUDEX:
  4611. case AB_ADORAMUS:
  4612. case WL_SOULEXPANSION:
  4613. case WL_CRIMSONROCK:
  4614. case WL_JACKFROST:
  4615. case RA_ARROWSTORM:
  4616. case RA_WUGDASH:
  4617. case NC_VULCANARM:
  4618. case NC_COLDSLOWER:
  4619. case NC_SELFDESTRUCTION:
  4620. case NC_AXETORNADO:
  4621. case GC_ROLLINGCUTTER:
  4622. case GC_COUNTERSLASH:
  4623. case LG_MOONSLASHER:
  4624. case LG_EARTHDRIVE:
  4625. case SR_RAMPAGEBLASTER:
  4626. case SR_SKYNETBLOW:
  4627. case SR_WINDMILL:
  4628. case SR_RIDEINLIGHTNING:
  4629. case SO_VARETYR_SPEAR:
  4630. case GN_CART_TORNADO:
  4631. case GN_CARTCANNON:
  4632. case GN_SPORE_EXPLOSION:
  4633. case GN_DEMONIC_FIRE:
  4634. case GN_FIRE_EXPANSION_ACID:
  4635. case GN_HELLS_PLANT_ATK:
  4636. case KO_HAPPOKUNAI:
  4637. case KO_HUUMARANKA:
  4638. case KO_MUCHANAGE:
  4639. case KO_BAKURETSU:
  4640. case GN_ILLUSIONDOPING:
  4641. case RL_FIREDANCE:
  4642. case RL_S_STORM:
  4643. case RL_R_TRIP:
  4644. case MH_XENO_SLASHER:
  4645. case NC_ARMSCANNON:
  4646. case SU_SCRATCH:
  4647. case SU_LUNATICCARROTBEAT:
  4648. case SU_LUNATICCARROTBEAT2:
  4649. case SJ_FULLMOONKICK:
  4650. case SJ_NEWMOONKICK:
  4651. case SJ_SOLARBURST:
  4652. case SJ_PROMINENCEKICK:
  4653. case SJ_STAREMPEROR:
  4654. case SJ_FALLINGSTAR_ATK2:
  4655. case SP_CURSEEXPLOSION:
  4656. case SP_SHA:
  4657. case SP_SWHOO:
  4658. if( flag&1 ) {//Recursive invocation
  4659. int sflag = skill_area_temp[0] & 0xFFF;
  4660. int heal = 0;
  4661. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  4662. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  4663. break; // Under Hovering characters are immune to select trap and ground target skills.
  4664. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  4665. break; // No damage should happen if the target is on Land Protector
  4666. if( flag&SD_LEVEL )
  4667. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4668. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  4669. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4670. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  4671. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  4672. break;
  4673. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4674. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4675. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4676. status_heal(src,heal,0,0);
  4677. }
  4678. if (skill_id == SJ_PROMINENCEKICK) // Trigger the 2nd hit. (100% fire damage.)
  4679. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  4680. } else {
  4681. int starget = BL_CHAR|BL_SKILL;
  4682. skill_area_temp[0] = 0;
  4683. skill_area_temp[1] = bl->id;
  4684. skill_area_temp[2] = 0;
  4685. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4686. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  4687. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  4688. break;
  4689. }
  4690. if (skill_id == SP_SWHOO)
  4691. status_change_end(src, SC_USE_SKILL_SP_SPA, INVALID_TIMER);
  4692. switch ( skill_id ) {
  4693. case LG_EARTHDRIVE:
  4694. case GN_CARTCANNON:
  4695. case SU_SCRATCH:
  4696. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4697. break;
  4698. #ifdef RENEWAL
  4699. case NJ_HUUMA:
  4700. #endif
  4701. case LG_MOONSLASHER:
  4702. case MH_XENO_SLASHER:
  4703. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  4704. break;
  4705. case NPC_REVERBERATION_ATK:
  4706. case NC_ARMSCANNON:
  4707. skill_area_temp[1] = 0;
  4708. starget = splash_target(src);
  4709. break;
  4710. case WL_CRIMSONROCK:
  4711. skill_area_temp[4] = bl->x;
  4712. skill_area_temp[5] = bl->y;
  4713. break;
  4714. case SU_LUNATICCARROTBEAT:
  4715. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  4716. skill_id = SU_LUNATICCARROTBEAT2;
  4717. break;
  4718. }
  4719. // if skill damage should be split among targets, count them
  4720. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4721. //special case: Venom Splasher uses a different range for searching than for splashing
  4722. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  4723. 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);
  4724. // recursive invocation of skill_castend_damage_id() with flag|1
  4725. 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);
  4726. if (skill_id == RA_ARROWSTORM)
  4727. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4728. if( skill_id == AS_SPLASHER ) {
  4729. map_freeblock_unlock(); // Don't consume a second gemstone.
  4730. return 0;
  4731. }
  4732. }
  4733. break;
  4734. //Place units around target
  4735. case NJ_BAKUENRYU:
  4736. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4737. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4738. break;
  4739. case WL_COMET:
  4740. case NPC_COMET:
  4741. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4742. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4743. break;
  4744. case SM_MAGNUM:
  4745. case MS_MAGNUM:
  4746. if( flag&1 ) {
  4747. // For players, damage depends on distance, so add it to flag if it is > 1
  4748. // Cannot hit hidden targets
  4749. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4750. }
  4751. break;
  4752. #ifdef RENEWAL
  4753. case KN_BRANDISHSPEAR:
  4754. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4755. break;
  4756. #else
  4757. case KN_BRANDISHSPEAR:
  4758. #endif
  4759. case ML_BRANDISH:
  4760. //Coded apart for it needs the flag passed to the damage calculation.
  4761. if (skill_area_temp[1] != bl->id)
  4762. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4763. else
  4764. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4765. break;
  4766. case KN_BOWLINGBASH:
  4767. case MS_BOWLINGBASH:
  4768. {
  4769. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4770. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4771. c = (skill_lv-(flag&0xFFF)+1)/2;
  4772. // Determine the Bowling Bash area depending on configuration
  4773. if (battle_config.bowling_bash_area == 0) {
  4774. // Gutter line system
  4775. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4776. if(min_x < 0) min_x = 0;
  4777. max_x = min_x + 39;
  4778. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4779. if(min_y < 0) min_y = 0;
  4780. max_y = min_y + 39;
  4781. } else if (battle_config.bowling_bash_area == 1) {
  4782. // Gutter line system without demi gutter bug
  4783. min_x = src->x - (src->x)%40;
  4784. max_x = min_x + 39;
  4785. min_y = src->y - (src->y)%40;
  4786. max_y = min_y + 39;
  4787. } else {
  4788. // Area around caster
  4789. min_x = src->x - battle_config.bowling_bash_area;
  4790. max_x = src->x + battle_config.bowling_bash_area;
  4791. min_y = src->y - battle_config.bowling_bash_area;
  4792. max_y = src->y + battle_config.bowling_bash_area;
  4793. }
  4794. // Initialization, break checks, direction
  4795. if((flag&0xFFF) > 0) {
  4796. // Ignore monsters outside area
  4797. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4798. break;
  4799. // Ignore monsters already in list
  4800. if(idb_exists(bowling_db, bl->id))
  4801. break;
  4802. // Random direction
  4803. dir = rnd()%8;
  4804. } else {
  4805. // Create an empty list of already hit targets
  4806. db_clear(bowling_db);
  4807. // Direction is walkpath
  4808. dir = (unit_getdir(src)+4)%8;
  4809. }
  4810. // Add current target to the list of already hit targets
  4811. idb_put(bowling_db, bl->id, bl);
  4812. // Keep moving target in direction square by square
  4813. tx = bl->x;
  4814. ty = bl->y;
  4815. for(i=0;i<c;i++) {
  4816. // Target coordinates (get changed even if knockback fails)
  4817. tx -= dirx[dir];
  4818. ty -= diry[dir];
  4819. // If target cell is a wall then break
  4820. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4821. break;
  4822. skill_blown(src,bl,1,dir,BLOWN_NONE);
  4823. int count;
  4824. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4825. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4826. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4827. (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))) {
  4828. // Recursive call
  4829. 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);
  4830. // Self-collision
  4831. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4832. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  4833. break;
  4834. }
  4835. }
  4836. #ifndef RENEWAL
  4837. // Original hit or chain hit depending on flag
  4838. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4839. #endif
  4840. }
  4841. break;
  4842. case KN_SPEARSTAB:
  4843. if(flag&1) {
  4844. if (bl->id==skill_area_temp[1])
  4845. break;
  4846. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4847. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4848. } else {
  4849. int x=bl->x,y=bl->y,i,dir;
  4850. dir = map_calc_dir(bl,src->x,src->y);
  4851. skill_area_temp[1] = bl->id;
  4852. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4853. // all the enemies between the caster and the target are hit, as well as the target
  4854. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4855. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4856. for (i=0;i<4;i++) {
  4857. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4858. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4859. x += dirx[dir];
  4860. y += diry[dir];
  4861. }
  4862. }
  4863. break;
  4864. case TK_TURNKICK:
  4865. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4866. {
  4867. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4868. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4869. map_foreachinallrange(skill_area_sub,bl,
  4870. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4871. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4872. skill_castend_nodamage_id);
  4873. }
  4874. break;
  4875. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4876. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4877. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  4878. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4879. break;
  4880. case PR_TURNUNDEAD:
  4881. case ALL_RESURRECTION:
  4882. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4883. break;
  4884. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4885. break;
  4886. case AL_HOLYLIGHT:
  4887. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  4888. case MG_SOULSTRIKE:
  4889. case NPC_DARKSTRIKE:
  4890. case MG_COLDBOLT:
  4891. case MG_FIREBOLT:
  4892. case MG_LIGHTNINGBOLT:
  4893. case WZ_EARTHSPIKE:
  4894. case AL_HEAL:
  4895. case NPC_DARKTHUNDER:
  4896. case PR_ASPERSIO:
  4897. case MG_FROSTDIVER:
  4898. case WZ_SIGHTBLASTER:
  4899. case WZ_SIGHTRASHER:
  4900. #ifdef RENEWAL
  4901. case PA_PRESSURE:
  4902. #endif
  4903. case NJ_KOUENKA:
  4904. case NJ_HYOUSENSOU:
  4905. case NJ_HUUJIN:
  4906. case AB_HIGHNESSHEAL:
  4907. case AB_DUPLELIGHT_MAGIC:
  4908. case LG_RAYOFGENESIS:
  4909. case WM_METALICSOUND:
  4910. case KO_KAIHOU:
  4911. case MH_ERASER_CUTTER:
  4912. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4913. break;
  4914. case NPC_MAGICALATTACK:
  4915. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4916. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4917. break;
  4918. case HVAN_CAPRICE: //[blackhole89]
  4919. {
  4920. int ran=rnd()%4;
  4921. int sid = 0;
  4922. switch(ran)
  4923. {
  4924. case 0: sid=MG_COLDBOLT; break;
  4925. case 1: sid=MG_FIREBOLT; break;
  4926. case 2: sid=MG_LIGHTNINGBOLT; break;
  4927. case 3: sid=WZ_EARTHSPIKE; break;
  4928. }
  4929. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4930. }
  4931. break;
  4932. case WZ_WATERBALL:
  4933. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4934. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4935. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4936. break;
  4937. case WZ_JUPITEL:
  4938. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4939. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4940. break;
  4941. case PR_BENEDICTIO:
  4942. //Should attack undead and demons. [Skotlex]
  4943. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4944. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4945. break;
  4946. case SJ_NOVAEXPLOSING:
  4947. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4948. // We can end Dimension here since the cooldown code is processed before this point.
  4949. if (sc && sc->data[SC_DIMENSION])
  4950. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  4951. else // Dimension not active? Activate the 2 second skill block penalty.
  4952. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4953. break;
  4954. case SP_SOULEXPLOSION:
  4955. 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.
  4956. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  4957. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  4958. if (sd)
  4959. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4960. break;
  4961. }
  4962. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4963. break;
  4964. case SL_SMA:
  4965. status_change_end(src, SC_SMA, INVALID_TIMER);
  4966. case SL_STIN:
  4967. case SL_STUN:
  4968. case SP_SPA:
  4969. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4970. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4971. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4972. break;
  4973. }
  4974. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4975. break;
  4976. case NPC_DARKBREATH:
  4977. clif_emotion(src,ET_ANGER);
  4978. if (rnd() % 2 == 0)
  4979. break; // 50% chance
  4980. case SN_FALCONASSAULT:
  4981. #ifndef RENEWAL
  4982. case PA_PRESSURE:
  4983. case CR_ACIDDEMONSTRATION:
  4984. #endif
  4985. case TF_THROWSTONE:
  4986. case NPC_SMOKING:
  4987. case GS_FLING:
  4988. case NJ_ZENYNAGE:
  4989. case GN_THORNS_TRAP:
  4990. case RL_B_TRAP:
  4991. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4992. break;
  4993. #ifdef RENEWAL
  4994. case NJ_ISSEN: {
  4995. short x, y;
  4996. short dir = map_calc_dir(src, bl->x, bl->y);
  4997. // Move 2 cells (From target)
  4998. if (dir > 0 && dir < 4)
  4999. x = -2;
  5000. else if (dir > 4)
  5001. x = 2;
  5002. else
  5003. x = 0;
  5004. if (dir > 2 && dir < 6)
  5005. y = -2;
  5006. else if (dir == 7 || dir < 2)
  5007. y = 2;
  5008. else
  5009. y = 0;
  5010. // Doesn't have slide effect in GVG
  5011. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5012. clif_blown(src);
  5013. clif_spiritball(src);
  5014. }
  5015. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5016. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5017. status_change_end(src, SC_NEN, INVALID_TIMER);
  5018. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5019. }
  5020. break;
  5021. #endif
  5022. case RK_DRAGONBREATH_WATER:
  5023. case RK_DRAGONBREATH:
  5024. if( tsc && tsc->data[SC_HIDING] )
  5025. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5026. else {
  5027. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5028. }
  5029. break;
  5030. case NPC_SELFDESTRUCTION:
  5031. if( tsc && tsc->data[SC_HIDING] )
  5032. break;
  5033. case HVAN_EXPLOSION:
  5034. if (src != bl)
  5035. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5036. break;
  5037. // Celest
  5038. case PF_SOULBURN:
  5039. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5040. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5041. if (skill_lv == 5)
  5042. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5043. status_percent_damage(src, bl, 0, 100, false);
  5044. } else {
  5045. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5046. if (skill_lv == 5)
  5047. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5048. status_percent_damage(src, src, 0, 100, false);
  5049. }
  5050. break;
  5051. case NPC_BLOODDRAIN:
  5052. case NPC_ENERGYDRAIN:
  5053. {
  5054. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5055. src, src, bl, skill_id, skill_lv, tick, flag);
  5056. if (heal > 0){
  5057. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5058. status_heal(src, heal, 0, 0);
  5059. }
  5060. }
  5061. break;
  5062. case GS_BULLSEYE:
  5063. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5064. break;
  5065. case NJ_KASUMIKIRI:
  5066. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5067. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5068. break;
  5069. case NJ_KIRIKAGE:
  5070. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5071. { //You don't move on GVG grounds.
  5072. short x, y;
  5073. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5074. if (unit_movepos(src, x, y, 0, 0)) {
  5075. clif_blown(src);
  5076. }
  5077. }
  5078. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5079. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5080. break;
  5081. case RK_PHANTOMTHRUST:
  5082. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5083. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5084. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5085. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5086. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5087. break;
  5088. case RK_WINDCUTTER:
  5089. case RK_STORMBLAST:
  5090. if( flag&1 )
  5091. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5092. else {
  5093. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5094. 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);
  5095. }
  5096. break;
  5097. case GC_DARKILLUSION:
  5098. {
  5099. short x, y;
  5100. short dir = map_calc_dir(src,bl->x,bl->y);
  5101. if( dir > 0 && dir < 4) x = 2;
  5102. else if( dir > 4 ) x = -2;
  5103. else x = 0;
  5104. if( dir > 2 && dir < 6 ) y = 2;
  5105. else if( dir == 7 || dir < 2 ) y = -2;
  5106. else y = 0;
  5107. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5108. clif_blown(src);
  5109. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5110. if( rnd()%100 < 4 * skill_lv )
  5111. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5112. }
  5113. }
  5114. break;
  5115. case GC_CROSSRIPPERSLASHER:
  5116. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  5117. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5118. else
  5119. {
  5120. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5121. }
  5122. break;
  5123. case GC_CROSSIMPACT: {
  5124. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5125. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5126. skill_blown(src, src, 1, (dir + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5127. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5128. }
  5129. break;
  5130. case GC_PHANTOMMENACE:
  5131. if (flag&1) { // Only Hits Invisible Targets
  5132. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5133. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5134. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5135. }
  5136. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5137. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5138. }
  5139. break;
  5140. case GC_DARKCROW:
  5141. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5142. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5143. break;
  5144. case WL_DRAINLIFE:
  5145. {
  5146. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5147. int rate = 70 + 5 * skill_lv;
  5148. heal = heal * (5 + 5 * skill_lv) / 100;
  5149. if( bl->type == BL_SKILL )
  5150. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5151. if( heal && rnd()%100 < rate )
  5152. {
  5153. status_heal(src, heal, 0, 0);
  5154. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5155. }
  5156. }
  5157. break;
  5158. case WL_TETRAVORTEX_FIRE:
  5159. case WL_TETRAVORTEX_WATER:
  5160. case WL_TETRAVORTEX_WIND:
  5161. case WL_TETRAVORTEX_GROUND:
  5162. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5163. break;
  5164. case WL_TETRAVORTEX:
  5165. if (sd == nullptr) { // Monster usage
  5166. uint8 i = 0;
  5167. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5168. { WL_TETRAVORTEX_WIND, 4 },
  5169. { WL_TETRAVORTEX_WATER, 2 },
  5170. { WL_TETRAVORTEX_GROUND, 8 } };
  5171. for (const auto &skill : tetra_skills) {
  5172. if (skill_lv > 5) {
  5173. skill_area_temp[0] = i;
  5174. skill_area_temp[1] = skill[1];
  5175. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5176. } else
  5177. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5178. i++;
  5179. }
  5180. } else if (sc) { // No SC? No spheres
  5181. int i, k = 0;
  5182. if (sc->data[SC_SPHERE_5]) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5183. status_change_end(src, SC_SPHERE_1, INVALID_TIMER);
  5184. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5185. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5186. continue;
  5187. uint16 subskill = 0;
  5188. switch (sc->data[static_cast<sc_type>(i)]->val1) {
  5189. case WLS_FIRE:
  5190. subskill = WL_TETRAVORTEX_FIRE;
  5191. k |= 1;
  5192. break;
  5193. case WLS_WIND:
  5194. subskill = WL_TETRAVORTEX_WIND;
  5195. k |= 4;
  5196. break;
  5197. case WLS_WATER:
  5198. subskill = WL_TETRAVORTEX_WATER;
  5199. k |= 2;
  5200. break;
  5201. case WLS_STONE:
  5202. subskill = WL_TETRAVORTEX_GROUND;
  5203. k |= 8;
  5204. break;
  5205. }
  5206. if (skill_lv > 5) {
  5207. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5208. skill_area_temp[1] = k;
  5209. 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);
  5210. } else
  5211. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5212. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5213. }
  5214. }
  5215. break;
  5216. case WL_RELEASE:
  5217. if (sc == nullptr)
  5218. break;
  5219. if (sd) {
  5220. int i;
  5221. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5222. if (skill_lv == 1) { // SpellBook
  5223. if (sc->data[SC_FREEZE_SP] == nullptr)
  5224. break;
  5225. bool found_spell = false;
  5226. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5227. if (sc->data[i] != nullptr) {
  5228. found_spell = true;
  5229. break;
  5230. }
  5231. }
  5232. if (!found_spell)
  5233. break;
  5234. // Now extract the data from the preserved spell
  5235. uint16 pres_skill_id = sc->data[i]->val1;
  5236. uint16 pres_skill_lv = sc->data[i]->val2;
  5237. uint16 point = sc->data[i]->val3;
  5238. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5239. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5240. sc->data[SC_FREEZE_SP]->val2 -= point;
  5241. else // Last spell to be released
  5242. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  5243. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5244. break;
  5245. // Get the requirement for the preserved skill
  5246. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5247. switch( skill_get_casttype(pres_skill_id) )
  5248. {
  5249. case CAST_GROUND:
  5250. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5251. break;
  5252. case CAST_NODAMAGE:
  5253. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5254. break;
  5255. case CAST_DAMAGE:
  5256. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5257. break;
  5258. }
  5259. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5260. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5261. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5262. if( cooldown > 0 )
  5263. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5264. } else { // Summoned Balls
  5265. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5266. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5267. continue;
  5268. int skele = WL_RELEASE - 5 + sc->data[static_cast<sc_type>(i)]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5269. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5270. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->data[static_cast<sc_type>(i)]->val2, BF_MAGIC, flag | SD_LEVEL);
  5271. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER); // Eliminate ball
  5272. }
  5273. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5274. }
  5275. }
  5276. break;
  5277. case WL_FROSTMISTY:
  5278. // Causes Freezing status through walls.
  5279. sc_start(src, bl, status_skill2sc(skill_id), 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5280. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5281. // Doesn't deal damage through non-shootable walls.
  5282. 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)) )
  5283. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5284. break;
  5285. case WL_HELLINFERNO:
  5286. if (flag & 1) {
  5287. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5288. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | ELE_DARK);
  5289. } else {
  5290. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5291. 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);
  5292. }
  5293. break;
  5294. case RA_WUGSTRIKE:
  5295. if( sd && pc_isridingwug(sd) ){
  5296. short x[8]={0,-1,-1,-1,0,1,1,1};
  5297. short y[8]={1,1,0,-1,-1,-1,0,1};
  5298. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5299. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5300. clif_blown(src);
  5301. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5302. }
  5303. break;
  5304. }
  5305. case RA_WUGBITE:
  5306. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5307. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5308. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5309. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5310. break;
  5311. case RA_SENSITIVEKEEN:
  5312. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5313. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5314. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5315. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5316. }
  5317. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5318. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5319. } else {
  5320. struct skill_unit *su = NULL;
  5321. struct skill_unit_group* sg;
  5322. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5323. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5324. {
  5325. struct item item_tmp;
  5326. memset(&item_tmp,0,sizeof(item_tmp));
  5327. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5328. item_tmp.identify = 1;
  5329. if( item_tmp.nameid )
  5330. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5331. }
  5332. skill_delunit(su);
  5333. }
  5334. }
  5335. break;
  5336. case NC_INFRAREDSCAN:
  5337. if( flag&1 ) {
  5338. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  5339. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  5340. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5341. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  5342. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  5343. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5344. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5345. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5346. } else {
  5347. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5348. 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);
  5349. }
  5350. break;
  5351. case NC_MAGNETICFIELD:
  5352. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  5353. break;
  5354. case SC_FATALMENACE:
  5355. if( flag&1 )
  5356. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5357. else {
  5358. 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);
  5359. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5360. }
  5361. break;
  5362. case LG_PINPOINTATTACK:
  5363. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5364. clif_blown(src);
  5365. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5366. break;
  5367. case LG_SHIELDSPELL:
  5368. if (skill_lv == 1)
  5369. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5370. else if (skill_lv == 2)
  5371. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5372. break;
  5373. case SR_DRAGONCOMBO:
  5374. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5375. break;
  5376. case SR_KNUCKLEARROW:
  5377. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5378. dir_ka = map_calc_dir(bl, src->x, src->y);
  5379. // Has slide effect
  5380. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5381. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5382. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5383. break;
  5384. case SR_HOWLINGOFLION:
  5385. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5386. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5387. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5388. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5389. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5390. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5391. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5392. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5393. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5394. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5395. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5396. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5397. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5398. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5399. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5400. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5401. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5402. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5403. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5404. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5405. break;
  5406. case SR_EARTHSHAKER:
  5407. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5408. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5409. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5410. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5411. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5412. } else {
  5413. 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);
  5414. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5415. }
  5416. break;
  5417. case SR_TIGERCANNON:
  5418. if (flag&1) {
  5419. if (skill_area_temp[1] != bl->id && skill_area_temp[3] == skill_id)
  5420. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5421. } else if (sd) {
  5422. skill_area_temp[1] = bl->id;
  5423. skill_area_temp[3] = skill_id;
  5424. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5425. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5426. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5427. 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);
  5428. }
  5429. break;
  5430. case WM_REVERBERATION:
  5431. if (flag & 1)
  5432. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5433. else {
  5434. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5435. 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);
  5436. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  5437. }
  5438. break;
  5439. case SO_POISON_BUSTER:
  5440. if( tsc && tsc->data[SC_POISON] ) {
  5441. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5442. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5443. }
  5444. else if( sd )
  5445. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5446. break;
  5447. case KO_JYUMONJIKIRI: {
  5448. short x, y;
  5449. short dir = map_calc_dir(src,bl->x,bl->y);
  5450. if (dir > 0 && dir < 4)
  5451. x = 2;
  5452. else if (dir > 4)
  5453. x = -2;
  5454. else
  5455. x = 0;
  5456. if (dir > 2 && dir < 6)
  5457. y = 2;
  5458. else if (dir == 7 || dir < 2)
  5459. y = -2;
  5460. else
  5461. y = 0;
  5462. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5463. clif_blown(src);
  5464. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5465. }
  5466. }
  5467. break;
  5468. case EL_FIRE_BOMB:
  5469. case EL_FIRE_WAVE:
  5470. case EL_WATER_SCREW:
  5471. case EL_HURRICANE:
  5472. case EL_TYPOON_MIS:
  5473. if( flag&1 )
  5474. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5475. else {
  5476. int i = skill_get_splash(skill_id,skill_lv);
  5477. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5478. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5479. if( rnd()%100 < 30 )
  5480. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5481. else
  5482. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5483. }
  5484. break;
  5485. case EL_ROCK_CRUSHER:
  5486. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5487. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5488. if( rnd()%100 < 50 )
  5489. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5490. else
  5491. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5492. break;
  5493. case EL_STONE_RAIN:
  5494. if( flag&1 )
  5495. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5496. else {
  5497. int i = skill_get_splash(skill_id,skill_lv);
  5498. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5499. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5500. if( rnd()%100 < 30 )
  5501. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5502. else
  5503. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5504. }
  5505. break;
  5506. case EL_FIRE_ARROW:
  5507. case EL_ICE_NEEDLE:
  5508. case EL_WIND_SLASH:
  5509. case EL_STONE_HAMMER:
  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. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5513. break;
  5514. case EL_TIDAL_WEAPON:
  5515. if( src->type == BL_ELEM ) {
  5516. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5517. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  5518. sc_type type = status_skill2sc(skill_id), type2;
  5519. type2 = static_cast<sc_type>(type - 1);
  5520. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5521. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5522. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  5523. elemental_clean_single_effect(ele, skill_id);
  5524. }
  5525. if( rnd()%100 < 50 )
  5526. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5527. else {
  5528. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5529. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5530. }
  5531. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5532. }
  5533. break;
  5534. //recursive homon skill
  5535. case MH_MAGMA_FLOW:
  5536. case MH_HEILIGE_STANGE:
  5537. if(flag&1){
  5538. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5539. break;//chance to not trigger atk for magma
  5540. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5541. }
  5542. else
  5543. 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);
  5544. break;
  5545. case MH_STAHL_HORN:
  5546. case MH_NEEDLE_OF_PARALYZE:
  5547. case MH_SONIC_CRAW:
  5548. case MH_MIDNIGHT_FRENZY:
  5549. case MH_SILVERVEIN_RUSH:
  5550. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5551. break;
  5552. case MH_TINDER_BREAKER:
  5553. case MH_CBC:
  5554. case MH_EQC:
  5555. {
  5556. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5557. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  5558. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5559. clif_blown(src);
  5560. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5561. }
  5562. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5563. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5564. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5565. }
  5566. break;
  5567. case RL_H_MINE:
  5568. if (!(flag&1)) {
  5569. // Direct attack
  5570. if (!sd || !sd->flicker) {
  5571. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5572. 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);
  5573. break;
  5574. }
  5575. // Triggered by RL_FLICKER
  5576. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5577. // Splash damage around it!
  5578. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5579. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5580. flag |= 1; // Don't consume requirement
  5581. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5582. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5583. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5584. }
  5585. }
  5586. else
  5587. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5588. if (sd && sd->flicker)
  5589. flag |= 1; // Don't consume requirement
  5590. break;
  5591. case RL_QD_SHOT:
  5592. if (skill_area_temp[1] == bl->id)
  5593. break;
  5594. if (flag&1 && tsc && tsc->data[SC_C_MARKER])
  5595. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5596. break;
  5597. case RL_D_TAIL:
  5598. case RL_HAMMER_OF_GOD:
  5599. if (flag&1)
  5600. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5601. else {
  5602. if (sd && tsc && tsc->data[SC_C_MARKER]) {
  5603. int i;
  5604. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  5605. if (i < MAX_SKILL_CRIMSON_MARKER)
  5606. flag |= 8;
  5607. }
  5608. if (skill_id == RL_HAMMER_OF_GOD)
  5609. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  5610. else
  5611. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5612. 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);
  5613. }
  5614. break;
  5615. case SU_SCAROFTAROU:
  5616. case SU_SV_STEMSPEAR:
  5617. if (skill_id == SU_SCAROFTAROU)
  5618. 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?
  5619. else {
  5620. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  5621. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  5622. }
  5623. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5624. break;
  5625. case 0:/* no skill - basic/normal attack */
  5626. if(sd) {
  5627. if (flag & 3){
  5628. if (bl->id != skill_area_temp[1])
  5629. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5630. } else {
  5631. skill_area_temp[1] = bl->id;
  5632. map_foreachinallrange(skill_area_sub, bl,
  5633. sd->bonus.splash_range, BL_CHAR,
  5634. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5635. skill_castend_damage_id);
  5636. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5637. }
  5638. }
  5639. break;
  5640. case SJ_FALLINGSTAR_ATK:
  5641. if (sd) { // If a player used the skill it will search for targets marked by that player.
  5642. if (tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 1) { // Mark placed by a player.
  5643. int8 i = 0;
  5644. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  5645. if (i < MAX_STELLAR_MARKS) {
  5646. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5647. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  5648. }
  5649. }
  5650. } else if ( tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 2 ) { // Mark placed by a monster.
  5651. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  5652. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5653. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  5654. }
  5655. break;
  5656. case SJ_FLASHKICK: {
  5657. struct map_session_data *tsd = BL_CAST(BL_PC, bl);
  5658. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  5659. // Only players and monsters can be tagged....I think??? [Rytech]
  5660. // Lets only allow players and monsters to use this skill for safety reasons.
  5661. if ((!tsd && !tmd) || !sd && !md) {
  5662. if (sd)
  5663. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5664. break;
  5665. }
  5666. // Check if the target is already tagged by another source.
  5667. 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.
  5668. // Can't tag a player that was already tagged from another source.
  5669. if (sd)
  5670. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  5671. map_freeblock_unlock();
  5672. return 1;
  5673. }
  5674. // Attack the target and return the damage result for the upcoming check.
  5675. int64 fk_damage = skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5676. if (sd) { // Tagging the target.
  5677. int i;
  5678. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  5679. if (i == MAX_STELLAR_MARKS) {
  5680. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  5681. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  5682. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5683. map_freeblock_unlock();
  5684. return 1;
  5685. }
  5686. }
  5687. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  5688. // Note: Not sure if it works like this in official but you can't mark on something you can't
  5689. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  5690. if (fk_damage > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  5691. sd->stellar_mark[i] = bl->id;
  5692. // Val4 flags if the status was applied by a player or a monster.
  5693. // This will be important for other skills that work together with this one.
  5694. // 1 = Player, 2 = Monster.
  5695. // Note: Because the attacker's ID and the slot number is handled here, we have to
  5696. // apply the status here. We can't pass this data to skill_additional_effect.
  5697. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  5698. }
  5699. } else if (md) { // Monster's cant track with this skill. Just give the status.
  5700. if (fk_damage > 0)
  5701. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  5702. }
  5703. }
  5704. break;
  5705. default:
  5706. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5707. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5708. 0, abs(skill_get_num(skill_id, skill_lv)),
  5709. skill_id, skill_lv, skill_get_hit(skill_id));
  5710. map_freeblock_unlock();
  5711. return 1;
  5712. }
  5713. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5714. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5715. map_freeblock_unlock();
  5716. if( sd && !(flag&1) )
  5717. {// ensure that the skill last-cast tick is recorded
  5718. sd->canskill_tick = gettick();
  5719. if( sd->state.arrow_atk )
  5720. {// consume arrow on last invocation to this skill.
  5721. battle_consume_ammo(sd, skill_id, skill_lv);
  5722. }
  5723. // perform skill requirement consumption
  5724. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5725. }
  5726. return 0;
  5727. }
  5728. /**
  5729. * Give a song's buff/debuff or damage to all targets around
  5730. * @param target: Target
  5731. * @param ap: Argument list
  5732. * @return 1 on success or 0 otherwise
  5733. */
  5734. static int skill_apply_songs(struct block_list* target, va_list ap)
  5735. {
  5736. int flag = va_arg(ap, int);
  5737. struct block_list* src = va_arg(ap, struct block_list*);
  5738. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  5739. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  5740. t_tick tick = va_arg(ap, t_tick);
  5741. if (flag & BCT_WOS && src == target)
  5742. return 0;
  5743. if (battle_check_target(src, target, flag) > 0) {
  5744. switch (skill_id) {
  5745. // Attack type songs
  5746. case BA_DISSONANCE:
  5747. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  5748. return 1;
  5749. case DC_UGLYDANCE:
  5750. case BD_LULLABY:
  5751. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  5752. default: // Buff/Debuff type songs
  5753. if (skill_id == CG_HERMODE && src->id != target->id)
  5754. status_change_clear_buffs(target, SCCB_BUFFS); // Should dispell only allies.
  5755. return sc_start(src, target, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5756. }
  5757. }
  5758. return 0;
  5759. }
  5760. /**
  5761. * Calculate a song's bonus values
  5762. * @param src: Caster
  5763. * @param skill_id: Song skill ID
  5764. * @param skill_lv: Song skill level
  5765. * @param tick: Timer tick
  5766. * @return Number of targets or 0 otherwise
  5767. */
  5768. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  5769. {
  5770. nullpo_ret(src);
  5771. if (src->type != BL_PC) {
  5772. ShowWarning("skill_castend_song: Expected player type for src!\n");
  5773. return 0;
  5774. }
  5775. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  5776. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  5777. return 0;
  5778. }
  5779. struct map_session_data* sd = BL_CAST(BL_PC, src);
  5780. int flag = BCT_PARTY;
  5781. switch (skill_id) {
  5782. case BD_ROKISWEIL:
  5783. flag = BCT_ENEMY | BCT_WOS;
  5784. break;
  5785. case BD_LULLABY:
  5786. case BD_ETERNALCHAOS:
  5787. case BA_DISSONANCE:
  5788. case DC_UGLYDANCE:
  5789. case DC_DONTFORGETME:
  5790. flag = BCT_ENEMY;
  5791. break;
  5792. case CG_HERMODE:
  5793. flag |= BCT_GUILD;
  5794. break;
  5795. }
  5796. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  5797. sd->skill_id_dance = skill_id;
  5798. sd->skill_lv_dance = skill_lv;
  5799. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  5800. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  5801. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  5802. }
  5803. /**
  5804. * Use no-damage skill from 'src' to 'bl
  5805. * @param src Caster
  5806. * @param bl Target of the skill, bl maybe same with src for self skill
  5807. * @param skill_id
  5808. * @param skill_lv
  5809. * @param tick
  5810. * @param flag Various value, &1: Recursive effect
  5811. **/
  5812. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  5813. {
  5814. struct map_session_data *sd, *dstsd;
  5815. struct mob_data *md, *dstmd;
  5816. struct homun_data *hd;
  5817. struct mercenary_data *mer;
  5818. struct status_data *sstatus, *tstatus;
  5819. struct status_change *tsc;
  5820. struct status_change_entry *tsce;
  5821. int i = 0;
  5822. enum sc_type type;
  5823. if(skill_id > 0 && !skill_lv) return 0; // celest
  5824. nullpo_retr(1, src);
  5825. nullpo_retr(1, bl);
  5826. if (src->m != bl->m)
  5827. return 1;
  5828. sd = BL_CAST(BL_PC, src);
  5829. hd = BL_CAST(BL_HOM, src);
  5830. md = BL_CAST(BL_MOB, src);
  5831. mer = BL_CAST(BL_MER, src);
  5832. dstsd = BL_CAST(BL_PC, bl);
  5833. dstmd = BL_CAST(BL_MOB, bl);
  5834. if(bl->prev == NULL)
  5835. return 1;
  5836. if(status_isdead(src))
  5837. return 1;
  5838. if( src != bl && status_isdead(bl) ) {
  5839. switch( skill_id ) { // Skills that may be cast on dead targets
  5840. case NPC_WIDESOULDRAIN:
  5841. case PR_REDEMPTIO:
  5842. case ALL_RESURRECTION:
  5843. case WM_DEADHILLHERE:
  5844. case WE_ONEFOREVER:
  5845. break;
  5846. default:
  5847. return 1;
  5848. }
  5849. }
  5850. tstatus = status_get_status_data(bl);
  5851. sstatus = status_get_status_data(src);
  5852. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5853. switch (skill_id) {
  5854. case HLIF_HEAL: //[orn]
  5855. if (bl->type != BL_HOM) {
  5856. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5857. break ;
  5858. }
  5859. case AL_HEAL:
  5860. case ALL_RESURRECTION:
  5861. case PR_ASPERSIO:
  5862. case AB_HIGHNESSHEAL:
  5863. //Apparently only player casted skills can be offensive like this.
  5864. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5865. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5866. //Offensive heal does not works on non-enemies. [Skotlex]
  5867. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5868. return 0;
  5869. }
  5870. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5871. }
  5872. break;
  5873. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5874. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5875. case MH_STEINWAND: {
  5876. struct block_list *s_src = battle_get_master(src);
  5877. short ret = 0;
  5878. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5879. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5880. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5881. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5882. if (hd)
  5883. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5884. return ret;
  5885. }
  5886. break;
  5887. default:
  5888. //Skill is actually ground placed.
  5889. if (src == bl && skill_get_unit_id(skill_id))
  5890. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5891. }
  5892. type = status_skill2sc(skill_id);
  5893. tsc = status_get_sc(bl);
  5894. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5895. if (src!=bl && type > -1 &&
  5896. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  5897. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5898. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5899. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5900. map_freeblock_lock();
  5901. switch(skill_id)
  5902. {
  5903. case HLIF_HEAL: //[orn]
  5904. case AL_HEAL:
  5905. case AB_HIGHNESSHEAL:
  5906. {
  5907. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5908. int heal_get_jobexp;
  5909. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  5910. heal = 0;
  5911. if( tsc && tsc->count ) {
  5912. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUS_IMMUNE) ) { //Bounce back heal
  5913. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5914. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5915. if (src == bl)
  5916. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5917. else {
  5918. bl = src;
  5919. dstsd = sd;
  5920. }
  5921. }
  5922. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5923. heal = 0; //Needed so that it actually displays 0 when healing.
  5924. }
  5925. if (skill_id == AL_HEAL)
  5926. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  5927. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5928. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5929. heal = ~heal + 1;
  5930. heal_get_jobexp = status_heal(bl,heal,0,0);
  5931. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5932. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5933. if (heal_get_jobexp <= 0)
  5934. heal_get_jobexp = 1;
  5935. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  5936. }
  5937. }
  5938. break;
  5939. case PR_REDEMPTIO:
  5940. if (sd && !(flag&1)) {
  5941. if (sd->status.party_id == 0) {
  5942. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5943. break;
  5944. }
  5945. skill_area_temp[0] = 0;
  5946. party_foreachsamemap(skill_area_sub,
  5947. sd,skill_get_splash(skill_id, skill_lv),
  5948. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5949. skill_castend_nodamage_id);
  5950. if (skill_area_temp[0] == 0) {
  5951. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5952. break;
  5953. }
  5954. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  5955. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  5956. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  5957. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  5958. }
  5959. status_set_hp(src, 1, 0);
  5960. status_set_sp(src, 0, 0);
  5961. break;
  5962. } else if (status_isdead(bl) && flag&1) { //Revive
  5963. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5964. skill_lv = 3; //Resurrection level 3 is used
  5965. } else //Invalid target, skip resurrection.
  5966. break;
  5967. case ALL_RESURRECTION:
  5968. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  5969. { //No reviving in WoE grounds!
  5970. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5971. break;
  5972. }
  5973. if (!status_isdead(bl))
  5974. break;
  5975. {
  5976. int per = 0, sper = 0;
  5977. if (tsc && tsc->data[SC_HELLPOWER]) {
  5978. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  5979. break;
  5980. }
  5981. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  5982. break;
  5983. switch(skill_lv){
  5984. case 1: per=10; break;
  5985. case 2: per=30; break;
  5986. case 3: per=50; break;
  5987. case 4: per=80; break;
  5988. }
  5989. if(dstsd && dstsd->special_state.restart_full_recover)
  5990. per = sper = 100;
  5991. if (status_revive(bl, per, sper))
  5992. {
  5993. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5994. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5995. {
  5996. t_exp exp = 0,jexp = 0;
  5997. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5998. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5999. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6000. if (exp < 1) exp = 1;
  6001. }
  6002. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6003. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6004. if (jexp < 1) jexp = 1;
  6005. }
  6006. if(exp > 0 || jexp > 0)
  6007. pc_gainexp (sd, bl, exp, jexp, 0);
  6008. }
  6009. }
  6010. }
  6011. break;
  6012. case AL_DECAGI:
  6013. case MER_DECAGI:
  6014. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6015. 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)));
  6016. break;
  6017. case AL_CRUCIS:
  6018. if (flag&1)
  6019. 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));
  6020. else {
  6021. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6022. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6023. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6024. }
  6025. break;
  6026. case SP_SOULCURSE:
  6027. if (flag&1)
  6028. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6029. else {
  6030. 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);
  6031. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6032. }
  6033. break;
  6034. case PR_LEXDIVINA:
  6035. case MER_LEXDIVINA:
  6036. if (tsce)
  6037. status_change_end(bl, type, INVALID_TIMER);
  6038. else
  6039. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6040. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6041. break;
  6042. case SA_ABRACADABRA:
  6043. if (abra_db.empty()) {
  6044. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6045. break;
  6046. }
  6047. else {
  6048. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6049. do {
  6050. auto abra_spell = abra_db.random();
  6051. abra_skill_id = abra_spell->skill_id;
  6052. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6053. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6054. break;
  6055. }
  6056. } while (checked++ < checked_max);
  6057. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6058. if( sd )
  6059. {// player-casted
  6060. sd->state.abra_flag = 1;
  6061. sd->skillitem = abra_skill_id;
  6062. sd->skillitemlv = abra_skill_lv;
  6063. sd->skillitem_keep_requirement = false;
  6064. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6065. }
  6066. else
  6067. {// mob-casted
  6068. struct unit_data *ud = unit_bl2ud(src);
  6069. int inf = skill_get_inf(abra_skill_id);
  6070. if (!ud) break;
  6071. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6072. if (src->type == BL_PET)
  6073. bl = (struct block_list*)((TBL_PET*)src)->master;
  6074. if (!bl) bl = src;
  6075. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6076. } else { //Assume offensive skills
  6077. int target_id = 0;
  6078. if (ud->target)
  6079. target_id = ud->target;
  6080. else switch (src->type) {
  6081. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6082. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6083. }
  6084. if (!target_id)
  6085. break;
  6086. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6087. bl = map_id2bl(target_id);
  6088. if (!bl) bl = src;
  6089. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6090. } else
  6091. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6092. }
  6093. }
  6094. }
  6095. break;
  6096. case SA_COMA:
  6097. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6098. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6099. break;
  6100. case SA_FULLRECOVERY:
  6101. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6102. if (status_isimmune(bl))
  6103. break;
  6104. status_percent_heal(bl, 100, 100);
  6105. break;
  6106. case NPC_ALLHEAL:
  6107. {
  6108. int heal;
  6109. if( status_isimmune(bl) )
  6110. break;
  6111. heal = status_percent_heal(bl, 100, 0);
  6112. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6113. if( dstmd )
  6114. { // Reset Damage Logs
  6115. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6116. dstmd->tdmg = 0;
  6117. }
  6118. }
  6119. break;
  6120. case SA_SUMMONMONSTER:
  6121. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6122. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6123. break;
  6124. case SA_LEVELUP:
  6125. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6126. if (sd && pc_nextbaseexp(sd))
  6127. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6128. break;
  6129. case SA_INSTANTDEATH:
  6130. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6131. status_kill(src);
  6132. break;
  6133. case SA_QUESTION:
  6134. clif_emotion(src,ET_QUESTION);
  6135. case SA_GRAVITY:
  6136. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6137. break;
  6138. case SA_CLASSCHANGE:
  6139. case SA_MONOCELL:
  6140. if (dstmd)
  6141. {
  6142. int class_;
  6143. if ( sd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  6144. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6145. break;
  6146. }
  6147. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, RMF_DB_RATE, 0));
  6148. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6149. mob_class_change(dstmd,class_);
  6150. if( tsc && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  6151. 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 };
  6152. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6153. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6154. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6155. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  6156. }
  6157. }
  6158. break;
  6159. case SA_DEATH:
  6160. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  6161. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6162. break;
  6163. }
  6164. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6165. status_kill(bl);
  6166. break;
  6167. case SA_REVERSEORCISH:
  6168. case ALL_REVERSEORCISH:
  6169. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6170. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6171. break;
  6172. case SA_FORTUNE:
  6173. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6174. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  6175. break;
  6176. case SA_TAMINGMONSTER:
  6177. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6178. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6179. pet_catch_process1(sd, dstmd->mob_id);
  6180. }
  6181. break;
  6182. case CR_PROVIDENCE:
  6183. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6184. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6185. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6186. map_freeblock_unlock();
  6187. return 1;
  6188. }
  6189. }
  6190. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6191. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6192. break;
  6193. case CG_MARIONETTE:
  6194. {
  6195. struct status_change* sc = status_get_sc(src);
  6196. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  6197. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  6198. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6199. map_freeblock_unlock();
  6200. return 1;
  6201. }
  6202. if( sc && tsc )
  6203. {
  6204. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  6205. {
  6206. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6207. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6208. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6209. }
  6210. else
  6211. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  6212. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  6213. {
  6214. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  6215. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  6216. }
  6217. else
  6218. {
  6219. if( sd )
  6220. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6221. map_freeblock_unlock();
  6222. return 1;
  6223. }
  6224. }
  6225. }
  6226. break;
  6227. case RG_CLOSECONFINE:
  6228. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6229. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6230. break;
  6231. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6232. case SA_FROSTWEAPON:
  6233. case SA_LIGHTNINGLOADER:
  6234. case SA_SEISMICWEAPON:
  6235. if (dstsd && dstsd->status.weapon == W_FIST) {
  6236. if (sd)
  6237. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6238. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6239. break;
  6240. }
  6241. #ifdef RENEWAL
  6242. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6243. #else
  6244. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6245. 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)))) {
  6246. if (dstsd){
  6247. short index = dstsd->equip_index[EQI_HAND_R];
  6248. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6249. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6250. }
  6251. if (sd)
  6252. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6253. }
  6254. #endif
  6255. break;
  6256. case PR_ASPERSIO:
  6257. if (sd && dstmd) {
  6258. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6259. break;
  6260. }
  6261. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6262. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6263. break;
  6264. case ITEM_ENCHANTARMS:
  6265. 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)));
  6266. break;
  6267. case TK_SEVENWIND:
  6268. switch(skill_get_ele(skill_id,skill_lv)) {
  6269. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6270. case ELE_WIND : type = SC_WINDWEAPON; break;
  6271. case ELE_WATER : type = SC_WATERWEAPON; break;
  6272. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6273. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6274. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6275. case ELE_HOLY : type = SC_ASPERSIO; break;
  6276. }
  6277. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6278. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6279. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6280. break;
  6281. case PR_KYRIE:
  6282. case MER_KYRIE:
  6283. case SU_TUNAPARTY:
  6284. case SU_GROOMING:
  6285. case SU_CHATTERING:
  6286. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6287. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6288. break;
  6289. //Passive Magnum, should had been casted on yourself.
  6290. case SM_MAGNUM:
  6291. case MS_MAGNUM:
  6292. skill_area_temp[1] = 0;
  6293. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6294. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6295. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6296. // Initiate 20% of your damage becomes fire element.
  6297. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6298. break;
  6299. case TK_JUMPKICK:
  6300. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6301. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6302. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6303. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6304. clif_blown(src);
  6305. }
  6306. } else
  6307. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6308. break;
  6309. case PR_BENEDICTIO:
  6310. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6311. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6312. break;
  6313. case AL_INCAGI:
  6314. case AL_BLESSING:
  6315. case MER_INCAGI:
  6316. case MER_BLESSING:
  6317. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  6318. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6319. break;
  6320. }
  6321. case PR_SLOWPOISON:
  6322. case PR_LEXAETERNA:
  6323. #ifndef RENEWAL
  6324. case PR_IMPOSITIO:
  6325. case PR_SUFFRAGIUM:
  6326. #endif
  6327. case LK_BERSERK:
  6328. case MS_BERSERK:
  6329. case KN_TWOHANDQUICKEN:
  6330. case KN_ONEHAND:
  6331. case MER_QUICKEN:
  6332. case CR_SPEARQUICKEN:
  6333. case CR_REFLECTSHIELD:
  6334. case MS_REFLECTSHIELD:
  6335. case AS_POISONREACT:
  6336. #ifndef RENEWAL
  6337. case MC_LOUD:
  6338. #endif
  6339. case MG_ENERGYCOAT:
  6340. case MO_EXPLOSIONSPIRITS:
  6341. case MO_STEELBODY:
  6342. case MO_BLADESTOP:
  6343. case LK_AURABLADE:
  6344. case LK_PARRYING:
  6345. case MS_PARRYING:
  6346. case LK_CONCENTRATION:
  6347. #ifdef RENEWAL
  6348. case HP_BASILICA:
  6349. #endif
  6350. case WS_CARTBOOST:
  6351. case SN_SIGHT:
  6352. case WS_MELTDOWN:
  6353. case WS_OVERTHRUSTMAX:
  6354. case ST_REJECTSWORD:
  6355. case HW_MAGICPOWER:
  6356. case PF_MEMORIZE:
  6357. case PA_SACRIFICE:
  6358. case ASC_EDP:
  6359. case PF_DOUBLECASTING:
  6360. case SG_SUN_COMFORT:
  6361. case SG_MOON_COMFORT:
  6362. case SG_STAR_COMFORT:
  6363. case GS_MADNESSCANCEL:
  6364. case GS_ADJUSTMENT:
  6365. case GS_INCREASING:
  6366. #ifdef RENEWAL
  6367. case GS_MAGICALBULLET:
  6368. #endif
  6369. case NJ_KASUMIKIRI:
  6370. case NJ_UTSUSEMI:
  6371. case NJ_NEN:
  6372. case NPC_DEFENDER:
  6373. case NPC_MAGICMIRROR:
  6374. case ST_PRESERVE:
  6375. case NPC_KEEPING:
  6376. case NPC_BARRIER:
  6377. case NPC_INVINCIBLE:
  6378. case NPC_INVINCIBLEOFF:
  6379. case MER_INVINCIBLEOFF2:
  6380. case RK_DEATHBOUND:
  6381. case AB_EXPIATIO:
  6382. case AB_DUPLELIGHT:
  6383. case AB_SECRAMENT:
  6384. case AB_OFFERTORIUM:
  6385. case NC_ACCELERATION:
  6386. case NC_HOVERING:
  6387. case NC_SHAPESHIFT:
  6388. case WL_MARSHOFABYSS:
  6389. case WL_RECOGNIZEDSPELL:
  6390. case GC_VENOMIMPRESS:
  6391. case SC_DEADLYINFECT:
  6392. case LG_EXEEDBREAK:
  6393. case LG_PRESTIGE:
  6394. case SR_CRESCENTELBOW:
  6395. case SR_LIGHTNINGWALK:
  6396. case GN_CARTBOOST:
  6397. case GN_HELLS_PLANT:
  6398. case KO_MEIKYOUSISUI:
  6399. case ALL_ODINS_POWER:
  6400. case ALL_FULL_THROTTLE:
  6401. case RA_UNLIMIT:
  6402. case WL_TELEKINESIS_INTENSE:
  6403. case RL_HEAT_BARREL:
  6404. case RL_P_ALTER:
  6405. case RL_E_CHAIN:
  6406. case SU_FRESHSHRIMP:
  6407. case SU_ARCLOUSEDASH:
  6408. case NPC_MAXPAIN:
  6409. case SP_SOULREAPER:
  6410. case SJ_LIGHTOFMOON:
  6411. case SJ_LIGHTOFSTAR:
  6412. case SJ_FALLINGSTAR:
  6413. case SJ_LIGHTOFSUN:
  6414. case SJ_BOOKOFDIMENSION:
  6415. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6416. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6417. break;
  6418. case SJ_GRAVITYCONTROL: {
  6419. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  6420. if (bl->type == BL_PC)
  6421. fall_damage += dstsd->weight / 10 - tstatus->def;
  6422. else // Monster's don't have weight. Put something in its place.
  6423. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  6424. fall_damage = max(1, fall_damage);
  6425. 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)));
  6426. }
  6427. break;
  6428. case NPC_HALLUCINATION:
  6429. case NPC_HELLPOWER:
  6430. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6431. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  6432. break;
  6433. case KN_AUTOCOUNTER:
  6434. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6435. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  6436. break;
  6437. case SO_STRIKING:
  6438. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  6439. int bonus = 0;
  6440. if (dstsd) {
  6441. short index = dstsd->equip_index[EQI_HAND_R];
  6442. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6443. bonus = (8 + 2 * skill_lv) * dstsd->inventory_data[index]->wlv;
  6444. }
  6445. if (sd)
  6446. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER) + pc_checkskill(sd, SA_FROSTWEAPON) + pc_checkskill(sd, SA_LIGHTNINGLOADER) + pc_checkskill(sd, SA_SEISMICWEAPON)) * 5;
  6447. 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)));
  6448. } else if (sd)
  6449. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  6450. break;
  6451. case NPC_STOP:
  6452. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6453. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  6454. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  6455. break;
  6456. case HP_ASSUMPTIO:
  6457. if( sd && dstmd )
  6458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6459. else
  6460. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6461. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6462. break;
  6463. case MG_SIGHT:
  6464. case MER_SIGHT:
  6465. case AL_RUWACH:
  6466. case WZ_SIGHTBLASTER:
  6467. case NPC_WIDESIGHT:
  6468. case NPC_STONESKIN:
  6469. case NPC_ANTIMAGIC:
  6470. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6471. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  6472. break;
  6473. case HLIF_AVOID:
  6474. case HAMI_DEFENCE:
  6475. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  6476. 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
  6477. break;
  6478. case NJ_BUNSINJYUTSU:
  6479. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  6480. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6481. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6482. status_change_end(bl, SC_NEN, INVALID_TIMER);
  6483. break;
  6484. /* Was modified to only affect targetted char. [Skotlex]
  6485. case HP_ASSUMPTIO:
  6486. if (flag&1)
  6487. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6488. else
  6489. {
  6490. map_foreachinallrange(skill_area_sub, bl,
  6491. skill_get_splash(skill_id, skill_lv), BL_PC,
  6492. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  6493. skill_castend_nodamage_id);
  6494. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6495. }
  6496. break;
  6497. */
  6498. case SM_ENDURE:
  6499. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6500. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6501. break;
  6502. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  6503. if (sd && dstsd && dstsd->sc.count) {
  6504. if (dstsd->sc.data[SC_FIREWEAPON] ||
  6505. dstsd->sc.data[SC_WATERWEAPON] ||
  6506. dstsd->sc.data[SC_WINDWEAPON] ||
  6507. dstsd->sc.data[SC_EARTHWEAPON] ||
  6508. dstsd->sc.data[SC_SHADOWWEAPON] ||
  6509. dstsd->sc.data[SC_GHOSTWEAPON]
  6510. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  6511. ) {
  6512. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6513. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6514. break;
  6515. }
  6516. }
  6517. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6518. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6519. break;
  6520. case LK_TENSIONRELAX:
  6521. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6522. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  6523. skill_get_time(skill_id,skill_lv)));
  6524. break;
  6525. case MC_CHANGECART:
  6526. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6527. break;
  6528. case MC_CARTDECORATE:
  6529. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6530. if( sd ) {
  6531. clif_SelectCart(sd);
  6532. }
  6533. break;
  6534. case TK_MISSION:
  6535. if (sd) {
  6536. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  6537. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  6538. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6539. break;
  6540. }
  6541. int id = mob_get_random_id(MOBG_Taekwon_Mission, RMF_NONE, 0);
  6542. if (!id) {
  6543. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6544. break;
  6545. }
  6546. sd->mission_mobid = id;
  6547. sd->mission_count = 0;
  6548. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  6549. clif_mission_info(sd, id, 0);
  6550. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6551. }
  6552. break;
  6553. case AC_CONCENTRATION:
  6554. {
  6555. int splash = skill_get_splash(skill_id, skill_lv);
  6556. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6557. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6558. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  6559. map_foreachinallrange( status_change_timer_sub, src,
  6560. splash, BL_CHAR, src, NULL, type, tick);
  6561. }
  6562. break;
  6563. case SM_PROVOKE:
  6564. case SM_SELFPROVOKE:
  6565. case MER_PROVOKE:
  6566. if( status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  6567. map_freeblock_unlock();
  6568. return 1;
  6569. }
  6570. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  6571. 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))))
  6572. {
  6573. if( sd )
  6574. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6575. map_freeblock_unlock();
  6576. return 0;
  6577. }
  6578. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  6579. unit_skillcastcancel(bl, 2);
  6580. if( tsc && tsc->count )
  6581. {
  6582. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6583. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  6584. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6585. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6586. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  6587. }
  6588. if( dstmd )
  6589. {
  6590. dstmd->state.provoke_flag = src->id;
  6591. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6592. }
  6593. break;
  6594. case ML_DEVOTION:
  6595. case CR_DEVOTION:
  6596. {
  6597. int count, lv;
  6598. if( !dstsd || (!sd && !mer) )
  6599. { // Only players can be devoted
  6600. if( sd )
  6601. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6602. break;
  6603. }
  6604. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6605. lv = -lv;
  6606. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6607. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6608. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6609. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6610. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  6611. {
  6612. if( sd )
  6613. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6614. map_freeblock_unlock();
  6615. return 1;
  6616. }
  6617. i = 0;
  6618. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6619. if( sd )
  6620. { // Player Devoting Player
  6621. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6622. if( i == count )
  6623. {
  6624. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6625. if( i == count )
  6626. { // No free slots, skill Fail
  6627. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6628. map_freeblock_unlock();
  6629. return 1;
  6630. }
  6631. }
  6632. sd->devotion[i] = bl->id;
  6633. }
  6634. else
  6635. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6636. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6637. 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)));
  6638. clif_devotion(src, NULL);
  6639. }
  6640. break;
  6641. case SP_SOULUNITY: {
  6642. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  6643. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  6644. if (!dstsd || !sd) { // Only put player's souls in unity.
  6645. if (sd)
  6646. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6647. break;
  6648. }
  6649. if (dstsd->sc.data[type] && dstsd->sc.data[type]->val2 != src->id) { // Fail if a player is in unity with another source.
  6650. if (sd)
  6651. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6652. map_freeblock_unlock();
  6653. return 1;
  6654. }
  6655. if (sd) { // Unite player's soul with caster's soul.
  6656. i = 0;
  6657. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  6658. if (i == count) {
  6659. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  6660. if(i == count) { // No more free slots? Fail the skill.
  6661. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6662. map_freeblock_unlock();
  6663. return 1;
  6664. }
  6665. }
  6666. sd->united_soul[i] = bl->id;
  6667. }
  6668. 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)));
  6669. } else if (sd)
  6670. 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);
  6671. }
  6672. break;
  6673. case MO_CALLSPIRITS:
  6674. if(sd) {
  6675. int limit = skill_lv;
  6676. if( sd->sc.data[SC_RAISINGDRAGON] )
  6677. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6678. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6679. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6680. }
  6681. break;
  6682. case CH_SOULCOLLECT:
  6683. if(sd) {
  6684. int limit = 5;
  6685. if( sd->sc.data[SC_RAISINGDRAGON] )
  6686. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6687. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6688. for (i = 0; i < limit; i++)
  6689. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6690. }
  6691. break;
  6692. case MO_KITRANSLATION:
  6693. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6694. //Require will define how many spiritballs will be transferred
  6695. struct s_skill_condition require;
  6696. require = skill_get_requirement(sd,skill_id,skill_lv);
  6697. pc_delspiritball(sd,require.spiritball,0);
  6698. for (i = 0; i < require.spiritball; i++)
  6699. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6700. } else {
  6701. if(sd)
  6702. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6703. map_freeblock_unlock();
  6704. return 0;
  6705. }
  6706. break;
  6707. case TK_TURNKICK:
  6708. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6709. if (skill_area_temp[1] != bl->id) {
  6710. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  6711. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6712. }
  6713. break;
  6714. case MO_ABSORBSPIRITS:
  6715. i = 0;
  6716. 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
  6717. ((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]
  6718. if (dstsd->spiritball > 0) {
  6719. i = dstsd->spiritball * 7;
  6720. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6721. }
  6722. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6723. i += dstsd->spiritcharm * 7;
  6724. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6725. }
  6726. } 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]
  6727. i = 2 * dstmd->level;
  6728. mob_target(dstmd,src,0);
  6729. } else {
  6730. if (sd)
  6731. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6732. break;
  6733. }
  6734. if (i) status_heal(src, 0, i, 3);
  6735. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6736. break;
  6737. case AC_MAKINGARROW:
  6738. if(sd) {
  6739. clif_arrow_create_list(sd);
  6740. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6741. }
  6742. break;
  6743. case AM_PHARMACY:
  6744. if(sd) {
  6745. clif_skill_produce_mix_list(sd,skill_id,22);
  6746. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6747. }
  6748. break;
  6749. case SA_CREATECON:
  6750. if(sd) {
  6751. clif_elementalconverter_list(sd);
  6752. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6753. }
  6754. break;
  6755. case BS_HAMMERFALL:
  6756. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6757. break;
  6758. case RG_RAID:
  6759. skill_area_temp[1] = 0;
  6760. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6761. map_foreachinrange(skill_area_sub, bl,
  6762. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6763. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6764. skill_castend_damage_id);
  6765. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6766. break;
  6767. //List of self skills that give damage around caster
  6768. case ASC_METEORASSAULT:
  6769. case GS_SPREADATTACK:
  6770. case RK_WINDCUTTER:
  6771. case RK_STORMBLAST:
  6772. case NC_AXETORNADO:
  6773. case GC_COUNTERSLASH:
  6774. case SR_SKYNETBLOW:
  6775. case SR_RAMPAGEBLASTER:
  6776. case SR_HOWLINGOFLION:
  6777. case KO_HAPPOKUNAI:
  6778. case RL_FIREDANCE:
  6779. case RL_R_TRIP:
  6780. case SJ_FULLMOONKICK:
  6781. case SJ_NEWMOONKICK:
  6782. case SJ_SOLARBURST:
  6783. case SJ_STAREMPEROR:
  6784. case SJ_FALLINGSTAR_ATK:
  6785. {
  6786. struct status_change *sc = status_get_sc(src);
  6787. int starget = BL_CHAR|BL_SKILL;
  6788. if (skill_id == SR_HOWLINGOFLION)
  6789. starget = splash_target(src);
  6790. if (skill_id == SJ_NEWMOONKICK) {
  6791. if (tsce) {
  6792. status_change_end(bl, type, INVALID_TIMER);
  6793. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6794. break;
  6795. } else
  6796. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6797. }
  6798. if (skill_id == SJ_STAREMPEROR && sc && sc->data[SC_DIMENSION]) {
  6799. if (sd) {
  6800. // Remove old shields if any exist.
  6801. pc_delspiritball(sd, sd->spiritball, 0);
  6802. for (i = 0; i < 2; i++) {
  6803. pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2);
  6804. 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));
  6805. }
  6806. }
  6807. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  6808. }
  6809. skill_area_temp[1] = 0;
  6810. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6811. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6812. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6813. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6814. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6815. }
  6816. break;
  6817. case RK_IGNITIONBREAK:
  6818. skill_area_temp[1] = 0;
  6819. #if PACKETVER >= 20180207
  6820. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6821. #else
  6822. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6823. #endif
  6824. 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);
  6825. break;
  6826. case SR_WINDMILL:
  6827. case GN_CART_TORNADO:
  6828. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6829. case SR_EARTHSHAKER:
  6830. case NC_INFRAREDSCAN:
  6831. case NPC_VAMPIRE_GIFT:
  6832. case NPC_HELLJUDGEMENT:
  6833. case NPC_PULSESTRIKE:
  6834. case LG_MOONSLASHER:
  6835. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6836. break;
  6837. #ifdef RENEWAL
  6838. case KN_BRANDISHSPEAR:
  6839. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6840. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  6841. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6842. skill_castend_damage_id);
  6843. break;
  6844. #else
  6845. case KN_BRANDISHSPEAR:
  6846. #endif
  6847. case ML_BRANDISH:
  6848. skill_area_temp[1] = bl->id;
  6849. if(skill_lv >= 10)
  6850. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6851. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6852. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6853. skill_castend_damage_id);
  6854. if(skill_lv >= 7)
  6855. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6856. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6857. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6858. skill_castend_damage_id);
  6859. if(skill_lv >= 4)
  6860. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6861. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6862. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6863. skill_castend_damage_id);
  6864. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6865. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6866. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6867. skill_castend_damage_id);
  6868. break;
  6869. case WZ_SIGHTRASHER:
  6870. //Passive side of the attack.
  6871. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6872. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6873. map_foreachinshootrange(skill_area_sub,src,
  6874. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6875. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6876. skill_castend_damage_id);
  6877. break;
  6878. case WZ_FROSTNOVA:
  6879. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6880. skill_area_temp[1] = 0;
  6881. map_foreachinshootrange(skill_attack_area, src,
  6882. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6883. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6884. break;
  6885. case HVAN_EXPLOSION: //[orn]
  6886. case NPC_SELFDESTRUCTION:
  6887. //Self Destruction hits everyone in range (allies+enemies)
  6888. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6889. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6890. BCT_ENEMY:BCT_ALL;
  6891. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6892. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6893. map_foreachinshootrange(skill_area_sub, bl,
  6894. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6895. src, skill_id, skill_lv, tick, flag|i,
  6896. skill_castend_damage_id);
  6897. if(map_addblock(src)) {
  6898. map_freeblock_unlock();
  6899. return 1;
  6900. }
  6901. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  6902. break;
  6903. case AL_ANGELUS:
  6904. #ifdef RENEWAL
  6905. case PR_SUFFRAGIUM:
  6906. case PR_IMPOSITIO:
  6907. #endif
  6908. case PR_MAGNIFICAT:
  6909. case PR_GLORIA:
  6910. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6911. // Animations don't play when outside visible range
  6912. if (check_distance_bl(src, bl, AREA_SIZE))
  6913. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  6914. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6915. }
  6916. else if (sd)
  6917. 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);
  6918. break;
  6919. #ifdef RENEWAL
  6920. case MC_LOUD:
  6921. #endif
  6922. case SN_WINDWALK:
  6923. case CASH_BLESSING:
  6924. case CASH_INCAGI:
  6925. case CASH_ASSUMPTIO:
  6926. case WM_FRIGG_SONG:
  6927. case NV_HELPANGEL:
  6928. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6929. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6930. else if( sd )
  6931. 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);
  6932. break;
  6933. case MER_MAGNIFICAT:
  6934. if( mer != NULL )
  6935. {
  6936. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6937. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6938. 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);
  6939. else if( mer->master && !(flag&1) )
  6940. 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)));
  6941. }
  6942. break;
  6943. case BS_ADRENALINE:
  6944. case BS_ADRENALINE2:
  6945. case BS_WEAPONPERFECT:
  6946. case BS_OVERTHRUST:
  6947. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6948. int weapontype = skill_get_weapontype(skill_id);
  6949. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6950. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6951. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6952. }
  6953. } else if (sd) {
  6954. party_foreachsamemap(skill_area_sub,
  6955. sd,skill_get_splash(skill_id, skill_lv),
  6956. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6957. skill_castend_nodamage_id);
  6958. }
  6959. break;
  6960. case BS_MAXIMIZE:
  6961. case NV_TRICKDEAD:
  6962. case CR_DEFENDER:
  6963. case ML_DEFENDER:
  6964. case CR_AUTOGUARD:
  6965. case ML_AUTOGUARD:
  6966. case TK_READYSTORM:
  6967. case TK_READYDOWN:
  6968. case TK_READYTURN:
  6969. case TK_READYCOUNTER:
  6970. case TK_DODGE:
  6971. case CR_SHRINK:
  6972. case SG_FUSION:
  6973. case GS_GATLINGFEVER:
  6974. case SJ_LUNARSTANCE:
  6975. case SJ_STARSTANCE:
  6976. case SJ_UNIVERSESTANCE:
  6977. case SJ_SUNSTANCE:
  6978. case SP_SOULCOLLECT:
  6979. if( tsce )
  6980. {
  6981. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6982. map_freeblock_unlock();
  6983. return 0;
  6984. }
  6985. if( skill_id == SP_SOULCOLLECT ){
  6986. 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))));
  6987. }else{
  6988. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6989. }
  6990. break;
  6991. case SL_KAITE:
  6992. case SL_KAAHI:
  6993. case SL_KAIZEL:
  6994. case SL_KAUPE:
  6995. case SP_KAUTE:
  6996. if (sd) {
  6997. if (!dstsd || !(
  6998. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6999. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  7000. dstsd->status.char_id == sd->status.char_id ||
  7001. dstsd->status.char_id == sd->status.partner_id ||
  7002. dstsd->status.char_id == sd->status.child ||
  7003. (skill_id == SP_KAUTE && dstsd->sc.data[SC_SOULUNITY])
  7004. )) {
  7005. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  7006. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7007. break;
  7008. }
  7009. }
  7010. if (skill_id == SP_KAUTE) {
  7011. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  7012. if (sd)
  7013. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  7014. break;
  7015. }
  7016. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7017. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  7018. } else
  7019. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7020. break;
  7021. case SM_AUTOBERSERK:
  7022. case MER_AUTOBERSERK:
  7023. if( tsce )
  7024. i = status_change_end(bl, type, INVALID_TIMER);
  7025. else
  7026. i = sc_start(src,bl,type,100,skill_lv,60000);
  7027. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7028. break;
  7029. case TF_HIDING:
  7030. case ST_CHASEWALK:
  7031. case KO_YAMIKUMO:
  7032. if (tsce)
  7033. {
  7034. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  7035. map_freeblock_unlock();
  7036. return 0;
  7037. }
  7038. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7039. break;
  7040. case TK_RUN:
  7041. if (tsce)
  7042. {
  7043. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7044. map_freeblock_unlock();
  7045. return 0;
  7046. }
  7047. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  7048. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  7049. clif_walkok(sd); // So aegis has to resend the walk ok.
  7050. break;
  7051. case AS_CLOAKING:
  7052. case GC_CLOAKINGEXCEED:
  7053. case LG_FORCEOFVANGUARD:
  7054. case SC_REPRODUCE:
  7055. case SC_INVISIBILITY:
  7056. case RA_CAMOUFLAGE:
  7057. if (tsce) {
  7058. i = status_change_end(bl, type, INVALID_TIMER);
  7059. if( i )
  7060. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7061. else if( sd )
  7062. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7063. map_freeblock_unlock();
  7064. return 0;
  7065. }
  7066. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7067. if( i )
  7068. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7069. else if( sd )
  7070. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7071. break;
  7072. case CG_SPECIALSINGER:
  7073. if (tsc && tsc->data[SC_ENSEMBLEFATIGUE]) {
  7074. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7075. status_change_end(bl, SC_ENSEMBLEFATIGUE, INVALID_TIMER);
  7076. }
  7077. break;
  7078. case BD_ADAPTATION:
  7079. #ifdef RENEWAL
  7080. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7081. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7082. #else
  7083. if(tsc && tsc->data[SC_DANCING]){
  7084. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7085. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  7086. }
  7087. #endif
  7088. break;
  7089. case BA_FROSTJOKER:
  7090. case DC_SCREAM:
  7091. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7092. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  7093. if (md) {
  7094. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  7095. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  7096. char temp[70];
  7097. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  7098. clif_disp_overhead(&md->bl,temp);
  7099. }
  7100. break;
  7101. case BA_PANGVOICE:
  7102. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  7103. break;
  7104. case DC_WINKCHARM:
  7105. if( dstsd )
  7106. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  7107. else
  7108. if( dstmd )
  7109. {
  7110. if( status_get_lv(src) > status_get_lv(bl)
  7111. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  7112. && !status_has_mode(tstatus,MD_STATUS_IMMUNE) )
  7113. 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)));
  7114. else
  7115. {
  7116. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7117. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7118. }
  7119. }
  7120. break;
  7121. #ifdef RENEWAL
  7122. case BD_LULLABY:
  7123. case BD_RICHMANKIM:
  7124. case BD_ETERNALCHAOS:
  7125. case BD_DRUMBATTLEFIELD:
  7126. case BD_RINGNIBELUNGEN:
  7127. case BD_ROKISWEIL:
  7128. case BD_INTOABYSS:
  7129. case BD_SIEGFRIED:
  7130. case BA_DISSONANCE:
  7131. case BA_POEMBRAGI:
  7132. case BA_WHISTLE:
  7133. case BA_ASSASSINCROSS:
  7134. case BA_APPLEIDUN:
  7135. case DC_UGLYDANCE:
  7136. case DC_HUMMING:
  7137. case DC_DONTFORGETME:
  7138. case DC_FORTUNEKISS:
  7139. case DC_SERVICEFORYOU:
  7140. skill_castend_song(src, skill_id, skill_lv, tick);
  7141. break;
  7142. #endif
  7143. case TF_STEAL:
  7144. if(sd) {
  7145. if(pc_steal_item(sd,bl,skill_lv))
  7146. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7147. else
  7148. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  7149. }
  7150. break;
  7151. case RG_STEALCOIN:
  7152. if(sd) {
  7153. if(pc_steal_coin(sd,bl))
  7154. {
  7155. dstmd->state.provoke_flag = src->id;
  7156. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7157. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7158. }
  7159. else
  7160. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7161. }
  7162. break;
  7163. case MG_STONECURSE:
  7164. {
  7165. int brate = 0;
  7166. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  7167. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7168. break;
  7169. }
  7170. if(status_isimmune(bl) || !tsc)
  7171. break;
  7172. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  7173. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  7174. if (tsc && tsc->data[type]) {
  7175. status_change_end(bl, type, INVALID_TIMER);
  7176. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7177. break;
  7178. }
  7179. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  7180. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  7181. skill_get_time2(skill_id,skill_lv)))
  7182. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7183. else if(sd) {
  7184. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7185. // Level 6-10 doesn't consume a red gem if it fails [celest]
  7186. if (skill_lv > 5)
  7187. { // not to consume items
  7188. map_freeblock_unlock();
  7189. return 0;
  7190. }
  7191. }
  7192. }
  7193. break;
  7194. case NV_FIRSTAID:
  7195. clif_skill_nodamage(src,bl,skill_id,5,1);
  7196. status_heal(bl,5,0,0);
  7197. break;
  7198. case AL_CURE:
  7199. if(status_isimmune(bl)) {
  7200. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7201. break;
  7202. }
  7203. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7204. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7205. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7206. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  7207. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7208. break;
  7209. case TF_DETOXIFY:
  7210. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7211. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7212. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7213. break;
  7214. case PR_STRECOVERY:
  7215. if(status_isimmune(bl)) {
  7216. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7217. break;
  7218. }
  7219. if (tsc && tsc->opt1) {
  7220. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7221. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7222. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7223. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7224. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  7225. }
  7226. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  7227. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  7228. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  7229. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  7230. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7231. if(dstmd)
  7232. mob_unlocktarget(dstmd,tick);
  7233. break;
  7234. // Mercenary Supportive Skills
  7235. case MER_BENEDICTION:
  7236. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7237. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7238. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7239. break;
  7240. case MER_COMPRESS:
  7241. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  7242. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7243. break;
  7244. case MER_MENTALCURE:
  7245. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7246. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7247. break;
  7248. case MER_RECUPERATE:
  7249. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7250. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7251. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7252. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7253. break;
  7254. case MER_REGAIN:
  7255. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7256. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7257. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7258. break;
  7259. case MER_TENDER:
  7260. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7261. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7262. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7263. break;
  7264. case MER_SCAPEGOAT:
  7265. if( mer && mer->master )
  7266. {
  7267. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  7268. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  7269. }
  7270. break;
  7271. case MER_ESTIMATION:
  7272. if( !mer )
  7273. break;
  7274. sd = mer->master;
  7275. case WZ_ESTIMATION:
  7276. if( sd == NULL )
  7277. break;
  7278. if( dstsd )
  7279. { // Fail on Players
  7280. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7281. break;
  7282. }
  7283. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7284. clif_skill_estimation(sd, bl);
  7285. if( skill_id == MER_ESTIMATION )
  7286. sd = NULL;
  7287. break;
  7288. case BS_REPAIRWEAPON:
  7289. if(sd && dstsd)
  7290. clif_item_repair_list(sd,dstsd,skill_lv);
  7291. break;
  7292. case MC_IDENTIFY:
  7293. if(sd) {
  7294. clif_item_identify_list(sd);
  7295. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  7296. map_freeblock_unlock();
  7297. return 1;
  7298. }
  7299. else { // consume sp only if succeeded
  7300. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  7301. status_zap(src,0,req.sp);
  7302. }
  7303. }
  7304. break;
  7305. // Weapon Refining [Celest]
  7306. case WS_WEAPONREFINE:
  7307. if(sd)
  7308. clif_item_refine_list(sd);
  7309. break;
  7310. case MC_VENDING:
  7311. if(sd)
  7312. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  7313. if ( !pc_can_give_items(sd) )
  7314. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7315. else {
  7316. sd->state.prevend = 1;
  7317. sd->state.workinprogress = WIP_DISABLE_ALL;
  7318. sd->vend_skill_lv = skill_lv;
  7319. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  7320. if (i < MAX_CART)
  7321. intif_storage_save(sd, &sd->cart);
  7322. else
  7323. clif_openvendingreq(sd,2+skill_lv);
  7324. }
  7325. }
  7326. break;
  7327. case AL_TELEPORT:
  7328. case ALL_ODINS_RECALL:
  7329. if(sd)
  7330. {
  7331. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  7332. clif_skill_teleportmessage(sd,0);
  7333. break;
  7334. }
  7335. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  7336. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  7337. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  7338. break;
  7339. }
  7340. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  7341. sd->hd->blockskill.clear();
  7342. sd->hd->blockskill.shrink_to_fit();
  7343. }
  7344. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  7345. {
  7346. if( skill_lv == 1 )
  7347. pc_randomwarp(sd,CLR_TELEPORT);
  7348. else
  7349. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  7350. break;
  7351. }
  7352. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7353. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  7354. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  7355. else
  7356. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  7357. } else
  7358. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  7359. break;
  7360. case NPC_EXPULSION:
  7361. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7362. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  7363. break;
  7364. case AL_HOLYWATER:
  7365. if(sd) {
  7366. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  7367. struct skill_unit* su;
  7368. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  7369. skill_delunit(su);
  7370. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7371. }
  7372. else
  7373. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7374. }
  7375. break;
  7376. case TF_PICKSTONE:
  7377. if(sd) {
  7378. unsigned char eflag;
  7379. struct item item_tmp;
  7380. struct block_list tbl;
  7381. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7382. memset(&item_tmp,0,sizeof(item_tmp));
  7383. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  7384. item_tmp.nameid = ITEMID_STONE;
  7385. item_tmp.identify = 1;
  7386. tbl.id = 0;
  7387. // Commented because of duplicate animation [Lemongrass]
  7388. // At the moment this displays the pickup animation a second time
  7389. // If this is required in older clients, we need to add a version check here
  7390. //clif_takeitem(&sd->bl,&tbl);
  7391. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  7392. if(eflag) {
  7393. clif_additem(sd,0,0,eflag);
  7394. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  7395. }
  7396. }
  7397. break;
  7398. case ASC_CDP:
  7399. if(sd) {
  7400. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  7401. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7402. else
  7403. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  7404. }
  7405. break;
  7406. case RG_STRIPWEAPON:
  7407. case RG_STRIPSHIELD:
  7408. case RG_STRIPARMOR:
  7409. case RG_STRIPHELM:
  7410. case ST_FULLSTRIP:
  7411. case GC_WEAPONCRUSH:
  7412. case SC_STRIPACCESSARY: {
  7413. bool i;
  7414. //Special message when trying to use strip on FCP [Jobbie]
  7415. 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])
  7416. {
  7417. clif_gospel_info(sd, 0x28);
  7418. break;
  7419. }
  7420. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  7421. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7422. //Nothing stripped.
  7423. if( sd && !i )
  7424. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7425. break;
  7426. }
  7427. case AM_BERSERKPITCHER:
  7428. case AM_POTIONPITCHER:
  7429. {
  7430. int j,hp = 0,sp = 0;
  7431. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  7432. map_freeblock_unlock();
  7433. return 1;
  7434. }
  7435. if( sd ) {
  7436. int x,bonus=100;
  7437. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  7438. x = skill_lv%11 - 1;
  7439. j = pc_search_inventory(sd, require.itemid[x]);
  7440. if (j < 0 || require.itemid[x] <= 0) {
  7441. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7442. map_freeblock_unlock();
  7443. return 1;
  7444. }
  7445. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  7446. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7447. map_freeblock_unlock();
  7448. return 1;
  7449. }
  7450. if( skill_id == AM_BERSERKPITCHER ) {
  7451. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  7452. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7453. map_freeblock_unlock();
  7454. return 1;
  7455. }
  7456. }
  7457. potion_flag = 1;
  7458. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  7459. potion_target = bl->id;
  7460. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7461. potion_flag = potion_target = 0;
  7462. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  7463. bonus += sd->status.base_level;
  7464. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  7465. hp = tstatus->max_hp * potion_per_hp / 100;
  7466. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7467. if( dstsd ) {
  7468. sp = dstsd->status.max_sp * potion_per_sp / 100;
  7469. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7470. }
  7471. } else {
  7472. if( potion_hp > 0 ) {
  7473. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7474. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7475. if( dstsd )
  7476. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7477. }
  7478. if( potion_sp > 0 ) {
  7479. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7480. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  7481. if( dstsd )
  7482. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  7483. }
  7484. }
  7485. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  7486. hp += hp * bonus / 100;
  7487. sp += sp * bonus / 100;
  7488. }
  7489. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  7490. hp += hp * j / 100;
  7491. sp += sp * j / 100;
  7492. }
  7493. } else {
  7494. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  7495. switch (skill_lv) {
  7496. case 1: hp = 45; break;
  7497. case 2: hp = 105; break;
  7498. case 3: hp = 175; break;
  7499. default: hp = 325; break;
  7500. }
  7501. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  7502. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7503. if( dstsd )
  7504. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7505. }
  7506. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  7507. hp += hp * j / 100;
  7508. sp += sp * j / 100;
  7509. }
  7510. if (tsc && tsc->count) {
  7511. uint8 penalty = 0;
  7512. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7513. hp += hp / 10;
  7514. sp += sp / 10;
  7515. }
  7516. if (tsc->data[SC_CRITICALWOUND])
  7517. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7518. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3)
  7519. penalty += 20;
  7520. if (tsc->data[SC_NORECOVER_STATE])
  7521. penalty = 100;
  7522. if (penalty > 0) {
  7523. hp -= hp * penalty / 100;
  7524. sp -= sp * penalty / 100;
  7525. }
  7526. }
  7527. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7528. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  7529. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7530. if( sp > 0 )
  7531. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7532. if (tsc) {
  7533. #ifdef RENEWAL
  7534. if (tsc->data[SC_EXTREMITYFIST2])
  7535. sp = 0;
  7536. #endif
  7537. if (tsc->data[SC_NORECOVER_STATE]) {
  7538. hp = 0;
  7539. sp = 0;
  7540. }
  7541. }
  7542. status_heal(bl,hp,sp,0);
  7543. }
  7544. break;
  7545. case AM_CP_WEAPON:
  7546. case AM_CP_SHIELD:
  7547. case AM_CP_ARMOR:
  7548. case AM_CP_HELM:
  7549. {
  7550. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7551. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  7552. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7553. map_freeblock_unlock(); // Don't consume item requirements
  7554. return 0;
  7555. }
  7556. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7557. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7558. }
  7559. break;
  7560. case AM_TWILIGHT1:
  7561. if (sd) {
  7562. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7563. //Prepare 200 White Potions.
  7564. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  7565. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7566. }
  7567. break;
  7568. case AM_TWILIGHT2:
  7569. if (sd) {
  7570. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7571. //Prepare 200 Slim White Potions.
  7572. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  7573. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7574. }
  7575. break;
  7576. case AM_TWILIGHT3:
  7577. if (sd) {
  7578. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  7579. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  7580. if( ebottle >= 0 )
  7581. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  7582. //check if you can produce all three, if not, then fail:
  7583. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  7584. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  7585. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  7586. || ebottle < 200 //200 empty bottle are required at total.
  7587. ) {
  7588. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7589. break;
  7590. }
  7591. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7592. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  7593. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  7594. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  7595. }
  7596. break;
  7597. case SA_DISPELL:
  7598. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  7599. 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))
  7600. break; // Outside PvP it should only affect party members and no skill fail message
  7601. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7602. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7603. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  7604. || rnd()%100 >= 50+10*skill_lv)
  7605. {
  7606. if (sd)
  7607. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7608. break;
  7609. }
  7610. if(status_isimmune(bl))
  7611. break;
  7612. //Remove bonus_script by Dispell
  7613. if (dstsd)
  7614. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  7615. if(!tsc || !tsc->count)
  7616. break;
  7617. for(i=0;i<SC_MAX;i++) {
  7618. if (!tsc->data[i])
  7619. continue;
  7620. switch (i) {
  7621. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7622. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7623. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7624. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7625. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7626. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7627. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7628. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  7629. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  7630. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7631. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7632. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7633. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7634. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7635. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7636. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7637. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  7638. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7639. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7640. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7641. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7642. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7643. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7644. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  7645. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  7646. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  7647. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  7648. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  7649. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  7650. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7651. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  7652. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  7653. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  7654. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  7655. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  7656. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  7657. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  7658. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  7659. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  7660. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  7661. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  7662. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  7663. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  7664. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  7665. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  7666. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  7667. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  7668. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  7669. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  7670. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  7671. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  7672. case SC_SPORE_EXPLOSION:
  7673. case SC_NEWMOON: case SC_FLASHKICK: case SC_NOVAEXPLOSING:
  7674. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  7675. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  7676. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  7677. #ifdef RENEWAL
  7678. case SC_EXTREMITYFIST2:
  7679. #endif
  7680. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  7681. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  7682. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  7683. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  7684. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  7685. case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT_WATER: case SC_REUSE_REFRESH:
  7686. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  7687. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  7688. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  7689. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  7690. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  7691. case SC_SPRITEMABLE: case SC_BITESCAR: case SC_CRUSHSTRIKE:
  7692. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  7693. case SC_ARMOR_ELEMENT_EARTH: case SC_ARMOR_ELEMENT_FIRE: case SC_ARMOR_ELEMENT_WIND:
  7694. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  7695. // Clans
  7696. case SC_CLAN_INFO:
  7697. case SC_SWORDCLAN:
  7698. case SC_ARCWANDCLAN:
  7699. case SC_GOLDENMACECLAN:
  7700. case SC_CROSSBOWCLAN:
  7701. case SC_JUMPINGCLAN:
  7702. case SC_DAILYSENDMAILCNT:
  7703. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  7704. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  7705. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  7706. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  7707. continue;
  7708. case SC_WHISTLE:
  7709. case SC_ASSNCROS:
  7710. case SC_POEMBRAGI:
  7711. case SC_APPLEIDUN:
  7712. case SC_HUMMING:
  7713. case SC_DONTFORGETME:
  7714. case SC_FORTUNE:
  7715. case SC_SERVICE4U:
  7716. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  7717. continue; //If in song area don't end it, even if config enabled
  7718. break;
  7719. case SC_ASSUMPTIO:
  7720. if( bl->type == BL_MOB )
  7721. continue;
  7722. break;
  7723. }
  7724. 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.
  7725. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7726. }
  7727. break;
  7728. }
  7729. //Affect all targets on splash area.
  7730. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  7731. src, skill_id, skill_lv, tick, flag|1,
  7732. skill_castend_damage_id);
  7733. break;
  7734. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7735. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  7736. #ifdef RENEWAL
  7737. |BLOWN_DONT_SEND_PACKET
  7738. #endif
  7739. ));
  7740. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7741. #ifdef RENEWAL
  7742. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  7743. #else
  7744. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  7745. #endif
  7746. break;
  7747. case TK_HIGHJUMP:
  7748. {
  7749. int x,y, dir = unit_getdir(src);
  7750. struct map_data *mapdata = &map[src->m];
  7751. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7752. if( mapdata->flag[MF_NOTELEPORT] &&
  7753. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  7754. ) {
  7755. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  7756. break;
  7757. } else if(dir%2) {
  7758. //Diagonal
  7759. x = src->x + dirx[dir]*(skill_lv*4)/3;
  7760. y = src->y + diry[dir]*(skill_lv*4)/3;
  7761. } else {
  7762. x = src->x + dirx[dir]*skill_lv*2;
  7763. y = src->y + diry[dir]*skill_lv*2;
  7764. }
  7765. int x1 = x + dirx[dir];
  7766. int y1 = y + diry[dir];
  7767. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7768. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  7769. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  7770. unit_movepos(src, x, y, 1, 0))
  7771. clif_blown(src);
  7772. }
  7773. break;
  7774. case SA_CASTCANCEL:
  7775. case SO_SPELLFIST:
  7776. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7777. unit_skillcastcancel(src,1);
  7778. if(sd) {
  7779. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7780. if( skill_id == SO_SPELLFIST ){
  7781. 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));
  7782. sd->skill_id_old = sd->skill_lv_old = 0;
  7783. break;
  7784. }
  7785. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7786. if(sp < 0) sp = 0;
  7787. status_zap(src, 0, sp);
  7788. }
  7789. break;
  7790. case SA_SPELLBREAKER:
  7791. {
  7792. int sp;
  7793. if(tsc && tsc->data[SC_MAGICROD]) {
  7794. sp = skill_get_sp(skill_id,skill_lv);
  7795. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7796. if(sp < 1) sp = 1;
  7797. status_heal(bl,0,sp,2);
  7798. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7799. } else {
  7800. struct unit_data *ud = unit_bl2ud(bl);
  7801. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7802. if (!ud || ud->skilltimer == INVALID_TIMER)
  7803. break; //Nothing to cancel.
  7804. bl_skill_id = ud->skill_id;
  7805. bl_skill_lv = ud->skill_lv;
  7806. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  7807. if (rnd()%100 < 90)
  7808. {
  7809. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7810. break;
  7811. }
  7812. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7813. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7814. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7815. unit_skillcastcancel(bl,0);
  7816. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7817. status_zap(bl, hp, sp);
  7818. if (hp && skill_lv >= 5)
  7819. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7820. else
  7821. hp = 0;
  7822. if (sp) //Recover some of the SP used
  7823. sp = sp*(25*(skill_lv-1))/100;
  7824. if(hp || sp)
  7825. status_heal(src, hp, sp, 2);
  7826. }
  7827. }
  7828. break;
  7829. case SA_MAGICROD:
  7830. #ifdef RENEWAL
  7831. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7832. #endif
  7833. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7834. break;
  7835. case SA_AUTOSPELL:
  7836. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7837. if (sd) {
  7838. sd->state.workinprogress = WIP_DISABLE_ALL;
  7839. clif_autospell(sd,skill_lv);
  7840. } else {
  7841. int maxlv=1,spellid=0;
  7842. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7843. if(skill_lv >= 10) {
  7844. spellid = MG_FROSTDIVER;
  7845. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7846. // maxlv = 10;
  7847. // else
  7848. maxlv = skill_lv - 9;
  7849. }
  7850. else if(skill_lv >=8) {
  7851. spellid = MG_FIREBALL;
  7852. maxlv = skill_lv - 7;
  7853. }
  7854. else if(skill_lv >=5) {
  7855. spellid = MG_SOULSTRIKE;
  7856. maxlv = skill_lv - 4;
  7857. }
  7858. else if(skill_lv >=2) {
  7859. int i_rnd = rnd()%3;
  7860. spellid = spellarray[i_rnd];
  7861. maxlv = skill_lv - 1;
  7862. }
  7863. else if(skill_lv > 0) {
  7864. spellid = MG_NAPALMBEAT;
  7865. maxlv = 3;
  7866. }
  7867. if(spellid > 0)
  7868. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7869. skill_get_time(SA_AUTOSPELL,skill_lv));
  7870. }
  7871. break;
  7872. case BS_GREED:
  7873. if(sd){
  7874. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7875. map_foreachinallrange(skill_greed,bl,
  7876. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7877. }
  7878. break;
  7879. case SA_ELEMENTWATER:
  7880. case SA_ELEMENTFIRE:
  7881. case SA_ELEMENTGROUND:
  7882. case SA_ELEMENTWIND:
  7883. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE))) // Only works on monsters (Except status immune monsters).
  7884. break;
  7885. case NPC_ATTRICHANGE:
  7886. case NPC_CHANGEWATER:
  7887. case NPC_CHANGEGROUND:
  7888. case NPC_CHANGEFIRE:
  7889. case NPC_CHANGEWIND:
  7890. case NPC_CHANGEPOISON:
  7891. case NPC_CHANGEHOLY:
  7892. case NPC_CHANGEDARKNESS:
  7893. case NPC_CHANGETELEKINESIS:
  7894. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7895. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7896. skill_get_time(skill_id, skill_lv)));
  7897. break;
  7898. case NPC_CHANGEUNDEAD:
  7899. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7900. //TO-DO This is ugly, fix it
  7901. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7902. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7903. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7904. skill_get_time(skill_id, skill_lv)));
  7905. break;
  7906. case NPC_PROVOCATION:
  7907. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7908. if (md) mob_unlocktarget(md, tick);
  7909. break;
  7910. case NPC_REBIRTH:
  7911. if( md && md->state.rebirth )
  7912. break; // only works once
  7913. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  7914. break;
  7915. case NPC_DARKBLESSING:
  7916. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7917. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7918. break;
  7919. case NPC_LICK:
  7920. status_zap(bl, 0, 100);
  7921. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7922. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7923. break;
  7924. case NPC_SUICIDE:
  7925. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7926. status_kill(src); //When suiciding, neither exp nor drops is given.
  7927. break;
  7928. case NPC_SUMMONSLAVE:
  7929. case NPC_SUMMONMONSTER:
  7930. case NPC_DEATHSUMMON:
  7931. if(md && md->skill_idx >= 0)
  7932. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7933. break;
  7934. case NPC_CALLSLAVE:
  7935. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7936. break;
  7937. case NPC_RANDOMMOVE:
  7938. if (md) {
  7939. md->next_walktime = tick - 1;
  7940. mob_randomwalk(md,tick);
  7941. }
  7942. break;
  7943. case NPC_SPEEDUP:
  7944. {
  7945. // or does it increase casting rate? just a guess xD
  7946. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7947. if (i_type > SC_ASPDPOTION3)
  7948. i_type = SC_ASPDPOTION3;
  7949. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7950. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7951. }
  7952. break;
  7953. case NPC_REVENGE:
  7954. // not really needed... but adding here anyway ^^
  7955. if (md && md->master_id > 0) {
  7956. struct block_list *mbl, *tbl;
  7957. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7958. (tbl = battle_gettargeted(mbl)) == NULL)
  7959. break;
  7960. md->state.provoke_flag = tbl->id;
  7961. mob_target(md, tbl, sstatus->rhw.range);
  7962. }
  7963. break;
  7964. case NPC_RUN:
  7965. if (md) {
  7966. block_list* tbl = map_id2bl(md->target_id);
  7967. if (tbl) {
  7968. mob_unlocktarget(md, tick);
  7969. unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
  7970. }
  7971. }
  7972. break;
  7973. case NPC_TRANSFORMATION:
  7974. case NPC_METAMORPHOSIS:
  7975. if(md && md->skill_idx >= 0) {
  7976. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7977. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7978. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7979. if (class_) mob_class_change(md, class_);
  7980. }
  7981. break;
  7982. case NPC_EMOTION_ON:
  7983. case NPC_EMOTION:
  7984. //val[0] is the emotion to use.
  7985. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7986. //val[1] 'sets' the mode
  7987. //val[2] adds to the current mode
  7988. //val[3] removes from the current mode
  7989. //val[4] if set, asks to delete the previous mode change.
  7990. if(md && md->skill_idx >= 0 && tsc)
  7991. {
  7992. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7993. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7994. status_change_end(bl, type, INVALID_TIMER);
  7995. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7996. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7997. mob_unlocktarget(md,tick);
  7998. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7999. sc_start4(src,src, type, 100, skill_lv,
  8000. md->db->skill[md->skill_idx].val[1],
  8001. md->db->skill[md->skill_idx].val[2],
  8002. md->db->skill[md->skill_idx].val[3],
  8003. skill_get_time(skill_id, skill_lv));
  8004. //Reset aggressive state depending on resulting mode
  8005. if (!battle_config.npc_emotion_behavior)
  8006. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8007. }
  8008. break;
  8009. case NPC_POWERUP:
  8010. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8011. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8012. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8013. break;
  8014. case NPC_AGIUP:
  8015. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8016. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8017. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8018. break;
  8019. case NPC_INVISIBLE:
  8020. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8021. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8022. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8023. break;
  8024. case NPC_SIEGEMODE:
  8025. // not sure what it does
  8026. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8027. break;
  8028. case WE_MALE: {
  8029. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8030. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8031. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8032. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8033. }
  8034. }
  8035. break;
  8036. case WE_FEMALE: {
  8037. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8038. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8039. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8040. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8041. }
  8042. }
  8043. break;
  8044. // parent-baby skills
  8045. case WE_BABY:
  8046. if(sd){
  8047. struct map_session_data *f_sd = pc_get_father(sd);
  8048. struct map_session_data *m_sd = pc_get_mother(sd);
  8049. if( (!f_sd && !m_sd) // if neither was found
  8050. || (sd->status.party_id != 0 && //not in same party
  8051. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8052. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8053. ))
  8054. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8055. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8056. ) {
  8057. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8058. map_freeblock_unlock();
  8059. return 0;
  8060. }
  8061. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8062. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8063. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8064. }
  8065. break;
  8066. case WE_CALLALLFAMILY:
  8067. if (sd) {
  8068. struct map_session_data *p_sd = pc_get_partner(sd);
  8069. struct map_session_data *c_sd = pc_get_child(sd);
  8070. if (!p_sd && !c_sd) { // Fail if no family members are found
  8071. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8072. map_freeblock_unlock();
  8073. return 1;
  8074. }
  8075. // Partner must be on the same map and in same party
  8076. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8077. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8078. // Child must be on the same map and in same party as the parent casting
  8079. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  8080. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8081. }
  8082. break;
  8083. case WE_ONEFOREVER:
  8084. if (sd) {
  8085. struct map_session_data *p_sd = pc_get_partner(sd);
  8086. struct map_session_data *c_sd = pc_get_child(sd);
  8087. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  8088. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8089. map_freeblock_unlock();
  8090. return 1;
  8091. }
  8092. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  8093. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8094. break;
  8095. }
  8096. if (status_isdead(bl)) {
  8097. int per = 30, sper = 0;
  8098. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8099. break;
  8100. if (tsc && tsc->data[SC_HELLPOWER])
  8101. break;
  8102. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  8103. break;
  8104. if (dstsd->special_state.restart_full_recover)
  8105. per = sper = 100;
  8106. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  8107. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8108. }
  8109. }
  8110. break;
  8111. case WE_CHEERUP:
  8112. if (sd) {
  8113. struct map_session_data *f_sd = pc_get_father(sd);
  8114. struct map_session_data *m_sd = pc_get_mother(sd);
  8115. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  8116. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8117. map_freeblock_unlock();
  8118. return 1;
  8119. }
  8120. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  8121. if (dstsd == f_sd || dstsd == m_sd)
  8122. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8123. } else
  8124. 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);
  8125. }
  8126. break;
  8127. case PF_HPCONVERSION:
  8128. {
  8129. int hp, sp;
  8130. hp = sstatus->max_hp/10;
  8131. sp = hp * 10 * skill_lv / 100;
  8132. if (!status_charge(src,hp,0)) {
  8133. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8134. break;
  8135. }
  8136. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8137. status_heal(bl,0,sp,2);
  8138. }
  8139. break;
  8140. case MA_REMOVETRAP:
  8141. case HT_REMOVETRAP:
  8142. {
  8143. struct skill_unit* su;
  8144. struct skill_unit_group* sg = NULL;
  8145. std::shared_ptr<s_skill_db> skill_group;
  8146. su = BL_CAST(BL_SKILL, bl);
  8147. // Mercenaries can remove any trap
  8148. // Players can only remove their own traps or traps on Vs maps.
  8149. 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] )
  8150. {
  8151. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8152. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  8153. { // prevent picking up expired traps
  8154. if( battle_config.skill_removetrap_type )
  8155. { // get back all items used to deploy the trap
  8156. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  8157. {
  8158. if( skill_group->require.itemid[i] > 0 )
  8159. {
  8160. int flag2;
  8161. struct item item_tmp;
  8162. memset(&item_tmp,0,sizeof(item_tmp));
  8163. item_tmp.nameid = skill_group->require.itemid[i];
  8164. item_tmp.identify = 1;
  8165. item_tmp.amount = skill_group->require.amount[i];
  8166. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  8167. clif_additem(sd,0,0,flag2);
  8168. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8169. }
  8170. }
  8171. }
  8172. }
  8173. else
  8174. { // get back 1 trap
  8175. struct item item_tmp;
  8176. memset(&item_tmp,0,sizeof(item_tmp));
  8177. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  8178. item_tmp.identify = 1;
  8179. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  8180. {
  8181. clif_additem(sd,0,0,flag);
  8182. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8183. }
  8184. }
  8185. }
  8186. skill_delunit(su);
  8187. }else if(sd)
  8188. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8189. }
  8190. break;
  8191. case HT_SPRINGTRAP:
  8192. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8193. {
  8194. struct skill_unit *su=NULL;
  8195. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  8196. switch(su->group->unit_id){
  8197. case UNT_ANKLESNARE: // ankle snare
  8198. if (su->group->val2 != 0)
  8199. // if it is already trapping something don't spring it,
  8200. // remove trap should be used instead
  8201. break;
  8202. // otherwise fallthrough to below
  8203. case UNT_BLASTMINE:
  8204. case UNT_SKIDTRAP:
  8205. case UNT_LANDMINE:
  8206. case UNT_SHOCKWAVE:
  8207. case UNT_SANDMAN:
  8208. case UNT_FLASHER:
  8209. case UNT_FREEZINGTRAP:
  8210. case UNT_CLAYMORETRAP:
  8211. case UNT_TALKIEBOX:
  8212. su->group->unit_id = UNT_USED_TRAPS;
  8213. clif_changetraplook(bl, UNT_USED_TRAPS);
  8214. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  8215. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  8216. }
  8217. }
  8218. }
  8219. break;
  8220. case BD_ENCORE:
  8221. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8222. if(sd)
  8223. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  8224. break;
  8225. case AS_SPLASHER:
  8226. if( status_has_mode(tstatus,MD_STATUS_IMMUNE)
  8227. // Renewal dropped the 3/4 hp requirement
  8228. #ifndef RENEWAL
  8229. || tstatus-> hp > tstatus->max_hp*3/4
  8230. #endif
  8231. ) {
  8232. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8233. map_freeblock_unlock();
  8234. return 1;
  8235. }
  8236. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8237. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  8238. #ifndef RENEWAL
  8239. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  8240. #endif
  8241. break;
  8242. case PF_MINDBREAKER:
  8243. {
  8244. if(status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  8245. map_freeblock_unlock();
  8246. return 1;
  8247. }
  8248. if (tsce)
  8249. { //HelloKitty2 (?) explained that this silently fails when target is
  8250. //already inflicted. [Skotlex]
  8251. map_freeblock_unlock();
  8252. return 1;
  8253. }
  8254. //Has a 55% + skill_lv*5% success chance.
  8255. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8256. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  8257. {
  8258. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8259. map_freeblock_unlock();
  8260. return 0;
  8261. }
  8262. unit_skillcastcancel(bl,0);
  8263. if(tsc && tsc->count){
  8264. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8265. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  8266. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8267. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8268. }
  8269. if (dstmd)
  8270. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8271. }
  8272. break;
  8273. case PF_SOULCHANGE:
  8274. {
  8275. unsigned int sp1 = 0, sp2 = 0;
  8276. if (dstmd) {
  8277. if (dstmd->state.soul_change_flag) {
  8278. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8279. break;
  8280. }
  8281. dstmd->state.soul_change_flag = 1;
  8282. sp2 = sstatus->max_sp * 3 /100;
  8283. status_heal(src, 0, sp2, 2);
  8284. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8285. break;
  8286. }
  8287. sp1 = sstatus->sp;
  8288. sp2 = tstatus->sp;
  8289. #ifdef RENEWAL
  8290. sp1 = sp1 / 2;
  8291. sp2 = sp2 / 2;
  8292. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  8293. sp1 = tstatus->sp;
  8294. #endif
  8295. if (tsc && tsc->data[SC_NORECOVER_STATE])
  8296. sp1 = tstatus->sp;
  8297. status_set_sp(src, sp2, 3);
  8298. status_set_sp(bl, sp1, 3);
  8299. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8300. }
  8301. break;
  8302. // Slim Pitcher
  8303. case CR_SLIMPITCHER:
  8304. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  8305. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  8306. break;
  8307. if (potion_hp || potion_sp) {
  8308. int hp = potion_hp, sp = potion_sp;
  8309. hp = hp * (100 + (tstatus->vit<<1))/100;
  8310. sp = sp * (100 + (tstatus->int_<<1))/100;
  8311. if (dstsd) {
  8312. if (hp)
  8313. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8314. if (sp)
  8315. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8316. }
  8317. if (tsc && tsc->count) {
  8318. uint8 penalty = 0;
  8319. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  8320. hp += hp / 10;
  8321. sp += sp / 10;
  8322. }
  8323. if (tsc->data[SC_CRITICALWOUND])
  8324. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  8325. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  8326. penalty += 20;
  8327. if (tsc->data[SC_NORECOVER_STATE])
  8328. penalty = 100;
  8329. if (penalty > 0) {
  8330. hp -= hp * penalty / 100;
  8331. sp -= sp * penalty / 100;
  8332. }
  8333. }
  8334. if(hp > 0)
  8335. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8336. if(sp > 0)
  8337. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8338. status_heal(bl,hp,sp,0);
  8339. }
  8340. break;
  8341. // Full Chemical Protection
  8342. case CR_FULLPROTECTION:
  8343. {
  8344. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8345. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  8346. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  8347. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  8348. continue;
  8349. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  8350. s++;
  8351. }
  8352. if( sd && !s ){
  8353. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8354. map_freeblock_unlock(); // Don't consume item requirements
  8355. return 0;
  8356. }
  8357. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8358. }
  8359. break;
  8360. case RG_CLEANER: //AppleGirl
  8361. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8362. break;
  8363. #ifndef RENEWAL
  8364. case CG_LONGINGFREEDOM:
  8365. {
  8366. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  8367. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  8368. {
  8369. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8370. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8371. }
  8372. }
  8373. break;
  8374. #endif
  8375. case CG_TAROTCARD:
  8376. {
  8377. int card = -1;
  8378. if (tsc && tsc->data[SC_TAROTCARD]) {
  8379. //Target currently has the SUN tarot card effect and is immune to any other effect
  8380. map_freeblock_unlock();
  8381. return 0;
  8382. }
  8383. if( rnd() % 100 > skill_lv * 8 ||
  8384. #ifndef RENEWAL
  8385. (tsc && tsc->data[SC_BASILICA]) ||
  8386. #endif
  8387. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  8388. if( sd )
  8389. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8390. map_freeblock_unlock();
  8391. return 0;
  8392. }
  8393. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  8394. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  8395. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  8396. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8397. }
  8398. break;
  8399. case SL_ALCHEMIST:
  8400. case SL_ASSASIN:
  8401. case SL_BARDDANCER:
  8402. case SL_BLACKSMITH:
  8403. case SL_CRUSADER:
  8404. case SL_HUNTER:
  8405. case SL_KNIGHT:
  8406. case SL_MONK:
  8407. case SL_PRIEST:
  8408. case SL_ROGUE:
  8409. case SL_SAGE:
  8410. case SL_SOULLINKER:
  8411. case SL_STAR:
  8412. case SL_SUPERNOVICE:
  8413. case SL_WIZARD:
  8414. 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.
  8415. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8416. break;
  8417. }
  8418. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  8419. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  8420. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8421. break;
  8422. }
  8423. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  8424. { //Erase death count 1% of the casts
  8425. pc_setparam(dstsd, SP_PCDIECOUNTER, 0);
  8426. clif_specialeffect(bl, EF_ANGEL2, AREA);
  8427. //SC_SPIRIT invokes status_calc_pc for us.
  8428. }
  8429. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8430. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8431. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8432. break;
  8433. case SL_HIGH:
  8434. 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.
  8435. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8436. break;
  8437. }
  8438. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  8439. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8440. break;
  8441. }
  8442. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8443. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8444. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8445. break;
  8446. case SP_SOULGOLEM:
  8447. case SP_SOULSHADOW:
  8448. case SP_SOULFALCON:
  8449. case SP_SOULFAIRY:
  8450. if (sd && !dstsd) { // Only player's can be soul linked.
  8451. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8452. break;
  8453. }
  8454. if (tsc) {
  8455. if (tsc->data[status_skill2sc(skill_id)]) { // Allow refreshing an already active soul link.
  8456. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8457. break;
  8458. } 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.
  8459. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  8460. break;
  8461. }
  8462. }
  8463. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8464. break;
  8465. case SP_SOULREVOLVE:
  8466. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]))) {
  8467. if (sd)
  8468. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  8469. break;
  8470. }
  8471. status_heal(bl, 0, 50*skill_lv, 2);
  8472. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8473. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  8474. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  8475. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  8476. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  8477. break;
  8478. case SL_SWOO:
  8479. if (tsce) {
  8480. if(sd)
  8481. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8482. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  8483. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  8484. break;
  8485. }
  8486. case SL_SKA: // [marquis007]
  8487. case SL_SKE:
  8488. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  8489. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8490. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8491. break;
  8492. }
  8493. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8494. if (skill_id == SL_SKE)
  8495. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8496. break;
  8497. // New guild skills [Celest]
  8498. case GD_BATTLEORDER:
  8499. case GD_REGENERATION:
  8500. case GD_RESTORE:
  8501. if(flag&1) {
  8502. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  8503. if( skill_id == GD_RESTORE )
  8504. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  8505. else
  8506. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  8507. }
  8508. } else if (status_get_guild_id(src)) {
  8509. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8510. map_foreachinallrange(skill_area_sub, src,
  8511. skill_get_splash(skill_id, skill_lv), BL_PC,
  8512. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8513. skill_castend_nodamage_id);
  8514. if (sd)
  8515. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8516. }
  8517. break;
  8518. case GD_EMERGENCYCALL:
  8519. case GD_ITEMEMERGENCYCALL:
  8520. {
  8521. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  8522. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  8523. uint8 j = 0, calls = 0, called = 0;
  8524. struct guild *g;
  8525. // i don't know if it actually summons in a circle, but oh well. ;P
  8526. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  8527. if (!g)
  8528. break;
  8529. if (skill_id == GD_ITEMEMERGENCYCALL)
  8530. switch (skill_lv) {
  8531. case 1: calls = 7; break;
  8532. case 2: calls = 12; break;
  8533. case 3: calls = 20; break;
  8534. default: calls = 0; break;
  8535. }
  8536. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8537. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  8538. if (j > 8)
  8539. j = 0;
  8540. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  8541. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  8542. continue;
  8543. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
  8544. continue;
  8545. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  8546. dx[j] = dy[j] = 0;
  8547. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  8548. called++;
  8549. }
  8550. }
  8551. if (sd)
  8552. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8553. }
  8554. break;
  8555. case SG_FEEL:
  8556. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  8557. if (sd) {
  8558. if(!sd->feel_map[skill_lv-1].index)
  8559. clif_feel_req(sd->fd,sd, skill_lv);
  8560. else
  8561. clif_feel_info(sd, skill_lv-1, 1);
  8562. }
  8563. break;
  8564. case SG_HATE:
  8565. if (sd) {
  8566. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8567. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  8568. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8569. }
  8570. break;
  8571. case SJ_DOCUMENT:
  8572. if (sd) {
  8573. switch (skill_lv) {
  8574. case 1:
  8575. pc_resetfeel(sd);
  8576. break;
  8577. case 2:
  8578. pc_resethate(sd);
  8579. break;
  8580. case 3:
  8581. pc_resetfeel(sd);
  8582. pc_resethate(sd);
  8583. break;
  8584. }
  8585. }
  8586. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8587. break;
  8588. case GS_GLITTERING:
  8589. if(sd) {
  8590. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8591. if(rnd()%100 < (20+10*skill_lv))
  8592. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  8593. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  8594. pc_delspiritball(sd,1,0);
  8595. }
  8596. break;
  8597. case GS_CRACKER:
  8598. /* per official standards, this skill works on players and mobs. */
  8599. if (sd && (dstsd || dstmd))
  8600. {
  8601. i =65 -5*distance_bl(src,bl); //Base rate
  8602. if (i < 30) i = 30;
  8603. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8604. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  8605. }
  8606. break;
  8607. case AM_CALLHOMUN: //[orn]
  8608. if (sd && !hom_call(sd))
  8609. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8610. break;
  8611. case AM_REST:
  8612. if (sd) {
  8613. if (hom_vaporize(sd,HOM_ST_REST))
  8614. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8615. else
  8616. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8617. }
  8618. break;
  8619. case HAMI_CASTLE: //[orn]
  8620. if (src != bl && rnd()%100 < 20 * skill_lv) {
  8621. int x = src->x, y = src->y;
  8622. if (hd)
  8623. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  8624. // Move source
  8625. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8626. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  8627. clif_blown(src);
  8628. // Move target
  8629. if (unit_movepos(bl,x,y,0,0)) {
  8630. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  8631. clif_blown(bl);
  8632. }
  8633. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  8634. }
  8635. }
  8636. else if (hd && hd->master) // Failed
  8637. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  8638. else if (sd)
  8639. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8640. break;
  8641. case HVAN_CHAOTIC: //[orn]
  8642. {
  8643. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  8644. int r = rnd()%100;
  8645. i = (skill_lv-1)%5;
  8646. if(r<per[i][0]) //Self
  8647. bl = src;
  8648. else if(r<per[i][1]) //Master
  8649. bl = battle_get_master(src);
  8650. else //Enemy
  8651. bl = map_id2bl(battle_gettarget(src));
  8652. if (!bl) bl = src;
  8653. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  8654. //Eh? why double skill packet?
  8655. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  8656. clif_skill_nodamage(src,bl,skill_id,i,1);
  8657. status_heal(bl, i, 0, 0);
  8658. }
  8659. break;
  8660. //Homun single-target support skills [orn]
  8661. case HAMI_BLOODLUST:
  8662. case HFLI_FLEET:
  8663. case HFLI_SPEED:
  8664. case HLIF_CHANGE:
  8665. case MH_ANGRIFFS_MODUS:
  8666. case MH_GOLDENE_FERSE:
  8667. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8668. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8669. if (hd)
  8670. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  8671. break;
  8672. case NPC_DRAGONFEAR:
  8673. if (flag&1) {
  8674. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  8675. int j;
  8676. j = i = rnd()%ARRAYLENGTH(sc);
  8677. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  8678. i++;
  8679. if ( i == ARRAYLENGTH(sc) )
  8680. i = 0;
  8681. if (i == j)
  8682. break;
  8683. }
  8684. break;
  8685. }
  8686. case NPC_WIDEBLEEDING:
  8687. case NPC_WIDECONFUSE:
  8688. case NPC_WIDECURSE:
  8689. case NPC_WIDEFREEZE:
  8690. case NPC_WIDESLEEP:
  8691. case NPC_WIDESILENCE:
  8692. case NPC_WIDESTONE:
  8693. case NPC_WIDESTUN:
  8694. case NPC_SLOWCAST:
  8695. case NPC_WIDEHELLDIGNITY:
  8696. case NPC_WIDEHEALTHFEAR:
  8697. case NPC_WIDEBODYBURNNING:
  8698. case NPC_WIDEFROSTMISTY:
  8699. case NPC_WIDECOLD:
  8700. case NPC_WIDE_DEEP_SLEEP:
  8701. case NPC_WIDESIREN:
  8702. if (flag&1){
  8703. switch ( type ) {
  8704. case SC_BURNING:
  8705. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  8706. break;
  8707. case SC_VOICEOFSIREN:
  8708. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8709. break;
  8710. default:
  8711. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8712. }
  8713. }
  8714. else {
  8715. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8716. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8717. map_foreachinallrange(skill_area_sub, bl,
  8718. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8719. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8720. skill_castend_nodamage_id);
  8721. }
  8722. break;
  8723. case NPC_WIDESOULDRAIN:
  8724. if (flag&1)
  8725. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  8726. else {
  8727. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8728. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8729. map_foreachinallrange(skill_area_sub, bl,
  8730. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8731. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8732. skill_castend_nodamage_id);
  8733. }
  8734. break;
  8735. case ALL_PARTYFLEE:
  8736. if( sd && !(flag&1) ) {
  8737. if( !sd->status.party_id ) {
  8738. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8739. break;
  8740. }
  8741. 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);
  8742. } else
  8743. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8744. break;
  8745. case NPC_TALK:
  8746. case ALL_WEWISH:
  8747. case ALL_CATCRY:
  8748. case ALL_DREAM_SUMMERNIGHT:
  8749. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8750. break;
  8751. case ALL_BUYING_STORE:
  8752. if( sd )
  8753. {// players only, skill allows 5 buying slots
  8754. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  8755. }
  8756. break;
  8757. case RK_ENCHANTBLADE:
  8758. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8759. 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)));
  8760. break;
  8761. case RK_DRAGONHOWLING:
  8762. if( flag&1)
  8763. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8764. else
  8765. {
  8766. skill_area_temp[2] = 0;
  8767. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8768. map_foreachinallrange(skill_area_sub, src,
  8769. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8770. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  8771. skill_castend_nodamage_id);
  8772. }
  8773. break;
  8774. case LG_EARTHDRIVE: {
  8775. int dummy = 1;
  8776. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8777. i = skill_get_splash(skill_id,skill_lv);
  8778. 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);
  8779. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8780. }
  8781. break;
  8782. case RK_LUXANIMA:
  8783. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  8784. case RK_GIANTGROWTH:
  8785. case RK_STONEHARDSKIN:
  8786. case RK_VITALITYACTIVATION:
  8787. case RK_ABUNDANCE:
  8788. case RK_CRUSHSTRIKE:
  8789. case RK_REFRESH:
  8790. case RK_MILLENNIUMSHIELD:
  8791. if (sd) {
  8792. uint8 rune_level = 1; // RK_GIANTGROWTH
  8793. if (skill_id == RK_VITALITYACTIVATION)
  8794. rune_level = 2;
  8795. else if (skill_id == RK_STONEHARDSKIN)
  8796. rune_level = 4;
  8797. else if (skill_id == RK_ABUNDANCE)
  8798. rune_level = 6;
  8799. else if (skill_id == RK_CRUSHSTRIKE)
  8800. rune_level = 7;
  8801. else if (skill_id == RK_REFRESH)
  8802. rune_level = 8;
  8803. else if (skill_id == RK_MILLENNIUMSHIELD)
  8804. rune_level = 9;
  8805. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  8806. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  8807. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8808. else if (skill_id == RK_STONEHARDSKIN)
  8809. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  8810. } else
  8811. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8812. }
  8813. break;
  8814. case RK_FIGHTINGSPIRIT: {
  8815. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  8816. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  8817. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8818. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  8819. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8820. break;
  8821. }
  8822. case GC_ROLLINGCUTTER:
  8823. {
  8824. short count = 1;
  8825. skill_area_temp[2] = 0;
  8826. 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);
  8827. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8828. { // Every time the skill is casted the status change is reseted adding a counter.
  8829. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8830. if( count > 10 )
  8831. count = 10; // Max coounter
  8832. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8833. }
  8834. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8835. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8836. }
  8837. break;
  8838. case GC_WEAPONBLOCKING:
  8839. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8840. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8841. else
  8842. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8843. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8844. break;
  8845. case GC_CREATENEWPOISON:
  8846. if( sd )
  8847. {
  8848. clif_skill_produce_mix_list(sd,skill_id,25);
  8849. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8850. }
  8851. break;
  8852. case GC_POISONINGWEAPON:
  8853. if( sd ) {
  8854. clif_poison_list(sd,skill_lv);
  8855. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8856. }
  8857. break;
  8858. case GC_ANTIDOTE:
  8859. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8860. if( tsc )
  8861. {
  8862. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8863. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8864. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8865. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8866. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8867. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8868. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8869. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8870. }
  8871. break;
  8872. case GC_PHANTOMMENACE:
  8873. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8874. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8875. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8876. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8877. break;
  8878. case GC_HALLUCINATIONWALK:
  8879. {
  8880. int heal = status_get_max_hp(bl) / 10;
  8881. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8882. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8883. break;
  8884. }
  8885. if( !status_charge(bl,heal,0) )
  8886. {
  8887. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8888. break;
  8889. }
  8890. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8891. }
  8892. break;
  8893. case AB_ANCILLA:
  8894. if( sd ) {
  8895. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8896. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8897. }
  8898. break;
  8899. case AB_CLEMENTIA:
  8900. case AB_CANTO:
  8901. {
  8902. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8903. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8904. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8905. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8906. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8907. else if( sd )
  8908. 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);
  8909. }
  8910. break;
  8911. case AB_PRAEFATIO:
  8912. case AB_RENOVATIO:
  8913. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8914. if (skill_id == AB_PRAEFATIO)
  8915. 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)));
  8916. else
  8917. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8918. } else if( sd )
  8919. 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);
  8920. break;
  8921. case AB_CHEAL:
  8922. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8923. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8924. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8925. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8926. if( partycount > 1 )
  8927. i += (i / 100) * (partycount * 10) / 4;
  8928. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8929. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8930. clif_skill_nodamage(src, bl, skill_id, i, 1);
  8931. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8932. i = ~i + 1;
  8933. status_heal(bl, i, 0, 0);
  8934. }
  8935. } else if( sd )
  8936. 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);
  8937. break;
  8938. case AB_ORATIO:
  8939. if( flag&1 )
  8940. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8941. else {
  8942. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8943. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8944. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8945. }
  8946. break;
  8947. case AB_LAUDAAGNUS:
  8948. if( flag&1 || !sd || !sd->status.party_id ) {
  8949. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8950. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8951. // Success Chance: (60 + 10 * Skill Level) %
  8952. if( rnd()%100 > 60+10*skill_lv ) break;
  8953. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8954. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8955. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8956. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8957. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8958. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8959. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8960. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8961. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8962. } else if( sd )
  8963. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8964. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8965. break;
  8966. case AB_LAUDARAMUS:
  8967. if( flag&1 || !sd || !sd->status.party_id ) {
  8968. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8969. // Success Chance: (60 + 10 * Skill Level) %
  8970. if( rnd()%100 > 60+10*skill_lv ) break;
  8971. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8972. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8973. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8974. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8975. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8976. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8977. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8978. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8979. } else if( sd )
  8980. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8981. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8982. break;
  8983. case AB_CLEARANCE:
  8984. 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]
  8985. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8986. break;
  8987. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8988. if(rnd()%100 >= 60 + 8 * skill_lv) {
  8989. if (sd)
  8990. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8991. break;
  8992. }
  8993. if(status_isimmune(bl))
  8994. break;
  8995. //Remove bonus_script by Clearance
  8996. if (dstsd)
  8997. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8998. if(!tsc || !tsc->count)
  8999. break;
  9000. for( i = 0; i < SC_MAX; i++ ) {
  9001. if (!tsc->data[i])
  9002. continue;
  9003. switch (i) {
  9004. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  9005. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  9006. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  9007. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  9008. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  9009. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  9010. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  9011. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  9012. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  9013. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  9014. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  9015. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  9016. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  9017. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  9018. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  9019. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  9020. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  9021. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  9022. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  9023. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  9024. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  9025. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  9026. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  9027. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  9028. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  9029. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  9030. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  9031. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  9032. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  9033. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  9034. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  9035. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  9036. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  9037. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  9038. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  9039. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  9040. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  9041. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  9042. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  9043. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  9044. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  9045. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  9046. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  9047. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  9048. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  9049. case SC_P_ALTER: case SC_E_CHAIN:
  9050. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  9051. case SC_NEWMOON: case SC_FLASHKICK: case SC_DIMENSION:
  9052. case SC_NOVAEXPLOSING:
  9053. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  9054. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  9055. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  9056. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  9057. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM:
  9058. case SC_SPORE_EXPLOSION:
  9059. #ifdef RENEWAL
  9060. case SC_EXTREMITYFIST2:
  9061. #endif
  9062. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  9063. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  9064. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  9065. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  9066. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  9067. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  9068. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  9069. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  9070. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  9071. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  9072. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  9073. case SC_SPRITEMABLE: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  9074. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  9075. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  9076. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  9077. case SC_DAILYSENDMAILCNT:
  9078. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  9079. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  9080. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  9081. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  9082. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  9083. continue;
  9084. case SC_ASSUMPTIO:
  9085. if( bl->type == BL_MOB )
  9086. continue;
  9087. break;
  9088. }
  9089. 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.
  9090. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  9091. }
  9092. break;
  9093. }
  9094. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  9095. break;
  9096. case AB_SILENTIUM:
  9097. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  9098. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9099. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9100. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9101. break;
  9102. case WL_STASIS:
  9103. if (flag&1)
  9104. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9105. else {
  9106. struct map_data *mapdata = map_getmapdata(src->m);
  9107. 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);
  9108. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9109. }
  9110. break;
  9111. case WL_CHAINLIGHTNING:
  9112. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  9113. break;
  9114. case WL_WHITEIMPRISON:
  9115. 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.
  9116. {
  9117. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  9118. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  9119. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  9120. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  9121. if( sd )
  9122. skill_blockpc_start(sd,skill_id,4000);
  9123. if( !(tsc && tsc->data[type]) ){
  9124. 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));
  9125. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  9126. if( !i )
  9127. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9128. }
  9129. }else
  9130. if( sd )
  9131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  9132. break;
  9133. case NPC_JACKFROST:
  9134. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9135. 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);
  9136. break;
  9137. case WL_SIENNAEXECRATE:
  9138. if( status_isimmune(bl) || !tsc )
  9139. break;
  9140. if( flag&1 ) {
  9141. if( bl->id == skill_area_temp[1] )
  9142. break; // Already work on this target
  9143. if( tsc && tsc->data[type] )
  9144. status_change_end(bl,type,INVALID_TIMER);
  9145. else
  9146. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9147. } else {
  9148. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  9149. // IroWiki says Rate should be reduced by target stats, but currently unknown
  9150. if( rnd()%100 < rate ) { // Success on First Target
  9151. if( !tsc->data[type] )
  9152. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9153. else {
  9154. rate = 1;
  9155. status_change_end(bl,type,INVALID_TIMER);
  9156. }
  9157. if( rate ) {
  9158. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9159. skill_area_temp[1] = bl->id;
  9160. 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);
  9161. }
  9162. // Doesn't send failure packet if it fails on defense.
  9163. }
  9164. else if( sd ) // Failure on Rate
  9165. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9166. }
  9167. break;
  9168. case WL_SUMMONFB:
  9169. case WL_SUMMONBL:
  9170. case WL_SUMMONWB:
  9171. case WL_SUMMONSTONE:
  9172. {
  9173. status_change *sc = status_get_sc(src);
  9174. if (sc == nullptr)
  9175. break;
  9176. e_wl_spheres element;
  9177. switch (skill_id) { // Set val2. The SC element for this ball
  9178. case WL_SUMMONFB:
  9179. element = WLS_FIRE;
  9180. break;
  9181. case WL_SUMMONBL:
  9182. element = WLS_WIND;
  9183. break;
  9184. case WL_SUMMONWB:
  9185. element = WLS_WATER;
  9186. break;
  9187. case WL_SUMMONSTONE:
  9188. element = WLS_STONE;
  9189. break;
  9190. }
  9191. if (skill_lv == 1) {
  9192. sc_type sphere = SC_NONE;
  9193. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9194. if (sc->data[i] == nullptr) {
  9195. sphere = static_cast<sc_type>(i); // Take the free SC
  9196. break;
  9197. }
  9198. }
  9199. if (sphere == SC_NONE) {
  9200. if (sd) // No free slots to put SC
  9201. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  9202. break;
  9203. }
  9204. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9205. } else {
  9206. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9207. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER); // Removes previous type
  9208. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9209. }
  9210. }
  9211. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  9212. }
  9213. break;
  9214. case WL_READING_SB_READING:
  9215. if (sd) {
  9216. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  9217. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0);
  9218. break;
  9219. }
  9220. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9221. skill_spellbook(sd, ITEMID_WL_MB_SG + skill_lv - 1);
  9222. }
  9223. break;
  9224. case RA_FEARBREEZE:
  9225. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9226. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9227. break;
  9228. case RA_WUGMASTERY:
  9229. if( sd ) {
  9230. if( !pc_iswug(sd) )
  9231. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9232. else
  9233. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9234. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9235. }
  9236. break;
  9237. case RA_WUGRIDER:
  9238. if( sd ) {
  9239. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  9240. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9241. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  9242. } else if( pc_isridingwug(sd) ) {
  9243. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  9244. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9245. }
  9246. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9247. }
  9248. break;
  9249. case RA_WUGDASH:
  9250. if( tsce ) {
  9251. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  9252. map_freeblock_unlock();
  9253. return 0;
  9254. }
  9255. if( sd && pc_isridingwug(sd) ) {
  9256. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  9257. clif_walkok(sd);
  9258. }
  9259. break;
  9260. case RA_SENSITIVEKEEN:
  9261. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9262. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9263. 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);
  9264. break;
  9265. case NC_F_SIDESLIDE:
  9266. case NC_B_SIDESLIDE:
  9267. {
  9268. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  9269. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  9270. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9271. }
  9272. break;
  9273. case NC_SELFDESTRUCTION:
  9274. if( sd ) {
  9275. if( pc_ismadogear(sd) )
  9276. pc_setmadogear(sd, 0);
  9277. skill_area_temp[1] = 0;
  9278. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9279. 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);
  9280. status_set_sp(src, 0, 0);
  9281. skill_clear_unitgroup(src);
  9282. }
  9283. break;
  9284. case NC_EMERGENCYCOOL:
  9285. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9286. if (sd) {
  9287. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  9288. int16 limit[] = { -45, -75, -105 };
  9289. i = 0;
  9290. for (const auto &reqItem : req.eqItem) {
  9291. if (pc_search_inventory(sd, reqItem) != -1)
  9292. break;
  9293. i++;
  9294. }
  9295. pc_overheat(sd, limit[min(i, 2)]);
  9296. }
  9297. break;
  9298. case NC_ANALYZE:
  9299. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9300. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9301. break;
  9302. case NC_MAGNETICFIELD:
  9303. clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9304. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  9305. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  9306. 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);
  9307. break;
  9308. case NC_REPAIR:
  9309. if( sd ) {
  9310. int heal, hp = 0;
  9311. if( !dstsd || !pc_ismadogear(dstsd) ) {
  9312. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  9313. break;
  9314. }
  9315. switch(skill_lv) {
  9316. case 1: hp = 4; break;
  9317. case 2: hp = 7; break;
  9318. case 3: hp = 13; break;
  9319. case 4: hp = 17; break;
  9320. case 5: default: hp = 23; break;
  9321. }
  9322. heal = dstsd->status.max_hp * hp / 100;
  9323. status_heal(bl,heal,0,2);
  9324. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  9325. }
  9326. break;
  9327. case NC_DISJOINT:
  9328. {
  9329. if( bl->type != BL_MOB ) break;
  9330. md = map_id2md(bl->id);
  9331. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  9332. status_kill(bl);
  9333. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9334. }
  9335. break;
  9336. case SC_AUTOSHADOWSPELL:
  9337. if( sd ) {
  9338. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  9339. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  9340. {
  9341. 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]
  9342. clif_autoshadowspell_list(sd);
  9343. clif_skill_nodamage(src,bl,skill_id,1,1);
  9344. }
  9345. else
  9346. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  9347. }
  9348. break;
  9349. case SC_SHADOWFORM:
  9350. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  9351. 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))) )
  9352. dstsd->shadowform_id = src->id;
  9353. }
  9354. else if( sd )
  9355. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9356. break;
  9357. case SC_BODYPAINT:
  9358. if( flag&1 ) {
  9359. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  9360. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  9361. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  9362. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  9363. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  9364. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  9365. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9366. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9367. }
  9368. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  9369. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9370. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  9371. } else {
  9372. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  9373. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9374. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9375. }
  9376. break;
  9377. case SC_ENERVATION:
  9378. case SC_GROOMY:
  9379. case SC_LAZINESS:
  9380. case SC_UNLUCKY:
  9381. case SC_WEAKNESS:
  9382. if( !(tsc && tsc->data[type]) ) {
  9383. int rate;
  9384. if (status_get_class_(bl) == CLASS_BOSS)
  9385. break;
  9386. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  9387. - (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));
  9388. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  9389. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  9390. } else if( sd )
  9391. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9392. break;
  9393. case SC_IGNORANCE:
  9394. if( !(tsc && tsc->data[type]) ) {
  9395. int rate;
  9396. if (status_get_class_(bl) == CLASS_BOSS)
  9397. break;
  9398. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  9399. - (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));
  9400. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  9401. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  9402. int sp = 100 * skill_lv;
  9403. if( dstmd )
  9404. sp = dstmd->level;
  9405. if( !dstmd )
  9406. status_zap(bl, 0, sp);
  9407. status_heal(src, 0, sp / 2, 3);
  9408. } else if( sd )
  9409. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9410. } else if( sd )
  9411. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9412. break;
  9413. case LG_TRAMPLE:
  9414. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9415. if (rnd()%100 < (25 + 25 * skill_lv))
  9416. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  9417. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  9418. break;
  9419. case LG_REFLECTDAMAGE:
  9420. if( tsc && tsc->data[type] )
  9421. status_change_end(bl,type,INVALID_TIMER);
  9422. else
  9423. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9424. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9425. break;
  9426. case LG_SHIELDSPELL:
  9427. if (sd) {
  9428. int opt = 0;
  9429. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  9430. struct item_data *shield_data = NULL;
  9431. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  9432. shield_data = sd->inventory_data[index];
  9433. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  9434. shield_def = shield_mdef = shield_refine = 10;
  9435. else {
  9436. shield_def = shield_data->def;
  9437. shield_mdef = sd->bonus.shieldmdef;
  9438. shield_refine = sd->inventory.u.items_inventory[sd->equip_index[EQI_HAND_L]].refine;
  9439. }
  9440. if (flag&1) {
  9441. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  9442. break;
  9443. }
  9444. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  9445. switch(skill_lv) {
  9446. case 1: { // DEF Based
  9447. int splashrange = 0;
  9448. #ifdef RENEWAL
  9449. if (shield_def >= 0 && shield_def <= 40)
  9450. #else
  9451. if (shield_def >= 0 && shield_def <= 4)
  9452. #endif
  9453. splashrange = 1;
  9454. #ifdef RENEWAL
  9455. else if (shield_def >= 41 && shield_def <= 80)
  9456. #else
  9457. else if (shield_def >= 5 && shield_def <= 9)
  9458. #endif
  9459. splashrange = 2;
  9460. else
  9461. splashrange = 3;
  9462. switch(opt) {
  9463. case 1: // Splash AoE ATK
  9464. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INFINITE_TICK);
  9465. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9466. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9467. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  9468. break;
  9469. case 2: // % Damage Reflecting Increase
  9470. #ifdef RENEWAL
  9471. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  9472. #else
  9473. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  9474. #endif
  9475. break;
  9476. case 3: // Equipment Attack Increase
  9477. #ifdef RENEWAL
  9478. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  9479. #else
  9480. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  9481. #endif
  9482. break;
  9483. }
  9484. }
  9485. break;
  9486. case 2: { // MDEF Based
  9487. int splashrange = 0;
  9488. if (shield_mdef >= 1 && shield_mdef <= 3)
  9489. splashrange = 1;
  9490. else if (shield_mdef >= 4 && shield_mdef <= 5)
  9491. splashrange = 2;
  9492. else
  9493. splashrange = 3;
  9494. switch(opt) {
  9495. case 1: // Splash AoE MATK
  9496. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INFINITE_TICK);
  9497. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9498. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9499. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  9500. break;
  9501. case 2: // Splash AoE Lex Divina
  9502. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  9503. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9504. map_foreachinallrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9505. break;
  9506. case 3: // Casts Magnificat.
  9507. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  9508. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  9509. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  9510. break;
  9511. }
  9512. }
  9513. break;
  9514. case 3: // Refine Based
  9515. switch(opt) {
  9516. case 1: // Allows you to break armor at a 100% rate when you do damage.
  9517. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  9518. break;
  9519. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  9520. #ifdef RENEWAL
  9521. 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);
  9522. #else
  9523. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  9524. #endif
  9525. break;
  9526. case 3: // Recovers HP depending on Shield refine rate.
  9527. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INFINITE_TICK); //HP Recovery.
  9528. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  9529. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  9530. break;
  9531. }
  9532. break;
  9533. }
  9534. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9535. }
  9536. break;
  9537. case LG_PIETY:
  9538. if( flag&1 )
  9539. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9540. else {
  9541. skill_area_temp[2] = 0;
  9542. 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);
  9543. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9544. }
  9545. break;
  9546. case LG_INSPIRATION:
  9547. if( sd && !map_getmapflag(sd->bl.m, MF_NOEXPPENALTY) && battle_config.exp_cost_inspiration )
  9548. pc_lostexp(sd, u64min(sd->status.base_exp, pc_nextbaseexp(sd) * battle_config.exp_cost_inspiration / 100), 0); // 1% penalty.
  9549. clif_skill_nodamage(bl,src,skill_id,skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9550. break;
  9551. case SR_CURSEDCIRCLE:
  9552. if( flag&1 ) {
  9553. if( status_get_class_(bl) == CLASS_BOSS )
  9554. break;
  9555. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  9556. if( bl->type == BL_MOB )
  9557. mob_unlocktarget((TBL_MOB*)bl,gettick());
  9558. clif_bladestop(src, bl->id, 1);
  9559. map_freeblock_unlock();
  9560. return 1;
  9561. }
  9562. } else {
  9563. int count = 0;
  9564. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9565. 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
  9566. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9567. if( sd ) pc_delspiritball(sd, count, 0);
  9568. clif_skill_nodamage(src, src, skill_id, skill_lv,
  9569. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  9570. }
  9571. break;
  9572. case SR_RAISINGDRAGON:
  9573. if( sd ) {
  9574. short max = 5 + skill_lv;
  9575. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9576. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  9577. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  9578. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  9579. }
  9580. break;
  9581. case SR_ASSIMILATEPOWER:
  9582. if (flag&1) {
  9583. i = 0;
  9584. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  9585. if (dstsd->spiritball > 0) {
  9586. i = dstsd->spiritball;
  9587. pc_delspiritball(dstsd,dstsd->spiritball,0);
  9588. }
  9589. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  9590. i += dstsd->spiritcharm;
  9591. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  9592. }
  9593. }
  9594. if (i)
  9595. status_percent_heal(src, 0, i);
  9596. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  9597. } else {
  9598. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9599. 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);
  9600. }
  9601. break;
  9602. case SR_POWERVELOCITY:
  9603. if( !dstsd )
  9604. break;
  9605. if( sd && dstsd->spiritball <= 5 ) {
  9606. for(i = 0; i <= 5; i++) {
  9607. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  9608. pc_delspiritball(sd, sd->spiritball, 0);
  9609. }
  9610. }
  9611. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9612. break;
  9613. case SR_GENTLETOUCH_CURE:
  9614. {
  9615. unsigned int heal;
  9616. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9617. heal = 0;
  9618. else {
  9619. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  9620. status_heal(bl, heal, 0, 0);
  9621. }
  9622. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  9623. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9624. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9625. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9626. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9627. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9628. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9629. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9630. }
  9631. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9632. }
  9633. break;
  9634. case SR_GENTLETOUCH_ENERGYGAIN:
  9635. case SR_GENTLETOUCH_CHANGE:
  9636. case SR_GENTLETOUCH_REVITALIZE:
  9637. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9638. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9639. break;
  9640. case SR_FLASHCOMBO: {
  9641. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  9642. const int delay[] = { 0, 250, 500, 2000 };
  9643. if (sd) // Disable attacking/acting/moving for skill's duration.
  9644. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[3];
  9645. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9646. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9647. for (i = 0; i < ARRAYLENGTH(combo); i++)
  9648. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  9649. }
  9650. break;
  9651. case WA_SWING_DANCE:
  9652. case WA_MOONLIT_SERENADE:
  9653. case WA_SYMPHONY_OF_LOVER:
  9654. case MI_RUSH_WINDMILL:
  9655. case MI_ECHOSONG:
  9656. if( !sd || !sd->status.party_id || (flag & 1) ) {
  9657. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9658. 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));
  9659. } else if( sd ) {
  9660. 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);
  9661. 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));
  9662. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9663. }
  9664. break;
  9665. case MI_HARMONIZE:
  9666. if( src != bl )
  9667. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9668. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9669. break;
  9670. case WM_DEADHILLHERE:
  9671. if( bl->type == BL_PC ) {
  9672. if( !status_isdead(bl) )
  9673. break;
  9674. int heal = tstatus->sp;
  9675. if( heal <= 0 )
  9676. heal = 1;
  9677. tstatus->hp = heal;
  9678. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  9679. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9680. pc_revive((TBL_PC*)bl,heal,0);
  9681. clif_resurrection(bl,1);
  9682. }
  9683. break;
  9684. case WM_VOICEOFSIREN:
  9685. if (flag&1)
  9686. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  9687. else {
  9688. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  9689. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  9690. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9691. 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);
  9692. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9693. }
  9694. break;
  9695. case WM_GLOOMYDAY:
  9696. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9697. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  9698. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  9699. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  9700. { // !TODO: Which skills aren't boosted anymore?
  9701. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9702. break;
  9703. }
  9704. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9705. break;
  9706. case WM_SATURDAY_NIGHT_FEVER:
  9707. if( flag&1 ) {
  9708. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9709. } else if (sd) {
  9710. 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?
  9711. 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);
  9712. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9713. }
  9714. }
  9715. break;
  9716. case WM_SIRCLEOFNATURE:
  9717. case WM_SONG_OF_MANA:
  9718. case WM_DANCE_WITH_WUG:
  9719. case WM_LERADS_DEW:
  9720. case WM_UNLIMITED_HUMMING_VOICE:
  9721. if( flag&1 ) { // These affect to to all party members near the caster.
  9722. struct status_change *sc = status_get_sc(src);
  9723. if( sc && sc->data[type] ) {
  9724. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  9725. }
  9726. } else if( sd ) {
  9727. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  9728. 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);
  9729. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9730. }
  9731. break;
  9732. case WM_MELODYOFSINK:
  9733. if( flag&1 ) {
  9734. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9735. } else { // These affect to all targets around the caster.
  9736. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  9737. 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);
  9738. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9739. }
  9740. }
  9741. break;
  9742. case WM_BEYOND_OF_WARCRY:
  9743. if( flag&1 ) {
  9744. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9745. } else { // These affect to all targets around the caster.
  9746. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  9747. 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);
  9748. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9749. }
  9750. }
  9751. break;
  9752. case WM_SOUND_OF_DESTRUCTION:
  9753. if (flag&1) {
  9754. 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
  9755. } else {
  9756. 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);
  9757. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9758. }
  9759. break;
  9760. case WM_RANDOMIZESPELL:
  9761. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  9762. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  9763. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  9764. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  9765. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  9766. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9767. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  9768. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9769. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  9770. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9771. }
  9772. break;
  9773. case RETURN_TO_ELDICASTES:
  9774. case ALL_GUARDIAN_RECALL:
  9775. case ECLAGE_RECALL:
  9776. if( sd )
  9777. {
  9778. short x=0, y=0; // Destiny position.
  9779. unsigned short mapindex=0;
  9780. switch(skill_id){
  9781. default:
  9782. case RETURN_TO_ELDICASTES:
  9783. x = 198;
  9784. y = 187;
  9785. mapindex = mapindex_name2id(MAP_DICASTES);
  9786. break;
  9787. case ALL_GUARDIAN_RECALL:
  9788. x = 44;
  9789. y = 151;
  9790. mapindex = mapindex_name2id(MAP_MORA);
  9791. break;
  9792. case ECLAGE_RECALL:
  9793. x = 47;
  9794. y = 31;
  9795. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9796. break;
  9797. }
  9798. if(!mapindex)
  9799. { //Given map not found?
  9800. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9801. map_freeblock_unlock();
  9802. return 0;
  9803. }
  9804. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9805. }
  9806. break;
  9807. case ECL_SNOWFLIP:
  9808. case ECL_PEONYMAMY:
  9809. case ECL_SADAGUI:
  9810. case ECL_SEQUOIADUST:
  9811. switch(skill_id){
  9812. case ECL_SNOWFLIP:
  9813. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9814. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9815. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9816. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9817. break;
  9818. case ECL_PEONYMAMY:
  9819. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9820. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9821. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9822. break;
  9823. case ECL_SADAGUI:
  9824. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9825. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9826. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9827. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9828. break;
  9829. case ECL_SEQUOIADUST:
  9830. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9831. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9832. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9833. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9834. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9835. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9836. break;
  9837. }
  9838. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  9839. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9840. break;
  9841. case GM_SANDMAN:
  9842. if( tsc ) {
  9843. if( tsc->opt1 == OPT1_SLEEP )
  9844. tsc->opt1 = 0;
  9845. else
  9846. tsc->opt1 = OPT1_SLEEP;
  9847. clif_changeoption(bl);
  9848. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9849. }
  9850. break;
  9851. case SO_ARRULLO:
  9852. {
  9853. 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;
  9854. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9855. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  9856. }
  9857. break;
  9858. case WM_LULLABY_DEEPSLEEP:
  9859. if (flag&1) {
  9860. 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);
  9861. 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
  9862. sc_start(src, bl, type, rate, skill_lv, duration);
  9863. } else {
  9864. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9865. 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);
  9866. }
  9867. break;
  9868. case SO_SUMMON_AGNI:
  9869. case SO_SUMMON_AQUA:
  9870. case SO_SUMMON_VENTUS:
  9871. case SO_SUMMON_TERA:
  9872. if( sd ) {
  9873. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9874. // Remove previous elemental first.
  9875. if( sd->ed )
  9876. elemental_delete(sd->ed);
  9877. // Summoning the new one.
  9878. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9879. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9880. break;
  9881. }
  9882. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9883. }
  9884. break;
  9885. case SO_EL_CONTROL:
  9886. if( sd ) {
  9887. enum e_mode mode = EL_MODE_PASSIVE; // Standard mode.
  9888. if( !sd->ed ) break;
  9889. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9890. elemental_delete(sd->ed);
  9891. break;
  9892. }
  9893. switch( skill_lv ) {// Select mode bassed on skill level used.
  9894. case 2: mode = static_cast<e_mode>(EL_MODE_ASSIST); break;
  9895. case 3: mode = static_cast<e_mode>(EL_MODE_AGGRESSIVE); break;
  9896. }
  9897. if( !elemental_change_mode(sd->ed,mode) ) {
  9898. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9899. break;
  9900. }
  9901. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9902. }
  9903. break;
  9904. case SO_EL_ACTION:
  9905. if( sd ) {
  9906. int duration = 3000;
  9907. if( !sd->ed )
  9908. break;
  9909. switch(sd->ed->db->class_) {
  9910. case 2115:case 2124:
  9911. case 2118:case 2121:
  9912. duration = 6000;
  9913. break;
  9914. case 2116:case 2119:
  9915. case 2122:case 2125:
  9916. duration = 9000;
  9917. break;
  9918. }
  9919. sd->skill_id_old = skill_id;
  9920. elemental_action(sd->ed, bl, tick);
  9921. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9922. skill_blockpc_start(sd, skill_id, duration);
  9923. }
  9924. break;
  9925. case SO_EL_CURE:
  9926. if( sd ) {
  9927. struct elemental_data *ed = sd->ed;
  9928. int s_hp, s_sp;
  9929. if( !ed )
  9930. break;
  9931. s_hp = sd->battle_status.hp * 10 / 100;
  9932. s_sp = sd->battle_status.sp * 10 / 100;
  9933. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9934. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9935. break;
  9936. }
  9937. status_heal(&ed->bl,s_hp,s_sp,3);
  9938. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9939. }
  9940. break;
  9941. case GN_CHANGEMATERIAL:
  9942. case SO_EL_ANALYSIS:
  9943. if( sd ) {
  9944. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9945. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9946. }
  9947. break;
  9948. case GN_BLOOD_SUCKER:
  9949. {
  9950. struct status_change *sc = status_get_sc(src);
  9951. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9952. if( tsc && tsc->data[type] ){
  9953. sc->bs_counter--;
  9954. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9955. }
  9956. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9957. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9958. sc->bs_counter++;
  9959. } else if( sd ) {
  9960. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9961. break;
  9962. }
  9963. }
  9964. break;
  9965. case GN_SPORE_EXPLOSION:
  9966. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9967. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|8);
  9968. sc_start4(src, bl, type, 100, skill_lv, skill_id, src->id, 0, skill_get_time(skill_id, skill_lv));
  9969. break;
  9970. case GN_MANDRAGORA:
  9971. if( flag&1 ) {
  9972. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9973. if (rate < 10)
  9974. rate = 10;
  9975. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  9976. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  9977. if (rnd()%100 < rate) {
  9978. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9979. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9980. }
  9981. } else {
  9982. 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);
  9983. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9984. }
  9985. break;
  9986. case GN_SLINGITEM:
  9987. if( sd ) {
  9988. i = sd->equip_index[EQI_AMMO];
  9989. if( i < 0 )
  9990. break; // No ammo.
  9991. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  9992. if( ammo_id == 0 )
  9993. break;
  9994. sd->itemid = ammo_id;
  9995. if( itemdb_group_item_exists(IG_BOMB, ammo_id) ) {
  9996. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9997. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9998. 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);
  9999. else
  10000. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10001. } else //Otherwise, it fails, shows animation and removes items.
  10002. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  10003. } else if (itemdb_group_item_exists(IG_THROWABLE, ammo_id)) {
  10004. switch (ammo_id) {
  10005. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10006. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10007. status_percent_heal(bl, 1, 0);
  10008. break;
  10009. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10010. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10011. status_percent_heal(bl, 2, 0);
  10012. break;
  10013. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10014. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10015. status_percent_heal(bl, 5, 0);
  10016. break;
  10017. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10018. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10019. status_percent_heal(bl, 0, 2);
  10020. break;
  10021. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10022. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10023. status_percent_heal(bl, 0, 4);
  10024. break;
  10025. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10026. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10027. status_percent_heal(bl, 0, 8);
  10028. break;
  10029. default:
  10030. if (dstsd)
  10031. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10032. break;
  10033. }
  10034. }
  10035. }
  10036. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10037. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10038. break;
  10039. case GN_MIX_COOKING:
  10040. case GN_MAKEBOMB:
  10041. case GN_S_PHARMACY:
  10042. if( sd ) {
  10043. int qty = 1;
  10044. sd->skill_id_old = skill_id;
  10045. sd->skill_lv_old = skill_lv;
  10046. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10047. qty = 10;
  10048. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  10049. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10050. }
  10051. break;
  10052. case EL_CIRCLE_OF_FIRE:
  10053. case EL_PYROTECHNIC:
  10054. case EL_HEATER:
  10055. case EL_TROPIC:
  10056. case EL_AQUAPLAY:
  10057. case EL_COOLER:
  10058. case EL_CHILLY_AIR:
  10059. case EL_GUST:
  10060. case EL_BLAST:
  10061. case EL_WILD_STORM:
  10062. case EL_PETROLOGY:
  10063. case EL_CURSED_SOIL:
  10064. case EL_UPHEAVAL:
  10065. case EL_FIRE_CLOAK:
  10066. case EL_WATER_DROP:
  10067. case EL_WIND_CURTAIN:
  10068. case EL_SOLID_SKIN:
  10069. case EL_STONE_SHIELD:
  10070. case EL_WIND_STEP: {
  10071. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  10072. if( ele ) {
  10073. sc_type type2 = (sc_type)(type-1);
  10074. struct status_change *sc = status_get_sc(&ele->bl);
  10075. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10076. elemental_clean_single_effect(ele, skill_id);
  10077. } else {
  10078. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10079. 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);
  10080. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  10081. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  10082. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10083. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10084. }
  10085. }
  10086. }
  10087. break;
  10088. case EL_FIRE_MANTLE:
  10089. case EL_WATER_BARRIER:
  10090. case EL_ZEPHYR:
  10091. case EL_POWER_OF_GAIA:
  10092. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10093. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10094. break;
  10095. case EL_WATER_SCREEN: {
  10096. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  10097. if( ele ) {
  10098. struct status_change *sc = status_get_sc(&ele->bl);
  10099. sc_type type2 = (sc_type)(type-1);
  10100. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10101. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10102. elemental_clean_single_effect(ele, skill_id);
  10103. } else {
  10104. // This not heals at the end.
  10105. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10106. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10107. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10108. }
  10109. }
  10110. }
  10111. break;
  10112. case KO_KAHU_ENTEN:
  10113. case KO_HYOUHU_HUBUKI:
  10114. case KO_KAZEHU_SEIRAN:
  10115. case KO_DOHU_KOUKAI:
  10116. if (sd) {
  10117. int ele_type = skill_get_ele(skill_id,skill_lv);
  10118. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10119. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10120. }
  10121. break;
  10122. case KO_ZANZOU:
  10123. if(sd){
  10124. struct mob_data *md2;
  10125. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10126. if( md2 )
  10127. {
  10128. md2->master_id = src->id;
  10129. md2->special_state.ai = AI_ZANZOU;
  10130. if( md2->deletetimer != INVALID_TIMER )
  10131. delete_timer(md2->deletetimer, mob_timer_delete);
  10132. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10133. mob_spawn( md2 );
  10134. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10135. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10136. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10137. }
  10138. }
  10139. break;
  10140. case KO_KYOUGAKU:
  10141. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  10142. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10143. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10144. }else if( sd )
  10145. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10146. break;
  10147. case KO_JYUSATSU:
  10148. if( dstsd && tsc && !tsc->data[type] &&
  10149. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10150. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10151. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10152. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10153. if( status_get_lv(bl) <= status_get_lv(src) )
  10154. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10155. }else if( sd )
  10156. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10157. break;
  10158. case KO_GENWAKU:
  10159. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10160. int x = src->x, y = src->y;
  10161. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  10162. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10163. break;
  10164. }
  10165. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  10166. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10167. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10168. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  10169. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10170. clif_blown(src);
  10171. if (!unit_blown_immune(bl, 0x1)) {
  10172. unit_movepos(bl,x,y,0,0);
  10173. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  10174. clif_sitting(bl); //Avoid sitting sync problem
  10175. clif_blown(bl);
  10176. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  10177. }
  10178. }
  10179. }
  10180. break;
  10181. case OB_AKAITSUKI:
  10182. case OB_OBOROGENSOU:
  10183. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  10184. || status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ){ // Does not work on status immune monsters.
  10185. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10186. break;
  10187. }
  10188. case KO_IZAYOI:
  10189. case OB_ZANGETSU:
  10190. case KG_KYOMU:
  10191. case KG_KAGEMUSYA:
  10192. case SP_SOULDIVISION:
  10193. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  10194. if (bl->type != BL_PC) {
  10195. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10196. break;
  10197. }
  10198. }
  10199. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10200. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10201. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10202. break;
  10203. case KG_KAGEHUMI:
  10204. if( flag&1 ){
  10205. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  10206. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  10207. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  10208. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10209. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10210. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  10211. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10212. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  10213. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  10214. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  10215. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  10216. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  10217. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  10218. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  10219. }
  10220. if( skill_area_temp[2] == 1 ){
  10221. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10222. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10223. }
  10224. }else{
  10225. skill_area_temp[2] = 0;
  10226. 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);
  10227. }
  10228. break;
  10229. case MH_SILENT_BREEZE:
  10230. {
  10231. int heal = 5 * status_get_lv(&hd->bl) +
  10232. #ifdef RENEWAL
  10233. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  10234. #else
  10235. status_base_matk_min(&hd->battle_status);
  10236. #endif
  10237. //Silences the homunculus and target
  10238. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10239. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10240. //Recover the target's HP
  10241. status_heal(bl,heal,0,3);
  10242. //Removes these SC from target
  10243. if (tsc) {
  10244. const enum sc_type scs[] = {
  10245. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  10246. };
  10247. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10248. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  10249. }
  10250. if (hd)
  10251. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10252. }
  10253. break;
  10254. case MH_OVERED_BOOST:
  10255. if (hd && battle_get_master(src)) {
  10256. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10257. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10258. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10259. }
  10260. break;
  10261. case MH_GRANITIC_ARMOR:
  10262. case MH_PYROCLASTIC:
  10263. if(hd) {
  10264. struct block_list *s_bl = battle_get_master(src);
  10265. 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
  10266. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10267. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10268. }
  10269. break;
  10270. case MH_LIGHT_OF_REGENE: //self
  10271. if(hd) {
  10272. struct block_list *s_bl = battle_get_master(src);
  10273. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10274. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10275. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10276. }
  10277. break;
  10278. case MH_STYLE_CHANGE:
  10279. if(hd){
  10280. struct status_change_entry *sce;
  10281. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  10282. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  10283. else sce->val1 = MH_MD_FIGHTING;
  10284. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  10285. // char output[128];
  10286. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  10287. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  10288. //}
  10289. }
  10290. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  10291. }
  10292. break;
  10293. case MH_MAGMA_FLOW:
  10294. case MH_PAIN_KILLER:
  10295. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10296. if (hd)
  10297. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10298. break;
  10299. case MH_SUMMON_LEGION: {
  10300. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  10301. int qty[5] = {3 , 3 , 4 , 4 , 5};
  10302. struct mob_data *sum_md;
  10303. int i_slave,c=0;
  10304. int maxcount = qty[skill_lv-1];
  10305. 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);
  10306. if(c >= maxcount) {
  10307. map_freeblock_unlock();
  10308. return 0; //max qty already spawned
  10309. }
  10310. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  10311. 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);
  10312. if (sum_md) {
  10313. sum_md->master_id = src->id;
  10314. sum_md->special_state.ai = AI_LEGION;
  10315. if (sum_md->deletetimer != INVALID_TIMER)
  10316. delete_timer(sum_md->deletetimer, mob_timer_delete);
  10317. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  10318. mob_spawn(sum_md); //Now it is ready for spawning.
  10319. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  10320. }
  10321. }
  10322. if (hd)
  10323. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10324. }
  10325. break;
  10326. case RL_RICHS_COIN:
  10327. if (sd) {
  10328. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10329. for (i = 0; i < 10; i++)
  10330. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  10331. }
  10332. break;
  10333. case RL_C_MARKER:
  10334. if (sd) {
  10335. // If marked by someone else remove it
  10336. if (tsce && tsce->val2 != src->id)
  10337. status_change_end(bl, type, INVALID_TIMER);
  10338. // Check if marked before
  10339. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  10340. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10341. // Find empty slot
  10342. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  10343. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10344. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10345. break;
  10346. }
  10347. }
  10348. sd->c_marker[i] = bl->id;
  10349. 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);
  10350. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10351. }
  10352. // If mob casts this, at least SC_C_MARKER as debuff
  10353. else {
  10354. 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);
  10355. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10356. }
  10357. break;
  10358. case RL_QD_SHOT:
  10359. if (sd) {
  10360. skill_area_temp[1] = bl->id;
  10361. // Check surrounding
  10362. 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);
  10363. if (skill_area_temp[0])
  10364. 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);
  10365. // Main target always receives damage
  10366. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10367. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  10368. } else {
  10369. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10370. 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);
  10371. }
  10372. status_change_end(src, SC_QD_SHOT_READY, INVALID_TIMER); // End here to prevent spamming of the skill onto the target.
  10373. skill_area_temp[0] = 0;
  10374. skill_area_temp[1] = 0;
  10375. break;
  10376. case RL_FLICKER:
  10377. if (sd) {
  10378. sd->flicker = true;
  10379. skill_area_temp[1] = 0;
  10380. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10381. // Detonate RL_B_TRAP
  10382. if (pc_checkskill(sd, RL_B_TRAP))
  10383. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  10384. // Detonate RL_H_MINE
  10385. if ((i = pc_checkskill(sd, RL_H_MINE)))
  10386. 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);
  10387. sd->flicker = false;
  10388. }
  10389. break;
  10390. case SO_ELEMENTAL_SHIELD:
  10391. if (!sd || sd->status.party_id == 0 || flag&1) {
  10392. if (sd && sd->status.party_id == 0) {
  10393. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10394. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10395. elemental_delete(sd->ed);
  10396. }
  10397. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  10398. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  10399. }
  10400. else {
  10401. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10402. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10403. elemental_delete(sd->ed);
  10404. 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);
  10405. }
  10406. break;
  10407. case SU_HIDE:
  10408. if (tsce) {
  10409. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10410. status_change_end(bl, type, INVALID_TIMER);
  10411. map_freeblock_unlock();
  10412. return 0;
  10413. }
  10414. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10415. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10416. break;
  10417. case SU_STOOP:
  10418. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10419. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10420. break;
  10421. case SU_SV_ROOTTWIST:
  10422. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10423. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  10424. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10425. break;
  10426. }
  10427. if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
  10428. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10429. else {
  10430. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10431. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  10432. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  10433. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  10434. }
  10435. break;
  10436. case SU_TUNABELLY:
  10437. {
  10438. unsigned int heal = 0;
  10439. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10440. heal = 0;
  10441. else if (status_get_hp(bl) != status_get_max_hp(bl))
  10442. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  10443. status_heal(bl, heal, 0, 1|2|4);
  10444. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10445. }
  10446. break;
  10447. case SU_BUNCHOFSHRIMP:
  10448. case SU_HISS:
  10449. case SU_PURRING:
  10450. case SU_MEOWMEOW:
  10451. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10452. int duration = skill_get_time(skill_id, skill_lv);
  10453. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  10454. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  10455. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  10456. } else if (sd) {
  10457. 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);
  10458. }
  10459. break;
  10460. case SU_SHRIMPARTY:
  10461. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10462. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10463. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  10464. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  10465. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  10466. }
  10467. } else if (sd)
  10468. 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);
  10469. break;
  10470. case SU_POWEROFFLOCK:
  10471. if (flag&1) {
  10472. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10473. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  10474. } else {
  10475. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10476. if (battle_config.skill_wall_check)
  10477. 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);
  10478. else
  10479. 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);
  10480. }
  10481. break;
  10482. case ALL_EQSWITCH:
  10483. if( sd ){
  10484. clif_equipswitch_reply( sd, false );
  10485. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  10486. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  10487. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  10488. }
  10489. }
  10490. }
  10491. break;
  10492. case AB_VITUPERATUM:
  10493. if (flag&1)
  10494. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10495. else {
  10496. 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);
  10497. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10498. }
  10499. break;
  10500. case AB_CONVENIO:
  10501. if (sd) {
  10502. party_data *p = party_search(sd->status.party_id);
  10503. int i = 0, count = 0;
  10504. // Only usable in party
  10505. if (p == nullptr) {
  10506. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10507. break;
  10508. }
  10509. // Only usable as party leader.
  10510. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  10511. if (i == MAX_PARTY || !p->party.member[i].leader) {
  10512. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10513. break;
  10514. }
  10515. // Do the teleport part
  10516. for (i = 0; i < MAX_PARTY; ++i) {
  10517. map_session_data *pl_sd = p->data[i].sd;
  10518. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  10519. sd->bl.m != pl_sd->bl.m)
  10520. continue;
  10521. 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))) {
  10522. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  10523. count++;
  10524. }
  10525. }
  10526. if (!count)
  10527. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10528. }
  10529. break;
  10530. default:
  10531. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  10532. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10533. map_freeblock_unlock();
  10534. return 1;
  10535. }
  10536. if (skill_id != SR_CURSEDCIRCLE) {
  10537. struct status_change *sc = status_get_sc(src);
  10538. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  10539. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10540. }
  10541. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  10542. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  10543. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  10544. }
  10545. if( sd && !(flag&1) )
  10546. {// ensure that the skill last-cast tick is recorded
  10547. sd->canskill_tick = gettick();
  10548. if( sd->state.arrow_atk )
  10549. {// consume arrow on last invocation to this skill.
  10550. battle_consume_ammo(sd, skill_id, skill_lv);
  10551. }
  10552. skill_onskillusage(sd, bl, skill_id, tick);
  10553. // perform skill requirement consumption
  10554. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10555. }
  10556. map_freeblock_unlock();
  10557. return 0;
  10558. }
  10559. /**
  10560. * Checking that causing skill failed
  10561. * @param src Caster
  10562. * @param target Target
  10563. * @param skill_id
  10564. * @param skill_lv
  10565. * @return -1 success, others are failed @see enum useskill_fail_cause.
  10566. **/
  10567. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  10568. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  10569. int inf = skill->inf;
  10570. struct status_change *tsc = status_get_sc(target);
  10571. 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)
  10572. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  10573. switch (skill_id) {
  10574. case AL_HEAL:
  10575. case AL_INCAGI:
  10576. case AL_DECAGI:
  10577. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  10578. case AB_RENOVATIO:
  10579. case AB_HIGHNESSHEAL:
  10580. if (tsc && tsc->option&OPTION_MADOGEAR)
  10581. return USESKILL_FAIL_TOTARGET;
  10582. break;
  10583. case RG_BACKSTAP:
  10584. {
  10585. #ifndef RENEWAL
  10586. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  10587. if (map_check_dir(dir, t_dir))
  10588. return USESKILL_FAIL_MAX;
  10589. #endif
  10590. if (check_distance_bl(src, target, 0))
  10591. return USESKILL_FAIL_MAX;
  10592. }
  10593. break;
  10594. case PR_TURNUNDEAD:
  10595. {
  10596. struct status_data *tstatus = status_get_status_data(target);
  10597. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  10598. return USESKILL_FAIL_MAX;
  10599. }
  10600. break;
  10601. case PR_LEXDIVINA:
  10602. case MER_LEXDIVINA:
  10603. {
  10604. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  10605. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  10606. return USESKILL_FAIL_LEVEL;
  10607. else
  10608. return -1; //Works on silenced allies
  10609. }
  10610. break;
  10611. case RA_WUGSTRIKE:
  10612. // Check if path can be reached
  10613. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  10614. return USESKILL_FAIL_MAX;
  10615. break;
  10616. case MG_NAPALMBEAT:
  10617. case MG_FIREBALL:
  10618. case HT_BLITZBEAT:
  10619. case AS_GRIMTOOTH:
  10620. case MO_COMBOFINISH:
  10621. case NC_VULCANARM:
  10622. case SR_TIGERCANNON:
  10623. // These can damage traps, but can't target traps directly
  10624. if (target->type == BL_SKILL) {
  10625. TBL_SKILL *su = (TBL_SKILL*)target;
  10626. if (!su || !su->group)
  10627. return USESKILL_FAIL_MAX;
  10628. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  10629. return USESKILL_FAIL_MAX;
  10630. }
  10631. break;
  10632. }
  10633. if (inf&INF_ATTACK_SKILL ||
  10634. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  10635. ) // Casted through combo.
  10636. inf = BCT_ENEMY; //Offensive skill.
  10637. else if (skill->inf2[INF2_NOTARGETENEMY])
  10638. inf = BCT_NOENEMY;
  10639. else
  10640. inf = 0;
  10641. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  10642. inf |=
  10643. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  10644. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  10645. //Remove neutral targets (but allow enemy if skill is designed to be so)
  10646. inf &= ~BCT_NEUTRAL;
  10647. }
  10648. switch (skill_id) {
  10649. // Cannot be casted to Emperium
  10650. case WZ_ESTIMATION:
  10651. case SL_SKE:
  10652. case SL_SKA:
  10653. case RK_PHANTOMTHRUST:
  10654. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  10655. return USESKILL_FAIL_MAX;
  10656. break;
  10657. }
  10658. if (inf && battle_check_target(src, target, inf) <= 0) {
  10659. switch(skill_id) {
  10660. case RK_PHANTOMTHRUST:
  10661. case AB_CLEARANCE:
  10662. return USESKILL_FAIL_TOTARGET;
  10663. default:
  10664. return USESKILL_FAIL_LEVEL;
  10665. }
  10666. }
  10667. // Fogwall makes all offensive-type targetted skills fail at 75%
  10668. // Jump Kick can still fail even though you can jump to friendly targets.
  10669. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  10670. return USESKILL_FAIL_LEVEL;
  10671. return -1;
  10672. }
  10673. TIMER_FUNC( skill_keep_using ){
  10674. struct map_session_data* sd = map_id2sd( id );
  10675. if( sd && sd->skill_keep_using.skill_id ){
  10676. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  10677. }
  10678. return 0;
  10679. }
  10680. /**
  10681. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  10682. * @param tid
  10683. * @param tick
  10684. * @param data
  10685. **/
  10686. TIMER_FUNC(skill_castend_id){
  10687. struct block_list *target, *src;
  10688. struct map_session_data *sd;
  10689. struct mob_data *md;
  10690. struct unit_data *ud;
  10691. struct status_change *sc = NULL;
  10692. int flag = 0;
  10693. src = map_id2bl(id);
  10694. if( src == NULL )
  10695. {
  10696. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  10697. return 0;// not found
  10698. }
  10699. ud = unit_bl2ud(src);
  10700. if( ud == NULL )
  10701. {
  10702. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  10703. return 0;// ???
  10704. }
  10705. sd = BL_CAST(BL_PC, src);
  10706. md = BL_CAST(BL_MOB, src);
  10707. if( src->prev == NULL ) {
  10708. ud->skilltimer = INVALID_TIMER;
  10709. return 0;
  10710. }
  10711. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  10712. if( ud->skilltimer != tid ) {
  10713. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  10714. ud->skilltimer = INVALID_TIMER;
  10715. return 0;
  10716. }
  10717. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  10718. {// restore original walk speed
  10719. ud->skilltimer = INVALID_TIMER;
  10720. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10721. } else
  10722. ud->skilltimer = INVALID_TIMER;
  10723. }
  10724. if (ud->skilltarget == id)
  10725. target = src;
  10726. else
  10727. target = map_id2bl(ud->skilltarget);
  10728. // Use a do so that you can break out of it when the skill fails.
  10729. do {
  10730. bool fail = false;
  10731. int8 res = USESKILL_FAIL_LEVEL;
  10732. if (!target || target->prev == NULL)
  10733. break;
  10734. if (src->m != target->m || status_isdead(src))
  10735. break;
  10736. //These should become skill_castend_pos
  10737. switch (ud->skill_id) {
  10738. case WE_CALLPARTNER:
  10739. if (sd)
  10740. clif_callpartner(sd);
  10741. case WE_CALLPARENT:
  10742. if (sd) {
  10743. struct map_session_data *f_sd = pc_get_father(sd);
  10744. struct map_session_data *m_sd = pc_get_mother(sd);
  10745. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10746. fail = true;
  10747. break;
  10748. }
  10749. }
  10750. case WE_CALLBABY:
  10751. if (sd) {
  10752. struct map_session_data *c_sd = pc_get_child(sd);
  10753. if (c_sd && c_sd->state.autotrade) {
  10754. fail = true;
  10755. break;
  10756. }
  10757. }
  10758. case AM_RESURRECTHOMUN:
  10759. case PF_SPIDERWEB:
  10760. {
  10761. //Find a random spot to place the skill. [Skotlex]
  10762. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10763. ud->skillx = target->x + splash;
  10764. ud->skilly = target->y + splash;
  10765. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10766. ud->skillx = target->x;
  10767. ud->skilly = target->y;
  10768. }
  10769. ud->skilltimer = tid;
  10770. return skill_castend_pos(tid,tick,id,data);
  10771. }
  10772. case GN_WALLOFTHORN:
  10773. case SC_ESCAPE:
  10774. case WL_FROSTMISTY:
  10775. case SU_CN_POWDERING:
  10776. ud->skillx = target->x;
  10777. ud->skilly = target->y;
  10778. ud->skilltimer = tid;
  10779. return skill_castend_pos(tid,tick,id,data);
  10780. }
  10781. // Failing
  10782. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10783. if (sd && res != USESKILL_FAIL_MAX)
  10784. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10785. break;
  10786. }
  10787. //Avoid doing double checks for instant-cast skills.
  10788. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10789. break;
  10790. if(md) {
  10791. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10792. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10793. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10794. }
  10795. if (src != target && battle_config.skill_add_range &&
  10796. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  10797. {
  10798. if (sd) {
  10799. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10800. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10801. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10802. }
  10803. break;
  10804. }
  10805. #ifdef OFFICIAL_WALKPATH
  10806. 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))
  10807. {
  10808. if (sd) {
  10809. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10810. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10811. }
  10812. break;
  10813. }
  10814. #endif
  10815. if( sd )
  10816. {
  10817. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10818. break;
  10819. else {
  10820. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10821. 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) {
  10822. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10823. break; // Show a skill fail message (Damage type consumes requirements)
  10824. }
  10825. }
  10826. }
  10827. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10828. break;
  10829. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10830. ud->state.running = 0;
  10831. status_change_end(src, SC_RUN, INVALID_TIMER);
  10832. flag = 1;
  10833. }
  10834. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10835. unit_stop_walking(src,1);
  10836. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10837. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10838. if (sd) { //Cooldown application
  10839. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10840. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10841. }
  10842. if( battle_config.display_status_timers && sd )
  10843. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10844. if( sd )
  10845. {
  10846. switch( ud->skill_id )
  10847. {
  10848. case GS_DESPERADO:
  10849. case RL_FIREDANCE:
  10850. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10851. break;
  10852. case KN_BRANDISHSPEAR:
  10853. case KN_BOWLINGBASH:
  10854. case CR_GRANDCROSS:
  10855. case NPC_GRANDDARKNESS: {
  10856. sc_type type;
  10857. if (ud->skill_id == KN_BRANDISHSPEAR || ud->skill_id == KN_BOWLINGBASH)
  10858. type = SC_STRIPWEAPON;
  10859. else
  10860. type = SC_STRIPSHIELD;
  10861. if ((sc = status_get_sc(src)) && sc->data[type]) {
  10862. const struct TimerData* timer = get_timer(sc->data[type]->timer);
  10863. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  10864. break;
  10865. }
  10866. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10867. break;
  10868. }
  10869. }
  10870. }
  10871. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10872. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10873. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10874. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10875. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10876. map_freeblock_lock();
  10877. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10878. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10879. else
  10880. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10881. if( sd && sd->skill_keep_using.skill_id == ud->skill_id ){
  10882. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  10883. }
  10884. sc = status_get_sc(src);
  10885. if(sc && sc->count) {
  10886. if (ud->skill_id != RA_CAMOUFLAGE)
  10887. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10888. if(sc->data[SC_SPIRIT] &&
  10889. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10890. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10891. ud->skill_id != WZ_WATERBALL)
  10892. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10893. #ifndef RENEWAL
  10894. if( sc->data[SC_DANCING] && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  10895. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10896. #endif
  10897. }
  10898. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  10899. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10900. if (ud->skilltimer == INVALID_TIMER) {
  10901. if(md) md->skill_idx = -1;
  10902. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10903. ud->skill_lv = ud->skilltarget = 0;
  10904. }
  10905. map_freeblock_unlock();
  10906. return 1;
  10907. } while(0);
  10908. //Skill failed.
  10909. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10910. { //When Asura fails... (except when it fails from Wall of Fog)
  10911. //Consume SP/spheres
  10912. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10913. status_set_sp(src, 0, 0);
  10914. sc = &sd->sc;
  10915. if (sc->count)
  10916. { //End states
  10917. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10918. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10919. #ifdef RENEWAL
  10920. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10921. #endif
  10922. }
  10923. if( target && target->m == src->m ) { //Move character to target anyway.
  10924. short x, y;
  10925. short dir = map_calc_dir(src,target->x,target->y);
  10926. //Move 3 cells (From Caster)
  10927. if( dir > 0 && dir < 4 )
  10928. x = -3;
  10929. else if( dir > 4 )
  10930. x = 3;
  10931. else
  10932. x = 0;
  10933. if( dir > 2 && dir < 6 )
  10934. y = -3;
  10935. else if( dir == 7 || dir < 2 )
  10936. y = 3;
  10937. else
  10938. y = 0;
  10939. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10940. clif_blown(src);
  10941. clif_spiritball(src);
  10942. }
  10943. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  10944. }
  10945. }
  10946. ud->skill_id = ud->skilltarget = 0;
  10947. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10948. ud->canact_tick = tick;
  10949. //You can't place a skill failed packet here because it would be
  10950. //sent in ALL cases, even cases where skill_check_condition fails
  10951. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10952. if (sd) {
  10953. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10954. if (sd->skill_keep_using.skill_id > 0) {
  10955. sd->skill_keep_using.skill_id = 0;
  10956. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  10957. sd->skill_keep_using.tid = INVALID_TIMER;
  10958. }
  10959. } else if (md)
  10960. md->skill_idx = -1;
  10961. return 0;
  10962. }
  10963. /*==========================================
  10964. *
  10965. *------------------------------------------*/
  10966. TIMER_FUNC(skill_castend_pos){
  10967. struct block_list* src = map_id2bl(id);
  10968. struct map_session_data *sd;
  10969. struct unit_data *ud = unit_bl2ud(src);
  10970. struct mob_data *md;
  10971. nullpo_ret(ud);
  10972. sd = BL_CAST(BL_PC , src);
  10973. md = BL_CAST(BL_MOB, src);
  10974. if( src->prev == NULL ) {
  10975. ud->skilltimer = INVALID_TIMER;
  10976. return 0;
  10977. }
  10978. if( ud->skilltimer != tid )
  10979. {
  10980. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10981. ud->skilltimer = INVALID_TIMER;
  10982. return 0;
  10983. }
  10984. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10985. {// restore original walk speed
  10986. ud->skilltimer = INVALID_TIMER;
  10987. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10988. } else
  10989. ud->skilltimer = INVALID_TIMER;
  10990. do {
  10991. if( status_isdead(src) )
  10992. break;
  10993. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  10994. break;
  10995. if(tid != INVALID_TIMER)
  10996. { //Avoid double checks on instant cast skills. [Skotlex]
  10997. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10998. break;
  10999. if (battle_config.skill_add_range &&
  11000. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  11001. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  11002. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11003. break;
  11004. }
  11005. }
  11006. if( sd )
  11007. {
  11008. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11009. break;
  11010. else
  11011. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  11012. }
  11013. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11014. break;
  11015. if(md) {
  11016. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11017. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  11018. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  11019. }
  11020. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11021. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  11022. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  11023. if (ud->walktimer != INVALID_TIMER)
  11024. unit_stop_walking(src,1);
  11025. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11026. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11027. if (sd) { //Cooldown application
  11028. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  11029. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11030. }
  11031. if( battle_config.display_status_timers && sd )
  11032. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11033. // if( sd )
  11034. // {
  11035. // switch( ud->skill_id )
  11036. // {
  11037. // case ????:
  11038. // sd->canequip_tick = tick + ????;
  11039. // break;
  11040. // }
  11041. // }
  11042. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11043. map_freeblock_lock();
  11044. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  11045. if (ud->skill_id != RA_CAMOUFLAGE)
  11046. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  11047. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  11048. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11049. if (ud->skilltimer == INVALID_TIMER) {
  11050. if (md) md->skill_idx = -1;
  11051. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  11052. ud->skill_lv = ud->skillx = ud->skilly = 0;
  11053. }
  11054. map_freeblock_unlock();
  11055. return 1;
  11056. } while(0);
  11057. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11058. ud->canact_tick = tick;
  11059. ud->skill_id = ud->skill_lv = 0;
  11060. if(sd)
  11061. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11062. else if(md)
  11063. md->skill_idx = -1;
  11064. return 0;
  11065. }
  11066. /* skill count without self */
  11067. static int skill_count_wos(struct block_list *bl,va_list ap) {
  11068. struct block_list* src = va_arg(ap, struct block_list*);
  11069. if( src->id != bl->id ) {
  11070. return 1;
  11071. }
  11072. return 0;
  11073. }
  11074. /*==========================================
  11075. *
  11076. *------------------------------------------*/
  11077. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  11078. {
  11079. struct map_session_data* sd;
  11080. struct status_change* sc;
  11081. struct status_change_entry *sce;
  11082. struct skill_unit_group* sg;
  11083. enum sc_type type;
  11084. int i;
  11085. //if(skill_lv <= 0) return 0;
  11086. if(skill_id > 0 && !skill_lv) return 0; // celest
  11087. nullpo_ret(src);
  11088. if(status_isdead(src))
  11089. return 0;
  11090. sd = BL_CAST(BL_PC, src);
  11091. sc = status_get_sc(src);
  11092. type = status_skill2sc(skill_id);
  11093. sce = (sc && type != -1)?sc->data[type]:NULL;
  11094. switch (skill_id) { //Skill effect.
  11095. case WZ_METEOR:
  11096. case WZ_ICEWALL:
  11097. case MO_BODYRELOCATION:
  11098. case CR_CULTIVATION:
  11099. case HW_GANBANTEIN:
  11100. case LG_EARTHDRIVE:
  11101. case SC_ESCAPE:
  11102. case SU_CN_METEOR:
  11103. break; //Effect is displayed on respective switch case.
  11104. default:
  11105. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  11106. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11107. else
  11108. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11109. }
  11110. switch(skill_id)
  11111. {
  11112. case PR_BENEDICTIO:
  11113. skill_area_temp[1] = src->id;
  11114. i = skill_get_splash(skill_id, skill_lv);
  11115. map_foreachinallarea(skill_area_sub,
  11116. src->m, x-i, y-i, x+i, y+i, BL_PC,
  11117. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  11118. skill_castend_nodamage_id);
  11119. map_foreachinallarea(skill_area_sub,
  11120. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11121. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  11122. skill_castend_damage_id);
  11123. break;
  11124. case BS_HAMMERFALL:
  11125. i = skill_get_splash(skill_id, skill_lv);
  11126. map_foreachinallarea(skill_area_sub,
  11127. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11128. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  11129. skill_castend_nodamage_id);
  11130. break;
  11131. case HT_DETECTING:
  11132. i = skill_get_splash(skill_id, skill_lv);
  11133. map_foreachinallarea( status_change_timer_sub,
  11134. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  11135. src,NULL,SC_SIGHT,tick);
  11136. skill_reveal_trap_inarea(src, i, x, y);
  11137. break;
  11138. case SR_RIDEINLIGHTNING:
  11139. i = skill_get_splash(skill_id, skill_lv);
  11140. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11141. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11142. break;
  11143. case NPC_LEX_AETERNA:
  11144. i = skill_get_splash(skill_id, skill_lv);
  11145. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  11146. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11147. break;
  11148. case SA_VOLCANO:
  11149. case SA_DELUGE:
  11150. case SA_VIOLENTGALE:
  11151. { //Does not consumes if the skill is already active. [Skotlex]
  11152. struct skill_unit_group *sg2;
  11153. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  11154. {
  11155. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  11156. {
  11157. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11158. return 0; // not to consume items
  11159. }
  11160. else
  11161. sg2->limit = 0; //Disable it.
  11162. }
  11163. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11164. break;
  11165. }
  11166. // Skill Unit Setting
  11167. case MG_SAFETYWALL: {
  11168. int dummy = 1;
  11169. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  11170. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11171. return 0; // Don't consume gems if cast on Land Protector
  11172. }
  11173. }
  11174. case MG_FIREWALL:
  11175. case MG_THUNDERSTORM:
  11176. case AL_PNEUMA:
  11177. case WZ_FIREPILLAR:
  11178. case WZ_QUAGMIRE:
  11179. case WZ_VERMILION:
  11180. case WZ_STORMGUST:
  11181. case WZ_HEAVENDRIVE:
  11182. case PR_SANCTUARY:
  11183. case PR_MAGNUS:
  11184. case CR_GRANDCROSS:
  11185. case NPC_GRANDDARKNESS:
  11186. case HT_SKIDTRAP:
  11187. case MA_SKIDTRAP:
  11188. case HT_LANDMINE:
  11189. case MA_LANDMINE:
  11190. case HT_ANKLESNARE:
  11191. case HT_SHOCKWAVE:
  11192. case HT_SANDMAN:
  11193. case MA_SANDMAN:
  11194. case HT_FLASHER:
  11195. case HT_FREEZINGTRAP:
  11196. case MA_FREEZINGTRAP:
  11197. case HT_BLASTMINE:
  11198. case HT_CLAYMORETRAP:
  11199. case AS_VENOMDUST:
  11200. case AM_DEMONSTRATION:
  11201. case PF_FOGWALL:
  11202. case PF_SPIDERWEB:
  11203. case HT_TALKIEBOX:
  11204. case WE_CALLPARTNER:
  11205. case WE_CALLPARENT:
  11206. case WE_CALLBABY:
  11207. case SA_LANDPROTECTOR:
  11208. #ifndef RENEWAL
  11209. case BD_LULLABY:
  11210. case BD_RICHMANKIM:
  11211. case BD_ETERNALCHAOS:
  11212. case BD_DRUMBATTLEFIELD:
  11213. case BD_RINGNIBELUNGEN:
  11214. case BD_ROKISWEIL:
  11215. case BD_INTOABYSS:
  11216. case BD_SIEGFRIED:
  11217. case BA_DISSONANCE:
  11218. case BA_POEMBRAGI:
  11219. case BA_WHISTLE:
  11220. case BA_ASSASSINCROSS:
  11221. case BA_APPLEIDUN:
  11222. case DC_UGLYDANCE:
  11223. case DC_HUMMING:
  11224. case DC_DONTFORGETME:
  11225. case DC_FORTUNEKISS:
  11226. case DC_SERVICEFORYOU:
  11227. #endif
  11228. case CG_MOONLIT:
  11229. case GS_DESPERADO:
  11230. case NJ_KAENSIN:
  11231. case NJ_BAKUENRYU:
  11232. case NJ_SUITON:
  11233. case NJ_HYOUSYOURAKU:
  11234. case NJ_RAIGEKISAI:
  11235. case NJ_KAMAITACHI:
  11236. #ifdef RENEWAL
  11237. case HW_GRAVITATION:
  11238. #endif
  11239. case NPC_EVILLAND:
  11240. case NPC_VENOMFOG:
  11241. case NPC_ICEMINE:
  11242. case NPC_FLAMECROSS:
  11243. case NPC_HELLBURNING:
  11244. case NPC_REVERBERATION:
  11245. case RA_ELECTRICSHOCKER:
  11246. case RA_CLUSTERBOMB:
  11247. case RA_MAGENTATRAP:
  11248. case RA_COBALTTRAP:
  11249. case RA_MAIZETRAP:
  11250. case RA_VERDURETRAP:
  11251. case RA_FIRINGTRAP:
  11252. case RA_ICEBOUNDTRAP:
  11253. case SC_MANHOLE:
  11254. case SC_DIMENSIONDOOR:
  11255. case SC_CHAOSPANIC:
  11256. case SC_MAELSTROM:
  11257. case SC_BLOODYLUST:
  11258. case WM_POEMOFNETHERWORLD:
  11259. case SO_PSYCHIC_WAVE:
  11260. case SO_VACUUM_EXTREME:
  11261. case GN_THORNS_TRAP:
  11262. case SO_EARTHGRAVE:
  11263. case SO_DIAMONDDUST:
  11264. case SO_FIRE_INSIGNIA:
  11265. case SO_WATER_INSIGNIA:
  11266. case SO_WIND_INSIGNIA:
  11267. case SO_EARTH_INSIGNIA:
  11268. case KO_ZENKAI:
  11269. case MH_LAVA_SLIDE:
  11270. case MH_VOLCANIC_ASH:
  11271. case MH_POISON_MIST:
  11272. case MH_STEINWAND:
  11273. case MH_XENO_SLASHER:
  11274. case LG_KINGS_GRACE:
  11275. case SJ_BOOKOFCREATINGSTAR:
  11276. case RL_B_TRAP:
  11277. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  11278. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  11279. case GN_WALLOFTHORN:
  11280. case GN_DEMONIC_FIRE:
  11281. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11282. break;
  11283. case WZ_ICEWALL:
  11284. flag|=1;
  11285. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  11286. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11287. break;
  11288. case RG_GRAFFITI: /* Graffiti [Valaris] */
  11289. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11290. flag|=1;
  11291. break;
  11292. case NPC_EARTHQUAKE:
  11293. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11294. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11295. break;
  11296. #ifndef RENEWAL
  11297. case HP_BASILICA:
  11298. if( sc->data[SC_BASILICA] ) {
  11299. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  11300. return 0;
  11301. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  11302. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  11303. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11304. return 0;
  11305. }
  11306. skill_clear_unitgroup(src);
  11307. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11308. flag|=1;
  11309. }
  11310. break;
  11311. #endif
  11312. case CG_HERMODE:
  11313. #ifdef RENEWAL
  11314. skill_castend_song(src, skill_id, skill_lv, tick);
  11315. #else
  11316. skill_clear_unitgroup(src);
  11317. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11318. sc_start4(src,src,SC_DANCING,100,
  11319. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  11320. flag|=1;
  11321. #endif
  11322. break;
  11323. case RG_CLEANER: // [Valaris]
  11324. i = skill_get_splash(skill_id, skill_lv);
  11325. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  11326. break;
  11327. case SO_WARMER:
  11328. case SO_CLOUD_KILL:
  11329. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  11330. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11331. break;
  11332. case SU_CN_POWDERING:
  11333. case SU_NYANGGRASS:
  11334. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  11335. if (skill_id == SU_CN_POWDERING)
  11336. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  11337. else
  11338. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11339. }
  11340. flag |= 1;
  11341. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11342. break;
  11343. case SU_CN_METEOR:
  11344. if (sd) {
  11345. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  11346. skill_id = SU_CN_METEOR2;
  11347. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  11348. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  11349. }
  11350. // Fall through
  11351. case WZ_METEOR: {
  11352. int area = skill_get_splash(skill_id, skill_lv);
  11353. short tmpx = 0, tmpy = 0;
  11354. for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) {
  11355. // Creates a random Cell in the Splash Area
  11356. tmpx = x - area + rnd()%(area * 2 + 1);
  11357. tmpy = y - area + rnd()%(area * 2 + 1);
  11358. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  11359. }
  11360. }
  11361. break;
  11362. case AL_WARP:
  11363. if(sd)
  11364. {
  11365. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  11366. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  11367. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  11368. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  11369. );
  11370. }
  11371. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11372. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11373. return 0; // not to consume item.
  11374. case MO_BODYRELOCATION:
  11375. if (unit_movepos(src, x, y, 2, 1)) {
  11376. #if PACKETVER >= 20111005
  11377. clif_snap(src, src->x, src->y);
  11378. #else
  11379. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  11380. #endif
  11381. if (sd)
  11382. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  11383. }
  11384. break;
  11385. case NJ_SHADOWJUMP:
  11386. 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.
  11387. clif_blown(src);
  11388. status_change_end(src, SC_HIDING, INVALID_TIMER);
  11389. break;
  11390. case AM_SPHEREMINE:
  11391. case AM_CANNIBALIZE:
  11392. {
  11393. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  11394. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  11395. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  11396. struct mob_data *md;
  11397. // Correct info, don't change any of this! [celest]
  11398. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  11399. if (md) {
  11400. md->master_id = src->id;
  11401. md->special_state.ai = ai;
  11402. if( md->deletetimer != INVALID_TIMER )
  11403. delete_timer(md->deletetimer, mob_timer_delete);
  11404. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  11405. mob_spawn (md); //Now it is ready for spawning.
  11406. }
  11407. }
  11408. break;
  11409. // Slim Pitcher [Celest]
  11410. case CR_SLIMPITCHER:
  11411. if (sd) {
  11412. int i_lv = 0, j = 0;
  11413. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  11414. i_lv = skill_lv%11 - 1;
  11415. j = pc_search_inventory(sd, require.itemid[i_lv]);
  11416. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  11417. {
  11418. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11419. return 1;
  11420. }
  11421. potion_flag = 1;
  11422. potion_hp = 0;
  11423. potion_sp = 0;
  11424. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  11425. potion_flag = 0;
  11426. //Apply skill bonuses
  11427. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  11428. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  11429. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  11430. + pc_skillheal_bonus(sd, skill_id);
  11431. potion_hp = potion_hp * (100+i_lv)/100;
  11432. potion_sp = potion_sp * (100+i_lv)/100;
  11433. if(potion_hp > 0 || potion_sp > 0) {
  11434. i_lv = skill_get_splash(skill_id, skill_lv);
  11435. map_foreachinallarea(skill_area_sub,
  11436. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  11437. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11438. skill_castend_nodamage_id);
  11439. }
  11440. } else {
  11441. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv]);
  11442. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  11443. potion_flag = 1;
  11444. potion_hp = 0;
  11445. potion_sp = 0;
  11446. run_script(item->script,0,src->id,0);
  11447. potion_flag = 0;
  11448. potion_hp = potion_hp * (100+id)/100;
  11449. potion_sp = potion_sp * (100+id)/100;
  11450. if(potion_hp > 0 || potion_sp > 0) {
  11451. id = skill_get_splash(skill_id, skill_lv);
  11452. map_foreachinallarea(skill_area_sub,
  11453. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  11454. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11455. skill_castend_nodamage_id);
  11456. }
  11457. }
  11458. break;
  11459. case HW_GANBANTEIN:
  11460. if (rnd()%100 < 80) {
  11461. int dummy = 1;
  11462. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11463. i = skill_get_splash(skill_id, skill_lv);
  11464. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  11465. } else {
  11466. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11467. return 1;
  11468. }
  11469. break;
  11470. #ifndef RENEWAL
  11471. case HW_GRAVITATION:
  11472. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11473. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  11474. flag|=1;
  11475. break;
  11476. #endif
  11477. // Plant Cultivation [Celest]
  11478. case CR_CULTIVATION:
  11479. if (sd) {
  11480. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  11481. {
  11482. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11483. return 1;
  11484. }
  11485. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11486. if (rnd()%100 < 50) {
  11487. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11488. } else {
  11489. TBL_MOB* md = NULL;
  11490. int t, mob_id;
  11491. if (skill_lv == 1)
  11492. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  11493. else {
  11494. int rand_val = rnd() % 100;
  11495. if (rand_val < 30)
  11496. mob_id = MOBID_GREEN_PLANT;
  11497. else if (rand_val < 55)
  11498. mob_id = MOBID_RED_PLANT;
  11499. else if (rand_val < 80)
  11500. mob_id = MOBID_YELLOW_PLANT;
  11501. else if (rand_val < 90)
  11502. mob_id = MOBID_WHITE_PLANT;
  11503. else if (rand_val < 98)
  11504. mob_id = MOBID_BLUE_PLANT;
  11505. else
  11506. mob_id = MOBID_SHINING_PLANT;
  11507. }
  11508. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  11509. if (!md)
  11510. break;
  11511. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  11512. {
  11513. if( md->deletetimer != INVALID_TIMER )
  11514. delete_timer(md->deletetimer, mob_timer_delete);
  11515. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  11516. }
  11517. mob_spawn(md);
  11518. }
  11519. }
  11520. break;
  11521. case SG_SUN_WARM:
  11522. case SG_MOON_WARM:
  11523. case SG_STAR_WARM:
  11524. skill_clear_unitgroup(src);
  11525. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  11526. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11527. flag|=1;
  11528. break;
  11529. case PA_GOSPEL:
  11530. if (sce && sce->val4 == BCT_SELF)
  11531. {
  11532. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  11533. return 0;
  11534. }
  11535. else
  11536. {
  11537. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  11538. if (!sg) break;
  11539. if (sce)
  11540. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  11541. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  11542. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  11543. }
  11544. break;
  11545. case NJ_TATAMIGAESHI:
  11546. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  11547. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  11548. break;
  11549. case AM_RESURRECTHOMUN: //[orn]
  11550. if (sd)
  11551. {
  11552. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  11553. {
  11554. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11555. break;
  11556. }
  11557. }
  11558. break;
  11559. case AC_SHOWER:
  11560. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  11561. case MA_SHOWER:
  11562. case NC_COLDSLOWER:
  11563. case RK_DRAGONBREATH:
  11564. case RK_DRAGONBREATH_WATER:
  11565. case WL_FROSTMISTY:
  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 SO_FIREWALK:
  11759. case SO_ELECTRICWALK:
  11760. if( sc && sc->data[type] )
  11761. status_change_end(src,type,INVALID_TIMER);
  11762. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  11763. break;
  11764. case KO_MAKIBISHI:
  11765. for( i = 0; i < (skill_lv+2); i++ ) {
  11766. x = src->x - 1 + rnd()%3;
  11767. y = src->y - 1 + rnd()%3;
  11768. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11769. }
  11770. break;
  11771. case KO_MUCHANAGE: {
  11772. struct status_data *sstatus;
  11773. int rate = 0;
  11774. sstatus = status_get_status_data(src);
  11775. i = skill_get_splash(skill_id,skill_lv);
  11776. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  11777. if( rate < 0 )
  11778. rate = 0;
  11779. 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);
  11780. if( rnd()%100 < rate )
  11781. 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);
  11782. }
  11783. break;
  11784. case RL_FALLEN_ANGEL:
  11785. if (unit_movepos(src,x,y,1,1)) {
  11786. clif_snap(src, src->x, src->y);
  11787. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  11788. } else {
  11789. if (sd)
  11790. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11791. }
  11792. break;
  11793. case RL_FIRE_RAIN: {
  11794. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11795. int sx = x = src->x, sy = y = src->y;
  11796. for (w = 0; w <= wave; w++) {
  11797. switch (dir) {
  11798. case DIR_NORTH:
  11799. case DIR_NORTHWEST:
  11800. case DIR_NORTHEAST:
  11801. sy = y + w;
  11802. break;
  11803. case DIR_WEST:
  11804. sx = x - w;
  11805. break;
  11806. case DIR_SOUTHWEST:
  11807. case DIR_SOUTH:
  11808. case DIR_SOUTHEAST:
  11809. sy = y - w;
  11810. break;
  11811. case DIR_EAST:
  11812. sx = x + w;
  11813. break;
  11814. }
  11815. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11816. }
  11817. }
  11818. break;
  11819. case NC_MAGMA_ERUPTION:
  11820. // 1st, AoE 'slam' damage
  11821. i = skill_get_splash(skill_id, skill_lv);
  11822. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11823. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  11824. // 2nd, AoE 'eruption' unit
  11825. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  11826. break;
  11827. case SU_LOPE:
  11828. {
  11829. uint8 dir = map_calc_dir(src, x, y);
  11830. // Fails on noteleport maps, except for GvG and BG maps
  11831. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  11832. x = src->x;
  11833. y = src->y;
  11834. }
  11835. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11836. 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))
  11837. clif_blown(src);
  11838. }
  11839. break;
  11840. default:
  11841. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11842. return 1;
  11843. }
  11844. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11845. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11846. if( sd )
  11847. {// ensure that the skill last-cast tick is recorded
  11848. sd->canskill_tick = gettick();
  11849. if( sd->state.arrow_atk && !(flag&1) )
  11850. {// consume arrow if this is a ground skill
  11851. battle_consume_ammo(sd, skill_id, skill_lv);
  11852. }
  11853. skill_onskillusage(sd, NULL, skill_id, tick);
  11854. // perform skill requirement consumption
  11855. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11856. }
  11857. return 0;
  11858. }
  11859. /*==========================================
  11860. *
  11861. *------------------------------------------*/
  11862. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11863. {
  11864. nullpo_ret(sd);
  11865. //Simplify skill_failed code.
  11866. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11867. if(skill_id != sd->menuskill_id)
  11868. return 0;
  11869. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11870. skill_failed(sd);
  11871. return 0;
  11872. }
  11873. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11874. skill_failed(sd);
  11875. return 0;
  11876. }
  11877. pc_stop_attack(sd);
  11878. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11879. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11880. if(strcmp(mapname,"cancel")==0) {
  11881. skill_failed(sd);
  11882. return 0;
  11883. }
  11884. switch(skill_id)
  11885. {
  11886. case AL_TELEPORT:
  11887. case ALL_ODINS_RECALL:
  11888. //The storage window is closed automatically by the client when there's
  11889. //any kind of map change, so we need to restore it automatically
  11890. //bugreport:8027
  11891. if(strcmp(mapname,"Random") == 0)
  11892. pc_randomwarp(sd,CLR_TELEPORT);
  11893. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11894. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11895. clif_refresh_storagewindow(sd);
  11896. break;
  11897. case AL_WARP:
  11898. {
  11899. const struct point *p[4];
  11900. struct skill_unit_group *group;
  11901. int i, lv, wx, wy;
  11902. int maxcount=0;
  11903. int x,y;
  11904. unsigned short mapindex;
  11905. mapindex = mapindex_name2id((char*)mapname);
  11906. if(!mapindex) { //Given map not found?
  11907. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11908. skill_failed(sd);
  11909. return 0;
  11910. }
  11911. p[0] = &sd->status.save_point;
  11912. p[1] = &sd->status.memo_point[0];
  11913. p[2] = &sd->status.memo_point[1];
  11914. p[3] = &sd->status.memo_point[2];
  11915. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11916. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  11917. if(sd->ud.skillunit[i]->skill_id == skill_id)
  11918. maxcount--;
  11919. }
  11920. if(!maxcount) {
  11921. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11922. skill_failed(sd);
  11923. return 0;
  11924. }
  11925. }
  11926. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11927. wx = sd->menuskill_val>>16;
  11928. wy = sd->menuskill_val&0xffff;
  11929. if( lv <= 0 ) return 0;
  11930. if( lv > 4 ) lv = 4; // crash prevention
  11931. // check if the chosen map exists in the memo list
  11932. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11933. if( i < lv ) {
  11934. x=p[i]->x;
  11935. y=p[i]->y;
  11936. } else {
  11937. skill_failed(sd);
  11938. return 0;
  11939. }
  11940. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11941. { // This checks versus skill_id/skill_lv...
  11942. skill_failed(sd);
  11943. return 0;
  11944. }
  11945. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11946. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11947. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  11948. skill_failed(sd);
  11949. return 0;
  11950. }
  11951. group->val1 = (group->val1<<16)|(short)0;
  11952. // record the destination coordinates
  11953. group->val2 = (x<<16)|y;
  11954. group->val3 = mapindex;
  11955. }
  11956. break;
  11957. }
  11958. sd->menuskill_id = sd->menuskill_val = 0;
  11959. return 0;
  11960. #undef skill_failed
  11961. }
  11962. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11963. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11964. {
  11965. struct skill_unit* target = (struct skill_unit*)bl;
  11966. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11967. int flag = va_arg(ap, int);
  11968. if (src == target)
  11969. return 0;
  11970. if (!target->group || !(target->group->state.song_dance&0x1))
  11971. return 0;
  11972. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  11973. return 0;
  11974. if (flag) //Set dissonance
  11975. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  11976. else //Remove dissonance
  11977. target->val2 &= ~(1 << UF_ENSEMBLE);
  11978. skill_getareachar_skillunit_visibilty(target, AREA);
  11979. return 1;
  11980. }
  11981. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11982. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11983. //When 1, this unit has been positioned, so start the cancel effect.
  11984. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11985. {
  11986. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11987. return 0;
  11988. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  11989. return 0; //Nothing to remove, this unit is not overlapped.
  11990. if (unit->val1 != unit->group->skill_id)
  11991. { //Reset state
  11992. unit->val1 = unit->group->skill_id;
  11993. unit->val2 &= ~(1 << UF_ENSEMBLE);
  11994. }
  11995. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  11996. }
  11997. /**
  11998. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  11999. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  12000. * @param flag 0 Convert
  12001. * @param flag 1 Revert
  12002. * @return true success
  12003. * @TODO: This should be completely removed later and rewritten
  12004. * The entire execution of the overlapping songs instances is dirty and hacked together
  12005. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  12006. */
  12007. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  12008. {
  12009. static int prevflag = 1; // by default the backup is empty
  12010. static struct skill_unit_group backup;
  12011. struct skill_unit_group* group;
  12012. if( unit == NULL || (group = unit->group) == NULL )
  12013. return false;
  12014. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  12015. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  12016. return false;
  12017. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  12018. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  12019. flag ? "read an empty backup" : "write to a full backup",
  12020. group->skill_id, group->skill_lv, group->src_id);
  12021. return false;
  12022. }
  12023. prevflag = flag;
  12024. if (!flag) { //Transform
  12025. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  12026. // backup
  12027. backup.skill_id = group->skill_id;
  12028. backup.skill_lv = group->skill_lv;
  12029. backup.unit_id = group->unit_id;
  12030. backup.target_flag = group->target_flag;
  12031. backup.bl_flag = group->bl_flag;
  12032. backup.interval = group->interval;
  12033. // replace
  12034. group->skill_id = skill_id;
  12035. group->skill_lv = 1;
  12036. group->unit_id = skill_get_unit_id(skill_id);
  12037. group->target_flag = skill_get_unit_target(skill_id);
  12038. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12039. group->interval = skill_get_unit_interval(skill_id);
  12040. } else { //Restore
  12041. group->skill_id = backup.skill_id;
  12042. group->skill_lv = backup.skill_lv;
  12043. group->unit_id = backup.unit_id;
  12044. group->target_flag = backup.target_flag;
  12045. group->bl_flag = backup.bl_flag;
  12046. group->interval = backup.interval;
  12047. }
  12048. return true;
  12049. }
  12050. /**
  12051. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  12052. * @param src Object that triggers the skill
  12053. * @param skill_id Skill ID
  12054. * @param skill_lv Skill level of used skill
  12055. * @param x Position x
  12056. * @param y Position y
  12057. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  12058. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  12059. * @return skill_unit_group
  12060. */
  12061. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  12062. {
  12063. struct skill_unit_group *group;
  12064. int i, val1 = 0, val2 = 0, val3 = 0;
  12065. t_tick limit;
  12066. int link_group_id = 0;
  12067. int target, interval, range;
  12068. t_itemid req_item = 0;
  12069. struct s_skill_unit_layout *layout;
  12070. struct map_session_data *sd;
  12071. struct status_data *status;
  12072. struct status_change *sc;
  12073. int active_flag = 1;
  12074. int subunt = 0;
  12075. bool hidden = false;
  12076. struct map_data *mapdata;
  12077. nullpo_retr(NULL, src);
  12078. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  12079. mapdata = map_getmapdata(src->m);
  12080. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  12081. range = skill_get_unit_range(skill_id,skill_lv);
  12082. interval = skill->unit_interval;
  12083. target = skill_get_unit_target(skill_id);
  12084. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  12085. sd = BL_CAST(BL_PC, src);
  12086. status = status_get_status_data(src);
  12087. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  12088. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  12089. switch( skill_id ) {
  12090. case MH_STEINWAND:
  12091. val2 = 4 + skill_lv;
  12092. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  12093. break;
  12094. case MG_SAFETYWALL:
  12095. val2 = skill_lv + 1;
  12096. #ifdef RENEWAL
  12097. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  12098. #endif
  12099. break;
  12100. case MG_FIREWALL:
  12101. if(sc && sc->data[SC_VIOLENTGALE])
  12102. limit = limit*3/2;
  12103. val2 = 4+skill_lv;
  12104. break;
  12105. case AL_WARP:
  12106. val1=skill_lv+6;
  12107. if(!(flag&1))
  12108. limit=2000;
  12109. else // previous implementation (not used anymore)
  12110. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  12111. if( src->type != BL_SKILL ) return NULL;
  12112. group = ((TBL_SKILL*)src)->group;
  12113. src = map_id2bl(group->src_id);
  12114. if( !src ) return NULL;
  12115. val2 = group->val2; //Copy the (x,y) position you warp to
  12116. val3 = group->val3; //as well as the mapindex to warp to.
  12117. }
  12118. break;
  12119. #ifndef RENEWAL
  12120. case HP_BASILICA:
  12121. val1 = src->id; // Store caster id.
  12122. break;
  12123. #endif
  12124. case PR_SANCTUARY:
  12125. case NPC_EVILLAND:
  12126. val1=skill_lv+3;
  12127. break;
  12128. case WZ_METEOR:
  12129. case SU_CN_METEOR:
  12130. case SU_CN_METEOR2:
  12131. limit = flag;
  12132. flag = 0; // Flag should not influence anything else for these skills
  12133. break;
  12134. case WZ_FIREPILLAR:
  12135. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12136. return NULL;
  12137. if((flag&1)!=0)
  12138. limit=1000;
  12139. val1=skill_lv+2;
  12140. break;
  12141. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  12142. case AM_DEMONSTRATION:
  12143. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  12144. target = BCT_ALL;
  12145. break;
  12146. case HT_SKIDTRAP:
  12147. case MA_SKIDTRAP:
  12148. //Save position of caster
  12149. val1 = ((src->x)<<16)|(src->y);
  12150. case HT_ANKLESNARE:
  12151. case HT_SHOCKWAVE:
  12152. case HT_SANDMAN:
  12153. case MA_SANDMAN:
  12154. case HT_CLAYMORETRAP:
  12155. case HT_LANDMINE:
  12156. case MA_LANDMINE:
  12157. case HT_FLASHER:
  12158. case HT_FREEZINGTRAP:
  12159. case MA_FREEZINGTRAP:
  12160. case HT_BLASTMINE:
  12161. case RA_ELECTRICSHOCKER:
  12162. case RA_CLUSTERBOMB:
  12163. case RA_MAGENTATRAP:
  12164. case RA_COBALTTRAP:
  12165. case RA_MAIZETRAP:
  12166. case RA_VERDURETRAP:
  12167. case RA_FIRINGTRAP:
  12168. case RA_ICEBOUNDTRAP:
  12169. case RL_B_TRAP:
  12170. case SC_ESCAPE:
  12171. {
  12172. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  12173. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  12174. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  12175. req_item = req.itemid[i];
  12176. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  12177. break;
  12178. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  12179. target = BCT_ALL;
  12180. }
  12181. break;
  12182. case SA_LANDPROTECTOR:
  12183. case SA_VOLCANO:
  12184. case SA_DELUGE:
  12185. case SA_VIOLENTGALE:
  12186. case SC_CHAOSPANIC:
  12187. {
  12188. struct skill_unit_group *old_sg;
  12189. if ((old_sg = skill_locate_element_field(src)) != NULL)
  12190. { //HelloKitty confirmed that these are interchangeable,
  12191. //so you can change element and not consume gemstones.
  12192. if ((
  12193. old_sg->skill_id == SA_VOLCANO ||
  12194. old_sg->skill_id == SA_DELUGE ||
  12195. old_sg->skill_id == SA_VIOLENTGALE
  12196. ) && old_sg->limit > 0)
  12197. { //Use the previous limit (minus the elapsed time) [Skotlex]
  12198. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  12199. if (limit < 0) //This can happen...
  12200. limit = skill_get_time(skill_id,skill_lv);
  12201. }
  12202. skill_clear_group(src,1);
  12203. }
  12204. break;
  12205. }
  12206. case BA_WHISTLE:
  12207. val1 = skill_lv + status->agi / 10; // Flee increase
  12208. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  12209. if (sd) {
  12210. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  12211. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  12212. }
  12213. break;
  12214. case DC_HUMMING:
  12215. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  12216. if (sd)
  12217. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  12218. break;
  12219. case BA_POEMBRAGI:
  12220. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  12221. //For some reason at level 10 the base delay reduction is 50%.
  12222. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  12223. if (sd) {
  12224. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  12225. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  12226. }
  12227. break;
  12228. case DC_DONTFORGETME:
  12229. #ifdef RENEWAL
  12230. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  12231. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  12232. #else
  12233. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  12234. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  12235. #endif
  12236. if (sd) {
  12237. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  12238. #ifdef RENEWAL
  12239. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12240. #else
  12241. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  12242. #endif
  12243. }
  12244. val1 *= 10; //Because 10 is actually 1% aspd
  12245. break;
  12246. case DC_SERVICEFORYOU:
  12247. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  12248. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  12249. if (sd) {
  12250. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12251. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12252. }
  12253. break;
  12254. case BA_ASSASSINCROSS:
  12255. if (sd)
  12256. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  12257. val1 += 5 + skill_lv + (status->agi / 20);
  12258. val1 *= 10; // ASPD works with 1000 as 100%
  12259. break;
  12260. case DC_FORTUNEKISS:
  12261. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  12262. val1 *= 10; //Because every 10 crit is an actual cri point.
  12263. if (sd)
  12264. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  12265. break;
  12266. case BD_DRUMBATTLEFIELD:
  12267. val1 = (skill_lv+1)*25; //Atk increase
  12268. val2 = (skill_lv+1)*2; //Def increase
  12269. break;
  12270. case BD_RINGNIBELUNGEN:
  12271. val1 = (skill_lv+2)*25; //Atk increase
  12272. break;
  12273. case BD_RICHMANKIM:
  12274. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  12275. break;
  12276. case BD_SIEGFRIED:
  12277. val1 = 55 + skill_lv*5; //Elemental Resistance
  12278. val2 = skill_lv*10; //Status ailment resistance
  12279. break;
  12280. case WE_CALLPARTNER:
  12281. if (sd) val1 = sd->status.partner_id;
  12282. break;
  12283. case WE_CALLPARENT:
  12284. if (sd) {
  12285. val1 = sd->status.father;
  12286. val2 = sd->status.mother;
  12287. }
  12288. break;
  12289. case WE_CALLBABY:
  12290. if (sd) val1 = sd->status.child;
  12291. break;
  12292. case NJ_KAENSIN:
  12293. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  12294. val2 = (skill_lv+1)/2 + 4;
  12295. break;
  12296. case NJ_SUITON:
  12297. skill_clear_group(src, 1);
  12298. break;
  12299. case GS_GROUNDDRIFT:
  12300. {
  12301. // Ground Drift Element is decided when it's placed.
  12302. int ele = skill_get_ele(skill_id, skill_lv);
  12303. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  12304. if (ele == ELE_RANDOM)
  12305. val1 = element[rnd()%5]; // Use random from available unit visual?
  12306. else if (ele == ELE_ENDOWED)
  12307. val1 = status_get_attack_sc_element(src,sc);
  12308. else if (ele == ELE_WEAPON) {
  12309. val1 = status->rhw.ele;
  12310. if (sc && sc->data[SC_ENCHANTARMS])
  12311. val1 = sc->data[SC_ENCHANTARMS]->val1;
  12312. }
  12313. switch (val1) {
  12314. case ELE_FIRE:
  12315. subunt++;
  12316. case ELE_WATER:
  12317. subunt++;
  12318. case ELE_POISON:
  12319. subunt++;
  12320. case ELE_DARK:
  12321. subunt++;
  12322. case ELE_WIND:
  12323. break;
  12324. default:
  12325. subunt = rnd()%5;
  12326. break;
  12327. }
  12328. break;
  12329. }
  12330. case GC_POISONSMOKE:
  12331. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  12332. return NULL;
  12333. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  12334. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  12335. limit = skill_get_time(skill_id, skill_lv);
  12336. break;
  12337. case GD_LEADERSHIP:
  12338. case GD_GLORYWOUNDS:
  12339. case GD_SOULCOLD:
  12340. case GD_HAWKEYES:
  12341. limit = 1000000;//it doesn't matter
  12342. break;
  12343. case LG_BANDING:
  12344. limit = -1;
  12345. break;
  12346. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  12347. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  12348. target = BCT_ALL;
  12349. case WM_SEVERE_RAINSTORM:
  12350. case SO_WATER_INSIGNIA:
  12351. case SO_FIRE_INSIGNIA:
  12352. case SO_WIND_INSIGNIA:
  12353. case SO_EARTH_INSIGNIA:
  12354. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12355. return NULL;
  12356. break;
  12357. case SO_CLOUD_KILL:
  12358. skill_clear_group(src, 4);
  12359. break;
  12360. case SO_WARMER:
  12361. skill_clear_group(src, 8);
  12362. break;
  12363. case SO_FIREWALK:
  12364. case SO_ELECTRICWALK:
  12365. limit = skill_get_time2(skill_id, skill_lv);
  12366. break;
  12367. case GN_WALLOFTHORN:
  12368. // Turns to Firewall
  12369. if( flag&1 )
  12370. limit = 3000;
  12371. val3 = (x<<16)|y;
  12372. break;
  12373. case GN_DEMONIC_FIRE:
  12374. if (flag) { // Fire Expansion level 1
  12375. limit = flag + 10000;
  12376. flag = 0;
  12377. }
  12378. break;
  12379. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12380. case GN_FIRE_EXPANSION_TEAR_GAS:
  12381. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  12382. break;
  12383. case KO_ZENKAI:
  12384. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  12385. val1 = sd->spiritcharm;
  12386. val2 = sd->spiritcharm_type;
  12387. limit = 6000 * val1;
  12388. subunt = sd->spiritcharm_type - 1;
  12389. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  12390. }
  12391. break;
  12392. #ifndef RENEWAL
  12393. case HW_GRAVITATION:
  12394. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  12395. link_group_id = sc->data[SC_GRAVITATION]->val4;
  12396. break;
  12397. #endif
  12398. case SO_VACUUM_EXTREME:
  12399. // Coordinates
  12400. val1 = x;
  12401. val2 = y;
  12402. val3 = 0; // Suck target at n seconds.
  12403. break;
  12404. case MH_VOLCANIC_ASH:
  12405. if (!map_flag_vs(src->m))
  12406. target = BCT_ENEMY;
  12407. break;
  12408. }
  12409. // Init skill unit group
  12410. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,(flag & 1 ? skill->unit_id2 : skill->unit_id)+subunt, limit, interval)));
  12411. group->val1 = val1;
  12412. group->val2 = val2;
  12413. group->val3 = val3;
  12414. group->link_group_id = link_group_id;
  12415. group->target_flag = target;
  12416. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12417. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  12418. 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
  12419. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  12420. group->item_id = req_item;
  12421. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  12422. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  12423. active_flag = 0;
  12424. // Put message for Talkie Box & Graffiti
  12425. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  12426. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  12427. if (sd)
  12428. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  12429. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  12430. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  12431. }
  12432. // Dance skill
  12433. if (group->state.song_dance) {
  12434. if(sd) {
  12435. sd->skill_id_dance = skill_id;
  12436. sd->skill_lv_dance = skill_lv;
  12437. }
  12438. if (
  12439. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  12440. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  12441. )
  12442. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  12443. }
  12444. // Set skill unit
  12445. limit = group->limit;
  12446. for( i = 0; i < layout->count; i++ ) {
  12447. struct skill_unit *unit;
  12448. int ux = x + layout->dx[i];
  12449. int uy = y + layout->dy[i];
  12450. int unit_val1 = skill_lv;
  12451. int unit_val2 = 0;
  12452. int alive = 1;
  12453. // are the coordinates out of range?
  12454. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  12455. continue;
  12456. }
  12457. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  12458. continue; // don't place skill units on walls (except for songs/dances/encores)
  12459. 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) )
  12460. continue; // no path between cell and caster
  12461. switch( skill_id ) {
  12462. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  12463. case HT_LANDMINE:
  12464. case MA_LANDMINE:
  12465. case HT_ANKLESNARE:
  12466. case HT_SHOCKWAVE:
  12467. case HT_SANDMAN:
  12468. case MA_SANDMAN:
  12469. case HT_FLASHER:
  12470. case HT_FREEZINGTRAP:
  12471. case MA_FREEZINGTRAP:
  12472. case HT_SKIDTRAP:
  12473. case MA_SKIDTRAP:
  12474. case HT_CLAYMORETRAP:
  12475. case HT_BLASTMINE:
  12476. case SC_ESCAPE:
  12477. unit_val1 = 3500;
  12478. break;
  12479. case MG_FIREWALL:
  12480. case NJ_KAENSIN:
  12481. unit_val2 = group->val2;
  12482. break;
  12483. case WZ_ICEWALL:
  12484. unit_val1 = 200 + 200*skill_lv;
  12485. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  12486. break;
  12487. case WZ_WATERBALL:
  12488. //Check if there are cells that can be turned into waterball units
  12489. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  12490. || (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)
  12491. break; //Turn water, deluge or suiton into waterball cell
  12492. continue;
  12493. case GS_DESPERADO:
  12494. unit_val1 = abs(layout->dx[i]);
  12495. unit_val2 = abs(layout->dy[i]);
  12496. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  12497. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  12498. if (unit_val1) unit_val1--;
  12499. unit_val1 = 36 -12*unit_val1;
  12500. } else //Diagonal edges
  12501. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  12502. if (unit_val1 < 1) unit_val1 = 1;
  12503. unit_val2 = 0;
  12504. break;
  12505. case NPC_REVERBERATION:
  12506. unit_val1 = 1 + skill_lv;
  12507. break;
  12508. case WM_POEMOFNETHERWORLD:
  12509. unit_val1 = 1 + skill_lv;
  12510. break;
  12511. case GN_WALLOFTHORN:
  12512. if (flag&1) // Turned become Firewall
  12513. break;
  12514. unit_val1 = 2000 + 2000 * skill_lv; // HP
  12515. unit_val2 = 20; // Max hits
  12516. break;
  12517. case RL_B_TRAP:
  12518. unit_val1 = 3500;
  12519. unit_val2 = 0;
  12520. break;
  12521. default:
  12522. if (group->state.song_dance&0x1)
  12523. 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
  12524. break;
  12525. }
  12526. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  12527. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  12528. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  12529. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  12530. // Check active cell to failing or remove current unit
  12531. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  12532. if( !alive )
  12533. continue;
  12534. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  12535. unit->limit = limit;
  12536. unit->range = range;
  12537. if (skill_id == PF_FOGWALL && alive == 2)
  12538. { //Double duration of cells on top of Deluge/Suiton
  12539. unit->limit *= 2;
  12540. group->limit = unit->limit;
  12541. }
  12542. // Execute on all targets standing on this cell
  12543. if (range == 0 && active_flag)
  12544. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  12545. }
  12546. if (!group->alive_count)
  12547. { //No cells? Something that was blocked completely by Land Protector?
  12548. skill_delunitgroup(group);
  12549. return NULL;
  12550. }
  12551. //success, unit created.
  12552. switch( skill_id ) {
  12553. case NJ_TATAMIGAESHI: //Store number of tiles.
  12554. group->val1 = group->alive_count;
  12555. break;
  12556. }
  12557. return group;
  12558. }
  12559. /*==========================================
  12560. *
  12561. *------------------------------------------*/
  12562. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12563. {
  12564. skill_unit_onplace(unit, bl, tick);
  12565. }
  12566. /**
  12567. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  12568. * while skill unit initialized or moved (such by knock back).
  12569. * As a follow of skill_unit_effect flag &1
  12570. * @param unit
  12571. * @param bl Target
  12572. * @param tick
  12573. */
  12574. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12575. {
  12576. struct skill_unit_group *sg;
  12577. struct block_list *ss; // Actual source that cast the skill unit
  12578. struct status_change *sc;
  12579. struct status_change_entry *sce;
  12580. struct status_data *tstatus;
  12581. enum sc_type type;
  12582. uint16 skill_id;
  12583. nullpo_ret(unit);
  12584. nullpo_ret(bl);
  12585. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  12586. return 0;
  12587. nullpo_ret(sg = unit->group);
  12588. nullpo_ret(ss = map_id2bl(sg->src_id));
  12589. tstatus = status_get_status_data(bl);
  12590. 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) ||
  12591. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  12592. return 0; //AoE skills are ineffective. [Skotlex]
  12593. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  12594. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  12595. return 0; //Songs don't work in Basilica
  12596. sc = status_get_sc(bl);
  12597. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  12598. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  12599. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  12600. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  12601. if (sc && sc->data[SC_HOVERING] && skill->inf2[INF2_IGNOREHOVERING])
  12602. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  12603. type = status_skill2sc(sg->skill_id);
  12604. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  12605. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  12606. switch (sg->unit_id) {
  12607. case UNT_SPIDERWEB:
  12608. if (sc) {
  12609. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  12610. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  12611. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12612. const struct TimerData* td;
  12613. struct map_data *mapdata = map_getmapdata(bl->m);
  12614. if (mapdata_flag_vs(mapdata))
  12615. sec /= 2;
  12616. if (sc->data[type]) {
  12617. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  12618. //Already triple affected, immune
  12619. sg->limit = DIFF_TICK(tick, sg->tick);
  12620. break;
  12621. }
  12622. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  12623. if (mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 3)
  12624. sec *= (sc->data[type]->val1 + 1);
  12625. else if(!mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 2)
  12626. sec *= (sc->data[type]->val1 + 1);
  12627. //Add group id to status change
  12628. if (sc->data[type]->val2 == 0)
  12629. sc->data[type]->val2 = sg->group_id;
  12630. else if (sc->data[type]->val3 == 0)
  12631. sc->data[type]->val3 = sg->group_id;
  12632. else if (sc->data[type]->val4 == 0)
  12633. sc->data[type]->val4 = sg->group_id;
  12634. //Overwrite status change with new duration
  12635. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  12636. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  12637. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  12638. }
  12639. else {
  12640. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  12641. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  12642. if (td)
  12643. sec = DIFF_TICK(td->tick, tick);
  12644. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12645. clif_fixpos(bl);
  12646. }
  12647. else
  12648. sec = 3000; //Couldn't trap it?
  12649. }
  12650. sg->val2 = bl->id;
  12651. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12652. }
  12653. break;
  12654. case UNT_SAFETYWALL:
  12655. if (!sce)
  12656. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  12657. break;
  12658. case UNT_BLOODYLUST:
  12659. if (sg->src_id == bl->id)
  12660. break; //Does not affect the caster.
  12661. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  12662. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  12663. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  12664. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  12665. break;
  12666. case UNT_PNEUMA:
  12667. if (!sce)
  12668. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12669. break;
  12670. case UNT_CHAOSPANIC:
  12671. 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);
  12672. break;
  12673. case UNT_WARP_WAITING: {
  12674. int working = sg->val1&0xffff;
  12675. if(bl->type==BL_PC && !working){
  12676. struct map_session_data *sd = (struct map_session_data *)bl;
  12677. if((!sd->chatID || battle_config.chat_warpportal)
  12678. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  12679. {
  12680. int x = sg->val2>>16;
  12681. int y = sg->val2&0xffff;
  12682. int count = sg->val1>>16;
  12683. unsigned short m = sg->val3;
  12684. if( --count <= 0 )
  12685. skill_delunitgroup(sg);
  12686. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  12687. working = 1;/* we break it because officials break it, lovely stuff. */
  12688. sg->val1 = (count<<16)|working;
  12689. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
  12690. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  12691. }
  12692. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  12693. int16 m = map_mapindex2mapid(sg->val3);
  12694. if (m < 0) break; //Map not available on this map-server.
  12695. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  12696. }
  12697. }
  12698. break;
  12699. case UNT_QUAGMIRE:
  12700. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  12701. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12702. break;
  12703. case UNT_VOLCANO:
  12704. case UNT_DELUGE:
  12705. case UNT_VIOLENTGALE:
  12706. case UNT_FIRE_INSIGNIA:
  12707. case UNT_WATER_INSIGNIA:
  12708. case UNT_WIND_INSIGNIA:
  12709. case UNT_EARTH_INSIGNIA:
  12710. if(!sce)
  12711. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12712. break;
  12713. case UNT_WATER_BARRIER:
  12714. case UNT_ZEPHYR:
  12715. case UNT_POWER_OF_GAIA:
  12716. if (bl->id == ss->id)
  12717. break; // Doesn't affect the Elemental
  12718. if (!sce)
  12719. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12720. break;
  12721. case UNT_SUITON:
  12722. if(!sce)
  12723. sc_start4(ss, bl,type,100,sg->skill_lv,
  12724. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  12725. 0,0,sg->limit);
  12726. break;
  12727. case UNT_HERMODE:
  12728. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  12729. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  12730. case UNT_RICHMANKIM:
  12731. case UNT_ETERNALCHAOS:
  12732. case UNT_DRUMBATTLEFIELD:
  12733. case UNT_RINGNIBELUNGEN:
  12734. case UNT_ROKISWEIL:
  12735. case UNT_INTOABYSS:
  12736. case UNT_SIEGFRIED:
  12737. //Needed to check when a dancer/bard leaves their ensemble area.
  12738. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12739. return skill_id;
  12740. if (!sce)
  12741. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12742. break;
  12743. case UNT_WHISTLE:
  12744. case UNT_ASSASSINCROSS:
  12745. case UNT_POEMBRAGI:
  12746. case UNT_APPLEIDUN:
  12747. case UNT_HUMMING:
  12748. case UNT_DONTFORGETME:
  12749. case UNT_FORTUNEKISS:
  12750. case UNT_SERVICEFORYOU:
  12751. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12752. return 0;
  12753. if (!sc) return 0;
  12754. if (!sce)
  12755. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12756. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  12757. sce->val4 = 0; //remove the mark that we stepped out
  12758. delete_timer(sce->timer, status_change_timer);
  12759. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  12760. }
  12761. break;
  12762. case UNT_FOGWALL:
  12763. if (!sce)
  12764. {
  12765. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  12766. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12767. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  12768. }
  12769. break;
  12770. #ifndef RENEWAL
  12771. case UNT_GRAVITATION:
  12772. if (!sce)
  12773. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  12774. break;
  12775. case UNT_BASILICA:
  12776. {
  12777. int i = battle_check_target(bl, bl, BCT_ENEMY);
  12778. if (i > 0) {
  12779. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12780. break;
  12781. }
  12782. if (!sce && i <= 0)
  12783. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12784. }
  12785. break;
  12786. #endif
  12787. case UNT_MOONLIT:
  12788. //Knockback out of area if affected char isn't in Moonlit effect
  12789. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  12790. break;
  12791. if (ss == bl) //Also needed to prevent infinite loop crash.
  12792. break;
  12793. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  12794. break;
  12795. case UNT_REVERBERATION:
  12796. if (sg->src_id == bl->id)
  12797. break; //Does not affect the caster.
  12798. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12799. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12800. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12801. sg->unit_id = UNT_USED_TRAPS;
  12802. break;
  12803. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  12804. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12805. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12806. break;
  12807. case UNT_FIRE_EXPANSION_TEAR_GAS:
  12808. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  12809. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  12810. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  12811. break;
  12812. case UNT_VOLCANIC_ASH:
  12813. if (!sce)
  12814. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  12815. break;
  12816. case UNT_KINGS_GRACE:
  12817. if (!sce) {
  12818. int state = 0;
  12819. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  12820. state |= BCT_GUILD;
  12821. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  12822. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  12823. }
  12824. break;
  12825. case UNT_STEALTHFIELD:
  12826. if( bl->id == sg->src_id )
  12827. break; // Doesn't work on self (video shows that)
  12828. if (!sce)
  12829. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12830. break;
  12831. case UNT_NEUTRALBARRIER:
  12832. if (!sce)
  12833. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12834. break;
  12835. case UNT_WARMER:
  12836. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  12837. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12838. break;
  12839. case UNT_CATNIPPOWDER:
  12840. if (sg->src_id == bl->id)
  12841. break; // Does not affect the caster or Boss.
  12842. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12843. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12844. break;
  12845. case UNT_NYANGGRASS:
  12846. if (!sce)
  12847. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12848. break;
  12849. case UNT_CREATINGSTAR:
  12850. if (!sce)
  12851. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  12852. break;
  12853. case UNT_GD_LEADERSHIP:
  12854. case UNT_GD_GLORYWOUNDS:
  12855. case UNT_GD_SOULCOLD:
  12856. case UNT_GD_HAWKEYES:
  12857. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12858. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12859. break;
  12860. }
  12861. return skill_id;
  12862. }
  12863. /**
  12864. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  12865. * @param unit Skill unit
  12866. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12867. * @param tick
  12868. */
  12869. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12870. {
  12871. struct skill_unit_group *sg;
  12872. struct block_list *ss;
  12873. TBL_PC* tsd;
  12874. struct status_data *tstatus;
  12875. struct status_change *sc, *tsc;
  12876. struct skill_unit_group_tickset *ts;
  12877. enum sc_type type;
  12878. uint16 skill_id;
  12879. t_tick diff = 0;
  12880. nullpo_ret(unit);
  12881. nullpo_ret(bl);
  12882. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12883. return 0;
  12884. nullpo_ret(sg = unit->group);
  12885. nullpo_ret(ss = map_id2bl(sg->src_id));
  12886. tsd = BL_CAST(BL_PC, bl);
  12887. tsc = status_get_sc(bl);
  12888. sc = status_get_sc(ss);
  12889. tstatus = status_get_status_data(bl);
  12890. type = status_skill2sc(sg->skill_id);
  12891. skill_id = sg->skill_id;
  12892. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  12893. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && inf2[INF2_ISTRAP])
  12894. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  12895. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  12896. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12897. if (sg->interval == -1) {
  12898. switch (sg->unit_id) {
  12899. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12900. case UNT_FIREPILLAR_ACTIVE:
  12901. case UNT_ELECTRICSHOCKER:
  12902. case UNT_MANHOLE:
  12903. return 0;
  12904. default:
  12905. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12906. return 0;
  12907. }
  12908. }
  12909. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12910. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12911. diff = DIFF_TICK(tick,ts->tick);
  12912. if (diff < 0)
  12913. return 0;
  12914. ts->tick = tick+sg->interval;
  12915. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12916. ts->tick += (t_tick)sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12917. }
  12918. // Wall of Thorn damaged by Fire element unit [Cydh]
  12919. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12920. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12921. struct skill_unit *su = (struct skill_unit *)bl;
  12922. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12923. 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);
  12924. su->group->limit = sg->limit = 0;
  12925. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12926. return skill_id;
  12927. }
  12928. }
  12929. switch (sg->unit_id) {
  12930. // Units that deals simple attack
  12931. case UNT_GRAVITATION:
  12932. case UNT_EARTHSTRAIN:
  12933. case UNT_FIREWALK:
  12934. case UNT_ELECTRICWALK:
  12935. case UNT_PSYCHIC_WAVE:
  12936. case UNT_MAKIBISHI:
  12937. case UNT_VENOMFOG:
  12938. case UNT_ICEMINE:
  12939. case UNT_FLAMECROSS:
  12940. case UNT_HELLBURNING:
  12941. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12942. break;
  12943. case UNT_DUMMYSKILL:
  12944. switch (sg->skill_id) {
  12945. case SG_SUN_WARM: //SG skills [Komurka]
  12946. case SG_MOON_WARM:
  12947. case SG_STAR_WARM: {
  12948. int count = 0;
  12949. const int x = bl->x, y = bl->y;
  12950. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12951. do {
  12952. if( bl->type == BL_PC )
  12953. status_zap(bl, 0, 15); // sp damage to players
  12954. else // mobs
  12955. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12956. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  12957. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12958. } else { //should end when out of sp.
  12959. sg->limit = DIFF_TICK(tick,sg->tick);
  12960. break;
  12961. }
  12962. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12963. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12964. }
  12965. break;
  12966. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12967. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12968. if (tsc)
  12969. tsc->sg_counter++; //SG hit counter.
  12970. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12971. tsc->sg_counter=0; //Attack absorbed.
  12972. break;
  12973. #endif
  12974. case GS_DESPERADO:
  12975. if (rnd()%100 < unit->val1)
  12976. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12977. break;
  12978. default:
  12979. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12980. }
  12981. break;
  12982. case UNT_FIREWALL:
  12983. case UNT_KAEN: {
  12984. int count = 0;
  12985. const int x = bl->x, y = bl->y;
  12986. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  12987. break;
  12988. //Take into account these hit more times than the timer interval can handle.
  12989. do
  12990. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  12991. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  12992. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  12993. if (unit->val2 <= 0)
  12994. skill_delunit(unit);
  12995. }
  12996. break;
  12997. case UNT_SANCTUARY:
  12998. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  12999. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  13000. 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) )
  13001. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  13002. } else {
  13003. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  13004. struct mob_data *md = BL_CAST(BL_MOB, bl);
  13005. #ifdef RENEWAL
  13006. if (md && md->mob_id == MOBID_EMPERIUM)
  13007. break;
  13008. #endif
  13009. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  13010. break;
  13011. if( tstatus->hp >= tstatus->max_hp )
  13012. break;
  13013. if( status_isimmune(bl) )
  13014. heal = 0;
  13015. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13016. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  13017. heal = ~heal + 1;
  13018. status_heal(bl, heal, 0, 0);
  13019. }
  13020. break;
  13021. case UNT_EVILLAND:
  13022. //Will heal demon and undead element monsters, but not players.
  13023. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  13024. { //Damage enemies
  13025. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  13026. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13027. } else {
  13028. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  13029. if (tstatus->hp >= tstatus->max_hp)
  13030. break;
  13031. if (status_isimmune(bl))
  13032. heal = 0;
  13033. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13034. status_heal(bl, heal, 0, 0);
  13035. }
  13036. break;
  13037. case UNT_MAGNUS:
  13038. #ifndef RENEWAL
  13039. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  13040. break;
  13041. #endif
  13042. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13043. break;
  13044. case UNT_FIREPILLAR_WAITING:
  13045. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  13046. skill_delunit(unit);
  13047. break;
  13048. case UNT_SKIDTRAP: {
  13049. //Knockback away from position of user during placement [Playtester]
  13050. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  13051. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  13052. sg->unit_id = UNT_USED_TRAPS;
  13053. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  13054. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  13055. //Target will be stopped for 3 seconds
  13056. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  13057. }
  13058. break;
  13059. case UNT_ANKLESNARE:
  13060. case UNT_MANHOLE:
  13061. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  13062. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  13063. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  13064. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  13065. if( td )
  13066. sec = DIFF_TICK(td->tick, tick);
  13067. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  13068. || !unit_blown_immune(bl,0x1) )
  13069. {
  13070. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  13071. clif_fixpos(bl);
  13072. }
  13073. sg->val2 = bl->id;
  13074. } else
  13075. sec = 3000; //Couldn't trap it?
  13076. if (sg->unit_id == UNT_ANKLESNARE) {
  13077. clif_skillunit_update(&unit->bl);
  13078. /**
  13079. * If you're snared from a trap that was invisible this makes the trap be
  13080. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  13081. * bugreport:3961
  13082. **/
  13083. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  13084. }
  13085. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  13086. sg->interval = -1;
  13087. unit->range = 0;
  13088. }
  13089. break;
  13090. case UNT_EARTHQUAKE:
  13091. sg->val1++; // Hit count
  13092. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
  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_ZEPHYR:
  13421. if (ss == bl)
  13422. break; // Doesn't affect the Elemental
  13423. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  13424. break;
  13425. case UNT_CLOUD_KILL:
  13426. if (tsc && !tsc->data[type])
  13427. 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);
  13428. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13429. break;
  13430. case UNT_VACUUM_EXTREME:
  13431. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  13432. (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)
  13433. return 0;
  13434. if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) // Apply effect and suck non-walking targets one-by-one each n seconds
  13435. 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)));
  13436. break;
  13437. case UNT_BANDING:
  13438. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  13439. 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));
  13440. break;
  13441. case UNT_FIRE_MANTLE:
  13442. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  13443. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13444. break;
  13445. case UNT_ZENKAI_WATER:
  13446. case UNT_ZENKAI_LAND:
  13447. case UNT_ZENKAI_FIRE:
  13448. case UNT_ZENKAI_WIND:
  13449. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  13450. switch( sg->unit_id ) {
  13451. case UNT_ZENKAI_WATER:
  13452. switch (rnd()%2 + 1) {
  13453. case 1:
  13454. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13455. break;
  13456. case 2:
  13457. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13458. break;
  13459. }
  13460. break;
  13461. case UNT_ZENKAI_LAND:
  13462. switch (rnd()%2 + 1) {
  13463. case 1:
  13464. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13465. break;
  13466. case 2:
  13467. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13468. break;
  13469. }
  13470. break;
  13471. case UNT_ZENKAI_FIRE:
  13472. 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));
  13473. break;
  13474. case UNT_ZENKAI_WIND:
  13475. switch (rnd()%3 + 1) {
  13476. case 1:
  13477. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13478. break;
  13479. case 2:
  13480. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13481. break;
  13482. case 3:
  13483. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13484. break;
  13485. }
  13486. break;
  13487. }
  13488. } else
  13489. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  13490. break;
  13491. case UNT_LAVA_SLIDE:
  13492. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13493. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  13494. sg->limit = DIFF_TICK(tick, sg->tick);
  13495. break;
  13496. case UNT_POISON_MIST:
  13497. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13498. 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);
  13499. break;
  13500. case UNT_CHAOSPANIC:
  13501. if (tsc && tsc->data[type])
  13502. break;
  13503. 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);
  13504. break;
  13505. case UNT_B_TRAP:
  13506. if (tsc && tsc->data[type])
  13507. break;
  13508. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13509. unit->val2++; // Mark as ever been used
  13510. break;
  13511. case UNT_FIRE_RAIN:
  13512. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  13513. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  13514. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  13515. break;
  13516. case UNT_MAGMA_ERUPTION:
  13517. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  13518. break;
  13519. }
  13520. if (bl->type == BL_MOB && ss != bl)
  13521. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  13522. return skill_id;
  13523. }
  13524. /**
  13525. * Triggered when a char steps out of a skill unit
  13526. * @param src Skill unit from char moved out
  13527. * @param bl Char
  13528. * @param tick
  13529. */
  13530. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  13531. {
  13532. struct skill_unit_group *sg;
  13533. struct status_change *sc;
  13534. struct status_change_entry *sce;
  13535. enum sc_type type;
  13536. nullpo_ret(src);
  13537. nullpo_ret(bl);
  13538. nullpo_ret(sg=src->group);
  13539. sc = status_get_sc(bl);
  13540. type = status_skill2sc(sg->skill_id);
  13541. sce = (sc && type != -1)?sc->data[type]:NULL;
  13542. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  13543. return 0;
  13544. switch(sg->unit_id){
  13545. case UNT_SAFETYWALL:
  13546. case UNT_PNEUMA:
  13547. case UNT_EPICLESIS://Arch Bishop
  13548. if (sce)
  13549. status_change_end(bl, type, INVALID_TIMER);
  13550. break;
  13551. #ifndef RENEWAL
  13552. case UNT_BASILICA:
  13553. if (sce && sce->val4 != bl->id)
  13554. status_change_end(bl, type, INVALID_TIMER);
  13555. break;
  13556. #endif
  13557. case UNT_HERMODE: //Clear Hermode if the owner moved.
  13558. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  13559. status_change_end(bl, type, INVALID_TIMER);
  13560. break;
  13561. case UNT_DISSONANCE:
  13562. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  13563. {
  13564. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  13565. if(skill_get_inf2(i, INF2_ISSONG)) {
  13566. type = status_skill2sc(i);
  13567. sce = (sc && type != -1)?sc->data[type]:NULL;
  13568. if(sce)
  13569. return i;
  13570. }
  13571. }
  13572. }
  13573. case UNT_WHISTLE:
  13574. case UNT_ASSASSINCROSS:
  13575. case UNT_POEMBRAGI:
  13576. case UNT_APPLEIDUN:
  13577. case UNT_HUMMING:
  13578. case UNT_DONTFORGETME:
  13579. case UNT_FORTUNEKISS:
  13580. case UNT_SERVICEFORYOU:
  13581. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13582. return -1;
  13583. }
  13584. return sg->skill_id;
  13585. }
  13586. /**
  13587. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  13588. * @param skill_id Skill ID
  13589. * @param bl A char
  13590. * @param tick
  13591. */
  13592. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  13593. {
  13594. struct status_change *sc;
  13595. struct status_change_entry *sce;
  13596. enum sc_type type;
  13597. sc = status_get_sc(bl);
  13598. if (sc && !sc->count)
  13599. sc = NULL;
  13600. type = status_skill2sc(skill_id);
  13601. sce = (sc && type != -1)?sc->data[type]:NULL;
  13602. switch (skill_id)
  13603. {
  13604. case WZ_QUAGMIRE:
  13605. if (bl->type==BL_MOB)
  13606. break;
  13607. if (sce)
  13608. status_change_end(bl, type, INVALID_TIMER);
  13609. break;
  13610. case BD_LULLABY:
  13611. case BD_RICHMANKIM:
  13612. case BD_ETERNALCHAOS:
  13613. case BD_DRUMBATTLEFIELD:
  13614. case BD_RINGNIBELUNGEN:
  13615. case BD_ROKISWEIL:
  13616. case BD_INTOABYSS:
  13617. case BD_SIEGFRIED:
  13618. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  13619. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  13620. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  13621. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  13622. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  13623. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  13624. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  13625. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13626. }
  13627. case MH_STEINWAND:
  13628. case MG_SAFETYWALL:
  13629. case AL_PNEUMA:
  13630. case SA_VOLCANO:
  13631. case SA_DELUGE:
  13632. case SA_VIOLENTGALE:
  13633. case CG_HERMODE:
  13634. #ifndef RENEWAL
  13635. case HW_GRAVITATION:
  13636. case HP_BASILICA:
  13637. #endif
  13638. case NJ_SUITON:
  13639. case SC_MAELSTROM:
  13640. case EL_WATER_BARRIER:
  13641. case EL_ZEPHYR:
  13642. case EL_POWER_OF_GAIA:
  13643. case SO_WARMER:
  13644. case SO_FIRE_INSIGNIA:
  13645. case SO_WATER_INSIGNIA:
  13646. case SO_WIND_INSIGNIA:
  13647. case SO_EARTH_INSIGNIA:
  13648. case SJ_BOOKOFCREATINGSTAR:
  13649. case SC_BLOODYLUST:
  13650. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13651. case GN_FIRE_EXPANSION_TEAR_GAS:
  13652. case LG_KINGS_GRACE:
  13653. case NC_STEALTHFIELD:
  13654. case NC_NEUTRALBARRIER:
  13655. case SU_NYANGGRASS:
  13656. if (sce)
  13657. status_change_end(bl, type, INVALID_TIMER);
  13658. break;
  13659. case BA_DISSONANCE:
  13660. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  13661. {
  13662. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  13663. if(skill_get_inf2(i, INF2_ISSONG)){
  13664. type = status_skill2sc(i);
  13665. sce = (sc && type != -1)?sc->data[type]:NULL;
  13666. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  13667. delete_timer(sce->timer, status_change_timer);
  13668. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13669. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  13670. }
  13671. }
  13672. }
  13673. }
  13674. break;
  13675. case BA_POEMBRAGI:
  13676. case BA_WHISTLE:
  13677. case BA_ASSASSINCROSS:
  13678. case BA_APPLEIDUN:
  13679. case DC_HUMMING:
  13680. case DC_DONTFORGETME:
  13681. case DC_FORTUNEKISS:
  13682. case DC_SERVICEFORYOU:
  13683. if (sce)
  13684. {
  13685. delete_timer(sce->timer, status_change_timer);
  13686. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  13687. //not possible on our current implementation.
  13688. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13689. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  13690. }
  13691. break;
  13692. case PF_FOGWALL:
  13693. if (sce)
  13694. {
  13695. status_change_end(bl, type, INVALID_TIMER);
  13696. if ((sce=sc->data[SC_BLIND]))
  13697. {
  13698. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  13699. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  13700. else {
  13701. delete_timer(sce->timer, status_change_timer);
  13702. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  13703. }
  13704. }
  13705. }
  13706. break;
  13707. case GD_LEADERSHIP:
  13708. case GD_GLORYWOUNDS:
  13709. case GD_SOULCOLD:
  13710. case GD_HAWKEYES:
  13711. if( !(sce && sce->val4) )
  13712. status_change_end(bl, type, INVALID_TIMER);
  13713. break;
  13714. }
  13715. return skill_id;
  13716. }
  13717. /*==========================================
  13718. * Invoked when a unit cell has been placed/removed/deleted.
  13719. * flag values:
  13720. * flag&1: Invoke onplace function (otherwise invoke onout)
  13721. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  13722. * flag&8: Recursive
  13723. *------------------------------------------*/
  13724. static int skill_unit_effect(struct block_list* bl, va_list ap)
  13725. {
  13726. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  13727. struct skill_unit_group* group = unit->group;
  13728. t_tick tick = va_arg(ap,t_tick);
  13729. unsigned int flag = va_arg(ap,unsigned int);
  13730. uint16 skill_id;
  13731. bool dissonance = false;
  13732. bool isTarget = false;
  13733. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  13734. return 0;
  13735. nullpo_ret(group);
  13736. if( !(flag&8) ) {
  13737. dissonance = skill_dance_switch(unit, 0);
  13738. //Target-type check.
  13739. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  13740. }
  13741. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13742. skill_id = group->skill_id;
  13743. if( isTarget ){
  13744. if( flag&1 )
  13745. skill_unit_onplace(unit,bl,tick);
  13746. else {
  13747. if( skill_unit_onout(unit,bl,tick) == -1 )
  13748. return 0; // Don't let a Bard/Dancer update their own song timer
  13749. }
  13750. if( flag&4 )
  13751. skill_unit_onleft(skill_id, bl, tick);
  13752. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  13753. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  13754. if( dissonance ) {
  13755. skill_dance_switch(unit, 1);
  13756. //we placed a dissonance, let's update
  13757. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  13758. }
  13759. return 0;
  13760. }
  13761. /**
  13762. * Check skill unit while receiving damage
  13763. * @param unit Skill unit
  13764. * @param damage Received damage
  13765. * @return Damage
  13766. */
  13767. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  13768. {
  13769. struct skill_unit_group *sg;
  13770. nullpo_ret(unit);
  13771. nullpo_ret(sg = unit->group);
  13772. switch( sg->unit_id ) {
  13773. case UNT_BLASTMINE:
  13774. case UNT_SKIDTRAP:
  13775. case UNT_LANDMINE:
  13776. case UNT_SHOCKWAVE:
  13777. case UNT_SANDMAN:
  13778. case UNT_FLASHER:
  13779. case UNT_CLAYMORETRAP:
  13780. case UNT_FREEZINGTRAP:
  13781. case UNT_ANKLESNARE:
  13782. case UNT_ICEWALL:
  13783. case UNT_WALLOFTHORN:
  13784. case UNT_REVERBERATION:
  13785. case UNT_NETHERWORLD:
  13786. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  13787. break;
  13788. default:
  13789. damage = 0;
  13790. break;
  13791. }
  13792. return damage;
  13793. }
  13794. /**
  13795. * Check char condition around the skill caster
  13796. * @param bl Char around area
  13797. * @param *c Counter for 'valid' condition found
  13798. * @param *p_sd Stores 'rid' of char found
  13799. * @param skill_id Skill ID
  13800. * @param skill_lv Level of used skill
  13801. */
  13802. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  13803. {
  13804. int *c, skill_id;
  13805. struct block_list *src;
  13806. struct map_session_data *sd;
  13807. struct map_session_data *tsd;
  13808. int *p_sd; //Contains the list of characters found.
  13809. nullpo_ret(bl);
  13810. nullpo_ret(tsd=(struct map_session_data*)bl);
  13811. nullpo_ret(src=va_arg(ap,struct block_list *));
  13812. nullpo_ret(sd=(struct map_session_data*)src);
  13813. c=va_arg(ap,int *);
  13814. p_sd = va_arg(ap, int *);
  13815. skill_id = va_arg(ap,int);
  13816. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13817. if (skill_id == PR_BENEDICTIO) {
  13818. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13819. return 0;
  13820. }
  13821. else if (is_chorus) {
  13822. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  13823. return 0;
  13824. }
  13825. else if (*c >= 1) // Check for one companion for all other cases.
  13826. return 0;
  13827. if (bl == src)
  13828. return 0;
  13829. if(pc_isdead(tsd))
  13830. return 0;
  13831. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13832. return 0;
  13833. if( is_chorus ) {
  13834. if( tsd->status.party_id && sd->status.party_id &&
  13835. tsd->status.party_id == sd->status.party_id &&
  13836. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13837. p_sd[(*c)++] = tsd->bl.id;
  13838. return 1;
  13839. } else {
  13840. switch(skill_id) {
  13841. case PR_BENEDICTIO: {
  13842. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13843. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13844. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13845. && sd->status.sp >= 10)
  13846. p_sd[(*c)++]=tsd->bl.id;
  13847. return 1;
  13848. }
  13849. case AB_ADORAMUS:
  13850. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13851. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13852. p_sd[(*c)++] = tsd->bl.id;
  13853. return 1;
  13854. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13855. {
  13856. uint16 skill_lv;
  13857. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13858. return 0;
  13859. if (sd->status.sex != tsd->status.sex &&
  13860. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13861. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13862. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13863. sd->status.party_id && tsd->status.party_id &&
  13864. sd->status.party_id == tsd->status.party_id &&
  13865. !tsd->sc.data[SC_DANCING])
  13866. {
  13867. p_sd[(*c)++]=tsd->bl.id;
  13868. return skill_lv;
  13869. }
  13870. }
  13871. break;
  13872. }
  13873. }
  13874. return 0;
  13875. }
  13876. /**
  13877. * Checks and stores partners for ensemble skills [Skotlex]
  13878. * Max partners is 2.
  13879. * @param sd Caster
  13880. * @param skill_id
  13881. * @param skill_lv
  13882. * @param range Area range to check
  13883. * @param cast_flag Special handle
  13884. */
  13885. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13886. {
  13887. static int c=0;
  13888. static int p_sd[MAX_PARTY];
  13889. int i;
  13890. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13891. if (!sd)
  13892. return 0;
  13893. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13894. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13895. if (cast_flag) { //Execute the skill on the partners.
  13896. struct map_session_data* tsd;
  13897. switch (skill_id) {
  13898. case PR_BENEDICTIO:
  13899. case WM_GREAT_ECHO:
  13900. for (i = 0; i < c; i++) {
  13901. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13902. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  13903. }
  13904. return c;
  13905. case AB_ADORAMUS:
  13906. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13907. i = 2 * (*skill_lv);
  13908. status_charge(&tsd->bl, 0, i);
  13909. }
  13910. break;
  13911. default:
  13912. if( is_chorus )
  13913. break;//Chorus skills are not to be parsed as ensembles
  13914. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  13915. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13916. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13917. 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);
  13918. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13919. tsd->skill_id_dance = skill_id;
  13920. tsd->skill_lv_dance = *skill_lv;
  13921. #ifdef RENEWAL
  13922. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  13923. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  13924. #endif
  13925. }
  13926. }
  13927. return c;
  13928. }
  13929. }
  13930. //Else: new search for partners.
  13931. c = 0;
  13932. memset (p_sd, 0, sizeof(p_sd));
  13933. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13934. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO ) //Apply the average lv to encore skills.
  13935. *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.
  13936. return c;
  13937. }
  13938. /**
  13939. * Sub function to count how many spawned mob is around.
  13940. * Some skills check with matched AI.
  13941. * @param rid Source ID
  13942. * @param mob_class Monster ID
  13943. * @param skill_id Used skill
  13944. * @param *c Counter for found monster
  13945. */
  13946. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13947. {
  13948. int *c,src_id,mob_class,skill;
  13949. uint16 ai;
  13950. struct mob_data *md;
  13951. md=(struct mob_data*)bl;
  13952. src_id=va_arg(ap,int);
  13953. mob_class=va_arg(ap,int);
  13954. skill=va_arg(ap,int);
  13955. c=va_arg(ap,int *);
  13956. 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);
  13957. if( md->master_id != src_id || md->special_state.ai != ai)
  13958. return 0; //Non alchemist summoned mobs have nothing to do here.
  13959. if(md->mob_id==mob_class)
  13960. (*c)++;
  13961. return 1;
  13962. }
  13963. /**
  13964. * Determines if a given skill should be made to consume ammo
  13965. * when used by the player. [Skotlex]
  13966. * @param sd Player
  13967. * @param skill_id Skill ID
  13968. * @return True if skill is need ammo; False otherwise.
  13969. */
  13970. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13971. {
  13972. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13973. return (
  13974. battle_config.arrow_decrement == 2 &&
  13975. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13976. skill_id != HT_PHANTASMIC &&
  13977. skill->skill_type == BF_WEAPON &&
  13978. !skill->nk[NK_NODAMAGE] &&
  13979. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  13980. );
  13981. }
  13982. /**
  13983. * Check SC required to cast a skill
  13984. * @param sc
  13985. * @param skill_id
  13986. * @return True if condition is met, False otherwise
  13987. **/
  13988. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  13989. if (require == nullptr || require->status.empty())
  13990. return true;
  13991. nullpo_ret(sd);
  13992. status_change *sc = &sd->sc;
  13993. if (sc == nullptr) {
  13994. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13995. return false;
  13996. }
  13997. // May have multiple requirements
  13998. for (const auto &reqStatus : require->status) {
  13999. if (reqStatus == SC_NONE)
  14000. continue;
  14001. useskill_fail_cause cause;
  14002. switch (reqStatus) {
  14003. // Official fail message
  14004. case SC_PUSH_CART:
  14005. cause = USESKILL_FAIL_CART;
  14006. break;
  14007. case SC_POISONINGWEAPON:
  14008. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  14009. break;
  14010. case SC_WEAPONBLOCK_ON:
  14011. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  14012. break;
  14013. default:
  14014. cause = USESKILL_FAIL_LEVEL;
  14015. break;
  14016. }
  14017. if (!sc->data[reqStatus]) {
  14018. clif_skill_fail(sd, skill_id, cause, 0);
  14019. return false;
  14020. }
  14021. }
  14022. return true;
  14023. }
  14024. /**
  14025. * Check skill condition when cast begin
  14026. * For ammo, only check if the skill need ammo
  14027. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  14028. * @param sd Player who uses skill
  14029. * @param skill_id ID of used skill
  14030. * @param skill_lv Level of used skill
  14031. * @return true: All condition passed, false: Failed
  14032. */
  14033. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14034. {
  14035. struct status_data *status;
  14036. struct status_change *sc;
  14037. struct s_skill_condition require;
  14038. int i;
  14039. nullpo_retr(false,sd);
  14040. if (sd->chatID)
  14041. return false;
  14042. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  14043. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14044. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14045. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14046. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  14047. return true;
  14048. }
  14049. switch( sd->menuskill_id ) {
  14050. case AM_PHARMACY:
  14051. switch( skill_id ) {
  14052. case AM_PHARMACY:
  14053. case AC_MAKINGARROW:
  14054. case BS_REPAIRWEAPON:
  14055. case AM_TWILIGHT1:
  14056. case AM_TWILIGHT2:
  14057. case AM_TWILIGHT3:
  14058. return false;
  14059. }
  14060. break;
  14061. case GN_MIX_COOKING:
  14062. case GN_MAKEBOMB:
  14063. case GN_S_PHARMACY:
  14064. case GN_CHANGEMATERIAL:
  14065. if( sd->menuskill_id != skill_id )
  14066. return false;
  14067. break;
  14068. }
  14069. status = &sd->battle_status;
  14070. sc = &sd->sc;
  14071. if( !sc->count )
  14072. sc = NULL;
  14073. if( sd->skillitem == skill_id )
  14074. {
  14075. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  14076. sd->state.abra_flag = 0;
  14077. else
  14078. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  14079. if( (i = sd->itemindex) == -1 ||
  14080. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  14081. sd->inventory_data[i] == NULL ||
  14082. !sd->inventory_data[i]->flag.delay_consume ||
  14083. sd->inventory.u.items_inventory[i].amount < 1
  14084. )
  14085. { //Something went wrong, item exploit?
  14086. sd->itemid = 0;
  14087. sd->itemindex = -1;
  14088. return false;
  14089. }
  14090. //Consume
  14091. sd->itemid = 0;
  14092. sd->itemindex = -1;
  14093. 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]
  14094. ; //Do not consume item.
  14095. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  14096. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  14097. }
  14098. if(!sd->skillitem_keep_requirement)
  14099. return true;
  14100. }
  14101. if( pc_is90overweight(sd) ) {
  14102. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14103. return false;
  14104. }
  14105. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  14106. return false;
  14107. //Checks if disabling skill - in which case no SP requirements are necessary
  14108. if( sc && skill_disable_check(sc,skill_id))
  14109. return true;
  14110. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14111. // Check the skills that can be used while mounted on a warg
  14112. if( pc_isridingwug(sd) ) {
  14113. if(!inf2[INF2_ALLOWONWARG])
  14114. return false; // in official there is no message.
  14115. }
  14116. if( pc_ismadogear(sd) ) {
  14117. // Skills that are unusable when Mado is equipped. [Jobbie]
  14118. if(!inf2[INF2_ALLOWONMADO]){
  14119. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  14120. return false;
  14121. }
  14122. }
  14123. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  14124. // return false;
  14125. require = skill_get_requirement(sd,skill_id,skill_lv);
  14126. //Can only update state when weapon/arrow info is checked.
  14127. sd->state.arrow_atk = require.ammo?1:0;
  14128. // perform skill-group checks
  14129. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  14130. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  14131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14132. return false;
  14133. }
  14134. }
  14135. else if(inf2[INF2_ISENSEMBLE]) {
  14136. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  14137. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14138. return false;
  14139. }
  14140. }
  14141. // perform skill-specific checks (and actions)
  14142. switch( skill_id ) {
  14143. case RG_GRAFFITI:
  14144. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  14145. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14146. return false;
  14147. }
  14148. break;
  14149. case SO_SPELLFIST:
  14150. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  14151. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14152. return false;
  14153. }
  14154. case SA_CASTCANCEL:
  14155. if(sd->ud.skilltimer == INVALID_TIMER) {
  14156. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14157. return false;
  14158. }
  14159. break;
  14160. case AS_CLOAKING:
  14161. {
  14162. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  14163. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  14164. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14165. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14166. int di;
  14167. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  14168. if( di == 8 ) {
  14169. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14170. return false;
  14171. }
  14172. }
  14173. break;
  14174. }
  14175. case AL_WARP:
  14176. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  14177. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  14178. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  14179. return false;
  14180. }
  14181. break;
  14182. case AL_HOLYWATER:
  14183. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  14184. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14185. return false;
  14186. }
  14187. break;
  14188. case MO_CALLSPIRITS:
  14189. if(sc && sc->data[SC_RAISINGDRAGON])
  14190. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  14191. if(sd->spiritball >= skill_lv) {
  14192. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14193. return false;
  14194. }
  14195. break;
  14196. case MO_FINGEROFFENSIVE:
  14197. case GS_FLING:
  14198. case SR_RIDEINLIGHTNING:
  14199. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  14200. sd->spiritball_old = require.spiritball = sd->spiritball;
  14201. else
  14202. sd->spiritball_old = require.spiritball;
  14203. break;
  14204. case MO_CHAINCOMBO:
  14205. if(!sc)
  14206. return false;
  14207. if(sc->data[SC_BLADESTOP])
  14208. break;
  14209. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  14210. break;
  14211. return false;
  14212. case MO_COMBOFINISH:
  14213. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  14214. return false;
  14215. break;
  14216. case CH_TIGERFIST:
  14217. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  14218. return false;
  14219. break;
  14220. case CH_CHAINCRUSH:
  14221. if(!(sc && sc->data[SC_COMBO]))
  14222. return false;
  14223. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  14224. return false;
  14225. break;
  14226. case SJ_SOLARBURST:
  14227. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SJ_PROMINENCEKICK))
  14228. return 0;
  14229. break;
  14230. case MO_EXTREMITYFIST:
  14231. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  14232. // return false;
  14233. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  14234. break;
  14235. if( sc && sc->data[SC_COMBO] ) {
  14236. switch(sc->data[SC_COMBO]->val1) {
  14237. case MO_COMBOFINISH:
  14238. case CH_TIGERFIST:
  14239. case CH_CHAINCRUSH:
  14240. break;
  14241. default:
  14242. return false;
  14243. }
  14244. }
  14245. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  14246. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14247. return false;
  14248. }
  14249. #ifdef RENEWAL
  14250. sd->spiritball_old = sd->spiritball;
  14251. #endif
  14252. break;
  14253. case TK_MISSION:
  14254. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  14255. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14256. return false;
  14257. }
  14258. break;
  14259. case ASC_EDP:
  14260. #ifdef RENEWAL
  14261. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  14262. #else
  14263. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  14264. #endif
  14265. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14266. return false;
  14267. }
  14268. break;
  14269. case TK_READYCOUNTER:
  14270. case TK_READYDOWN:
  14271. case TK_READYSTORM:
  14272. case TK_READYTURN:
  14273. case TK_JUMPKICK:
  14274. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  14275. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14276. return false;
  14277. }
  14278. break;
  14279. case TK_TURNKICK:
  14280. case TK_STORMKICK:
  14281. case TK_DOWNKICK:
  14282. case TK_COUNTER:
  14283. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  14284. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  14285. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  14286. return false; //Combo needs to be ready
  14287. if (sc->data[SC_COMBO]->val3) { //Kick chain
  14288. //Do not repeat a kick.
  14289. if (sc->data[SC_COMBO]->val3 != skill_id)
  14290. break;
  14291. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  14292. return false;
  14293. }
  14294. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  14295. unit_cancel_combo(&sd->bl);
  14296. return false;
  14297. }
  14298. break; //Combo ready.
  14299. #ifndef RENEWAL
  14300. case BD_ADAPTATION:
  14301. {
  14302. int time;
  14303. if(!(sc && sc->data[SC_DANCING])) {
  14304. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14305. return false;
  14306. }
  14307. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  14308. if (skill_get_time(
  14309. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  14310. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  14311. - time < skill_get_time2(skill_id,skill_lv))
  14312. {
  14313. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14314. return false;
  14315. }
  14316. }
  14317. break;
  14318. #endif
  14319. case PR_BENEDICTIO:
  14320. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  14321. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14322. return false;
  14323. }
  14324. break;
  14325. case SL_SMA:
  14326. if(sc && !(sc->data[SC_SMA] || sc->data[SC_USE_SKILL_SP_SHA]))
  14327. return false;
  14328. break;
  14329. case HT_POWER:
  14330. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  14331. return false;
  14332. break;
  14333. #ifndef RENEWAL
  14334. case CG_HERMODE:
  14335. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  14336. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14337. return false;
  14338. }
  14339. break;
  14340. #endif
  14341. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  14342. {
  14343. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  14344. int size = range*2+1;
  14345. for (s=0;s<size*size;s++) {
  14346. int x = sd->bl.x+(s%size-range);
  14347. int y = sd->bl.y+(s/size-range);
  14348. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  14349. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14350. return false;
  14351. }
  14352. }
  14353. }
  14354. break;
  14355. case PR_REDEMPTIO:
  14356. case LG_INSPIRATION:
  14357. {
  14358. t_exp exp;
  14359. uint32 exp_needp;
  14360. switch (skill_id) {
  14361. case PR_REDEMPTIO:
  14362. exp_needp = battle_config.exp_cost_redemptio;
  14363. break;
  14364. case LG_INSPIRATION:
  14365. exp_needp = battle_config.exp_cost_inspiration;
  14366. break;
  14367. }
  14368. if (exp_needp && ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
  14369. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  14370. return false;
  14371. }
  14372. break;
  14373. }
  14374. #ifndef RENEWAL
  14375. case HP_BASILICA:
  14376. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  14377. if( sd ) {
  14378. // When castbegin, needs 7x7 clear area
  14379. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  14380. int size = range*2+1;
  14381. for( s=0;s<size*size;s++ ) {
  14382. int x = sd->bl.x+(s%size-range);
  14383. int y = sd->bl.y+(s/size-range);
  14384. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  14385. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14386. return false;
  14387. }
  14388. }
  14389. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  14390. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14391. return false;
  14392. }
  14393. }
  14394. }
  14395. break;
  14396. #endif
  14397. case AM_TWILIGHT2:
  14398. case AM_TWILIGHT3:
  14399. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  14400. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14401. return false;
  14402. }
  14403. break;
  14404. case SG_SUN_WARM:
  14405. case SG_MOON_WARM:
  14406. case SG_STAR_WARM:
  14407. if (sc && sc->data[SC_MIRACLE])
  14408. break;
  14409. i = skill_id-SG_SUN_WARM;
  14410. if (sd->bl.m == sd->feel_map[i].m)
  14411. break;
  14412. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14413. return false;
  14414. break;
  14415. case SG_SUN_COMFORT:
  14416. case SG_MOON_COMFORT:
  14417. case SG_STAR_COMFORT:
  14418. if (sc && sc->data[SC_MIRACLE])
  14419. break;
  14420. i = skill_id-SG_SUN_COMFORT;
  14421. if (sd->bl.m == sd->feel_map[i].m &&
  14422. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  14423. break;
  14424. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14425. return false;
  14426. case SG_FUSION:
  14427. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  14428. break;
  14429. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  14430. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  14431. if( require.sp > 0 ) {
  14432. if (status->sp < (unsigned int)require.sp)
  14433. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14434. else
  14435. status_zap(&sd->bl, 0, require.sp);
  14436. }
  14437. return false;
  14438. case GD_BATTLEORDER:
  14439. case GD_REGENERATION:
  14440. case GD_RESTORE:
  14441. if (!map_flag_gvg2(sd->bl.m)) {
  14442. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14443. return false;
  14444. }
  14445. case GD_EMERGENCYCALL:
  14446. case GD_ITEMEMERGENCYCALL:
  14447. // other checks were already done in skill_isNotOk()
  14448. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  14449. return false;
  14450. break;
  14451. case GS_GLITTERING:
  14452. case RL_RICHS_COIN:
  14453. if(sd->spiritball >= 10) {
  14454. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14455. return false;
  14456. }
  14457. break;
  14458. case NJ_ISSEN:
  14459. #ifdef RENEWAL
  14460. if (status->hp < (status->hp/100)) {
  14461. #else
  14462. if (status->hp < 2) {
  14463. #endif
  14464. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14465. return false;
  14466. }
  14467. case NJ_BUNSINJYUTSU:
  14468. if (!(sc && sc->data[SC_NEN])) {
  14469. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14470. return false;
  14471. }
  14472. break;
  14473. case NJ_ZENYNAGE:
  14474. case KO_MUCHANAGE:
  14475. if(sd->status.zeny < require.zeny) {
  14476. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14477. return false;
  14478. }
  14479. break;
  14480. case PF_HPCONVERSION:
  14481. if (status->sp == status->max_sp)
  14482. return false; //Unusable when at full SP.
  14483. break;
  14484. case SP_KAUTE: // Fail if below 30% MaxHP.
  14485. if (status->hp < 30 * status->max_hp / 100) {
  14486. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14487. return false;
  14488. }
  14489. break;
  14490. case AM_CALLHOMUN: //Can't summon if a hom is already out
  14491. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  14492. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14493. return false;
  14494. }
  14495. break;
  14496. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  14497. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  14498. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14499. return false;
  14500. }
  14501. break;
  14502. case AB_ANCILLA: {
  14503. int count = 0;
  14504. for( i = 0; i < MAX_INVENTORY; i++ )
  14505. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  14506. count += sd->inventory.u.items_inventory[i].amount;
  14507. if( count >= 3 ) {
  14508. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  14509. return false;
  14510. }
  14511. }
  14512. break;
  14513. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  14514. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  14515. && sd->special_state.no_gemstone == 0
  14516. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  14517. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14518. return false;
  14519. }
  14520. break;
  14521. case WL_SUMMONFB:
  14522. case WL_SUMMONBL:
  14523. case WL_SUMMONWB:
  14524. case WL_SUMMONSTONE:
  14525. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  14526. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->data[i]);
  14527. if (i == SC_SPHERE_5 + 1) { // No more free slots
  14528. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  14529. return false;
  14530. }
  14531. }
  14532. break;
  14533. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  14534. case WL_RELEASE: {
  14535. int active_spheres = 0, req_spheres = 0;
  14536. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  14537. if (sc && sc->data[i])
  14538. active_spheres++;
  14539. }
  14540. // Cast requirement
  14541. if (skill_id == WL_TETRAVORTEX)
  14542. req_spheres = 4;
  14543. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  14544. req_spheres = 1;
  14545. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  14546. clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0);
  14547. return false;
  14548. }
  14549. }
  14550. break;
  14551. case GC_HALLUCINATIONWALK:
  14552. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  14553. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14554. return false;
  14555. }
  14556. break;
  14557. case RA_WUGMASTERY:
  14558. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  14559. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14560. return false;
  14561. }
  14562. break;
  14563. case RA_WUGSTRIKE:
  14564. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  14565. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14566. return false;
  14567. }
  14568. break;
  14569. case RA_WUGRIDER:
  14570. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  14571. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14572. return false;
  14573. }
  14574. break;
  14575. case RA_WUGDASH:
  14576. if(!pc_isridingwug(sd)) {
  14577. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14578. return false;
  14579. }
  14580. else {
  14581. int16 sx = sd->bl.x;
  14582. int16 sy = sd->bl.y;
  14583. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  14584. switch (dir) {
  14585. case 0: case 8: sy++; break;
  14586. case 1: sx--; sy++; break;
  14587. case 2: sx--; break;
  14588. case 3: sx--; sy--; break;
  14589. case 4: sy--; break;
  14590. case 5: sx++; sy--; break;
  14591. case 6: sx++; break;
  14592. case 7: sx++; sy++; break;
  14593. }
  14594. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  14595. return false;
  14596. }
  14597. }
  14598. break;
  14599. case LG_BANDING:
  14600. if( sc && sc->data[SC_INSPIRATION] ) {
  14601. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14602. return false;
  14603. }
  14604. break;
  14605. case LG_PRESTIGE:
  14606. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  14607. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14608. return false;
  14609. }
  14610. break;
  14611. case LG_RAGEBURST:
  14612. if( sd->spiritball == 0 ) {
  14613. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  14614. return false;
  14615. }
  14616. sd->spiritball_old = require.spiritball = sd->spiritball;
  14617. break;
  14618. case LG_SHIELDSPELL: {
  14619. short index = sd->equip_index[EQI_HAND_L];
  14620. struct item_data *shield_data = NULL;
  14621. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  14622. shield_data = sd->inventory_data[index];
  14623. 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.
  14624. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14625. break;
  14626. }
  14627. }
  14628. break;
  14629. case LG_HESPERUSLIT:
  14630. if (sc && sc->data[SC_INSPIRATION])
  14631. return true; // Don't check for partner.
  14632. if (!(sc && sc->data[SC_BANDING])) {
  14633. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14634. return false;
  14635. }
  14636. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < 3)
  14637. return false; // Just fails, no msg here.
  14638. break;
  14639. case LG_RAYOFGENESIS:
  14640. if (sc && sc->data[SC_INSPIRATION])
  14641. return true; // Don't check for partner.
  14642. break;
  14643. case SR_FALLENEMPIRE:
  14644. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  14645. return false;
  14646. break;
  14647. case SR_CRESCENTELBOW:
  14648. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  14649. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  14650. return false;
  14651. }
  14652. break;
  14653. case SR_CURSEDCIRCLE:
  14654. if (map_flag_gvg2(sd->bl.m)) {
  14655. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  14656. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  14657. char output[128];
  14658. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  14659. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  14660. return false;
  14661. }
  14662. }
  14663. if( sd->spiritball > 0 )
  14664. sd->spiritball_old = require.spiritball = sd->spiritball;
  14665. else {
  14666. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14667. return false;
  14668. }
  14669. break;
  14670. case SR_GATEOFHELL:
  14671. if( sd->spiritball > 0 )
  14672. sd->spiritball_old = require.spiritball;
  14673. break;
  14674. case SC_MANHOLE:
  14675. case SC_DIMENSIONDOOR:
  14676. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  14677. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14678. return false;
  14679. }
  14680. break;
  14681. case SC_FEINTBOMB:
  14682. 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) ) {
  14683. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14684. return false;
  14685. }
  14686. break;
  14687. case WM_GREAT_ECHO: {
  14688. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  14689. if (count > 0)
  14690. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  14691. }
  14692. break;
  14693. case SO_FIREWALK:
  14694. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  14695. if( sc && sc->data[SC_PROPERTYWALK] &&
  14696. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  14697. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14698. return false;
  14699. }
  14700. break;
  14701. case SO_EL_CONTROL:
  14702. if( !sd->status.ele_id || !sd->ed ) {
  14703. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14704. return false;
  14705. }
  14706. break;
  14707. case KO_JYUMONJIKIRI:
  14708. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  14709. return true;
  14710. else {
  14711. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14712. return false;
  14713. }
  14714. break;
  14715. case KO_KAHU_ENTEN:
  14716. case KO_HYOUHU_HUBUKI:
  14717. case KO_KAZEHU_SEIRAN:
  14718. case KO_DOHU_KOUKAI:
  14719. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  14720. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14721. return false;
  14722. }
  14723. break;
  14724. case KO_KAIHOU:
  14725. case KO_ZENKAI:
  14726. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  14727. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  14728. return false;
  14729. }
  14730. break;
  14731. case SJ_FULLMOONKICK:
  14732. if (!(sc && sc->data[SC_NEWMOON])) {
  14733. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14734. return false;
  14735. }
  14736. break;
  14737. case SJ_STAREMPEROR:
  14738. case SJ_NOVAEXPLOSING:
  14739. case SJ_GRAVITYCONTROL:
  14740. case SJ_BOOKOFDIMENSION:
  14741. case SJ_BOOKOFCREATINGSTAR:
  14742. case SP_SOULDIVISION:
  14743. case SP_SOULEXPLOSION:
  14744. if (!map_flag_vs(sd->bl.m)) {
  14745. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14746. return false;
  14747. }
  14748. break;
  14749. case SP_SWHOO:
  14750. if (!(sc && sc->data[SC_USE_SKILL_SP_SPA]))
  14751. return false;
  14752. break;
  14753. }
  14754. /* check state required */
  14755. switch (require.state) {
  14756. case ST_HIDDEN:
  14757. if(!pc_ishiding(sd)) {
  14758. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14759. return false;
  14760. }
  14761. break;
  14762. case ST_RIDING:
  14763. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  14764. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14765. return false;
  14766. }
  14767. break;
  14768. case ST_FALCON:
  14769. if(!pc_isfalcon(sd)) {
  14770. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14771. return false;
  14772. }
  14773. break;
  14774. case ST_CART:
  14775. if(!pc_iscarton(sd)) {
  14776. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  14777. return false;
  14778. }
  14779. break;
  14780. case ST_SHIELD:
  14781. if(sd->status.shield <= 0) {
  14782. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14783. return false;
  14784. }
  14785. break;
  14786. case ST_RECOVER_WEIGHT_RATE:
  14787. #ifdef RENEWAL
  14788. if(pc_is70overweight(sd)) {
  14789. #else
  14790. if(pc_is50overweight(sd)) {
  14791. #endif
  14792. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14793. return false;
  14794. }
  14795. break;
  14796. case ST_MOVE_ENABLE:
  14797. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  14798. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  14799. if (!unit_can_move(&sd->bl)) {
  14800. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14801. return false;
  14802. }
  14803. break;
  14804. case ST_WATER:
  14805. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  14806. break;
  14807. 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))
  14808. break;
  14809. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14810. return false;
  14811. case ST_RIDINGDRAGON:
  14812. if( !pc_isridingdragon(sd) ) {
  14813. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  14814. return false;
  14815. }
  14816. break;
  14817. case ST_WUG:
  14818. if( !pc_iswug(sd) ) {
  14819. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14820. return false;
  14821. }
  14822. break;
  14823. case ST_RIDINGWUG:
  14824. if( !pc_isridingwug(sd) ) {
  14825. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14826. return false;
  14827. }
  14828. break;
  14829. case ST_MADO:
  14830. if( !pc_ismadogear(sd) ) {
  14831. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  14832. return false;
  14833. }
  14834. break;
  14835. case ST_ELEMENTALSPIRIT:
  14836. case ST_ELEMENTALSPIRIT2:
  14837. if(!sd->ed) {
  14838. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  14839. return false;
  14840. }
  14841. break;
  14842. case ST_PECO:
  14843. if(!pc_isriding(sd)) {
  14844. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14845. return false;
  14846. }
  14847. break;
  14848. case ST_SUNSTANCE:
  14849. if (!(sc && (sc->data[SC_SUNSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14850. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14851. return false;
  14852. }
  14853. break;
  14854. case ST_MOONSTANCE:
  14855. if (!(sc && (sc->data[SC_LUNARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14856. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14857. return false;
  14858. }
  14859. break;
  14860. case ST_STARSTANCE:
  14861. if (!(sc && (sc->data[SC_STARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14862. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14863. return false;
  14864. }
  14865. break;
  14866. case ST_UNIVERSESTANCE:
  14867. if (!(sc && sc->data[SC_UNIVERSESTANCE])) {
  14868. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14869. return false;
  14870. }
  14871. break;
  14872. }
  14873. /* check the status required */
  14874. if (!require.status.empty()) {
  14875. switch (skill_id) {
  14876. // Being checked later in skill_check_condition_castend()
  14877. case WZ_SIGHTRASHER:
  14878. break;
  14879. default:
  14880. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14881. return false;
  14882. break;
  14883. }
  14884. }
  14885. // Check for equipped item(s)
  14886. if (!require.eqItem.empty()) {
  14887. size_t count = require.eqItem.size();
  14888. for (const auto &it : require.eqItem) {
  14889. t_itemid reqeqit = it;
  14890. if (!reqeqit)
  14891. break; // Skill has no required item(s); get out of here
  14892. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  14893. case NC_PILEBUNKER:
  14894. case RL_P_ALTER:
  14895. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14896. count--;
  14897. if (!count) {
  14898. if( skill_id == RL_P_ALTER ){
  14899. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  14900. }else{
  14901. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14902. }
  14903. return false;
  14904. } else
  14905. continue;
  14906. }
  14907. break;
  14908. case NC_ACCELERATION:
  14909. case NC_SELFDESTRUCTION:
  14910. case NC_SHAPESHIFT:
  14911. case NC_EMERGENCYCOOL:
  14912. case NC_MAGNETICFIELD:
  14913. case NC_NEUTRALBARRIER:
  14914. case NC_STEALTHFIELD:
  14915. if (pc_search_inventory(sd, reqeqit) == -1) {
  14916. count--;
  14917. if (!count) {
  14918. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
  14919. return false;
  14920. } else
  14921. continue;
  14922. }
  14923. break;
  14924. default:
  14925. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14926. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
  14927. return false;
  14928. }
  14929. break;
  14930. }
  14931. }
  14932. }
  14933. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14934. //mhp is the max-hp-requirement, that is,
  14935. //you must have this % or less of HP to cast it.
  14936. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14937. return false;
  14938. }
  14939. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14940. switch(skill_id) {
  14941. case RA_AIMEDBOLT:
  14942. break;
  14943. default:
  14944. switch((unsigned int)log2(require.weapon)) {
  14945. case W_REVOLVER:
  14946. clif_msg(sd, SKILL_NEED_REVOLVER);
  14947. break;
  14948. case W_RIFLE:
  14949. clif_msg(sd, SKILL_NEED_RIFLE);
  14950. break;
  14951. case W_GATLING:
  14952. clif_msg(sd, SKILL_NEED_GATLING);
  14953. break;
  14954. case W_SHOTGUN:
  14955. clif_msg(sd, SKILL_NEED_SHOTGUN);
  14956. break;
  14957. case W_GRENADE:
  14958. clif_msg(sd, SKILL_NEED_GRENADE);
  14959. break;
  14960. default:
  14961. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  14962. break;
  14963. }
  14964. return false;
  14965. }
  14966. }
  14967. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14968. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14969. return false;
  14970. }
  14971. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14972. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14973. return false;
  14974. }
  14975. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  14976. switch (skill_id) { // Skills that require soul spheres.
  14977. case SP_SOULGOLEM:
  14978. case SP_SOULSHADOW:
  14979. case SP_SOULFALCON:
  14980. case SP_SOULFAIRY:
  14981. case SP_SOULCURSE:
  14982. case SP_SPA:
  14983. case SP_SHA:
  14984. case SP_SWHOO:
  14985. case SP_SOULUNITY:
  14986. case SP_SOULDIVISION:
  14987. case SP_SOULREAPER:
  14988. case SP_SOULEXPLOSION:
  14989. case SP_KAUTE:
  14990. if (sd->soulball < require.spiritball) {
  14991. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  14992. return false;
  14993. }
  14994. break;
  14995. default: // Skills that require spirit/coin spheres.
  14996. if (sd->spiritball < require.spiritball) {
  14997. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  14998. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  14999. else
  15000. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  15001. return false;
  15002. }
  15003. break;
  15004. }
  15005. }
  15006. return true;
  15007. }
  15008. /**
  15009. * Check skill condition when cast end.
  15010. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  15011. * @param sd Player who uses skill
  15012. * @param skill_id ID of used skill
  15013. * @param skill_lv Level of used skill
  15014. * @return true: All condition passed, false: Failed
  15015. */
  15016. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15017. {
  15018. struct s_skill_condition require;
  15019. struct status_data *status;
  15020. int i;
  15021. short index[MAX_SKILL_ITEM_REQUIRE];
  15022. nullpo_retr(false,sd);
  15023. if( sd->chatID )
  15024. return false;
  15025. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  15026. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15027. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15028. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  15029. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  15030. return true;
  15031. }
  15032. switch( sd->menuskill_id ) { // Cast start or cast end??
  15033. case AM_PHARMACY:
  15034. switch( skill_id ) {
  15035. case AM_PHARMACY:
  15036. case AC_MAKINGARROW:
  15037. case BS_REPAIRWEAPON:
  15038. case AM_TWILIGHT1:
  15039. case AM_TWILIGHT2:
  15040. case AM_TWILIGHT3:
  15041. return false;
  15042. }
  15043. break;
  15044. case GN_MIX_COOKING:
  15045. case GN_MAKEBOMB:
  15046. case GN_S_PHARMACY:
  15047. case GN_CHANGEMATERIAL:
  15048. if( sd->menuskill_id != skill_id )
  15049. return false;
  15050. break;
  15051. }
  15052. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  15053. return true;
  15054. if( pc_is90overweight(sd) ) {
  15055. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  15056. return false;
  15057. }
  15058. // perform skill-specific checks (and actions)
  15059. switch( skill_id ) {
  15060. case PR_BENEDICTIO:
  15061. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  15062. break;
  15063. case AM_CANNIBALIZE:
  15064. case AM_SPHEREMINE: {
  15065. int c=0;
  15066. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  15067. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  15068. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  15069. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  15070. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  15071. if(c >= maxcount ||
  15072. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  15073. { //Fails when: exceed max limit. There are other plant types already out.
  15074. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15075. return false;
  15076. }
  15077. }
  15078. break;
  15079. }
  15080. case NC_SILVERSNIPER:
  15081. case NC_MAGICDECOY: {
  15082. int c = 0;
  15083. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  15084. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  15085. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  15086. if( skill_id == NC_MAGICDECOY ) {
  15087. int j;
  15088. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  15089. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  15090. } else
  15091. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  15092. if( c >= maxcount ) {
  15093. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  15094. return false;
  15095. }
  15096. }
  15097. }
  15098. break;
  15099. case KO_ZANZOU: {
  15100. int c = 0;
  15101. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  15102. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  15103. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  15104. return false;
  15105. }
  15106. }
  15107. break;
  15108. }
  15109. status = &sd->battle_status;
  15110. require = skill_get_requirement(sd,skill_id,skill_lv);
  15111. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  15112. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  15113. return false;
  15114. }
  15115. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  15116. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15117. return false;
  15118. }
  15119. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  15120. uint8 extra_ammo = 0;
  15121. #ifdef RENEWAL
  15122. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  15123. case WM_SEVERE_RAINSTORM:
  15124. case RL_FIREDANCE:
  15125. case RL_R_TRIP:
  15126. case RL_FIRE_RAIN:
  15127. extra_ammo = 1;
  15128. break;
  15129. default:
  15130. break;
  15131. }
  15132. #endif
  15133. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  15134. clif_arrow_fail(sd,0);
  15135. return false;
  15136. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  15137. char e_msg[100];
  15138. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  15139. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  15140. return false;
  15141. }
  15142. else if (require.ammo&(1<<AMMO_KUNAI)) {
  15143. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  15144. return false;
  15145. }
  15146. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  15147. skill_get_desc(skill_id),
  15148. require.ammo_qty,
  15149. itemdb_jname(sd->inventory.u.items_inventory[i].nameid));
  15150. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  15151. return false;
  15152. }
  15153. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  15154. //which is the closest we have to wrong ammo type. [Skotlex]
  15155. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  15156. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15157. return false;
  15158. }
  15159. }
  15160. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  15161. if( !require.itemid[i] )
  15162. continue;
  15163. index[i] = pc_search_inventory(sd,require.itemid[i]);
  15164. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  15165. if( require.itemid[i] == ITEMID_HOLY_WATER )
  15166. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  15167. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  15168. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  15169. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  15170. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  15171. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  15172. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  15173. else if( require.itemid[i] == ITEMID_ANCILLA )
  15174. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  15175. else
  15176. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  15177. return false;
  15178. }
  15179. }
  15180. /* check the status required */
  15181. if (!require.status.empty()) {
  15182. switch (skill_id) {
  15183. case WZ_SIGHTRASHER:
  15184. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  15185. return false;
  15186. break;
  15187. default:
  15188. break;
  15189. }
  15190. }
  15191. return true;
  15192. }
  15193. /** Consume skill requirement
  15194. * @param sd Player who uses the skill
  15195. * @param skill_id ID of used skill
  15196. * @param skill_lv Level of used skill
  15197. * @param type Consume type
  15198. * type&1: consume the others (before skill was used);
  15199. * type&2: consume items (after skill was used)
  15200. */
  15201. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  15202. {
  15203. struct s_skill_condition require;
  15204. nullpo_retv(sd);
  15205. require = skill_get_requirement(sd,skill_id,skill_lv);
  15206. if( type&1 ) {
  15207. switch( skill_id ) {
  15208. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  15209. case MC_IDENTIFY:
  15210. require.sp = 0;
  15211. break;
  15212. case MO_KITRANSLATION:
  15213. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  15214. require.spiritball = 0;
  15215. //Fall through
  15216. default:
  15217. if(sd->state.autocast)
  15218. require.sp = 0;
  15219. break;
  15220. }
  15221. if(require.hp || require.sp)
  15222. status_zap(&sd->bl, require.hp, require.sp);
  15223. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  15224. switch (skill_id) { // Skills that require soul spheres.
  15225. case SP_SOULGOLEM:
  15226. case SP_SOULSHADOW:
  15227. case SP_SOULFALCON:
  15228. case SP_SOULFAIRY:
  15229. case SP_SOULCURSE:
  15230. case SP_SPA:
  15231. case SP_SHA:
  15232. case SP_SWHOO:
  15233. case SP_SOULUNITY:
  15234. case SP_SOULDIVISION:
  15235. case SP_SOULREAPER:
  15236. case SP_SOULEXPLOSION:
  15237. case SP_KAUTE:
  15238. pc_delsoulball(sd, require.spiritball, false);
  15239. break;
  15240. default: // Skills that require spirit/coin spheres.
  15241. pc_delspiritball(sd, require.spiritball, 0);
  15242. break;
  15243. }
  15244. }
  15245. else if(require.spiritball == -1) {
  15246. sd->spiritball_old = sd->spiritball;
  15247. pc_delspiritball(sd,sd->spiritball,0);
  15248. }
  15249. if(require.zeny > 0)
  15250. {
  15251. if( skill_id == NJ_ZENYNAGE )
  15252. require.zeny = 0; //Zeny is reduced on skill_attack.
  15253. if( sd->status.zeny < require.zeny )
  15254. require.zeny = sd->status.zeny;
  15255. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  15256. }
  15257. }
  15258. if( type&2 ) {
  15259. struct status_change *sc = &sd->sc;
  15260. int n,i;
  15261. if( !sc->count )
  15262. sc = NULL;
  15263. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  15264. {
  15265. if( !require.itemid[i] )
  15266. continue;
  15267. 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 )
  15268. continue; //Gemstones are checked, but not substracted from inventory.
  15269. switch( skill_id ){
  15270. case SA_SEISMICWEAPON:
  15271. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  15272. continue;
  15273. break;
  15274. case SA_FLAMELAUNCHER:
  15275. case SA_VOLCANO:
  15276. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  15277. continue;
  15278. break;
  15279. case SA_FROSTWEAPON:
  15280. case SA_DELUGE:
  15281. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  15282. continue;
  15283. break;
  15284. case SA_LIGHTNINGLOADER:
  15285. case SA_VIOLENTGALE:
  15286. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  15287. continue;
  15288. break;
  15289. }
  15290. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  15291. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  15292. }
  15293. }
  15294. }
  15295. /**
  15296. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  15297. * @param sd Player's that will be checked
  15298. * @param skill_id Skill that's being used
  15299. * @param skill_lv Skill level of used skill
  15300. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  15301. */
  15302. struct s_skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15303. {
  15304. struct s_skill_condition req;
  15305. struct status_data *status;
  15306. struct status_change *sc;
  15307. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  15308. bool level_dependent = false;
  15309. memset(&req,0,sizeof(req));
  15310. if( !sd )
  15311. return req;
  15312. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  15313. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  15314. sc = &sd->sc;
  15315. if( !sc->count )
  15316. sc = NULL;
  15317. //Checks if disabling skill - in which case no SP requirements are necessary
  15318. if( sc && skill_disable_check(sc,skill_id) )
  15319. return req;
  15320. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  15321. status = &sd->battle_status;
  15322. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15323. req.hp = skill->require.hp[skill_lv - 1];
  15324. hp_rate = skill->require.hp_rate[skill_lv - 1];
  15325. if(hp_rate > 0)
  15326. req.hp += (status->hp * hp_rate)/100;
  15327. else
  15328. req.hp += (status->max_hp * (-hp_rate))/100;
  15329. req.sp = skill->require.sp[skill_lv-1];
  15330. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  15331. req.sp /= 2;
  15332. sp_rate = skill->require.sp_rate[skill_lv-1];
  15333. if(sp_rate > 0)
  15334. req.sp += (status->sp * sp_rate)/100;
  15335. else
  15336. req.sp += (status->max_sp * (-sp_rate))/100;
  15337. if( sd->dsprate != 100 )
  15338. req.sp = req.sp * sd->dsprate / 100;
  15339. for (auto &it : sd->skillusesprate) {
  15340. if (it.id == skill_id) {
  15341. sp_skill_rate_bonus -= it.val;
  15342. break;
  15343. }
  15344. }
  15345. for (auto &it : sd->skillusesp) {
  15346. if (it.id == skill_id) {
  15347. req.sp -= it.val;
  15348. break;
  15349. }
  15350. }
  15351. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  15352. req.sp += req.sp * 30 / 100;
  15353. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  15354. if( sc ) {
  15355. if( sc->data[SC__LAZINESS] )
  15356. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  15357. if( sc->data[SC_RECOGNIZEDSPELL] )
  15358. req.sp += req.sp / 4;
  15359. if( sc->data[SC_OFFERTORIUM])
  15360. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  15361. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  15362. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  15363. #ifdef RENEWAL
  15364. if (sc->data[SC_ADAPTATION] && (skill_get_inf2(skill_id, INF2_ISSONG)))
  15365. req.sp -= req.sp * 20 / 100;
  15366. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPCONSUM)
  15367. req.sp -= req.sp * 30 / 100;
  15368. #endif
  15369. if (sc->data[SC_GLOOMYDAY])
  15370. req.sp += req.sp * (skill_lv * 10) / 100;
  15371. }
  15372. req.zeny = skill->require.zeny[skill_lv-1];
  15373. if( sc && sc->data[SC__UNLUCKY] ) {
  15374. if(sc->data[SC__UNLUCKY]->val1 < 3)
  15375. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  15376. else
  15377. req.zeny += 1000;
  15378. }
  15379. req.spiritball = skill->require.spiritball[skill_lv-1];
  15380. req.state = skill->require.state;
  15381. req.mhp = skill->require.mhp[skill_lv-1];
  15382. req.weapon = skill->require.weapon;
  15383. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  15384. if (req.ammo_qty)
  15385. req.ammo = skill->require.ammo;
  15386. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  15387. { //Assume this skill is using the weapon, therefore it requires arrows.
  15388. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  15389. req.ammo_qty = 1;
  15390. }
  15391. req.status = skill->require.status;
  15392. req.eqItem = skill->require.eqItem;
  15393. switch( skill_id ) {
  15394. /* Skill level-dependent checks */
  15395. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  15396. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  15397. req.itemid[1] = skill->require.itemid[skill->max];
  15398. req.amount[1] = skill->require.amount[skill->max];
  15399. case KO_MAKIBISHI:
  15400. case GN_FIRE_EXPANSION:
  15401. case SO_SUMMON_AGNI:
  15402. case SO_SUMMON_AQUA:
  15403. case SO_SUMMON_VENTUS:
  15404. case SO_SUMMON_TERA:
  15405. case SO_WATER_INSIGNIA:
  15406. case SO_FIRE_INSIGNIA:
  15407. case SO_WIND_INSIGNIA:
  15408. case SO_EARTH_INSIGNIA:
  15409. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  15410. req.itemid[0] = skill->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  15411. req.amount[0] = skill->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  15412. level_dependent = true;
  15413. /* Normal skill requirements and gemstone checks */
  15414. default:
  15415. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  15416. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  15417. if (!level_dependent) {
  15418. switch( skill_id ) {
  15419. case AM_POTIONPITCHER:
  15420. case CR_SLIMPITCHER:
  15421. case CR_CULTIVATION:
  15422. if (i != skill_lv%11 - 1)
  15423. continue;
  15424. break;
  15425. case AM_CALLHOMUN:
  15426. if (sd->status.hom_id) //Don't delete items when hom is already out.
  15427. continue;
  15428. break;
  15429. case AB_ADORAMUS:
  15430. 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)) )
  15431. continue;
  15432. break;
  15433. }
  15434. req.itemid[i] = skill->require.itemid[i];
  15435. req.amount[i] = skill->require.amount[i];
  15436. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  15437. int16 itIndex;
  15438. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  15439. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  15440. req.itemid[i] = ITEMID_TRAP;
  15441. else
  15442. req.itemid[i] = ITEMID_TRAP_ALLOY;
  15443. req.amount[i] = 1;
  15444. }
  15445. break;
  15446. }
  15447. }
  15448. // Check requirement for gemstone.
  15449. if (itemdb_group_item_exists(IG_GEMSTONE, req.itemid[i])) {
  15450. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  15451. req.itemid[i] = req.amount[i] = 0;
  15452. else {
  15453. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  15454. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  15455. if( skill_id != SA_ABRACADABRA )
  15456. req.itemid[i] = req.amount[i] = 0;
  15457. else if( --req.amount[i] < 1 )
  15458. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  15459. }
  15460. }
  15461. }
  15462. // Check requirement for Magic Gear Fuel
  15463. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL) {
  15464. if (sd->special_state.no_mado_fuel)
  15465. {
  15466. req.itemid[i] = req.amount[i] = 0;
  15467. }
  15468. }
  15469. }
  15470. break;
  15471. }
  15472. // Check for cost reductions due to skills & SCs
  15473. switch(skill_id) {
  15474. case MC_MAMMONITE:
  15475. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  15476. req.zeny -= req.zeny*10/100;
  15477. break;
  15478. case AL_HOLYLIGHT:
  15479. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  15480. req.sp *= 5;
  15481. break;
  15482. case SL_SMA:
  15483. case SL_STUN:
  15484. case SL_STIN:
  15485. {
  15486. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  15487. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  15488. break;
  15489. if(sd->status.base_level>=90)
  15490. req.sp -= req.sp*7*kaina_lv/100;
  15491. else if(sd->status.base_level>=80)
  15492. req.sp -= req.sp*5*kaina_lv/100;
  15493. else if(sd->status.base_level>=70)
  15494. req.sp -= req.sp*3*kaina_lv/100;
  15495. }
  15496. break;
  15497. case MO_CHAINCOMBO:
  15498. case MO_COMBOFINISH:
  15499. case CH_TIGERFIST:
  15500. case CH_CHAINCRUSH:
  15501. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  15502. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  15503. break;
  15504. case MO_BODYRELOCATION:
  15505. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  15506. req.spiritball = 0;
  15507. break;
  15508. case MO_EXTREMITYFIST:
  15509. if( sc ) {
  15510. if( sc->data[SC_BLADESTOP] )
  15511. req.spiritball--;
  15512. else if( sc->data[SC_COMBO] ) {
  15513. #ifndef RENEWAL
  15514. switch( sc->data[SC_COMBO]->val1 ) {
  15515. case MO_COMBOFINISH:
  15516. req.spiritball = 4;
  15517. break;
  15518. case CH_TIGERFIST:
  15519. req.spiritball = 3;
  15520. break;
  15521. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  15522. req.spiritball = sd->spiritball?sd->spiritball:1;
  15523. break;
  15524. }
  15525. #else
  15526. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  15527. #endif
  15528. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  15529. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  15530. }
  15531. break;
  15532. case LG_RAGEBURST:
  15533. req.spiritball = sd->spiritball?sd->spiritball:1;
  15534. break;
  15535. case SR_GATEOFHELL:
  15536. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  15537. req.sp -= req.sp * 10 / 100;
  15538. break;
  15539. case SO_SUMMON_AGNI:
  15540. case SO_SUMMON_AQUA:
  15541. case SO_SUMMON_VENTUS:
  15542. case SO_SUMMON_TERA: {
  15543. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  15544. if( spirit_sympathy )
  15545. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  15546. }
  15547. break;
  15548. case SO_PSYCHIC_WAVE:
  15549. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  15550. req.sp += req.sp / 2; // 1.5x SP cost
  15551. break;
  15552. }
  15553. //Check if player is using the copied skill [Cydh]
  15554. uint16 idx = skill_get_index(skill_id);
  15555. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  15556. uint16 req_opt = skill->copyable.req_opt;
  15557. if (req_opt & SKILL_REQ_HPCOST)
  15558. req.hp = 0;
  15559. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  15560. req.mhp = 0;
  15561. if (req_opt & SKILL_REQ_SPCOST)
  15562. req.sp = 0;
  15563. if (req_opt & SKILL_REQ_HPRATECOST)
  15564. req.hp_rate = 0;
  15565. if (req_opt & SKILL_REQ_SPRATECOST)
  15566. req.sp_rate = 0;
  15567. if (req_opt & SKILL_REQ_ZENYCOST)
  15568. req.zeny = 0;
  15569. if (req_opt & SKILL_REQ_WEAPON)
  15570. req.weapon = 0;
  15571. if (req_opt & SKILL_REQ_AMMO) {
  15572. req.ammo = 0;
  15573. req.ammo_qty = 0;
  15574. }
  15575. if (req_opt & SKILL_REQ_STATE)
  15576. req.state = ST_NONE;
  15577. if (req_opt & SKILL_REQ_STATUS) {
  15578. req.status.clear();
  15579. req.status.shrink_to_fit();
  15580. }
  15581. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  15582. req.spiritball = 0;
  15583. if (req_opt & SKILL_REQ_ITEMCOST) {
  15584. memset(req.itemid, 0, sizeof(req.itemid));
  15585. memset(req.amount, 0, sizeof(req.amount));
  15586. }
  15587. if (req_opt & SKILL_REQ_EQUIPMENT) {
  15588. req.eqItem.clear();
  15589. req.eqItem.shrink_to_fit();
  15590. }
  15591. }
  15592. return req;
  15593. }
  15594. /*==========================================
  15595. * Does cast-time reductions based on dex, item bonuses and config setting
  15596. *------------------------------------------*/
  15597. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  15598. double time = skill_get_cast(skill_id, skill_lv);
  15599. nullpo_ret(bl);
  15600. #ifndef RENEWAL_CAST
  15601. {
  15602. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  15603. struct status_change *sc = status_get_sc(bl);
  15604. int reduce_cast_rate = 0;
  15605. uint8 flag = skill_get_castnodex(skill_id);
  15606. // Calculate base cast time (reduced by dex)
  15607. if (!(flag&1)) {
  15608. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15609. if (scale > 0) // not instant cast
  15610. time = time * (float)scale / battle_config.castrate_dex_scale;
  15611. else
  15612. return 0; // instant cast
  15613. }
  15614. // Calculate cast time reduced by item/card bonuses
  15615. if (sd) {
  15616. if (!(flag&4)) {
  15617. if (sd->castrate != 100)
  15618. reduce_cast_rate += 100 - sd->castrate;
  15619. if (sd->bonus.add_varcast != 0)
  15620. time += sd->bonus.add_varcast; // bonus bVariableCast
  15621. }
  15622. // Skill-specific reductions work regardless of flag
  15623. for (const auto &it : sd->skillcastrate) {
  15624. if (it.id == skill_id) {
  15625. time += time * it.val / 100;
  15626. break;
  15627. }
  15628. }
  15629. for (const auto &it : sd->skillvarcast) {
  15630. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15631. time += it.val;
  15632. break;
  15633. }
  15634. }
  15635. }
  15636. // These cast time reductions are processed even if the skill fails
  15637. if (sc && sc->count) {
  15638. // Magic Strings stacks additively with item bonuses
  15639. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  15640. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15641. // Foresight halves the cast time, it does not stack additively
  15642. if (sc->data[SC_MEMORIZE]) {
  15643. if(!(flag&2))
  15644. time -= time * 50 / 100;
  15645. // Foresight counter gets reduced even if the skill is not affected by it
  15646. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15647. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15648. }
  15649. }
  15650. time = time * (1 - (float)reduce_cast_rate / 100);
  15651. }
  15652. #endif
  15653. // config cast time multiplier
  15654. if (battle_config.cast_rate != 100)
  15655. time = time * battle_config.cast_rate / 100;
  15656. // return final cast time
  15657. time = max(time, 0);
  15658. //ShowInfo("Castime castfix = %f\n",time);
  15659. return (int)time;
  15660. }
  15661. #ifndef RENEWAL_CAST
  15662. /**
  15663. * Get the skill cast time for Pre-Re cast
  15664. * @param bl: The caster
  15665. * @param time: Cast time before Status Change addition or reduction
  15666. * @return time: Modified castime after status change addition or reduction
  15667. */
  15668. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  15669. {
  15670. struct status_change *sc = status_get_sc(bl);
  15671. if (time < 0)
  15672. return 0;
  15673. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15674. return (int)time;
  15675. if (sc && sc->count) {
  15676. if (!(flag&2)) {
  15677. if (sc->data[SC_SLOWCAST])
  15678. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  15679. if (sc->data[SC_PARALYSIS])
  15680. time += sc->data[SC_PARALYSIS]->val3;
  15681. if (sc->data[SC_IZAYOI])
  15682. time -= time * 50 / 100;
  15683. }
  15684. if (sc->data[SC_SUFFRAGIUM]) {
  15685. if(!(flag&2))
  15686. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  15687. //Suffragium ends even if the skill is not affected by it
  15688. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15689. }
  15690. }
  15691. time = max(time, 0);
  15692. //ShowInfo("Castime castfix_sc = %f\n",time);
  15693. return (int)time;
  15694. }
  15695. #else
  15696. /**
  15697. * Get the skill cast time for RENEWAL_CAST.
  15698. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  15699. * Additive value:
  15700. * Variable CastTime : time += value
  15701. * Fixed CastTime : fixed += value
  15702. * Multipicative value
  15703. * Variable CastTime : VARCAST_REDUCTION(value)
  15704. * Fixed CastTime : FIXEDCASTRATE2(value)
  15705. * @param bl: The caster
  15706. * @param time: Cast time without reduction
  15707. * @param skill_id: Skill ID of the casted skill
  15708. * @param skill_lv: Skill level of the casted skill
  15709. * @return time: Modified castime after status and bonus addition or reduction
  15710. */
  15711. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  15712. {
  15713. struct status_change *sc = status_get_sc(bl);
  15714. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  15715. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  15716. uint8 flag = skill_get_castnodex(skill_id);
  15717. nullpo_ret(bl);
  15718. if (time < 0)
  15719. return 0;
  15720. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15721. return (int)time;
  15722. if (fixed < 0) // no fixed cast time
  15723. fixed = 0;
  15724. else if (fixed == 0) {
  15725. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  15726. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  15727. }
  15728. // Else, use fixed cast time from database (when default_fixed_castrate is set to 0)
  15729. // Additive Variable Cast bonus adjustments by items
  15730. if (sd && !(flag&4)) {
  15731. if (sd->bonus.varcastrate != 0)
  15732. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  15733. if (sd->bonus.fixcastrate != 0)
  15734. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  15735. if (sd->bonus.add_varcast != 0)
  15736. time += sd->bonus.add_varcast; // bonus bVariableCast
  15737. if (sd->bonus.add_fixcast != 0)
  15738. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  15739. for (const auto &it : sd->skillfixcast) {
  15740. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  15741. fixed += it.val;
  15742. break;
  15743. }
  15744. }
  15745. for (const auto &it : sd->skillvarcast) {
  15746. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15747. time += it.val;
  15748. break;
  15749. }
  15750. }
  15751. for (const auto &it : sd->skillcastrate) {
  15752. if (it.id == skill_id) { // bonus2 bVariableCastrate
  15753. reduce_cast_rate += it.val;
  15754. break;
  15755. }
  15756. }
  15757. for (const auto &it : sd->skillfixcastrate) {
  15758. if (it.id == skill_id) { // bonus2 bFixedCastrate
  15759. fixcast_r = max(fixcast_r, it.val);
  15760. break;
  15761. }
  15762. }
  15763. }
  15764. // Adjusted by active statuses
  15765. if (sc && sc->count && !(flag&2)) {
  15766. // Multiplicative Variable CastTime values
  15767. if (sc->data[SC_SLOWCAST])
  15768. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  15769. if (sc->data[SC__LAZINESS])
  15770. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  15771. if (sc->data[SC_SUFFRAGIUM]) {
  15772. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  15773. #ifndef RENEWAL
  15774. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15775. #endif
  15776. }
  15777. if (sc->data[SC_MEMORIZE]) {
  15778. reduce_cast_rate += 50;
  15779. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15780. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15781. }
  15782. if (sc->data[SC_POEMBRAGI])
  15783. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15784. if (sc->data[SC_IZAYOI])
  15785. VARCAST_REDUCTION(50);
  15786. 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)
  15787. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  15788. if (sc->data[SC_TELEKINESIS_INTENSE])
  15789. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  15790. if (sc->data[SC_SOULFAIRY])
  15791. VARCAST_REDUCTION(sc->data[SC_SOULFAIRY]->val3);
  15792. // Multiplicative Fixed CastTime values
  15793. if (sc->data[SC_SECRAMENT])
  15794. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15795. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  15796. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  15797. if (sc->data[SC_DANCEWITHWUG])
  15798. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  15799. if (sc->data[SC_HEAT_BARREL])
  15800. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  15801. if (sc->data[SC_FREEZING])
  15802. fixcast_r -= 50;
  15803. if (sc->data[SC_SWINGDANCE])
  15804. fixcast_r = max(fixcast_r, skill_lv * 6);
  15805. // Additive Fixed CastTime values
  15806. if (sc->data[SC_MANDRAGORA])
  15807. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  15808. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  15809. fixed -= 1000;
  15810. if (sc->data[SC_IZAYOI])
  15811. fixed = 0;
  15812. if (sc->data[SC_GLOOMYDAY])
  15813. fixed += skill_lv * 500;
  15814. }
  15815. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  15816. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15817. if (varcast_r < 0)
  15818. time = time * (1 - (float)min(varcast_r, 100) / 100);
  15819. // Apply Variable CastTime calculation by INT & DEX
  15820. if (!(flag&1))
  15821. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  15822. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  15823. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  15824. return (int)time;
  15825. }
  15826. #endif
  15827. /*==========================================
  15828. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  15829. *------------------------------------------*/
  15830. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  15831. {
  15832. int delaynodex = skill_get_delaynodex(skill_id);
  15833. int time = skill_get_delay(skill_id, skill_lv);
  15834. struct map_session_data *sd;
  15835. struct status_change *sc = status_get_sc(bl);
  15836. nullpo_ret(bl);
  15837. sd = BL_CAST(BL_PC, bl);
  15838. if (skill_id == SA_ABRACADABRA)
  15839. return 0; //Will use picked skill's delay.
  15840. if (bl->type&battle_config.no_skill_delay)
  15841. return battle_config.min_skill_delay_limit;
  15842. if (time < 0)
  15843. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  15844. // Delay reductions
  15845. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  15846. case MO_TRIPLEATTACK:
  15847. case MO_CHAINCOMBO:
  15848. case MO_COMBOFINISH:
  15849. case CH_TIGERFIST:
  15850. case CH_CHAINCRUSH:
  15851. case SR_DRAGONCOMBO:
  15852. case SR_FALLENEMPIRE:
  15853. case SJ_PROMINENCEKICK:
  15854. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  15855. if (time == 0)
  15856. time = 1000;
  15857. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  15858. break;
  15859. #ifndef RENEWAL
  15860. case HP_BASILICA:
  15861. if (sc && !sc->data[SC_BASILICA])
  15862. time = 0; // There is no Delay on Basilica creation, only on cancel
  15863. break;
  15864. #endif
  15865. default:
  15866. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  15867. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15868. if (scale > 0)
  15869. time = time * scale / battle_config.castrate_dex_scale;
  15870. else //To be capped later to minimum.
  15871. time = 0;
  15872. }
  15873. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  15874. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  15875. if (scale > 0)
  15876. time = time * scale / battle_config.castrate_dex_scale;
  15877. else //To be capped later to minimum.
  15878. time = 0;
  15879. }
  15880. }
  15881. if (sc && sc->count) {
  15882. if (sc->data[SC_SPIRIT]) {
  15883. switch (skill_id) {
  15884. case CR_SHIELDBOOMERANG:
  15885. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  15886. time /= 2;
  15887. break;
  15888. case AS_SONICBLOW:
  15889. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  15890. time /= 2;
  15891. break;
  15892. }
  15893. }
  15894. }
  15895. if (!(delaynodex&2)) {
  15896. if (sc && sc->count) {
  15897. if (sc->data[SC_POEMBRAGI])
  15898. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  15899. 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)
  15900. time /= 2; // After Delay of Wind element spells reduced by 50%.
  15901. if (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 0)
  15902. time -= time * sc->data[SC_MAGICMUSHROOM]->val2 / 100;
  15903. }
  15904. }
  15905. if (!(delaynodex&4) && sd) {
  15906. if (sd->delayrate != 100)
  15907. time = time * sd->delayrate / 100;
  15908. for (auto &it : sd->skilldelay) {
  15909. if (it.id == skill_id) {
  15910. time += it.val;
  15911. break;
  15912. }
  15913. }
  15914. }
  15915. if (battle_config.delay_rate != 100)
  15916. time = time * battle_config.delay_rate / 100;
  15917. //ShowInfo("Delay delayfix = %d\n",time);
  15918. return max(time,0);
  15919. }
  15920. /*==========================================
  15921. * Weapon Repair [Celest/DracoRPG]
  15922. *------------------------------------------*/
  15923. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15924. t_itemid material, materials[4] = { ITEMID_IRON_ORE, ITEMID_IRON, ITEMID_STEEL, ITEMID_ORIDECON_STONE };
  15925. struct item *item;
  15926. struct map_session_data *target_sd;
  15927. nullpo_retv(sd);
  15928. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  15929. return;
  15930. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  15931. return;
  15932. if( idx < 0 || idx >= MAX_INVENTORY )
  15933. return; //Invalid index??
  15934. item = &target_sd->inventory.u.items_inventory[idx];
  15935. if( !item->nameid || !item->attribute )
  15936. return; //Again invalid item....
  15937. if (itemdb_ishatched_egg(item))
  15938. return;
  15939. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  15940. clif_item_repaireffect(sd, idx, 1);
  15941. return;
  15942. }
  15943. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  15944. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  15945. else
  15946. material = materials [2]; // Armors consume 1 Steel
  15947. if ( pc_search_inventory(sd,material) < 0 ) {
  15948. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15949. return;
  15950. }
  15951. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  15952. item->attribute = 0;/* clear broken state */
  15953. clif_equiplist(target_sd);
  15954. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  15955. clif_item_repaireffect(sd,idx,0);
  15956. if( sd != target_sd )
  15957. clif_item_repaireffect(target_sd,idx,0);
  15958. }
  15959. /*==========================================
  15960. * Item Appraisal
  15961. *------------------------------------------*/
  15962. void skill_identify(struct map_session_data *sd, int idx)
  15963. {
  15964. int flag=1;
  15965. nullpo_retv(sd);
  15966. sd->state.workinprogress = WIP_DISABLE_NONE;
  15967. if(idx >= 0 && idx < MAX_INVENTORY) {
  15968. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  15969. flag=0;
  15970. sd->inventory.u.items_inventory[idx].identify = 1;
  15971. }
  15972. }
  15973. clif_item_identified(sd,idx,flag);
  15974. }
  15975. /*==========================================
  15976. * Weapon Refine [Celest]
  15977. *------------------------------------------*/
  15978. void skill_weaponrefine(struct map_session_data *sd, int idx)
  15979. {
  15980. nullpo_retv(sd);
  15981. if (idx >= 0 && idx < MAX_INVENTORY)
  15982. {
  15983. struct item *item;
  15984. struct item_data *ditem = sd->inventory_data[idx];
  15985. item = &sd->inventory.u.items_inventory[idx];
  15986. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  15987. int i = 0, per;
  15988. t_itemid material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON };
  15989. if( ditem->flag.no_refine ) { // if the item isn't refinable
  15990. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15991. return;
  15992. }
  15993. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  15994. clif_upgrademessage(sd, 2, item->nameid);
  15995. return;
  15996. }
  15997. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  15998. clif_upgrademessage(sd, 3, material[ditem->wlv]);
  15999. return;
  16000. }
  16001. per = status_get_refine_chance(static_cast<refine_type>(ditem->wlv), (int)item->refine, false);
  16002. if( sd->class_&JOBL_THIRD )
  16003. per += 10;
  16004. else
  16005. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  16006. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  16007. if (per > rnd() % 100) {
  16008. int ep=0;
  16009. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  16010. item->refine++;
  16011. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  16012. if(item->equip) {
  16013. ep = item->equip;
  16014. pc_unequipitem(sd,idx,3);
  16015. }
  16016. clif_delitem(sd,idx,1,3);
  16017. clif_upgrademessage(sd, 0, item->nameid);
  16018. clif_inventorylist(sd);
  16019. clif_refine(sd->fd,0,idx,item->refine);
  16020. achievement_update_objective(sd, AG_REFINE_SUCCESS, 2, ditem->wlv, item->refine);
  16021. if (ep)
  16022. pc_equipitem(sd,idx,ep);
  16023. clif_misceffect(&sd->bl,3);
  16024. if(item->refine == 10 &&
  16025. item->card[0] == CARD0_FORGE &&
  16026. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  16027. { // Fame point system [DracoRPG]
  16028. switch(ditem->wlv){
  16029. case 1:
  16030. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  16031. break;
  16032. case 2:
  16033. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  16034. break;
  16035. case 3:
  16036. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  16037. break;
  16038. }
  16039. }
  16040. } else {
  16041. item->refine = 0;
  16042. if(item->equip)
  16043. pc_unequipitem(sd,idx,3);
  16044. clif_upgrademessage(sd, 1, item->nameid);
  16045. clif_refine(sd->fd,1,idx,item->refine);
  16046. achievement_update_objective(sd, AG_REFINE_FAIL, 1, 1);
  16047. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  16048. clif_misceffect(&sd->bl,2);
  16049. clif_emotion(&sd->bl, ET_HUK);
  16050. }
  16051. }
  16052. }
  16053. }
  16054. /*==========================================
  16055. *
  16056. *------------------------------------------*/
  16057. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  16058. {
  16059. nullpo_ret(sd);
  16060. if (skill_id == 0 || skill_get_index_(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  16061. return 0;
  16062. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  16063. uint16 maxlv = 1;
  16064. if (skill_lv == 0 || lv == 0)
  16065. return 0; // Player must learn the skill before doing auto-spell [Lance]
  16066. #ifdef RENEWAL
  16067. 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)
  16068. maxlv = 10; //Soul Linker bonus. [Skotlex]
  16069. else
  16070. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  16071. #else
  16072. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  16073. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  16074. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  16075. maxlv = 10; //Soul Linker bonus. [Skotlex]
  16076. else if(skill_lv==2) maxlv=1;
  16077. else if(skill_lv==3) maxlv=2;
  16078. else if(skill_lv>=4) maxlv=3;
  16079. }
  16080. else if(skill_id==MG_SOULSTRIKE){
  16081. if(skill_lv==5) maxlv=1;
  16082. else if(skill_lv==6) maxlv=2;
  16083. else if(skill_lv>=7) maxlv=3;
  16084. }
  16085. else if(skill_id==MG_FIREBALL){
  16086. if(skill_lv==8) maxlv=1;
  16087. else if(skill_lv>=9) maxlv=2;
  16088. }
  16089. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  16090. else return 0;
  16091. #endif
  16092. maxlv = min(lv, maxlv);
  16093. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  16094. skill_get_time(SA_AUTOSPELL,skill_lv));
  16095. return 0;
  16096. }
  16097. /**
  16098. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  16099. * @param bl: Player object
  16100. * @param ap: va_arg list
  16101. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  16102. */
  16103. static int skill_sit_count(struct block_list *bl, va_list ap)
  16104. {
  16105. struct map_session_data *sd = (struct map_session_data*)bl;
  16106. int flag = va_arg(ap, int);
  16107. if (!pc_issit(sd))
  16108. return 0;
  16109. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  16110. return 1;
  16111. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  16112. return 1;
  16113. return 0;
  16114. }
  16115. /**
  16116. * Triggered when a player sits down to activate bonus states.
  16117. * @param bl: Player object
  16118. * @param ap: va_arg list
  16119. * @return 0
  16120. */
  16121. static int skill_sit_in(struct block_list *bl, va_list ap)
  16122. {
  16123. struct map_session_data *sd = (struct map_session_data*)bl;
  16124. int flag = va_arg(ap, int);
  16125. if (!pc_issit(sd))
  16126. return 0;
  16127. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  16128. sd->state.gangsterparadise = 1;
  16129. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  16130. sd->state.rest = 1;
  16131. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  16132. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  16133. }
  16134. return 0;
  16135. }
  16136. /**
  16137. * Triggered when a player stands up to deactivate bonus states.
  16138. * @param bl: Player object
  16139. * @param ap: va_arg list
  16140. * @return 0
  16141. */
  16142. static int skill_sit_out(struct block_list *bl, va_list ap)
  16143. {
  16144. struct map_session_data *sd = (struct map_session_data*)bl;
  16145. int flag = va_arg(ap, int), range = va_arg(ap, int);
  16146. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  16147. return 0;
  16148. if (flag&1 && sd->state.gangsterparadise)
  16149. sd->state.gangsterparadise = 0;
  16150. if (flag&2 && sd->state.rest) {
  16151. sd->state.rest = 0;
  16152. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  16153. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  16154. }
  16155. return 0;
  16156. }
  16157. /**
  16158. * Toggle Sit icon and player bonuses when sitting/standing.
  16159. * @param sd: Player data
  16160. * @param sitting: True when sitting or false when standing
  16161. * @return 0
  16162. */
  16163. int skill_sit(struct map_session_data *sd, bool sitting)
  16164. {
  16165. int flag = 0, range = 0, lv;
  16166. nullpo_ret(sd);
  16167. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  16168. flag |= 1;
  16169. range = skill_get_splash(RG_GANGSTER, lv);
  16170. }
  16171. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  16172. flag |= 2;
  16173. range = skill_get_splash(TK_HPTIME, lv);
  16174. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  16175. flag |= 2;
  16176. range = skill_get_splash(TK_SPTIME, lv);
  16177. }
  16178. if (sitting)
  16179. clif_status_load(&sd->bl, EFST_SIT, 1);
  16180. else
  16181. clif_status_load(&sd->bl, EFST_SIT, 0);
  16182. if (!flag) // No need to count area if no skills are learned.
  16183. return 0;
  16184. if (sitting) {
  16185. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  16186. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  16187. } else
  16188. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  16189. return 0;
  16190. }
  16191. /*==========================================
  16192. * Do Forstjoke/Scream effect
  16193. *------------------------------------------*/
  16194. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  16195. {
  16196. struct block_list *src;
  16197. uint16 skill_id,skill_lv;
  16198. t_tick tick;
  16199. nullpo_ret(bl);
  16200. nullpo_ret(src = va_arg(ap,struct block_list*));
  16201. skill_id = va_arg(ap,int);
  16202. skill_lv = va_arg(ap,int);
  16203. if(!skill_lv)
  16204. return 0;
  16205. tick = va_arg(ap,t_tick);
  16206. if (src == bl || status_isdead(bl))
  16207. return 0;
  16208. if (bl->type == BL_PC) {
  16209. struct map_session_data *sd = (struct map_session_data *)bl;
  16210. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  16211. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  16212. }
  16213. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  16214. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  16215. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  16216. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  16217. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  16218. return 0;
  16219. }
  16220. /**
  16221. * Set map cell flag as skill unit effect
  16222. * @param src Skill unit
  16223. * @param skill_id
  16224. * @param skill_lv
  16225. * @param cell Cell type cell_t
  16226. * @param flag 0/1
  16227. */
  16228. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  16229. {
  16230. int range = skill_get_unit_range(skill_id,skill_lv);
  16231. int x, y;
  16232. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  16233. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  16234. map_setcell(src->bl.m, x, y, cell, flag);
  16235. }
  16236. /**
  16237. * Do skill attack area (such splash effect) around the 'first' target.
  16238. * First target will skip skill condition, always receive damage. But,
  16239. * around it, still need target/condition validation by
  16240. * battle_check_target and status_check_skilluse
  16241. * @param bl
  16242. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  16243. */
  16244. int skill_attack_area(struct block_list *bl, va_list ap)
  16245. {
  16246. struct block_list *src,*dsrc;
  16247. int atk_type,skill_id,skill_lv,flag,type;
  16248. t_tick tick;
  16249. if(status_isdead(bl))
  16250. return 0;
  16251. atk_type = va_arg(ap,int);
  16252. src = va_arg(ap,struct block_list*);
  16253. dsrc = va_arg(ap,struct block_list*);
  16254. skill_id = va_arg(ap,int);
  16255. skill_lv = va_arg(ap,int);
  16256. tick = va_arg(ap,t_tick);
  16257. flag = va_arg(ap,int);
  16258. type = va_arg(ap,int);
  16259. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  16260. switch (skill_id) {
  16261. case LG_CANNONSPEAR:
  16262. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  16263. default:
  16264. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  16265. }
  16266. }
  16267. if(battle_check_target(dsrc,bl,type) <= 0 ||
  16268. !status_check_skilluse(NULL, bl, skill_id, 2))
  16269. return 0;
  16270. switch (skill_id) {
  16271. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  16272. if (src->x == bl->x && src->y == bl->y)
  16273. return 0; //Does not hit current cell
  16274. //Fall through
  16275. case NPC_ACIDBREATH:
  16276. case NPC_DARKNESSBREATH:
  16277. case NPC_FIREBREATH:
  16278. case NPC_ICEBREATH:
  16279. case NPC_THUNDERBREATH:
  16280. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  16281. default:
  16282. //Area-splash, disable skill animation.
  16283. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  16284. }
  16285. }
  16286. /**
  16287. * Clear skill unit group
  16288. * @param bl
  16289. * @param flag &1
  16290. */
  16291. int skill_clear_group(struct block_list *bl, int flag)
  16292. {
  16293. struct unit_data *ud = NULL;
  16294. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  16295. int i, count = 0;
  16296. nullpo_ret(bl);
  16297. if (!(ud = unit_bl2ud(bl)))
  16298. return 0;
  16299. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  16300. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  16301. switch (ud->skillunit[i]->skill_id) {
  16302. case SA_DELUGE:
  16303. case SA_VOLCANO:
  16304. case SA_VIOLENTGALE:
  16305. case SA_LANDPROTECTOR:
  16306. case NJ_SUITON:
  16307. case NJ_KAENSIN:
  16308. case SC_CHAOSPANIC:
  16309. if (flag&1)
  16310. group[count++] = ud->skillunit[i];
  16311. break;
  16312. case SO_CLOUD_KILL:
  16313. if( flag&4 )
  16314. group[count++] = ud->skillunit[i];
  16315. break;
  16316. case SO_WARMER:
  16317. if( flag&8 )
  16318. group[count++] = ud->skillunit[i];
  16319. break;
  16320. default:
  16321. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id, INF2_ISTRAP))
  16322. group[count++] = ud->skillunit[i];
  16323. break;
  16324. }
  16325. }
  16326. for (i = 0; i < count; i++)
  16327. skill_delunitgroup(group[i]);
  16328. return count;
  16329. }
  16330. /**
  16331. * Returns the first element field found [Skotlex]
  16332. * @param bl
  16333. * @return skill_unit_group
  16334. */
  16335. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  16336. {
  16337. struct unit_data *ud = NULL;
  16338. int i;
  16339. nullpo_ret(bl);
  16340. if (!(ud = unit_bl2ud(bl)))
  16341. return NULL;
  16342. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  16343. switch (ud->skillunit[i]->skill_id) {
  16344. case SA_DELUGE:
  16345. case SA_VOLCANO:
  16346. case SA_VIOLENTGALE:
  16347. case SA_LANDPROTECTOR:
  16348. case NJ_SUITON:
  16349. case SO_CLOUD_KILL:
  16350. case SO_WARMER:
  16351. case SC_CHAOSPANIC:
  16352. return ud->skillunit[i];
  16353. }
  16354. }
  16355. return NULL;
  16356. }
  16357. /// Graffiti cleaner [Valaris]
  16358. int skill_graffitiremover(struct block_list *bl, va_list ap)
  16359. {
  16360. struct skill_unit *unit = NULL;
  16361. int remove = va_arg(ap, int);
  16362. nullpo_retr(0, bl);
  16363. nullpo_retr(0, ap);
  16364. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  16365. return 0;
  16366. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  16367. if (remove == 1)
  16368. skill_delunit(unit);
  16369. return 1;
  16370. }
  16371. return 0;
  16372. }
  16373. /// Greed effect
  16374. int skill_greed(struct block_list *bl, va_list ap)
  16375. {
  16376. struct block_list *src;
  16377. struct map_session_data *sd = NULL;
  16378. struct flooritem_data *fitem = NULL;
  16379. nullpo_ret(bl);
  16380. nullpo_ret(src = va_arg(ap, struct block_list *));
  16381. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  16382. pc_takeitem(sd, fitem);
  16383. return 0;
  16384. }
  16385. /// Ranger's Detonator [Jobbie/3CeAM]
  16386. int skill_detonator(struct block_list *bl, va_list ap)
  16387. {
  16388. nullpo_ret(bl);
  16389. nullpo_ret(ap);
  16390. if (bl->type != BL_SKILL)
  16391. return 0;
  16392. block_list *src = va_arg(ap, block_list *);
  16393. skill_unit *unit = (skill_unit *)bl;
  16394. if (unit == nullptr)
  16395. return 0;
  16396. skill_unit_group *group = unit->group;
  16397. if (group == nullptr || group->src_id != src->id)
  16398. return 0;
  16399. int unit_id = group->unit_id;
  16400. switch( unit_id )
  16401. { //List of Hunter and Ranger Traps that can be detonate.
  16402. case UNT_BLASTMINE:
  16403. case UNT_SANDMAN:
  16404. case UNT_CLAYMORETRAP:
  16405. case UNT_TALKIEBOX:
  16406. case UNT_CLUSTERBOMB:
  16407. case UNT_FIRINGTRAP:
  16408. case UNT_ICEBOUNDTRAP:
  16409. switch(unit_id) {
  16410. case UNT_TALKIEBOX:
  16411. clif_talkiebox(bl,group->valstr);
  16412. group->val2 = -1;
  16413. break;
  16414. case UNT_CLAYMORETRAP:
  16415. case UNT_FIRINGTRAP:
  16416. case UNT_ICEBOUNDTRAP:
  16417. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  16418. break;
  16419. default:
  16420. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  16421. break;
  16422. }
  16423. if (unit->group == nullptr)
  16424. return 0;
  16425. clif_changetraplook(bl, UNT_USED_TRAPS);
  16426. group->unit_id = UNT_USED_TRAPS;
  16427. group->limit = DIFF_TICK(gettick(),group->tick) +
  16428. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  16429. break;
  16430. }
  16431. return 0;
  16432. }
  16433. /**
  16434. * Calculate Royal Guard's Banding bonus
  16435. * @param sd: Player data
  16436. * @return Number of Royal Guard
  16437. */
  16438. int skill_banding_count(struct map_session_data *sd)
  16439. {
  16440. nullpo_ret(sd);
  16441. int range = skill_get_splash(LG_BANDING, 1);
  16442. uint8 count = party_foreachsamemap(party_sub_count_banding, sd, range, 0);
  16443. unsigned int group_hp = party_foreachsamemap(party_sub_count_banding, sd, range, 1);
  16444. // HP is set to the average HP of the Banding group
  16445. if (count > 1)
  16446. status_set_hp(&sd->bl, group_hp / count, 0);
  16447. // Royal Guard count check for Banding
  16448. if (sd && sd->status.party_id) {
  16449. if (count > MAX_PARTY)
  16450. return MAX_PARTY;
  16451. else if (count > 1)
  16452. return count; // Effect bonus from additional Royal Guards if not above the max
  16453. }
  16454. return 0;
  16455. }
  16456. /**
  16457. * Rebellion's Bind Trap explosion
  16458. * @author [Cydh]
  16459. */
  16460. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  16461. struct skill_unit *su = NULL;
  16462. struct block_list *src = NULL;
  16463. nullpo_ret(bl);
  16464. nullpo_ret(ap);
  16465. src = va_arg(ap,struct block_list *);
  16466. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  16467. return 0;
  16468. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  16469. return 0;
  16470. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  16471. clif_changetraplook(bl, UNT_USED_TRAPS);
  16472. su->group->unit_id = UNT_USED_TRAPS;
  16473. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  16474. return 1;
  16475. }
  16476. /*==========================================
  16477. * Check new skill unit cell when overlapping in other skill unit cell.
  16478. * Catched skill in cell value pushed to *unit pointer.
  16479. * Set (*alive) to 0 will ends 'new unit' check
  16480. *------------------------------------------*/
  16481. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  16482. {
  16483. uint16 skill_id;
  16484. int *alive;
  16485. struct skill_unit *unit;
  16486. skill_id = va_arg(ap,int);
  16487. alive = va_arg(ap,int *);
  16488. unit = (struct skill_unit *)bl;
  16489. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  16490. return 0;
  16491. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  16492. return 0;
  16493. switch (skill_id) {
  16494. case SA_LANDPROTECTOR: {
  16495. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  16496. (*alive) = 0;
  16497. skill_delunit(unit);
  16498. return 1;
  16499. }
  16500. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  16501. //It deletes everything except traps and barriers
  16502. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  16503. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  16504. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16505. skill_delunitgroup(unit->group);
  16506. } else
  16507. skill_delunit(unit);
  16508. return 1;
  16509. }
  16510. }
  16511. break;
  16512. case GN_CRAZYWEED_ATK:
  16513. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  16514. break;
  16515. case HW_GANBANTEIN:
  16516. case LG_EARTHDRIVE:
  16517. // Officially songs/dances are removed
  16518. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  16519. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16520. skill_delunitgroup(unit->group);
  16521. } else
  16522. skill_delunit(unit);
  16523. return 1;
  16524. case SA_VOLCANO:
  16525. case SA_DELUGE:
  16526. case SA_VIOLENTGALE:
  16527. // The official implementation makes them fail to appear when casted on top of ANYTHING
  16528. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  16529. // hence, I leave the alternate implementation here, commented. [Skotlex]
  16530. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  16531. {
  16532. (*alive) = 0;
  16533. return 1;
  16534. }
  16535. /*
  16536. switch (unit->group->skill_id)
  16537. { //These cannot override each other.
  16538. case SA_VOLCANO:
  16539. case SA_DELUGE:
  16540. case SA_VIOLENTGALE:
  16541. (*alive) = 0;
  16542. return 1;
  16543. }
  16544. */
  16545. break;
  16546. case PF_FOGWALL:
  16547. switch(unit->group->skill_id) {
  16548. case SA_VOLCANO: //Can't be placed on top of these
  16549. case SA_VIOLENTGALE:
  16550. (*alive) = 0;
  16551. return 1;
  16552. case SA_DELUGE:
  16553. case NJ_SUITON:
  16554. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  16555. (*alive) = 2;
  16556. break;
  16557. }
  16558. break;
  16559. case WZ_WATERBALL:
  16560. switch (unit->group->skill_id) {
  16561. case SA_DELUGE:
  16562. case NJ_SUITON:
  16563. //Consumes deluge/suiton
  16564. skill_delunit(unit);
  16565. return 1;
  16566. }
  16567. break;
  16568. case WZ_ICEWALL:
  16569. #ifndef RENEWAL
  16570. case HP_BASILICA:
  16571. case HW_GRAVITATION:
  16572. #endif
  16573. //These can't be placed on top of themselves (duration can't be refreshed)
  16574. if (unit->group->skill_id == skill_id)
  16575. {
  16576. (*alive) = 0;
  16577. return 1;
  16578. }
  16579. break;
  16580. case RL_FIRE_RAIN: {
  16581. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  16582. if (uf[UF_REMOVEDBYFIRERAIN]) {
  16583. if (uf[UF_RANGEDSINGLEUNIT]) {
  16584. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16585. skill_delunitgroup(unit->group);
  16586. } else
  16587. skill_delunit(unit);
  16588. return 1;
  16589. }
  16590. }
  16591. break;
  16592. }
  16593. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  16594. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  16595. (*alive) = 0;
  16596. return 1;
  16597. }
  16598. return 0;
  16599. }
  16600. /*==========================================
  16601. * Splash effect for skill unit 'trap type'.
  16602. * Chance triggered when damaged, timeout, or char step on it.
  16603. *------------------------------------------*/
  16604. static int skill_trap_splash(struct block_list *bl, va_list ap)
  16605. {
  16606. struct block_list *src = va_arg(ap,struct block_list *);
  16607. struct skill_unit *unit = NULL;
  16608. t_tick tick = va_arg(ap,t_tick);
  16609. struct skill_unit_group *sg;
  16610. struct block_list *ss; //Skill src bl
  16611. nullpo_ret(src);
  16612. unit = (struct skill_unit *)src;
  16613. if (!unit || !unit->alive || bl->prev == NULL)
  16614. return 0;
  16615. nullpo_ret(sg = unit->group);
  16616. nullpo_ret(ss = map_id2bl(sg->src_id));
  16617. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  16618. return 0;
  16619. switch (sg->unit_id) {
  16620. case UNT_B_TRAP:
  16621. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  16622. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  16623. break;
  16624. case UNT_SHOCKWAVE:
  16625. case UNT_SANDMAN:
  16626. case UNT_FLASHER:
  16627. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  16628. break;
  16629. case UNT_GROUNDDRIFT_WIND:
  16630. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16631. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  16632. break;
  16633. case UNT_GROUNDDRIFT_DARK:
  16634. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16635. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  16636. break;
  16637. case UNT_GROUNDDRIFT_POISON:
  16638. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16639. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  16640. break;
  16641. case UNT_GROUNDDRIFT_WATER:
  16642. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16643. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  16644. break;
  16645. case UNT_GROUNDDRIFT_FIRE:
  16646. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16647. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  16648. break;
  16649. case UNT_ELECTRICSHOCKER:
  16650. if (bl->id != ss->id) {
  16651. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  16652. break;
  16653. 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)) {
  16654. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  16655. clif_fixpos(bl);
  16656. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  16657. }
  16658. }
  16659. break;
  16660. case UNT_MAGENTATRAP:
  16661. case UNT_COBALTTRAP:
  16662. case UNT_MAIZETRAP:
  16663. case UNT_VERDURETRAP:
  16664. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  16665. struct status_data *status = status_get_status_data(bl);
  16666. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  16667. status->ele_lv = (unsigned char)sg->skill_lv;
  16668. }
  16669. break;
  16670. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  16671. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  16672. break;
  16673. case UNT_FIRINGTRAP:
  16674. case UNT_ICEBOUNDTRAP:
  16675. if( src->id == bl->id ) break;
  16676. if( bl->type == BL_SKILL ) {
  16677. struct skill_unit *su = (struct skill_unit *)bl;
  16678. if (su && su->group->unit_id == UNT_USED_TRAPS)
  16679. break;
  16680. }
  16681. case UNT_CLUSTERBOMB:
  16682. if( ss != bl )
  16683. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  16684. break;
  16685. case UNT_CLAYMORETRAP:
  16686. if( src->id == bl->id ) break;
  16687. if( bl->type == BL_SKILL ) {
  16688. struct skill_unit *su = (struct skill_unit *)bl;
  16689. if (!su)
  16690. return 0;
  16691. switch(su->group->unit_id) {
  16692. case UNT_CLAYMORETRAP:
  16693. case UNT_LANDMINE:
  16694. case UNT_BLASTMINE:
  16695. case UNT_SHOCKWAVE:
  16696. case UNT_SANDMAN:
  16697. case UNT_FLASHER:
  16698. case UNT_FREEZINGTRAP:
  16699. case UNT_FIRINGTRAP:
  16700. case UNT_ICEBOUNDTRAP:
  16701. clif_changetraplook(bl, UNT_USED_TRAPS);
  16702. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  16703. su->group->unit_id = UNT_USED_TRAPS;
  16704. break;
  16705. }
  16706. }
  16707. default: {
  16708. int split_count = 0;
  16709. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  16710. 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));
  16711. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  16712. }
  16713. break;
  16714. }
  16715. return 1;
  16716. }
  16717. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  16718. {
  16719. uint16 skill_id, skill_lv;
  16720. struct skill_unit *unit;
  16721. nullpo_ret(bl);
  16722. skill_id = va_arg(ap,int);
  16723. skill_lv = va_arg(ap,int);
  16724. unit = (struct skill_unit *)bl;
  16725. if( unit == NULL || unit->group == NULL )
  16726. return 0;
  16727. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  16728. return 0;
  16729. if( unit->group->skill_id == SC_MAELSTROM ) {
  16730. struct block_list *src;
  16731. if( (src = map_id2bl(unit->group->src_id)) ){
  16732. int sp = unit->group->skill_lv * skill_lv;
  16733. if( src->type == BL_PC )
  16734. sp += ((TBL_PC*)src)->status.job_level / 5;
  16735. status_heal(src, 0, sp/2, 1);
  16736. }
  16737. }
  16738. return 0;
  16739. }
  16740. /**
  16741. * Remove current enchanted element for new element
  16742. * @param bl Char
  16743. * @param type New element
  16744. */
  16745. void skill_enchant_elemental_end(struct block_list *bl, int type)
  16746. {
  16747. struct status_change *sc;
  16748. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON };
  16749. int i;
  16750. nullpo_retv(bl);
  16751. nullpo_retv(sc= status_get_sc(bl));
  16752. if (!sc->count)
  16753. return;
  16754. status_change_end(bl, SC_ENCHANTARMS, INVALID_TIMER); // Should always end
  16755. for (i = 0; i < ARRAYLENGTH(scs); i++)
  16756. if (type != scs[i] && sc->data[scs[i]])
  16757. status_change_end(bl, scs[i], INVALID_TIMER);
  16758. }
  16759. /**
  16760. * Check cloaking condition
  16761. * @param bl
  16762. * @param sce
  16763. * @return True if near wall; False otherwise
  16764. */
  16765. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  16766. {
  16767. bool wall = true;
  16768. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  16769. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  16770. { //Check for walls.
  16771. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16772. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16773. int i;
  16774. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16775. if( i == 8 )
  16776. wall = false;
  16777. }
  16778. if( sce ) {
  16779. if( !wall ) {
  16780. if( sce->val1 < 3 ) //End cloaking.
  16781. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  16782. else if( sce->val4&1 ) { //Remove wall bonus
  16783. sce->val4&=~1;
  16784. status_calc_bl(bl,SCB_SPEED);
  16785. }
  16786. } else {
  16787. if( !(sce->val4&1) ) { //Add wall speed bonus
  16788. sce->val4|=1;
  16789. status_calc_bl(bl,SCB_SPEED);
  16790. }
  16791. }
  16792. }
  16793. return wall;
  16794. }
  16795. /** Check Shadow Form on the target
  16796. * @param bl: Target
  16797. * @param damage: Damage amount
  16798. * @param hit
  16799. * @return true - in Shadow Form state; false - otherwise
  16800. */
  16801. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  16802. {
  16803. struct status_change *sc;
  16804. nullpo_retr(false,bl);
  16805. if (!damage)
  16806. return false;
  16807. sc = status_get_sc(bl);
  16808. if( sc && sc->data[SC__SHADOWFORM] ) {
  16809. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  16810. if( !src || src->m != bl->m ) {
  16811. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16812. return false;
  16813. }
  16814. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  16815. if( src->type == BL_PC )
  16816. ((TBL_PC*)src)->shadowform_id = 0;
  16817. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16818. return false;
  16819. }
  16820. 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);
  16821. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  16822. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16823. if( src->type == BL_PC )
  16824. ((TBL_PC*)src)->shadowform_id = 0;
  16825. }
  16826. return true;
  16827. }
  16828. return false;
  16829. }
  16830. /**
  16831. * Check camouflage condition
  16832. * @param bl
  16833. * @param sce
  16834. * @return True if near wall; False otherwise
  16835. * @TODO: Seems wrong
  16836. */
  16837. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  16838. {
  16839. bool wall = true;
  16840. if( bl->type == BL_PC ) { //Check for walls.
  16841. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16842. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16843. int i;
  16844. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16845. if( i == 8 )
  16846. wall = false;
  16847. }
  16848. if( sce ) {
  16849. if( !wall && sce->val1 < 3 ) //End camouflage.
  16850. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  16851. status_calc_bl(bl,SCB_SPEED);
  16852. }
  16853. return wall;
  16854. }
  16855. /**
  16856. * Process skill unit visibilty for single BL in area
  16857. * @param bl
  16858. * @param ap
  16859. * @author [Cydh]
  16860. **/
  16861. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  16862. struct skill_unit *su = NULL;
  16863. struct block_list *src = NULL;
  16864. unsigned int party1 = 0;
  16865. bool visible = true;
  16866. nullpo_ret(bl);
  16867. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  16868. nullpo_ret((src = va_arg(ap, struct block_list*)));
  16869. party1 = va_arg(ap, unsigned int);
  16870. if (src != bl) {
  16871. unsigned int party2 = status_get_party_id(bl);
  16872. if (!party1 || !party2 || party1 != party2)
  16873. visible = false;
  16874. }
  16875. clif_getareachar_skillunit(bl, su, SELF, visible);
  16876. return 1;
  16877. }
  16878. /**
  16879. * Check for skill unit visibilty in area on
  16880. * - skill first placement
  16881. * - skill moved (knocked back, moved dance)
  16882. * @param su Skill unit
  16883. * @param target Affected target for this visibility @see enum send_target
  16884. * @author [Cydh]
  16885. **/
  16886. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  16887. nullpo_retv(su);
  16888. if (!su->hidden) // It's not hidden, just do this!
  16889. clif_getareachar_skillunit(&su->bl, su, target, true);
  16890. else {
  16891. struct block_list *src = battle_get_master(&su->bl);
  16892. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  16893. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  16894. }
  16895. }
  16896. /**
  16897. * Check for skill unit visibilty on single BL on insight/spawn action
  16898. * @param su Skill unit
  16899. * @param bl Block list
  16900. * @author [Cydh]
  16901. **/
  16902. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  16903. bool visible = true;
  16904. struct block_list *src = NULL;
  16905. nullpo_retv(bl);
  16906. nullpo_retv(su);
  16907. nullpo_retv((src = battle_get_master(&su->bl)));
  16908. if (su->hidden && src != bl) {
  16909. unsigned int party1 = status_get_party_id(src);
  16910. unsigned int party2 = status_get_party_id(bl);
  16911. if (!party1 || !party2 || party1 != party2)
  16912. visible = false;
  16913. }
  16914. clif_getareachar_skillunit(bl, su, SELF, visible);
  16915. }
  16916. /**
  16917. * Initialize new skill unit for skill unit group.
  16918. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  16919. * @param group Skill unit group
  16920. * @param idx
  16921. * @param x
  16922. * @param y
  16923. * @param val1
  16924. * @param val2
  16925. */
  16926. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2, bool hidden)
  16927. {
  16928. struct skill_unit *unit;
  16929. nullpo_retr(NULL, group);
  16930. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  16931. nullpo_retr(NULL, (unit = &group->unit[idx]));
  16932. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  16933. return unit;
  16934. if(!unit->alive)
  16935. group->alive_count++;
  16936. unit->bl.id = map_get_new_object_id();
  16937. unit->bl.type = BL_SKILL;
  16938. unit->bl.m = group->map;
  16939. unit->bl.x = x;
  16940. unit->bl.y = y;
  16941. unit->group = group;
  16942. unit->alive = 1;
  16943. unit->val1 = val1;
  16944. unit->val2 = val2;
  16945. unit->hidden = hidden;
  16946. // Stores new skill unit
  16947. idb_put(skillunit_db, unit->bl.id, unit);
  16948. map_addiddb(&unit->bl);
  16949. if(map_addblock(&unit->bl))
  16950. return NULL;
  16951. // Perform oninit actions
  16952. switch (group->skill_id) {
  16953. case WZ_ICEWALL:
  16954. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  16955. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  16956. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  16957. break;
  16958. case SA_LANDPROTECTOR:
  16959. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  16960. break;
  16961. #ifndef RENEWAL
  16962. case HP_BASILICA:
  16963. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  16964. break;
  16965. #endif
  16966. case SC_MAELSTROM:
  16967. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  16968. break;
  16969. default:
  16970. if (group->state.song_dance&0x1) //Check for dissonance.
  16971. skill_dance_overlap(unit, 1);
  16972. break;
  16973. }
  16974. skill_getareachar_skillunit_visibilty(unit, AREA);
  16975. return unit;
  16976. }
  16977. /**
  16978. * Remove unit
  16979. * @param unit
  16980. */
  16981. int skill_delunit(struct skill_unit* unit)
  16982. {
  16983. struct skill_unit_group *group;
  16984. nullpo_ret(unit);
  16985. if( !unit->alive )
  16986. return 0;
  16987. unit->alive = 0;
  16988. nullpo_ret(group = unit->group);
  16989. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  16990. skill_dance_overlap(unit, 0);
  16991. // invoke onout event
  16992. if( !unit->range )
  16993. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  16994. // perform ondelete actions
  16995. switch (group->skill_id) {
  16996. case HT_ANKLESNARE:
  16997. case SC_ESCAPE:
  16998. {
  16999. struct block_list* target = map_id2bl(group->val2);
  17000. enum sc_type type = status_skill2sc(group->skill_id);
  17001. if( target )
  17002. status_change_end(target, type, INVALID_TIMER);
  17003. }
  17004. break;
  17005. case WZ_ICEWALL:
  17006. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  17007. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  17008. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  17009. break;
  17010. case SA_LANDPROTECTOR:
  17011. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  17012. break;
  17013. #ifndef RENEWAL
  17014. case HP_BASILICA:
  17015. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  17016. break;
  17017. #endif
  17018. case RA_ELECTRICSHOCKER: {
  17019. struct block_list* target = map_id2bl(group->val2);
  17020. if( target )
  17021. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  17022. }
  17023. break;
  17024. case SC_MAELSTROM:
  17025. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  17026. break;
  17027. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  17028. if( group->val2 ) { // Someone Traped
  17029. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  17030. if( tsc && tsc->data[SC__MANHOLE] )
  17031. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  17032. }
  17033. break;
  17034. }
  17035. clif_skill_delunit(unit);
  17036. unit->group=NULL;
  17037. map_delblock(&unit->bl); // don't free yet
  17038. map_deliddb(&unit->bl);
  17039. idb_remove(skillunit_db, unit->bl.id);
  17040. if(--group->alive_count==0)
  17041. skill_delunitgroup(group);
  17042. return 0;
  17043. }
  17044. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  17045. /// Returns the target skill_unit_group or NULL if not found.
  17046. struct skill_unit_group* skill_id2group(int group_id) {
  17047. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  17048. }
  17049. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  17050. /**
  17051. * Returns a new group_id that isn't being used in skillunit_group_db.
  17052. * Fatal error if nothing is available.
  17053. */
  17054. static int skill_get_new_group_id(void)
  17055. {
  17056. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  17057. return skill_unit_group_newid++;// available
  17058. {// find next id
  17059. int base_id = skill_unit_group_newid;
  17060. while( base_id != ++skill_unit_group_newid )
  17061. {
  17062. if( skill_unit_group_newid < MAX_SKILL )
  17063. skill_unit_group_newid = MAX_SKILL;
  17064. if( skill_id2group(skill_unit_group_newid) == NULL )
  17065. return skill_unit_group_newid++;// available
  17066. }
  17067. // full loop, nothing available
  17068. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  17069. exit(1);
  17070. }
  17071. }
  17072. /**
  17073. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  17074. * @param src Object that cast the skill
  17075. * @param count How many 'cells' used that needed. Related with skill layout
  17076. * @param skill_id ID of used skill
  17077. * @param skill_lv Skill level of used skill
  17078. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  17079. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  17080. * @param interval Time interval
  17081. * @return skill_unit_group
  17082. */
  17083. 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)
  17084. {
  17085. struct unit_data* ud = unit_bl2ud( src );
  17086. struct skill_unit_group* group;
  17087. int i;
  17088. if(!(skill_id && skill_lv)) return 0;
  17089. nullpo_retr(NULL, src);
  17090. nullpo_retr(NULL, ud);
  17091. // Find a free spot to store the new unit group
  17092. // TODO: Make this flexible maybe by changing this fixed array?
  17093. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  17094. if(i == MAX_SKILLUNITGROUP) {
  17095. // Array is full, make room by discarding oldest group
  17096. int j = 0;
  17097. t_tick maxdiff = 0, tick = gettick();
  17098. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  17099. t_tick x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  17100. if(x > maxdiff){
  17101. maxdiff = x;
  17102. j = i;
  17103. }
  17104. }
  17105. skill_delunitgroup(ud->skillunit[j]);
  17106. // Since elements must have shifted, we use the last slot.
  17107. i = MAX_SKILLUNITGROUP-1;
  17108. }
  17109. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  17110. group->src_id = src->id;
  17111. group->party_id = status_get_party_id(src);
  17112. group->guild_id = status_get_guild_id(src);
  17113. group->bg_id = bg_team_get_id(src);
  17114. group->group_id = skill_get_new_group_id();
  17115. group->link_group_id = 0;
  17116. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  17117. group->unit_count = count;
  17118. group->alive_count = 0;
  17119. group->val1 = 0;
  17120. group->val2 = 0;
  17121. group->val3 = 0;
  17122. group->skill_id = skill_id;
  17123. group->skill_lv = skill_lv;
  17124. group->unit_id = unit_id;
  17125. group->map = src->m;
  17126. group->limit = limit;
  17127. group->interval = interval;
  17128. group->tick = gettick();
  17129. group->valstr = NULL;
  17130. ud->skillunit[i] = group;
  17131. // Stores this new group to DBMap
  17132. idb_put(skillunit_group_db, group->group_id, group);
  17133. return group;
  17134. }
  17135. /**
  17136. * Remove skill unit group
  17137. * @param group
  17138. * @param file
  17139. * @param line
  17140. * @param *func
  17141. */
  17142. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  17143. {
  17144. struct block_list* src;
  17145. struct unit_data *ud;
  17146. short i, j;
  17147. int link_group_id;
  17148. if( group == NULL ) {
  17149. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  17150. return 0;
  17151. }
  17152. src = map_id2bl(group->src_id);
  17153. ud = unit_bl2ud(src);
  17154. if (!src || !ud) {
  17155. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  17156. return 0;
  17157. }
  17158. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  17159. switch( group->skill_id ) {
  17160. case BA_DISSONANCE:
  17161. case BA_POEMBRAGI:
  17162. case BA_WHISTLE:
  17163. case BA_ASSASSINCROSS:
  17164. case BA_APPLEIDUN:
  17165. case DC_UGLYDANCE:
  17166. case DC_HUMMING:
  17167. case DC_DONTFORGETME:
  17168. case DC_FORTUNEKISS:
  17169. case DC_SERVICEFORYOU:
  17170. case NC_NEUTRALBARRIER:
  17171. case NC_STEALTHFIELD:
  17172. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  17173. break;
  17174. }
  17175. }
  17176. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  17177. struct status_change* sc = status_get_sc(src);
  17178. if (sc && sc->data[SC_DANCING]) {
  17179. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  17180. status_change_end(src, SC_DANCING, INVALID_TIMER);
  17181. }
  17182. }
  17183. // End SC from the master when the skill group is deleted
  17184. i = SC_NONE;
  17185. switch (group->unit_id) {
  17186. case UNT_GOSPEL: i = SC_GOSPEL; break;
  17187. #ifndef RENEWAL
  17188. case UNT_BASILICA: i = SC_BASILICA; break;
  17189. #endif
  17190. }
  17191. if (i != SC_NONE) {
  17192. struct status_change *sc = status_get_sc(src);
  17193. if (sc && sc->data[i]) {
  17194. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  17195. status_change_end(src, (sc_type)i, INVALID_TIMER);
  17196. }
  17197. }
  17198. switch( group->skill_id ) {
  17199. case PF_SPIDERWEB:
  17200. {
  17201. struct block_list* target = map_id2bl(group->val2);
  17202. struct status_change *sc;
  17203. bool removed = true;
  17204. //Clear group id from status change
  17205. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  17206. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  17207. sc->data[SC_SPIDERWEB]->val2 = 0;
  17208. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  17209. sc->data[SC_SPIDERWEB]->val3 = 0;
  17210. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  17211. sc->data[SC_SPIDERWEB]->val4 = 0;
  17212. else //Group was already removed in status_change_end, don't call it again!
  17213. removed = false;
  17214. //The last group was cleared, end status change
  17215. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  17216. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  17217. }
  17218. }
  17219. break;
  17220. case SG_SUN_WARM:
  17221. case SG_MOON_WARM:
  17222. case SG_STAR_WARM:
  17223. case LG_BANDING:
  17224. {
  17225. status_change *sc = status_get_sc(src);
  17226. sc_type type = status_skill2sc(group->skill_id);
  17227. if (sc && sc->data[type]) {
  17228. sc->data[type]->val4 = 0;
  17229. status_change_end(src, type, INVALID_TIMER);
  17230. }
  17231. }
  17232. break;
  17233. case NC_NEUTRALBARRIER:
  17234. {
  17235. struct status_change *sc = NULL;
  17236. if( (sc = status_get_sc(src)) != NULL ) {
  17237. if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
  17238. {
  17239. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  17240. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  17241. }
  17242. status_change_end(src,SC_NEUTRALBARRIER,INVALID_TIMER);
  17243. }
  17244. }
  17245. break;
  17246. case NC_STEALTHFIELD:
  17247. {
  17248. struct status_change *sc = NULL;
  17249. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  17250. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  17251. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  17252. }
  17253. }
  17254. break;
  17255. }
  17256. if (src->type==BL_PC && group->state.ammo_consume)
  17257. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  17258. group->alive_count=0;
  17259. // remove all unit cells
  17260. if(group->unit != NULL)
  17261. for( i = 0; i < group->unit_count; i++ )
  17262. skill_delunit(&group->unit[i]);
  17263. // clear Talkie-box string
  17264. if( group->valstr != NULL ) {
  17265. aFree(group->valstr);
  17266. group->valstr = NULL;
  17267. }
  17268. idb_remove(skillunit_group_db, group->group_id);
  17269. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  17270. group->unit = NULL;
  17271. group->group_id = 0;
  17272. group->unit_count = 0;
  17273. link_group_id = group->link_group_id;
  17274. group->link_group_id = 0;
  17275. // locate this group, swap with the last entry and delete it
  17276. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  17277. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  17278. j--;
  17279. if( i < MAX_SKILLUNITGROUP ) {
  17280. ud->skillunit[i] = ud->skillunit[j];
  17281. ud->skillunit[j] = NULL;
  17282. ers_free(skill_unit_ers, group);
  17283. } else
  17284. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  17285. if(link_group_id) {
  17286. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  17287. if(group_cur)
  17288. skill_delunitgroup(group_cur);
  17289. }
  17290. return 1;
  17291. }
  17292. /**
  17293. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  17294. * @param src
  17295. */
  17296. void skill_clear_unitgroup(struct block_list *src)
  17297. {
  17298. struct unit_data *ud;
  17299. nullpo_retv(src);
  17300. nullpo_retv((ud = unit_bl2ud(src)));
  17301. while (ud->skillunit[0])
  17302. skill_delunitgroup(ud->skillunit[0]);
  17303. }
  17304. /**
  17305. * Search tickset for skill unit in skill unit group
  17306. * @param bl Block List for skill_unit
  17307. * @param group Skill unit group
  17308. * @param tick
  17309. * @return skill_unit_group_tickset if found
  17310. */
  17311. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, t_tick tick)
  17312. {
  17313. int i, j = -1, s, id;
  17314. struct unit_data *ud;
  17315. struct skill_unit_group_tickset *set;
  17316. nullpo_ret(bl);
  17317. if (group->interval == -1)
  17318. return NULL;
  17319. ud = unit_bl2ud(bl);
  17320. if (!ud)
  17321. return NULL;
  17322. set = ud->skillunittick;
  17323. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  17324. id = s = group->skill_id;
  17325. else
  17326. id = s = group->group_id;
  17327. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  17328. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  17329. if (set[k].id == id)
  17330. return &set[k];
  17331. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  17332. j=k;
  17333. }
  17334. if (j == -1) {
  17335. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  17336. j = id % MAX_SKILLUNITGROUPTICKSET;
  17337. }
  17338. set[j].id = id;
  17339. set[j].tick = tick;
  17340. return &set[j];
  17341. }
  17342. /*==========================================
  17343. * Check for validity skill unit that triggered by skill_unit_timer_sub
  17344. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  17345. *------------------------------------------*/
  17346. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  17347. {
  17348. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  17349. struct skill_unit_group* group = NULL;
  17350. t_tick tick = va_arg(ap,t_tick);
  17351. nullpo_ret(unit);
  17352. if( !unit->alive || bl->prev == NULL )
  17353. return 0;
  17354. nullpo_ret(group = unit->group);
  17355. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  17356. 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)) )
  17357. return 0; //AoE skills are ineffective. [Skotlex]
  17358. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  17359. return 0;
  17360. skill_unit_onplace_timer(unit,bl,tick);
  17361. return 1;
  17362. }
  17363. /**
  17364. * @see DBApply
  17365. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  17366. */
  17367. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  17368. {
  17369. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  17370. struct skill_unit_group* group = NULL;
  17371. t_tick tick = va_arg(ap,t_tick);
  17372. bool dissonance;
  17373. struct block_list* bl = &unit->bl;
  17374. nullpo_ret(unit);
  17375. if( !unit->alive )
  17376. return 0;
  17377. nullpo_ret(group = unit->group);
  17378. // Check for expiration
  17379. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  17380. {// skill unit expired (inlined from skill_unit_onlimit())
  17381. switch( group->unit_id ) {
  17382. case UNT_ICEWALL:
  17383. unit->val1 -= 50; // icewall loses 50 hp every second
  17384. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  17385. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  17386. if( unit->val1 <= 0 )
  17387. skill_delunit(unit);
  17388. break;
  17389. case UNT_BLASTMINE:
  17390. #ifdef RENEWAL
  17391. case UNT_CLAYMORETRAP:
  17392. #endif
  17393. case UNT_GROUNDDRIFT_WIND:
  17394. case UNT_GROUNDDRIFT_DARK:
  17395. case UNT_GROUNDDRIFT_POISON:
  17396. case UNT_GROUNDDRIFT_WATER:
  17397. case UNT_GROUNDDRIFT_FIRE:
  17398. group->unit_id = UNT_USED_TRAPS;
  17399. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  17400. group->limit=DIFF_TICK(tick+1500,group->tick);
  17401. unit->limit=DIFF_TICK(tick+1500,group->tick);
  17402. break;
  17403. case UNT_ANKLESNARE:
  17404. case UNT_ELECTRICSHOCKER:
  17405. if (group->val2 > 0) { //Used Trap doesn't return back to item
  17406. skill_delunit(unit);
  17407. break;
  17408. }
  17409. case UNT_SKIDTRAP:
  17410. case UNT_LANDMINE:
  17411. case UNT_SHOCKWAVE:
  17412. case UNT_SANDMAN:
  17413. case UNT_FLASHER:
  17414. case UNT_FREEZINGTRAP:
  17415. #ifndef RENEWAL
  17416. case UNT_CLAYMORETRAP:
  17417. #endif
  17418. case UNT_TALKIEBOX:
  17419. case UNT_CLUSTERBOMB:
  17420. case UNT_MAGENTATRAP:
  17421. case UNT_COBALTTRAP:
  17422. case UNT_MAIZETRAP:
  17423. case UNT_VERDURETRAP:
  17424. case UNT_FIRINGTRAP:
  17425. case UNT_ICEBOUNDTRAP:
  17426. {
  17427. struct block_list* src;
  17428. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  17429. { // revert unit back into a trap
  17430. struct item item_tmp;
  17431. memset(&item_tmp,0,sizeof(item_tmp));
  17432. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  17433. item_tmp.identify = 1;
  17434. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  17435. }
  17436. skill_delunit(unit);
  17437. }
  17438. break;
  17439. case UNT_WARP_ACTIVE:
  17440. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  17441. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  17442. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  17443. // restart timers
  17444. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  17445. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  17446. // apply effect to all units standing on it
  17447. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  17448. break;
  17449. case UNT_CALLFAMILY:
  17450. {
  17451. struct map_session_data *sd = NULL;
  17452. if(group->val1) {
  17453. sd = map_charid2sd(group->val1);
  17454. group->val1 = 0;
  17455. 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))
  17456. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  17457. }
  17458. if(group->val2) {
  17459. sd = map_charid2sd(group->val2);
  17460. group->val2 = 0;
  17461. 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))
  17462. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  17463. }
  17464. skill_delunit(unit);
  17465. }
  17466. break;
  17467. case UNT_REVERBERATION:
  17468. case UNT_NETHERWORLD:
  17469. if( unit->val1 <= 0 ) { // If it was deactivated.
  17470. skill_delunit(unit);
  17471. break;
  17472. }
  17473. clif_changetraplook(bl,UNT_USED_TRAPS);
  17474. if (group->unit_id == UNT_REVERBERATION)
  17475. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  17476. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  17477. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  17478. group->unit_id = UNT_USED_TRAPS;
  17479. break;
  17480. case UNT_FEINTBOMB: {
  17481. struct block_list *src = map_id2bl(group->src_id);
  17482. if (src)
  17483. 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);
  17484. skill_delunit(unit);
  17485. }
  17486. break;
  17487. case UNT_BANDING:
  17488. {
  17489. struct block_list *src = map_id2bl(group->src_id);
  17490. struct status_change *sc;
  17491. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  17492. skill_delunit(unit);
  17493. break;
  17494. }
  17495. // This unit isn't removed while SC_BANDING is active.
  17496. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  17497. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  17498. }
  17499. break;
  17500. case UNT_B_TRAP:
  17501. {
  17502. struct block_list* src;
  17503. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  17504. struct item item_tmp;
  17505. memset(&item_tmp, 0, sizeof(item_tmp));
  17506. item_tmp.nameid = group->item_id;
  17507. item_tmp.identify = 1;
  17508. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  17509. }
  17510. skill_delunit(unit);
  17511. }
  17512. break;
  17513. default:
  17514. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2)) {
  17515. // Deal damage before expiration
  17516. break;
  17517. }
  17518. skill_delunit(unit);
  17519. break;
  17520. }
  17521. } else {// skill unit is still active
  17522. switch( group->unit_id ) {
  17523. case UNT_BLASTMINE:
  17524. case UNT_SKIDTRAP:
  17525. case UNT_LANDMINE:
  17526. case UNT_SHOCKWAVE:
  17527. case UNT_SANDMAN:
  17528. case UNT_FLASHER:
  17529. case UNT_CLAYMORETRAP:
  17530. case UNT_FREEZINGTRAP:
  17531. case UNT_TALKIEBOX:
  17532. case UNT_ANKLESNARE:
  17533. case UNT_B_TRAP:
  17534. if( unit->val1 <= 0 ) {
  17535. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  17536. skill_delunit(unit);
  17537. else {
  17538. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  17539. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  17540. group->unit_id = UNT_USED_TRAPS;
  17541. }
  17542. }
  17543. break;
  17544. case UNT_REVERBERATION:
  17545. case UNT_NETHERWORLD:
  17546. if (unit->val1 <= 0) {
  17547. clif_changetraplook(bl,UNT_USED_TRAPS);
  17548. if (group->unit_id == UNT_REVERBERATION)
  17549. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  17550. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  17551. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  17552. group->unit_id = UNT_USED_TRAPS;
  17553. }
  17554. break;
  17555. case UNT_WALLOFTHORN:
  17556. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  17557. skill_delunitgroup(group);
  17558. break;
  17559. }
  17560. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  17561. skill_delunit(unit);
  17562. break;
  17563. case UNT_SANCTUARY:
  17564. if (group->val1 <= 0) {
  17565. skill_delunitgroup(group);
  17566. }
  17567. break;
  17568. default:
  17569. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17570. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  17571. // Unit will expire the next interval, start dropping Meteor
  17572. struct block_list* src;
  17573. if ((src = map_id2bl(group->src_id)) != NULL) {
  17574. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  17575. group->val2 = 1;
  17576. }
  17577. }
  17578. // No damage until expiration
  17579. return 0;
  17580. }
  17581. break;
  17582. }
  17583. }
  17584. //Don't continue if unit or even group is expired and has been deleted.
  17585. if( !group || !unit->alive )
  17586. return 0;
  17587. dissonance = skill_dance_switch(unit, 0);
  17588. if( unit->range >= 0 && group->interval != -1 )
  17589. {
  17590. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  17591. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  17592. group->unit_id = UNT_USED_TRAPS;
  17593. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  17594. unit->range = -1; //Disable processed cell.
  17595. if (--group->val1 <= 0) { // number of live cells
  17596. //All tiles were processed, disable skill.
  17597. group->target_flag=BCT_NOONE;
  17598. group->bl_flag= BL_NUL;
  17599. }
  17600. }
  17601. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17602. skill_delunit(unit);
  17603. return 0;
  17604. }
  17605. }
  17606. if( dissonance )
  17607. skill_dance_switch(unit, 1);
  17608. return 0;
  17609. }
  17610. /*==========================================
  17611. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  17612. *------------------------------------------*/
  17613. TIMER_FUNC(skill_unit_timer){
  17614. map_freeblock_lock();
  17615. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  17616. map_freeblock_unlock();
  17617. return 0;
  17618. }
  17619. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  17620. /*==========================================
  17621. * flag :
  17622. * 1 : store that skill_unit in array
  17623. * 2 : clear that skill_unit
  17624. * 4 : call_on_left
  17625. *------------------------------------------*/
  17626. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  17627. {
  17628. struct skill_unit* unit = (struct skill_unit *)bl;
  17629. struct skill_unit_group* group = NULL;
  17630. struct block_list* target = va_arg(ap,struct block_list*);
  17631. t_tick tick = va_arg(ap,t_tick);
  17632. int flag = va_arg(ap,int);
  17633. bool dissonance;
  17634. uint16 skill_id;
  17635. int i;
  17636. nullpo_ret(unit);
  17637. nullpo_ret(target);
  17638. if( !unit->alive || target->prev == NULL )
  17639. return 0;
  17640. nullpo_ret(group = unit->group);
  17641. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  17642. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  17643. dissonance = skill_dance_switch(unit, 0);
  17644. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  17645. skill_id = group->skill_id;
  17646. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  17647. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  17648. if( dissonance ) {
  17649. skill_dance_switch(unit, 1);
  17650. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  17651. }
  17652. return 0;
  17653. }
  17654. //Target-type check.
  17655. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  17656. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  17657. if( flag&1 ) {
  17658. if( flag&2 ) { //Clear this skill id.
  17659. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  17660. if( i < ARRAYLENGTH(skill_unit_temp) )
  17661. skill_unit_temp[i] = 0;
  17662. }
  17663. } else {
  17664. if( flag&2 ) { //Store this skill id.
  17665. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17666. if( i < ARRAYLENGTH(skill_unit_temp) )
  17667. skill_unit_temp[i] = skill_id;
  17668. else
  17669. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17670. }
  17671. }
  17672. if( flag&4 )
  17673. skill_unit_onleft(skill_id,target,tick);
  17674. }
  17675. if( dissonance )
  17676. skill_dance_switch(unit, 1);
  17677. return 0;
  17678. } else {
  17679. if( flag&1 ) {
  17680. int result = skill_unit_onplace(unit,target,tick);
  17681. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  17682. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  17683. if( i < ARRAYLENGTH(skill_unit_temp) )
  17684. skill_unit_temp[i] = 0;
  17685. }
  17686. } else {
  17687. int result = skill_unit_onout(unit,target,tick);
  17688. if( flag&2 && result ) { //Store this unit id.
  17689. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17690. if( i < ARRAYLENGTH(skill_unit_temp) )
  17691. skill_unit_temp[i] = skill_id;
  17692. else
  17693. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17694. }
  17695. }
  17696. //TODO: Normally, this is dangerous since the unit and group could be freed
  17697. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  17698. //cells do not get deleted within them. [Skotlex]
  17699. if( dissonance )
  17700. skill_dance_switch(unit, 1);
  17701. if( flag&4 )
  17702. skill_unit_onleft(skill_id,target,tick);
  17703. return 1;
  17704. }
  17705. }
  17706. /*==========================================
  17707. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  17708. * Flag values:
  17709. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  17710. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  17711. * units to figure out when they have left a group.
  17712. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  17713. *------------------------------------------*/
  17714. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  17715. {
  17716. nullpo_ret(bl);
  17717. if( bl->prev == NULL )
  17718. return 0;
  17719. if( flag&2 && !(flag&1) ) //Onout, clear data
  17720. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  17721. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  17722. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  17723. int i;
  17724. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  17725. if( skill_unit_temp[i] )
  17726. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  17727. }
  17728. return 0;
  17729. }
  17730. /*==========================================
  17731. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  17732. * @param bl Skill unit
  17733. * @param m Map
  17734. * @param dx
  17735. * @param dy
  17736. *------------------------------------------*/
  17737. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  17738. t_tick tick = gettick();
  17739. struct skill_unit *su;
  17740. if (bl->type != BL_SKILL)
  17741. return;
  17742. if (!(su = (struct skill_unit *)bl))
  17743. return;
  17744. if (!su->alive)
  17745. return;
  17746. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  17747. return; //Ensembles may not be moved around.
  17748. if (!bl->prev) {
  17749. bl->x = dx;
  17750. bl->y = dy;
  17751. return;
  17752. }
  17753. map_moveblock(bl, dx, dy, tick);
  17754. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  17755. skill_getareachar_skillunit_visibilty(su, AREA);
  17756. return;
  17757. }
  17758. /**
  17759. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  17760. * @param group Skill Group
  17761. * @param m Map
  17762. * @param dx
  17763. * @param dy
  17764. */
  17765. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  17766. {
  17767. int i, j;
  17768. t_tick tick = gettick();
  17769. int *m_flag;
  17770. struct skill_unit *unit1;
  17771. struct skill_unit *unit2;
  17772. if (group == NULL)
  17773. return;
  17774. if (group->unit_count <= 0)
  17775. return;
  17776. if (group->unit == NULL)
  17777. return;
  17778. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  17779. return; //Ensembles may not be moved around.
  17780. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  17781. // m_flag
  17782. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  17783. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  17784. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  17785. // 3: Both 1+2.
  17786. for(i = 0; i < group->unit_count; i++) {
  17787. unit1 =& group->unit[i];
  17788. if (!unit1->alive || unit1->bl.m != m)
  17789. continue;
  17790. for(j = 0; j < group->unit_count; j++) {
  17791. unit2 = &group->unit[j];
  17792. if (!unit2->alive)
  17793. continue;
  17794. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  17795. m_flag[i] |= 0x1;
  17796. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  17797. m_flag[i] |= 0x2;
  17798. }
  17799. }
  17800. j = 0;
  17801. for (i = 0; i < group->unit_count; i++) {
  17802. unit1 = &group->unit[i];
  17803. if (!unit1->alive)
  17804. continue;
  17805. if (!(m_flag[i]&0x2)) {
  17806. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  17807. skill_dance_overlap(unit1, 0);
  17808. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  17809. }
  17810. //Move Cell using "smart" criteria (avoid useless moving around)
  17811. switch(m_flag[i]) {
  17812. case 0:
  17813. //Cell moves independently, safely move it.
  17814. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  17815. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  17816. break;
  17817. case 1:
  17818. //Cell moves unto another cell, look for a replacement cell that won't collide
  17819. //and has no cell moving into it (flag == 2)
  17820. for(; j < group->unit_count; j++) {
  17821. int dx2, dy2;
  17822. if(m_flag[j] != 2 || !group->unit[j].alive)
  17823. continue;
  17824. //Move to where this cell would had moved.
  17825. unit2 = &group->unit[j];
  17826. dx2 = unit2->bl.x + dx - unit1->bl.x;
  17827. dy2 = unit2->bl.y + dy - unit1->bl.y;
  17828. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  17829. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  17830. j++; //Skip this cell as we have used it.
  17831. break;
  17832. }
  17833. break;
  17834. case 2:
  17835. case 3:
  17836. break; //Don't move the cell as a cell will end on this tile anyway.
  17837. }
  17838. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  17839. if (group->state.song_dance&0x1) //Check for dissonance effect.
  17840. skill_dance_overlap(unit1, 1);
  17841. skill_getareachar_skillunit_visibilty(unit1, AREA);
  17842. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  17843. }
  17844. }
  17845. aFree(m_flag);
  17846. }
  17847. /**
  17848. * Checking product requirement in player's inventory.
  17849. * Checking if player has the item or not, the amount, and the weight limit.
  17850. * @param sd Player
  17851. * @param nameid Product requested
  17852. * @param trigger Trigger criteria to match will 'ItemLv'
  17853. * @param qty Amount of item will be created
  17854. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  17855. */
  17856. short skill_can_produce_mix(struct map_session_data *sd, t_itemid nameid, int trigger, int qty)
  17857. {
  17858. short i, j;
  17859. nullpo_ret(sd);
  17860. if (!nameid || !itemdb_exists(nameid))
  17861. return 0;
  17862. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  17863. if (skill_produce_db[i].nameid == nameid) {
  17864. if ((j = skill_produce_db[i].req_skill) > 0 &&
  17865. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  17866. continue; // must iterate again to check other skills that produce it. [malufett]
  17867. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  17868. continue; // special case
  17869. break;
  17870. }
  17871. }
  17872. if (i >= MAX_SKILL_PRODUCE_DB)
  17873. return 0;
  17874. // Cannot carry the produced stuff
  17875. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  17876. return 0;
  17877. // Matching the requested produce list
  17878. if (trigger >= 0) {
  17879. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  17880. if (skill_produce_db[i].itemlv != trigger)
  17881. return 0;
  17882. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  17883. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  17884. return 0;
  17885. } else { // Weapon (itemlv must be higher or equal)
  17886. if (skill_produce_db[i].itemlv > trigger)
  17887. return 0;
  17888. }
  17889. }
  17890. // Check on player's inventory
  17891. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  17892. t_itemid nameid_produce;
  17893. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  17894. continue;
  17895. if (skill_produce_db[i].mat_amount[j] == 0) {
  17896. if (pc_search_inventory(sd,nameid_produce) < 0)
  17897. return 0;
  17898. } else {
  17899. unsigned short idx, amt;
  17900. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  17901. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  17902. amt += sd->inventory.u.items_inventory[idx].amount;
  17903. if (amt < qty * skill_produce_db[i].mat_amount[j])
  17904. return 0;
  17905. }
  17906. }
  17907. return i + 1;
  17908. }
  17909. /**
  17910. * Attempt to produce an item
  17911. * @param sd Player
  17912. * @param skill_id Skill used
  17913. * @param nameid Requested product
  17914. * @param slot1
  17915. * @param slot2
  17916. * @param slot3
  17917. * @param qty Amount of requested item
  17918. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  17919. * @return True is success, False if failed
  17920. */
  17921. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  17922. {
  17923. int slot[3];
  17924. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  17925. int num = -1; // exclude the recipe
  17926. struct status_data *status;
  17927. nullpo_ret(sd);
  17928. status = status_get_status_data(&sd->bl);
  17929. if( sd->skill_id_old == skill_id )
  17930. skill_lv = sd->skill_lv_old;
  17931. if (produce_idx == -1) {
  17932. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  17933. return false;
  17934. idx--;
  17935. }
  17936. else
  17937. idx = produce_idx;
  17938. if (qty < 1)
  17939. qty = 1;
  17940. if (!skill_id) //A skill can be specified for some override cases.
  17941. skill_id = skill_produce_db[idx].req_skill;
  17942. if( skill_id == GC_RESEARCHNEWPOISON )
  17943. skill_id = GC_CREATENEWPOISON;
  17944. slot[0] = slot1;
  17945. slot[1] = slot2;
  17946. slot[2] = slot3;
  17947. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  17948. short j;
  17949. if (slot[i] <= 0)
  17950. continue;
  17951. j = pc_search_inventory(sd,slot[i]);
  17952. if (j < 0)
  17953. continue;
  17954. if (slot[i] == ITEMID_STAR_CRUMB) {
  17955. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17956. sc++;
  17957. }
  17958. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  17959. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  17960. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17961. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  17962. }
  17963. }
  17964. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  17965. short id, x, j;
  17966. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  17967. continue;
  17968. num++;
  17969. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  17970. do {
  17971. int y = 0;
  17972. j = pc_search_inventory(sd,id);
  17973. if (j >= 0) {
  17974. y = sd->inventory.u.items_inventory[j].amount;
  17975. if (y > x)
  17976. y = x;
  17977. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  17978. } else {
  17979. ShowError("skill_produce_mix: material item error\n");
  17980. return false;
  17981. }
  17982. x -= y;
  17983. } while( j >= 0 && x > 0 );
  17984. }
  17985. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  17986. wlv = itemdb_wlv(nameid);
  17987. if (!equip) {
  17988. switch (skill_id) {
  17989. case BS_IRON:
  17990. case BS_STEEL:
  17991. case BS_ENCHANTEDSTONE:
  17992. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  17993. i = pc_checkskill(sd,skill_id);
  17994. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  17995. switch (nameid) {
  17996. case ITEMID_IRON:
  17997. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  17998. break;
  17999. case ITEMID_STEEL:
  18000. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  18001. break;
  18002. case ITEMID_STAR_CRUMB:
  18003. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  18004. break;
  18005. default: // Enchanted Stones
  18006. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  18007. break;
  18008. }
  18009. break;
  18010. case ASC_CDP:
  18011. make_per = (2000 + 40*status->dex + 20*status->luk);
  18012. break;
  18013. case AL_HOLYWATER:
  18014. case AB_ANCILLA:
  18015. make_per = 100000; //100% success
  18016. break;
  18017. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  18018. case AM_TWILIGHT1:
  18019. case AM_TWILIGHT2:
  18020. case AM_TWILIGHT3:
  18021. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  18022. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  18023. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  18024. if (hom_is_active(sd->hd)) {//Player got a homun
  18025. int skill;
  18026. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  18027. make_per += skill*100; //+1% bonus per level
  18028. }
  18029. switch(nameid){
  18030. case ITEMID_RED_POTION:
  18031. case ITEMID_YELLOW_POTION:
  18032. case ITEMID_WHITE_POTION:
  18033. make_per += (1+rnd()%100)*10 + 2000;
  18034. break;
  18035. case ITEMID_ALCOHOL:
  18036. make_per += (1+rnd()%100)*10 + 1000;
  18037. break;
  18038. case ITEMID_FIRE_BOTTLE:
  18039. case ITEMID_ACID_BOTTLE:
  18040. case ITEMID_MAN_EATER_BOTTLE:
  18041. case ITEMID_MINI_BOTTLE:
  18042. make_per += (1+rnd()%100)*10;
  18043. break;
  18044. case ITEMID_YELLOW_SLIM_POTION:
  18045. make_per -= (1+rnd()%50)*10;
  18046. break;
  18047. case ITEMID_WHITE_SLIM_POTION:
  18048. case ITEMID_COATING_BOTTLE:
  18049. make_per -= (1+rnd()%100)*10;
  18050. break;
  18051. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  18052. case ITEMID_BLUE_POTION:
  18053. case ITEMID_RED_SLIM_POTION:
  18054. case ITEMID_ANODYNE:
  18055. case ITEMID_ALOEBERA:
  18056. default:
  18057. break;
  18058. }
  18059. if (battle_config.pp_rate != 100)
  18060. make_per = make_per * battle_config.pp_rate / 100;
  18061. break;
  18062. case SA_CREATECON: // Elemental Converter Creation
  18063. make_per = 100000; // should be 100% success rate
  18064. break;
  18065. case RK_RUNEMASTERY: {
  18066. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  18067. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  18068. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  18069. int D = 0;
  18070. switch (nameid) { //rune rank it_diff 9 craftable rune
  18071. case ITEMID_BERKANA:
  18072. D = -2000;
  18073. break; //Rank S
  18074. case ITEMID_NAUTHIZ:
  18075. case ITEMID_URUZ:
  18076. D = -1500;
  18077. break; //Rank A
  18078. case ITEMID_ISA:
  18079. case ITEMID_WYRD:
  18080. D = -1000;
  18081. break; //Rank B
  18082. case ITEMID_RAIDO:
  18083. case ITEMID_THURISAZ:
  18084. case ITEMID_HAGALAZ:
  18085. case ITEMID_OTHILA:
  18086. D = -500;
  18087. break; //Rank C
  18088. default:
  18089. D = -1500;
  18090. break; //not specified =-15%
  18091. }
  18092. make_per = A + B + C + D;
  18093. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  18094. if (runemastery_skill_lv > 9)
  18095. qty = 2 + rnd() % 5; // 2~6
  18096. else if (runemastery_skill_lv > 4)
  18097. qty = 2 + rnd() % 3; // 2~4
  18098. else
  18099. qty = 2;
  18100. }
  18101. break;
  18102. case GC_CREATENEWPOISON:
  18103. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  18104. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  18105. break;
  18106. case GN_CHANGEMATERIAL:
  18107. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  18108. if (skill_changematerial_db[i].nameid == nameid) {
  18109. make_per = skill_changematerial_db[i].rate * 10;
  18110. break;
  18111. }
  18112. }
  18113. break;
  18114. case GN_S_PHARMACY:
  18115. {
  18116. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  18117. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  18118. switch (nameid) { // Item difficulty factor
  18119. case ITEMID_HP_INCREASE_POTION_SMALL:
  18120. case ITEMID_SP_INCREASE_POTION_SMALL:
  18121. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  18122. difficulty += 10;
  18123. break;
  18124. case ITEMID_BOMB_MUSHROOM_SPORE:
  18125. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  18126. difficulty += 15;
  18127. break;
  18128. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  18129. case ITEMID_SP_INCREASE_POTION_LARGE:
  18130. case ITEMID_VITATA500:
  18131. difficulty += 20;
  18132. break;
  18133. case ITEMID_SEED_OF_HORNY_PLANT:
  18134. case ITEMID_BLOODSUCK_PLANT_SEED:
  18135. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  18136. difficulty += 30;
  18137. break;
  18138. case ITEMID_HP_INCREASE_POTION_LARGE:
  18139. case ITEMID_CURE_FREE:
  18140. difficulty += 40;
  18141. break;
  18142. }
  18143. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  18144. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  18145. make_per -= difficulty;
  18146. qty = production_count[skill_lv - 1];
  18147. // Determine quantity from difficulty
  18148. if (make_per < 1)
  18149. qty -= 6;
  18150. else if (make_per < 100)
  18151. qty -= 5;
  18152. else if (make_per < 300)
  18153. qty -= 4;
  18154. else if (make_per < 400)
  18155. qty -= 3;
  18156. make_per = 100000; // Adjust success back to 100% for crafting
  18157. }
  18158. break;
  18159. case GN_MAKEBOMB:
  18160. case GN_MIX_COOKING:
  18161. {
  18162. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  18163. switch (nameid) { // Item difficulty factor
  18164. // GN_MAKEBOMB
  18165. case ITEMID_APPLE_BOMB:
  18166. difficulty += 5;
  18167. break;
  18168. case ITEMID_COCONUT_BOMB:
  18169. case ITEMID_MELON_BOMB:
  18170. difficulty += 10;
  18171. break;
  18172. case ITEMID_PINEAPPLE_BOMB:
  18173. difficulty += 15;
  18174. break;
  18175. case ITEMID_BANANA_BOMB:
  18176. difficulty += 20;
  18177. break;
  18178. // GN_MIX_COOKING
  18179. case ITEMID_SAVAGE_FULL_ROAST:
  18180. case ITEMID_COCKTAIL_WARG_BLOOD:
  18181. case ITEMID_MINOR_STEW:
  18182. case ITEMID_SIROMA_ICED_TEA:
  18183. case ITEMID_DROSERA_HERB_SALAD:
  18184. case ITEMID_PETITE_TAIL_NOODLES:
  18185. difficulty += 15;
  18186. break;
  18187. }
  18188. 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)
  18189. if (skill_lv > 1) {
  18190. make_per -= difficulty;
  18191. // Determine quantity from difficulty
  18192. if (make_per >= 30)
  18193. qty = 10 + rnd() % 2;
  18194. else if (make_per >= 10)
  18195. qty = 10;
  18196. else if (make_per >= -10)
  18197. qty = 8;
  18198. else if (make_per >= -30)
  18199. qty = 5;
  18200. else
  18201. qty = 0;
  18202. } else {
  18203. if (make_per < difficulty)
  18204. qty = 0;
  18205. }
  18206. make_per = 100000; // Adjust success back to 100% for crafting
  18207. }
  18208. break;
  18209. default:
  18210. if (sd->menuskill_id == AM_PHARMACY &&
  18211. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  18212. { //Assume Cooking Dish
  18213. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  18214. make_per = 10000; //100% Success
  18215. else
  18216. make_per = 1200 * (sd->menuskill_val - 10)
  18217. + 20 * (sd->status.base_level + 1)
  18218. + 20 * (status->dex + 1)
  18219. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  18220. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  18221. - 10 * (100 - status->luk + 1)
  18222. - 500 * (num - 1)
  18223. - 100 * (rnd()%4 + 1);
  18224. break;
  18225. }
  18226. make_per = 5000;
  18227. break;
  18228. }
  18229. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  18230. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  18231. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  18232. 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
  18233. 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
  18234. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  18235. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  18236. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  18237. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  18238. if (battle_config.wp_rate != 100)
  18239. make_per = make_per * battle_config.wp_rate / 100;
  18240. }
  18241. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  18242. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  18243. if (make_per < 1) make_per = 1;
  18244. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  18245. struct item tmp_item;
  18246. memset(&tmp_item,0,sizeof(tmp_item));
  18247. tmp_item.nameid = nameid;
  18248. tmp_item.amount = 1;
  18249. tmp_item.identify = 1;
  18250. if (equip) {
  18251. tmp_item.card[0] = CARD0_FORGE;
  18252. tmp_item.card[1] = ((sc*5)<<8)+ele;
  18253. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18254. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18255. } else {
  18256. //Flag is only used on the end, so it can be used here. [Skotlex]
  18257. switch (skill_id) {
  18258. case BS_DAGGER:
  18259. case BS_SWORD:
  18260. case BS_TWOHANDSWORD:
  18261. case BS_AXE:
  18262. case BS_MACE:
  18263. case BS_KNUCKLE:
  18264. case BS_SPEAR:
  18265. flag = battle_config.produce_item_name_input&0x1;
  18266. break;
  18267. case AM_PHARMACY:
  18268. case AM_TWILIGHT1:
  18269. case AM_TWILIGHT2:
  18270. case AM_TWILIGHT3:
  18271. flag = battle_config.produce_item_name_input&0x2;
  18272. break;
  18273. case AL_HOLYWATER:
  18274. case AB_ANCILLA:
  18275. flag = battle_config.produce_item_name_input&0x8;
  18276. break;
  18277. case ASC_CDP:
  18278. flag = battle_config.produce_item_name_input&0x10;
  18279. break;
  18280. default:
  18281. flag = battle_config.produce_item_name_input&0x80;
  18282. break;
  18283. }
  18284. if (flag) {
  18285. tmp_item.card[0] = CARD0_CREATE;
  18286. tmp_item.card[1] = 0;
  18287. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18288. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18289. }
  18290. }
  18291. // if(log_config.produce > 0)
  18292. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  18293. //TODO update PICKLOG
  18294. if (equip) {
  18295. clif_produceeffect(sd,0,nameid);
  18296. clif_misceffect(&sd->bl,3);
  18297. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  18298. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  18299. } else {
  18300. int fame = 0;
  18301. tmp_item.amount = 0;
  18302. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  18303. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  18304. tmp_item.amount = qty;
  18305. break;
  18306. }
  18307. if (qty == 1 || rnd()%10000 < make_per) { //Success
  18308. tmp_item.amount++;
  18309. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  18310. continue;
  18311. if (skill_id != AM_PHARMACY &&
  18312. skill_id != AM_TWILIGHT1 &&
  18313. skill_id != AM_TWILIGHT2 &&
  18314. skill_id != AM_TWILIGHT3)
  18315. continue;
  18316. //Add fame as needed.
  18317. switch(++sd->potion_success_counter) {
  18318. case 3:
  18319. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  18320. break;
  18321. case 5:
  18322. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  18323. break;
  18324. case 7:
  18325. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  18326. break;
  18327. case 10:
  18328. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  18329. sd->potion_success_counter = 0;
  18330. break;
  18331. }
  18332. } else //Failure
  18333. sd->potion_success_counter = 0;
  18334. }
  18335. if (fame)
  18336. pc_addfame(sd,fame);
  18337. //Visual effects and the like.
  18338. switch (skill_id) {
  18339. case AM_PHARMACY:
  18340. case AM_TWILIGHT1:
  18341. case AM_TWILIGHT2:
  18342. case AM_TWILIGHT3:
  18343. case ASC_CDP:
  18344. case GC_CREATENEWPOISON:
  18345. clif_produceeffect(sd,2,nameid);
  18346. clif_misceffect(&sd->bl,5);
  18347. break;
  18348. case BS_IRON:
  18349. case BS_STEEL:
  18350. case BS_ENCHANTEDSTONE:
  18351. clif_produceeffect(sd,0,nameid);
  18352. clif_misceffect(&sd->bl,3);
  18353. break;
  18354. default: //Those that don't require a skill?
  18355. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  18356. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  18357. if (sd->cook_mastery < 1999)
  18358. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  18359. }
  18360. break;
  18361. }
  18362. }
  18363. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  18364. int j, k = 0, l;
  18365. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  18366. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  18367. if (skill_changematerial_db[i].nameid == nameid){
  18368. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  18369. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  18370. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  18371. tmp_item.amount = (isStackable ? total_qty : 1);
  18372. for (l = 0; l < total_qty; l += tmp_item.amount) {
  18373. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18374. clif_additem(sd,0,0,flag);
  18375. if( battle_config.skill_drop_items_full ){
  18376. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18377. }
  18378. }
  18379. }
  18380. k++;
  18381. }
  18382. }
  18383. break;
  18384. }
  18385. }
  18386. if (k) {
  18387. clif_produceeffect(sd,6,nameid);
  18388. clif_misceffect(&sd->bl,5);
  18389. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  18390. return true;
  18391. }
  18392. } else if (tmp_item.amount) { //Success
  18393. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18394. clif_additem(sd,0,0,flag);
  18395. if( battle_config.skill_drop_items_full ){
  18396. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18397. }
  18398. }
  18399. switch (skill_id) {
  18400. case RK_RUNEMASTERY:
  18401. clif_produceeffect(sd, 4, nameid);
  18402. clif_misceffect(&sd->bl, 5);
  18403. break;
  18404. case GN_MIX_COOKING:
  18405. case GN_MAKEBOMB:
  18406. case GN_S_PHARMACY:
  18407. clif_produceeffect(sd, 6, nameid);
  18408. clif_misceffect(&sd->bl, 5);
  18409. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  18410. break;
  18411. }
  18412. return true;
  18413. }
  18414. }
  18415. //Failure
  18416. // if(log_config.produce)
  18417. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  18418. //TODO update PICKLOG
  18419. if (equip) {
  18420. clif_produceeffect(sd,1,nameid);
  18421. clif_misceffect(&sd->bl,2);
  18422. } else {
  18423. switch (skill_id) {
  18424. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  18425. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  18426. case AM_PHARMACY:
  18427. case AM_TWILIGHT1:
  18428. case AM_TWILIGHT2:
  18429. case AM_TWILIGHT3:
  18430. case GC_CREATENEWPOISON:
  18431. clif_produceeffect(sd,3,nameid);
  18432. clif_misceffect(&sd->bl,6);
  18433. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  18434. break;
  18435. case BS_IRON:
  18436. case BS_STEEL:
  18437. case BS_ENCHANTEDSTONE:
  18438. clif_produceeffect(sd,1,nameid);
  18439. clif_misceffect(&sd->bl,2);
  18440. break;
  18441. case RK_RUNEMASTERY:
  18442. clif_produceeffect(sd,5,nameid);
  18443. clif_misceffect(&sd->bl,6);
  18444. break;
  18445. case GN_MIX_COOKING:
  18446. if (qty == 0) {
  18447. item tmp_item;
  18448. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  18449. int rate = rnd() % 1000 + 1;
  18450. memset(&tmp_item, 0, sizeof(tmp_item));
  18451. if (rate < 500)
  18452. i = 0;
  18453. else if (rate < 750)
  18454. i = 1;
  18455. else if (rate < 850)
  18456. i = 2;
  18457. else if (rate < 950)
  18458. i = 3;
  18459. else
  18460. i = 4;
  18461. tmp_item.nameid = compensation[i];
  18462. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  18463. tmp_item.identify = 1;
  18464. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18465. clif_additem(sd,0,0,flag);
  18466. if( battle_config.skill_drop_items_full ){
  18467. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18468. }
  18469. }
  18470. clif_produceeffect(sd,7,nameid);
  18471. clif_misceffect(&sd->bl,6);
  18472. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  18473. }
  18474. break;
  18475. case GN_MAKEBOMB:
  18476. case GN_S_PHARMACY:
  18477. case GN_CHANGEMATERIAL:
  18478. clif_produceeffect(sd,7,nameid);
  18479. clif_misceffect(&sd->bl,6);
  18480. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  18481. break;
  18482. default:
  18483. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  18484. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  18485. if (sd->cook_mastery > 0)
  18486. 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 ));
  18487. }
  18488. break;
  18489. }
  18490. }
  18491. return false;
  18492. }
  18493. /**
  18494. * Attempt to create arrow by specified material
  18495. * @param sd Player
  18496. * @param nameid Item ID of material
  18497. * @return True if created, False is failed
  18498. */
  18499. bool skill_arrow_create(struct map_session_data *sd, t_itemid nameid)
  18500. {
  18501. short i, j, idx = -1;
  18502. struct item tmp_item;
  18503. nullpo_ret(sd);
  18504. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  18505. return false;
  18506. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  18507. if (nameid == skill_arrow_db[i].nameid) {
  18508. idx = i;
  18509. break;
  18510. }
  18511. }
  18512. if (idx < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  18513. return false;
  18514. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  18515. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  18516. char flag = 0;
  18517. 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)
  18518. continue;
  18519. memset(&tmp_item,0,sizeof(tmp_item));
  18520. tmp_item.identify = 1;
  18521. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  18522. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  18523. if (battle_config.produce_item_name_input&0x4) {
  18524. tmp_item.card[0] = CARD0_CREATE;
  18525. tmp_item.card[1] = 0;
  18526. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18527. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18528. }
  18529. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18530. clif_additem(sd,0,0,flag);
  18531. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18532. }
  18533. }
  18534. return true;
  18535. }
  18536. /**
  18537. * Enchant weapon with poison
  18538. * @param sd Player
  18539. * @nameid Item ID of poison type
  18540. */
  18541. int skill_poisoningweapon(struct map_session_data *sd, t_itemid nameid)
  18542. {
  18543. nullpo_ret(sd);
  18544. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  18545. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18546. return 0;
  18547. }
  18548. sc_type type;
  18549. int chance;
  18550. //uint16 msg = 1443; //Official is using msgstringtable.txt
  18551. char output[CHAT_SIZE_MAX];
  18552. const char *msg;
  18553. switch( nameid ) {
  18554. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  18555. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  18556. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  18557. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  18558. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  18559. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  18560. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  18561. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  18562. default:
  18563. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18564. return 0;
  18565. }
  18566. status_change_end(&sd->bl, SC_POISONINGWEAPON, INVALID_TIMER); // End the status so a new poison can be applied (if changed)
  18567. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  18568. 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
  18569. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  18570. 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
  18571. sprintf(output, msg_txt(sd,721), msg);
  18572. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  18573. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  18574. clif_msg(sd,msg);
  18575. #endif*/
  18576. return 0;
  18577. }
  18578. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  18579. {
  18580. struct status_change *sc = status_get_sc(bl);
  18581. // non-offensive and non-magic skills do not affect the status
  18582. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  18583. return;
  18584. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  18585. if (sc->data[SC_MAGICPOWER]->val4) {
  18586. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  18587. } else {
  18588. sc->data[SC_MAGICPOWER]->val4 = 1;
  18589. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  18590. #ifndef RENEWAL
  18591. if(bl->type == BL_PC){// update current display.
  18592. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  18593. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  18594. }
  18595. #endif
  18596. }
  18597. }
  18598. }
  18599. int skill_magicdecoy(struct map_session_data *sd, t_itemid nameid) {
  18600. int x, y, i, class_, skill;
  18601. struct mob_data *md;
  18602. nullpo_ret(sd);
  18603. skill = sd->menuskill_val;
  18604. 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) ) {
  18605. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18606. return 0;
  18607. }
  18608. // Spawn Position
  18609. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  18610. x = sd->sc.comet_x;
  18611. y = sd->sc.comet_y;
  18612. sd->sc.comet_x = 0;
  18613. sd->sc.comet_y = 0;
  18614. sd->menuskill_val = 0;
  18615. // Item picked decides the mob class
  18616. switch(nameid) {
  18617. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  18618. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  18619. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  18620. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  18621. default:
  18622. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18623. return 0;
  18624. }
  18625. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  18626. if( md ) {
  18627. struct unit_data *ud = unit_bl2ud(&md->bl);
  18628. md->master_id = sd->bl.id;
  18629. md->special_state.ai = AI_FAW;
  18630. if(ud) {
  18631. ud->skill_id = NC_MAGICDECOY;
  18632. ud->skill_lv = skill;
  18633. }
  18634. if( md->deletetimer != INVALID_TIMER )
  18635. delete_timer(md->deletetimer, mob_timer_delete);
  18636. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  18637. mob_spawn(md);
  18638. }
  18639. return 0;
  18640. }
  18641. /**
  18642. * Process Warlock Spellbooks
  18643. * @param sd: Player data
  18644. * @param nameid: Spellbook item used
  18645. */
  18646. void skill_spellbook(struct map_session_data *sd, t_itemid nameid) {
  18647. nullpo_retv(sd);
  18648. if (reading_spellbook_db.empty())
  18649. return;
  18650. struct status_change *sc = status_get_sc(&sd->bl);
  18651. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  18652. if (sc == nullptr || sc->data[i] == nullptr)
  18653. break;
  18654. if (i == SC_MAXSPELLBOOK) {
  18655. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  18656. return;
  18657. }
  18658. }
  18659. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  18660. if (spell == nullptr)
  18661. return;
  18662. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(sd, skill_id);
  18663. if (skill_lv == 0) { // Caster hasn't learned the skill
  18664. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd, WL_READING_SB)));
  18665. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  18666. return;
  18667. }
  18668. int points = spell->points;
  18669. if (sc && sc->data[SC_FREEZE_SP]) {
  18670. 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) {
  18671. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  18672. return;
  18673. }
  18674. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  18675. if (!sc->data[i]) {
  18676. sc->data[SC_FREEZE_SP]->val2 += points; // increase points
  18677. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18678. break;
  18679. }
  18680. }
  18681. } else {
  18682. sc_start2(&sd->bl, &sd->bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  18683. sc_start4(&sd->bl, &sd->bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18684. }
  18685. // Reading Spell Book SP cost same as the sealed spell.
  18686. status_zap(&sd->bl, 0, skill_get_sp(skill_id, skill_lv));
  18687. }
  18688. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  18689. int lv, prob, aslvl = 0;
  18690. uint16 id, sk_idx = 0;
  18691. nullpo_ret(sd);
  18692. if (sd->sc.data[SC_STOP]) {
  18693. aslvl = sd->sc.data[SC_STOP]->val1;
  18694. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  18695. }
  18696. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  18697. return 0;
  18698. 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 ) {
  18699. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  18700. return 0;
  18701. }
  18702. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  18703. lv = min(lv,sd->status.skill[sk_idx].lv);
  18704. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  18705. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  18706. return 0;
  18707. }
  18708. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  18709. int i;
  18710. nullpo_ret(sd);
  18711. nullpo_ret(item_list);
  18712. if( n <= 0 )
  18713. return 1;
  18714. for( i = 0; i < n; i++ ) {
  18715. t_itemid nameid, product;
  18716. int add_amount, del_amount, idx;
  18717. struct item tmp_item;
  18718. idx = item_list[i*2+0]-2;
  18719. if( idx < 0 || idx >= MAX_INVENTORY ){
  18720. return 1;
  18721. }
  18722. del_amount = item_list[i*2+1];
  18723. if( skill_lv == 2 )
  18724. del_amount -= (del_amount % 10);
  18725. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  18726. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  18727. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18728. return 1;
  18729. }
  18730. switch( nameid ) {
  18731. // Level 1
  18732. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  18733. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  18734. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  18735. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  18736. // Level 2
  18737. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  18738. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  18739. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  18740. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  18741. default:
  18742. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18743. return 1;
  18744. }
  18745. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  18746. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18747. return 1;
  18748. }
  18749. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  18750. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18751. return 1;
  18752. }
  18753. memset(&tmp_item,0,sizeof(tmp_item));
  18754. tmp_item.nameid = product;
  18755. tmp_item.amount = add_amount;
  18756. tmp_item.identify = 1;
  18757. if( tmp_item.amount ) {
  18758. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  18759. if( flag != 0 ) {
  18760. clif_additem(sd,0,0,flag);
  18761. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18762. }
  18763. }
  18764. }
  18765. return 0;
  18766. }
  18767. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  18768. int i, j, k, c, p = 0, amount;
  18769. t_itemid nameid;
  18770. nullpo_ret(sd);
  18771. nullpo_ret(item_list);
  18772. // Search for objects that can be created.
  18773. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  18774. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  18775. p = 0;
  18776. do {
  18777. c = 0;
  18778. // Verification of overlap between the objects required and the list submitted.
  18779. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  18780. if( skill_produce_db[i].mat_id[j] > 0 ) {
  18781. for( k = 0; k < n; k++ ) {
  18782. int idx = item_list[k*2+0]-2;
  18783. if( idx < 0 || idx >= MAX_INVENTORY ){
  18784. return 0;
  18785. }
  18786. nameid = sd->inventory.u.items_inventory[idx].nameid;
  18787. amount = item_list[k*2+1];
  18788. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  18789. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  18790. return 0;
  18791. }
  18792. 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]
  18793. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  18794. c++; // match
  18795. }
  18796. }
  18797. else
  18798. break; // No more items required
  18799. }
  18800. p++;
  18801. } while(n == j && c == n);
  18802. p--;
  18803. if ( p > 0 ) {
  18804. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  18805. return 1;
  18806. }
  18807. }
  18808. }
  18809. if( p == 0)
  18810. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  18811. return 0;
  18812. }
  18813. /**
  18814. * For Royal Guard's LG_TRAMPLE
  18815. */
  18816. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  18817. {
  18818. struct skill_unit *su = (struct skill_unit *)bl;
  18819. struct skill_unit_group *sg = NULL;
  18820. t_tick tick;
  18821. nullpo_ret(su);
  18822. tick = va_arg(ap, t_tick);
  18823. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  18824. switch( sg->unit_id ) {
  18825. case UNT_CLAYMORETRAP:
  18826. case UNT_FIRINGTRAP:
  18827. case UNT_ICEBOUNDTRAP:
  18828. 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);
  18829. break;
  18830. case UNT_LANDMINE:
  18831. case UNT_BLASTMINE:
  18832. case UNT_SHOCKWAVE:
  18833. case UNT_SANDMAN:
  18834. case UNT_FLASHER:
  18835. case UNT_FREEZINGTRAP:
  18836. case UNT_CLUSTERBOMB:
  18837. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  18838. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18839. else
  18840. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18841. break;
  18842. }
  18843. // Traps aren't recovered.
  18844. skill_delunit(su);
  18845. }
  18846. return 0;
  18847. }
  18848. /*==========================================
  18849. *
  18850. *------------------------------------------*/
  18851. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  18852. int i;
  18853. nullpo_retr(-1, sd);
  18854. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  18855. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  18856. }
  18857. TIMER_FUNC(skill_blockpc_end){
  18858. struct map_session_data *sd = map_id2sd(id);
  18859. int i = (int)data;
  18860. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  18861. return 0;
  18862. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  18863. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  18864. return 0;
  18865. }
  18866. aFree(sd->scd[i]);
  18867. sd->scd[i] = NULL;
  18868. return 1;
  18869. }
  18870. /**
  18871. * Flags a singular skill as being blocked from persistent usage.
  18872. * @param sd the player the skill delay affects
  18873. * @param skill_id the skill which should be delayed
  18874. * @param tick the length of time the delay should last
  18875. * @param load whether this assignment is being loaded upon player login
  18876. * @return 0 if successful, -1 otherwise
  18877. */
  18878. int skill_blockpc_start(struct map_session_data *sd, int skill_id, t_tick tick) {
  18879. int i;
  18880. nullpo_retr(-1, sd);
  18881. if (!skill_id || tick < 1)
  18882. return -1;
  18883. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  18884. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  18885. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18886. aFree(sd->scd[i]);
  18887. sd->scd[i] = NULL;
  18888. }
  18889. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  18890. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  18891. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  18892. sd->scd[i]->skill_id = skill_id;
  18893. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  18894. if (battle_config.display_status_timers && tick > 0)
  18895. clif_skill_cooldown(sd, skill_id, tick);
  18896. return 1;
  18897. } else {
  18898. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  18899. return 0;
  18900. }
  18901. }
  18902. int skill_blockpc_clear(struct map_session_data *sd) {
  18903. int i;
  18904. nullpo_ret(sd);
  18905. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  18906. if (!sd->scd[i])
  18907. continue;
  18908. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18909. aFree(sd->scd[i]);
  18910. sd->scd[i] = NULL;
  18911. }
  18912. return 1;
  18913. }
  18914. TIMER_FUNC(skill_blockhomun_end){
  18915. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  18916. if (hd) {
  18917. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  18918. if (skill != hd->blockskill.end())
  18919. hd->blockskill.erase(skill);
  18920. }
  18921. return 1;
  18922. }
  18923. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  18924. {
  18925. nullpo_retr(-1, hd);
  18926. if (!skill_db.exists(skill_id))
  18927. return -1;
  18928. auto skill = util::vector_get(hd->blockskill, skill_id);
  18929. if (tick < 1 && skill != hd->blockskill.end()) {
  18930. hd->blockskill.erase(skill);
  18931. return -1;
  18932. }
  18933. hd->blockskill.push_back(skill_id);
  18934. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  18935. }
  18936. TIMER_FUNC(skill_blockmerc_end){
  18937. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  18938. if (md) {
  18939. auto skill = util::vector_get(md->blockskill, (uint16)data);
  18940. if (skill != md->blockskill.end())
  18941. md->blockskill.erase(skill);
  18942. }
  18943. return 1;
  18944. }
  18945. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  18946. {
  18947. nullpo_retr(-1, md);
  18948. if (!skill_db.exists(skill_id))
  18949. return -1;
  18950. auto skill = util::vector_get(md->blockskill, skill_id);
  18951. if (tick < 1 && skill != md->blockskill.end()) {
  18952. md->blockskill.erase(skill);
  18953. return -1;
  18954. }
  18955. md->blockskill.push_back(skill_id);
  18956. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  18957. }
  18958. /**
  18959. * Adds a new skill unit entry for this player to recast after map load
  18960. * @param sd: Player
  18961. * @param skill_id: Skill ID to save
  18962. * @param skill_lv: Skill level to save
  18963. */
  18964. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  18965. {
  18966. struct skill_usave *sus = NULL;
  18967. if (idb_exists(skillusave_db,sd->status.char_id))
  18968. idb_remove(skillusave_db,sd->status.char_id);
  18969. CREATE(sus, struct skill_usave, 1);
  18970. idb_put(skillusave_db, sd->status.char_id, sus);
  18971. sus->skill_id = skill_id;
  18972. sus->skill_lv = skill_lv;
  18973. }
  18974. /**
  18975. * Loads saved skill unit entries for this player after map load
  18976. * @param sd: Player
  18977. */
  18978. void skill_usave_trigger(struct map_session_data *sd)
  18979. {
  18980. struct skill_usave *sus = NULL;
  18981. struct skill_unit_group *group = NULL;
  18982. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  18983. return;
  18984. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  18985. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  18986. 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));
  18987. idb_remove(skillusave_db, sd->status.char_id);
  18988. }
  18989. /*
  18990. *
  18991. */
  18992. int skill_split_str (char *str, char **val, int num)
  18993. {
  18994. int i;
  18995. for( i = 0; i < num && str; i++ ) {
  18996. val[i] = str;
  18997. str = strchr(str,',');
  18998. if( str )
  18999. *str++ = 0;
  19000. }
  19001. return i;
  19002. }
  19003. /*
  19004. *
  19005. */
  19006. void skill_init_unit_layout (void) {
  19007. int i,j,pos = 0;
  19008. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  19009. // standard square layouts go first
  19010. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  19011. int size = i*2+1;
  19012. skill_unit_layout[i].count = size*size;
  19013. for (j=0; j<size*size; j++) {
  19014. skill_unit_layout[i].dx[j] = (j%size-i);
  19015. skill_unit_layout[i].dy[j] = (j/size-i);
  19016. }
  19017. }
  19018. // afterwards add special ones
  19019. pos = i;
  19020. for (const auto &it : skill_db) {
  19021. std::shared_ptr<s_skill_db> skill = it.second;
  19022. uint16 skill_id = skill->nameid;
  19023. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  19024. continue;
  19025. if( skill_id == EL_FIRE_MANTLE ) {
  19026. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  19027. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  19028. skill_unit_layout[pos].count = 8;
  19029. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19030. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19031. } else {
  19032. switch (skill_id) {
  19033. case MG_FIREWALL:
  19034. case WZ_ICEWALL:
  19035. case WL_EARTHSTRAIN:
  19036. case RL_FIRE_RAIN:
  19037. // these will be handled later
  19038. break;
  19039. case PR_SANCTUARY:
  19040. case NPC_EVILLAND: {
  19041. static const int dx[] = {
  19042. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  19043. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  19044. static const int dy[]={
  19045. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  19046. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  19047. skill_unit_layout[pos].count = 21;
  19048. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19049. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19050. }
  19051. break;
  19052. case PR_MAGNUS: {
  19053. static const int dx[] = {
  19054. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  19055. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  19056. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  19057. static const int dy[] = {
  19058. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  19059. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  19060. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  19061. skill_unit_layout[pos].count = 33;
  19062. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19063. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19064. }
  19065. break;
  19066. case AS_VENOMDUST: {
  19067. static const int dx[] = {-1, 0, 0, 0, 1};
  19068. static const int dy[] = { 0,-1, 0, 1, 0};
  19069. skill_unit_layout[pos].count = 5;
  19070. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19071. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19072. }
  19073. break;
  19074. case CR_GRANDCROSS:
  19075. case NPC_GRANDDARKNESS: {
  19076. static const int dx[] = {
  19077. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  19078. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  19079. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  19080. static const int dy[] = {
  19081. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  19082. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  19083. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  19084. skill_unit_layout[pos].count = 29;
  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 PF_FOGWALL: {
  19090. static const int dx[] = {
  19091. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  19092. static const int dy[] = {
  19093. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  19094. skill_unit_layout[pos].count = 15;
  19095. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19096. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19097. }
  19098. break;
  19099. case PA_GOSPEL: {
  19100. static const int dx[] = {
  19101. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  19102. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  19103. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  19104. -1, 0, 1};
  19105. static const int dy[] = {
  19106. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  19107. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  19108. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  19109. 3, 3, 3};
  19110. skill_unit_layout[pos].count = 33;
  19111. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19112. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19113. }
  19114. break;
  19115. case NJ_KAENSIN: {
  19116. 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};
  19117. 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};
  19118. skill_unit_layout[pos].count = 24;
  19119. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19120. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19121. }
  19122. break;
  19123. case NJ_TATAMIGAESHI: {
  19124. //Level 1 (count 4, cross of 3x3)
  19125. static const int dx1[] = {-1, 1, 0, 0};
  19126. static const int dy1[] = { 0, 0,-1, 1};
  19127. //Level 2-3 (count 8, cross of 5x5)
  19128. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  19129. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  19130. //Level 4-5 (count 12, cross of 7x7
  19131. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  19132. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  19133. //lv1
  19134. j = 0;
  19135. skill_unit_layout[pos].count = 4;
  19136. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  19137. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  19138. skill->unit_layout_type[j] = pos;
  19139. //lv2/3
  19140. j++;
  19141. pos++;
  19142. skill_unit_layout[pos].count = 8;
  19143. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  19144. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  19145. skill->unit_layout_type[j] = pos;
  19146. skill->unit_layout_type[++j] = pos;
  19147. //lv4/5
  19148. j++;
  19149. pos++;
  19150. skill_unit_layout[pos].count = 12;
  19151. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  19152. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  19153. skill->unit_layout_type[j] = pos;
  19154. skill->unit_layout_type[++j] = pos;
  19155. //Fill in the rest using lv 5.
  19156. for (;j<MAX_SKILL_LEVEL;j++)
  19157. skill->unit_layout_type[j] = pos;
  19158. //Skip, this way the check below will fail and continue to the next skill.
  19159. pos++;
  19160. }
  19161. break;
  19162. case GN_WALLOFTHORN: {
  19163. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  19164. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  19165. skill_unit_layout[pos].count = 16;
  19166. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19167. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19168. }
  19169. break;
  19170. case NPC_FLAMECROSS: {
  19171. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  19172. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  19173. skill_unit_layout[pos].count = 8;
  19174. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19175. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19176. }
  19177. break;
  19178. default:
  19179. ShowError("unknown unit layout at skill %d\n",i);
  19180. break;
  19181. }
  19182. }
  19183. if (!skill_unit_layout[pos].count)
  19184. continue;
  19185. for (j=0;j<MAX_SKILL_LEVEL;j++)
  19186. skill->unit_layout_type[j] = pos;
  19187. pos++;
  19188. }
  19189. // firewall and icewall have 8 layouts (direction-dependent)
  19190. firewall_unit_pos = pos;
  19191. for (i=0;i<8;i++) {
  19192. if (i&1) {
  19193. skill_unit_layout[pos].count = 5;
  19194. if (i&0x2) {
  19195. int dx[] = {-1,-1, 0, 0, 1};
  19196. int dy[] = { 1, 0, 0,-1,-1};
  19197. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19198. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19199. } else {
  19200. int dx[] = { 1, 1 ,0, 0,-1};
  19201. int dy[] = { 1, 0, 0,-1,-1};
  19202. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19203. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19204. }
  19205. } else {
  19206. skill_unit_layout[pos].count = 3;
  19207. if (i%4==0) {
  19208. int dx[] = {-1, 0, 1};
  19209. int dy[] = { 0, 0, 0};
  19210. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19211. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19212. } else {
  19213. int dx[] = { 0, 0, 0};
  19214. int dy[] = {-1, 0, 1};
  19215. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19216. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19217. }
  19218. }
  19219. pos++;
  19220. }
  19221. icewall_unit_pos = pos;
  19222. for (i=0;i<8;i++) {
  19223. skill_unit_layout[pos].count = 5;
  19224. if (i&1) {
  19225. if (i&0x2) {
  19226. int dx[] = {-2,-1, 0, 1, 2};
  19227. int dy[] = { 2, 1, 0,-1,-2};
  19228. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19229. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19230. } else {
  19231. int dx[] = { 2, 1 ,0,-1,-2};
  19232. int dy[] = { 2, 1, 0,-1,-2};
  19233. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19234. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19235. }
  19236. } else {
  19237. if (i%4==0) {
  19238. int dx[] = {-2,-1, 0, 1, 2};
  19239. int dy[] = { 0, 0, 0, 0, 0};
  19240. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19241. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19242. } else {
  19243. int dx[] = { 0, 0, 0, 0, 0};
  19244. int dy[] = {-2,-1, 0, 1, 2};
  19245. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19246. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19247. }
  19248. }
  19249. pos++;
  19250. }
  19251. earthstrain_unit_pos = pos;
  19252. for( i = 0; i < 8; i++ )
  19253. { // For each Direction
  19254. skill_unit_layout[pos].count = 15;
  19255. switch( i )
  19256. {
  19257. case 0: case 1: case 3: case 4: case 5: case 7:
  19258. {
  19259. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  19260. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19261. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19262. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19263. }
  19264. break;
  19265. case 2:
  19266. case 6:
  19267. {
  19268. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19269. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  19270. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19271. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19272. }
  19273. break;
  19274. }
  19275. pos++;
  19276. }
  19277. firerain_unit_pos = pos;
  19278. for( i = 0; i < 8; i++ ) {
  19279. skill_unit_layout[pos].count = 3;
  19280. switch( i ) {
  19281. case 0: case 1: case 3: case 4: case 5: case 7:
  19282. {
  19283. static const int dx[] = {-1, 0, 1};
  19284. static const int dy[] = { 0, 0, 0};
  19285. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19286. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19287. }
  19288. break;
  19289. case 2:
  19290. case 6:
  19291. {
  19292. static const int dx[] = { 0, 0, 0};
  19293. static const int dy[] = {-1, 0, 1};
  19294. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19295. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19296. }
  19297. break;
  19298. }
  19299. pos++;
  19300. }
  19301. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  19302. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  19303. }
  19304. void skill_init_nounit_layout (void) {
  19305. int i, pos = 0;
  19306. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  19307. overbrand_nounit_pos = pos;
  19308. for( i = 0; i < 8; i++ ) {
  19309. if( i&1 ) {
  19310. skill_nounit_layout[pos].count = 33;
  19311. if( i&2 ) {
  19312. if( i&4 ) { // 7
  19313. 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};
  19314. 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};
  19315. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19316. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19317. } else { // 3
  19318. 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};
  19319. 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};
  19320. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19321. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19322. }
  19323. } else {
  19324. if( i&4 ) { // 5
  19325. 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};
  19326. 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};
  19327. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19328. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19329. } else { // 1
  19330. 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};
  19331. 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};
  19332. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19333. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19334. }
  19335. }
  19336. } else {
  19337. skill_nounit_layout[pos].count = 21;
  19338. if( i&2 ) {
  19339. if( i&4 ) { // 6
  19340. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  19341. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  19342. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19343. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19344. } else { // 2
  19345. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  19346. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  19347. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19348. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19349. }
  19350. } else {
  19351. if( i&4 ) { // 4
  19352. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  19353. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  19354. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19355. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19356. } else { // 0
  19357. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  19358. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  19359. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19360. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19361. }
  19362. }
  19363. }
  19364. pos++;
  19365. }
  19366. overbrand_brandish_nounit_pos = pos;
  19367. for( i = 0; i < 8; i++ ) {
  19368. if( i&1 ) {
  19369. skill_nounit_layout[pos].count = 74;
  19370. if( i&2 ) {
  19371. if( i&4 ) { // 7
  19372. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  19373. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  19374. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  19375. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19376. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  19377. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  19378. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  19379. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19380. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19381. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19382. } else { // 3
  19383. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  19384. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  19385. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  19386. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19387. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  19388. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  19389. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  19390. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19391. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19392. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19393. }
  19394. } else {
  19395. if( i&4 ) { // 5
  19396. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  19397. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  19398. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  19399. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19400. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  19401. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  19402. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  19403. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19404. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19405. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19406. } else { // 1
  19407. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  19408. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  19409. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  19410. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19411. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  19412. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  19413. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  19414. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19415. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19416. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19417. }
  19418. }
  19419. } else {
  19420. skill_nounit_layout[pos].count = 44;
  19421. if( i&2 ) {
  19422. if( i&4 ) { // 6
  19423. 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};
  19424. 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};
  19425. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19426. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19427. } else { // 2
  19428. 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};
  19429. 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};
  19430. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19431. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19432. }
  19433. } else {
  19434. if( i&4 ) { // 4
  19435. 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};
  19436. 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};
  19437. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19438. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19439. } else { // 0
  19440. 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};
  19441. 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};
  19442. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19443. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19444. }
  19445. }
  19446. }
  19447. pos++;
  19448. }
  19449. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  19450. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  19451. }
  19452. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  19453. struct status_change *sc = status_get_sc(bl);
  19454. if( !sc || !bl || !skill_id )
  19455. return 0; // Can do it
  19456. switch (type) {
  19457. case SC_ANKLE:
  19458. if (skill_id == AL_TELEPORT)
  19459. return 1;
  19460. break;
  19461. case SC_STASIS:
  19462. if (bl->type == BL_PC && !skill_get_inf2(skill_id, INF2_IGNORESTASIS))
  19463. return 1; // Can't do it.
  19464. break;
  19465. case SC_KAGEHUMI:
  19466. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  19467. return 1;
  19468. case SC_BITE:
  19469. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  19470. return 1;
  19471. break;
  19472. }
  19473. return 0;
  19474. }
  19475. /* Determines whether a skill is currently active or not
  19476. * Used for purposes of cancelling SP usage when disabling a skill
  19477. */
  19478. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  19479. {
  19480. switch( skill_id ) { //HP & SP Consumption Check
  19481. case BS_MAXIMIZE:
  19482. case NV_TRICKDEAD:
  19483. case TF_HIDING:
  19484. case AS_CLOAKING:
  19485. case GC_CLOAKINGEXCEED:
  19486. case ST_CHASEWALK:
  19487. case CR_DEFENDER:
  19488. case CR_SHRINK:
  19489. case CR_AUTOGUARD:
  19490. case ML_DEFENDER:
  19491. case ML_AUTOGUARD:
  19492. case PA_GOSPEL:
  19493. case GS_GATLINGFEVER:
  19494. case TK_READYCOUNTER:
  19495. case TK_READYDOWN:
  19496. case TK_READYSTORM:
  19497. case TK_READYTURN:
  19498. case TK_RUN:
  19499. case SG_FUSION:
  19500. case KO_YAMIKUMO:
  19501. case RA_WUGDASH:
  19502. case RA_CAMOUFLAGE:
  19503. case SJ_LUNARSTANCE:
  19504. case SJ_STARSTANCE:
  19505. case SJ_UNIVERSESTANCE:
  19506. case SJ_SUNSTANCE:
  19507. case SP_SOULCOLLECT:
  19508. if( sc->data[status_skill2sc(skill_id)] )
  19509. return 1;
  19510. break;
  19511. // These 2 skills contain a master and are not correctly pulled using skill2sc
  19512. case NC_NEUTRALBARRIER:
  19513. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  19514. return 1;
  19515. break;
  19516. case NC_STEALTHFIELD:
  19517. if( sc->data[SC_STEALTHFIELD_MASTER] )
  19518. return 1;
  19519. break;
  19520. }
  19521. return 0;
  19522. }
  19523. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  19524. int type = 0;
  19525. switch( skill_id ) {
  19526. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  19527. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  19528. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  19529. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  19530. }
  19531. type += skill_lv - 1;
  19532. return type;
  19533. }
  19534. /**
  19535. * Check before do `unit_movepos` call
  19536. * @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
  19537. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  19538. **/
  19539. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  19540. struct status_change *sc;
  19541. nullpo_retr(false, bl);
  19542. struct map_data *mapdata = map_getmapdata(bl->m);
  19543. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  19544. return false;
  19545. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  19546. return false;
  19547. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  19548. return false;
  19549. sc = status_get_sc(bl);
  19550. if (sc && sc->data[SC_SV_ROOTTWIST])
  19551. return false;
  19552. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  19553. }
  19554. /**
  19555. * Get skill duration after adjustments by skill_duration mapflag
  19556. * @param mapdata: Source map data
  19557. * @param skill_id: Skill ID
  19558. * @param skill_lv: Skill level
  19559. * @return Adjusted skill duration
  19560. */
  19561. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  19562. int time = 0;
  19563. if (!(time = skill_get_time(skill_id, skill_lv)))
  19564. return 0;
  19565. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  19566. return time / 100 * mapdata->skill_duration[skill_id];
  19567. return time;
  19568. }
  19569. const std::string SkillDatabase::getDefaultLocation() {
  19570. return std::string(db_path) + "/skill_db.yml";
  19571. }
  19572. template<typename T, size_t S> bool SkillDatabase::parseNode(std::string nodeName, std::string subNodeName, YAML::Node node, T (&arr)[S]) {
  19573. int32 value;
  19574. if (node[nodeName].IsScalar()) {
  19575. if (!this->asInt32(node, nodeName, value))
  19576. return false;
  19577. for (size_t i = 0; i < S; i++)
  19578. arr[i] = value;
  19579. } else {
  19580. uint16 max_level = 0;
  19581. for (const YAML::Node &it : node[nodeName]) {
  19582. uint16 skill_lv;
  19583. if (!this->asUInt16(it, "Level", skill_lv))
  19584. continue;
  19585. if (skill_lv > MAX_SKILL_LEVEL) {
  19586. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  19587. return false;
  19588. }
  19589. if (!this->asInt32(it, subNodeName, value))
  19590. continue;
  19591. arr[skill_lv - 1] = value;
  19592. max_level = max(max_level, skill_lv);
  19593. }
  19594. size_t i = max_level, j;
  19595. // Check for linear change with increasing steps until we reach half of the data acquired.
  19596. for (size_t step = 1; step <= i / 2; step++) {
  19597. int diff = arr[i - 1] - arr[i - step - 1];
  19598. for (j = i - 1; j >= step; j--) {
  19599. if ((arr[j] - arr[j - step]) != diff)
  19600. break;
  19601. }
  19602. if (j >= step) // No match, try next step.
  19603. continue;
  19604. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  19605. arr[i] = arr[i - step] + diff;
  19606. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  19607. arr[i] = 1;
  19608. diff = 0;
  19609. step = 1;
  19610. }
  19611. }
  19612. return true;
  19613. }
  19614. // Unable to determine linear trend, fill remaining array values with last value
  19615. for (; i < S; i++)
  19616. arr[i] = arr[max_level - 1];
  19617. }
  19618. return true;
  19619. }
  19620. /**
  19621. * Reads and parses an entry from the skill_db.
  19622. * @param node: YAML node containing the entry.
  19623. * @return count of successfully parsed rows
  19624. */
  19625. uint64 SkillDatabase::parseBodyNode(const YAML::Node &node) {
  19626. uint16 skill_id;
  19627. if (!this->asUInt16(node, "Id", skill_id))
  19628. return 0;
  19629. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  19630. bool exists = skill != nullptr;
  19631. if (!exists) {
  19632. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  19633. return 0;
  19634. skill = std::make_shared<s_skill_db>();
  19635. skill->nameid = skill_id;
  19636. }
  19637. if (this->nodeExists(node, "Name")) {
  19638. std::string name;
  19639. if (!this->asString(node, "Name", name))
  19640. return 0;
  19641. name.resize(SKILL_NAME_LENGTH);
  19642. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  19643. }
  19644. if (this->nodeExists(node, "Description")) {
  19645. std::string name;
  19646. if (!this->asString(node, "Description", name))
  19647. return 0;
  19648. name.resize(SKILL_DESC_LENGTH);
  19649. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  19650. }
  19651. if (this->nodeExists(node, "MaxLevel")) {
  19652. uint16 skill_lv;
  19653. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  19654. return 0;
  19655. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  19656. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  19657. return 0;
  19658. }
  19659. skill->max = skill_lv;
  19660. }
  19661. if (this->nodeExists(node, "Type")) {
  19662. std::string type;
  19663. if (!this->asString(node, "Type", type))
  19664. return 0;
  19665. std::string type_constant = "BF_" + type;
  19666. int64 constant;
  19667. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19668. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  19669. return 0;
  19670. }
  19671. if (constant < BF_NONE || constant > BF_MISC) {
  19672. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  19673. return 0;
  19674. }
  19675. skill->skill_type = static_cast<e_battle_flag>(constant);
  19676. } else {
  19677. if (!exists)
  19678. skill->skill_type = BF_NONE;
  19679. }
  19680. if (this->nodeExists(node, "TargetType")) {
  19681. std::string inf;
  19682. if (!this->asString(node, "TargetType", inf))
  19683. return 0;
  19684. std::string inf_constant = "INF_" + inf + "_SKILL";
  19685. int64 constant;
  19686. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  19687. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  19688. return 0;
  19689. }
  19690. skill->inf = static_cast<uint16>(constant);
  19691. }
  19692. if (this->nodeExists(node, "DamageFlags")) {
  19693. const YAML::Node &damageNode = node["DamageFlags"];
  19694. for (const auto &it : damageNode) {
  19695. std::string nk = it.first.as<std::string>(), nk_constant = "NK_" + nk;
  19696. int64 constant;
  19697. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  19698. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  19699. return 0;
  19700. }
  19701. bool active;
  19702. if (!this->asBool(damageNode, nk, active))
  19703. return 0;
  19704. if (active)
  19705. skill->nk.set(static_cast<uint8>(constant));
  19706. else
  19707. skill->nk.reset(static_cast<uint8>(constant));
  19708. }
  19709. }
  19710. if (this->nodeExists(node, "Flags")) {
  19711. const YAML::Node &infoNode = node["Flags"];
  19712. for (const auto &it : infoNode) {
  19713. std::string inf2 = it.first.as<std::string>(), inf2_constant = "INF2_" + inf2;
  19714. int64 constant;
  19715. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  19716. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  19717. continue;
  19718. }
  19719. bool active;
  19720. if (!this->asBool(infoNode, inf2, active))
  19721. return 0;
  19722. if (active)
  19723. skill->inf2.set(static_cast<uint8>(constant));
  19724. else
  19725. skill->inf2.reset(static_cast<uint8>(constant));
  19726. }
  19727. }
  19728. if (this->nodeExists(node, "Range")) {
  19729. if (!this->parseNode("Range", "Size", node, skill->range))
  19730. return 0;
  19731. } else {
  19732. if (!exists)
  19733. memset(skill->range, 0, sizeof(skill->range));
  19734. }
  19735. if (this->nodeExists(node, "Hit")) {
  19736. std::string hit;
  19737. if (!this->asString(node, "Hit", hit))
  19738. return 0;
  19739. std::string hit_constant = "DMG_" + hit;
  19740. int64 constant;
  19741. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  19742. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  19743. return 0;
  19744. }
  19745. skill->hit = static_cast<e_damage_type>(constant);
  19746. } else {
  19747. if (!exists)
  19748. skill->hit = DMG_NORMAL;
  19749. }
  19750. if (this->nodeExists(node, "HitCount")) {
  19751. if (!this->parseNode("HitCount", "Count", node, skill->num))
  19752. return 0;
  19753. } else {
  19754. if (!exists)
  19755. memset(skill->num, 0, sizeof(skill->num));
  19756. }
  19757. if (this->nodeExists(node, "Element")) {
  19758. const YAML::Node &elementNode = node["Element"];
  19759. std::string element;
  19760. if (elementNode.IsScalar()) {
  19761. if (!this->asString(node, "Element", element))
  19762. return 0;
  19763. std::string element_constant = "ELE_" + element;
  19764. int64 constant;
  19765. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19766. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19767. return 0;
  19768. }
  19769. if (constant == ELE_NONE) {
  19770. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19771. return 0;
  19772. }
  19773. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  19774. } else {
  19775. for (const YAML::Node &it : elementNode) {
  19776. uint16 skill_lv;
  19777. if (!this->asUInt16(it, "Level", skill_lv))
  19778. continue;
  19779. if (skill_lv > MAX_SKILL_LEVEL) {
  19780. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  19781. return false;
  19782. }
  19783. if (!this->asString(it, "Element", element))
  19784. continue;
  19785. std::string element_constant = "ELE_" + element;
  19786. int64 constant;
  19787. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19788. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19789. return 0;
  19790. }
  19791. if (constant == ELE_NONE) {
  19792. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19793. return 0;
  19794. }
  19795. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  19796. }
  19797. }
  19798. } else {
  19799. if (!exists)
  19800. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  19801. }
  19802. if (this->nodeExists(node, "SplashArea")) {
  19803. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  19804. return 0;
  19805. } else {
  19806. if (!exists)
  19807. memset(skill->splash, 0, sizeof(skill->splash));
  19808. }
  19809. if (this->nodeExists(node, "ActiveInstance")) {
  19810. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  19811. return 0;
  19812. } else {
  19813. if (!exists)
  19814. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  19815. }
  19816. if (this->nodeExists(node, "Knockback")) {
  19817. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  19818. return 0;
  19819. } else {
  19820. if (!exists)
  19821. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  19822. }
  19823. if (this->nodeExists(node, "CopyFlags")) {
  19824. const YAML::Node &copyNode = node["CopyFlags"];
  19825. if (this->nodeExists(copyNode, "Skill")) {
  19826. const YAML::Node &copyskillNode = copyNode["Skill"];
  19827. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  19828. bool active;
  19829. if (!this->asBool(copyskillNode, "Plagiarism", active))
  19830. return 0;
  19831. if (active)
  19832. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  19833. else
  19834. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  19835. }
  19836. if (this->nodeExists(copyskillNode, "Reproduce")) {
  19837. bool active;
  19838. if (!this->asBool(copyskillNode, "Reproduce", active))
  19839. return 0;
  19840. if (active)
  19841. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  19842. else
  19843. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  19844. }
  19845. } else {
  19846. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  19847. return 0;
  19848. }
  19849. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  19850. const YAML::Node &copyreqNode = copyNode["RemoveRequirement"];
  19851. for (const auto &it : copyreqNode) {
  19852. std::string req = it.first.as<std::string>(), req_constant = "SKILL_REQ_" + req;
  19853. int64 constant;
  19854. if (!script_get_constant(req_constant.c_str(), &constant)) {
  19855. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  19856. return 0;
  19857. }
  19858. skill->copyable.req_opt |= constant;
  19859. }
  19860. } else {
  19861. if (!exists)
  19862. skill->copyable.req_opt = 0;
  19863. }
  19864. }
  19865. if (this->nodeExists(node, "NoNearNpc")) {
  19866. const YAML::Node &npcNode = node["NoNearNpc"];
  19867. if (this->nodeExists(npcNode, "AdditionalRange")) {
  19868. uint16 range;
  19869. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  19870. return 0;
  19871. skill->unit_nonearnpc_range = range;
  19872. } else {
  19873. if (!exists)
  19874. skill->unit_nonearnpc_range = 0;
  19875. }
  19876. if (this->nodeExists(npcNode, "Type")) {
  19877. const YAML::Node &npctypeNode = npcNode["Type"];
  19878. for (const auto &it : npctypeNode) {
  19879. std::string type = it.first.as<std::string>(), type_constant = "SKILL_NONEAR_" + type;
  19880. int64 constant;
  19881. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19882. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  19883. return 0;
  19884. }
  19885. bool active;
  19886. if (!this->asBool(npctypeNode, type, active))
  19887. return 0;
  19888. if (active)
  19889. skill->unit_nonearnpc_type |= constant;
  19890. else
  19891. skill->unit_nonearnpc_type &= ~constant;
  19892. }
  19893. } else {
  19894. if (!exists)
  19895. skill->unit_nonearnpc_type = 0;
  19896. }
  19897. }
  19898. if (this->nodeExists(node, "CastCancel")) {
  19899. bool active;
  19900. if (!this->asBool(node, "CastCancel", active))
  19901. return 0;
  19902. skill->castcancel = active;
  19903. } else {
  19904. if (!exists)
  19905. skill->castcancel = false;
  19906. }
  19907. if (this->nodeExists(node, "CastDefenseReduction")) {
  19908. uint16 reduction;
  19909. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  19910. return 0;
  19911. skill->cast_def_rate = reduction;
  19912. } else {
  19913. if (!exists)
  19914. skill->cast_def_rate = 0;
  19915. }
  19916. if (this->nodeExists(node, "CastTime")) {
  19917. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  19918. return 0;
  19919. } else {
  19920. if (!exists)
  19921. memset(skill->cast, 0, sizeof(skill->cast));
  19922. }
  19923. if (this->nodeExists(node, "AfterCastActDelay")) {
  19924. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  19925. return 0;
  19926. } else {
  19927. if (!exists)
  19928. memset(skill->delay, 0, sizeof(skill->delay));
  19929. }
  19930. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  19931. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  19932. return 0;
  19933. } else {
  19934. if (!exists)
  19935. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  19936. }
  19937. if (this->nodeExists(node, "Duration1")) {
  19938. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  19939. return 0;
  19940. } else {
  19941. if (!exists)
  19942. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  19943. }
  19944. if (this->nodeExists(node, "Duration2")) {
  19945. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  19946. return 0;
  19947. } else {
  19948. if (!exists)
  19949. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  19950. }
  19951. if (this->nodeExists(node, "Cooldown")) {
  19952. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  19953. return 0;
  19954. } else {
  19955. if (!exists)
  19956. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  19957. }
  19958. #ifdef RENEWAL_CAST
  19959. if (this->nodeExists(node, "FixedCastTime")) {
  19960. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  19961. return 0;
  19962. } else {
  19963. if (!exists)
  19964. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  19965. }
  19966. #endif
  19967. if (this->nodeExists(node, "CastTimeFlags")) {
  19968. const YAML::Node &castNode = node["CastTimeFlags"];
  19969. for (const auto &it : castNode) {
  19970. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  19971. int64 constant;
  19972. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  19973. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  19974. return 0;
  19975. }
  19976. bool active;
  19977. if (!this->asBool(castNode, flag, active))
  19978. return 0;
  19979. if (active)
  19980. skill->castnodex |= constant;
  19981. else
  19982. skill->castnodex &= ~constant;
  19983. }
  19984. }
  19985. if (this->nodeExists(node, "CastDelayFlags")) {
  19986. const YAML::Node &castNode = node["CastDelayFlags"];
  19987. for (const auto &it : castNode) {
  19988. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  19989. int64 constant;
  19990. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  19991. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  19992. return 0;
  19993. }
  19994. bool active;
  19995. if (!this->asBool(castNode, flag, active))
  19996. return 0;
  19997. if (active)
  19998. skill->delaynodex |= constant;
  19999. else
  20000. skill->delaynodex &= ~constant;
  20001. }
  20002. }
  20003. if (this->nodeExists(node, "Requires")) {
  20004. const YAML::Node &requireNode = node["Requires"];
  20005. if (this->nodeExists(requireNode, "HpCost")) {
  20006. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  20007. return 0;
  20008. } else {
  20009. if (!exists)
  20010. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  20011. }
  20012. if (this->nodeExists(requireNode, "SpCost")) {
  20013. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  20014. return 0;
  20015. } else {
  20016. if (!exists)
  20017. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  20018. }
  20019. if (this->nodeExists(requireNode, "HpRateCost")) {
  20020. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  20021. return 0;
  20022. } else {
  20023. if (!exists)
  20024. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  20025. }
  20026. if (this->nodeExists(requireNode, "SpRateCost")) {
  20027. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  20028. return 0;
  20029. } else {
  20030. if (!exists)
  20031. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  20032. }
  20033. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  20034. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  20035. return 0;
  20036. } else {
  20037. if (!exists)
  20038. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  20039. }
  20040. if (this->nodeExists(requireNode, "ZenyCost")) {
  20041. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  20042. return 0;
  20043. } else {
  20044. if (!exists)
  20045. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  20046. }
  20047. if (this->nodeExists(requireNode, "Weapon")) {
  20048. const YAML::Node &weaponNode = requireNode["Weapon"];
  20049. if (this->nodeExists(weaponNode, "All")) {
  20050. bool active;
  20051. if (!this->asBool(weaponNode, "All", active))
  20052. return 0;
  20053. if (active)
  20054. skill->require.weapon = 0;
  20055. } else {
  20056. for (const auto &it : weaponNode) {
  20057. std::string weapon = it.first.as<std::string>(), weapon_constant = "W_" + weapon;
  20058. int64 constant;
  20059. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  20060. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  20061. return 0;
  20062. }
  20063. bool active;
  20064. if (!this->asBool(weaponNode, weapon, active))
  20065. return 0;
  20066. if (active)
  20067. skill->require.weapon |= 1 << constant;
  20068. else
  20069. skill->require.weapon &= ~(1 << constant);
  20070. }
  20071. }
  20072. } else {
  20073. if (!exists)
  20074. skill->require.weapon = 0;
  20075. }
  20076. if (this->nodeExists(requireNode, "Ammo")) {
  20077. const YAML::Node &ammoNode = requireNode["Ammo"];
  20078. if (this->nodeExists(ammoNode, "None")) {
  20079. bool active;
  20080. if (!this->asBool(ammoNode, "None", active))
  20081. return 0;
  20082. if (active)
  20083. skill->require.ammo = 0;
  20084. } else {
  20085. for (const auto &it : ammoNode) {
  20086. std::string ammo = it.first.as<std::string>(), ammo_constant = "A_" + ammo;
  20087. int64 constant;
  20088. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  20089. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  20090. return 0;
  20091. }
  20092. bool active;
  20093. if (!this->asBool(ammoNode, ammo, active))
  20094. return 0;
  20095. if (active)
  20096. skill->require.ammo |= 1 << constant;
  20097. else
  20098. skill->require.ammo &= ~(1 << constant);
  20099. }
  20100. }
  20101. } else {
  20102. if (!exists)
  20103. skill->require.ammo = 0;
  20104. }
  20105. if (this->nodeExists(requireNode, "AmmoAmount")) {
  20106. if (skill->require.ammo == 0) {
  20107. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  20108. return 0;
  20109. }
  20110. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  20111. return 0;
  20112. } else {
  20113. if (!exists)
  20114. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  20115. }
  20116. if (this->nodeExists(requireNode, "State")) {
  20117. std::string state;
  20118. if (!this->asString(requireNode, "State", state))
  20119. return 0;
  20120. std::string state_constant = "ST_" + state;
  20121. int64 constant;
  20122. if (!script_get_constant(state_constant.c_str(), &constant)) {
  20123. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  20124. return 0;
  20125. }
  20126. skill->require.state = static_cast<int32>(constant);
  20127. }
  20128. if (this->nodeExists(requireNode, "Status")) {
  20129. const YAML::Node &statusNode = requireNode["Status"];
  20130. for (const auto &it : statusNode) {
  20131. std::string status = it.first.as<std::string>(), status_constant = "SC_" + status;
  20132. int64 constant;
  20133. if (!script_get_constant(status_constant.c_str(), &constant)) {
  20134. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  20135. return 0;
  20136. }
  20137. bool active;
  20138. if (!this->asBool(statusNode, status, active))
  20139. return 0;
  20140. auto status_exists = util::vector_get(skill->require.status, constant);
  20141. if (active && status_exists == skill->require.status.end())
  20142. skill->require.status.push_back(static_cast<sc_type>(constant));
  20143. else if (!active && status_exists != skill->require.status.end())
  20144. skill->require.status.erase(status_exists);
  20145. }
  20146. }
  20147. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  20148. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  20149. return 0;
  20150. } else {
  20151. if (!exists)
  20152. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  20153. }
  20154. if (this->nodeExists(requireNode, "ItemCost")) {
  20155. const YAML::Node &itemNode = requireNode["ItemCost"];
  20156. int32 count = 0;
  20157. for (const YAML::Node &it : itemNode) {
  20158. std::string item_name;
  20159. if (!this->asString(it, "Item", item_name))
  20160. continue;
  20161. struct item_data *item = itemdb_search_aegisname(item_name.c_str());
  20162. if (item == nullptr) {
  20163. this->invalidWarning(itemNode["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  20164. return 0;
  20165. }
  20166. int32 amount;
  20167. if (!this->asInt32(it, "Amount", amount))
  20168. continue;
  20169. skill->require.itemid[count] = item->nameid;
  20170. skill->require.amount[count] = amount;
  20171. count++;
  20172. }
  20173. }
  20174. if (this->nodeExists(requireNode, "Equipment")) {
  20175. const YAML::Node &equipNode = requireNode["Equipment"];
  20176. for (const auto &it : equipNode) {
  20177. std::string item_name = it.first.as<std::string>();
  20178. struct item_data *item = itemdb_search_aegisname(item_name.c_str());
  20179. if (item == nullptr) {
  20180. this->invalidWarning(equipNode, "Requires Equipment %s does not exist.\n", item_name.c_str());
  20181. return 0;
  20182. }
  20183. bool active;
  20184. if (!this->asBool(equipNode, item_name, active))
  20185. return 0;
  20186. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  20187. if (active && equip_exists == skill->require.eqItem.end())
  20188. skill->require.eqItem.push_back(item->nameid);
  20189. else if (!active && equip_exists != skill->require.eqItem.end())
  20190. skill->require.eqItem.erase(equip_exists);
  20191. }
  20192. }
  20193. }
  20194. if (this->nodeExists(node, "Unit")) {
  20195. const YAML::Node &unitNode = node["Unit"];
  20196. if (this->nodeExists(unitNode, "Id")) {
  20197. std::string unit;
  20198. if (!this->asString(unitNode, "Id", unit))
  20199. return 0;
  20200. std::string unit_constant = "UNT_" + unit;
  20201. int64 constant;
  20202. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  20203. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  20204. return 0;
  20205. }
  20206. skill->unit_id = static_cast<uint16>(constant);
  20207. } else {
  20208. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  20209. return 0;
  20210. }
  20211. if (this->nodeExists(unitNode, "AlternateId")) {
  20212. std::string unit;
  20213. if (!this->asString(unitNode, "AlternateId", unit))
  20214. return 0;
  20215. std::string unit_constant = "UNT_" + unit;
  20216. int64 constant;
  20217. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  20218. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  20219. return 0;
  20220. }
  20221. skill->unit_id2 = static_cast<uint16>(constant);
  20222. } else {
  20223. if (!exists)
  20224. skill->unit_id2 = 0;
  20225. }
  20226. if (this->nodeExists(unitNode, "Layout")) {
  20227. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  20228. return 0;
  20229. } else {
  20230. if (!exists)
  20231. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  20232. }
  20233. if (this->nodeExists(unitNode, "Range")) {
  20234. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  20235. return 0;
  20236. } else {
  20237. if (!exists)
  20238. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  20239. }
  20240. if (this->nodeExists(unitNode, "Interval")) {
  20241. int16 interval;
  20242. if (!this->asInt16(unitNode, "Interval", interval))
  20243. return 0;
  20244. skill->unit_interval = interval;
  20245. } else {
  20246. if (!exists)
  20247. skill->unit_interval = 0;
  20248. }
  20249. if (this->nodeExists(unitNode, "Target")) {
  20250. std::string target;
  20251. if (!this->asString(unitNode, "Target", target))
  20252. return 0;
  20253. std::string target_constant = "BCT_" + target;
  20254. int64 constant;
  20255. if (!script_get_constant(target_constant.c_str(), &constant)) {
  20256. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  20257. return 0;
  20258. }
  20259. skill->unit_target = static_cast<int32>(constant);
  20260. } else {
  20261. if (!exists)
  20262. skill->unit_target = BCT_ALL;
  20263. }
  20264. if (this->nodeExists(unitNode, "Flag")) {
  20265. const YAML::Node &flagNode = unitNode["Flag"];
  20266. for (const auto &it : flagNode) {
  20267. std::string flag = it.first.as<std::string>(), flag_constant = "UF_" + flag;
  20268. int64 constant;
  20269. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  20270. this->invalidWarning(flagNode, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  20271. return 0;
  20272. }
  20273. bool active;
  20274. if (!this->asBool(flagNode, flag, active))
  20275. return 0;
  20276. if (active)
  20277. skill->unit_flag.set(static_cast<uint8>(constant));
  20278. else
  20279. skill->unit_flag.reset(static_cast<uint8>(constant));
  20280. }
  20281. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  20282. skill->unit_target = BCT_NOENEMY;
  20283. // By default, target just characters.
  20284. skill->unit_target |= BL_CHAR;
  20285. if (skill->unit_flag[UF_NOPC])
  20286. skill->unit_target &= ~BL_PC;
  20287. if (skill->unit_flag[UF_NOMOB])
  20288. skill->unit_target &= ~BL_MOB;
  20289. if (skill->unit_flag[UF_SKILL])
  20290. skill->unit_target |= BL_SKILL;
  20291. } else {
  20292. if (!exists){
  20293. skill->unit_flag = UF_NONE;
  20294. // By default, target just characters.
  20295. skill->unit_target |= BL_CHAR;
  20296. }
  20297. }
  20298. }
  20299. if (!exists) {
  20300. this->put(skill_id, skill);
  20301. skilldb_id2idx[skill_id] = skill_num;
  20302. skill_num++;
  20303. }
  20304. return 1;
  20305. }
  20306. void SkillDatabase::clear() {
  20307. TypesafeCachedYamlDatabase::clear();
  20308. memset(skilldb_id2idx, 0, sizeof(skilldb_id2idx));
  20309. skill_num = 1;
  20310. }
  20311. SkillDatabase skill_db;
  20312. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  20313. return std::string(db_path) + "/spellbook_db.yml";
  20314. }
  20315. /**
  20316. * Reads and parses an entry from the spellbook_db.
  20317. * @param node: YAML node containing the entry.
  20318. * @return count of successfully parsed rows
  20319. */
  20320. uint64 ReadingSpellbookDatabase::parseBodyNode(const YAML::Node &node) {
  20321. std::string skill_name;
  20322. if (!this->asString(node, "Skill", skill_name))
  20323. return 0;
  20324. uint16 skill_id = skill_name2id(skill_name.c_str());
  20325. if (skill_id == 0) {
  20326. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  20327. return 0;
  20328. }
  20329. if (!skill_get_inf(skill_id)) {
  20330. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  20331. return 0;
  20332. }
  20333. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  20334. bool exists = spell != nullptr;
  20335. if (!exists) {
  20336. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  20337. return 0;
  20338. spell = std::make_shared<s_skill_spellbook_db>();
  20339. spell->skill_id = skill_id;
  20340. }
  20341. if (this->nodeExists(node, "Book")) {
  20342. std::string book_name;
  20343. if (!this->asString(node, "Book", book_name))
  20344. return 0;
  20345. struct item_data *item = itemdb_search_aegisname(book_name.c_str());
  20346. if (item == nullptr) {
  20347. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  20348. return 0;
  20349. }
  20350. spell->nameid = item->nameid;
  20351. }
  20352. if (this->nodeExists(node, "PreservePoints")) {
  20353. uint16 points;
  20354. if (!this->asUInt16(node, "PreservePoints", points))
  20355. return 0;
  20356. spell->points = points;
  20357. }
  20358. if (!exists)
  20359. this->put(skill_id, spell);
  20360. return 1;
  20361. }
  20362. /**
  20363. * Check if the specified item is available in the spellbook_db or not
  20364. * @param nameid: Book Item ID
  20365. * @return Spell data or nullptr otherwise
  20366. */
  20367. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  20368. if (nameid < 1 || !itemdb_exists(nameid) || reading_spellbook_db.size() == 0)
  20369. return nullptr;
  20370. for (const auto &spell : reading_spellbook_db) {
  20371. if (spell.second->nameid == nameid)
  20372. return spell.second;
  20373. }
  20374. return nullptr;
  20375. }
  20376. const std::string MagicMushroomDatabase::getDefaultLocation() {
  20377. return std::string(db_path) + "/magicmushroom_db.yml";
  20378. }
  20379. /**
  20380. * Reads and parses an entry from the magicmushroom_db.
  20381. * @param node: YAML node containing the entry.
  20382. * @return count of successfully parsed rows
  20383. */
  20384. uint64 MagicMushroomDatabase::parseBodyNode(const YAML::Node &node) {
  20385. std::string skill_name;
  20386. if (!this->asString(node, "Skill", skill_name))
  20387. return 0;
  20388. uint16 skill_id = skill_name2id(skill_name.c_str());
  20389. if (!skill_id) {
  20390. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  20391. return 0;
  20392. }
  20393. if (!skill_get_inf(skill_id)) {
  20394. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  20395. return 0;
  20396. }
  20397. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  20398. bool exists = mushroom != nullptr;
  20399. if (!exists) {
  20400. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  20401. mushroom->skill_id = skill_id;
  20402. this->put(skill_id, mushroom);
  20403. }
  20404. return 1;
  20405. }
  20406. /** Reads skill no cast db
  20407. * Structure: SkillID,Flag
  20408. */
  20409. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  20410. {
  20411. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  20412. if (!skill)
  20413. return false;
  20414. skill->nocast |= atoi(split[1]);
  20415. return true;
  20416. }
  20417. /** Reads Produce db
  20418. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  20419. */
  20420. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  20421. {
  20422. unsigned short x, y;
  20423. unsigned short id = atoi(split[0]);
  20424. t_itemid nameid = 0;
  20425. bool found = false;
  20426. if (id >= ARRAYLENGTH(skill_produce_db)) {
  20427. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  20428. return false;
  20429. }
  20430. // Clear previous data, for importing support
  20431. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  20432. // Import just for clearing/disabling from original data
  20433. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  20434. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  20435. return true;
  20436. }
  20437. if (!itemdb_exists(nameid)) {
  20438. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  20439. return false;
  20440. }
  20441. skill_produce_db[id].nameid = nameid;
  20442. skill_produce_db[id].itemlv = atoi(split[2]);
  20443. skill_produce_db[id].req_skill = atoi(split[3]);
  20444. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  20445. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  20446. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  20447. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  20448. }
  20449. if (!found)
  20450. skill_produce_count++;
  20451. return true;
  20452. }
  20453. /** Reads create arrow db
  20454. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  20455. */
  20456. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  20457. {
  20458. unsigned short x, y, i, material_id = atoi(split[0]);
  20459. if (!(itemdb_exists(material_id))) {
  20460. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  20461. return false;
  20462. }
  20463. //search if we override something, (if not i=last idx)
  20464. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  20465. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  20466. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  20467. return false;
  20468. }
  20469. // Import just for clearing/disabling from original data
  20470. if (atoi(split[1]) == 0) {
  20471. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  20472. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  20473. return true;
  20474. }
  20475. skill_arrow_db[i].nameid = material_id;
  20476. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  20477. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  20478. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  20479. }
  20480. if (i == skill_arrow_count)
  20481. skill_arrow_count++;
  20482. return true;
  20483. }
  20484. const std::string AbraDatabase::getDefaultLocation() {
  20485. return std::string(db_path) + "/abra_db.yml";
  20486. }
  20487. /**
  20488. * Reads and parses an entry from the abra_db.
  20489. * @param node: YAML node containing the entry.
  20490. * @return count of successfully parsed rows
  20491. */
  20492. uint64 AbraDatabase::parseBodyNode(const YAML::Node &node) {
  20493. std::string skill_name;
  20494. if (!this->asString(node, "Skill", skill_name))
  20495. return 0;
  20496. uint16 skill_id = skill_name2id(skill_name.c_str());
  20497. if (!skill_id) {
  20498. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  20499. return 0;
  20500. }
  20501. if (!skill_get_inf(skill_id)) {
  20502. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  20503. return 0;
  20504. }
  20505. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  20506. bool exists = abra != nullptr;
  20507. if (!exists) {
  20508. abra = std::make_shared<s_skill_abra_db>();
  20509. abra->skill_id = skill_id;
  20510. }
  20511. if (this->nodeExists(node, "Probability")) {
  20512. const YAML::Node probNode = node["Probability"];
  20513. uint16 probability;
  20514. if (probNode.IsScalar()) {
  20515. if (!this->asUInt16Rate(probNode, "Probability", probability))
  20516. return 0;
  20517. abra->per.fill(probability);
  20518. } else {
  20519. abra->per.fill(0);
  20520. for (const YAML::Node &it : probNode) {
  20521. uint16 skill_lv;
  20522. if (!this->asUInt16(it, "Level", skill_lv))
  20523. continue;
  20524. if (skill_lv > MAX_SKILL_LEVEL) {
  20525. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  20526. return 0;
  20527. }
  20528. if (!this->asUInt16Rate(it, "Probability", probability))
  20529. continue;
  20530. abra->per[skill_lv - 1] = probability;
  20531. }
  20532. }
  20533. } else {
  20534. if (!exists)
  20535. abra->per.fill(500);
  20536. }
  20537. if (!exists)
  20538. this->put(skill_id, abra);
  20539. return 1;
  20540. }
  20541. /** Reads change material db
  20542. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  20543. */
  20544. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  20545. {
  20546. uint16 id = atoi(split[0]);
  20547. t_itemid nameid = strtoul(split[1], nullptr, 10);
  20548. short rate = atoi(split[2]);
  20549. bool found = false;
  20550. int x, y;
  20551. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  20552. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  20553. return false;
  20554. }
  20555. // Clear previous data, for importing support
  20556. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  20557. found = true;
  20558. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20559. }
  20560. // Import just for clearing/disabling from original data
  20561. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  20562. if (nameid == 0) {
  20563. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20564. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  20565. return true;
  20566. }
  20567. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  20568. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  20569. if (skill_produce_db[x].nameid == nameid)
  20570. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  20571. break;
  20572. }
  20573. if (x >= MAX_SKILL_PRODUCE_DB) {
  20574. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  20575. return false;
  20576. }
  20577. skill_changematerial_db[id].nameid = nameid;
  20578. skill_changematerial_db[id].rate = rate;
  20579. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  20580. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  20581. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  20582. }
  20583. if (!found)
  20584. skill_changematerial_count++;
  20585. return true;
  20586. }
  20587. /**
  20588. * Reads skill damage adjustment
  20589. * @author [Lilith]
  20590. */
  20591. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  20592. {
  20593. int64 caster_tmp;
  20594. uint16 id;
  20595. int caster, value;
  20596. char *result;
  20597. trim(split[0]);
  20598. if (ISDIGIT(split[0][0])) {
  20599. value = strtol(split[0], &result, 10);
  20600. if (*result) {
  20601. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  20602. return false;
  20603. }
  20604. id = value;
  20605. } else
  20606. id = skill_name2id(split[0]);
  20607. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  20608. if (!skill)
  20609. return false;
  20610. skill->damage = {};
  20611. trim(split[1]);
  20612. if (ISDIGIT(split[1][0])) {
  20613. value = strtol(split[1], &result, 10);
  20614. if (*result) {
  20615. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  20616. return false;
  20617. }
  20618. caster = value;
  20619. } else { // Try to parse caster as constant
  20620. if (!script_get_constant(split[1], &caster_tmp)) {
  20621. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  20622. return false;
  20623. }
  20624. caster = static_cast<uint16>(caster_tmp);
  20625. }
  20626. skill->damage.caster |= caster;
  20627. value = strtol(split[2], &result, 10);
  20628. if (*result) {
  20629. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  20630. return false;
  20631. }
  20632. skill->damage.map |= value;
  20633. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  20634. value = strtol(split[offset], &result, 10);
  20635. if (*result && *result != ' ') {
  20636. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  20637. value = 0;
  20638. }
  20639. skill->damage.rate[i] = cap_value(value, -100, 100000);
  20640. }
  20641. return true;
  20642. }
  20643. /*===============================
  20644. * DB reading.
  20645. * skill_db.yml
  20646. * skill_nocast_db.txt
  20647. * produce_db.txt
  20648. * create_arrow_db.txt
  20649. *------------------------------*/
  20650. static void skill_readdb(void)
  20651. {
  20652. int i;
  20653. const char* dbsubpath[] = {
  20654. "",
  20655. "/" DBIMPORT,
  20656. //add other path here
  20657. };
  20658. memset(skill_produce_db,0,sizeof(skill_produce_db));
  20659. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  20660. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  20661. skill_produce_count = skill_arrow_count = skill_changematerial_count = 0;
  20662. skill_db.load();
  20663. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  20664. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  20665. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  20666. char* dbsubpath1 = (char*)aMalloc(n1+1);
  20667. char* dbsubpath2 = (char*)aMalloc(n2+1);
  20668. if (i == 0) {
  20669. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20670. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  20671. } else {
  20672. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20673. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  20674. }
  20675. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  20676. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  20677. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i > 0);
  20678. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  20679. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  20680. aFree(dbsubpath1);
  20681. aFree(dbsubpath2);
  20682. }
  20683. abra_db.load();
  20684. magic_mushroom_db.load();
  20685. reading_spellbook_db.load();
  20686. skill_init_unit_layout();
  20687. skill_init_nounit_layout();
  20688. }
  20689. void skill_reload (void) {
  20690. skill_db.clear();
  20691. abra_db.clear();
  20692. magic_mushroom_db.clear();
  20693. reading_spellbook_db.clear();
  20694. skill_readdb();
  20695. initChangeTables(); // Re-init Status Change tables
  20696. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  20697. s_mapiterator *iter = mapit_getallusers();
  20698. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  20699. pc_validate_skill(sd);
  20700. clif_skillinfoblock(sd);
  20701. }
  20702. mapit_free(iter);
  20703. }
  20704. /*==========================================
  20705. *
  20706. *------------------------------------------*/
  20707. void do_init_skill(void)
  20708. {
  20709. skill_readdb();
  20710. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  20711. skillunit_db = idb_alloc(DB_OPT_BASE);
  20712. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  20713. bowling_db = idb_alloc(DB_OPT_BASE);
  20714. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.cpp::skill_unit_ers",ERS_CACHE_OPTIONS);
  20715. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  20716. ers_chunk_size(skill_unit_ers, 150);
  20717. ers_chunk_size(skill_timer_ers, 150);
  20718. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  20719. add_timer_func_list(skill_castend_id,"skill_castend_id");
  20720. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  20721. add_timer_func_list(skill_timerskill,"skill_timerskill");
  20722. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  20723. add_timer_func_list(skill_keep_using, "skill_keep_using");
  20724. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  20725. }
  20726. void do_final_skill(void)
  20727. {
  20728. db_destroy(skillunit_group_db);
  20729. db_destroy(skillunit_db);
  20730. db_destroy(skillusave_db);
  20731. db_destroy(bowling_db);
  20732. ers_destroy(skill_unit_ers);
  20733. ers_destroy(skill_timer_ers);
  20734. }