skill.cpp 796 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. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  49. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  58. static unsigned short skill_produce_count;
  59. AbraDatabase abra_db;
  60. ReadingSpellbookDatabase reading_spellbook_db;
  61. SkillArrowDatabase skill_arrow_db;
  62. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  63. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  64. struct s_skill_changematerial_db {
  65. t_itemid nameid;
  66. unsigned short rate;
  67. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  68. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  69. };
  70. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  71. static unsigned short skill_changematerial_count;
  72. MagicMushroomDatabase magic_mushroom_db;
  73. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  74. int firewall_unit_pos;
  75. int icewall_unit_pos;
  76. int earthstrain_unit_pos;
  77. int firerain_unit_pos;
  78. int wallofthorn_unit_pos;
  79. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  80. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  81. //Early declaration
  82. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  83. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  84. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  85. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  86. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  87. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
  88. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  89. // Use this function for splash skills that can't hit icewall when cast by players
  90. static inline int splash_target(struct block_list* bl) {
  91. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  92. }
  93. /**
  94. * Get skill id from name
  95. * @param name
  96. * @return Skill ID of the skill, or 0 if not found.
  97. **/
  98. uint16 skill_name2id(const char* name) {
  99. if (name == nullptr)
  100. return 0;
  101. for (const auto &it : skill_db) {
  102. if (strcmpi(it.second->name, name) == 0)
  103. return it.first;
  104. }
  105. return 0;
  106. }
  107. /**
  108. * Get Skill name
  109. * @param skill_id
  110. * @return AEGIS Skill name
  111. **/
  112. const char* skill_get_name( uint16 skill_id ) {
  113. return skill_db.find(skill_id)->name;
  114. }
  115. /**
  116. * Get Skill name
  117. * @param skill_id
  118. * @return English Skill name
  119. **/
  120. const char* skill_get_desc( uint16 skill_id ) {
  121. return skill_db.find(skill_id)->desc;
  122. }
  123. static bool skill_check(uint16 id) {
  124. if (id == 0 || skill_get_index(id) == 0)
  125. return false;
  126. return true;
  127. }
  128. #define skill_get(id, var) do {\
  129. if (!skill_check(id))\
  130. return 0;\
  131. return var;\
  132. } while(0)
  133. #define skill_get_lv(id, lv, arrvar) do {\
  134. if (!skill_check(id))\
  135. return 0;\
  136. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  137. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  138. int a__ = arrvar[lv_idx - 2];\
  139. int b__ = arrvar[lv_idx - 1];\
  140. int c__ = arrvar[lv_idx];\
  141. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  142. }\
  143. return arrvar[lv_idx];\
  144. } while(0)
  145. // Skill DB
  146. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  147. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  148. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  149. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  150. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  151. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  152. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  153. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  154. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  155. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  156. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  157. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  158. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  159. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  160. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  161. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  162. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  163. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  164. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  165. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  166. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  167. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  168. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  169. 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); }
  170. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  171. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  172. 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); }
  173. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  174. int skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  175. #ifdef RENEWAL_CAST
  176. 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); }
  177. #endif
  178. // Skill requirements
  179. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  180. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  181. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  182. int skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  183. 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); }
  184. 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); }
  185. int skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
  186. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  187. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  188. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  189. 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); }
  190. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  191. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  192. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  193. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  194. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  195. int splash = skill_get_splash_(skill_id, skill_lv);
  196. if (splash < 0)
  197. return AREA_SIZE;
  198. return splash;
  199. }
  200. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  201. if( skill_id == 0 ){
  202. return false;
  203. }
  204. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  205. if (!skill)
  206. return false;
  207. for (const auto &nkit : nk) {
  208. if (skill->nk[nkit])
  209. return true;
  210. }
  211. return false;
  212. }
  213. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  214. if( skill_id == 0 ){
  215. return false;
  216. }
  217. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  218. if (!skill)
  219. return false;
  220. for (const auto &inf2it : inf2) {
  221. if (skill->inf2[inf2it])
  222. return true;
  223. }
  224. return false;
  225. }
  226. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  227. if( skill_id == 0 ){
  228. return false;
  229. }
  230. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  231. if (!skill)
  232. return false;
  233. for (const auto &unitit : unit) {
  234. if (skill->unit_flag[unitit])
  235. return true;
  236. }
  237. return false;
  238. }
  239. int skill_tree_get_max(uint16 skill_id, int b_class) {
  240. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  241. if (skill != nullptr)
  242. return skill->max_lv;
  243. else
  244. return skill_get_max(skill_id);
  245. }
  246. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  247. int skill_attack_area(struct block_list *bl,va_list ap);
  248. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  249. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  250. int skill_greed(struct block_list *bl, va_list ap);
  251. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  252. static int skill_trap_splash(struct block_list *bl, va_list ap);
  253. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  254. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  255. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  256. static int skill_unit_effect(struct block_list *bl,va_list ap);
  257. static int skill_bind_trap(struct block_list *bl, va_list ap);
  258. e_cast_type skill_get_casttype (uint16 skill_id) {
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if( skill == nullptr ){
  261. return CAST_DAMAGE;
  262. }
  263. if (skill->inf&(INF_GROUND_SKILL))
  264. return CAST_GROUND;
  265. if (skill->inf&INF_SUPPORT_SKILL)
  266. return CAST_NODAMAGE;
  267. if (skill->inf&INF_SELF_SKILL) {
  268. if(skill->inf2[INF2_NOTARGETSELF])
  269. return CAST_DAMAGE; //Combo skill.
  270. return CAST_NODAMAGE;
  271. }
  272. if (skill->nk[NK_NODAMAGE])
  273. return CAST_NODAMAGE;
  274. return CAST_DAMAGE;
  275. }
  276. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  277. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  278. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  279. return 9; //Mobs have a range of 9 regardless of skill used.
  280. int32 range = skill_get_range(skill_id, skill_lv);
  281. if( range < 0 ) {
  282. if( battle_config.use_weapon_skill_range&bl->type )
  283. return status_get_range(bl);
  284. range *=-1;
  285. }
  286. if (isServer && range > 14) {
  287. range = 14; // Server-sided base range can't be above 14
  288. }
  289. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  290. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  291. if( bl->type == BL_PC ) {
  292. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  293. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  294. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  295. } else
  296. range += battle_config.mob_eye_range_bonus;
  297. }
  298. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  299. if( bl->type == BL_PC ) {
  300. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  301. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  302. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  303. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  304. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  305. }
  306. }
  307. }
  308. if( !range && bl->type != BL_PC )
  309. return 9; // Enable non players to use self skills on others. [Skotlex]
  310. return range;
  311. }
  312. /** Copy Referral: dummy skills should point to their source.
  313. * @param skill_id Dummy skill ID
  314. * @return Real skill id if found
  315. **/
  316. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  317. switch (skill_id) {
  318. case AB_DUPLELIGHT_MELEE:
  319. case AB_DUPLELIGHT_MAGIC:
  320. return AB_DUPLELIGHT;
  321. case WL_CHAINLIGHTNING_ATK:
  322. return WL_CHAINLIGHTNING;
  323. case WL_TETRAVORTEX_FIRE:
  324. case WL_TETRAVORTEX_WATER:
  325. case WL_TETRAVORTEX_WIND:
  326. case WL_TETRAVORTEX_GROUND:
  327. return WL_TETRAVORTEX;
  328. case WL_SUMMON_ATK_FIRE:
  329. return WL_SUMMONFB;
  330. case WL_SUMMON_ATK_WIND:
  331. return WL_SUMMONBL;
  332. case WL_SUMMON_ATK_WATER:
  333. return WL_SUMMONWB;
  334. case WL_SUMMON_ATK_GROUND:
  335. return WL_SUMMONSTONE;
  336. case LG_OVERBRAND_BRANDISH:
  337. case LG_OVERBRAND_PLUSATK:
  338. return LG_OVERBRAND;
  339. case WM_REVERBERATION_MELEE:
  340. case WM_REVERBERATION_MAGIC:
  341. return WM_REVERBERATION;
  342. case WM_SEVERE_RAINSTORM_MELEE:
  343. return WM_SEVERE_RAINSTORM;
  344. case GN_CRAZYWEED_ATK:
  345. return GN_CRAZYWEED;
  346. case GN_HELLS_PLANT_ATK:
  347. return GN_HELLS_PLANT;
  348. case GN_SLINGITEM_RANGEMELEEATK:
  349. return GN_SLINGITEM;
  350. case RL_R_TRIP_PLUSATK:
  351. return RL_R_TRIP;
  352. case NPC_MAXPAIN_ATK:
  353. return NPC_MAXPAIN;
  354. case SU_CN_METEOR2:
  355. return SU_CN_METEOR;
  356. case SU_SV_ROOTTWIST_ATK:
  357. return SU_SV_ROOTTWIST;
  358. case SU_LUNATICCARROTBEAT2:
  359. return SU_LUNATICCARROTBEAT;
  360. case NPC_REVERBERATION_ATK:
  361. return NPC_REVERBERATION;
  362. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  363. return NPC_MAGMA_ERUPTION;
  364. case NPC_DANCINGBLADE_ATK:
  365. return NPC_DANCINGBLADE;
  366. case DK_SERVANTWEAPON_ATK:
  367. return DK_SERVANTWEAPON;
  368. case DK_HACKANDSLASHER_ATK:
  369. return DK_HACKANDSLASHER;
  370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  371. return AG_DESTRUCTIVE_HURRICANE;
  372. case AG_VIOLENT_QUAKE_ATK:
  373. return AG_VIOLENT_QUAKE;
  374. case AG_ALL_BLOOM_ATK:
  375. case AG_ALL_BLOOM_ATK2:
  376. return AG_ALL_BLOOM;
  377. case AG_CRYSTAL_IMPACT_ATK:
  378. return AG_CRYSTAL_IMPACT;
  379. case AG_ASTRAL_STRIKE_ATK:
  380. return AG_ASTRAL_STRIKE;
  381. case AG_CRIMSON_ARROW_ATK:
  382. return AG_CRIMSON_ARROW;
  383. case CD_ARBITRIUM_ATK:
  384. return CD_ARBITRIUM;
  385. case ABC_CHAIN_REACTION_SHOT_ATK:
  386. return ABC_CHAIN_REACTION_SHOT;
  387. case ABC_FROM_THE_ABYSS_ATK:
  388. return ABC_FROM_THE_ABYSS;
  389. case BO_ACIDIFIED_ZONE_WATER_ATK:
  390. return BO_ACIDIFIED_ZONE_WATER;
  391. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  392. return BO_ACIDIFIED_ZONE_GROUND;
  393. case BO_ACIDIFIED_ZONE_WIND_ATK:
  394. return BO_ACIDIFIED_ZONE_WIND;
  395. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  396. return BO_ACIDIFIED_ZONE_FIRE;
  397. case TR_ROSEBLOSSOM_ATK:
  398. return TR_ROSEBLOSSOM;
  399. case EM_ELEMENTAL_BUSTER_FIRE:
  400. case EM_ELEMENTAL_BUSTER_WATER:
  401. case EM_ELEMENTAL_BUSTER_WIND:
  402. case EM_ELEMENTAL_BUSTER_GROUND:
  403. case EM_ELEMENTAL_BUSTER_POISON:
  404. return EM_ELEMENTAL_BUSTER;
  405. }
  406. return skill_id;
  407. }
  408. /**
  409. * Check skill unit maxcount
  410. * @param src: Caster to check against
  411. * @param x: X location of skill
  412. * @param y: Y location of skill
  413. * @param skill_id: Skill used
  414. * @param skill_lv: Skill level used
  415. * @param type: Type of unit to check against for battle_config checks
  416. * @param display_failure: Display skill failure message
  417. * @return True on skill cast success or false on failure
  418. */
  419. 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) {
  420. if (!src)
  421. return false;
  422. struct unit_data *ud = unit_bl2ud(src);
  423. struct map_session_data *sd = map_id2sd(src->id);
  424. int maxcount = 0;
  425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  426. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  427. if (sd && display_failure)
  428. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  429. return false;
  430. }
  431. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  432. if (sd && display_failure)
  433. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  434. return false;
  435. }
  436. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  437. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  438. if (maxcount == 0) {
  439. if (sd && display_failure)
  440. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  441. return false;
  442. }
  443. }
  444. return true;
  445. }
  446. /**
  447. * Calculates heal value of skill's effect
  448. * @param src: Unit casting heal
  449. * @param target: Target of src
  450. * @param skill_id: Skill ID used
  451. * @param skill_lv: Skill Level used
  452. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  453. * @return modified heal value
  454. */
  455. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  456. int skill, hp = 0;
  457. #ifdef RENEWAL
  458. int hp_bonus = 0;
  459. double global_bonus = 1;
  460. #endif
  461. struct map_session_data *sd = BL_CAST(BL_PC, src);
  462. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  463. struct status_change *sc, *tsc;
  464. sc = status_get_sc(src);
  465. tsc = status_get_sc(target);
  466. switch( skill_id ) {
  467. #ifndef RENEWAL
  468. case BA_APPLEIDUN:
  469. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  470. if (sd)
  471. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  472. break;
  473. #endif
  474. case PR_SANCTUARY:
  475. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  476. break;
  477. case NPC_EVILLAND:
  478. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  479. break;
  480. case AB_HIGHNESSHEAL:
  481. #ifdef RENEWAL
  482. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  483. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  484. hp_bonus += skill * 2;
  485. #else
  486. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  487. hp = (hp * (17 + 3 * skill_lv)) / 10;
  488. #endif
  489. break;
  490. case SU_FRESHSHRIMP:
  491. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  492. break;
  493. case SU_BUNCHOFSHRIMP:
  494. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  495. break;
  496. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  497. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  498. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  499. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  500. #ifdef RENEWAL
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. hp_bonus += skill * 2;
  503. #endif
  504. break;
  505. default:
  506. if (skill_lv >= battle_config.max_heal_lv)
  507. return battle_config.max_heal;
  508. #ifdef RENEWAL
  509. /**
  510. * Renewal Heal Formula
  511. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  512. */
  513. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  514. #else
  515. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  516. #endif
  517. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  518. #ifdef RENEWAL
  519. hp_bonus += skill * 2;
  520. #else
  521. hp += hp * skill * 2 / 100;
  522. #endif
  523. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  524. #ifdef RENEWAL
  525. hp_bonus += skill * 2;
  526. #else
  527. hp += hp * skill * 2 / 100;
  528. #endif
  529. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  530. hp *= 2;
  531. break;
  532. }
  533. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  534. hp >>= 1;
  535. if (sd) {
  536. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  537. #ifdef RENEWAL
  538. hp_bonus += 10;
  539. #else
  540. hp += hp * 10 / 100;
  541. #endif
  542. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  543. #ifdef RENEWAL
  544. hp_bonus += 20;
  545. #else
  546. hp += hp * 20 / 100;
  547. #endif
  548. }
  549. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  550. #ifdef RENEWAL
  551. hp_bonus += 2;
  552. #else
  553. hp += hp * skill * 2 / 100;
  554. #endif
  555. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  556. #ifdef RENEWAL
  557. hp_bonus += 3;
  558. #else
  559. hp += hp * skill * 3 / 100;
  560. #endif
  561. if (skill = pc_skillheal_bonus(sd, skill_id))
  562. #ifdef RENEWAL
  563. hp_bonus += skill;
  564. #else
  565. hp += hp * skill / 100;
  566. #endif
  567. }
  568. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  569. #ifdef RENEWAL
  570. hp_bonus += skill;
  571. #else
  572. hp += hp * skill / 100;
  573. #endif
  574. if (sc && sc->count) {
  575. if (sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
  576. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  577. #ifdef RENEWAL
  578. hp_bonus += sc->data[SC_OFFERTORIUM]->val2;
  579. #else
  580. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  581. #endif
  582. if (sc->data[SC_GLASTHEIM_HEAL] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  583. #ifdef RENEWAL
  584. hp_bonus += sc->data[SC_GLASTHEIM_HEAL]->val1;
  585. #else
  586. hp += hp * sc->data[SC_GLASTHEIM_HEAL]->val1 / 100;
  587. #endif
  588. #ifdef RENEWAL
  589. if (sc->data[SC_MEDIALE] && skill_id == CD_MEDIALE_VOTUM)
  590. hp_bonus += sc->data[SC_MEDIALE]->val2;
  591. #endif
  592. }
  593. if (tsc && tsc->count) {
  594. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  595. if (tsc->data[SC_INCHEALRATE])
  596. #ifdef RENEWAL
  597. hp_bonus += tsc->data[SC_INCHEALRATE]->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  598. #else
  599. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100;
  600. #endif
  601. if (tsc->data[SC_GLASTHEIM_HEAL])
  602. #ifdef RENEWAL
  603. hp_bonus += tsc->data[SC_GLASTHEIM_HEAL]->val2;
  604. #else
  605. hp += hp * tsc->data[SC_GLASTHEIM_HEAL]->val2 / 100;
  606. #endif
  607. if (tsc->data[SC_ANCILLA])
  608. #ifdef RENEWAL
  609. hp_bonus += tsc->data[SC_ANCILLA]->val1;
  610. #else
  611. hp += hp * tsc->data[SC_ANCILLA]->val1 / 100;
  612. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  613. hp += hp / 10;
  614. #endif
  615. #ifdef RENEWAL
  616. if (tsc->data[SC_ASSUMPTIO])
  617. hp_bonus += tsc->data[SC_ASSUMPTIO]->val1 * 2;
  618. #endif
  619. }
  620. }
  621. #ifdef RENEWAL
  622. if (hp_bonus)
  623. hp += hp * hp_bonus / 100;
  624. // MATK part of the RE heal formula [malufett]
  625. // Note: in this part matk bonuses from items or skills are not applied
  626. switch( skill_id ) {
  627. case BA_APPLEIDUN:
  628. case PR_SANCTUARY:
  629. case NPC_EVILLAND:
  630. break;
  631. default:
  632. {
  633. struct status_data *status = status_get_status_data(src);
  634. int min, max;
  635. min = status_base_matk_min(src, status, status_get_lv(src));
  636. max = status_base_matk_max(src, status, status_get_lv(src));
  637. if( status->rhw.matk > 0 ){
  638. int wMatk, variance;
  639. wMatk = status->rhw.matk;
  640. variance = wMatk * status->rhw.wlv / 10;
  641. min += wMatk - variance;
  642. max += wMatk + variance;
  643. }
  644. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  645. min = max;
  646. if( sd && sd->right_weapon.overrefine > 0 ){
  647. min++;
  648. max += sd->right_weapon.overrefine - 1;
  649. }
  650. if(max > min)
  651. hp += min+rnd()%(max-min);
  652. else
  653. hp += min;
  654. }
  655. }
  656. // Global multipliers are applied after the MATK is applied
  657. if (tsc && tsc->count) {
  658. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  659. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  660. global_bonus *= 1.1f;
  661. }
  662. }
  663. if (skill_id == AB_HIGHNESSHEAL)
  664. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  665. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  666. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  667. #endif
  668. if (heal && tsc && tsc->count) {
  669. uint8 penalty = 0;
  670. if (tsc->data[SC_CRITICALWOUND])
  671. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  672. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  673. penalty += 20;
  674. if (tsc->data[SC_NORECOVER_STATE])
  675. penalty = 100;
  676. if (penalty > 0) {
  677. #ifdef RENEWAL
  678. penalty = cap_value(penalty, 1, 100);
  679. global_bonus *= (100 - penalty) / 100.f;
  680. #else
  681. hp -= hp * penalty / 100;
  682. #endif
  683. }
  684. }
  685. #ifdef RENEWAL
  686. hp = (int)(hp * global_bonus);
  687. // Final heal increased by HPlus.
  688. // Is this the right place for this??? [Rytech]
  689. if ( sd && status_get_hplus(src) > 0 )
  690. hp += hp * status_get_hplus(src) / 100;
  691. return (heal) ? max(1, hp) : hp;
  692. #else
  693. return hp;
  694. #endif
  695. }
  696. /**
  697. * Making Plagiarism and Reproduce check their own function
  698. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  699. * @param sd: Player who will copy the skill
  700. * @param skill_id: Target skill
  701. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  702. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  703. */
  704. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  705. uint16 skill_idx = skill_get_index(skill_id);
  706. if (!skill_idx)
  707. return 0;
  708. // Only copy skill that player doesn't have or the skill is old clone
  709. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  710. return 0;
  711. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  712. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  713. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  714. return 1;
  715. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  716. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  717. return 2;
  718. return 0;
  719. }
  720. /**
  721. * Check if the skill is ok to cast and when.
  722. * Done before skill_check_condition_castbegin, requirement
  723. * @param skill_id: Skill ID that casted
  724. * @param sd: Player who casted
  725. * @return true: Skill cannot be used, false: otherwise
  726. * @author [MouseJstr]
  727. */
  728. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  729. {
  730. nullpo_retr(1,sd);
  731. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  732. return false; // can do any damn thing they want
  733. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  734. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  735. struct map_data *mapdata = map_getmapdata(sd->bl.m);
  736. if (mapdata->flag[MF_NOSKILL] && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
  737. return true;
  738. // Epoque:
  739. // This code will compare the player's attack motion value which is influenced by ASPD before
  740. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  741. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  742. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  743. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  744. {// attempted to cast a skill before the attack motion has finished
  745. return true;
  746. }
  747. if (skill_blockpc_get(sd, skill_id) != -1){
  748. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  749. return true;
  750. }
  751. /**
  752. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  753. * 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
  754. */
  755. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
  756. return false;
  757. uint32 skill_nocast = skill_get_nocast(skill_id);
  758. // Check skill restrictions [Celest]
  759. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  760. (skill_nocast&2 && mapdata->flag[MF_PVP]) ||
  761. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  762. (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  763. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  764. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){
  765. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  766. return true;
  767. }
  768. if( sd->sc.data[SC_ALL_RIDING] )
  769. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  770. switch (skill_id) {
  771. case AL_WARP:
  772. case RETURN_TO_ELDICASTES:
  773. case ALL_GUARDIAN_RECALL:
  774. case ECLAGE_RECALL:
  775. case ALL_PRONTERA_RECALL:
  776. if(mapdata->flag[MF_NOWARP]) {
  777. clif_skill_teleportmessage(sd,0);
  778. return true;
  779. }
  780. return false;
  781. case AL_TELEPORT:
  782. case NPC_FATALMENACE:
  783. case SC_DIMENSIONDOOR:
  784. case ALL_ODINS_RECALL:
  785. case WE_CALLALLFAMILY:
  786. if(mapdata->flag[MF_NOTELEPORT]) {
  787. clif_skill_teleportmessage(sd,0);
  788. return true;
  789. }
  790. return false; // gonna be checked in 'skill_castend_nodamage_id'
  791. case WE_CALLPARTNER:
  792. case WE_CALLPARENT:
  793. case WE_CALLBABY:
  794. if (mapdata->flag[MF_NOMEMO]) {
  795. clif_skill_teleportmessage(sd,1);
  796. return true;
  797. }
  798. break;
  799. case MC_VENDING:
  800. case ALL_BUYING_STORE:
  801. if( map_getmapflag(sd->bl.m, MF_NOVENDING) ) {
  802. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  803. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  804. return true;
  805. }
  806. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  807. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  808. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  809. return true;
  810. }
  811. if( npc_isnear(&sd->bl) ) {
  812. // uncomment to send msg_txt.
  813. //char output[150];
  814. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  815. //clif_displaymessage(sd->fd, output);
  816. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  817. return true;
  818. }
  819. case MC_IDENTIFY:
  820. return false; // always allowed
  821. case WZ_ICEWALL:
  822. // noicewall flag [Valaris]
  823. if (mapdata->flag[MF_NOICEWALL]) {
  824. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  825. return true;
  826. }
  827. break;
  828. case GC_DARKILLUSION:
  829. if( mapdata_flag_gvg2(mapdata) ) {
  830. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  831. return true;
  832. }
  833. break;
  834. case GD_EMERGENCYCALL:
  835. case GD_ITEMEMERGENCYCALL:
  836. if (
  837. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  838. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  839. (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE]))
  840. ) {
  841. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  842. return true;
  843. }
  844. break;
  845. case WM_SIRCLEOFNATURE:
  846. case WM_SOUND_OF_DESTRUCTION:
  847. case WM_LULLABY_DEEPSLEEP:
  848. case WM_GLOOMYDAY:
  849. case WM_SATURDAY_NIGHT_FEVER:
  850. if( !mapdata_flag_vs(mapdata) ) {
  851. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  852. return true;
  853. }
  854. break;
  855. }
  856. return false;
  857. }
  858. /**
  859. * Check if the homunculus skill is ok to be processed
  860. * After checking from Homunculus side, also check the master condition
  861. * @param hd: Homunculus who casted
  862. * @param skill_id: Skill ID casted
  863. * @param skill_lv: Skill level casted
  864. * @return true: Skill cannot be used, false: otherwise
  865. */
  866. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  867. {
  868. struct map_session_data *sd = NULL;
  869. struct status_change *sc;
  870. int8 spiritball = 0;
  871. nullpo_retr(true, hd);
  872. spiritball = skill_get_spiritball(skill_id, skill_lv);
  873. sd = hd->master;
  874. sc = status_get_sc(&hd->bl);
  875. if (!sd)
  876. return true;
  877. if (sc && !sc->count)
  878. sc = NULL;
  879. if (util::vector_exists(hd->blockskill, skill_id))
  880. return true;
  881. switch(skill_id) {
  882. case HFLI_SBR44:
  883. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  884. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  885. return true;
  886. }
  887. break;
  888. case HVAN_EXPLOSION:
  889. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  890. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  891. return true;
  892. }
  893. break;
  894. case MH_LIGHT_OF_REGENE: // Must be cordial
  895. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  896. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  897. return true;
  898. }
  899. break;
  900. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  901. if (sc && sc->data[SC_ANGRIFFS_MODUS])
  902. return true;
  903. break;
  904. case MH_ANGRIFFS_MODUS:
  905. if (sc && sc->data[SC_GOLDENE_FERSE])
  906. return true;
  907. break;
  908. case MH_TINDER_BREAKER: // Must be in grappling mode
  909. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  910. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  911. return true;
  912. }
  913. break;
  914. case MH_SONIC_CRAW: // Must be in fighting mode
  915. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  916. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  917. return true;
  918. }
  919. break;
  920. case MH_SILVERVEIN_RUSH:
  921. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  922. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  923. return true;
  924. }
  925. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
  926. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  927. return true;
  928. }
  929. break;
  930. case MH_MIDNIGHT_FRENZY:
  931. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  932. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  933. return true;
  934. }
  935. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
  936. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  937. return true;
  938. }
  939. break;
  940. case MH_CBC:
  941. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  942. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  943. return true;
  944. }
  945. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
  946. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  947. return true;
  948. }
  949. break;
  950. case MH_EQC:
  951. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  952. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  953. return true;
  954. }
  955. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
  956. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  957. return true;
  958. }
  959. break;
  960. }
  961. if (spiritball) {
  962. if (hd->homunculus.spiritball < spiritball) {
  963. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  964. return true;
  965. }
  966. hom_delspiritball(hd, spiritball, 1);
  967. }
  968. //Use master's criteria.
  969. return skill_isNotOk(skill_id, hd->master);
  970. }
  971. /**
  972. * Check if the mercenary skill is ok to be processed
  973. * After checking from Homunculus side, also check the master condition
  974. * @param skill_id: Skill ID that casted
  975. * @param md: Mercenary who casted
  976. * @return true: Skill cannot be used, false: otherwise
  977. */
  978. bool skill_isNotOk_mercenary(uint16 skill_id, s_mercenary_data *md)
  979. {
  980. nullpo_retr(1, md);
  981. if (util::vector_exists(md->blockskill, skill_id))
  982. return true;
  983. return skill_isNotOk(skill_id, md->master);
  984. }
  985. /**
  986. * Check if the skill can be casted near NPC or not
  987. * @param src Object who casted
  988. * @param skill_id Skill ID that casted
  989. * @param skill_lv Skill Lv
  990. * @param pos_x Position x of the target
  991. * @param pos_y Position y of the target
  992. * @return true: Skill cannot be used, false: otherwise
  993. * @author [Cydh]
  994. */
  995. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  996. if (!src)
  997. return false;
  998. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  999. return false;
  1000. //if self skill
  1001. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1002. pos_x = src->x;
  1003. pos_y = src->y;
  1004. }
  1005. if (pos_x <= 0) pos_x = src->x;
  1006. if (pos_y <= 0) pos_y = src->y;
  1007. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1008. }
  1009. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  1010. {
  1011. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1012. uint8 dir;
  1013. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1014. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1015. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1016. }
  1017. nullpo_retr(NULL, src);
  1018. //Monsters sometimes deploy more units on level 10
  1019. if (src->type == BL_MOB && skill_lv >= 10) {
  1020. if (skill_id == WZ_WATERBALL)
  1021. pos = 4; //9x9 Area
  1022. }
  1023. if (pos != -1) // simple single-definition layout
  1024. return &skill_unit_layout[pos];
  1025. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1026. if (skill_id == MG_FIREWALL)
  1027. return &skill_unit_layout [firewall_unit_pos + dir];
  1028. else if (skill_id == WZ_ICEWALL)
  1029. return &skill_unit_layout [icewall_unit_pos + dir];
  1030. else if( skill_id == WL_EARTHSTRAIN )
  1031. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1032. else if( skill_id == RL_FIRE_RAIN )
  1033. return &skill_unit_layout[firerain_unit_pos + dir];
  1034. else if( skill_id == GN_WALLOFTHORN )
  1035. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1036. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1037. return &skill_unit_layout[0]; // default 1x1 layout
  1038. }
  1039. /** Stores temporary values.
  1040. * Common usages:
  1041. * [0] holds number of targets in area
  1042. * [1] holds the id of the original target
  1043. * [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)
  1044. */
  1045. static int skill_area_temp[8];
  1046. /*==========================================
  1047. * Add effect to skill when hit succesfully target
  1048. *------------------------------------------*/
  1049. 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)
  1050. {
  1051. struct map_session_data *sd, *dstsd;
  1052. struct mob_data *md, *dstmd;
  1053. struct status_data *sstatus, *tstatus;
  1054. struct status_change *sc, *tsc;
  1055. int skill;
  1056. int rate;
  1057. nullpo_ret(src);
  1058. nullpo_ret(bl);
  1059. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1060. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1061. return 0;
  1062. sd = BL_CAST(BL_PC, src);
  1063. md = BL_CAST(BL_MOB, src);
  1064. dstsd = BL_CAST(BL_PC, bl);
  1065. dstmd = BL_CAST(BL_MOB, bl);
  1066. sc = status_get_sc(src);
  1067. tsc = status_get_sc(bl);
  1068. sstatus = status_get_status_data(src);
  1069. tstatus = status_get_status_data(bl);
  1070. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1071. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1072. // Chance to trigger Taekwon kicks
  1073. if (sc->data[SC_READYSTORM] &&
  1074. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1075. 0, 2, 0,
  1076. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1077. ; //Stance triggered
  1078. else if (sc->data[SC_READYDOWN] &&
  1079. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1080. 0, 2, 0,
  1081. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1082. ; //Stance triggered
  1083. else if (sc->data[SC_READYTURN] &&
  1084. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1085. 0, 2, 0,
  1086. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1087. ; //Stance triggered
  1088. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  1089. rate = 20;
  1090. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  1091. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  1092. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  1093. }
  1094. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1095. 0, 2, 0,
  1096. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1097. ; //Stance triggered
  1098. }
  1099. }
  1100. if (!tsc) //skill additional effect is about adding effects to the target...
  1101. //So if the target can't be inflicted with statuses, this is pointless.
  1102. return 0;
  1103. if( sd )
  1104. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1105. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1106. #ifndef RENEWAL
  1107. && skill_id != ASC_BREAKER
  1108. #endif
  1109. ) {
  1110. // Trigger status effects
  1111. enum sc_type type;
  1112. unsigned int time;
  1113. for (const auto &it : sd->addeff) {
  1114. rate = it.rate;
  1115. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1116. rate += it.arrow_rate;
  1117. if( !rate )
  1118. continue;
  1119. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1120. // Trigger has attack type consideration.
  1121. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1122. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1123. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1124. ;
  1125. else
  1126. continue;
  1127. }
  1128. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1129. // Trigger has range consideration.
  1130. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1131. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1132. continue; //Range Failed.
  1133. }
  1134. type = it.sc;
  1135. time = it.duration;
  1136. if (it.flag&ATF_TARGET)
  1137. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1138. if (it.flag&ATF_SELF)
  1139. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1140. }
  1141. }
  1142. if( skill_id ) {
  1143. // Trigger status effects on skills
  1144. enum sc_type type;
  1145. unsigned int time;
  1146. for (const auto &it : sd->addeff_onskill) {
  1147. if (skill_id != it.skill_id || !it.rate)
  1148. continue;
  1149. type = it.sc;
  1150. time = it.duration;
  1151. if (it.target&ATF_TARGET)
  1152. status_change_start(src,bl,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1153. if (it.target&ATF_SELF)
  1154. status_change_start(src,src,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1155. }
  1156. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1157. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1158. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1159. #ifdef RENEWAL
  1160. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1161. #else
  1162. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1163. #endif
  1164. clif_emotion(bl,ET_HUK);
  1165. }
  1166. }
  1167. }
  1168. if( dmg_lv < ATK_DEF ) // no damage, return;
  1169. return 0;
  1170. switch(skill_id) {
  1171. case 0:
  1172. { // Normal attacks (no skill used)
  1173. if( attack_type&BF_SKILL )
  1174. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1175. if(sd) {
  1176. // Automatic trigger of Blitz Beat
  1177. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1178. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1179. rate = 5;
  1180. else
  1181. rate = (sd->status.job_level + 9) / 10;
  1182. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1183. }
  1184. // Automatic trigger of Warg Strike
  1185. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1186. rate = sstatus->luk * 10 / 3 + 1;
  1187. if (pc_isfalcon(sd))
  1188. rate = rate / 3;
  1189. if (rnd() % 1000 <= rate)
  1190. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1191. }
  1192. // Automatic trigger of Hawk Rush
  1193. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1194. rate = sstatus->con * 10 / 3 + 1;
  1195. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1196. if (rnd() % 1000 <= rate)
  1197. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1198. }
  1199. // Gank
  1200. if(dstmd && sd->status.weapon != W_BOW &&
  1201. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1202. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1203. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1204. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1205. else
  1206. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1207. }
  1208. }
  1209. if (sc) {
  1210. struct status_change_entry *sce;
  1211. // Enchant Poison gives a chance to poison attacked enemies
  1212. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  1213. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1214. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1215. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1216. if((sce=sc->data[SC_EDP]))
  1217. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1218. skill_get_time2(ASC_EDP,sce->val1));
  1219. // Enchanting Shadow gives a chance to inflict shadow wounds to the enemy.
  1220. if ((sce = sc->data[SC_SHADOW_WEAPON]) && rnd() % 100 < sce->val2) {
  1221. if (tsc && tsc->data[SC_SHADOW_SCAR]) {
  1222. uint16 count = 1 + tsc->data[SC_SHADOW_SCAR]->val1;
  1223. // Need official stack limit. [Rytech]
  1224. count = min(5, count);
  1225. sc_start(src, bl, SC_SHADOW_SCAR, 100, count, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1226. } else
  1227. sc_start(src, bl, SC_SHADOW_SCAR, 100, 1, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1228. }
  1229. if ((sce = sc->data[SC_LUXANIMA]) && rnd() % 100 < sce->val2)
  1230. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1231. }
  1232. }
  1233. break;
  1234. case SM_BASH:
  1235. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1236. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1237. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1238. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  1239. }
  1240. break;
  1241. case MER_CRASH:
  1242. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1243. break;
  1244. case AS_VENOMKNIFE:
  1245. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1246. skill_lv = pc_checkskill(sd, TF_POISON);
  1247. case TF_POISON:
  1248. case AS_SPLASHER:
  1249. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1250. && sd && skill_id==TF_POISON
  1251. )
  1252. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1253. break;
  1254. case AS_SONICBLOW:
  1255. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1256. break;
  1257. case AS_GRIMTOOTH:
  1258. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1259. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1260. break;
  1261. case WZ_FIREPILLAR:
  1262. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1263. break;
  1264. case MG_FROSTDIVER:
  1265. 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)
  1266. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1267. break;
  1268. case WZ_FROSTNOVA:
  1269. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1270. break;
  1271. case WZ_STORMGUST:
  1272. // Storm Gust counter was dropped in renewal
  1273. #ifdef RENEWAL
  1274. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1275. #else
  1276. //On third hit, there is a 150% to freeze the target
  1277. if(tsc->sg_counter >= 3 &&
  1278. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1279. tsc->sg_counter = 0;
  1280. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1281. else if( tsc->sg_counter > 250 )
  1282. tsc->sg_counter = 0;
  1283. #endif
  1284. break;
  1285. case NPC_STORMGUST2:
  1286. if (skill_lv == 1)
  1287. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1288. else if (skill_lv == 2)
  1289. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1290. else
  1291. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1292. break;
  1293. case WZ_METEOR:
  1294. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1295. break;
  1296. case WZ_VERMILION:
  1297. #ifdef RENEWAL
  1298. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1299. #else
  1300. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1301. #endif
  1302. break;
  1303. case WZ_HEAVENDRIVE:
  1304. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1305. break;
  1306. case HT_FREEZINGTRAP:
  1307. case MA_FREEZINGTRAP:
  1308. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1309. break;
  1310. case HT_FLASHER:
  1311. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1312. break;
  1313. case HT_LANDMINE:
  1314. case MA_LANDMINE:
  1315. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1316. break;
  1317. case HT_SHOCKWAVE:
  1318. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1319. break;
  1320. case HT_SANDMAN:
  1321. case MA_SANDMAN:
  1322. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1323. break;
  1324. case TF_SPRINKLESAND:
  1325. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1326. break;
  1327. case TF_THROWSTONE:
  1328. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1329. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1330. break;
  1331. case NPC_DARKCROSS:
  1332. case CR_HOLYCROSS:
  1333. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1334. break;
  1335. case NPC_GRANDDARKNESS:
  1336. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1337. attack_type |= BF_WEAPON;
  1338. break;
  1339. case CR_GRANDCROSS:
  1340. //Chance to cause blind status vs demon and undead element, but not against players
  1341. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1342. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1343. attack_type |= BF_WEAPON;
  1344. break;
  1345. case AM_ACIDTERROR:
  1346. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1347. #ifdef RENEWAL
  1348. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1349. #else
  1350. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1351. #endif
  1352. clif_emotion(bl,ET_HUK);
  1353. break;
  1354. case AM_DEMONSTRATION:
  1355. #ifdef RENEWAL
  1356. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1357. #else
  1358. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1359. #endif
  1360. break;
  1361. case CR_SHIELDCHARGE:
  1362. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1363. break;
  1364. #ifndef RENEWAL
  1365. case PA_PRESSURE:
  1366. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1367. //Fall through
  1368. case HW_GRAVITATION:
  1369. //Pressure and Gravitation can trigger physical autospells
  1370. attack_type |= BF_NORMAL;
  1371. attack_type |= BF_WEAPON;
  1372. break;
  1373. #endif
  1374. case RG_RAID:
  1375. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1376. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1377. #ifdef RENEWAL
  1378. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1379. break;
  1380. case RG_BACKSTAP:
  1381. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1382. #endif
  1383. break;
  1384. case BA_FROSTJOKER:
  1385. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1386. break;
  1387. case DC_SCREAM:
  1388. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1389. break;
  1390. case BD_LULLABY:
  1391. 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
  1392. break;
  1393. case DC_UGLYDANCE:
  1394. rate = 5+5*skill_lv;
  1395. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1396. rate += 5+skill;
  1397. #ifdef RENEWAL
  1398. status_zap(bl, 0, 2 * skill_lv + 10); // !TODO: How does caster's DEX/AGI play a role?
  1399. #else
  1400. status_zap(bl, 0, rate);
  1401. #endif
  1402. break;
  1403. case SL_STUN:
  1404. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1405. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1406. break;
  1407. case NPC_PETRIFYATTACK:
  1408. sc_start4(src,bl,SC_STONE,50+10*skill_lv,skill_lv,0,0,skill_get_time(skill_id,skill_lv),skill_get_time2(skill_id,skill_lv));
  1409. break;
  1410. case NPC_CURSEATTACK:
  1411. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1412. break;
  1413. case NPC_SLEEPATTACK:
  1414. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1415. break;
  1416. case NPC_BLINDATTACK:
  1417. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1418. break;
  1419. case NPC_POISON:
  1420. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1421. break;
  1422. case NPC_SILENCEATTACK:
  1423. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1424. break;
  1425. case NPC_STUNATTACK:
  1426. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1427. break;
  1428. case NPC_BLEEDING:
  1429. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1430. break;
  1431. case NPC_ACIDBREATH:
  1432. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1433. break;
  1434. case NPC_ICEBREATH:
  1435. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1436. break;
  1437. case NPC_MENTALBREAKER:
  1438. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1439. //equal to Matk*skLevel.
  1440. rate = sstatus->matk_min;
  1441. if (rate < sstatus->matk_max)
  1442. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1443. rate*=skill_lv;
  1444. status_zap(bl, 0, rate);
  1445. break;
  1446. }
  1447. // Equipment breaking monster skills [Celest]
  1448. case NPC_WEAPONBRAKER:
  1449. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1450. break;
  1451. case NPC_ARMORBRAKE:
  1452. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1453. break;
  1454. case NPC_HELMBRAKE:
  1455. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1456. break;
  1457. case NPC_SHIELDBRAKE:
  1458. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1459. break;
  1460. case CH_TIGERFIST: {
  1461. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1462. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1463. if (status_get_class_(bl) == CLASS_BOSS)
  1464. basetime /= 5;
  1465. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1466. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1467. }
  1468. break;
  1469. case LK_SPIRALPIERCE:
  1470. case ML_SPIRALPIERCE:
  1471. if( dstsd || ( dstmd && status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1472. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1473. break;
  1474. case ST_REJECTSWORD:
  1475. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1476. break;
  1477. case PF_FOGWALL:
  1478. if (src != bl && !tsc->data[SC_DELUGE])
  1479. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1480. break;
  1481. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1482. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1483. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1484. break;
  1485. case ASC_METEORASSAULT:
  1486. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1487. switch(rnd()%3) {
  1488. case 0:
  1489. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1490. break;
  1491. case 1:
  1492. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1493. break;
  1494. default:
  1495. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1496. }
  1497. break;
  1498. case HW_NAPALMVULCAN:
  1499. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1500. break;
  1501. case WS_CARTTERMINATION: // Cart termination
  1502. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1503. break;
  1504. case CR_ACIDDEMONSTRATION:
  1505. case GN_FIRE_EXPANSION_ACID:
  1506. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1507. break;
  1508. case TK_DOWNKICK:
  1509. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1510. break;
  1511. case TK_JUMPKICK:
  1512. // debuff the following statuses
  1513. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1514. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1515. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1516. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1517. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1518. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1519. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1520. // New soul links confirmed to not dispell with this skill
  1521. // but thats likely a bug since soul links can't stack and
  1522. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1523. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1524. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1525. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1526. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1527. }
  1528. break;
  1529. case TK_TURNKICK:
  1530. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1531. if(attack_type&BF_MISC) //70% base stun chance...
  1532. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1533. break;
  1534. case GS_BULLSEYE: //0.1% coma rate.
  1535. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1536. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1537. break;
  1538. case GS_PIERCINGSHOT:
  1539. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1540. break;
  1541. case NJ_HYOUSYOURAKU:
  1542. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1543. break;
  1544. case GS_FLING:
  1545. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1546. break;
  1547. case GS_DISARM:
  1548. skill_strip_equip(src, bl, skill_id, skill_lv);
  1549. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1550. break;
  1551. case NPC_EVILLAND:
  1552. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1553. break;
  1554. case NPC_HELLJUDGEMENT:
  1555. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1556. break;
  1557. case NPC_CRITICALWOUND:
  1558. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1559. break;
  1560. case NPC_FIRESTORM:
  1561. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1562. break;
  1563. case RK_DRAGONBREATH:
  1564. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1565. break;
  1566. case RK_DRAGONBREATH_WATER:
  1567. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1568. break;
  1569. case NPC_DRAGONBREATH:
  1570. if (skill_lv > 5)
  1571. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1572. else
  1573. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1574. break;
  1575. case AB_ADORAMUS:
  1576. 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));
  1577. break;
  1578. case WL_COMET:
  1579. sc_start(src, bl, SC_BURNING, 100, skill_lv, 20000);
  1580. break;
  1581. case NPC_COMET:
  1582. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1583. break;
  1584. case NPC_JACKFROST:
  1585. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1586. break;
  1587. case RA_WUGBITE: {
  1588. 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);
  1589. if (wug_rate < 50)
  1590. wug_rate = 50;
  1591. 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))) );
  1592. }
  1593. break;
  1594. case RA_SENSITIVEKEEN:
  1595. if( rnd()%100 < 8 * skill_lv )
  1596. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1597. break;
  1598. case RA_FIRINGTRAP:
  1599. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1600. break;
  1601. case RA_ICEBOUNDTRAP:
  1602. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1603. break;
  1604. case NC_PILEBUNKER:
  1605. if( rnd()%100 < 25 + 15*skill_lv ) {
  1606. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1607. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1608. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1609. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1610. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1611. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1612. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1613. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1614. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1615. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1616. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1617. }
  1618. break;
  1619. case NC_FLAMELAUNCHER:
  1620. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1621. break;
  1622. case NC_COLDSLOWER:
  1623. // Status chances are applied officially through a check
  1624. // The skill first trys to give the frozen status to targets that are hit
  1625. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1626. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1627. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1628. break;
  1629. case NC_POWERSWING:
  1630. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1631. break;
  1632. case GC_WEAPONCRUSH:
  1633. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1634. break;
  1635. case LG_PINPOINTATTACK:
  1636. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1637. switch( skill_lv ) {
  1638. case 1:
  1639. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1640. break;
  1641. case 2:
  1642. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1643. break;
  1644. case 3:
  1645. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1646. break;
  1647. case 4:
  1648. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1649. break;
  1650. case 5:
  1651. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1652. break;
  1653. }
  1654. break;
  1655. case LG_MOONSLASHER:
  1656. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1657. break;
  1658. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1659. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1660. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1661. break;
  1662. case NPC_RAYOFGENESIS:
  1663. if (skill_lv < 8)
  1664. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1665. else
  1666. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1667. break;
  1668. case LG_HESPERUSLIT:
  1669. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1670. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1671. break;
  1672. case SR_DRAGONCOMBO:
  1673. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1674. break;
  1675. case SR_WINDMILL:
  1676. if( dstsd )
  1677. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1678. else if( dstmd )
  1679. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1680. break;
  1681. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1682. 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));
  1683. break;
  1684. case SR_EARTHSHAKER:
  1685. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1686. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1687. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1688. break;
  1689. case SO_EARTHGRAVE:
  1690. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1691. break;
  1692. case SO_DIAMONDDUST:
  1693. rate = 5 + 5 * skill_lv;
  1694. if( sc && sc->data[SC_COOLER_OPTION] )
  1695. rate += (sd ? sd->status.job_level / 5 : 0);
  1696. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1697. break;
  1698. case SO_VARETYR_SPEAR:
  1699. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1700. break;
  1701. case SO_POISON_BUSTER:
  1702. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1703. break;
  1704. case GN_SPORE_EXPLOSION:
  1705. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1706. break;
  1707. case GN_SLINGITEM_RANGEMELEEATK:
  1708. if( sd ) {
  1709. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1710. case ITEMID_COCONUT_BOMB:
  1711. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1712. 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);
  1713. break;
  1714. case ITEMID_MELON_BOMB:
  1715. 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);
  1716. break;
  1717. case ITEMID_BANANA_BOMB:
  1718. {
  1719. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1720. 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);
  1721. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1722. break;
  1723. }
  1724. }
  1725. sd->itemid = 0;
  1726. }
  1727. break;
  1728. case GN_HELLS_PLANT_ATK:
  1729. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1730. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1731. break;
  1732. case EL_WIND_SLASH: // Non confirmed rate.
  1733. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1734. break;
  1735. case EL_STONE_HAMMER:
  1736. rate = 10 * skill_lv;
  1737. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1738. break;
  1739. case EL_ROCK_CRUSHER:
  1740. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1741. break;
  1742. case EL_ROCK_CRUSHER_ATK:
  1743. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1744. break;
  1745. case EL_TYPOON_MIS:
  1746. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1747. break;
  1748. case KO_JYUMONJIKIRI:
  1749. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1750. break;
  1751. case SP_SOULEXPLOSION:
  1752. case KO_SETSUDAN: // Remove soul link when hit.
  1753. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1754. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1755. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1756. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1757. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1758. break;
  1759. case KO_MAKIBISHI:
  1760. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1761. break;
  1762. case MH_EQC:
  1763. {
  1764. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1765. if (hd) {
  1766. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1767. status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
  1768. }
  1769. }
  1770. break;
  1771. case MH_STAHL_HORN:
  1772. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1773. break;
  1774. case MH_NEEDLE_OF_PARALYZE:
  1775. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1776. break;
  1777. case MH_XENO_SLASHER:
  1778. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1779. break;
  1780. case NPC_MAGMA_ERUPTION:
  1781. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1782. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1783. break;
  1784. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1785. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1786. break;
  1787. case GN_ILLUSIONDOPING:
  1788. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1789. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1790. break;
  1791. case RL_MASS_SPIRAL:
  1792. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1793. break;
  1794. case RL_SLUGSHOT:
  1795. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1796. break;
  1797. case RL_BANISHING_BUSTER: {
  1798. if (!tsc || !tsc->count)
  1799. break;
  1800. if (status_isimmune(bl))
  1801. break;
  1802. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1803. if (sd)
  1804. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1805. break;
  1806. }
  1807. uint16 n = skill_lv;
  1808. for (const auto &it : status_db) {
  1809. sc_type status = static_cast<sc_type>(it.first);
  1810. if (n <= 0)
  1811. break;
  1812. if (!tsc->data[status])
  1813. continue;
  1814. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1815. continue;
  1816. switch (status) {
  1817. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1818. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1819. case SC_FORTUNE: case SC_SERVICE4U:
  1820. if (!battle_config.dispel_song || tsc->data[status]->val4 == 0)
  1821. continue; //If in song area don't end it, even if config enabled
  1822. break;
  1823. case SC_ASSUMPTIO:
  1824. if( bl->type == BL_MOB )
  1825. continue;
  1826. break;
  1827. }
  1828. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1829. tsc->data[status]->val2 = 0;
  1830. status_change_end(bl,status,INVALID_TIMER);
  1831. n--;
  1832. }
  1833. //Remove bonus_script by Banishing Buster
  1834. if (dstsd)
  1835. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1836. }
  1837. break;
  1838. case RL_S_STORM:
  1839. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1840. 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
  1841. break;
  1842. case RL_AM_BLAST:
  1843. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1844. break;
  1845. case SU_SCRATCH:
  1846. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1847. break;
  1848. case SU_SV_STEMSPEAR:
  1849. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1850. break;
  1851. case SU_CN_METEOR2:
  1852. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1853. break;
  1854. case SU_SCAROFTAROU:
  1855. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1856. break;
  1857. case SU_LUNATICCARROTBEAT2:
  1858. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1859. break;
  1860. case SJ_FULLMOONKICK:
  1861. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1862. break;
  1863. case SJ_STAREMPEROR:
  1864. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1865. break;
  1866. case SP_CURSEEXPLOSION:
  1867. status_change_end(bl, SC_SOULCURSE, INVALID_TIMER);
  1868. break;
  1869. case SP_SHA:
  1870. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1871. break;
  1872. case DK_SERVANT_W_PHANTOM:
  1873. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1874. break;
  1875. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1876. if (sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 1)
  1877. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1878. break;
  1879. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1880. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1881. break;
  1882. case IQ_OLEUM_SANCTUM:
  1883. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1884. break;
  1885. case IQ_FIRST_BRAND:
  1886. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1887. break;
  1888. case IQ_SECOND_FLAME:
  1889. case IQ_SECOND_FAITH:
  1890. case IQ_SECOND_JUDGEMENT:
  1891. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1892. break;
  1893. case IQ_THIRD_PUNISH:
  1894. case IQ_THIRD_FLAME_BOMB:
  1895. case IQ_THIRD_CONSECRATION:
  1896. status_change_end(bl, SC_SECOND_BRAND, INVALID_TIMER);
  1897. break;
  1898. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1899. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1900. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1901. break;
  1902. case SHC_FATAL_SHADOW_CROW:
  1903. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1904. break;
  1905. case ABC_UNLUCKY_RUSH:
  1906. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1907. break;
  1908. case ABC_CHAIN_REACTION_SHOT:
  1909. skill_castend_damage_id(src, bl, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick, SD_LEVEL);
  1910. break;
  1911. case WH_DEEPBLINDTRAP:// Need official success chances for all 4 Windhawk traps.
  1912. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1913. break;
  1914. case WH_SOLIDTRAP:
  1915. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1916. break;
  1917. case WH_SWIFTTRAP:
  1918. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1919. break;
  1920. case WH_FLAMETRAP:
  1921. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1922. break;
  1923. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1924. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1925. case WM_METALICSOUND:
  1926. case WM_REVERBERATION:
  1927. case TR_RHYTHMSHOOTING:
  1928. case TR_METALIC_FURY:
  1929. status_change_end(bl, SC_SOUNDBLEND, INVALID_TIMER);
  1930. break;
  1931. case EM_DIAMOND_STORM:
  1932. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1933. break;
  1934. case EM_LIGHTNING_LAND:
  1935. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1936. break;
  1937. case EM_VENOM_SWAMP:
  1938. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1939. break;
  1940. case EM_CONFLAGRATION:
  1941. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1942. break;
  1943. case EM_TERRA_DRIVE:
  1944. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1945. break;
  1946. } //end switch skill_id
  1947. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC)
  1948. { //Pass heritage to Master for status causing effects. [Skotlex]
  1949. sd = map_id2sd(md->master_id);
  1950. src = sd?&sd->bl:src;
  1951. }
  1952. // Coma
  1953. if (sd && sd->special_state.bonus_coma && (!md || util::vector_exists(status_get_race2(&md->bl), RC2_GVG) || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1954. rate = 0;
  1955. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1956. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  1957. rate += sd->indexed_bonus.coma_class[tstatus->class_] + sd->indexed_bonus.coma_class[CLASS_ALL];
  1958. rate += sd->indexed_bonus.coma_race[tstatus->race] + sd->indexed_bonus.coma_race[RC_ALL];
  1959. }
  1960. if (attack_type&BF_WEAPON) {
  1961. rate += sd->indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd->indexed_bonus.weapon_coma_ele[ELE_ALL];
  1962. rate += sd->indexed_bonus.weapon_coma_race[tstatus->race] + sd->indexed_bonus.weapon_coma_race[RC_ALL];
  1963. rate += sd->indexed_bonus.weapon_coma_class[tstatus->class_] + sd->indexed_bonus.weapon_coma_class[CLASS_ALL];
  1964. }
  1965. if (rate > 0)
  1966. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1967. }
  1968. if( attack_type&BF_WEAPON )
  1969. { // Breaking Equipment
  1970. if( sd && battle_config.equip_self_break_rate )
  1971. { // Self weapon breaking
  1972. rate = battle_config.equip_natural_break_rate;
  1973. #ifndef RENEWAL
  1974. if( sc )
  1975. {
  1976. if(sc->data[SC_OVERTHRUST])
  1977. rate += 10;
  1978. if(sc->data[SC_MAXOVERTHRUST])
  1979. rate += 10;
  1980. }
  1981. #endif
  1982. if( rate )
  1983. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1984. }
  1985. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1986. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1987. // Target weapon breaking
  1988. rate = 0;
  1989. if( sd )
  1990. rate += sd->bonus.break_weapon_rate;
  1991. if( sc && sc->data[SC_MELTDOWN] )
  1992. rate += sc->data[SC_MELTDOWN]->val2;
  1993. if( rate )
  1994. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1995. // Target armor breaking
  1996. rate = 0;
  1997. if( sd )
  1998. rate += sd->bonus.break_armor_rate;
  1999. if( sc && sc->data[SC_MELTDOWN] )
  2000. rate += sc->data[SC_MELTDOWN]->val3;
  2001. if( rate )
  2002. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2003. }
  2004. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2005. if (sd->def_set_race[tstatus->race].rate)
  2006. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2007. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2008. if (sd->mdef_set_race[tstatus->race].rate)
  2009. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2010. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2011. if (sd->norecover_state_race[tstatus->race].rate)
  2012. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2013. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2014. }
  2015. }
  2016. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  2017. struct unit_data *ud = unit_bl2ud(src);
  2018. if( sc->data[SC_WILD_STORM_OPTION] )
  2019. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  2020. else if( sc->data[SC_UPHEAVAL_OPTION] )
  2021. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  2022. else if( sc->data[SC_TROPIC_OPTION] )
  2023. skill = sc->data[SC_TROPIC_OPTION]->val3;
  2024. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  2025. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  2026. else
  2027. skill = 0;
  2028. if ( rnd()%100 < 25 && skill ){
  2029. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2030. if (ud) {
  2031. rate = skill_delayfix(src, skill, skill_lv);
  2032. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  2033. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  2034. if ( battle_config.display_status_timers )
  2035. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  2036. }
  2037. }
  2038. }
  2039. }
  2040. // Autospell when attacking
  2041. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  2042. {
  2043. for (const auto &it : sd->autospell) {
  2044. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2045. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2046. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2047. continue; // one or more trigger conditions were not fulfilled
  2048. skill = it.id;
  2049. sd->state.autocast = 1;
  2050. if ( skill_isNotOk(skill, sd) ) {
  2051. sd->state.autocast = 0;
  2052. continue;
  2053. }
  2054. sd->state.autocast = 0;
  2055. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2056. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2057. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2058. rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2059. if (rnd()%1000 >= rate)
  2060. continue;
  2061. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2062. e_cast_type type = skill_get_casttype(skill);
  2063. if (type == CAST_GROUND) {
  2064. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2065. continue;
  2066. }
  2067. if (battle_config.autospell_check_range &&
  2068. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2069. continue;
  2070. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2071. type = CAST_GROUND;
  2072. #ifndef RENEWAL
  2073. else if (skill == AS_SONICBLOW)
  2074. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2075. #endif
  2076. sd->state.autocast = 1;
  2077. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2078. #ifndef RENEWAL
  2079. skill_toggle_magicpower(src, skill);
  2080. #endif
  2081. switch (type) {
  2082. case CAST_GROUND:
  2083. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2084. break;
  2085. case CAST_NODAMAGE:
  2086. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2087. break;
  2088. case CAST_DAMAGE:
  2089. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2090. break;
  2091. }
  2092. sd->state.autocast = 0;
  2093. //Set canact delay. [Skotlex]
  2094. unit_data *ud = unit_bl2ud(src);
  2095. if (ud) {
  2096. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2097. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2098. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2099. if ( battle_config.display_status_timers && sd )
  2100. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2101. }
  2102. }
  2103. }
  2104. }
  2105. //Autobonus when attacking
  2106. if( sd && !sd->autobonus.empty() )
  2107. {
  2108. for(auto &it : sd->autobonus) {
  2109. if( it == nullptr ){
  2110. continue;
  2111. }
  2112. if (rnd()%1000 >= it->rate)
  2113. continue;
  2114. if (!(((it->atk_type)&attack_type)&BF_WEAPONMASK &&
  2115. ((it->atk_type)&attack_type)&BF_RANGEMASK &&
  2116. ((it->atk_type)&attack_type)&BF_SKILLMASK))
  2117. continue; // one or more trigger conditions were not fulfilled
  2118. pc_exeautobonus(*sd, &sd->autobonus, it);
  2119. }
  2120. }
  2121. //Polymorph
  2122. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2123. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2124. (rnd()%10000 < sd->bonus.classchange))
  2125. {
  2126. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2127. if (class_ != 0 && mobdb_checkid(class_))
  2128. mob_class_change(dstmd,class_);
  2129. }
  2130. return 0;
  2131. }
  2132. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2133. if( sd == nullptr || !skill_id )
  2134. return 0;
  2135. for (auto &it : sd->autospell3) {
  2136. if (it.trigger_skill != skill_id)
  2137. continue;
  2138. if (it.lock)
  2139. continue; // autospell already being executed
  2140. uint16 skill = it.id;
  2141. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2142. if( skill_isNotOk(skill, sd) ) {
  2143. sd->state.autocast = 0;
  2144. continue;
  2145. }
  2146. sd->state.autocast = 0;
  2147. // DANGER DANGER: here force target actually means use yourself as target!
  2148. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2149. if( tbl == nullptr ){
  2150. continue; // No target
  2151. }
  2152. if( rnd()%1000 >= it.rate )
  2153. continue;
  2154. uint16 skill_lv = it.lv ? it.lv : 1;
  2155. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2156. skill_lv = rnd_value( 1, skill_lv ); //random skill_lv
  2157. e_cast_type type = skill_get_casttype(skill);
  2158. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2159. continue;
  2160. if (battle_config.autospell_check_range &&
  2161. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2162. continue;
  2163. sd->state.autocast = 1;
  2164. it.lock = true;
  2165. skill_consume_requirement(sd,skill,skill_lv,1);
  2166. switch( type ) {
  2167. case CAST_GROUND:
  2168. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2169. break;
  2170. case CAST_NODAMAGE:
  2171. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2172. break;
  2173. case CAST_DAMAGE:
  2174. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2175. break;
  2176. }
  2177. it.lock = false;
  2178. sd->state.autocast = 0;
  2179. }
  2180. if( sd && !sd->autobonus3.empty() ) {
  2181. for (auto &it : sd->autobonus3) {
  2182. if (it == nullptr)
  2183. continue;
  2184. if (rnd()%1000 >= it->rate)
  2185. continue;
  2186. if (it->atk_type != skill_id)
  2187. continue;
  2188. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2189. }
  2190. }
  2191. return 1;
  2192. }
  2193. /* Splitted off from skill_additional_effect, which is never called when the
  2194. * attack skill kills the enemy. Place in this function counter status effects
  2195. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2196. * from cards) that will take effect on the source, not the target. [Skotlex]
  2197. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2198. * type of skills, so not every instance of skill_additional_effect needs a call
  2199. * to this one.
  2200. */
  2201. 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)
  2202. {
  2203. int rate;
  2204. struct map_session_data *sd=NULL;
  2205. struct map_session_data *dstsd=NULL;
  2206. nullpo_ret(src);
  2207. nullpo_ret(bl);
  2208. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2209. sd = BL_CAST(BL_PC, src);
  2210. dstsd = BL_CAST(BL_PC, bl);
  2211. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  2212. enum sc_type type;
  2213. unsigned int time;
  2214. for (const auto &it : dstsd->addeff_atked) {
  2215. rate = it.rate;
  2216. if (attack_type&BF_LONG)
  2217. rate += it.arrow_rate;
  2218. if (!rate)
  2219. continue;
  2220. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2221. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2222. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2223. continue; //Range Failed.
  2224. }
  2225. type = it.sc;
  2226. time = it.duration;
  2227. if (it.flag&ATF_TARGET && src != bl)
  2228. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2229. if (it.flag&ATF_SELF && !status_isdead(bl))
  2230. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2231. }
  2232. }
  2233. switch(skill_id) {
  2234. case MO_EXTREMITYFIST:
  2235. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2236. break;
  2237. case GS_FULLBUSTER:
  2238. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2239. break;
  2240. case HFLI_SBR44: //[orn]
  2241. case HVAN_EXPLOSION:
  2242. if(src->type == BL_HOM){
  2243. TBL_HOM *hd = (TBL_HOM*)src;
  2244. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2245. if (hd->master)
  2246. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2247. }
  2248. break;
  2249. case CR_GRANDCROSS:
  2250. case NPC_GRANDDARKNESS:
  2251. attack_type |= BF_WEAPON;
  2252. break;
  2253. case LG_HESPERUSLIT:
  2254. {
  2255. status_change *sc = status_get_sc(src);
  2256. if( sc && sc->data[SC_FORCEOFVANGUARD]) {
  2257. for(int i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2258. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2259. }
  2260. }
  2261. break;
  2262. case SP_SPA:
  2263. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2264. break;
  2265. case SP_SHA:
  2266. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2267. break;
  2268. case SP_SWHOO:
  2269. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2270. break;
  2271. }
  2272. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2273. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2274. 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);
  2275. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2276. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2277. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2278. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2279. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2280. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2281. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2282. }
  2283. if( sd && status_isdead(bl) ) {
  2284. int sp = 0, hp = 0;
  2285. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2286. sp += sd->bonus.sp_gain_value;
  2287. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2288. hp += sd->bonus.hp_gain_value;
  2289. }
  2290. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2291. sp += sd->bonus.long_sp_gain_value;
  2292. hp += sd->bonus.long_hp_gain_value;
  2293. }
  2294. if( attack_type&BF_MAGIC ) {
  2295. sp += sd->bonus.magic_sp_gain_value;
  2296. hp += sd->bonus.magic_hp_gain_value;
  2297. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2298. struct status_change *sc = NULL;
  2299. if( ( sc = status_get_sc(src) ) ) {
  2300. if(sc->data[SC_SPIRIT] &&
  2301. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2302. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2303. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2304. }
  2305. }
  2306. }
  2307. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2308. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2309. }
  2310. }
  2311. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2312. struct status_change *sc = status_get_sc(bl);
  2313. if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
  2314. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2315. }
  2316. // Trigger counter-spells to retaliate against damage causing skills.
  2317. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2318. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2319. {
  2320. for (const auto &it : dstsd->autospell2) {
  2321. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2322. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2323. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2324. continue; // one or more trigger conditions were not fulfilled
  2325. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2326. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2327. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2328. int autospl_rate = it.rate;
  2329. //Physical range attacks only trigger autospells half of the time
  2330. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2331. autospl_rate>>=1;
  2332. dstsd->state.autocast = 1;
  2333. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2334. dstsd->state.autocast = 0;
  2335. continue;
  2336. }
  2337. dstsd->state.autocast = 0;
  2338. if (rnd()%1000 >= autospl_rate)
  2339. continue;
  2340. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2341. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2342. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2343. continue;
  2344. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2345. continue;
  2346. dstsd->state.autocast = 1;
  2347. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2348. switch (type) {
  2349. case CAST_GROUND:
  2350. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2351. break;
  2352. case CAST_NODAMAGE:
  2353. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2354. break;
  2355. case CAST_DAMAGE:
  2356. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2357. break;
  2358. }
  2359. dstsd->state.autocast = 0;
  2360. //Set canact delay. [Skotlex]
  2361. unit_data *ud = unit_bl2ud(bl);
  2362. if (ud) {
  2363. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2364. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2365. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2366. if ( battle_config.display_status_timers && dstsd )
  2367. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2368. }
  2369. }
  2370. }
  2371. }
  2372. //Autobonus when attacked
  2373. if( dstsd && !status_isdead(bl) && !dstsd->autobonus2.empty() && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)) ) {
  2374. for (auto &it : dstsd->autobonus2) {
  2375. if( it == nullptr ){
  2376. continue;
  2377. }
  2378. if (rnd()%1000 >= it->rate)
  2379. continue;
  2380. if (!(((it->atk_type)&attack_type)&BF_WEAPONMASK &&
  2381. ((it->atk_type)&attack_type)&BF_RANGEMASK &&
  2382. ((it->atk_type)&attack_type)&BF_SKILLMASK))
  2383. continue; // one or more trigger conditions were not fulfilled
  2384. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2385. }
  2386. }
  2387. return 0;
  2388. }
  2389. /*=========================================================================
  2390. Breaks equipment. On-non players causes the corresponding strip effect.
  2391. - rate goes from 0 to 10000 (100.00%)
  2392. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2393. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2394. --------------------------------------------------------------------------*/
  2395. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2396. {
  2397. const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2398. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2399. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2400. struct status_change *sc = status_get_sc(bl);
  2401. int i;
  2402. TBL_PC *sd;
  2403. sd = BL_CAST(BL_PC, bl);
  2404. if (sc && !sc->count)
  2405. sc = NULL;
  2406. if (sd) {
  2407. if (sd->bonus.unbreakable_equip)
  2408. where &= ~sd->bonus.unbreakable_equip;
  2409. if (sd->bonus.unbreakable)
  2410. rate -= rate*sd->bonus.unbreakable/100;
  2411. if (where&EQP_WEAPON) {
  2412. switch (sd->status.weapon) {
  2413. case W_FIST: //Bare fists should not break :P
  2414. case W_1HAXE:
  2415. case W_2HAXE:
  2416. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2417. case W_2HMACE:
  2418. case W_STAFF:
  2419. case W_2HSTAFF:
  2420. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2421. case W_HUUMA:
  2422. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2423. case W_DOUBLE_DA:
  2424. case W_DOUBLE_SA:
  2425. where &= ~EQP_WEAPON;
  2426. }
  2427. }
  2428. }
  2429. if (flag&BCT_ENEMY) {
  2430. if (battle_config.equip_skill_break_rate != 100)
  2431. rate = rate*battle_config.equip_skill_break_rate/100;
  2432. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2433. if (battle_config.equip_self_break_rate != 100)
  2434. rate = rate*battle_config.equip_self_break_rate/100;
  2435. }
  2436. for (i = 0; i < 6; i++) {
  2437. if (where&where_list[i]) {
  2438. if (sc && sc->count && sc->data[scdef[i]])
  2439. where&=~where_list[i];
  2440. else if (rnd()%10000 >= rate)
  2441. where&=~where_list[i];
  2442. else if (!sd) //Cause Strip effect.
  2443. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2444. }
  2445. }
  2446. if (!where) //Nothing to break.
  2447. return 0;
  2448. if (sd) {
  2449. for (i = 0; i < EQI_MAX; i++) {
  2450. short j = sd->equip_index[i];
  2451. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2452. continue;
  2453. switch(i) {
  2454. case EQI_HEAD_TOP: //Upper Head
  2455. flag = (where&EQP_HELM);
  2456. break;
  2457. case EQI_ARMOR: //Body
  2458. flag = (where&EQP_ARMOR);
  2459. break;
  2460. case EQI_HAND_R: //Left/Right hands
  2461. case EQI_HAND_L:
  2462. flag = (
  2463. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2464. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2465. break;
  2466. case EQI_SHOES:
  2467. flag = (where&EQP_SHOES);
  2468. break;
  2469. case EQI_GARMENT:
  2470. flag = (where&EQP_GARMENT);
  2471. break;
  2472. case EQI_ACC_L:
  2473. flag = (where&EQP_ACC_L);
  2474. break;
  2475. case EQI_ACC_R:
  2476. flag = (where&EQP_ACC_R);
  2477. break;
  2478. case EQI_SHADOW_ARMOR:
  2479. flag = (where&EQP_SHADOW_ARMOR);
  2480. break;
  2481. case EQI_SHADOW_WEAPON:
  2482. flag = (where&EQP_SHADOW_WEAPON);
  2483. break;
  2484. case EQI_SHADOW_SHIELD:
  2485. flag = (where&EQP_SHADOW_SHIELD);
  2486. break;
  2487. case EQI_SHADOW_SHOES:
  2488. flag = (where&EQP_SHADOW_SHOES);
  2489. break;
  2490. case EQI_SHADOW_ACC_R:
  2491. flag = (where&EQP_SHADOW_ACC_R);
  2492. break;
  2493. case EQI_SHADOW_ACC_L:
  2494. flag = (where&EQP_SHADOW_ACC_L);
  2495. break;
  2496. default:
  2497. continue;
  2498. }
  2499. if (flag) {
  2500. sd->inventory.u.items_inventory[j].attribute = 1;
  2501. pc_unequipitem(sd, j, 3);
  2502. }
  2503. }
  2504. clif_equiplist(sd);
  2505. }
  2506. return where; //Return list of pieces broken.
  2507. }
  2508. /**
  2509. * Strip equipment from a target
  2510. * @param src: Source of call
  2511. * @param target: Target to strip
  2512. * @param skill_id: Skill used
  2513. * @param skill_lv: Skill level used
  2514. * @return True on successful strip or false otherwise
  2515. */
  2516. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2517. {
  2518. nullpo_retr(false, src);
  2519. nullpo_retr(false, target);
  2520. struct status_change *tsc = status_get_sc(target);
  2521. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2522. return false;
  2523. const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2524. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2525. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2526. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2527. int rate, time, location, mod = 100;
  2528. switch (skill_id) { // Rate
  2529. case RG_STRIPWEAPON:
  2530. case RG_STRIPARMOR:
  2531. case RG_STRIPSHIELD:
  2532. case RG_STRIPHELM:
  2533. case GC_WEAPONCRUSH:
  2534. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2535. mod = 1000;
  2536. break;
  2537. case ST_FULLSTRIP: {
  2538. int min_rate = 50 + 20 * skill_lv;
  2539. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2540. rate = max(min_rate, rate);
  2541. mod = 1000;
  2542. break;
  2543. }
  2544. case GS_DISARM:
  2545. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2546. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2547. break;
  2548. case WL_EARTHSTRAIN: {
  2549. int job_lv = 0;
  2550. if (src->type == BL_PC)
  2551. job_lv = ((TBL_PC*)src)->status.job_level;
  2552. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2553. break;
  2554. }
  2555. case SC_STRIPACCESSARY:
  2556. rate = 12 + 2 * skill_lv;
  2557. break;
  2558. case ABC_STRIP_SHADOW:
  2559. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2560. mod = 1000;
  2561. break;
  2562. default:
  2563. return false;
  2564. }
  2565. if (rnd()%mod >= rate)
  2566. return false;
  2567. switch (skill_id) { // Duration
  2568. case SC_STRIPACCESSARY:
  2569. case GS_DISARM:
  2570. time = skill_get_time(skill_id, skill_lv);
  2571. break;
  2572. case WL_EARTHSTRAIN:
  2573. case RG_STRIPWEAPON:
  2574. case RG_STRIPARMOR:
  2575. case RG_STRIPSHIELD:
  2576. case RG_STRIPHELM:
  2577. case GC_WEAPONCRUSH:
  2578. case ST_FULLSTRIP:
  2579. case ABC_STRIP_SHADOW:
  2580. if (skill_id == WL_EARTHSTRAIN)
  2581. time = skill_get_time2(skill_id, skill_lv);
  2582. else
  2583. time = skill_get_time(skill_id, skill_lv);
  2584. if (target->type == BL_PC)
  2585. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2586. else {
  2587. time += 15000;
  2588. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2589. }
  2590. break;
  2591. }
  2592. switch (skill_id) { // Location
  2593. case GC_WEAPONCRUSH:
  2594. case RG_STRIPWEAPON:
  2595. case GS_DISARM:
  2596. location = EQP_WEAPON;
  2597. break;
  2598. case RG_STRIPARMOR:
  2599. location = EQP_ARMOR;
  2600. break;
  2601. case RG_STRIPSHIELD:
  2602. location = EQP_SHIELD;
  2603. break;
  2604. case RG_STRIPHELM:
  2605. location = EQP_HELM;
  2606. break;
  2607. case ST_FULLSTRIP:
  2608. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2609. break;
  2610. case SC_STRIPACCESSARY:
  2611. location = EQP_ACC;
  2612. break;
  2613. case ABC_STRIP_SHADOW:
  2614. location = EQP_SHADOW_GEAR;
  2615. break;
  2616. }
  2617. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2618. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->data[sc_def[i]])
  2619. location &=~ pos[i];
  2620. }
  2621. if (!location)
  2622. return false;
  2623. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2624. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2625. location &=~ pos[i];
  2626. }
  2627. return location ? true : false;
  2628. }
  2629. /**
  2630. * Used to knock back players, monsters, traps, etc
  2631. * @param src Object that give knock back
  2632. * @param target Object that receive knock back
  2633. * @param count Number of knock back cell requested
  2634. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2635. * @param flag
  2636. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2637. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2638. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2639. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2640. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2641. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2642. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2643. * @return Number of knocked back cells done
  2644. */
  2645. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2646. {
  2647. int dx = 0, dy = 0;
  2648. uint8 checkflag = 0;
  2649. struct status_change *tsc = status_get_sc(target);
  2650. enum e_unit_blown reason = UB_KNOCKABLE;
  2651. nullpo_ret(src);
  2652. nullpo_ret(target);
  2653. if (!count)
  2654. return count; // Actual knockback distance is 0.
  2655. // Create flag needed in unit_blown_immune
  2656. if(src != target)
  2657. checkflag |= 0x1; // Offensive
  2658. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2659. checkflag |= 0x2; // Knockback type
  2660. if(status_get_class_(src) == CLASS_BOSS)
  2661. checkflag |= 0x4; // Boss attack
  2662. // Get reason and check for flags
  2663. reason = unit_blown_immune(target, checkflag);
  2664. switch(reason) {
  2665. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2666. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2667. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2668. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2669. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2670. }
  2671. if (dir == -1) // <optimized>: do the computation here instead of outside
  2672. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2673. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2674. dx = -dirx[dir];
  2675. dy = -diry[dir];
  2676. }
  2677. if (tsc) {
  2678. if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2679. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2680. if (tsc->data[SC_ROLLINGCUTTER])
  2681. status_change_end(target, SC_ROLLINGCUTTER, INVALID_TIMER);
  2682. if (tsc->data[SC_CRESCIVEBOLT])
  2683. status_change_end(target, SC_CRESCIVEBOLT, INVALID_TIMER);
  2684. if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
  2685. return 0;
  2686. }
  2687. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2688. }
  2689. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2690. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2691. // In case of success returns type of reflection, otherwise 0
  2692. // 1 - Regular reflection (Maya)
  2693. // 2 - SL_KAITE reflection
  2694. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2695. {
  2696. struct status_change *sc = status_get_sc(bl);
  2697. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2698. // Deadly Projection null's all magic reflection.
  2699. if (sc && sc->data[SC_DEADLY_DEFEASANCE])
  2700. return 0;
  2701. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2702. // Item-based reflection - Bypasses Boss check
  2703. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2704. return 1;
  2705. }
  2706. // Magic Mirror reflection - Bypasses Boss check
  2707. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2708. return 1;
  2709. if( status_get_class_(src) == CLASS_BOSS )
  2710. return 0;
  2711. // status-based reflection
  2712. if( !sc || sc->count == 0 )
  2713. return 0;
  2714. // Kaite reflection - Does not bypass Boss check
  2715. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
  2716. #ifdef RENEWAL
  2717. && type // Does not reflect AoE
  2718. #endif
  2719. ) {
  2720. // Kaite only works against non-players if they are low-level.
  2721. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2722. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2723. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2724. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2725. return 2;
  2726. }
  2727. return 0;
  2728. }
  2729. /**
  2730. * Checks whether a skill can be used in combos or not
  2731. * @param skill_id: Target skill
  2732. * @return 0: Skill is not a combo
  2733. * 1: Skill is a normal combo
  2734. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2735. * @author Panikon
  2736. */
  2737. int skill_is_combo(uint16 skill_id) {
  2738. switch(skill_id) {
  2739. case MO_CHAINCOMBO:
  2740. case MO_COMBOFINISH:
  2741. case CH_TIGERFIST:
  2742. case CH_CHAINCRUSH:
  2743. case MO_EXTREMITYFIST:
  2744. case TK_TURNKICK:
  2745. case TK_STORMKICK:
  2746. case TK_DOWNKICK:
  2747. case TK_COUNTER:
  2748. case TK_JUMPKICK:
  2749. case HT_POWER:
  2750. case SR_DRAGONCOMBO:
  2751. return 1;
  2752. case SR_FALLENEMPIRE:
  2753. case SR_TIGERCANNON:
  2754. case SR_GATEOFHELL:
  2755. return 2;
  2756. }
  2757. return 0;
  2758. }
  2759. /*
  2760. * Combo handler, start stop combo status
  2761. */
  2762. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2763. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2764. switch (skill_id) {
  2765. case MH_MIDNIGHT_FRENZY:
  2766. case MH_EQC:
  2767. {
  2768. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2769. short idx = hom_skill_get_index(skill_id2);
  2770. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2771. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2772. if (idx == -1)
  2773. break;
  2774. sd = hd->master;
  2775. hd->homunculus.hskill[idx].flag= flag;
  2776. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2777. }
  2778. break;
  2779. case MO_COMBOFINISH:
  2780. case CH_TIGERFIST:
  2781. case CH_CHAINCRUSH:
  2782. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2783. break;
  2784. case TK_JUMPKICK:
  2785. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2786. break;
  2787. case MO_TRIPLEATTACK:
  2788. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2789. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2790. break;
  2791. case SR_FALLENEMPIRE:
  2792. if (sd){
  2793. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2794. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2795. }
  2796. break;
  2797. }
  2798. }
  2799. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2800. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2801. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2802. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2803. struct status_change_entry *sce;
  2804. TBL_PC *sd = BL_CAST(BL_PC,src);
  2805. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2806. struct status_change *sc = status_get_sc(src);
  2807. if(sc == NULL) return;
  2808. //End previous combo state after skill is invoked
  2809. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2810. switch (skill_id) {
  2811. case TK_TURNKICK:
  2812. case TK_STORMKICK:
  2813. case TK_DOWNKICK:
  2814. case TK_COUNTER:
  2815. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2816. sce->val1 = skill_id; //Update combo-skill
  2817. sce->val3 = skill_id;
  2818. if( sce->timer != INVALID_TIMER )
  2819. delete_timer(sce->timer, status_change_timer);
  2820. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2821. break;
  2822. }
  2823. unit_cancel_combo(src); // Cancel combo wait
  2824. break;
  2825. default:
  2826. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2827. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2828. }
  2829. }
  2830. //start new combo
  2831. if (sd) { //player only
  2832. switch (skill_id) {
  2833. case MO_TRIPLEATTACK:
  2834. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2835. duration = 1;
  2836. target_id = 0; // Will target current auto-target instead
  2837. }
  2838. break;
  2839. case MO_CHAINCOMBO:
  2840. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2841. duration = 1;
  2842. target_id = 0; // Will target current auto-target instead
  2843. }
  2844. break;
  2845. case MO_COMBOFINISH:
  2846. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2847. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2848. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2849. duration = 1;
  2850. target_id = 0; // Will target current auto-target instead
  2851. }
  2852. case CH_TIGERFIST:
  2853. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2854. duration = 1;
  2855. target_id = 0; // Will target current auto-target instead
  2856. }
  2857. case CH_CHAINCRUSH:
  2858. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2859. duration = 1;
  2860. target_id = 0; // Will target current auto-target instead
  2861. }
  2862. break;
  2863. case AC_DOUBLE:
  2864. if (pc_checkskill(sd, HT_POWER)) {
  2865. duration = 2000;
  2866. nodelay = 1; //Neither gives walk nor attack delay
  2867. target_id = 0; //Does not need to be used on previous target
  2868. }
  2869. break;
  2870. case SR_DRAGONCOMBO:
  2871. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2872. duration = 1;
  2873. break;
  2874. case SR_FALLENEMPIRE:
  2875. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2876. duration = 1;
  2877. break;
  2878. case SJ_PROMINENCEKICK:
  2879. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2880. duration = 1;
  2881. break;
  2882. }
  2883. }
  2884. else { //other
  2885. switch(skill_id) {
  2886. case MH_TINDER_BREAKER:
  2887. case MH_CBC:
  2888. case MH_SONIC_CRAW:
  2889. case MH_SILVERVEIN_RUSH:
  2890. if(hd->homunculus.spiritball > 0) duration = 2000;
  2891. nodelay = 1;
  2892. break;
  2893. case MH_EQC:
  2894. case MH_MIDNIGHT_FRENZY:
  2895. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2896. nodelay = 1;
  2897. break;
  2898. }
  2899. }
  2900. if (duration) { //Possible to chain
  2901. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2902. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  2903. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2904. clif_combo_delay(src, duration);
  2905. }
  2906. }
  2907. /**
  2908. * Copy skill by Plagiarism or Reproduce
  2909. * @param src: The caster
  2910. * @param bl: The target
  2911. * @param skill_id: Skill that casted
  2912. * @param skill_lv: Skill level of the casted skill
  2913. */
  2914. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2915. {
  2916. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2917. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2918. return;
  2919. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2920. else if (tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2921. return;
  2922. else {
  2923. uint16 idx;
  2924. uint8 lv;
  2925. skill_id = skill_dummy2skill_id(skill_id);
  2926. //Use skill index, avoiding out-of-bound array [Cydh]
  2927. if (!(idx = skill_get_index(skill_id)))
  2928. return;
  2929. switch (skill_isCopyable(tsd,skill_id)) {
  2930. case 1: //Copied by Plagiarism
  2931. {
  2932. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2933. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2934. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2935. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2936. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2937. }
  2938. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2939. tsd->cloneskill_idx = idx;
  2940. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2941. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2942. }
  2943. break;
  2944. case 2: //Copied by Reproduce
  2945. {
  2946. struct status_change *tsc = status_get_sc(bl);
  2947. //Already did SC check
  2948. //Skill level copied depends on Reproduce skill that used
  2949. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2950. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2951. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2952. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2953. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2954. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2955. }
  2956. //Level dependent and limitation.
  2957. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2958. lv = min(lv,skill_get_max(skill_id));
  2959. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2960. lv = min(lv,skill_lv);
  2961. tsd->reproduceskill_idx = idx;
  2962. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2963. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2964. }
  2965. break;
  2966. default: return;
  2967. }
  2968. tsd->status.skill[idx].id = skill_id;
  2969. tsd->status.skill[idx].lv = lv;
  2970. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2971. clif_addskill(tsd,skill_id);
  2972. }
  2973. }
  2974. /**
  2975. * Knockback the target on skill_attack
  2976. * @param src is the master behind the attack
  2977. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2978. * @param target is the target to be attacked.
  2979. * @param blewcount
  2980. * @param skill_id
  2981. * @param skill_lv
  2982. * @param damage
  2983. * @param tick
  2984. * @param flag can hold a bunch of information:
  2985. */
  2986. 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) {
  2987. int8 dir = -1; // Default direction
  2988. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2989. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2990. if (!blewcount || target == dsrc || status_isdead(target))
  2991. return;
  2992. // Skill specific direction
  2993. switch (skill_id) {
  2994. case MG_FIREWALL:
  2995. case EL_FIRE_MANTLE:
  2996. dir = unit_getdir(target); // Backwards
  2997. break;
  2998. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2999. case NPC_STORMGUST2:
  3000. case WZ_STORMGUST:
  3001. if(!battle_config.stormgust_knockback)
  3002. dir = rnd()%8;
  3003. break;
  3004. case MC_CARTREVOLUTION:
  3005. if (battle_config.cart_revo_knockback)
  3006. dir = 6; // Official servers push target to the West
  3007. break;
  3008. case AC_SHOWER:
  3009. case WL_CRIMSONROCK:
  3010. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3011. dir = map_calc_dir(target, src->x, src->y);
  3012. else
  3013. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3014. break;
  3015. case HT_PHANTASMIC: // issue #1378
  3016. if (status_get_hp(target) - damage <= 0) return;
  3017. break;
  3018. }
  3019. // Blown-specific handling
  3020. switch( skill_id ) {
  3021. case SR_KNUCKLEARROW:
  3022. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3023. // Boss & Immune Knockback stay in place and don't get bonus damage
  3024. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3025. 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)
  3026. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3027. dir_ka = -1;
  3028. break;
  3029. case RL_R_TRIP:
  3030. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3031. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3032. break;
  3033. default:
  3034. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3035. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3036. TBL_SKILL *su = (TBL_SKILL*)target;
  3037. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3038. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3039. }
  3040. break;
  3041. }
  3042. clif_fixpos(target);
  3043. }
  3044. /*
  3045. * =========================================================================
  3046. * Does a skill attack with the given properties.
  3047. * @param src is the master behind the attack (player/mob/pet)
  3048. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3049. * @param bl is the target to be attacked.
  3050. * @param flag can hold a bunch of information:
  3051. * flag&1
  3052. * flag&2 - Disable re-triggered by double casting
  3053. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3054. * flag&8 - SC_COMBO state used to deal bonus damage
  3055. *
  3056. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3057. * (usually holds number of targets, or just 1 for simple splash attacks)
  3058. *
  3059. * flag&0xF000 - Values from enum e_skill_display
  3060. * flag&0x3F0000 - Values from enum e_battle_check_target
  3061. *
  3062. * flag&0x1000000 - Return 0 if damage was reflected
  3063. *-------------------------------------------------------------------------*/
  3064. 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)
  3065. {
  3066. struct Damage dmg;
  3067. struct status_data *sstatus, *tstatus;
  3068. struct status_change *sc, *tsc;
  3069. struct map_session_data *sd, *tsd;
  3070. int64 damage;
  3071. bool rmdamage = false;//magic reflected
  3072. int type;
  3073. enum e_damage_type dmg_type;
  3074. bool shadow_flag = false;
  3075. bool additional_effects = true;
  3076. if(skill_id > 0 && !skill_lv)
  3077. return 0;
  3078. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3079. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3080. nullpo_ret(bl); //Target to be attacked.
  3081. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3082. return 0;
  3083. if (src != dsrc) {
  3084. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3085. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  3086. return 0;
  3087. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3088. //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]
  3089. if (!status_check_skilluse(src, bl, skill_id, 2))
  3090. return 0;
  3091. }
  3092. sd = BL_CAST(BL_PC, src);
  3093. tsd = BL_CAST(BL_PC, bl);
  3094. sstatus = status_get_status_data(src);
  3095. tstatus = status_get_status_data(bl);
  3096. sc= status_get_sc(src);
  3097. tsc= status_get_sc(bl);
  3098. if (tsc && !tsc->count)
  3099. tsc = NULL; //Don't need it.
  3100. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3101. if (tsc && tsc->data[SC_TRICKDEAD])
  3102. return 0;
  3103. #ifndef RENEWAL
  3104. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3105. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3106. return 0;
  3107. #endif
  3108. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3109. //If the damage source is a unit, the damage is not delayed
  3110. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3111. dmg.amotion = 0;
  3112. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3113. // Adjusted to the new system [Skotlex]
  3114. if( src->type == BL_PET ) { // [Valaris]
  3115. struct pet_data *pd = (TBL_PET*)src;
  3116. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3117. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3118. int element = skill_get_ele(skill_id, skill_lv);
  3119. /*if (skill_id == -1) Does it ever worked?
  3120. element = sstatus->rhw.ele;*/
  3121. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3122. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3123. else
  3124. dmg.damage = pd->a_skill->damage; // Fixed damage
  3125. }
  3126. else
  3127. dmg.damage = 1*pd->a_skill->div_;
  3128. dmg.damage2 = 0;
  3129. dmg.div_= pd->a_skill->div_;
  3130. }
  3131. }
  3132. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3133. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3134. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3135. { //Magic reflection, switch caster/target
  3136. struct block_list *tbl = bl;
  3137. rmdamage = true;
  3138. bl = src;
  3139. src = tbl;
  3140. dsrc = tbl;
  3141. sd = BL_CAST(BL_PC, src);
  3142. tsd = BL_CAST(BL_PC, bl);
  3143. tsc = status_get_sc(bl);
  3144. if (tsc && !tsc->count)
  3145. tsc = NULL; //Don't need it.
  3146. /* bugreport:2564 flag&2 disables double casting trigger */
  3147. flag |= 2;
  3148. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3149. flag |= 4;
  3150. //Spirit of Wizard blocks Kaite's reflection
  3151. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  3152. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3153. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3154. if (type >= 0) {
  3155. if ( tsd )
  3156. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3157. dmg.damage = dmg.damage2 = 0;
  3158. dmg.dmg_lv = ATK_MISS;
  3159. tsc->data[SC_SPIRIT]->val3 = skill_id;
  3160. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  3161. }
  3162. } else if( type != 2 ) /* Kaite bypasses */
  3163. additional_effects = false;
  3164. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3165. #if MAGIC_REFLECTION_TYPE
  3166. #ifdef RENEWAL
  3167. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3168. #else
  3169. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3170. // regardless of caster's equipment (Aegis 11.1)
  3171. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3172. #endif
  3173. short s_ele = skill_get_ele(skill_id, skill_lv);
  3174. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3175. s_ele = sstatus->rhw.ele;
  3176. else if (s_ele == ELE_ENDOWED) //Use status element
  3177. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3178. else if( s_ele == ELE_RANDOM) //Use random element
  3179. s_ele = rnd()%ELE_ALL;
  3180. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3181. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  3182. struct status_data *status = status_get_status_data(bl);
  3183. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3184. per /=20; //Uses 20% SP intervals.
  3185. //SP Cost: 1% + 0.5% per every 20% SP
  3186. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3187. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  3188. //Reduction: 6% + 6% every 20%
  3189. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3190. }
  3191. if (dmg.damage > 0 && tsd && tsd->bonus.reduce_damage_return != 0) {
  3192. dmg.damage -= dmg.damage * tsd->bonus.reduce_damage_return / 100;
  3193. dmg.damage = i64max(dmg.damage, 1);
  3194. }
  3195. }
  3196. #endif
  3197. }
  3198. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  3199. int sp = skill_get_sp(skill_id,skill_lv);
  3200. #ifndef RENEWAL
  3201. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3202. #endif
  3203. dmg.damage = dmg.damage2 = 0;
  3204. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3205. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3206. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3207. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3208. status_heal(bl, 0, sp, 2);
  3209. }
  3210. if( (dmg.damage || dmg.damage2) && tsc && (tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 || tsc->data[SC_NPC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_NPC_HALLUCINATIONWALK]->val3) ) {
  3211. dmg.damage = dmg.damage2 = 0;
  3212. dmg.dmg_lv = ATK_MISS;
  3213. }
  3214. }
  3215. damage = dmg.damage + dmg.damage2;
  3216. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3217. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3218. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  3219. damage = 1;
  3220. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  3221. struct block_list *nbl;
  3222. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3223. if( nbl ){ // Only one target is chosen.
  3224. damage = damage / 2; // Deflect half of the damage to a target nearby
  3225. 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);
  3226. }
  3227. }
  3228. //Skill hit type
  3229. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3230. switch( skill_id ) {
  3231. case SC_TRIANGLESHOT:
  3232. if( rnd()%100 > (1 + skill_lv) )
  3233. dmg.blewcount = 0;
  3234. break;
  3235. default:
  3236. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3237. dmg.blewcount = 0; //only pushback when it hit for other
  3238. break;
  3239. }
  3240. switch( skill_id ) {
  3241. case CR_GRANDCROSS:
  3242. case NPC_GRANDDARKNESS:
  3243. if( battle_config.gx_disptype)
  3244. dsrc = src;
  3245. if( src == bl)
  3246. dmg_type = DMG_ENDURE;
  3247. else
  3248. flag|= SD_ANIMATION;
  3249. break;
  3250. case NJ_TATAMIGAESHI: //For correct knockback.
  3251. dsrc = src;
  3252. flag|= SD_ANIMATION;
  3253. break;
  3254. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3255. int level;
  3256. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3257. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3258. }
  3259. break;
  3260. case SL_STIN:
  3261. case SL_STUN:
  3262. if (skill_lv >= 7) {
  3263. struct status_change *sc_cur = status_get_sc(src);
  3264. if (sc_cur && !sc_cur->data[SC_SMA])
  3265. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3266. }
  3267. break;
  3268. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3269. pc_addservantball( *sd );
  3270. break;
  3271. case KN_PIERCE:
  3272. case LK_SPIRALPIERCE:
  3273. case RK_HUNDREDSPEAR:
  3274. case DK_MADNESS_CRUSHER:
  3275. if (sc && sc->data[SC_CHARGINGPIERCE]) {
  3276. if (sc->data[SC_CHARGINGPIERCE_COUNT]) {
  3277. if (sc->data[SC_CHARGINGPIERCE_COUNT]->val1 < 10) // If the charge count is below 10, add 1.
  3278. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->data[SC_CHARGINGPIERCE_COUNT]->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3279. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3280. clif_specialeffect(bl, 1767, AREA);
  3281. status_change_end(src, SC_CHARGINGPIERCE_COUNT, INVALID_TIMER);
  3282. }
  3283. } else // No count status detected? Start charge count at 1.
  3284. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3285. }
  3286. break;
  3287. }
  3288. //combo handling
  3289. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3290. //Display damage.
  3291. switch( skill_id ) {
  3292. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3293. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3294. break;
  3295. //Skills that need be passed as a normal attack for the client to display correctly.
  3296. case HVAN_EXPLOSION:
  3297. case NPC_SELFDESTRUCTION:
  3298. if(src->type == BL_PC)
  3299. dmg.blewcount = 10;
  3300. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3301. // fall through
  3302. case KN_AUTOCOUNTER:
  3303. case NPC_CRITICALSLASH:
  3304. case TF_DOUBLE:
  3305. case GS_CHAINACTION:
  3306. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3307. break;
  3308. case AS_SPLASHER:
  3309. if( flag&SD_ANIMATION ) // the surrounding targets
  3310. 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
  3311. else // the central target doesn't display an animation
  3312. 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
  3313. break;
  3314. case SR_EARTHSHAKER:
  3315. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3316. break;
  3317. case WL_SOULEXPANSION:
  3318. case WL_COMET:
  3319. case NPC_COMET:
  3320. case KO_MUCHANAGE:
  3321. #ifndef RENEWAL
  3322. case NJ_HUUMA:
  3323. #endif
  3324. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3325. break;
  3326. case WL_CHAINLIGHTNING_ATK:
  3327. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3328. break;
  3329. case WL_TETRAVORTEX_FIRE:
  3330. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3331. break;
  3332. case LG_SHIELDPRESS:
  3333. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3334. break;
  3335. case NPC_EARTHQUAKE:
  3336. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3337. break;
  3338. case NPC_DARKPIERCING:
  3339. case EL_FIRE_BOMB:
  3340. case EL_FIRE_BOMB_ATK:
  3341. case EL_FIRE_WAVE:
  3342. case EL_FIRE_WAVE_ATK:
  3343. case EL_FIRE_MANTLE:
  3344. case EL_CIRCLE_OF_FIRE:
  3345. case EL_FIRE_ARROW:
  3346. case EL_ICE_NEEDLE:
  3347. case EL_WATER_SCREW:
  3348. case EL_WATER_SCREW_ATK:
  3349. case EL_WIND_SLASH:
  3350. case EL_TIDAL_WEAPON:
  3351. case EL_ROCK_CRUSHER:
  3352. case EL_ROCK_CRUSHER_ATK:
  3353. case EL_HURRICANE:
  3354. case EL_HURRICANE_ATK:
  3355. case KO_BAKURETSU:
  3356. case GN_HELLS_PLANT_ATK:
  3357. case SU_SV_ROOTTWIST_ATK:
  3358. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3359. break;
  3360. case GN_FIRE_EXPANSION_ACID:
  3361. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3362. break;
  3363. case GN_SLINGITEM_RANGEMELEEATK:
  3364. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3365. break;
  3366. case EL_STONE_RAIN:
  3367. 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);
  3368. break;
  3369. case WM_SEVERE_RAINSTORM_MELEE:
  3370. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3371. break;
  3372. case HT_CLAYMORETRAP:
  3373. case HT_BLASTMINE:
  3374. case HT_FLASHER:
  3375. case HT_FREEZINGTRAP:
  3376. case RA_CLUSTERBOMB:
  3377. case RA_FIRINGTRAP:
  3378. case RA_ICEBOUNDTRAP:
  3379. 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);
  3380. if( dsrc != src ) // avoid damage display redundancy
  3381. break;
  3382. //Fall through
  3383. case HT_LANDMINE:
  3384. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3385. break;
  3386. case WZ_SIGHTBLASTER:
  3387. //Sightblaster should never call clif_skill_damage twice
  3388. 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);
  3389. break;
  3390. case RL_R_TRIP_PLUSATK:
  3391. case RL_S_STORM:
  3392. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3393. break;
  3394. case SU_LUNATICCARROTBEAT:
  3395. case SU_LUNATICCARROTBEAT2:
  3396. case SP_CURSEEXPLOSION:
  3397. case SP_SPA:
  3398. case SP_SHA:
  3399. if (dmg.div_ < 2)
  3400. type = DMG_SPLASH;
  3401. if (!(flag&SD_ANIMATION))
  3402. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3403. // Fall through
  3404. case WM_REVERBERATION:
  3405. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3406. break;
  3407. case SJ_FALLINGSTAR_ATK:
  3408. case SJ_FALLINGSTAR_ATK2:
  3409. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3410. break;
  3411. case SJ_NOVAEXPLOSING:
  3412. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3413. break;
  3414. case DK_HACKANDSLASHER_ATK:
  3415. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3416. break;
  3417. case AG_STORM_CANNON:
  3418. case AG_CRIMSON_ARROW:
  3419. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
  3420. break;
  3421. case TR_ROSEBLOSSOM_ATK:
  3422. case ABC_FROM_THE_ABYSS_ATK:
  3423. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3424. break;
  3425. case TR_SOUNDBLEND:
  3426. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3427. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3428. else
  3429. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
  3430. break;
  3431. case AB_DUPLELIGHT_MELEE:
  3432. case AB_DUPLELIGHT_MAGIC:
  3433. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3434. default:
  3435. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3436. dmg_type = DMG_SPLASH;
  3437. if (src->type == BL_SKILL) {
  3438. TBL_SKILL *su = (TBL_SKILL*)src;
  3439. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3440. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3441. break;
  3442. }
  3443. }
  3444. 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);
  3445. break;
  3446. }
  3447. map_freeblock_lock();
  3448. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3449. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3450. skill_do_copy(src,bl,skill_id,skill_lv);
  3451. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3452. { //Skills with can't walk delay also stop normal attacking for that
  3453. //duration when the attack connects. [Skotlex]
  3454. struct unit_data *ud = unit_bl2ud(src);
  3455. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3456. ud->attackabletime = tick + type;
  3457. }
  3458. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3459. // Instant damage
  3460. if( !dmg.amotion ) {
  3461. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION])
  3462. #ifndef RENEWAL
  3463. || skill_id == HW_GRAVITATION
  3464. #endif
  3465. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3466. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3467. if( !status_isdead(bl) && additional_effects )
  3468. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3469. if( damage > 0 ) //Counter status effects [Skotlex]
  3470. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3471. }
  3472. // Blow!
  3473. if (!(flag&4))
  3474. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3475. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3476. if( dmg.amotion ) {
  3477. if( shadow_flag ) {
  3478. if( !status_isdead(bl) && additional_effects )
  3479. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3480. if( dmg.flag > ATK_BLOCK )
  3481. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3482. } else
  3483. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3484. }
  3485. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3486. #ifndef RENEWAL
  3487. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3488. #endif
  3489. ) {
  3490. if (tsc->data[SC_DEVOTION]) {
  3491. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3492. struct block_list *d_bl = map_id2bl(sce->val1);
  3493. if (d_bl && (
  3494. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3495. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3496. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3497. {
  3498. int64 devotion_damage = damage;
  3499. // Needed to check the devotion master for Rebound Shield status.
  3500. struct status_change *d_sc = status_get_sc(d_bl);
  3501. if (d_sc && d_sc->data[SC_REBOUND_S])
  3502. devotion_damage -= devotion_damage * d_sc->data[SC_REBOUND_S]->val2 / 100;
  3503. if (!rmdamage) {
  3504. clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3505. status_fix_damage(NULL, d_bl, devotion_damage, 0, 0);
  3506. } else {
  3507. bool isDevotRdamage = false;
  3508. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3509. isDevotRdamage = true;
  3510. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3511. // This check is only for magical skill.
  3512. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3513. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3514. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3515. }
  3516. } else {
  3517. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3518. if (!dmg.amotion)
  3519. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3520. }
  3521. }
  3522. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3523. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3524. struct block_list *e_bl = map_id2bl(sce->val1);
  3525. if (e_bl) {
  3526. if (!rmdamage) {
  3527. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3528. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3529. } else {
  3530. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3531. status_fix_damage(bl, bl, damage, 0, 0);
  3532. }
  3533. }
  3534. }
  3535. }
  3536. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3537. if( skill_id == RG_INTIMIDATE ) {
  3538. int rate = 50 + skill_lv * 5;
  3539. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3540. if(rnd()%100 < rate)
  3541. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3542. } else if( skill_id == NPC_FATALMENACE ) {
  3543. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3544. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3545. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3546. }
  3547. }
  3548. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3549. dmg.flag |= BF_WEAPON;
  3550. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3551. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3552. {
  3553. if (battle_config.left_cardfix_to_right)
  3554. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3555. else
  3556. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3557. }
  3558. if (sd && tsc && dmg.flag&BF_LONG && tsc->data[SC_WINDSIGN] && rand()%100 < tsc->data[SC_WINDSIGN]->val2)
  3559. status_heal(src, 0, 0, 1, 0);
  3560. if( damage > 0 ) { // Post-damage effects
  3561. switch( skill_id ) {
  3562. case GC_VENOMPRESSURE: {
  3563. struct status_change *ssc = status_get_sc(src);
  3564. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3565. sc_start4(src, bl, (sc_type)ssc->data[SC_POISONINGWEAPON]->val2, 100, ssc->data[SC_POISONINGWEAPON]->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3566. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3567. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3568. }
  3569. }
  3570. break;
  3571. }
  3572. if( sd )
  3573. skill_onskillusage(sd, bl, skill_id, tick);
  3574. }
  3575. if (!(flag&2)) {
  3576. switch (skill_id) {
  3577. case MG_COLDBOLT:
  3578. case MG_FIREBOLT:
  3579. case MG_LIGHTNINGBOLT:
  3580. if (sc && sc->data[SC_DOUBLECAST] && rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  3581. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3582. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3583. break;
  3584. case SU_BITE:
  3585. case SU_SCRATCH:
  3586. case SU_SV_STEMSPEAR:
  3587. case SU_SCAROFTAROU:
  3588. case SU_PICKYPECK:
  3589. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3590. 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);
  3591. break;
  3592. case ABC_DEFT_STAB:
  3593. if (skill_area_temp[1] == bl->id && rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech]
  3594. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2);
  3595. break;
  3596. case ABC_FRENZY_SHOT:
  3597. if (rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech]
  3598. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2);
  3599. break;
  3600. }
  3601. }
  3602. map_freeblock_unlock();
  3603. if ((flag&0x1000000) && rmdamage)
  3604. return 0; //Should return 0 when damage was reflected
  3605. return damage;
  3606. }
  3607. /*==========================================
  3608. * Sub function for recursive skill call.
  3609. * Checking bl battle flag and display damage
  3610. * then call func with source,target,skill_id,skill_lv,tick,flag
  3611. *------------------------------------------*/
  3612. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3613. int skill_area_sub(struct block_list *bl, va_list ap)
  3614. {
  3615. struct block_list *src;
  3616. uint16 skill_id,skill_lv;
  3617. int flag;
  3618. t_tick tick;
  3619. SkillFunc func;
  3620. nullpo_ret(bl);
  3621. src = va_arg(ap,struct block_list *);
  3622. skill_id = va_arg(ap,int);
  3623. skill_lv = va_arg(ap,int);
  3624. tick = va_arg(ap,t_tick);
  3625. flag = va_arg(ap,int);
  3626. func = va_arg(ap,SkillFunc);
  3627. if (flag&BCT_WOS && src == bl)
  3628. return 0;
  3629. if(battle_check_target(src,bl,flag) > 0) {
  3630. // several splash skills need this initial dummy packet to display correctly
  3631. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3632. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3633. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3634. skill_area_temp[2]++;
  3635. return func(src,bl,skill_id,skill_lv,tick,flag);
  3636. }
  3637. return 0;
  3638. }
  3639. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3640. {
  3641. struct skill_unit *unit;
  3642. uint16 skill_id,g_skill_id;
  3643. unit = (struct skill_unit *)bl;
  3644. if(bl->prev == NULL || bl->type != BL_SKILL)
  3645. return 0;
  3646. if(!unit->alive)
  3647. return 0;
  3648. skill_id = va_arg(ap,int);
  3649. g_skill_id = unit->group->skill_id;
  3650. switch (skill_id) {
  3651. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3652. if(g_skill_id == SA_LANDPROTECTOR)
  3653. break;
  3654. //Fall through
  3655. case MH_STEINWAND:
  3656. case MG_SAFETYWALL:
  3657. case SC_MAELSTROM:
  3658. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3659. return 0;
  3660. break;
  3661. case AL_WARP:
  3662. case HT_SKIDTRAP:
  3663. case MA_SKIDTRAP:
  3664. case HT_LANDMINE:
  3665. case MA_LANDMINE:
  3666. case HT_ANKLESNARE:
  3667. case HT_SHOCKWAVE:
  3668. case HT_SANDMAN:
  3669. case MA_SANDMAN:
  3670. case HT_FLASHER:
  3671. case HT_FREEZINGTRAP:
  3672. case MA_FREEZINGTRAP:
  3673. case HT_BLASTMINE:
  3674. case HT_CLAYMORETRAP:
  3675. case HT_TALKIEBOX:
  3676. #ifndef RENEWAL
  3677. case HP_BASILICA:
  3678. #endif
  3679. case RA_ELECTRICSHOCKER:
  3680. case RA_CLUSTERBOMB:
  3681. case RA_MAGENTATRAP:
  3682. case RA_COBALTTRAP:
  3683. case RA_MAIZETRAP:
  3684. case RA_VERDURETRAP:
  3685. case RA_FIRINGTRAP:
  3686. case RA_ICEBOUNDTRAP:
  3687. case SC_DIMENSIONDOOR:
  3688. case SC_BLOODYLUST:
  3689. case NPC_REVERBERATION:
  3690. case GN_THORNS_TRAP:
  3691. case RL_B_TRAP:
  3692. case SC_ESCAPE:
  3693. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3694. 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)
  3695. return 0;
  3696. break;
  3697. default: //Avoid stacking with same kind of trap. [Skotlex]
  3698. if (g_skill_id != skill_id)
  3699. return 0;
  3700. break;
  3701. }
  3702. return 1;
  3703. }
  3704. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3705. {
  3706. //Non players do not check for the skill's splash-trigger area.
  3707. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3708. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3709. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3710. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3711. return 0;
  3712. }
  3713. range += layout_type;
  3714. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3715. }
  3716. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3717. {
  3718. uint16 skill_id;
  3719. if(bl->prev == NULL)
  3720. return 0;
  3721. skill_id = va_arg(ap,int);
  3722. if( status_isdead(bl) && skill_id != AL_WARP )
  3723. return 0;
  3724. #ifndef RENEWAL
  3725. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3726. return 0;
  3727. #endif
  3728. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3729. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3730. return 1;
  3731. }
  3732. /**
  3733. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3734. * @param bl Object that casted skill
  3735. * @param x Position x of the target
  3736. * @param y Position y of the target
  3737. * @param skill_id The casted skill
  3738. * @param skill_lv The skill Lv
  3739. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3740. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3741. */
  3742. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3743. {
  3744. int range = 0, type;
  3745. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3746. if (isNearNPC)
  3747. range = skill_get_splash(skill_id,skill_lv);
  3748. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3749. if (!isNearNPC || !range) {
  3750. switch (skill_id) { // to be expanded later
  3751. case WZ_ICEWALL:
  3752. range = 2;
  3753. break;
  3754. case SC_MANHOLE:
  3755. range = 0;
  3756. break;
  3757. default: {
  3758. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3759. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3760. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3761. return 0;
  3762. }
  3763. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3764. }
  3765. break;
  3766. }
  3767. }
  3768. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3769. //Check the additional range [Cydh]
  3770. if (isNearNPC && skill_npc_range > 0)
  3771. range += skill_npc_range;
  3772. if (!isNearNPC) { //Doesn't check the NPC range
  3773. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3774. if (bl->type&battle_config.skill_nofootset)
  3775. type = BL_CHAR;
  3776. else if(bl->type == BL_MOB)
  3777. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3778. else
  3779. return 0; //Don't check
  3780. } else
  3781. type = BL_NPC;
  3782. return (!isNearNPC) ?
  3783. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3784. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3785. //isNearNPC is used to check range from NPC
  3786. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3787. }
  3788. /*==========================================
  3789. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3790. * Flag:
  3791. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3792. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3793. *------------------------------------------*/
  3794. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3795. {
  3796. struct status_data *status;
  3797. struct map_session_data *sd = NULL;
  3798. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3799. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3800. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3801. nullpo_retr(0, bl);
  3802. switch( bl->type )
  3803. {
  3804. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3805. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3806. }
  3807. status = status_get_status_data(bl);
  3808. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3809. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3810. if (skill == nullptr)
  3811. return 0;
  3812. // Requirements
  3813. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3814. {
  3815. itemid[i] = skill->require.itemid[i];
  3816. amount[i] = skill->require.amount[i];
  3817. }
  3818. hp = skill->require.hp[skill_lv - 1];
  3819. sp = skill->require.sp[skill_lv - 1];
  3820. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3821. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3822. state = skill->require.state;
  3823. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3824. hp += (status->max_hp * mhp) / 100;
  3825. if( hp_rate > 0 )
  3826. hp += (status->hp * hp_rate) / 100;
  3827. else
  3828. hp += (status->max_hp * (-hp_rate)) / 100;
  3829. if( sp_rate > 0 )
  3830. sp += (status->sp * sp_rate) / 100;
  3831. else
  3832. sp += (status->max_sp * (-sp_rate)) / 100;
  3833. if( !(type&2) )
  3834. {
  3835. if( hp > 0 && status->hp <= (unsigned int)hp )
  3836. {
  3837. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3838. return 0;
  3839. }
  3840. if( sp > 0 && status->sp <= (unsigned int)sp )
  3841. {
  3842. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3843. return 0;
  3844. }
  3845. }
  3846. if( !type )
  3847. switch( state )
  3848. {
  3849. case ST_MOVE_ENABLE:
  3850. if( !unit_can_move(bl) )
  3851. {
  3852. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3853. return 0;
  3854. }
  3855. break;
  3856. }
  3857. if( !(type&1) )
  3858. return 1;
  3859. // Check item existences
  3860. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3861. {
  3862. index[i] = -1;
  3863. if( itemid[i] == 0 ) continue; // No item
  3864. index[i] = pc_search_inventory(sd, itemid[i]);
  3865. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3866. {
  3867. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3868. return 0;
  3869. }
  3870. }
  3871. // Consume items
  3872. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3873. {
  3874. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3875. }
  3876. if( type&2 )
  3877. return 1;
  3878. if( sp || hp )
  3879. status_zap(bl, hp, sp);
  3880. return 1;
  3881. }
  3882. /*==========================================
  3883. *
  3884. *------------------------------------------*/
  3885. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3886. {
  3887. switch (skill_id) {
  3888. case RL_QD_SHOT:
  3889. {
  3890. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3891. struct unit_data *ud = unit_bl2ud(src);
  3892. if (ud && ud->target == target->id)
  3893. return 1;
  3894. }
  3895. }
  3896. }
  3897. return 1;
  3898. }
  3899. /*==========================================
  3900. *
  3901. *------------------------------------------*/
  3902. static TIMER_FUNC(skill_timerskill){
  3903. struct block_list *src = map_id2bl(id),*target;
  3904. struct unit_data *ud = unit_bl2ud(src);
  3905. struct skill_timerskill *skl;
  3906. struct skill_unit *unit = NULL;
  3907. int range;
  3908. nullpo_ret(src);
  3909. nullpo_ret(ud);
  3910. skl = ud->skilltimerskill[data];
  3911. nullpo_ret(skl);
  3912. ud->skilltimerskill[data] = NULL;
  3913. do {
  3914. if(src->prev == NULL)
  3915. break; // Source not on Map
  3916. if(skl->target_id) {
  3917. target = map_id2bl(skl->target_id);
  3918. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3919. target = src; //Required since it has to warp.
  3920. if (skl->skill_id == SR_SKYNETBLOW) {
  3921. skill_area_temp[1] = 0;
  3922. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  3923. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3924. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3925. break;
  3926. }
  3927. if(target == NULL)
  3928. break; // Target offline?
  3929. if(target->prev == NULL)
  3930. break; // Target not on Map
  3931. if(src->m != target->m)
  3932. break; // Different Maps
  3933. if(status_isdead(src)) {
  3934. switch(skl->skill_id) {
  3935. case WL_CHAINLIGHTNING_ATK:
  3936. case WL_TETRAVORTEX_FIRE:
  3937. case WL_TETRAVORTEX_WATER:
  3938. case WL_TETRAVORTEX_WIND:
  3939. case WL_TETRAVORTEX_GROUND:
  3940. // For SR_FLASHCOMBO
  3941. case SR_DRAGONCOMBO:
  3942. case SR_FALLENEMPIRE:
  3943. case SR_TIGERCANNON:
  3944. case NPC_DANCINGBLADE_ATK:
  3945. if (src->type != BL_PC)
  3946. continue;
  3947. break; // Exceptions
  3948. default:
  3949. continue; // Caster is Dead
  3950. }
  3951. }
  3952. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3953. break;
  3954. switch(skl->skill_id) {
  3955. case KN_AUTOCOUNTER:
  3956. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3957. break;
  3958. case RG_INTIMIDATE:
  3959. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3960. short x,y;
  3961. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3962. if (target != src && !status_isdead(target))
  3963. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3964. }
  3965. break;
  3966. case BA_FROSTJOKER:
  3967. case DC_SCREAM:
  3968. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3969. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3970. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3971. break;
  3972. case PR_LEXDIVINA:
  3973. if (src->type == BL_MOB) {
  3974. // Monsters use the default duration when casting Lex Divina
  3975. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  3976. break;
  3977. }
  3978. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3979. break;
  3980. case PR_STRECOVERY:
  3981. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3982. break;
  3983. case BS_HAMMERFALL:
  3984. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3985. break;
  3986. case MER_LEXDIVINA:
  3987. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3988. break;
  3989. case WZ_WATERBALL:
  3990. {
  3991. //Get the next waterball cell to consume
  3992. struct s_skill_unit_layout *layout;
  3993. int i;
  3994. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3995. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3996. int ux = skl->x + layout->dx[i];
  3997. int uy = skl->y + layout->dy[i];
  3998. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3999. if (unit)
  4000. break;
  4001. }
  4002. } // Fall through
  4003. case WZ_JUPITEL:
  4004. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4005. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4006. // Apply canact delay here to prevent hacks (unlimited casting)
  4007. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4008. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4009. }
  4010. if (unit && !status_isdead(target) && !status_isdead(src)) {
  4011. skill_delunit(unit); // Consume unit for next waterball
  4012. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4013. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4014. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4015. } else {
  4016. struct status_change *sc = status_get_sc(src);
  4017. if(sc) {
  4018. if(sc->data[SC_SPIRIT] &&
  4019. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  4020. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  4021. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  4022. }
  4023. }
  4024. break;
  4025. case NPC_DANCINGBLADE_ATK:
  4026. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4027. if (skl->type < 4) {
  4028. struct block_list *nbl = NULL;
  4029. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4030. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4031. }
  4032. break;
  4033. case WL_CHAINLIGHTNING_ATK: {
  4034. #ifndef RENEWAL
  4035. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4036. #endif
  4037. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  4038. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  4039. { // Remaining Chains Hit
  4040. struct block_list *nbl = NULL; // Next Target of Chain
  4041. 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.
  4042. splash_target(src), target->id); // Search for a new Target around current one...
  4043. if( nbl == NULL )
  4044. skl->x++;
  4045. else
  4046. skl->x = 0;
  4047. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  4048. }
  4049. }
  4050. break;
  4051. case WL_TETRAVORTEX_FIRE:
  4052. case WL_TETRAVORTEX_WATER:
  4053. case WL_TETRAVORTEX_WIND:
  4054. case WL_TETRAVORTEX_GROUND:
  4055. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4056. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4057. if (skl->type >= 3) { // Final Hit
  4058. if (!status_isdead(target)) { // Final Status Effect
  4059. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4060. applyeffects[4] = { 0, 0, 0, 0 },
  4061. i, j = 0, k = 0;
  4062. for(i = 1; i <= 8; i = i + i) {
  4063. if (skl->x&i) {
  4064. applyeffects[j] = effects[k];
  4065. j++;
  4066. }
  4067. k++;
  4068. }
  4069. if (j) {
  4070. i = applyeffects[rnd()%j];
  4071. 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))));
  4072. }
  4073. }
  4074. }
  4075. break;
  4076. case NPC_REVERBERATION_ATK:
  4077. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4078. break;
  4079. case NPC_FATALMENACE:
  4080. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4081. break;
  4082. case SR_WINDMILL:
  4083. if( target->type == BL_PC ) {
  4084. struct map_session_data *tsd = NULL;
  4085. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4086. pc_setsit(tsd);
  4087. skill_sit(tsd, true);
  4088. clif_sitting(&tsd->bl);
  4089. }
  4090. }
  4091. break;
  4092. case SR_KNUCKLEARROW:
  4093. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4094. break;
  4095. case CH_PALMSTRIKE:
  4096. {
  4097. struct status_change* tsc = status_get_sc(target);
  4098. struct status_change* sc = status_get_sc(src);
  4099. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4100. ( sc && sc->option&OPTION_HIDE ) ){
  4101. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4102. break;
  4103. }
  4104. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4105. break;
  4106. }
  4107. // For SR_FLASHCOMBO
  4108. case SR_DRAGONCOMBO:
  4109. case SR_FALLENEMPIRE:
  4110. case SR_TIGERCANNON:
  4111. if( src->type == BL_PC ) {
  4112. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4113. break;
  4114. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4115. }
  4116. break;
  4117. case SU_SV_ROOTTWIST_ATK: {
  4118. struct status_change *tsc = status_get_sc(target);
  4119. if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
  4120. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4121. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4122. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4123. }
  4124. }
  4125. break;
  4126. case NPC_PULSESTRIKE2:
  4127. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4128. break;
  4129. case ABC_DEFT_STAB:
  4130. case ABC_FRENZY_SHOT:
  4131. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4132. break;
  4133. default:
  4134. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4135. break;
  4136. }
  4137. }
  4138. else {
  4139. if(src->m != skl->map)
  4140. break;
  4141. switch( skl->skill_id )
  4142. {
  4143. case GN_CRAZYWEED_ATK:
  4144. {
  4145. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4146. 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);
  4147. }
  4148. case WL_EARTHSTRAIN:
  4149. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4150. break;
  4151. case RL_FIRE_RAIN: {
  4152. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4153. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4154. 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);
  4155. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4156. }
  4157. break;
  4158. case NPC_MAGMA_ERUPTION:
  4159. case NC_MAGMA_ERUPTION:
  4160. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4161. break;
  4162. }
  4163. }
  4164. } while (0);
  4165. //Free skl now that it is no longer needed.
  4166. ers_free(skill_timer_ers, skl);
  4167. return 0;
  4168. }
  4169. /*==========================================
  4170. *
  4171. *------------------------------------------*/
  4172. 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)
  4173. {
  4174. int i;
  4175. struct unit_data *ud;
  4176. nullpo_retr(1, src);
  4177. if (src->prev == NULL)
  4178. return 0;
  4179. ud = unit_bl2ud(src);
  4180. nullpo_retr(1, ud);
  4181. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4182. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4183. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4184. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4185. ud->skilltimerskill[i]->src_id = src->id;
  4186. ud->skilltimerskill[i]->target_id = target;
  4187. ud->skilltimerskill[i]->skill_id = skill_id;
  4188. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4189. ud->skilltimerskill[i]->map = src->m;
  4190. ud->skilltimerskill[i]->x = x;
  4191. ud->skilltimerskill[i]->y = y;
  4192. ud->skilltimerskill[i]->type = type;
  4193. ud->skilltimerskill[i]->flag = flag;
  4194. return 0;
  4195. }
  4196. /*==========================================
  4197. *
  4198. *------------------------------------------*/
  4199. int skill_cleartimerskill (struct block_list *src)
  4200. {
  4201. int i;
  4202. struct unit_data *ud;
  4203. nullpo_ret(src);
  4204. ud = unit_bl2ud(src);
  4205. nullpo_ret(ud);
  4206. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4207. if(ud->skilltimerskill[i]) {
  4208. switch(ud->skilltimerskill[i]->skill_id) {
  4209. case WL_TETRAVORTEX_FIRE:
  4210. case WL_TETRAVORTEX_WATER:
  4211. case WL_TETRAVORTEX_WIND:
  4212. case WL_TETRAVORTEX_GROUND:
  4213. // For SR_FLASHCOMBO
  4214. case SR_DRAGONCOMBO:
  4215. case SR_FALLENEMPIRE:
  4216. case SR_TIGERCANNON:
  4217. if (src->type != BL_PC)
  4218. break;
  4219. continue;
  4220. }
  4221. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4222. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4223. ud->skilltimerskill[i]=NULL;
  4224. }
  4225. }
  4226. return 1;
  4227. }
  4228. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4229. skill_unit *su = (skill_unit*)bl;
  4230. nullpo_ret(su);
  4231. if (bl->type != BL_SKILL)
  4232. return 0;
  4233. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4234. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4235. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4236. su->limit = DIFF_TICK(gettick(), sg->tick);
  4237. sg->unit_id = UNT_USED_TRAPS;
  4238. }
  4239. return 1;
  4240. }
  4241. /**
  4242. * Reveal hidden trap
  4243. **/
  4244. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4245. {
  4246. TBL_SKILL *su = (TBL_SKILL*)bl;
  4247. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4248. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4249. //clif_changetraplook(bl, su->group->unit_id);
  4250. su->hidden = false;
  4251. skill_getareachar_skillunit_visibilty(su, AREA);
  4252. return 1;
  4253. }
  4254. return 0;
  4255. }
  4256. /**
  4257. * Attempt to reveal trap in area
  4258. * @param src Skill caster
  4259. * @param range Affected range
  4260. * @param x
  4261. * @param y
  4262. * TODO: Remove hardcode usages for this function
  4263. **/
  4264. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4265. if (!battle_config.traps_setting)
  4266. return;
  4267. nullpo_retv(src);
  4268. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4269. }
  4270. /*========================================== [Playtester]
  4271. * Process tarot card's effects
  4272. * @param src: Source of the tarot card effect
  4273. * @param target: Target of the tartor card effect
  4274. * @param skill_id: ID of the skill used
  4275. * @param skill_lv: Level of the skill used
  4276. * @param tick: Processing tick time
  4277. * @return Card number
  4278. *------------------------------------------*/
  4279. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4280. {
  4281. int card = 0;
  4282. if (battle_config.tarotcard_equal_chance) {
  4283. //eAthena equal chances
  4284. card = rnd() % 14 + 1;
  4285. }
  4286. else {
  4287. //Official chances
  4288. int rate = rnd() % 100;
  4289. if (rate < 10) card = 1; // THE FOOL
  4290. else if (rate < 20) card = 2; // THE MAGICIAN
  4291. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4292. else if (rate < 37) card = 4; // THE CHARIOT
  4293. else if (rate < 47) card = 5; // STRENGTH
  4294. else if (rate < 62) card = 6; // THE LOVERS
  4295. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4296. else if (rate < 69) card = 8; // THE HANGED MAN
  4297. else if (rate < 74) card = 9; // DEATH
  4298. else if (rate < 82) card = 10; // TEMPERANCE
  4299. else if (rate < 83) card = 11; // THE DEVIL
  4300. else if (rate < 85) card = 12; // THE TOWER
  4301. else if (rate < 90) card = 13; // THE STAR
  4302. else card = 14; // THE SUN
  4303. }
  4304. switch (card) {
  4305. case 1: // THE FOOL - heals SP to 0
  4306. {
  4307. status_percent_damage(src, target, 0, 100, false);
  4308. break;
  4309. }
  4310. case 2: // THE MAGICIAN - matk halved
  4311. {
  4312. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4313. break;
  4314. }
  4315. case 3: // THE HIGH PRIESTESS - all buffs removed
  4316. {
  4317. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4318. break;
  4319. }
  4320. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4321. {
  4322. status_fix_damage(src, target, 1000, 0, skill_id);
  4323. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4324. if (!status_isdead(target))
  4325. {
  4326. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4327. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4328. }
  4329. break;
  4330. }
  4331. case 5: // STRENGTH - atk halved
  4332. {
  4333. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4334. break;
  4335. }
  4336. case 6: // THE LOVERS - 2000HP heal, random teleported
  4337. {
  4338. status_heal(target, 2000, 0, 0);
  4339. if (!map_flag_vs(target->m))
  4340. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4341. break;
  4342. }
  4343. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4344. {
  4345. // Recursive call
  4346. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4347. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4348. break;
  4349. }
  4350. case 8: // THE HANGED MAN - stop, freeze or stoned
  4351. {
  4352. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4353. uint8 rand_eff = rnd() % 3;
  4354. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4355. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4356. break;
  4357. }
  4358. case 9: // DEATH - curse, coma and poison
  4359. {
  4360. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4361. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4362. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4363. break;
  4364. }
  4365. case 10: // TEMPERANCE - confusion
  4366. {
  4367. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4368. break;
  4369. }
  4370. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4371. {
  4372. status_fix_damage(src, target, 6666, 0, skill_id);
  4373. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4374. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4375. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4376. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4377. break;
  4378. }
  4379. case 12: // THE TOWER - 4444 damage
  4380. {
  4381. status_fix_damage(src, target, 4444, 0, skill_id);
  4382. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4383. break;
  4384. }
  4385. case 13: // THE STAR - stun
  4386. {
  4387. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4388. break;
  4389. }
  4390. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4391. {
  4392. #ifdef RENEWAL
  4393. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4394. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4395. #endif
  4396. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4397. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4398. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4399. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4400. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4401. return 14; //To make sure a valid number is returned
  4402. }
  4403. }
  4404. return card;
  4405. }
  4406. /*==========================================
  4407. *
  4408. *
  4409. *------------------------------------------*/
  4410. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4411. {
  4412. struct map_session_data *sd = NULL;
  4413. struct status_data *tstatus;
  4414. struct status_change *sc, *tsc;
  4415. if (skill_id > 0 && !skill_lv) return 0;
  4416. nullpo_retr(1, src);
  4417. nullpo_retr(1, bl);
  4418. if (src->m != bl->m)
  4419. return 1;
  4420. if (bl->prev == NULL)
  4421. return 1;
  4422. sd = BL_CAST(BL_PC, src);
  4423. if (status_isdead(bl))
  4424. return 1;
  4425. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4426. { //GTB makes all targetted magic display miss with a single bolt.
  4427. sc_type sct = skill_get_sc(skill_id);
  4428. if(sct != SC_NONE)
  4429. status_change_end(bl, sct, INVALID_TIMER);
  4430. 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));
  4431. return 1;
  4432. }
  4433. sc = status_get_sc(src);
  4434. tsc = status_get_sc(bl);
  4435. if (sc && !sc->count)
  4436. sc = NULL; //Unneeded
  4437. if (tsc && !tsc->count)
  4438. tsc = NULL;
  4439. tstatus = status_get_status_data(bl);
  4440. map_freeblock_lock();
  4441. switch(skill_id) {
  4442. case MER_CRASH:
  4443. case SM_BASH:
  4444. case MS_BASH:
  4445. case MC_MAMMONITE:
  4446. case TF_DOUBLE:
  4447. case AC_DOUBLE:
  4448. case MA_DOUBLE:
  4449. case AS_SONICBLOW:
  4450. case KN_PIERCE:
  4451. case ML_PIERCE:
  4452. case KN_SPEARBOOMERANG:
  4453. case TF_POISON:
  4454. case TF_SPRINKLESAND:
  4455. case AC_CHARGEARROW:
  4456. case MA_CHARGEARROW:
  4457. case RG_INTIMIDATE:
  4458. case AM_ACIDTERROR:
  4459. case BA_MUSICALSTRIKE:
  4460. case DC_THROWARROW:
  4461. case BA_DISSONANCE:
  4462. case CR_HOLYCROSS:
  4463. case NPC_DARKCROSS:
  4464. case CR_SHIELDCHARGE:
  4465. case CR_SHIELDBOOMERANG:
  4466. case NPC_PIERCINGATT:
  4467. case NPC_MENTALBREAKER:
  4468. case NPC_RANGEATTACK:
  4469. case NPC_CRITICALSLASH:
  4470. case NPC_COMBOATTACK:
  4471. case NPC_GUIDEDATTACK:
  4472. case NPC_POISON:
  4473. case NPC_RANDOMATTACK:
  4474. case NPC_WATERATTACK:
  4475. case NPC_GROUNDATTACK:
  4476. case NPC_FIREATTACK:
  4477. case NPC_WINDATTACK:
  4478. case NPC_POISONATTACK:
  4479. case NPC_HOLYATTACK:
  4480. case NPC_DARKNESSATTACK:
  4481. case NPC_TELEKINESISATTACK:
  4482. case NPC_UNDEADATTACK:
  4483. case NPC_ARMORBRAKE:
  4484. case NPC_WEAPONBRAKER:
  4485. case NPC_HELMBRAKE:
  4486. case NPC_SHIELDBRAKE:
  4487. case NPC_BLINDATTACK:
  4488. case NPC_SILENCEATTACK:
  4489. case NPC_STUNATTACK:
  4490. case NPC_PETRIFYATTACK:
  4491. case NPC_CURSEATTACK:
  4492. case NPC_SLEEPATTACK:
  4493. #ifdef RENEWAL
  4494. case CR_ACIDDEMONSTRATION:
  4495. #endif
  4496. case LK_AURABLADE:
  4497. case LK_SPIRALPIERCE:
  4498. case ML_SPIRALPIERCE:
  4499. case CG_ARROWVULCAN:
  4500. case HW_MAGICCRASHER:
  4501. case ITM_TOMAHAWK:
  4502. case CH_CHAINCRUSH:
  4503. case CH_TIGERFIST:
  4504. case PA_SHIELDCHAIN: // Shield Chain
  4505. case PA_SACRIFICE:
  4506. case WS_CARTTERMINATION: // Cart Termination
  4507. case AS_VENOMKNIFE:
  4508. case HT_PHANTASMIC:
  4509. case TK_DOWNKICK:
  4510. case TK_COUNTER:
  4511. case GS_CHAINACTION:
  4512. case GS_TRIPLEACTION:
  4513. #ifndef RENEWAL
  4514. case GS_MAGICALBULLET:
  4515. #endif
  4516. case GS_TRACKING:
  4517. case GS_PIERCINGSHOT:
  4518. case GS_RAPIDSHOWER:
  4519. case GS_DUST:
  4520. case GS_DISARM: // Added disarm. [Reddozen]
  4521. case GS_FULLBUSTER:
  4522. case NJ_SYURIKEN:
  4523. case NJ_KUNAI:
  4524. case ASC_BREAKER:
  4525. case HFLI_MOON: //[orn]
  4526. case HFLI_SBR44: //[orn]
  4527. case NPC_BLEEDING:
  4528. case NPC_CRITICALWOUND:
  4529. case NPC_HELLPOWER:
  4530. case RK_SONICWAVE:
  4531. case AB_DUPLELIGHT_MELEE:
  4532. case RA_AIMEDBOLT:
  4533. case NC_BOOSTKNUCKLE:
  4534. case NC_PILEBUNKER:
  4535. case NC_AXEBOOMERANG:
  4536. case NC_POWERSWING:
  4537. case NPC_MAGMA_ERUPTION:
  4538. case NC_MAGMA_ERUPTION:
  4539. case GC_WEAPONCRUSH:
  4540. case GC_VENOMPRESSURE:
  4541. case SC_TRIANGLESHOT:
  4542. case SC_FEINTBOMB:
  4543. case LG_BANISHINGPOINT:
  4544. case LG_SHIELDPRESS:
  4545. case LG_RAGEBURST:
  4546. case LG_HESPERUSLIT:
  4547. case SR_DRAGONCOMBO:
  4548. case SR_FALLENEMPIRE:
  4549. case SR_CRESCENTELBOW_AUTOSPELL:
  4550. case SR_GATEOFHELL:
  4551. case SR_GENTLETOUCH_QUIET:
  4552. case WM_SEVERE_RAINSTORM_MELEE:
  4553. case WM_GREAT_ECHO:
  4554. case GN_SLINGITEM_RANGEMELEEATK:
  4555. case KO_SETSUDAN:
  4556. case RL_MASS_SPIRAL:
  4557. case RL_BANISHING_BUSTER:
  4558. case RL_SLUGSHOT:
  4559. case RL_AM_BLAST:
  4560. case DK_SERVANTWEAPON_ATK:
  4561. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4562. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4563. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4564. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4565. case ABC_CHAIN_REACTION_SHOT_ATK:
  4566. case ABR_BATTLE_BUSTER:
  4567. case ABR_DUAL_CANNON_FIRE:
  4568. case ABR_INFINITY_BUSTER:
  4569. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4570. break;
  4571. case IG_SHIELD_SHOOTING:
  4572. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4573. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4574. sc_start(src, src, SC_SHIELD_POWER, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4575. break;
  4576. case DK_DRAGONIC_AURA:
  4577. case DK_STORMSLASH:
  4578. case IG_GRAND_JUDGEMENT:
  4579. case CD_EFFLIGO:
  4580. case ABC_FRENZY_SHOT:
  4581. case WH_HAWKRUSH:
  4582. case WH_HAWKBOOMERANG:
  4583. case TR_ROSEBLOSSOM:
  4584. case TR_RHYTHMSHOOTING:
  4585. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4586. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4587. if (skill_id == DK_DRAGONIC_AURA)
  4588. sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4589. else if (skill_id == IG_GRAND_JUDGEMENT)
  4590. sc_start(src, src, SC_SPEAR_SCAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4591. break;
  4592. case SHC_ETERNAL_SLASH:
  4593. if( sc && sc->data[SC_E_SLASH_COUNT] )
  4594. sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->data[SC_E_SLASH_COUNT]->val1 ), skill_get_time(skill_id, skill_lv));
  4595. else
  4596. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4597. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4598. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4599. break;
  4600. case SHC_SHADOW_STAB:
  4601. if (sc && (sc->data[SC_CLOAKING] || sc->data[SC_CLOAKINGEXCEED]))
  4602. flag |= 2;// Flag to deal 2 hits.
  4603. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  4604. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4605. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4606. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4607. break;
  4608. case WH_CRESCIVE_BOLT:
  4609. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4610. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4611. if( sc && sc->data[SC_CRESCIVEBOLT] )
  4612. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->data[SC_CRESCIVEBOLT]->val1 ), skill_get_time(skill_id, skill_lv));
  4613. else
  4614. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4615. break;
  4616. case ABC_UNLUCKY_RUSH:
  4617. // Jump to the target before attacking.
  4618. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4619. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4620. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4621. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4622. break;
  4623. case MO_TRIPLEATTACK:
  4624. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4625. break;
  4626. case LK_HEADCRUSH:
  4627. if (status_get_class_(bl) == CLASS_BOSS) {
  4628. if (sd)
  4629. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4630. break;
  4631. }
  4632. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4633. break;
  4634. case LK_JOINTBEAT:
  4635. flag = 1 << rnd() % 6;
  4636. if (flag != BREAK_NECK && tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)
  4637. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4638. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4639. 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));
  4640. break;
  4641. case MO_COMBOFINISH:
  4642. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4643. { //Becomes a splash attack when Soul Linked.
  4644. map_foreachinshootrange(skill_area_sub, bl,
  4645. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4646. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4647. skill_castend_damage_id);
  4648. } else
  4649. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4650. break;
  4651. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4652. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4653. skill_area_temp[1] = 0;
  4654. map_foreachinshootrange(skill_attack_area, src,
  4655. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4656. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4657. break;
  4658. case KN_CHARGEATK:
  4659. {
  4660. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4661. unsigned int dist = distance_bl(src, bl);
  4662. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4663. // teleport to target (if not on WoE grounds)
  4664. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4665. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4666. // cause damage and knockback if the path to target was a straight one
  4667. if (path) {
  4668. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4669. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4670. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4671. // make the caster look in the direction of the target
  4672. unit_setdir(src, (dir+4)%8);
  4673. }
  4674. }
  4675. break;
  4676. case NC_FLAMELAUNCHER:
  4677. skill_area_temp[1] = bl->id;
  4678. if (battle_config.skill_eightpath_algorithm) {
  4679. //Use official AoE algorithm
  4680. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4681. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4682. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4683. } else {
  4684. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4685. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4686. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4687. }
  4688. break;
  4689. #ifndef RENEWAL
  4690. case SN_SHARPSHOOTING:
  4691. flag |= 2; // Flag for specific mob damage formula
  4692. #endif
  4693. case MA_SHARPSHOOTING:
  4694. case NJ_KAMAITACHI:
  4695. case NPC_DARKPIERCING:
  4696. case NPC_ACIDBREATH:
  4697. case NPC_DARKNESSBREATH:
  4698. case NPC_FIREBREATH:
  4699. case NPC_ICEBREATH:
  4700. case NPC_THUNDERBREATH:
  4701. case AG_STORM_CANNON:
  4702. case AG_CRIMSON_ARROW:
  4703. skill_area_temp[1] = bl->id;
  4704. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4705. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4706. if (battle_config.skill_eightpath_algorithm) {
  4707. //Use official AoE algorithm
  4708. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4709. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4710. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4711. #ifndef RENEWAL
  4712. if (skill_id == SN_SHARPSHOOTING)
  4713. flag &= ~2; // Only targets in the splash area are affected
  4714. #endif
  4715. //These skills hit at least the target if the AoE doesn't hit
  4716. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4717. }
  4718. } else {
  4719. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4720. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4721. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4722. }
  4723. if (skill_id == AG_CRIMSON_ARROW)
  4724. skill_attack(skill_get_type(AG_CRIMSON_ARROW_ATK), src, src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4725. break;
  4726. case MO_INVESTIGATE:
  4727. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4728. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4729. break;
  4730. case RG_BACKSTAP:
  4731. {
  4732. if (!check_distance_bl(src, bl, 0)) {
  4733. #ifdef RENEWAL
  4734. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4735. short x, y;
  4736. if (dir > 0 && dir < 4)
  4737. x = -1;
  4738. else if (dir > 4)
  4739. x = 1;
  4740. else
  4741. x = 0;
  4742. if (dir > 2 && dir < 6)
  4743. y = -1;
  4744. else if (dir == 7 || dir < 2)
  4745. y = 1;
  4746. else
  4747. y = 0;
  4748. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4749. #else
  4750. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4751. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4752. #endif
  4753. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4754. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4755. unit_setdir(bl,dir);
  4756. #ifdef RENEWAL
  4757. clif_blown(src);
  4758. #endif
  4759. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4760. }
  4761. else if (sd)
  4762. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4763. }
  4764. }
  4765. break;
  4766. case MO_FINGEROFFENSIVE:
  4767. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4768. if (battle_config.finger_offensive_type && sd) {
  4769. for (int i = 1; i < sd->spiritball_old; i++)
  4770. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4771. }
  4772. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4773. break;
  4774. case MO_CHAINCOMBO:
  4775. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4776. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4777. break;
  4778. #ifndef RENEWAL
  4779. case NJ_ISSEN:
  4780. #endif
  4781. case MO_EXTREMITYFIST:
  4782. {
  4783. struct block_list *mbl = bl; // For NJ_ISSEN
  4784. short x, y, i = 2; // Move 2 cells (From target)
  4785. short dir = map_calc_dir(src,bl->x,bl->y);
  4786. #ifdef RENEWAL
  4787. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4788. flag |= 1; // Give +100% damage increase
  4789. #endif
  4790. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4791. if (skill_id == MO_EXTREMITYFIST) {
  4792. status_set_sp(src, 0, 0);
  4793. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4794. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4795. #ifdef RENEWAL
  4796. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4797. #endif
  4798. } else {
  4799. status_set_hp(src, 1, 0);
  4800. status_change_end(src, SC_NEN, INVALID_TIMER);
  4801. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4802. }
  4803. if (skill_id == MO_EXTREMITYFIST) {
  4804. mbl = src; // For MO_EXTREMITYFIST
  4805. i = 3; // Move 3 cells (From caster)
  4806. }
  4807. if (dir > 0 && dir < 4)
  4808. x = -i;
  4809. else if (dir > 4)
  4810. x = i;
  4811. else
  4812. x = 0;
  4813. if (dir > 2 && dir < 6)
  4814. y = -i;
  4815. else if (dir == 7 || dir < 2)
  4816. y = i;
  4817. else
  4818. y = 0;
  4819. // Ashura Strike still has slide effect in GVG
  4820. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4821. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4822. clif_blown(src);
  4823. clif_spiritball(src);
  4824. }
  4825. }
  4826. break;
  4827. case HT_POWER:
  4828. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  4829. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4830. break;
  4831. case SU_PICKYPECK:
  4832. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4833. case SU_BITE:
  4834. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4835. break;
  4836. case SU_SVG_SPIRIT:
  4837. skill_area_temp[1] = bl->id;
  4838. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4839. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4840. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4841. break;
  4842. //Splash attack skills.
  4843. case AS_GRIMTOOTH:
  4844. case MC_CARTREVOLUTION:
  4845. case NPC_SPLASHATTACK:
  4846. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4847. case AS_SPLASHER:
  4848. case HT_BLITZBEAT:
  4849. case AC_SHOWER:
  4850. case MA_SHOWER:
  4851. case MG_NAPALMBEAT:
  4852. case MG_FIREBALL:
  4853. case RG_RAID:
  4854. #ifdef RENEWAL
  4855. case SN_SHARPSHOOTING:
  4856. #endif
  4857. case HW_NAPALMVULCAN:
  4858. case NJ_HUUMA:
  4859. case ASC_METEORASSAULT:
  4860. case GS_SPREADATTACK:
  4861. case NPC_PULSESTRIKE:
  4862. case NPC_PULSESTRIKE2:
  4863. case NPC_HELLJUDGEMENT:
  4864. case NPC_VAMPIRE_GIFT:
  4865. case NPC_MAXPAIN_ATK:
  4866. case NPC_JACKFROST:
  4867. case NPC_REVERBERATION_ATK:
  4868. case NPC_ARROWSTORM:
  4869. case NPC_IGNITIONBREAK:
  4870. case RK_IGNITIONBREAK:
  4871. case RK_HUNDREDSPEAR:
  4872. case AB_JUDEX:
  4873. case AB_ADORAMUS:
  4874. case WL_SOULEXPANSION:
  4875. case WL_CRIMSONROCK:
  4876. case WL_JACKFROST:
  4877. case RA_ARROWSTORM:
  4878. case RA_WUGDASH:
  4879. case NC_VULCANARM:
  4880. case NC_COLDSLOWER:
  4881. case NC_SELFDESTRUCTION:
  4882. case NC_AXETORNADO:
  4883. case GC_ROLLINGCUTTER:
  4884. case GC_COUNTERSLASH:
  4885. case LG_CANNONSPEAR:
  4886. case LG_OVERBRAND:
  4887. case LG_MOONSLASHER:
  4888. case LG_RAYOFGENESIS:
  4889. case NPC_RAYOFGENESIS:
  4890. case LG_EARTHDRIVE:
  4891. case SR_RAMPAGEBLASTER:
  4892. case SR_SKYNETBLOW:
  4893. case SR_WINDMILL:
  4894. case SR_RIDEINLIGHTNING:
  4895. case SO_VARETYR_SPEAR:
  4896. case SO_POISON_BUSTER:
  4897. case GN_CART_TORNADO:
  4898. case GN_CARTCANNON:
  4899. case GN_SPORE_EXPLOSION:
  4900. case GN_DEMONIC_FIRE:
  4901. case GN_FIRE_EXPANSION_ACID:
  4902. case GN_HELLS_PLANT_ATK:
  4903. case KO_HAPPOKUNAI:
  4904. case KO_HUUMARANKA:
  4905. case KO_MUCHANAGE:
  4906. case KO_BAKURETSU:
  4907. case GN_ILLUSIONDOPING:
  4908. case RL_FIREDANCE:
  4909. case RL_S_STORM:
  4910. case RL_R_TRIP:
  4911. case MH_XENO_SLASHER:
  4912. case NC_ARMSCANNON:
  4913. case SU_SCRATCH:
  4914. case SU_LUNATICCARROTBEAT:
  4915. case SU_LUNATICCARROTBEAT2:
  4916. case SJ_FULLMOONKICK:
  4917. case SJ_NEWMOONKICK:
  4918. case SJ_SOLARBURST:
  4919. case SJ_PROMINENCEKICK:
  4920. case SJ_STAREMPEROR:
  4921. case SJ_FALLINGSTAR_ATK2:
  4922. case SP_CURSEEXPLOSION:
  4923. case SP_SHA:
  4924. case SP_SWHOO:
  4925. case DK_SERVANT_W_PHANTOM:
  4926. case DK_SERVANT_W_DEMOL:
  4927. case DK_MADNESS_CRUSHER:
  4928. case AG_DESTRUCTIVE_HURRICANE:
  4929. case AG_SOUL_VC_STRIKE:
  4930. case AG_CRYSTAL_IMPACT:
  4931. case AG_CRYSTAL_IMPACT_ATK:
  4932. case AG_ROCK_DOWN:
  4933. case AG_FROZEN_SLASH:
  4934. case IQ_OLEUM_SANCTUM:
  4935. case IQ_MASSIVE_F_BLASTER:
  4936. case IQ_EXPOSION_BLASTER:
  4937. case IQ_FIRST_BRAND:
  4938. case IQ_SECOND_FLAME:
  4939. case IQ_SECOND_FAITH:
  4940. case IQ_SECOND_JUDGEMENT:
  4941. case IQ_THIRD_PUNISH:
  4942. case IQ_THIRD_FLAME_BOMB:
  4943. case IQ_THIRD_CONSECRATION:
  4944. case IG_OVERSLASH:
  4945. case CD_ARBITRIUM_ATK:
  4946. case CD_PETITIO:
  4947. case CD_FRAMEN:
  4948. case SHC_DANCING_KNIFE:
  4949. case SHC_SAVAGE_IMPACT:
  4950. case SHC_IMPACT_CRATER:
  4951. case SHC_FATAL_SHADOW_CROW:
  4952. case MT_AXE_STOMP:
  4953. case MT_RUSH_QUAKE:
  4954. case MT_A_MACHINE:
  4955. case ABC_ABYSS_DAGGER:
  4956. case ABC_CHAIN_REACTION_SHOT:
  4957. case ABC_DEFT_STAB:
  4958. case WH_GALESTORM:
  4959. case BO_ACIDIFIED_ZONE_WATER:
  4960. case BO_ACIDIFIED_ZONE_GROUND:
  4961. case BO_ACIDIFIED_ZONE_WIND:
  4962. case BO_ACIDIFIED_ZONE_FIRE:
  4963. case TR_ROSEBLOSSOM_ATK:
  4964. case TR_METALIC_FURY:
  4965. case ABC_FROM_THE_ABYSS_ATK:
  4966. case EM_ELEMENTAL_BUSTER_FIRE:
  4967. case EM_ELEMENTAL_BUSTER_WATER:
  4968. case EM_ELEMENTAL_BUSTER_WIND:
  4969. case EM_ELEMENTAL_BUSTER_GROUND:
  4970. case EM_ELEMENTAL_BUSTER_POISON:
  4971. case EM_EL_FLAMEROCK:
  4972. case EM_EL_AGE_OF_ICE:
  4973. case EM_EL_STORM_WIND:
  4974. case EM_EL_AVALANCHE:
  4975. case EM_EL_DEADLY_POISON:
  4976. if( flag&1 ) {//Recursive invocation
  4977. int sflag = skill_area_temp[0] & 0xFFF;
  4978. int heal = 0;
  4979. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  4980. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  4981. break; // Under Hovering characters are immune to select trap and ground target skills.
  4982. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  4983. break; // No damage should happen if the target is on Land Protector
  4984. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  4985. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->data[SC_SERVANT_SIGN] && tsc->data[SC_SERVANT_SIGN]->val1 == src->id))
  4986. break;
  4987. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  4988. if (skill_id == ABC_DEFT_STAB && flag&2)
  4989. sflag |= 2;
  4990. if( flag&SD_LEVEL )
  4991. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4992. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  4993. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4994. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  4995. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  4996. break;
  4997. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4998. switch (skill_id) {
  4999. case NPC_VAMPIRE_GIFT:
  5000. if (heal > 0) {
  5001. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5002. status_heal(src, heal, 0, 0);
  5003. }
  5004. break;
  5005. #ifdef RENEWAL
  5006. case SN_SHARPSHOOTING:
  5007. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  5008. break;
  5009. #endif
  5010. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5011. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5012. break;
  5013. }
  5014. } else {
  5015. int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5016. skill_area_temp[0] = 0;
  5017. skill_area_temp[1] = bl->id;
  5018. skill_area_temp[2] = 0;
  5019. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5020. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5021. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5022. break;
  5023. }
  5024. if (skill_id == SP_SWHOO)
  5025. status_change_end(src, SC_USE_SKILL_SP_SPA, INVALID_TIMER);
  5026. switch ( skill_id ) {
  5027. case LG_EARTHDRIVE:
  5028. case GN_CARTCANNON:
  5029. case SU_SCRATCH:
  5030. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5031. break;
  5032. #ifdef RENEWAL
  5033. case NJ_HUUMA:
  5034. #endif
  5035. case LG_MOONSLASHER:
  5036. case MH_XENO_SLASHER:
  5037. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5038. break;
  5039. case NPC_REVERBERATION_ATK:
  5040. case NC_ARMSCANNON:
  5041. skill_area_temp[1] = 0;
  5042. starget = splash_target(src);
  5043. break;
  5044. case WL_CRIMSONROCK:
  5045. skill_area_temp[4] = bl->x;
  5046. skill_area_temp[5] = bl->y;
  5047. break;
  5048. case SU_LUNATICCARROTBEAT:
  5049. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5050. skill_id = SU_LUNATICCARROTBEAT2;
  5051. break;
  5052. case DK_SERVANT_W_PHANTOM:
  5053. case SHC_SAVAGE_IMPACT:
  5054. case SHC_FATAL_SHADOW_CROW:
  5055. case MT_RUSH_QUAKE:
  5056. // Jump to the target before attacking.
  5057. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5058. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5059. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5060. break;
  5061. case AG_CRYSTAL_IMPACT_ATK:
  5062. if (sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 5)
  5063. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5064. break;
  5065. case AG_ROCK_DOWN:
  5066. case IQ_FIRST_BRAND:
  5067. case IQ_SECOND_FLAME:
  5068. case IQ_SECOND_FAITH:
  5069. case IQ_SECOND_JUDGEMENT:
  5070. case CD_PETITIO:
  5071. case CD_FRAMEN:
  5072. case ABC_DEFT_STAB:
  5073. case ABC_CHAIN_REACTION_SHOT:
  5074. case EM_EL_FLAMEROCK:
  5075. case EM_EL_AGE_OF_ICE:
  5076. case EM_EL_STORM_WIND:
  5077. case EM_EL_AVALANCHE:
  5078. case EM_EL_DEADLY_POISON:
  5079. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5080. break;
  5081. case IQ_THIRD_PUNISH:
  5082. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5083. if (sd) {
  5084. uint8 limit = 5;
  5085. if (sc && sc->data[SC_RAISINGDRAGON])
  5086. limit += sc->data[SC_RAISINGDRAGON]->val1;
  5087. for (uint8 i = 0; i < limit; i++)
  5088. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5089. }
  5090. break;
  5091. case IQ_THIRD_FLAME_BOMB:
  5092. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5093. if (sd && sd->spiritball / 5 > 1)
  5094. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5095. break;
  5096. case IQ_THIRD_CONSECRATION:
  5097. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5098. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5099. break;
  5100. case IG_OVERSLASH:
  5101. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5102. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5103. break;
  5104. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5105. if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3)
  5106. status_heal(src, 0, 0, 10, 0);
  5107. break;
  5108. case BO_ACIDIFIED_ZONE_WATER:
  5109. case BO_ACIDIFIED_ZONE_GROUND:
  5110. case BO_ACIDIFIED_ZONE_WIND:
  5111. case BO_ACIDIFIED_ZONE_FIRE:
  5112. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5113. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5114. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5115. break;
  5116. case TR_METALIC_FURY:
  5117. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5118. if (tsc && tsc->data[SC_SOUNDBLEND])
  5119. skill_area_temp[0] = 1 + rnd()%4;
  5120. break;
  5121. }
  5122. // if skill damage should be split among targets, count them
  5123. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5124. //special case: Venom Splasher uses a different range for searching than for splashing
  5125. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5126. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:splash_size, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5127. // recursive invocation of skill_castend_damage_id() with flag|1
  5128. map_foreachinrange(skill_area_sub, bl, splash_size, starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5129. if (skill_id == RA_ARROWSTORM)
  5130. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  5131. if( skill_id == AS_SPLASHER ) {
  5132. map_freeblock_unlock(); // Don't consume a second gemstone.
  5133. return 0;
  5134. }
  5135. }
  5136. break;
  5137. case DK_HACKANDSLASHER:
  5138. case DK_HACKANDSLASHER_ATK:
  5139. if (flag & 1) {
  5140. skill_addtimerskill(src, tick + (200 + status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5141. } else {
  5142. skill_area_temp[0] = 0;
  5143. skill_area_temp[1] = bl->id;
  5144. skill_area_temp[2] = 0;
  5145. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5146. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5147. map_foreachinrange(skill_area_sub, bl, skill_get_splash(DK_HACKANDSLASHER_ATK, skill_lv), BL_CHAR|BL_SKILL, src, DK_HACKANDSLASHER_ATK, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5148. }
  5149. break;
  5150. //Place units around target
  5151. case NJ_BAKUENRYU:
  5152. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5153. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5154. break;
  5155. case SM_MAGNUM:
  5156. case MS_MAGNUM:
  5157. if( flag&1 ) {
  5158. // For players, damage depends on distance, so add it to flag if it is > 1
  5159. // Cannot hit hidden targets
  5160. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5161. }
  5162. break;
  5163. #ifdef RENEWAL
  5164. case KN_BRANDISHSPEAR:
  5165. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5166. break;
  5167. #else
  5168. case KN_BRANDISHSPEAR:
  5169. #endif
  5170. case ML_BRANDISH:
  5171. //Coded apart for it needs the flag passed to the damage calculation.
  5172. if (skill_area_temp[1] != bl->id)
  5173. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5174. else
  5175. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5176. break;
  5177. #ifdef RENEWAL
  5178. case KN_BOWLINGBASH:
  5179. if (flag & 1) {
  5180. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
  5181. skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE);
  5182. } else {
  5183. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5184. 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);
  5185. }
  5186. break;
  5187. #else
  5188. case KN_BOWLINGBASH:
  5189. #endif
  5190. case MS_BOWLINGBASH:
  5191. {
  5192. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5193. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5194. c = (skill_lv-(flag&0xFFF)+1)/2;
  5195. // Determine the Bowling Bash area depending on configuration
  5196. if (battle_config.bowling_bash_area == 0) {
  5197. // Gutter line system
  5198. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5199. if(min_x < 0) min_x = 0;
  5200. max_x = min_x + 39;
  5201. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5202. if(min_y < 0) min_y = 0;
  5203. max_y = min_y + 39;
  5204. } else if (battle_config.bowling_bash_area == 1) {
  5205. // Gutter line system without demi gutter bug
  5206. min_x = src->x - (src->x)%40;
  5207. max_x = min_x + 39;
  5208. min_y = src->y - (src->y)%40;
  5209. max_y = min_y + 39;
  5210. } else {
  5211. // Area around caster
  5212. min_x = src->x - battle_config.bowling_bash_area;
  5213. max_x = src->x + battle_config.bowling_bash_area;
  5214. min_y = src->y - battle_config.bowling_bash_area;
  5215. max_y = src->y + battle_config.bowling_bash_area;
  5216. }
  5217. // Initialization, break checks, direction
  5218. if((flag&0xFFF) > 0) {
  5219. // Ignore monsters outside area
  5220. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5221. break;
  5222. // Ignore monsters already in list
  5223. if(idb_exists(bowling_db, bl->id))
  5224. break;
  5225. // Random direction
  5226. dir = rnd()%8;
  5227. } else {
  5228. // Create an empty list of already hit targets
  5229. db_clear(bowling_db);
  5230. // Direction is walkpath
  5231. dir = (unit_getdir(src)+4)%8;
  5232. }
  5233. // Add current target to the list of already hit targets
  5234. idb_put(bowling_db, bl->id, bl);
  5235. // Keep moving target in direction square by square
  5236. tx = bl->x;
  5237. ty = bl->y;
  5238. for(i=0;i<c;i++) {
  5239. // Target coordinates (get changed even if knockback fails)
  5240. tx -= dirx[dir];
  5241. ty -= diry[dir];
  5242. // If target cell is a wall then break
  5243. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5244. break;
  5245. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5246. int count;
  5247. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5248. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5249. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5250. (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))) {
  5251. // Recursive call
  5252. 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);
  5253. // Self-collision
  5254. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5255. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5256. break;
  5257. }
  5258. }
  5259. // Original hit or chain hit depending on flag
  5260. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5261. }
  5262. break;
  5263. case KN_SPEARSTAB:
  5264. if(flag&1) {
  5265. if (bl->id==skill_area_temp[1])
  5266. break;
  5267. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5268. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5269. } else {
  5270. int x=bl->x,y=bl->y,i,dir;
  5271. dir = map_calc_dir(bl,src->x,src->y);
  5272. skill_area_temp[1] = bl->id;
  5273. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5274. // all the enemies between the caster and the target are hit, as well as the target
  5275. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5276. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5277. for (i=0;i<4;i++) {
  5278. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5279. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5280. x += dirx[dir];
  5281. y += diry[dir];
  5282. }
  5283. }
  5284. break;
  5285. case TK_TURNKICK:
  5286. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5287. {
  5288. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5289. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5290. map_foreachinallrange(skill_area_sub,bl,
  5291. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5292. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5293. skill_castend_nodamage_id);
  5294. }
  5295. break;
  5296. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5297. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  5298. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5299. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5300. break;
  5301. case PR_TURNUNDEAD:
  5302. case ALL_RESURRECTION:
  5303. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5304. break;
  5305. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5306. break;
  5307. case AL_HOLYLIGHT:
  5308. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  5309. case MG_SOULSTRIKE:
  5310. case NPC_DARKSTRIKE:
  5311. case MG_COLDBOLT:
  5312. case MG_FIREBOLT:
  5313. case MG_LIGHTNINGBOLT:
  5314. case WZ_EARTHSPIKE:
  5315. case AL_HEAL:
  5316. case NPC_DARKTHUNDER:
  5317. case NPC_FIRESTORM:
  5318. case PR_ASPERSIO:
  5319. case MG_FROSTDIVER:
  5320. case WZ_SIGHTBLASTER:
  5321. case WZ_SIGHTRASHER:
  5322. #ifdef RENEWAL
  5323. case PA_PRESSURE:
  5324. #endif
  5325. case NJ_KOUENKA:
  5326. case NJ_HYOUSENSOU:
  5327. case NJ_HUUJIN:
  5328. case AB_HIGHNESSHEAL:
  5329. case AB_DUPLELIGHT_MAGIC:
  5330. case WM_METALICSOUND:
  5331. case KO_KAIHOU:
  5332. case MH_ERASER_CUTTER:
  5333. case AG_ASTRAL_STRIKE:
  5334. case AG_ASTRAL_STRIKE_ATK:
  5335. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5336. case CD_ARBITRIUM:
  5337. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5338. break;
  5339. case IG_JUDGEMENT_CROSS:
  5340. case TR_SOUNDBLEND:
  5341. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5342. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5343. break;
  5344. case AG_DEADLY_PROJECTION:
  5345. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5346. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5347. break;
  5348. case NPC_MAGICALATTACK:
  5349. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5350. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5351. break;
  5352. case HVAN_CAPRICE: //[blackhole89]
  5353. {
  5354. int ran=rnd()%4;
  5355. int sid = 0;
  5356. switch(ran)
  5357. {
  5358. case 0: sid=MG_COLDBOLT; break;
  5359. case 1: sid=MG_FIREBOLT; break;
  5360. case 2: sid=MG_LIGHTNINGBOLT; break;
  5361. case 3: sid=WZ_EARTHSPIKE; break;
  5362. }
  5363. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  5364. }
  5365. break;
  5366. case WZ_WATERBALL:
  5367. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5368. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5369. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5370. break;
  5371. case WZ_JUPITEL:
  5372. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5373. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5374. break;
  5375. case PR_BENEDICTIO:
  5376. //Should attack undead and demons. [Skotlex]
  5377. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5378. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5379. break;
  5380. case SJ_NOVAEXPLOSING:
  5381. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5382. // We can end Dimension here since the cooldown code is processed before this point.
  5383. if (sc && sc->data[SC_DIMENSION])
  5384. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  5385. else // Dimension not active? Activate the 2 second skill block penalty.
  5386. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5387. break;
  5388. case SP_SOULEXPLOSION:
  5389. 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.
  5390. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5391. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5392. if (sd)
  5393. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5394. break;
  5395. }
  5396. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5397. break;
  5398. case SL_SMA:
  5399. status_change_end(src, SC_SMA, INVALID_TIMER);
  5400. case SL_STIN:
  5401. case SL_STUN:
  5402. case SP_SPA:
  5403. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5404. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5405. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5406. break;
  5407. }
  5408. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5409. break;
  5410. case NPC_DARKBREATH:
  5411. clif_emotion(src,ET_ANGER);
  5412. if (rnd() % 2 == 0)
  5413. break; // 50% chance
  5414. case SN_FALCONASSAULT:
  5415. #ifndef RENEWAL
  5416. case PA_PRESSURE:
  5417. case CR_ACIDDEMONSTRATION:
  5418. #endif
  5419. case TF_THROWSTONE:
  5420. case NPC_SMOKING:
  5421. case GS_FLING:
  5422. case NJ_ZENYNAGE:
  5423. case GN_THORNS_TRAP:
  5424. case RL_B_TRAP:
  5425. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5426. break;
  5427. #ifdef RENEWAL
  5428. case NJ_ISSEN: {
  5429. short x, y;
  5430. short dir = map_calc_dir(src, bl->x, bl->y);
  5431. // Move 2 cells (From target)
  5432. if (dir > 0 && dir < 4)
  5433. x = -2;
  5434. else if (dir > 4)
  5435. x = 2;
  5436. else
  5437. x = 0;
  5438. if (dir > 2 && dir < 6)
  5439. y = -2;
  5440. else if (dir == 7 || dir < 2)
  5441. y = 2;
  5442. else
  5443. y = 0;
  5444. // Doesn't have slide effect in GVG
  5445. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5446. clif_blown(src);
  5447. clif_spiritball(src);
  5448. }
  5449. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5450. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5451. status_change_end(src, SC_NEN, INVALID_TIMER);
  5452. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5453. }
  5454. break;
  5455. #endif
  5456. case RK_DRAGONBREATH_WATER:
  5457. case RK_DRAGONBREATH:
  5458. case NPC_DRAGONBREATH:
  5459. if( tsc && tsc->data[SC_HIDING] )
  5460. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5461. else {
  5462. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5463. }
  5464. break;
  5465. case NPC_SELFDESTRUCTION:
  5466. if( tsc && tsc->data[SC_HIDING] )
  5467. break;
  5468. case HVAN_EXPLOSION:
  5469. if (src != bl)
  5470. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5471. break;
  5472. // Celest
  5473. case PF_SOULBURN:
  5474. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5475. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5476. if (skill_lv == 5)
  5477. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5478. status_percent_damage(src, bl, 0, 100, false);
  5479. } else {
  5480. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5481. if (skill_lv == 5)
  5482. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5483. status_percent_damage(src, src, 0, 100, false);
  5484. }
  5485. break;
  5486. case NPC_BLOODDRAIN:
  5487. case NPC_ENERGYDRAIN:
  5488. {
  5489. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5490. src, src, bl, skill_id, skill_lv, tick, flag);
  5491. if (heal > 0){
  5492. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5493. status_heal(src, heal, 0, 0);
  5494. }
  5495. }
  5496. break;
  5497. case GS_BULLSEYE:
  5498. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5499. break;
  5500. case NJ_KASUMIKIRI:
  5501. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5502. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5503. break;
  5504. case NJ_KIRIKAGE:
  5505. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5506. { //You don't move on GVG grounds.
  5507. short x, y;
  5508. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5509. if (unit_movepos(src, x, y, 0, 0)) {
  5510. clif_blown(src);
  5511. }
  5512. }
  5513. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5514. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5515. break;
  5516. case RK_PHANTOMTHRUST:
  5517. case NPC_PHANTOMTHRUST:
  5518. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5519. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5520. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5521. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5522. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5523. break;
  5524. case RK_WINDCUTTER:
  5525. case RK_STORMBLAST:
  5526. if( flag&1 )
  5527. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5528. else {
  5529. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5530. 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);
  5531. }
  5532. break;
  5533. case GC_DARKILLUSION:
  5534. {
  5535. short x, y;
  5536. short dir = map_calc_dir(src,bl->x,bl->y);
  5537. if( dir > 0 && dir < 4) x = 2;
  5538. else if( dir > 4 ) x = -2;
  5539. else x = 0;
  5540. if( dir > 2 && dir < 6 ) y = 2;
  5541. else if( dir == 7 || dir < 2 ) y = -2;
  5542. else y = 0;
  5543. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5544. clif_blown(src);
  5545. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5546. if( rnd()%100 < 4 * skill_lv )
  5547. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5548. }
  5549. }
  5550. break;
  5551. case GC_CROSSRIPPERSLASHER:
  5552. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  5553. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5554. else
  5555. {
  5556. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5557. }
  5558. break;
  5559. case GC_CROSSIMPACT:
  5560. if (skill_check_unit_movepos(0, src, bl->x, bl->y, 1, 1)) {
  5561. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_IGNORE_NO_KNOCKBACK); // Target position is actually one cell next to the target
  5562. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5563. } else {
  5564. if (sd)
  5565. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5566. }
  5567. break;
  5568. case GC_PHANTOMMENACE:
  5569. if (flag&1) { // Only Hits Invisible Targets
  5570. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5571. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5572. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5573. }
  5574. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5575. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5576. }
  5577. break;
  5578. case GC_DARKCROW:
  5579. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5580. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5581. break;
  5582. case WL_DRAINLIFE:
  5583. {
  5584. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5585. int rate = 70 + 5 * skill_lv;
  5586. heal = heal * (5 + 5 * skill_lv) / 100;
  5587. if( bl->type == BL_SKILL )
  5588. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5589. if( heal && rnd()%100 < rate )
  5590. {
  5591. status_heal(src, heal, 0, 0);
  5592. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5593. }
  5594. }
  5595. break;
  5596. case WL_TETRAVORTEX_FIRE:
  5597. case WL_TETRAVORTEX_WATER:
  5598. case WL_TETRAVORTEX_WIND:
  5599. case WL_TETRAVORTEX_GROUND:
  5600. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5601. break;
  5602. case WL_TETRAVORTEX:
  5603. if (sd == nullptr) { // Monster usage
  5604. uint8 i = 0;
  5605. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5606. { WL_TETRAVORTEX_WIND, 4 },
  5607. { WL_TETRAVORTEX_WATER, 2 },
  5608. { WL_TETRAVORTEX_GROUND, 8 } };
  5609. for (const auto &skill : tetra_skills) {
  5610. if (skill_lv > 5) {
  5611. skill_area_temp[0] = i;
  5612. skill_area_temp[1] = skill[1];
  5613. 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);
  5614. } else
  5615. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5616. i++;
  5617. }
  5618. } else if (sc) { // No SC? No spheres
  5619. int i, k = 0;
  5620. if (sc->data[SC_SPHERE_5]) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5621. status_change_end(src, SC_SPHERE_1, INVALID_TIMER);
  5622. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5623. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5624. continue;
  5625. uint16 subskill = 0;
  5626. switch (sc->data[static_cast<sc_type>(i)]->val1) {
  5627. case WLS_FIRE:
  5628. subskill = WL_TETRAVORTEX_FIRE;
  5629. k |= 1;
  5630. break;
  5631. case WLS_WIND:
  5632. subskill = WL_TETRAVORTEX_WIND;
  5633. k |= 4;
  5634. break;
  5635. case WLS_WATER:
  5636. subskill = WL_TETRAVORTEX_WATER;
  5637. k |= 2;
  5638. break;
  5639. case WLS_STONE:
  5640. subskill = WL_TETRAVORTEX_GROUND;
  5641. k |= 8;
  5642. break;
  5643. }
  5644. if (skill_lv > 5) {
  5645. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5646. skill_area_temp[1] = k;
  5647. 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);
  5648. } else
  5649. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5650. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5651. }
  5652. }
  5653. break;
  5654. case WL_RELEASE:
  5655. if (sc == nullptr)
  5656. break;
  5657. if (sd) {
  5658. int i;
  5659. #ifndef RENEWAL
  5660. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5661. #endif
  5662. if (skill_lv == 1) { // SpellBook
  5663. if (sc->data[SC_FREEZE_SP] == nullptr)
  5664. break;
  5665. bool found_spell = false;
  5666. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5667. if (sc->data[i] != nullptr) {
  5668. found_spell = true;
  5669. break;
  5670. }
  5671. }
  5672. if (!found_spell)
  5673. break;
  5674. // Now extract the data from the preserved spell
  5675. uint16 pres_skill_id = sc->data[i]->val1;
  5676. uint16 pres_skill_lv = sc->data[i]->val2;
  5677. uint16 point = sc->data[i]->val3;
  5678. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5679. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5680. sc->data[SC_FREEZE_SP]->val2 -= point;
  5681. else // Last spell to be released
  5682. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  5683. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5684. break;
  5685. // Get the requirement for the preserved skill
  5686. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5687. switch( skill_get_casttype(pres_skill_id) )
  5688. {
  5689. case CAST_GROUND:
  5690. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5691. break;
  5692. case CAST_NODAMAGE:
  5693. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5694. break;
  5695. case CAST_DAMAGE:
  5696. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5697. break;
  5698. }
  5699. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5700. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5701. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5702. if( cooldown > 0 )
  5703. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5704. } else { // Summoned Balls
  5705. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5706. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5707. continue;
  5708. int skele = WL_RELEASE - 5 + sc->data[static_cast<sc_type>(i)]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5709. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5710. 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);
  5711. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER); // Eliminate ball
  5712. }
  5713. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5714. }
  5715. }
  5716. break;
  5717. case WL_FROSTMISTY:
  5718. // Causes Freezing status through walls.
  5719. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5720. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5721. // Doesn't deal damage through non-shootable walls.
  5722. 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)) )
  5723. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5724. break;
  5725. case WL_HELLINFERNO:
  5726. if (flag & 1) {
  5727. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5728. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5729. } else {
  5730. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5731. 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);
  5732. }
  5733. break;
  5734. case RA_WUGSTRIKE:
  5735. if( sd && pc_isridingwug(sd) ){
  5736. short x[8]={0,-1,-1,-1,0,1,1,1};
  5737. short y[8]={1,1,0,-1,-1,-1,0,1};
  5738. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5739. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5740. clif_blown(src);
  5741. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5742. }
  5743. break;
  5744. }
  5745. case RA_WUGBITE:
  5746. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5747. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5748. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5749. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5750. break;
  5751. case RA_SENSITIVEKEEN:
  5752. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5753. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5754. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5755. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5756. }
  5757. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5758. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5759. } else {
  5760. skill_unit *su = BL_CAST(BL_SKILL, bl);
  5761. std::shared_ptr<s_skill_unit_group> sg;
  5762. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5763. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5764. {
  5765. struct item item_tmp;
  5766. memset(&item_tmp,0,sizeof(item_tmp));
  5767. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5768. item_tmp.identify = 1;
  5769. if( item_tmp.nameid )
  5770. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5771. }
  5772. skill_delunit(su);
  5773. }
  5774. }
  5775. break;
  5776. case NC_INFRAREDSCAN:
  5777. if( flag&1 ) {
  5778. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  5779. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  5780. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5781. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  5782. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  5783. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5784. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5785. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5786. } else {
  5787. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5788. 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);
  5789. }
  5790. break;
  5791. case SC_FATALMENACE:
  5792. if( flag&1 )
  5793. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5794. else {
  5795. 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);
  5796. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5797. }
  5798. break;
  5799. case NPC_FATALMENACE: // todo should it teleport the target ?
  5800. if( flag&1 )
  5801. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5802. else {
  5803. short x, y;
  5804. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  5805. // Destination area
  5806. skill_area_temp[4] = x;
  5807. skill_area_temp[5] = y;
  5808. 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);
  5809. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  5810. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5811. }
  5812. break;
  5813. case LG_PINPOINTATTACK:
  5814. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5815. clif_blown(src);
  5816. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5817. break;
  5818. case SR_KNUCKLEARROW:
  5819. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5820. dir_ka = map_calc_dir(bl, src->x, src->y);
  5821. // Has slide effect
  5822. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5823. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5824. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5825. break;
  5826. case SR_HOWLINGOFLION:
  5827. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5828. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5829. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5830. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5831. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5832. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5833. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5834. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5835. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5836. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5837. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5838. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5839. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5840. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5841. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5842. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5843. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5844. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5845. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5846. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5847. break;
  5848. case SR_EARTHSHAKER:
  5849. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5850. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5851. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5852. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5853. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5854. } else {
  5855. 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);
  5856. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5857. }
  5858. break;
  5859. case SR_TIGERCANNON:
  5860. if (flag & 1) {
  5861. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5862. } else if (sd) {
  5863. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5864. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5865. 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);
  5866. }
  5867. break;
  5868. case WM_REVERBERATION:
  5869. if (flag & 1)
  5870. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5871. else {
  5872. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5873. 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);
  5874. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  5875. }
  5876. break;
  5877. case NPC_POISON_BUSTER:
  5878. if( tsc && tsc->data[SC_POISON] ) {
  5879. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5880. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5881. }
  5882. else if( sd )
  5883. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5884. break;
  5885. case KO_JYUMONJIKIRI: {
  5886. short x, y;
  5887. short dir = map_calc_dir(src,bl->x,bl->y);
  5888. if (dir > 0 && dir < 4)
  5889. x = 2;
  5890. else if (dir > 4)
  5891. x = -2;
  5892. else
  5893. x = 0;
  5894. if (dir > 2 && dir < 6)
  5895. y = 2;
  5896. else if (dir == 7 || dir < 2)
  5897. y = -2;
  5898. else
  5899. y = 0;
  5900. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5901. clif_blown(src);
  5902. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5903. }
  5904. }
  5905. break;
  5906. case EL_FIRE_BOMB:
  5907. case EL_FIRE_WAVE:
  5908. case EL_WATER_SCREW:
  5909. case EL_HURRICANE:
  5910. case EL_TYPOON_MIS:
  5911. if( flag&1 )
  5912. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5913. else {
  5914. int i = skill_get_splash(skill_id,skill_lv);
  5915. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5916. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5917. if( rnd()%100 < 30 )
  5918. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5919. else
  5920. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5921. }
  5922. break;
  5923. case EL_ROCK_CRUSHER:
  5924. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5925. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5926. if( rnd()%100 < 50 )
  5927. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5928. else
  5929. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5930. break;
  5931. case EL_STONE_RAIN:
  5932. if( flag&1 )
  5933. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5934. else {
  5935. int i = skill_get_splash(skill_id,skill_lv);
  5936. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5937. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5938. if( rnd()%100 < 30 )
  5939. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5940. else
  5941. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5942. }
  5943. break;
  5944. case EL_FIRE_ARROW:
  5945. case EL_ICE_NEEDLE:
  5946. case EL_WIND_SLASH:
  5947. case EL_STONE_HAMMER:
  5948. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5949. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5950. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5951. break;
  5952. case EL_TIDAL_WEAPON:
  5953. if( src->type == BL_ELEM ) {
  5954. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  5955. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  5956. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  5957. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5958. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5959. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  5960. status_change_end(battle_get_master(src),type,INVALID_TIMER);
  5961. status_change_end(src,type2,INVALID_TIMER);
  5962. }
  5963. if( rnd()%100 < 50 )
  5964. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5965. else {
  5966. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5967. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5968. }
  5969. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5970. }
  5971. break;
  5972. //recursive homon skill
  5973. case MH_MAGMA_FLOW:
  5974. case MH_HEILIGE_STANGE:
  5975. if(flag&1){
  5976. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5977. break;//chance to not trigger atk for magma
  5978. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5979. }
  5980. else
  5981. 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);
  5982. break;
  5983. case MH_STAHL_HORN:
  5984. case MH_NEEDLE_OF_PARALYZE:
  5985. case MH_SONIC_CRAW:
  5986. case MH_MIDNIGHT_FRENZY:
  5987. case MH_SILVERVEIN_RUSH:
  5988. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5989. break;
  5990. case MH_TINDER_BREAKER:
  5991. case MH_CBC:
  5992. case MH_EQC:
  5993. {
  5994. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5995. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  5996. sc_type type;
  5997. if( skill_id == MH_TINDER_BREAKER ){
  5998. type = SC_TINDER_BREAKER2;
  5999. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6000. clif_blown(src);
  6001. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  6002. }
  6003. }else if( skill_id == MH_CBC ){
  6004. type = SC_CBC;
  6005. }else if( skill_id == MH_EQC ){
  6006. type = SC_EQC;
  6007. }
  6008. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6009. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6010. }
  6011. break;
  6012. case RL_H_MINE:
  6013. if (!(flag&1)) {
  6014. // Direct attack
  6015. if (!sd || !sd->flicker) {
  6016. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6017. 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);
  6018. break;
  6019. }
  6020. // Triggered by RL_FLICKER
  6021. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  6022. // Splash damage around it!
  6023. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6024. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6025. flag |= 1; // Don't consume requirement
  6026. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  6027. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  6028. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6029. }
  6030. }
  6031. else
  6032. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6033. if (sd && sd->flicker)
  6034. flag |= 1; // Don't consume requirement
  6035. break;
  6036. case RL_QD_SHOT:
  6037. if (skill_area_temp[1] == bl->id)
  6038. break;
  6039. if (flag&1 && tsc && tsc->data[SC_C_MARKER])
  6040. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6041. break;
  6042. case RL_D_TAIL:
  6043. case RL_HAMMER_OF_GOD:
  6044. if (flag&1)
  6045. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6046. else {
  6047. if (sd && tsc && tsc->data[SC_C_MARKER]) {
  6048. int i;
  6049. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6050. if (i < MAX_SKILL_CRIMSON_MARKER)
  6051. flag |= 8;
  6052. }
  6053. if (skill_id == RL_HAMMER_OF_GOD)
  6054. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  6055. else
  6056. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6057. 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);
  6058. }
  6059. break;
  6060. case SU_SCAROFTAROU:
  6061. sc_start(src, bl, SC_BITESCAR, 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  6062. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6063. break;
  6064. case SU_SV_STEMSPEAR:
  6065. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6066. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6067. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6068. break;
  6069. case 0:/* no skill - basic/normal attack */
  6070. if(sd) {
  6071. if (flag & 3){
  6072. if (bl->id != skill_area_temp[1])
  6073. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6074. } else {
  6075. skill_area_temp[1] = bl->id;
  6076. map_foreachinallrange(skill_area_sub, bl,
  6077. sd->bonus.splash_range, BL_CHAR,
  6078. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6079. skill_castend_damage_id);
  6080. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6081. }
  6082. }
  6083. break;
  6084. case SJ_FALLINGSTAR_ATK:
  6085. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6086. if (tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 1) { // Mark placed by a player.
  6087. int8 i = 0;
  6088. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6089. if (i < MAX_STELLAR_MARKS) {
  6090. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6091. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6092. }
  6093. }
  6094. } else if ( tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 2 ) { // Mark placed by a monster.
  6095. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6096. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6097. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6098. }
  6099. break;
  6100. case SJ_FLASHKICK: {
  6101. struct map_session_data *tsd = BL_CAST(BL_PC, bl);
  6102. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6103. // Only players and monsters can be tagged....I think??? [Rytech]
  6104. // Lets only allow players and monsters to use this skill for safety reasons.
  6105. if ((!tsd && !tmd) || !sd && !md) {
  6106. if (sd)
  6107. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6108. break;
  6109. }
  6110. // Check if the target is already tagged by another source.
  6111. 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.
  6112. // Can't tag a player that was already tagged from another source.
  6113. if (sd)
  6114. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  6115. map_freeblock_unlock();
  6116. return 1;
  6117. }
  6118. if (sd) { // Tagging the target.
  6119. int i;
  6120. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6121. if (i == MAX_STELLAR_MARKS) {
  6122. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6123. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6124. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6125. map_freeblock_unlock();
  6126. return 1;
  6127. }
  6128. }
  6129. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6130. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6131. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6132. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  6133. sd->stellar_mark[i] = bl->id;
  6134. // Val4 flags if the status was applied by a player or a monster.
  6135. // This will be important for other skills that work together with this one.
  6136. // 1 = Player, 2 = Monster.
  6137. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6138. // apply the status here. We can't pass this data to skill_additional_effect.
  6139. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6140. }
  6141. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6142. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6143. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6144. }
  6145. }
  6146. break;
  6147. case NPC_VENOMIMPRESS:
  6148. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6149. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6150. break;
  6151. default:
  6152. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6153. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  6154. 0, abs(skill_get_num(skill_id, skill_lv)),
  6155. skill_id, skill_lv, skill_get_hit(skill_id));
  6156. map_freeblock_unlock();
  6157. return 1;
  6158. }
  6159. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  6160. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  6161. map_freeblock_unlock();
  6162. if( sd && !(flag&1) )
  6163. {// ensure that the skill last-cast tick is recorded
  6164. sd->canskill_tick = gettick();
  6165. if( sd->state.arrow_atk )
  6166. {// consume arrow on last invocation to this skill.
  6167. battle_consume_ammo(sd, skill_id, skill_lv);
  6168. }
  6169. // perform skill requirement consumption
  6170. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6171. }
  6172. return 0;
  6173. }
  6174. /**
  6175. * Give a song's buff/debuff or damage to all targets around
  6176. * @param target: Target
  6177. * @param ap: Argument list
  6178. * @return 1 on success or 0 otherwise
  6179. */
  6180. static int skill_apply_songs(struct block_list* target, va_list ap)
  6181. {
  6182. int flag = va_arg(ap, int);
  6183. struct block_list* src = va_arg(ap, struct block_list*);
  6184. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  6185. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  6186. t_tick tick = va_arg(ap, t_tick);
  6187. if (flag & BCT_WOS && src == target)
  6188. return 0;
  6189. if (battle_check_target(src, target, flag) > 0) {
  6190. switch (skill_id) {
  6191. // Attack type songs
  6192. case BA_DISSONANCE:
  6193. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6194. return 1;
  6195. case DC_UGLYDANCE:
  6196. case BD_LULLABY:
  6197. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6198. default: // Buff/Debuff type songs
  6199. if (skill_id == CG_HERMODE && src->id != target->id)
  6200. status_change_clear_buffs(target, SCCB_BUFFS); // Should dispell only allies.
  6201. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6202. }
  6203. }
  6204. return 0;
  6205. }
  6206. /**
  6207. * Calculate a song's bonus values
  6208. * @param src: Caster
  6209. * @param skill_id: Song skill ID
  6210. * @param skill_lv: Song skill level
  6211. * @param tick: Timer tick
  6212. * @return Number of targets or 0 otherwise
  6213. */
  6214. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6215. {
  6216. nullpo_ret(src);
  6217. if (src->type != BL_PC) {
  6218. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6219. return 0;
  6220. }
  6221. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6222. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6223. return 0;
  6224. }
  6225. struct map_session_data* sd = BL_CAST(BL_PC, src);
  6226. int flag = BCT_PARTY;
  6227. switch (skill_id) {
  6228. case BD_ROKISWEIL:
  6229. flag = BCT_ENEMY | BCT_WOS;
  6230. break;
  6231. case BD_LULLABY:
  6232. case BD_ETERNALCHAOS:
  6233. case BA_DISSONANCE:
  6234. case DC_UGLYDANCE:
  6235. case DC_DONTFORGETME:
  6236. flag = BCT_ENEMY;
  6237. break;
  6238. case CG_HERMODE:
  6239. flag |= BCT_GUILD;
  6240. break;
  6241. }
  6242. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  6243. sd->skill_id_dance = skill_id;
  6244. sd->skill_lv_dance = skill_lv;
  6245. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6246. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6247. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6248. }
  6249. /**
  6250. * Use no-damage skill from 'src' to 'bl
  6251. * @param src Caster
  6252. * @param bl Target of the skill, bl maybe same with src for self skill
  6253. * @param skill_id
  6254. * @param skill_lv
  6255. * @param tick
  6256. * @param flag Various value, &1: Recursive effect
  6257. **/
  6258. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  6259. {
  6260. struct map_session_data *sd, *dstsd;
  6261. struct mob_data *md, *dstmd;
  6262. struct homun_data *hd;
  6263. s_mercenary_data *mer;
  6264. struct status_data *sstatus, *tstatus;
  6265. struct status_change *tsc;
  6266. struct status_change_entry *tsce;
  6267. int i = 0;
  6268. enum sc_type type;
  6269. if(skill_id > 0 && !skill_lv) return 0; // celest
  6270. nullpo_retr(1, src);
  6271. nullpo_retr(1, bl);
  6272. if (src->m != bl->m)
  6273. return 1;
  6274. sd = BL_CAST(BL_PC, src);
  6275. hd = BL_CAST(BL_HOM, src);
  6276. md = BL_CAST(BL_MOB, src);
  6277. mer = BL_CAST(BL_MER, src);
  6278. dstsd = BL_CAST(BL_PC, bl);
  6279. dstmd = BL_CAST(BL_MOB, bl);
  6280. if(bl->prev == NULL)
  6281. return 1;
  6282. if(status_isdead(src))
  6283. return 1;
  6284. if( src != bl && status_isdead(bl) ) {
  6285. switch( skill_id ) { // Skills that may be cast on dead targets
  6286. case NPC_WIDESOULDRAIN:
  6287. case PR_REDEMPTIO:
  6288. case ALL_RESURRECTION:
  6289. case WM_DEADHILLHERE:
  6290. case WE_ONEFOREVER:
  6291. break;
  6292. default:
  6293. return 1;
  6294. }
  6295. }
  6296. tstatus = status_get_status_data(bl);
  6297. sstatus = status_get_status_data(src);
  6298. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6299. switch (skill_id) {
  6300. case HLIF_HEAL: //[orn]
  6301. if (bl->type != BL_HOM) {
  6302. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  6303. break ;
  6304. }
  6305. case AL_HEAL:
  6306. case ALL_RESURRECTION:
  6307. case PR_ASPERSIO:
  6308. case AB_HIGHNESSHEAL:
  6309. //Apparently only player casted skills can be offensive like this.
  6310. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6311. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6312. //Offensive heal does not works on non-enemies. [Skotlex]
  6313. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6314. return 0;
  6315. }
  6316. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6317. }
  6318. break;
  6319. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6320. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6321. case MH_STEINWAND: {
  6322. struct block_list *s_src = battle_get_master(src);
  6323. short ret = 0;
  6324. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6325. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6326. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6327. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6328. if (hd)
  6329. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  6330. return ret;
  6331. }
  6332. break;
  6333. default:
  6334. //Skill is actually ground placed.
  6335. if (src == bl && skill_get_unit_id(skill_id))
  6336. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6337. }
  6338. type = skill_get_sc(skill_id);
  6339. tsc = status_get_sc(bl);
  6340. tsce = (tsc && type != SC_NONE)?tsc->data[type]:NULL;
  6341. if (src!=bl && type > SC_NONE &&
  6342. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6343. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6344. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6345. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6346. map_freeblock_lock();
  6347. switch(skill_id)
  6348. {
  6349. case HLIF_HEAL: //[orn]
  6350. case AL_HEAL:
  6351. case AB_HIGHNESSHEAL:
  6352. {
  6353. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6354. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6355. heal = 0;
  6356. if( tsc && tsc->count ) {
  6357. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6358. if (--tsc->data[SC_KAITE]->val2 <= 0)
  6359. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  6360. if (src == bl)
  6361. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6362. else {
  6363. bl = src;
  6364. dstsd = sd;
  6365. }
  6366. }
  6367. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  6368. heal = 0; //Needed so that it actually displays 0 when healing.
  6369. }
  6370. if (skill_id == AL_HEAL)
  6371. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  6372. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  6373. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  6374. heal = ~heal + 1;
  6375. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6376. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6377. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6378. if (heal_get_jobexp <= 0)
  6379. heal_get_jobexp = 1;
  6380. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6381. }
  6382. }
  6383. break;
  6384. case CD_REPARATIO: {
  6385. if (bl->type != BL_PC) { // Only works on players.
  6386. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6387. break;
  6388. }
  6389. int heal_amount = 0;
  6390. if (!status_isimmune(bl))
  6391. heal_amount = tstatus->max_hp;
  6392. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6393. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1);
  6394. status_heal(bl, heal_amount, 0, 0);
  6395. }
  6396. break;
  6397. case PR_REDEMPTIO:
  6398. if (sd && !(flag&1)) {
  6399. if (sd->status.party_id == 0) {
  6400. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6401. break;
  6402. }
  6403. skill_area_temp[0] = 0;
  6404. party_foreachsamemap(skill_area_sub,
  6405. sd,skill_get_splash(skill_id, skill_lv),
  6406. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6407. skill_castend_nodamage_id);
  6408. if (skill_area_temp[0] == 0) {
  6409. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6410. break;
  6411. }
  6412. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6413. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6414. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6415. 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);
  6416. }
  6417. status_set_hp(src, 1, 0);
  6418. status_set_sp(src, 0, 0);
  6419. break;
  6420. } else if (status_isdead(bl) && flag&1) { //Revive
  6421. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6422. skill_lv = 3; //Resurrection level 3 is used
  6423. } else //Invalid target, skip resurrection.
  6424. break;
  6425. case ALL_RESURRECTION:
  6426. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6427. { //No reviving in WoE grounds!
  6428. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6429. break;
  6430. }
  6431. if (!status_isdead(bl))
  6432. break;
  6433. {
  6434. int per = 0, sper = 0;
  6435. if (tsc && tsc->data[SC_HELLPOWER]) {
  6436. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6437. break;
  6438. }
  6439. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6440. break;
  6441. switch(skill_lv){
  6442. case 1: per=10; break;
  6443. case 2: per=30; break;
  6444. case 3: per=50; break;
  6445. case 4: per=80; break;
  6446. }
  6447. if(dstsd && dstsd->special_state.restart_full_recover)
  6448. per = sper = 100;
  6449. if (status_revive(bl, per, sper))
  6450. {
  6451. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6452. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6453. {
  6454. t_exp exp = 0,jexp = 0;
  6455. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6456. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6457. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6458. if (exp < 1) exp = 1;
  6459. }
  6460. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6461. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6462. if (jexp < 1) jexp = 1;
  6463. }
  6464. if(exp > 0 || jexp > 0)
  6465. pc_gainexp (sd, bl, exp, jexp, 0);
  6466. }
  6467. }
  6468. }
  6469. break;
  6470. case AL_DECAGI:
  6471. case MER_DECAGI:
  6472. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6473. 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)));
  6474. break;
  6475. case AL_CRUCIS:
  6476. if (flag&1)
  6477. 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));
  6478. else {
  6479. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6480. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6481. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6482. }
  6483. break;
  6484. case SP_SOULCURSE:
  6485. if (flag&1)
  6486. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6487. else {
  6488. 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);
  6489. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6490. }
  6491. break;
  6492. case PR_LEXDIVINA:
  6493. case MER_LEXDIVINA:
  6494. if (tsce)
  6495. status_change_end(bl, type, INVALID_TIMER);
  6496. else
  6497. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6498. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6499. break;
  6500. case SA_ABRACADABRA:
  6501. if (abra_db.empty()) {
  6502. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6503. break;
  6504. }
  6505. else {
  6506. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6507. do {
  6508. auto abra_spell = abra_db.random();
  6509. abra_skill_id = abra_spell->skill_id;
  6510. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6511. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6512. break;
  6513. }
  6514. } while (checked++ < checked_max);
  6515. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6516. if( sd )
  6517. {// player-casted
  6518. sd->state.abra_flag = 1;
  6519. sd->skillitem = abra_skill_id;
  6520. sd->skillitemlv = abra_skill_lv;
  6521. sd->skillitem_keep_requirement = false;
  6522. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6523. }
  6524. else
  6525. {// mob-casted
  6526. struct unit_data *ud = unit_bl2ud(src);
  6527. int inf = skill_get_inf(abra_skill_id);
  6528. if (!ud) break;
  6529. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6530. if (src->type == BL_PET)
  6531. bl = (struct block_list*)((TBL_PET*)src)->master;
  6532. if (!bl) bl = src;
  6533. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6534. } else { //Assume offensive skills
  6535. int target_id = 0;
  6536. if (ud->target)
  6537. target_id = ud->target;
  6538. else switch (src->type) {
  6539. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6540. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6541. }
  6542. if (!target_id)
  6543. break;
  6544. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6545. bl = map_id2bl(target_id);
  6546. if (!bl) bl = src;
  6547. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6548. } else
  6549. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6550. }
  6551. }
  6552. }
  6553. break;
  6554. case SA_COMA:
  6555. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6556. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6557. break;
  6558. case SA_FULLRECOVERY:
  6559. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6560. if (status_isimmune(bl))
  6561. break;
  6562. status_percent_heal(bl, 100, 100);
  6563. break;
  6564. case NPC_ALLHEAL:
  6565. {
  6566. int heal;
  6567. if( status_isimmune(bl) )
  6568. break;
  6569. heal = status_percent_heal(bl, 100, 0);
  6570. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6571. if( dstmd )
  6572. { // Reset Damage Logs
  6573. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6574. dstmd->tdmg = 0;
  6575. }
  6576. }
  6577. break;
  6578. case SA_SUMMONMONSTER:
  6579. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6580. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6581. break;
  6582. case SA_LEVELUP:
  6583. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6584. if (sd && pc_nextbaseexp(sd))
  6585. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6586. break;
  6587. case SA_INSTANTDEATH:
  6588. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6589. status_kill(src);
  6590. break;
  6591. case SA_QUESTION:
  6592. clif_emotion(src,ET_QUESTION);
  6593. case SA_GRAVITY:
  6594. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6595. break;
  6596. case SA_CLASSCHANGE:
  6597. case SA_MONOCELL:
  6598. if (dstmd)
  6599. {
  6600. int class_;
  6601. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6602. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6603. break;
  6604. }
  6605. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6606. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6607. mob_class_change(dstmd,class_);
  6608. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6609. 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 };
  6610. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6611. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6612. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6613. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  6614. }
  6615. }
  6616. break;
  6617. case SA_DEATH:
  6618. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6619. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6620. break;
  6621. }
  6622. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6623. status_kill(bl);
  6624. break;
  6625. case SA_REVERSEORCISH:
  6626. case ALL_REVERSEORCISH:
  6627. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6628. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6629. break;
  6630. case SA_FORTUNE:
  6631. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6632. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  6633. break;
  6634. case SA_TAMINGMONSTER:
  6635. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6636. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6637. pet_catch_process1(sd, dstmd->mob_id);
  6638. }
  6639. break;
  6640. case CR_PROVIDENCE:
  6641. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6642. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6643. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6644. map_freeblock_unlock();
  6645. return 1;
  6646. }
  6647. }
  6648. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6649. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6650. break;
  6651. case CG_MARIONETTE:
  6652. {
  6653. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->data[SC_CURSE] || tsc->data[SC_QUAGMIRE])) )
  6654. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6655. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6656. map_freeblock_unlock();
  6657. return 1;
  6658. }
  6659. status_change* sc = status_get_sc(src);
  6660. if( sc && tsc )
  6661. {
  6662. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  6663. {
  6664. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6665. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6666. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6667. }
  6668. else
  6669. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  6670. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  6671. {
  6672. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  6673. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  6674. }
  6675. else
  6676. {
  6677. if( sd )
  6678. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6679. map_freeblock_unlock();
  6680. return 1;
  6681. }
  6682. }
  6683. }
  6684. break;
  6685. case RG_CLOSECONFINE:
  6686. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6687. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6688. break;
  6689. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6690. case SA_FROSTWEAPON:
  6691. case SA_LIGHTNINGLOADER:
  6692. case SA_SEISMICWEAPON:
  6693. if (dstsd && dstsd->status.weapon == W_FIST) {
  6694. if (sd)
  6695. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6696. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6697. break;
  6698. }
  6699. #ifdef RENEWAL
  6700. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6701. #else
  6702. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6703. 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)))) {
  6704. if (dstsd){
  6705. short index = dstsd->equip_index[EQI_HAND_R];
  6706. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6707. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6708. }
  6709. if (sd)
  6710. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6711. }
  6712. #endif
  6713. break;
  6714. case PR_ASPERSIO:
  6715. if (sd && dstmd) {
  6716. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6717. break;
  6718. }
  6719. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6720. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6721. break;
  6722. case ITEM_ENCHANTARMS:
  6723. 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)));
  6724. break;
  6725. case TK_SEVENWIND:
  6726. switch(skill_get_ele(skill_id,skill_lv)) {
  6727. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6728. case ELE_WIND : type = SC_WINDWEAPON; break;
  6729. case ELE_WATER : type = SC_WATERWEAPON; break;
  6730. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6731. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6732. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6733. case ELE_HOLY : type = SC_ASPERSIO; break;
  6734. }
  6735. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6736. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6737. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6738. break;
  6739. case PR_KYRIE:
  6740. case MER_KYRIE:
  6741. case SU_TUNAPARTY:
  6742. case SU_GROOMING:
  6743. case SU_CHATTERING:
  6744. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6745. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6746. break;
  6747. //Passive Magnum, should had been casted on yourself.
  6748. case SM_MAGNUM:
  6749. case MS_MAGNUM:
  6750. skill_area_temp[1] = 0;
  6751. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6752. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6753. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6754. // Initiate 20% of your damage becomes fire element.
  6755. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6756. break;
  6757. case TK_JUMPKICK:
  6758. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6759. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6760. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6761. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6762. clif_blown(src);
  6763. }
  6764. } else
  6765. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6766. break;
  6767. case PR_BENEDICTIO:
  6768. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6769. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6770. break;
  6771. case AL_INCAGI:
  6772. case AL_BLESSING:
  6773. case MER_INCAGI:
  6774. case MER_BLESSING:
  6775. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  6776. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6777. break;
  6778. }
  6779. case PR_SLOWPOISON:
  6780. case PR_LEXAETERNA:
  6781. #ifndef RENEWAL
  6782. case PR_IMPOSITIO:
  6783. case PR_SUFFRAGIUM:
  6784. #endif
  6785. case LK_BERSERK:
  6786. case MS_BERSERK:
  6787. case KN_TWOHANDQUICKEN:
  6788. case KN_ONEHAND:
  6789. case MER_QUICKEN:
  6790. case CR_SPEARQUICKEN:
  6791. case CR_REFLECTSHIELD:
  6792. case MS_REFLECTSHIELD:
  6793. case AS_POISONREACT:
  6794. #ifndef RENEWAL
  6795. case MC_LOUD:
  6796. #endif
  6797. case MG_ENERGYCOAT:
  6798. case MO_EXPLOSIONSPIRITS:
  6799. case MO_STEELBODY:
  6800. case MO_BLADESTOP:
  6801. case LK_AURABLADE:
  6802. case LK_PARRYING:
  6803. case MS_PARRYING:
  6804. case LK_CONCENTRATION:
  6805. #ifdef RENEWAL
  6806. case HP_BASILICA:
  6807. #endif
  6808. case WS_CARTBOOST:
  6809. case SN_SIGHT:
  6810. case WS_MELTDOWN:
  6811. case WS_OVERTHRUSTMAX:
  6812. case ST_REJECTSWORD:
  6813. case HW_MAGICPOWER:
  6814. case PF_MEMORIZE:
  6815. case PA_SACRIFICE:
  6816. case ASC_EDP:
  6817. case PF_DOUBLECASTING:
  6818. case SG_SUN_COMFORT:
  6819. case SG_MOON_COMFORT:
  6820. case SG_STAR_COMFORT:
  6821. case GS_MADNESSCANCEL:
  6822. case GS_ADJUSTMENT:
  6823. case GS_INCREASING:
  6824. #ifdef RENEWAL
  6825. case GS_MAGICALBULLET:
  6826. #endif
  6827. case NJ_KASUMIKIRI:
  6828. case NJ_UTSUSEMI:
  6829. case NJ_NEN:
  6830. case NPC_DEFENDER:
  6831. case NPC_MAGICMIRROR:
  6832. case ST_PRESERVE:
  6833. case NPC_KEEPING:
  6834. case NPC_BARRIER:
  6835. case NPC_INVINCIBLE:
  6836. case NPC_INVINCIBLEOFF:
  6837. case MER_INVINCIBLEOFF2:
  6838. case RK_DEATHBOUND:
  6839. case AB_EXPIATIO:
  6840. case AB_DUPLELIGHT:
  6841. case AB_SECRAMENT:
  6842. case AB_OFFERTORIUM:
  6843. case NC_ACCELERATION:
  6844. case NC_HOVERING:
  6845. case NC_SHAPESHIFT:
  6846. case WL_MARSHOFABYSS:
  6847. case WL_RECOGNIZEDSPELL:
  6848. case GC_VENOMIMPRESS:
  6849. case SC_DEADLYINFECT:
  6850. case LG_EXEEDBREAK:
  6851. case LG_PRESTIGE:
  6852. case LG_INSPIRATION:
  6853. case SR_CRESCENTELBOW:
  6854. case SR_LIGHTNINGWALK:
  6855. case GN_CARTBOOST:
  6856. case GN_BLOOD_SUCKER:
  6857. case GN_HELLS_PLANT:
  6858. case KO_MEIKYOUSISUI:
  6859. case ALL_ODINS_POWER:
  6860. case ALL_FULL_THROTTLE:
  6861. case RA_UNLIMIT:
  6862. case WL_TELEKINESIS_INTENSE:
  6863. case RL_HEAT_BARREL:
  6864. case RL_P_ALTER:
  6865. case RL_E_CHAIN:
  6866. case SU_FRESHSHRIMP:
  6867. case SU_ARCLOUSEDASH:
  6868. case NPC_MAXPAIN:
  6869. case SP_SOULREAPER:
  6870. case SJ_LIGHTOFMOON:
  6871. case SJ_LIGHTOFSTAR:
  6872. case SJ_FALLINGSTAR:
  6873. case SJ_LIGHTOFSUN:
  6874. case SJ_BOOKOFDIMENSION:
  6875. case NPC_HALLUCINATIONWALK:
  6876. case DK_CHARGINGPIERCE:
  6877. case DK_VIGOR:
  6878. case AG_CLIMAX:
  6879. case IQ_POWERFUL_FAITH:
  6880. case IQ_FIRM_FAITH:
  6881. case IQ_SINCERE_FAITH:
  6882. case IQ_FIRST_FAITH_POWER:
  6883. case IQ_JUDGE:
  6884. case IQ_THIRD_EXOR_FLAME:
  6885. case IG_REBOUND_SHIELD:
  6886. case IG_HOLY_SHIELD:
  6887. case CD_ARGUTUS_VITA:
  6888. case CD_ARGUTUS_TELUM:
  6889. case CD_PRESENS_ACIES:
  6890. case CD_RELIGIO:
  6891. case CD_BENEDICTUM:
  6892. case SHC_SHADOW_EXCEED:
  6893. case SHC_POTENT_VENOM:
  6894. case SHC_ENCHANTING_SHADOW:
  6895. case MT_D_MACHINE:
  6896. case ABC_ABYSS_SLAYER:
  6897. case WH_WIND_SIGN:
  6898. case WH_CALAMITYGALE:
  6899. case BO_RESEARCHREPORT:
  6900. case TR_MYSTIC_SYMPHONY:
  6901. case TR_KVASIR_SONATA:
  6902. case EM_SPELL_ENCHANTING:
  6903. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6904. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6905. break;
  6906. case LG_SHIELDSPELL:
  6907. if (skill_lv == 1)
  6908. type = SC_SHIELDSPELL_HP;
  6909. else if (skill_lv == 2)
  6910. type = SC_SHIELDSPELL_SP;
  6911. else
  6912. type = SC_SHIELDSPELL_ATK;
  6913. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6914. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6915. break;
  6916. case DK_SERVANTWEAPON:
  6917. case ABC_FROM_THE_ABYSS:
  6918. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  6919. break;
  6920. case TR_SOUNDBLEND:
  6921. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  6922. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  6923. break;
  6924. case AG_VIOLENT_QUAKE:
  6925. case AG_ALL_BLOOM:
  6926. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6927. break;
  6928. case AG_DESTRUCTIVE_HURRICANE:
  6929. case AG_CRYSTAL_IMPACT:
  6930. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  6931. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6932. } else {
  6933. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  6934. status_change *sc = status_get_sc(src);
  6935. if (sc && sc->data[SC_CLIMAX])
  6936. climax_lv = sc->data[SC_CLIMAX]->val1;
  6937. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  6938. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  6939. splash_size = 9; // 19x19
  6940. else if(skill_id == AG_CRYSTAL_IMPACT)
  6941. splash_size = AREA_SIZE; // 29x29 - Entire screen.
  6942. }
  6943. skill_area_temp[1] = 0;
  6944. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6945. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  6946. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6947. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  6948. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALLY|SD_SPLASH|1, skill_castend_nodamage_id);
  6949. else {
  6950. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  6951. clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1);
  6952. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6953. }
  6954. }
  6955. break;
  6956. case CD_MEDIALE_VOTUM:
  6957. case CD_DILECTIO_HEAL:
  6958. if (flag & 1) {
  6959. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  6960. int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  6961. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  6962. status_heal(bl, heal_amount, 0, 0);
  6963. } else if (sd)
  6964. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 3, skill_castend_nodamage_id);
  6965. } else {
  6966. if (skill_id == CD_MEDIALE_VOTUM)
  6967. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6968. else { // Dilectio Heal
  6969. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only.
  6970. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  6971. }
  6972. }
  6973. break;
  6974. case CD_COMPETENTIA:
  6975. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  6976. int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  6977. int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  6978. clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 );
  6979. status_heal(bl, hp_amount, 0, 0);
  6980. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 );
  6981. status_heal(bl, 0, sp_amount, 0);
  6982. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6983. } else if (sd)
  6984. 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);
  6985. break;
  6986. case BO_ADVANCE_PROTECTION:
  6987. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  6988. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6989. map_freeblock_unlock(); // Don't consume item requirements
  6990. return 0;
  6991. }
  6992. clif_skill_nodamage( src, bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  6993. break;
  6994. case EM_ACTIVITY_BURN:
  6995. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  6996. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  6997. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6998. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  6999. } else
  7000. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7001. break;
  7002. case EM_INCREASING_ACTIVITY:
  7003. if (bl->type == BL_PC) {
  7004. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7005. status_heal(bl, 0, 0, 20 + 5 * skill_lv, 0);
  7006. } else
  7007. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7008. break;
  7009. case SJ_GRAVITYCONTROL: {
  7010. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7011. if (bl->type == BL_PC)
  7012. fall_damage += dstsd->weight / 10 - tstatus->def;
  7013. else // Monster's don't have weight. Put something in its place.
  7014. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7015. fall_damage = max(1, fall_damage);
  7016. 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)));
  7017. }
  7018. break;
  7019. case NPC_HALLUCINATION:
  7020. case NPC_HELLPOWER:
  7021. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7022. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7023. break;
  7024. case KN_AUTOCOUNTER:
  7025. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7026. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7027. break;
  7028. case SO_STRIKING:
  7029. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7030. int bonus = 0;
  7031. if (dstsd) {
  7032. short index = dstsd->equip_index[EQI_HAND_R];
  7033. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7034. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7035. }
  7036. 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)));
  7037. } else if (sd)
  7038. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  7039. break;
  7040. case NPC_STOP:
  7041. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7042. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7043. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7044. break;
  7045. case HP_ASSUMPTIO:
  7046. if( sd && dstmd )
  7047. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7048. else
  7049. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7050. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7051. break;
  7052. case MG_SIGHT:
  7053. case MER_SIGHT:
  7054. case AL_RUWACH:
  7055. case WZ_SIGHTBLASTER:
  7056. case NPC_WIDESIGHT:
  7057. case NPC_STONESKIN:
  7058. case NPC_ANTIMAGIC:
  7059. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7060. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7061. break;
  7062. case HLIF_AVOID:
  7063. case HAMI_DEFENCE:
  7064. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  7065. 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
  7066. break;
  7067. case NJ_BUNSINJYUTSU:
  7068. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  7069. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7070. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7071. status_change_end(bl, SC_NEN, INVALID_TIMER);
  7072. break;
  7073. /* Was modified to only affect targetted char. [Skotlex]
  7074. case HP_ASSUMPTIO:
  7075. if (flag&1)
  7076. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7077. else
  7078. {
  7079. map_foreachinallrange(skill_area_sub, bl,
  7080. skill_get_splash(skill_id, skill_lv), BL_PC,
  7081. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7082. skill_castend_nodamage_id);
  7083. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7084. }
  7085. break;
  7086. */
  7087. case SM_ENDURE:
  7088. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7089. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7090. break;
  7091. case AS_ENCHANTPOISON:
  7092. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7093. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  7094. }else{
  7095. clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 );
  7096. if( sd != nullptr ){
  7097. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  7098. }
  7099. }
  7100. break;
  7101. case LK_TENSIONRELAX:
  7102. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7103. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7104. skill_get_time(skill_id,skill_lv)));
  7105. break;
  7106. case MC_CHANGECART:
  7107. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7108. break;
  7109. case MC_CARTDECORATE:
  7110. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7111. if( sd ) {
  7112. clif_SelectCart(sd);
  7113. }
  7114. break;
  7115. case TK_MISSION:
  7116. if (sd) {
  7117. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7118. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7119. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7120. break;
  7121. }
  7122. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7123. if (!id) {
  7124. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7125. break;
  7126. }
  7127. sd->mission_mobid = id;
  7128. sd->mission_count = 0;
  7129. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7130. clif_mission_info(sd, id, 0);
  7131. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7132. }
  7133. break;
  7134. case AC_CONCENTRATION:
  7135. {
  7136. int splash = skill_get_splash(skill_id, skill_lv);
  7137. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7138. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7139. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7140. map_foreachinallrange( status_change_timer_sub, src,
  7141. splash, BL_CHAR, src, NULL, type, tick);
  7142. }
  7143. break;
  7144. case SM_PROVOKE:
  7145. case SM_SELFPROVOKE:
  7146. case MER_PROVOKE:
  7147. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7148. map_freeblock_unlock();
  7149. return 1;
  7150. }
  7151. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7152. 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))))
  7153. {
  7154. if( sd )
  7155. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7156. map_freeblock_unlock();
  7157. return 0;
  7158. }
  7159. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  7160. unit_skillcastcancel(bl, 2);
  7161. if( tsc && tsc->count )
  7162. {
  7163. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7164. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  7165. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7166. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7167. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  7168. }
  7169. if( dstmd )
  7170. {
  7171. dstmd->state.provoke_flag = src->id;
  7172. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7173. }
  7174. break;
  7175. case ML_DEVOTION:
  7176. case CR_DEVOTION:
  7177. {
  7178. int count, lv;
  7179. if( !dstsd || (!sd && !mer) )
  7180. { // Only players can be devoted
  7181. if( sd )
  7182. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7183. break;
  7184. }
  7185. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7186. lv = -lv;
  7187. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7188. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  7189. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7190. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7191. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  7192. {
  7193. if( sd )
  7194. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7195. map_freeblock_unlock();
  7196. return 1;
  7197. }
  7198. i = 0;
  7199. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7200. if( sd )
  7201. { // Player Devoting Player
  7202. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7203. if( i == count )
  7204. {
  7205. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7206. if( i == count )
  7207. { // No free slots, skill Fail
  7208. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7209. map_freeblock_unlock();
  7210. return 1;
  7211. }
  7212. }
  7213. sd->devotion[i] = bl->id;
  7214. }
  7215. else
  7216. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7217. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7218. 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)));
  7219. clif_devotion(src, NULL);
  7220. }
  7221. break;
  7222. case SP_SOULUNITY: {
  7223. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7224. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7225. if (!dstsd || !sd) { // Only put player's souls in unity.
  7226. if (sd)
  7227. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7228. break;
  7229. }
  7230. if (dstsd->sc.data[type] && dstsd->sc.data[type]->val2 != src->id) { // Fail if a player is in unity with another source.
  7231. if (sd)
  7232. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7233. map_freeblock_unlock();
  7234. return 1;
  7235. }
  7236. if (sd) { // Unite player's soul with caster's soul.
  7237. i = 0;
  7238. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7239. if (i == count) {
  7240. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7241. if(i == count) { // No more free slots? Fail the skill.
  7242. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7243. map_freeblock_unlock();
  7244. return 1;
  7245. }
  7246. }
  7247. sd->united_soul[i] = bl->id;
  7248. }
  7249. 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)));
  7250. } else if (sd)
  7251. 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);
  7252. }
  7253. break;
  7254. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7255. // Only players and monsters can be marked....I think??? [Rytech]
  7256. // Lets only allow players and monsters to use this skill for safety reasons.
  7257. if ((!dstsd && !dstmd) || !sd && !md) {
  7258. if (sd)
  7259. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7260. break;
  7261. }
  7262. // Check if the target is already marked by another source.
  7263. if (tsc && tsc->data[type] && tsc->data[type]->val1 != src->id) {
  7264. if (sd)
  7265. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7266. map_freeblock_unlock();
  7267. return 1;
  7268. }
  7269. // Mark the target.
  7270. if( sd ){
  7271. int8 count = MAX_SERVANT_SIGN;
  7272. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7273. if (i == count) {
  7274. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7275. if (i == count) { // Max number of targets marked. Fail the skill.
  7276. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7277. map_freeblock_unlock();
  7278. return 1;
  7279. }
  7280. // Add the ID of the marked target to the player's sign list.
  7281. sd->servant_sign[i] = bl->id;
  7282. }
  7283. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7284. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7285. } else if (md) // Monster's cant track with this skill. Just give the status.
  7286. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, 0, 0, skill_lv, 0, skill_get_time(skill_id, skill_lv)));
  7287. break;
  7288. case MO_CALLSPIRITS:
  7289. if(sd) {
  7290. int limit = skill_lv;
  7291. if( sd->sc.data[SC_RAISINGDRAGON] )
  7292. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  7293. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7294. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7295. }
  7296. break;
  7297. case CH_SOULCOLLECT:
  7298. if(sd) {
  7299. int limit = 5;
  7300. if( sd->sc.data[SC_RAISINGDRAGON] )
  7301. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  7302. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7303. for (i = 0; i < limit; i++)
  7304. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7305. }
  7306. break;
  7307. case MO_KITRANSLATION:
  7308. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7309. //Require will define how many spiritballs will be transferred
  7310. struct s_skill_condition require;
  7311. require = skill_get_requirement(sd,skill_id,skill_lv);
  7312. pc_delspiritball(sd,require.spiritball,0);
  7313. for (i = 0; i < require.spiritball; i++)
  7314. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7315. } else {
  7316. if(sd)
  7317. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7318. map_freeblock_unlock();
  7319. return 0;
  7320. }
  7321. break;
  7322. case TK_TURNKICK:
  7323. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7324. if (skill_area_temp[1] != bl->id) {
  7325. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7326. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7327. }
  7328. break;
  7329. case MO_ABSORBSPIRITS:
  7330. i = 0;
  7331. 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
  7332. ((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]
  7333. if (dstsd->spiritball > 0) {
  7334. i = dstsd->spiritball * 7;
  7335. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7336. }
  7337. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7338. i += dstsd->spiritcharm * 7;
  7339. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7340. }
  7341. } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  7342. i = 2 * dstmd->level;
  7343. mob_target(dstmd,src,0);
  7344. } else {
  7345. if (sd)
  7346. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7347. break;
  7348. }
  7349. if (i) status_heal(src, 0, i, 3);
  7350. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  7351. break;
  7352. case AC_MAKINGARROW:
  7353. if(sd) {
  7354. clif_arrow_create_list(sd);
  7355. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7356. }
  7357. break;
  7358. case AM_PHARMACY:
  7359. if(sd) {
  7360. clif_skill_produce_mix_list(sd,skill_id,22);
  7361. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7362. }
  7363. break;
  7364. case SA_CREATECON:
  7365. if(sd) {
  7366. clif_elementalconverter_list(sd);
  7367. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7368. }
  7369. break;
  7370. case BS_HAMMERFALL:
  7371. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7372. break;
  7373. case RG_RAID:
  7374. skill_area_temp[1] = 0;
  7375. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7376. map_foreachinrange(skill_area_sub, bl,
  7377. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7378. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7379. skill_castend_damage_id);
  7380. status_change_end(src, SC_HIDING, INVALID_TIMER);
  7381. break;
  7382. //List of self skills that give damage around caster
  7383. case ASC_METEORASSAULT:
  7384. case GS_SPREADATTACK:
  7385. case RK_WINDCUTTER:
  7386. case RK_STORMBLAST:
  7387. case NC_AXETORNADO:
  7388. case GC_COUNTERSLASH:
  7389. case SR_SKYNETBLOW:
  7390. case SR_RAMPAGEBLASTER:
  7391. case SR_HOWLINGOFLION:
  7392. case LG_CANNONSPEAR:
  7393. case LG_OVERBRAND:
  7394. case NPC_RAYOFGENESIS:
  7395. case LG_RAYOFGENESIS:
  7396. case KO_HAPPOKUNAI:
  7397. case RL_FIREDANCE:
  7398. case RL_R_TRIP:
  7399. case SJ_FULLMOONKICK:
  7400. case SJ_NEWMOONKICK:
  7401. case SJ_SOLARBURST:
  7402. case SJ_STAREMPEROR:
  7403. case SJ_FALLINGSTAR_ATK:
  7404. case DK_SERVANT_W_DEMOL:
  7405. case AG_FROZEN_SLASH:
  7406. case IQ_OLEUM_SANCTUM:
  7407. case IQ_MASSIVE_F_BLASTER:
  7408. case IQ_EXPOSION_BLASTER:
  7409. case SHC_IMPACT_CRATER:
  7410. case MT_AXE_STOMP:
  7411. case ABC_ABYSS_DAGGER:
  7412. {
  7413. struct status_change *sc = status_get_sc(src);
  7414. int starget = BL_CHAR|BL_SKILL;
  7415. if (skill_id == SR_HOWLINGOFLION)
  7416. starget = splash_target(src);
  7417. if (skill_id == SJ_NEWMOONKICK) {
  7418. if (tsce) {
  7419. status_change_end(bl, type, INVALID_TIMER);
  7420. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7421. break;
  7422. } else
  7423. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7424. }
  7425. if (skill_id == SJ_STAREMPEROR && sc && sc->data[SC_DIMENSION]) {
  7426. if (sd) {
  7427. // Remove old shields if any exist.
  7428. pc_delspiritball(sd, sd->spiritball, 0);
  7429. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7430. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7431. }
  7432. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  7433. }
  7434. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7435. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7436. skill_area_temp[1] = 0;
  7437. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7438. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  7439. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7440. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  7441. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7442. }
  7443. break;
  7444. case SHC_DANCING_KNIFE:
  7445. case MT_A_MACHINE:
  7446. if (flag & 1) {
  7447. skill_area_temp[1] = 0;
  7448. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  7449. pc_setstand(sd, true);
  7450. skill_sit(sd, false);
  7451. }
  7452. 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_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7453. } else {
  7454. if (skill_id == MT_A_MACHINE && dstsd) {
  7455. int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  7456. if (lv > battle_config.attack_machine_level_difference) {
  7457. if (sd)
  7458. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7459. map_freeblock_unlock();
  7460. return 0;
  7461. }
  7462. }
  7463. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7464. }
  7465. break;
  7466. case EM_ELEMENTAL_BUSTER: {
  7467. if (sd == nullptr)
  7468. break;
  7469. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  7470. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7471. map_freeblock_unlock();
  7472. return 0;
  7473. }
  7474. uint16 buster_element;
  7475. switch (sd->ed->elemental.class_) {
  7476. case ELEMENTALID_ARDOR:
  7477. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  7478. break;
  7479. case ELEMENTALID_DILUVIO:
  7480. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  7481. break;
  7482. case ELEMENTALID_PROCELLA:
  7483. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  7484. break;
  7485. case ELEMENTALID_TERREMOTUS:
  7486. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  7487. break;
  7488. case ELEMENTALID_SERPENS:
  7489. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  7490. break;
  7491. }
  7492. skill_area_temp[1] = 0;
  7493. clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element.
  7494. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear.
  7495. map_foreachinrange(skill_area_sub, bl, 6, BL_CHAR | BL_SKILL, src, buster_element, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH | 1, skill_castend_damage_id);
  7496. }
  7497. break;
  7498. case NPC_IGNITIONBREAK:
  7499. case RK_IGNITIONBREAK:
  7500. skill_area_temp[1] = 0;
  7501. #if PACKETVER >= 20180207
  7502. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7503. #else
  7504. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7505. #endif
  7506. 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);
  7507. break;
  7508. case SR_TIGERCANNON:
  7509. case SR_WINDMILL:
  7510. case GN_CART_TORNADO:
  7511. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7512. case SR_EARTHSHAKER:
  7513. case NC_INFRAREDSCAN:
  7514. case NPC_VAMPIRE_GIFT:
  7515. case NPC_HELLJUDGEMENT:
  7516. case NPC_PULSESTRIKE:
  7517. case LG_MOONSLASHER:
  7518. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7519. break;
  7520. #ifdef RENEWAL
  7521. case KN_BRANDISHSPEAR:
  7522. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7523. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  7524. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7525. skill_castend_damage_id);
  7526. break;
  7527. #else
  7528. case KN_BRANDISHSPEAR:
  7529. #endif
  7530. case ML_BRANDISH:
  7531. skill_area_temp[1] = bl->id;
  7532. if(skill_lv >= 10)
  7533. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7534. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  7535. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  7536. skill_castend_damage_id);
  7537. if(skill_lv >= 7)
  7538. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7539. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  7540. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  7541. skill_castend_damage_id);
  7542. if(skill_lv >= 4)
  7543. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7544. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  7545. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  7546. skill_castend_damage_id);
  7547. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7548. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  7549. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7550. skill_castend_damage_id);
  7551. break;
  7552. case WZ_SIGHTRASHER:
  7553. //Passive side of the attack.
  7554. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  7555. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7556. map_foreachinshootrange(skill_area_sub,src,
  7557. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  7558. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  7559. skill_castend_damage_id);
  7560. break;
  7561. case WZ_FROSTNOVA:
  7562. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7563. skill_area_temp[1] = 0;
  7564. map_foreachinshootrange(skill_attack_area, src,
  7565. skill_get_splash(skill_id, skill_lv), splash_target(src),
  7566. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  7567. break;
  7568. case HVAN_EXPLOSION: //[orn]
  7569. case NPC_SELFDESTRUCTION:
  7570. //Self Destruction hits everyone in range (allies+enemies)
  7571. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  7572. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  7573. BCT_ENEMY:BCT_ALL;
  7574. clif_skill_nodamage(src, src, skill_id, -1, 1);
  7575. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  7576. map_foreachinshootrange(skill_area_sub, bl,
  7577. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7578. src, skill_id, skill_lv, tick, flag|i,
  7579. skill_castend_damage_id);
  7580. if(map_addblock(src)) {
  7581. map_freeblock_unlock();
  7582. return 1;
  7583. }
  7584. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  7585. break;
  7586. case AL_ANGELUS:
  7587. #ifdef RENEWAL
  7588. case PR_SUFFRAGIUM:
  7589. case PR_IMPOSITIO:
  7590. #endif
  7591. case PR_MAGNIFICAT:
  7592. case PR_GLORIA:
  7593. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7594. // Animations don't play when outside visible range
  7595. if (check_distance_bl(src, bl, AREA_SIZE))
  7596. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  7597. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7598. }
  7599. else if (sd)
  7600. 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);
  7601. break;
  7602. #ifdef RENEWAL
  7603. case MC_LOUD:
  7604. #endif
  7605. case SN_WINDWALK:
  7606. case CASH_BLESSING:
  7607. case CASH_INCAGI:
  7608. case CASH_ASSUMPTIO:
  7609. case WM_FRIGG_SONG:
  7610. case NV_HELPANGEL:
  7611. case IG_GUARDIAN_SHIELD:
  7612. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  7613. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7614. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7615. else if (sd)
  7616. {
  7617. if (skill_id == IG_ULTIMATE_SACRIFICE)
  7618. status_set_hp(src, 1, 0);
  7619. 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);
  7620. }
  7621. break;
  7622. case MER_MAGNIFICAT:
  7623. if( mer != NULL )
  7624. {
  7625. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7626. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  7627. 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);
  7628. else if( mer->master && !(flag&1) )
  7629. 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)));
  7630. }
  7631. break;
  7632. case BS_ADRENALINE:
  7633. case BS_ADRENALINE2:
  7634. case BS_WEAPONPERFECT:
  7635. case BS_OVERTHRUST:
  7636. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7637. int weapontype = skill_get_weapontype(skill_id);
  7638. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  7639. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7640. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  7641. }
  7642. } else if (sd) {
  7643. party_foreachsamemap(skill_area_sub,
  7644. sd,skill_get_splash(skill_id, skill_lv),
  7645. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  7646. skill_castend_nodamage_id);
  7647. }
  7648. break;
  7649. case BS_MAXIMIZE:
  7650. case NV_TRICKDEAD:
  7651. case CR_DEFENDER:
  7652. case ML_DEFENDER:
  7653. case CR_AUTOGUARD:
  7654. case ML_AUTOGUARD:
  7655. case TK_READYSTORM:
  7656. case TK_READYDOWN:
  7657. case TK_READYTURN:
  7658. case TK_READYCOUNTER:
  7659. case TK_DODGE:
  7660. case CR_SHRINK:
  7661. case SG_FUSION:
  7662. case GS_GATLINGFEVER:
  7663. case SJ_LUNARSTANCE:
  7664. case SJ_STARSTANCE:
  7665. case SJ_UNIVERSESTANCE:
  7666. case SJ_SUNSTANCE:
  7667. case SP_SOULCOLLECT:
  7668. case IG_GUARD_STANCE:
  7669. case IG_ATTACK_STANCE:
  7670. if( tsce )
  7671. {
  7672. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7673. map_freeblock_unlock();
  7674. return 0;
  7675. }
  7676. if( skill_id == SP_SOULCOLLECT ){
  7677. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), skill_get_time(skill_id, skill_lv)));
  7678. }else{
  7679. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7680. }
  7681. break;
  7682. case SL_KAITE:
  7683. case SL_KAAHI:
  7684. case SL_KAIZEL:
  7685. case SL_KAUPE:
  7686. case SP_KAUTE:
  7687. if (sd) {
  7688. if (!dstsd || !(
  7689. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  7690. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  7691. dstsd->status.char_id == sd->status.char_id ||
  7692. dstsd->status.char_id == sd->status.partner_id ||
  7693. dstsd->status.char_id == sd->status.child ||
  7694. (skill_id == SP_KAUTE && dstsd->sc.data[SC_SOULUNITY])
  7695. )) {
  7696. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  7697. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7698. break;
  7699. }
  7700. }
  7701. if (skill_id == SP_KAUTE) {
  7702. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  7703. if (sd)
  7704. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  7705. break;
  7706. }
  7707. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7708. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  7709. } else
  7710. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7711. break;
  7712. case SM_AUTOBERSERK:
  7713. case MER_AUTOBERSERK:
  7714. if( tsce )
  7715. i = status_change_end(bl, type, INVALID_TIMER);
  7716. else
  7717. i = sc_start(src,bl,type,100,skill_lv,60000);
  7718. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7719. break;
  7720. case TF_HIDING:
  7721. case ST_CHASEWALK:
  7722. case KO_YAMIKUMO:
  7723. if (tsce)
  7724. {
  7725. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  7726. map_freeblock_unlock();
  7727. return 0;
  7728. }
  7729. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7730. break;
  7731. case TK_RUN:
  7732. if (tsce)
  7733. {
  7734. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7735. map_freeblock_unlock();
  7736. return 0;
  7737. }
  7738. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  7739. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  7740. clif_walkok(sd); // So aegis has to resend the walk ok.
  7741. break;
  7742. case AS_CLOAKING:
  7743. case GC_CLOAKINGEXCEED:
  7744. case LG_FORCEOFVANGUARD:
  7745. case SC_REPRODUCE:
  7746. case SC_INVISIBILITY:
  7747. case RA_CAMOUFLAGE:
  7748. if (tsce) {
  7749. i = status_change_end(bl, type, INVALID_TIMER);
  7750. if( i )
  7751. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7752. else if( sd )
  7753. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7754. map_freeblock_unlock();
  7755. return 0;
  7756. }
  7757. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7758. if( i )
  7759. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7760. else if( sd )
  7761. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7762. break;
  7763. case CG_SPECIALSINGER:
  7764. if (tsc && tsc->data[SC_ENSEMBLEFATIGUE]) {
  7765. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7766. status_change_end(bl, SC_ENSEMBLEFATIGUE, INVALID_TIMER);
  7767. }
  7768. break;
  7769. case BD_ADAPTATION:
  7770. #ifdef RENEWAL
  7771. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7772. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7773. #else
  7774. if(tsc && tsc->data[SC_DANCING]){
  7775. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7776. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  7777. }
  7778. #endif
  7779. break;
  7780. case BA_FROSTJOKER:
  7781. case DC_SCREAM:
  7782. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7783. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  7784. if (md) {
  7785. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  7786. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  7787. char temp[70];
  7788. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  7789. clif_disp_overhead(&md->bl,temp);
  7790. }
  7791. break;
  7792. case BA_PANGVOICE:
  7793. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  7794. break;
  7795. case DC_WINKCHARM:
  7796. if( dstsd )
  7797. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  7798. else
  7799. if( dstmd )
  7800. {
  7801. if( status_get_lv(src) > status_get_lv(bl)
  7802. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  7803. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  7804. 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)));
  7805. else
  7806. {
  7807. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7808. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7809. }
  7810. }
  7811. break;
  7812. #ifdef RENEWAL
  7813. case BD_LULLABY:
  7814. case BD_RICHMANKIM:
  7815. case BD_ETERNALCHAOS:
  7816. case BD_DRUMBATTLEFIELD:
  7817. case BD_RINGNIBELUNGEN:
  7818. case BD_ROKISWEIL:
  7819. case BD_INTOABYSS:
  7820. case BD_SIEGFRIED:
  7821. case BA_DISSONANCE:
  7822. case BA_POEMBRAGI:
  7823. case BA_WHISTLE:
  7824. case BA_ASSASSINCROSS:
  7825. case BA_APPLEIDUN:
  7826. case DC_UGLYDANCE:
  7827. case DC_HUMMING:
  7828. case DC_DONTFORGETME:
  7829. case DC_FORTUNEKISS:
  7830. case DC_SERVICEFORYOU:
  7831. skill_castend_song(src, skill_id, skill_lv, tick);
  7832. break;
  7833. #endif
  7834. case TF_STEAL:
  7835. if(sd) {
  7836. if(pc_steal_item(sd,bl,skill_lv))
  7837. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7838. else
  7839. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  7840. }
  7841. break;
  7842. case RG_STEALCOIN:
  7843. if(sd) {
  7844. if(pc_steal_coin(sd,bl))
  7845. {
  7846. dstmd->state.provoke_flag = src->id;
  7847. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7848. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7849. }
  7850. else
  7851. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7852. }
  7853. break;
  7854. case MG_STONECURSE:
  7855. {
  7856. int brate = 0;
  7857. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  7858. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7859. break;
  7860. }
  7861. if(status_isimmune(bl) || !tsc)
  7862. break;
  7863. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  7864. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  7865. if (tsc && tsc->data[type]) {
  7866. status_change_end(bl, type, INVALID_TIMER);
  7867. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7868. break;
  7869. }
  7870. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  7871. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  7872. skill_get_time2(skill_id,skill_lv)))
  7873. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7874. else if(sd) {
  7875. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7876. // Level 6-10 doesn't consume a red gem if it fails [celest]
  7877. if (skill_lv > 5)
  7878. { // not to consume items
  7879. map_freeblock_unlock();
  7880. return 0;
  7881. }
  7882. }
  7883. }
  7884. break;
  7885. case NV_FIRSTAID:
  7886. clif_skill_nodamage(src,bl,skill_id,5,1);
  7887. status_heal(bl,5,0,0);
  7888. break;
  7889. case AL_CURE:
  7890. if(status_isimmune(bl)) {
  7891. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7892. break;
  7893. }
  7894. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7895. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7896. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7897. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  7898. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7899. break;
  7900. case TF_DETOXIFY:
  7901. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7902. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7903. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7904. break;
  7905. case PR_STRECOVERY:
  7906. if(status_isimmune(bl)) {
  7907. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7908. break;
  7909. }
  7910. if (tsc && tsc->opt1) {
  7911. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7912. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7913. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7914. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7915. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  7916. }
  7917. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  7918. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  7919. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  7920. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  7921. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7922. if(dstmd)
  7923. mob_unlocktarget(dstmd,tick);
  7924. break;
  7925. // Mercenary Supportive Skills
  7926. case MER_BENEDICTION:
  7927. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7928. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7929. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7930. break;
  7931. case MER_COMPRESS:
  7932. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  7933. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7934. break;
  7935. case MER_MENTALCURE:
  7936. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7937. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7938. break;
  7939. case MER_RECUPERATE:
  7940. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7941. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7942. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7943. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7944. break;
  7945. case MER_REGAIN:
  7946. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7947. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7948. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7949. break;
  7950. case MER_TENDER:
  7951. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7952. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7953. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7954. break;
  7955. case MER_SCAPEGOAT:
  7956. if( mer && mer->master )
  7957. {
  7958. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  7959. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  7960. }
  7961. break;
  7962. case MER_ESTIMATION:
  7963. if( !mer )
  7964. break;
  7965. sd = mer->master;
  7966. case WZ_ESTIMATION:
  7967. if( sd == NULL )
  7968. break;
  7969. if( dstsd )
  7970. { // Fail on Players
  7971. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7972. break;
  7973. }
  7974. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7975. clif_skill_estimation(sd, bl);
  7976. if( skill_id == MER_ESTIMATION )
  7977. sd = NULL;
  7978. break;
  7979. case BS_REPAIRWEAPON:
  7980. if(sd && dstsd)
  7981. clif_item_repair_list(sd,dstsd,skill_lv);
  7982. break;
  7983. case MC_IDENTIFY:
  7984. if(sd) {
  7985. clif_item_identify_list(sd);
  7986. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  7987. map_freeblock_unlock();
  7988. return 1;
  7989. }
  7990. else { // consume sp only if succeeded
  7991. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  7992. status_zap(src,0,req.sp);
  7993. }
  7994. }
  7995. break;
  7996. // Weapon Refining [Celest]
  7997. case WS_WEAPONREFINE:
  7998. if(sd)
  7999. clif_item_refine_list(sd);
  8000. break;
  8001. case MC_VENDING:
  8002. if(sd)
  8003. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8004. if ( !pc_can_give_items(sd) )
  8005. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8006. else {
  8007. sd->state.prevend = 1;
  8008. sd->state.workinprogress = WIP_DISABLE_ALL;
  8009. sd->vend_skill_lv = skill_lv;
  8010. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8011. if (i < MAX_CART)
  8012. intif_storage_save(sd, &sd->cart);
  8013. else
  8014. clif_openvendingreq(sd,2+skill_lv);
  8015. }
  8016. }
  8017. break;
  8018. case AL_TELEPORT:
  8019. case ALL_ODINS_RECALL:
  8020. if(sd)
  8021. {
  8022. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8023. clif_skill_teleportmessage(sd,0);
  8024. break;
  8025. }
  8026. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8027. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8028. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8029. break;
  8030. }
  8031. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  8032. sd->hd->blockskill.clear();
  8033. sd->hd->blockskill.shrink_to_fit();
  8034. }
  8035. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8036. {
  8037. if( skill_lv == 1 )
  8038. pc_randomwarp(sd,CLR_TELEPORT);
  8039. else
  8040. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  8041. break;
  8042. }
  8043. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8044. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  8045. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  8046. else
  8047. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  8048. } else
  8049. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8050. break;
  8051. case NPC_EXPULSION:
  8052. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8053. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8054. break;
  8055. case AL_HOLYWATER:
  8056. if(sd) {
  8057. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8058. struct skill_unit* su;
  8059. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  8060. skill_delunit(su);
  8061. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8062. }
  8063. else
  8064. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8065. }
  8066. break;
  8067. case TF_PICKSTONE:
  8068. if(sd) {
  8069. unsigned char eflag;
  8070. struct item item_tmp;
  8071. struct block_list tbl;
  8072. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8073. memset(&item_tmp,0,sizeof(item_tmp));
  8074. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8075. item_tmp.nameid = ITEMID_STONE;
  8076. item_tmp.identify = 1;
  8077. tbl.id = 0;
  8078. // Commented because of duplicate animation [Lemongrass]
  8079. // At the moment this displays the pickup animation a second time
  8080. // If this is required in older clients, we need to add a version check here
  8081. //clif_takeitem(&sd->bl,&tbl);
  8082. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8083. if(eflag) {
  8084. clif_additem(sd,0,0,eflag);
  8085. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  8086. }
  8087. }
  8088. break;
  8089. case ASC_CDP:
  8090. if(sd) {
  8091. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8092. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8093. else
  8094. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  8095. }
  8096. break;
  8097. case RG_STRIPWEAPON:
  8098. case RG_STRIPSHIELD:
  8099. case RG_STRIPARMOR:
  8100. case RG_STRIPHELM:
  8101. case ST_FULLSTRIP:
  8102. case GC_WEAPONCRUSH:
  8103. case SC_STRIPACCESSARY:
  8104. case ABC_STRIP_SHADOW: {
  8105. bool i;
  8106. //Special message when trying to use strip on FCP [Jobbie]
  8107. 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])
  8108. {
  8109. clif_gospel_info(sd, 0x28);
  8110. break;
  8111. }
  8112. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8113. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8114. //Nothing stripped.
  8115. if( sd && !i )
  8116. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8117. break;
  8118. }
  8119. case AM_BERSERKPITCHER:
  8120. case AM_POTIONPITCHER:
  8121. {
  8122. int j,hp = 0,sp = 0;
  8123. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8124. map_freeblock_unlock();
  8125. return 1;
  8126. }
  8127. if( sd ) {
  8128. int x,bonus=100;
  8129. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8130. x = skill_lv%11 - 1;
  8131. j = pc_search_inventory(sd, require.itemid[x]);
  8132. if (j < 0 || require.itemid[x] <= 0) {
  8133. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8134. map_freeblock_unlock();
  8135. return 1;
  8136. }
  8137. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8138. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8139. map_freeblock_unlock();
  8140. return 1;
  8141. }
  8142. if( skill_id == AM_BERSERKPITCHER ) {
  8143. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  8144. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8145. map_freeblock_unlock();
  8146. return 1;
  8147. }
  8148. }
  8149. potion_flag = 1;
  8150. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8151. potion_target = bl->id;
  8152. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8153. potion_flag = potion_target = 0;
  8154. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  8155. bonus += sd->status.base_level;
  8156. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8157. hp = tstatus->max_hp * potion_per_hp / 100;
  8158. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8159. if( dstsd ) {
  8160. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8161. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8162. }
  8163. } else {
  8164. if( potion_hp > 0 ) {
  8165. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8166. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  8167. if( dstsd )
  8168. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8169. }
  8170. if( potion_sp > 0 ) {
  8171. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8172. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  8173. if( dstsd )
  8174. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8175. }
  8176. }
  8177. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8178. hp += hp * bonus / 100;
  8179. }
  8180. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8181. sp += sp * bonus / 100;
  8182. }
  8183. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8184. hp += hp * j / 100;
  8185. sp += sp * j / 100;
  8186. }
  8187. } else {
  8188. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8189. switch (skill_lv) {
  8190. case 1: hp = 45; break;
  8191. case 2: hp = 105; break;
  8192. case 3: hp = 175; break;
  8193. default: hp = 325; break;
  8194. }
  8195. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8196. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  8197. if( dstsd )
  8198. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8199. }
  8200. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8201. hp += hp * j / 100;
  8202. sp += sp * j / 100;
  8203. }
  8204. // Final heal increased by HPlus.
  8205. // Is this the right place for this??? [Rytech]
  8206. // Can HPlus also affect SP recovery???
  8207. if (sd && sstatus->hplus > 0) {
  8208. hp += hp * sstatus->hplus / 100;
  8209. sp += sp * sstatus->hplus / 100;
  8210. }
  8211. if (tsc && tsc->count) {
  8212. uint8 penalty = 0;
  8213. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  8214. hp += hp / 10;
  8215. sp += sp / 10;
  8216. }
  8217. if (tsc->data[SC_CRITICALWOUND])
  8218. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  8219. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3)
  8220. penalty += 20;
  8221. if (tsc->data[SC_NORECOVER_STATE])
  8222. penalty = 100;
  8223. if (penalty > 0) {
  8224. hp -= hp * penalty / 100;
  8225. sp -= sp * penalty / 100;
  8226. }
  8227. }
  8228. #ifdef RENEWAL
  8229. if (bl->type == BL_HOM)
  8230. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8231. #endif
  8232. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8233. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8234. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8235. if( sp > 0 )
  8236. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8237. if (tsc) {
  8238. #ifdef RENEWAL
  8239. if (tsc->data[SC_EXTREMITYFIST2])
  8240. sp = 0;
  8241. #endif
  8242. if (tsc->data[SC_NORECOVER_STATE]) {
  8243. hp = 0;
  8244. sp = 0;
  8245. }
  8246. }
  8247. status_heal(bl,hp,sp,0);
  8248. }
  8249. break;
  8250. case AM_CP_WEAPON:
  8251. case AM_CP_SHIELD:
  8252. case AM_CP_ARMOR:
  8253. case AM_CP_HELM:
  8254. {
  8255. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8256. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8257. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8258. map_freeblock_unlock(); // Don't consume item requirements
  8259. return 0;
  8260. }
  8261. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8262. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8263. }
  8264. break;
  8265. case AM_TWILIGHT1:
  8266. if (sd) {
  8267. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8268. //Prepare 200 White Potions.
  8269. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  8270. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8271. }
  8272. break;
  8273. case AM_TWILIGHT2:
  8274. if (sd) {
  8275. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8276. //Prepare 200 Slim White Potions.
  8277. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  8278. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8279. }
  8280. break;
  8281. case AM_TWILIGHT3:
  8282. if (sd) {
  8283. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8284. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  8285. if( ebottle >= 0 )
  8286. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8287. //check if you can produce all three, if not, then fail:
  8288. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  8289. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  8290. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  8291. || ebottle < 200 //200 empty bottle are required at total.
  8292. ) {
  8293. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8294. break;
  8295. }
  8296. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8297. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  8298. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  8299. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  8300. }
  8301. break;
  8302. case SA_DISPELL:
  8303. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8304. 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))
  8305. break; // Outside PvP it should only affect party members and no skill fail message
  8306. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8307. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8308. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  8309. || rnd()%100 >= 50+10*skill_lv)
  8310. {
  8311. if (sd)
  8312. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8313. break;
  8314. }
  8315. if(status_isimmune(bl))
  8316. break;
  8317. //Remove bonus_script by Dispell
  8318. if (dstsd)
  8319. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8320. if(!tsc || !tsc->count)
  8321. break;
  8322. //Statuses that can't be Dispelled
  8323. for (const auto &it : status_db) {
  8324. sc_type status = static_cast<sc_type>(it.first);
  8325. if (!tsc->data[status])
  8326. continue;
  8327. if (it.second->flag[SCF_NODISPELL])
  8328. continue;
  8329. switch (status) {
  8330. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8331. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8332. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8333. case SC_FORTUNE: case SC_SERVICE4U:
  8334. if (!battle_config.dispel_song || tsc->data[status]->val4 == 0)
  8335. continue; //If in song area don't end it, even if config enabled
  8336. break;
  8337. case SC_ASSUMPTIO:
  8338. if( bl->type == BL_MOB )
  8339. continue;
  8340. break;
  8341. }
  8342. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8343. tsc->data[status]->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8344. status_change_end(bl, status, INVALID_TIMER);
  8345. }
  8346. break;
  8347. }
  8348. //Affect all targets on splash area.
  8349. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8350. src, skill_id, skill_lv, tick, flag|1,
  8351. skill_castend_damage_id);
  8352. break;
  8353. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8354. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  8355. #ifdef RENEWAL
  8356. |BLOWN_DONT_SEND_PACKET
  8357. #endif
  8358. ));
  8359. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8360. #ifdef RENEWAL
  8361. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8362. #else
  8363. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  8364. #endif
  8365. break;
  8366. case TK_HIGHJUMP:
  8367. {
  8368. int x,y, dir = unit_getdir(src);
  8369. struct map_data *mapdata = &map[src->m];
  8370. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  8371. if( mapdata->flag[MF_NOTELEPORT] &&
  8372. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  8373. ) {
  8374. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  8375. break;
  8376. } else if(dir%2) {
  8377. //Diagonal
  8378. x = src->x + dirx[dir]*(skill_lv*4)/3;
  8379. y = src->y + diry[dir]*(skill_lv*4)/3;
  8380. } else {
  8381. x = src->x + dirx[dir]*skill_lv*2;
  8382. y = src->y + diry[dir]*skill_lv*2;
  8383. }
  8384. int x1 = x + dirx[dir];
  8385. int y1 = y + diry[dir];
  8386. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  8387. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  8388. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  8389. unit_movepos(src, x, y, 1, 0))
  8390. clif_blown(src);
  8391. }
  8392. break;
  8393. case SA_CASTCANCEL:
  8394. case SO_SPELLFIST:
  8395. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8396. unit_skillcastcancel(src,1);
  8397. if(sd) {
  8398. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  8399. if( skill_id == SO_SPELLFIST ){
  8400. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  8401. sd->skill_id_old = sd->skill_lv_old = 0;
  8402. break;
  8403. }
  8404. sp = sp * (90 - (skill_lv-1)*20) / 100;
  8405. if(sp < 0) sp = 0;
  8406. status_zap(src, 0, sp);
  8407. }
  8408. break;
  8409. case SA_SPELLBREAKER:
  8410. {
  8411. int sp;
  8412. if(tsc && tsc->data[SC_MAGICROD]) {
  8413. sp = skill_get_sp(skill_id,skill_lv);
  8414. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  8415. if(sp < 1) sp = 1;
  8416. status_heal(bl,0,sp,2);
  8417. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  8418. } else {
  8419. struct unit_data *ud = unit_bl2ud(bl);
  8420. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  8421. if (!ud || ud->skilltimer == INVALID_TIMER)
  8422. break; //Nothing to cancel.
  8423. bl_skill_id = ud->skill_id;
  8424. bl_skill_lv = ud->skill_lv;
  8425. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  8426. if (rnd()%100 < 90)
  8427. {
  8428. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8429. break;
  8430. }
  8431. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  8432. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  8433. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8434. unit_skillcastcancel(bl,0);
  8435. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  8436. status_zap(bl, hp, sp);
  8437. if (hp && skill_lv >= 5)
  8438. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  8439. else
  8440. hp = 0;
  8441. if (sp) //Recover some of the SP used
  8442. sp = sp*(25*(skill_lv-1))/100;
  8443. if(hp || sp)
  8444. status_heal(src, hp, sp, 2);
  8445. }
  8446. }
  8447. break;
  8448. case SA_MAGICROD:
  8449. #ifdef RENEWAL
  8450. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  8451. #endif
  8452. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8453. break;
  8454. case SA_AUTOSPELL:
  8455. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8456. if (sd) {
  8457. sd->state.workinprogress = WIP_DISABLE_ALL;
  8458. clif_autospell(sd,skill_lv);
  8459. } else {
  8460. int maxlv=1,spellid=0;
  8461. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  8462. if(skill_lv >= 10) {
  8463. spellid = MG_FROSTDIVER;
  8464. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  8465. // maxlv = 10;
  8466. // else
  8467. maxlv = skill_lv - 9;
  8468. }
  8469. else if(skill_lv >=8) {
  8470. spellid = MG_FIREBALL;
  8471. maxlv = skill_lv - 7;
  8472. }
  8473. else if(skill_lv >=5) {
  8474. spellid = MG_SOULSTRIKE;
  8475. maxlv = skill_lv - 4;
  8476. }
  8477. else if(skill_lv >=2) {
  8478. int i_rnd = rnd()%3;
  8479. spellid = spellarray[i_rnd];
  8480. maxlv = skill_lv - 1;
  8481. }
  8482. else if(skill_lv > 0) {
  8483. spellid = MG_NAPALMBEAT;
  8484. maxlv = 3;
  8485. }
  8486. if(spellid > 0)
  8487. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  8488. skill_get_time(SA_AUTOSPELL,skill_lv));
  8489. }
  8490. break;
  8491. case BS_GREED:
  8492. if(sd){
  8493. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8494. map_foreachinallrange(skill_greed,bl,
  8495. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  8496. }
  8497. break;
  8498. case SA_ELEMENTWATER:
  8499. case SA_ELEMENTFIRE:
  8500. case SA_ELEMENTGROUND:
  8501. case SA_ELEMENTWIND:
  8502. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  8503. break;
  8504. case NPC_ATTRICHANGE:
  8505. case NPC_CHANGEWATER:
  8506. case NPC_CHANGEGROUND:
  8507. case NPC_CHANGEFIRE:
  8508. case NPC_CHANGEWIND:
  8509. case NPC_CHANGEPOISON:
  8510. case NPC_CHANGEHOLY:
  8511. case NPC_CHANGEDARKNESS:
  8512. case NPC_CHANGETELEKINESIS:
  8513. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8514. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8515. skill_get_time(skill_id, skill_lv)));
  8516. break;
  8517. case NPC_CHANGEUNDEAD:
  8518. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  8519. //TO-DO This is ugly, fix it
  8520. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  8521. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8522. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8523. skill_get_time(skill_id, skill_lv)));
  8524. break;
  8525. case NPC_PROVOCATION:
  8526. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8527. if (md) mob_unlocktarget(md, tick);
  8528. break;
  8529. case NPC_REBIRTH:
  8530. if( md && md->state.rebirth )
  8531. break; // only works once
  8532. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  8533. break;
  8534. case NPC_DARKBLESSING:
  8535. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8536. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8537. break;
  8538. case NPC_LICK:
  8539. status_zap(bl, 0, 100);
  8540. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8541. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8542. break;
  8543. case NPC_SUICIDE:
  8544. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8545. status_kill(src); //When suiciding, neither exp nor drops is given.
  8546. break;
  8547. case NPC_SUMMONSLAVE:
  8548. case NPC_SUMMONMONSTER:
  8549. case NPC_DEATHSUMMON:
  8550. if(md && md->skill_idx >= 0)
  8551. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8552. break;
  8553. case NPC_CALLSLAVE:
  8554. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8555. break;
  8556. case NPC_RANDOMMOVE:
  8557. if (md) {
  8558. md->next_walktime = tick - 1;
  8559. mob_randomwalk(md,tick);
  8560. }
  8561. break;
  8562. case NPC_SPEEDUP:
  8563. {
  8564. // or does it increase casting rate? just a guess xD
  8565. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8566. if (i_type > SC_ASPDPOTION3)
  8567. i_type = SC_ASPDPOTION3;
  8568. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8569. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8570. }
  8571. break;
  8572. case NPC_REVENGE:
  8573. // not really needed... but adding here anyway ^^
  8574. if (md && md->master_id > 0) {
  8575. struct block_list *mbl, *tbl;
  8576. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  8577. (tbl = battle_gettargeted(mbl)) == NULL)
  8578. break;
  8579. md->state.provoke_flag = tbl->id;
  8580. mob_target(md, tbl, sstatus->rhw.range);
  8581. }
  8582. break;
  8583. case NPC_RUN:
  8584. if (md) {
  8585. block_list* tbl = map_id2bl(md->target_id);
  8586. if (tbl) {
  8587. mob_unlocktarget(md, tick);
  8588. unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
  8589. }
  8590. }
  8591. break;
  8592. case NPC_TRANSFORMATION:
  8593. case NPC_METAMORPHOSIS:
  8594. if(md && md->skill_idx >= 0) {
  8595. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  8596. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  8597. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  8598. if (class_) mob_class_change(md, class_);
  8599. }
  8600. break;
  8601. case NPC_EMOTION_ON:
  8602. case NPC_EMOTION:
  8603. //val[0] is the emotion to use.
  8604. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  8605. //val[1] 'sets' the mode
  8606. //val[2] adds to the current mode
  8607. //val[3] removes from the current mode
  8608. //val[4] if set, asks to delete the previous mode change.
  8609. if(md && md->skill_idx >= 0 && tsc)
  8610. {
  8611. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  8612. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  8613. status_change_end(bl, type, INVALID_TIMER);
  8614. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  8615. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  8616. mob_unlocktarget(md,tick);
  8617. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  8618. sc_start4(src,src, type, 100, skill_lv,
  8619. md->db->skill[md->skill_idx]->val[1],
  8620. md->db->skill[md->skill_idx]->val[2],
  8621. md->db->skill[md->skill_idx]->val[3],
  8622. skill_get_time(skill_id, skill_lv));
  8623. //Reset aggressive state depending on resulting mode
  8624. if (!battle_config.npc_emotion_behavior)
  8625. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8626. }
  8627. break;
  8628. case NPC_POWERUP:
  8629. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8630. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8631. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8632. break;
  8633. case NPC_AGIUP:
  8634. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8635. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8636. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8637. break;
  8638. case NPC_INVISIBLE:
  8639. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8640. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8641. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8642. break;
  8643. case NPC_SIEGEMODE:
  8644. // not sure what it does
  8645. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8646. break;
  8647. case WE_MALE: {
  8648. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8649. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8650. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8651. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8652. }
  8653. }
  8654. break;
  8655. case WE_FEMALE: {
  8656. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8657. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8658. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8659. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8660. }
  8661. }
  8662. break;
  8663. // parent-baby skills
  8664. case WE_BABY:
  8665. if(sd){
  8666. struct map_session_data *f_sd = pc_get_father(sd);
  8667. struct map_session_data *m_sd = pc_get_mother(sd);
  8668. if( (!f_sd && !m_sd) // if neither was found
  8669. || (sd->status.party_id != 0 && //not in same party
  8670. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8671. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8672. ))
  8673. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8674. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8675. ) {
  8676. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8677. map_freeblock_unlock();
  8678. return 0;
  8679. }
  8680. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8681. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8682. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8683. }
  8684. break;
  8685. case WE_CALLALLFAMILY:
  8686. if (sd) {
  8687. struct map_session_data *p_sd = pc_get_partner(sd);
  8688. struct map_session_data *c_sd = pc_get_child(sd);
  8689. if (!p_sd && !c_sd) { // Fail if no family members are found
  8690. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8691. map_freeblock_unlock();
  8692. return 1;
  8693. }
  8694. // Partner must be on the same map and in same party
  8695. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8696. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8697. // Child must be on the same map and in same party as the parent casting
  8698. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  8699. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8700. }
  8701. break;
  8702. case WE_ONEFOREVER:
  8703. if (sd) {
  8704. struct map_session_data *p_sd = pc_get_partner(sd);
  8705. struct map_session_data *c_sd = pc_get_child(sd);
  8706. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  8707. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8708. map_freeblock_unlock();
  8709. return 1;
  8710. }
  8711. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  8712. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8713. break;
  8714. }
  8715. if (status_isdead(bl)) {
  8716. int per = 30, sper = 0;
  8717. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8718. break;
  8719. if (tsc && tsc->data[SC_HELLPOWER])
  8720. break;
  8721. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  8722. break;
  8723. if (dstsd->special_state.restart_full_recover)
  8724. per = sper = 100;
  8725. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  8726. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8727. }
  8728. }
  8729. break;
  8730. case WE_CHEERUP:
  8731. if (sd) {
  8732. struct map_session_data *f_sd = pc_get_father(sd);
  8733. struct map_session_data *m_sd = pc_get_mother(sd);
  8734. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  8735. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8736. map_freeblock_unlock();
  8737. return 1;
  8738. }
  8739. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  8740. if (dstsd == f_sd || dstsd == m_sd)
  8741. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8742. } else
  8743. 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);
  8744. }
  8745. break;
  8746. case PF_HPCONVERSION:
  8747. {
  8748. int hp, sp;
  8749. hp = sstatus->max_hp/10;
  8750. sp = hp * 10 * skill_lv / 100;
  8751. if (!status_charge(src,hp,0)) {
  8752. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8753. break;
  8754. }
  8755. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8756. status_heal(bl,0,sp,2);
  8757. }
  8758. break;
  8759. case MA_REMOVETRAP:
  8760. case HT_REMOVETRAP:
  8761. {
  8762. skill_unit* su = BL_CAST(BL_SKILL, bl);
  8763. std::shared_ptr<s_skill_unit_group> sg;
  8764. std::shared_ptr<s_skill_db> skill_group;
  8765. // Mercenaries can remove any trap
  8766. // Players can only remove their own traps or traps on Vs maps.
  8767. 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] )
  8768. {
  8769. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8770. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  8771. { // prevent picking up expired traps
  8772. if( battle_config.skill_removetrap_type )
  8773. { // get back all items used to deploy the trap
  8774. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  8775. {
  8776. if( skill_group->require.itemid[i] > 0 )
  8777. {
  8778. int flag2;
  8779. struct item item_tmp;
  8780. memset(&item_tmp,0,sizeof(item_tmp));
  8781. item_tmp.nameid = skill_group->require.itemid[i];
  8782. item_tmp.identify = 1;
  8783. item_tmp.amount = skill_group->require.amount[i];
  8784. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  8785. clif_additem(sd,0,0,flag2);
  8786. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8787. }
  8788. }
  8789. }
  8790. }
  8791. else
  8792. { // get back 1 trap
  8793. struct item item_tmp;
  8794. memset(&item_tmp,0,sizeof(item_tmp));
  8795. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  8796. item_tmp.identify = 1;
  8797. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  8798. {
  8799. clif_additem(sd,0,0,flag);
  8800. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8801. }
  8802. }
  8803. }
  8804. skill_delunit(su);
  8805. }else if(sd)
  8806. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8807. }
  8808. break;
  8809. case HT_SPRINGTRAP:
  8810. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8811. {
  8812. struct skill_unit *su=NULL;
  8813. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  8814. switch(su->group->unit_id){
  8815. case UNT_ANKLESNARE: // ankle snare
  8816. if (su->group->val2 != 0)
  8817. // if it is already trapping something don't spring it,
  8818. // remove trap should be used instead
  8819. break;
  8820. // otherwise fallthrough to below
  8821. case UNT_BLASTMINE:
  8822. case UNT_SKIDTRAP:
  8823. case UNT_LANDMINE:
  8824. case UNT_SHOCKWAVE:
  8825. case UNT_SANDMAN:
  8826. case UNT_FLASHER:
  8827. case UNT_FREEZINGTRAP:
  8828. case UNT_CLAYMORETRAP:
  8829. case UNT_TALKIEBOX:
  8830. su->group->unit_id = UNT_USED_TRAPS;
  8831. clif_changetraplook(bl, UNT_USED_TRAPS);
  8832. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  8833. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  8834. }
  8835. }
  8836. }
  8837. break;
  8838. case BD_ENCORE:
  8839. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8840. if(sd)
  8841. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  8842. break;
  8843. case TR_RETROSPECTION:
  8844. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8845. if (sd)
  8846. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  8847. break;
  8848. case AS_SPLASHER:
  8849. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  8850. // Renewal dropped the 3/4 hp requirement
  8851. #ifndef RENEWAL
  8852. || tstatus-> hp > tstatus->max_hp*3/4
  8853. #endif
  8854. ) {
  8855. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8856. map_freeblock_unlock();
  8857. return 1;
  8858. }
  8859. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8860. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  8861. #ifndef RENEWAL
  8862. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  8863. #endif
  8864. break;
  8865. case PF_MINDBREAKER:
  8866. {
  8867. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  8868. map_freeblock_unlock();
  8869. return 1;
  8870. }
  8871. if (tsce)
  8872. { //HelloKitty2 (?) explained that this silently fails when target is
  8873. //already inflicted. [Skotlex]
  8874. map_freeblock_unlock();
  8875. return 1;
  8876. }
  8877. //Has a 55% + skill_lv*5% success chance.
  8878. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8879. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  8880. {
  8881. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8882. map_freeblock_unlock();
  8883. return 0;
  8884. }
  8885. unit_skillcastcancel(bl,0);
  8886. if(tsc && tsc->count){
  8887. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8888. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  8889. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8890. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8891. }
  8892. if (dstmd)
  8893. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8894. }
  8895. break;
  8896. case PF_SOULCHANGE:
  8897. {
  8898. unsigned int sp1 = 0, sp2 = 0;
  8899. if (dstmd) {
  8900. if (dstmd->state.soul_change_flag) {
  8901. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8902. break;
  8903. }
  8904. dstmd->state.soul_change_flag = 1;
  8905. sp2 = sstatus->max_sp * 3 /100;
  8906. status_heal(src, 0, sp2, 2);
  8907. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8908. break;
  8909. }
  8910. sp1 = sstatus->sp;
  8911. sp2 = tstatus->sp;
  8912. #ifdef RENEWAL
  8913. sp1 = sp1 / 2;
  8914. sp2 = sp2 / 2;
  8915. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  8916. sp1 = tstatus->sp;
  8917. #endif
  8918. if (tsc && tsc->data[SC_NORECOVER_STATE])
  8919. sp1 = tstatus->sp;
  8920. status_set_sp(src, sp2, 3);
  8921. status_set_sp(bl, sp1, 3);
  8922. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8923. }
  8924. break;
  8925. // Slim Pitcher
  8926. case CR_SLIMPITCHER:
  8927. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  8928. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  8929. break;
  8930. if (potion_hp || potion_sp) {
  8931. int hp = potion_hp, sp = potion_sp;
  8932. hp = hp * (100 + (tstatus->vit<<1))/100;
  8933. sp = sp * (100 + (tstatus->int_<<1))/100;
  8934. if (dstsd) {
  8935. if (hp)
  8936. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8937. if (sp)
  8938. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8939. }
  8940. if (tsc && tsc->count) {
  8941. uint8 penalty = 0;
  8942. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  8943. hp += hp / 10;
  8944. sp += sp / 10;
  8945. }
  8946. if (tsc->data[SC_CRITICALWOUND])
  8947. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  8948. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  8949. penalty += 20;
  8950. if (tsc->data[SC_NORECOVER_STATE])
  8951. penalty = 100;
  8952. if (penalty > 0) {
  8953. hp -= hp * penalty / 100;
  8954. sp -= sp * penalty / 100;
  8955. }
  8956. }
  8957. if(hp > 0)
  8958. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8959. if(sp > 0)
  8960. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8961. status_heal(bl,hp,sp,0);
  8962. }
  8963. break;
  8964. // Full Chemical Protection
  8965. case CR_FULLPROTECTION:
  8966. {
  8967. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8968. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  8969. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  8970. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  8971. continue;
  8972. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  8973. s++;
  8974. }
  8975. if( sd && !s ){
  8976. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8977. map_freeblock_unlock(); // Don't consume item requirements
  8978. return 0;
  8979. }
  8980. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8981. }
  8982. break;
  8983. case RG_CLEANER: //AppleGirl
  8984. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8985. break;
  8986. #ifndef RENEWAL
  8987. case CG_LONGINGFREEDOM:
  8988. {
  8989. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  8990. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  8991. {
  8992. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8993. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8994. }
  8995. }
  8996. break;
  8997. #endif
  8998. case CG_TAROTCARD:
  8999. {
  9000. int card = -1;
  9001. if (tsc && tsc->data[SC_TAROTCARD]) {
  9002. //Target currently has the SUN tarot card effect and is immune to any other effect
  9003. map_freeblock_unlock();
  9004. return 0;
  9005. }
  9006. if( rnd() % 100 > skill_lv * 8 ||
  9007. #ifndef RENEWAL
  9008. (tsc && tsc->data[SC_BASILICA]) ||
  9009. #endif
  9010. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9011. if( sd )
  9012. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9013. map_freeblock_unlock();
  9014. return 0;
  9015. }
  9016. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9017. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9018. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9019. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9020. }
  9021. break;
  9022. case SL_ALCHEMIST:
  9023. case SL_ASSASIN:
  9024. case SL_BARDDANCER:
  9025. case SL_BLACKSMITH:
  9026. case SL_CRUSADER:
  9027. case SL_HUNTER:
  9028. case SL_KNIGHT:
  9029. case SL_MONK:
  9030. case SL_PRIEST:
  9031. case SL_ROGUE:
  9032. case SL_SAGE:
  9033. case SL_SOULLINKER:
  9034. case SL_STAR:
  9035. case SL_SUPERNOVICE:
  9036. case SL_WIZARD:
  9037. 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.
  9038. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  9039. break;
  9040. }
  9041. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  9042. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  9043. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9044. break;
  9045. }
  9046. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  9047. { //Erase death count 1% of the casts
  9048. pc_setparam(dstsd, SP_PCDIECOUNTER, 0);
  9049. clif_specialeffect(bl, EF_ANGEL2, AREA);
  9050. //SC_SPIRIT invokes status_calc_pc for us.
  9051. }
  9052. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9053. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  9054. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9055. break;
  9056. case SL_HIGH:
  9057. 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.
  9058. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  9059. break;
  9060. }
  9061. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  9062. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9063. break;
  9064. }
  9065. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9066. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  9067. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9068. break;
  9069. case SP_SOULGOLEM:
  9070. case SP_SOULSHADOW:
  9071. case SP_SOULFALCON:
  9072. case SP_SOULFAIRY:
  9073. if (sd && !dstsd) { // Only player's can be soul linked.
  9074. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  9075. break;
  9076. }
  9077. if (tsc) {
  9078. if (tsc->data[skill_get_sc(skill_id)]) { // Allow refreshing an already active soul link.
  9079. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9080. break;
  9081. } 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.
  9082. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  9083. break;
  9084. }
  9085. }
  9086. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9087. break;
  9088. case SP_SOULREVOLVE:
  9089. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]))) {
  9090. if (sd)
  9091. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  9092. break;
  9093. }
  9094. status_heal(bl, 0, 50*skill_lv, 2);
  9095. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  9096. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  9097. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  9098. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  9099. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  9100. break;
  9101. case SL_SWOO:
  9102. if (tsce) {
  9103. if(sd)
  9104. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9105. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9106. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  9107. break;
  9108. }
  9109. case SL_SKA: // [marquis007]
  9110. case SL_SKE:
  9111. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9112. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9113. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9114. break;
  9115. }
  9116. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9117. if (skill_id == SL_SKE)
  9118. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9119. break;
  9120. // New guild skills [Celest]
  9121. case GD_BATTLEORDER:
  9122. case GD_REGENERATION:
  9123. case GD_RESTORE:
  9124. case GD_EMERGENCY_MOVE:
  9125. if(flag&1) {
  9126. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9127. if( skill_id == GD_RESTORE )
  9128. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  9129. else
  9130. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9131. }
  9132. } else if (status_get_guild_id(src)) {
  9133. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9134. map_foreachinallrange(skill_area_sub, src,
  9135. skill_get_splash(skill_id, skill_lv), BL_PC,
  9136. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9137. skill_castend_nodamage_id);
  9138. if (sd)
  9139. #ifdef RENEWAL
  9140. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9141. #else
  9142. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9143. #endif
  9144. }
  9145. break;
  9146. case GD_EMERGENCYCALL:
  9147. case GD_ITEMEMERGENCYCALL:
  9148. {
  9149. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9150. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9151. uint8 j = 0, calls = 0, called = 0;
  9152. struct guild *g;
  9153. // i don't know if it actually summons in a circle, but oh well. ;P
  9154. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9155. if (!g)
  9156. break;
  9157. if (skill_id == GD_ITEMEMERGENCYCALL)
  9158. switch (skill_lv) {
  9159. case 1: calls = 7; break;
  9160. case 2: calls = 12; break;
  9161. case 3: calls = 20; break;
  9162. default: calls = 0; break;
  9163. }
  9164. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9165. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  9166. if (j > 8)
  9167. j = 0;
  9168. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9169. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9170. continue;
  9171. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
  9172. continue;
  9173. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9174. dx[j] = dy[j] = 0;
  9175. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9176. called++;
  9177. }
  9178. }
  9179. if (sd)
  9180. #ifdef RENEWAL
  9181. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9182. #else
  9183. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9184. #endif
  9185. }
  9186. break;
  9187. case GD_CHARGESHOUT_FLAG:
  9188. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9189. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9190. if (md) {
  9191. sd->guild->chargeshout_flag_id = md->bl.id;
  9192. md->master_id = src->id;
  9193. if (md->deletetimer != INVALID_TIMER)
  9194. delete_timer(md->deletetimer, mob_timer_delete);
  9195. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9196. mob_spawn(md);
  9197. }
  9198. }
  9199. break;
  9200. case GD_CHARGESHOUT_BEATING:
  9201. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9202. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9203. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9204. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9205. else
  9206. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9207. } else
  9208. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9209. break;
  9210. case SG_FEEL:
  9211. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9212. if (sd) {
  9213. if(!sd->feel_map[skill_lv-1].index)
  9214. clif_feel_req(sd->fd,sd, skill_lv);
  9215. else
  9216. clif_feel_info(sd, skill_lv-1, 1);
  9217. }
  9218. break;
  9219. case SG_HATE:
  9220. if (sd) {
  9221. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9222. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9223. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9224. }
  9225. break;
  9226. case SJ_DOCUMENT:
  9227. if (sd) {
  9228. switch (skill_lv) {
  9229. case 1:
  9230. pc_resetfeel(sd);
  9231. break;
  9232. case 2:
  9233. pc_resethate(sd);
  9234. break;
  9235. case 3:
  9236. pc_resetfeel(sd);
  9237. pc_resethate(sd);
  9238. break;
  9239. }
  9240. }
  9241. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9242. break;
  9243. case GS_GLITTERING:
  9244. if(sd) {
  9245. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9246. if(rnd()%100 < (20+10*skill_lv))
  9247. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9248. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9249. pc_delspiritball(sd,1,0);
  9250. }
  9251. break;
  9252. case GS_CRACKER:
  9253. /* per official standards, this skill works on players and mobs. */
  9254. if (sd && (dstsd || dstmd))
  9255. {
  9256. i =65 -5*distance_bl(src,bl); //Base rate
  9257. if (i < 30) i = 30;
  9258. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9259. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9260. }
  9261. break;
  9262. case AM_CALLHOMUN: //[orn]
  9263. if (sd && !hom_call(sd))
  9264. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9265. #ifdef RENEWAL
  9266. else if (sd && hom_is_active(sd->hd))
  9267. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9268. #endif
  9269. break;
  9270. case AM_REST:
  9271. if (sd) {
  9272. if (hom_vaporize(sd,HOM_ST_REST))
  9273. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9274. else
  9275. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9276. }
  9277. break;
  9278. case HAMI_CASTLE: //[orn]
  9279. if (src != bl && rnd()%100 < 20 * skill_lv) {
  9280. int x = src->x, y = src->y;
  9281. if (hd)
  9282. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  9283. // Move source
  9284. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9285. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  9286. clif_blown(src);
  9287. // Move target
  9288. if (unit_movepos(bl,x,y,0,0)) {
  9289. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  9290. clif_blown(bl);
  9291. }
  9292. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  9293. }
  9294. }
  9295. else if (hd && hd->master) // Failed
  9296. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  9297. else if (sd)
  9298. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9299. break;
  9300. case HVAN_CHAOTIC: //[orn]
  9301. {
  9302. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  9303. int r = rnd()%100;
  9304. i = (skill_lv-1)%5;
  9305. if(r<per[i][0]) //Self
  9306. bl = src;
  9307. else if(r<per[i][1]) //Master
  9308. bl = battle_get_master(src);
  9309. else //Enemy
  9310. bl = map_id2bl(battle_gettarget(src));
  9311. if (!bl) bl = src;
  9312. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  9313. //Eh? why double skill packet?
  9314. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  9315. clif_skill_nodamage(src,bl,skill_id,i,1);
  9316. status_heal(bl, i, 0, 0);
  9317. }
  9318. break;
  9319. //Homun single-target support skills [orn]
  9320. case HAMI_BLOODLUST:
  9321. case HFLI_FLEET:
  9322. case HFLI_SPEED:
  9323. case HLIF_CHANGE:
  9324. case MH_ANGRIFFS_MODUS:
  9325. case MH_GOLDENE_FERSE:
  9326. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9327. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9328. if (hd)
  9329. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  9330. break;
  9331. case NPC_DRAGONFEAR:
  9332. if (flag&1) {
  9333. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9334. int j;
  9335. j = i = rnd()%ARRAYLENGTH(sc);
  9336. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9337. i++;
  9338. if ( i == ARRAYLENGTH(sc) )
  9339. i = 0;
  9340. if (i == j)
  9341. break;
  9342. }
  9343. break;
  9344. }
  9345. case NPC_WIDEBLEEDING:
  9346. case NPC_WIDECONFUSE:
  9347. case NPC_WIDECURSE:
  9348. case NPC_WIDEFREEZE:
  9349. case NPC_WIDESLEEP:
  9350. case NPC_WIDESILENCE:
  9351. case NPC_WIDESTONE:
  9352. case NPC_WIDESTUN:
  9353. case NPC_SLOWCAST:
  9354. case NPC_WIDEHELLDIGNITY:
  9355. case NPC_WIDEHEALTHFEAR:
  9356. case NPC_WIDEBODYBURNNING:
  9357. case NPC_WIDEFROSTMISTY:
  9358. case NPC_WIDECOLD:
  9359. case NPC_WIDE_DEEP_SLEEP:
  9360. case NPC_WIDESIREN:
  9361. case NPC_WIDEWEB:
  9362. if (flag&1){
  9363. switch ( type ) {
  9364. case SC_BURNING:
  9365. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  9366. break;
  9367. case SC_VOICEOFSIREN:
  9368. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9369. break;
  9370. default:
  9371. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9372. }
  9373. }
  9374. else {
  9375. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9376. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9377. map_foreachinallrange(skill_area_sub, bl,
  9378. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9379. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9380. skill_castend_nodamage_id);
  9381. }
  9382. break;
  9383. case NPC_WIDESOULDRAIN:
  9384. if (flag&1)
  9385. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  9386. else {
  9387. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9388. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9389. map_foreachinallrange(skill_area_sub, bl,
  9390. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9391. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9392. skill_castend_nodamage_id);
  9393. }
  9394. break;
  9395. case NPC_FIRESTORM: {
  9396. int sflag = flag;
  9397. if( skill_lv > 1 )
  9398. sflag |= 4;
  9399. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9400. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  9401. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  9402. }
  9403. break;
  9404. case ALL_PARTYFLEE:
  9405. if( sd && !(flag&1) ) {
  9406. if( !sd->status.party_id ) {
  9407. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9408. break;
  9409. }
  9410. 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);
  9411. } else
  9412. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9413. break;
  9414. case NPC_TALK:
  9415. case ALL_WEWISH:
  9416. case ALL_CATCRY:
  9417. case ALL_DREAM_SUMMERNIGHT:
  9418. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9419. break;
  9420. case ALL_BUYING_STORE:
  9421. if( sd )
  9422. {// players only, skill allows 5 buying slots
  9423. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  9424. }
  9425. break;
  9426. case RK_ENCHANTBLADE:
  9427. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9428. 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)));
  9429. break;
  9430. case RK_DRAGONHOWLING:
  9431. if( flag&1)
  9432. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9433. else
  9434. {
  9435. skill_area_temp[2] = 0;
  9436. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9437. map_foreachinallrange(skill_area_sub, src,
  9438. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9439. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  9440. skill_castend_nodamage_id);
  9441. }
  9442. break;
  9443. case LG_EARTHDRIVE: {
  9444. int dummy = 1;
  9445. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9446. i = skill_get_splash(skill_id,skill_lv);
  9447. 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);
  9448. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9449. }
  9450. break;
  9451. case RK_LUXANIMA:
  9452. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  9453. case RK_GIANTGROWTH:
  9454. case RK_STONEHARDSKIN:
  9455. case RK_VITALITYACTIVATION:
  9456. case RK_ABUNDANCE:
  9457. case RK_CRUSHSTRIKE:
  9458. case RK_REFRESH:
  9459. case RK_MILLENNIUMSHIELD:
  9460. if (sd) {
  9461. uint8 rune_level = 1; // RK_GIANTGROWTH
  9462. if (skill_id == RK_VITALITYACTIVATION)
  9463. rune_level = 2;
  9464. else if (skill_id == RK_STONEHARDSKIN)
  9465. rune_level = 4;
  9466. else if (skill_id == RK_ABUNDANCE)
  9467. rune_level = 6;
  9468. else if (skill_id == RK_CRUSHSTRIKE)
  9469. rune_level = 7;
  9470. else if (skill_id == RK_REFRESH)
  9471. rune_level = 8;
  9472. else if (skill_id == RK_MILLENNIUMSHIELD)
  9473. rune_level = 9;
  9474. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  9475. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9476. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9477. else if (skill_id == RK_STONEHARDSKIN)
  9478. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  9479. } else
  9480. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9481. }
  9482. break;
  9483. case NPC_MILLENNIUMSHIELD:
  9484. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9485. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9486. break;
  9487. case RK_FIGHTINGSPIRIT: {
  9488. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  9489. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  9490. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  9491. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  9492. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9493. break;
  9494. }
  9495. case GC_ROLLINGCUTTER:
  9496. {
  9497. short count = 1;
  9498. skill_area_temp[2] = 0;
  9499. 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);
  9500. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  9501. { // Every time the skill is casted the status change is reseted adding a counter.
  9502. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  9503. if( count > 10 )
  9504. count = 10; // Max coounter
  9505. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  9506. }
  9507. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  9508. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9509. }
  9510. break;
  9511. case GC_WEAPONBLOCKING:
  9512. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  9513. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  9514. else
  9515. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9516. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9517. break;
  9518. case GC_CREATENEWPOISON:
  9519. if( sd )
  9520. {
  9521. clif_skill_produce_mix_list(sd,skill_id,25);
  9522. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9523. }
  9524. break;
  9525. case GC_POISONINGWEAPON:
  9526. if( sd ) {
  9527. clif_poison_list(sd,skill_lv);
  9528. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9529. }
  9530. break;
  9531. case GC_ANTIDOTE:
  9532. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9533. if( tsc )
  9534. {
  9535. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  9536. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  9537. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  9538. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  9539. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  9540. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  9541. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  9542. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  9543. }
  9544. break;
  9545. case GC_PHANTOMMENACE:
  9546. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9547. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9548. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9549. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9550. break;
  9551. case GC_HALLUCINATIONWALK:
  9552. {
  9553. int heal = status_get_max_hp(bl) / 10;
  9554. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9555. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9556. break;
  9557. }
  9558. if( !status_charge(bl,heal,0) )
  9559. {
  9560. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9561. break;
  9562. }
  9563. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9564. }
  9565. break;
  9566. case AB_ANCILLA:
  9567. if( sd ) {
  9568. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9569. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  9570. }
  9571. break;
  9572. case AB_CLEMENTIA:
  9573. case AB_CANTO:
  9574. {
  9575. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  9576. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  9577. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  9578. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  9579. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  9580. else if( sd )
  9581. 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);
  9582. }
  9583. break;
  9584. case AB_PRAEFATIO:
  9585. case AB_RENOVATIO:
  9586. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9587. if (skill_id == AB_PRAEFATIO)
  9588. 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)));
  9589. else
  9590. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9591. } else if( sd )
  9592. 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);
  9593. break;
  9594. case AB_CHEAL:
  9595. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9596. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  9597. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  9598. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  9599. if( partycount > 1 )
  9600. i += (i / 100) * (partycount * 10) / 4;
  9601. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  9602. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  9603. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9604. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  9605. i = ~i + 1;
  9606. status_heal(bl, i, 0, 0);
  9607. }
  9608. } else if( sd )
  9609. 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);
  9610. break;
  9611. case NPC_CHEAL:
  9612. if( flag&1 ) {
  9613. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  9614. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  9615. if (status_isimmune(bl))
  9616. i = 0;
  9617. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9618. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  9619. i = ~i + 1;
  9620. status_heal(bl, i, 0, 0);
  9621. }
  9622. }
  9623. else {
  9624. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  9625. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9626. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9627. }
  9628. break;
  9629. case AB_ORATIO:
  9630. if( flag&1 )
  9631. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  9632. else {
  9633. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9634. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9635. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9636. }
  9637. break;
  9638. case AB_LAUDAAGNUS:
  9639. if( flag&1 || !sd || !sd->status.party_id ) {
  9640. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  9641. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  9642. // Success Chance: (60 + 10 * Skill Level) %
  9643. if( rnd()%100 > 60+10*skill_lv ) break;
  9644. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9645. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9646. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9647. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9648. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9649. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9650. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9651. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9652. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9653. } else if( sd )
  9654. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9655. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9656. break;
  9657. case AB_LAUDARAMUS:
  9658. if( flag&1 || !sd || !sd->status.party_id ) {
  9659. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  9660. // Success Chance: (60 + 10 * Skill Level) %
  9661. if( rnd()%100 > 60+10*skill_lv ) break;
  9662. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9663. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9664. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  9665. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9666. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9667. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9668. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9669. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9670. } else if( sd )
  9671. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9672. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9673. break;
  9674. case AB_CLEARANCE:
  9675. 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]
  9676. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  9677. break;
  9678. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9679. if(rnd()%100 >= 60 + 8 * skill_lv) {
  9680. if (sd)
  9681. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9682. break;
  9683. }
  9684. if(status_isimmune(bl))
  9685. break;
  9686. //Remove bonus_script by Clearance
  9687. if (dstsd)
  9688. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  9689. if(!tsc || !tsc->count)
  9690. break;
  9691. //Statuses change that can't be removed by Cleareance
  9692. for (const auto &it : status_db) {
  9693. sc_type status = static_cast<sc_type>(it.first);
  9694. if (!tsc->data[status])
  9695. continue;
  9696. if (it.second->flag[SCF_NOCLEARANCE])
  9697. continue;
  9698. switch (status) {
  9699. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  9700. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  9701. case SC_FORTUNE: case SC_SERVICE4U:
  9702. if (!battle_config.dispel_song || tsc->data[status]->val4 == 0)
  9703. continue; //If in song area don't end it, even if config enabled
  9704. break;
  9705. case SC_ASSUMPTIO:
  9706. if (bl->type == BL_MOB)
  9707. continue;
  9708. break;
  9709. }
  9710. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  9711. tsc->data[status]->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  9712. status_change_end(bl,status,INVALID_TIMER);
  9713. }
  9714. break;
  9715. }
  9716. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  9717. break;
  9718. case AB_SILENTIUM:
  9719. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  9720. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9721. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9722. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9723. break;
  9724. case WL_STASIS:
  9725. if (flag&1)
  9726. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9727. else {
  9728. struct map_data *mapdata = map_getmapdata(src->m);
  9729. 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);
  9730. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9731. }
  9732. break;
  9733. case NPC_DANCINGBLADE:
  9734. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  9735. break;
  9736. case WL_CHAINLIGHTNING:
  9737. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  9738. break;
  9739. case WL_WHITEIMPRISON:
  9740. 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.
  9741. {
  9742. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  9743. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  9744. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  9745. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  9746. if( sd )
  9747. skill_blockpc_start(sd,skill_id,4000);
  9748. if( !(tsc && tsc->data[type]) ){
  9749. 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));
  9750. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  9751. if( !i )
  9752. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9753. }
  9754. }else
  9755. if( sd )
  9756. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  9757. break;
  9758. case NPC_JACKFROST:
  9759. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9760. 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);
  9761. break;
  9762. case WL_SIENNAEXECRATE:
  9763. if( status_isimmune(bl) || !tsc )
  9764. break;
  9765. if( flag&1 ) {
  9766. if( bl->id == skill_area_temp[1] )
  9767. break; // Already work on this target
  9768. if( tsc && tsc->data[type] )
  9769. status_change_end(bl,type,INVALID_TIMER);
  9770. else
  9771. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9772. } else {
  9773. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  9774. // IroWiki says Rate should be reduced by target stats, but currently unknown
  9775. if( rnd()%100 < rate ) { // Success on First Target
  9776. if( !tsc->data[type] )
  9777. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9778. else {
  9779. rate = 1;
  9780. status_change_end(bl,type,INVALID_TIMER);
  9781. }
  9782. if( rate ) {
  9783. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9784. skill_area_temp[1] = bl->id;
  9785. 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);
  9786. }
  9787. // Doesn't send failure packet if it fails on defense.
  9788. }
  9789. else if( sd ) // Failure on Rate
  9790. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9791. }
  9792. break;
  9793. case WL_SUMMONFB:
  9794. case WL_SUMMONBL:
  9795. case WL_SUMMONWB:
  9796. case WL_SUMMONSTONE:
  9797. {
  9798. status_change *sc = status_get_sc(src);
  9799. if (sc == nullptr)
  9800. break;
  9801. e_wl_spheres element;
  9802. switch (skill_id) { // Set val2. The SC element for this ball
  9803. case WL_SUMMONFB:
  9804. element = WLS_FIRE;
  9805. break;
  9806. case WL_SUMMONBL:
  9807. element = WLS_WIND;
  9808. break;
  9809. case WL_SUMMONWB:
  9810. element = WLS_WATER;
  9811. break;
  9812. case WL_SUMMONSTONE:
  9813. element = WLS_STONE;
  9814. break;
  9815. }
  9816. if (skill_lv == 1) {
  9817. sc_type sphere = SC_NONE;
  9818. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9819. if (sc->data[i] == nullptr) {
  9820. sphere = static_cast<sc_type>(i); // Take the free SC
  9821. break;
  9822. }
  9823. }
  9824. if (sphere == SC_NONE) {
  9825. if (sd) // No free slots to put SC
  9826. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  9827. break;
  9828. }
  9829. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9830. } else {
  9831. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9832. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER); // Removes previous type
  9833. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9834. }
  9835. }
  9836. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  9837. }
  9838. break;
  9839. case WL_READING_SB_READING:
  9840. if (sd) {
  9841. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  9842. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0);
  9843. break;
  9844. }
  9845. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9846. skill_spellbook(sd, ITEMID_WL_MB_SG + skill_lv - 1);
  9847. }
  9848. break;
  9849. case RA_FEARBREEZE:
  9850. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9851. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9852. break;
  9853. case RA_WUGMASTERY:
  9854. if( sd ) {
  9855. if( !pc_iswug(sd) )
  9856. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9857. else
  9858. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9859. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9860. }
  9861. break;
  9862. case RA_WUGRIDER:
  9863. if( sd ) {
  9864. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  9865. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9866. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  9867. } else if( pc_isridingwug(sd) ) {
  9868. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  9869. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9870. }
  9871. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9872. }
  9873. break;
  9874. case RA_WUGDASH:
  9875. if( tsce ) {
  9876. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  9877. map_freeblock_unlock();
  9878. return 0;
  9879. }
  9880. if( sd && pc_isridingwug(sd) ) {
  9881. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  9882. clif_walkok(sd);
  9883. }
  9884. break;
  9885. case RA_SENSITIVEKEEN:
  9886. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9887. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9888. 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);
  9889. break;
  9890. case NC_F_SIDESLIDE:
  9891. case NC_B_SIDESLIDE:
  9892. {
  9893. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  9894. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  9895. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9896. }
  9897. break;
  9898. case NC_SELFDESTRUCTION:
  9899. if( sd ) {
  9900. if( pc_ismadogear(sd) )
  9901. pc_setmadogear(sd, false);
  9902. skill_area_temp[1] = 0;
  9903. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9904. 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);
  9905. status_set_sp(src, 0, 0);
  9906. skill_clear_unitgroup(src);
  9907. }
  9908. break;
  9909. case NC_EMERGENCYCOOL:
  9910. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9911. if (sd) {
  9912. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  9913. int16 limit[] = { -45, -75, -105 };
  9914. i = 0;
  9915. for (const auto &reqItem : req.eqItem) {
  9916. if (pc_search_inventory(sd, reqItem) != -1)
  9917. break;
  9918. i++;
  9919. }
  9920. pc_overheat(sd, limit[min(i, 2)]);
  9921. }
  9922. break;
  9923. case NC_ANALYZE:
  9924. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9925. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9926. break;
  9927. case NC_MAGNETICFIELD:
  9928. if (flag & 1) {
  9929. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  9930. } else {
  9931. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  9932. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  9933. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
  9934. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9935. }
  9936. break;
  9937. case NC_REPAIR:
  9938. if( sd ) {
  9939. int heal, hp = 0;
  9940. if( !dstsd || !pc_ismadogear(dstsd) ) {
  9941. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  9942. break;
  9943. }
  9944. switch(skill_lv) {
  9945. case 1: hp = 4; break;
  9946. case 2: hp = 7; break;
  9947. case 3: hp = 13; break;
  9948. case 4: hp = 17; break;
  9949. case 5: default: hp = 23; break;
  9950. }
  9951. heal = dstsd->status.max_hp * hp / 100;
  9952. status_heal(bl,heal,0,2);
  9953. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  9954. }
  9955. break;
  9956. case NC_DISJOINT:
  9957. {
  9958. if( bl->type != BL_MOB ) break;
  9959. md = map_id2md(bl->id);
  9960. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  9961. status_kill(bl);
  9962. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9963. }
  9964. break;
  9965. case SC_AUTOSHADOWSPELL:
  9966. if( sd ) {
  9967. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  9968. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  9969. {
  9970. 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]
  9971. clif_autoshadowspell_list(sd);
  9972. clif_skill_nodamage(src,bl,skill_id,1,1);
  9973. }
  9974. else
  9975. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  9976. }
  9977. break;
  9978. case SC_SHADOWFORM:
  9979. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  9980. 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))) )
  9981. dstsd->shadowform_id = src->id;
  9982. }
  9983. else if( sd )
  9984. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9985. break;
  9986. case SC_BODYPAINT:
  9987. if( flag&1 ) {
  9988. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  9989. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  9990. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  9991. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  9992. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  9993. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  9994. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9995. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9996. }
  9997. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  9998. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9999. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10000. } else {
  10001. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  10002. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10003. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10004. }
  10005. break;
  10006. case SC_ENERVATION:
  10007. case SC_GROOMY:
  10008. case SC_LAZINESS:
  10009. case SC_UNLUCKY:
  10010. case SC_WEAKNESS:
  10011. if( !(tsc && tsc->data[type]) ) {
  10012. int rate;
  10013. if (status_get_class_(bl) == CLASS_BOSS)
  10014. break;
  10015. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10016. - (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));
  10017. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10018. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10019. } else if( sd )
  10020. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10021. break;
  10022. case SC_IGNORANCE:
  10023. if( !(tsc && tsc->data[type]) ) {
  10024. int rate;
  10025. if (status_get_class_(bl) == CLASS_BOSS)
  10026. break;
  10027. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10028. - (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));
  10029. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10030. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10031. int sp = 100 * skill_lv;
  10032. if( dstmd )
  10033. sp = dstmd->level;
  10034. if( !dstmd )
  10035. status_zap(bl, 0, sp);
  10036. status_heal(src, 0, sp / 2, 3);
  10037. } else if( sd )
  10038. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10039. } else if( sd )
  10040. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10041. break;
  10042. case LG_TRAMPLE:
  10043. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10044. if (rnd()%100 < (25 + 25 * skill_lv))
  10045. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10046. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  10047. break;
  10048. case LG_REFLECTDAMAGE:
  10049. if( tsc && tsc->data[type] )
  10050. status_change_end(bl,type,INVALID_TIMER);
  10051. else
  10052. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10053. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10054. break;
  10055. case LG_PIETY:
  10056. if( flag&1 )
  10057. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10058. else {
  10059. skill_area_temp[2] = 0;
  10060. 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);
  10061. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10062. }
  10063. break;
  10064. case SR_CURSEDCIRCLE:
  10065. if( flag&1 ) {
  10066. if( status_get_class_(bl) == CLASS_BOSS )
  10067. break;
  10068. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10069. if( bl->type == BL_MOB )
  10070. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10071. clif_bladestop(src, bl->id, 1);
  10072. map_freeblock_unlock();
  10073. return 1;
  10074. }
  10075. } else {
  10076. int count = 0;
  10077. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10078. 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
  10079. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10080. if( sd ) pc_delspiritball(sd, count, 0);
  10081. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10082. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10083. }
  10084. break;
  10085. case NPC_SR_CURSEDCIRCLE:
  10086. if( flag&1 ) {
  10087. if( status_get_class_(bl) == CLASS_BOSS )
  10088. break;
  10089. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10090. if( bl->type == BL_MOB )
  10091. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10092. clif_bladestop(src, bl->id, 1);
  10093. map_freeblock_unlock();
  10094. return 1;
  10095. }
  10096. } else {
  10097. int count = 0;
  10098. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10099. 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
  10100. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10101. if( sd ) pc_delspiritball(sd, count, 0);
  10102. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10103. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10104. }
  10105. break;
  10106. case SR_RAISINGDRAGON:
  10107. if( sd ) {
  10108. short max = 5 + skill_lv;
  10109. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10110. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10111. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10112. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10113. }
  10114. break;
  10115. case SR_ASSIMILATEPOWER:
  10116. if (flag&1) {
  10117. i = 0;
  10118. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10119. if (dstsd->spiritball > 0) {
  10120. i = dstsd->spiritball;
  10121. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10122. }
  10123. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10124. i += dstsd->spiritcharm;
  10125. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10126. }
  10127. }
  10128. if (i)
  10129. status_percent_heal(src, 0, i);
  10130. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  10131. } else {
  10132. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10133. 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);
  10134. }
  10135. break;
  10136. case SR_POWERVELOCITY:
  10137. if( !dstsd )
  10138. break;
  10139. if( sd && dstsd->spiritball <= 5 ) {
  10140. for(i = 0; i <= 5; i++) {
  10141. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10142. pc_delspiritball(sd, sd->spiritball, 0);
  10143. }
  10144. }
  10145. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10146. break;
  10147. case SR_GENTLETOUCH_CURE:
  10148. {
  10149. unsigned int heal;
  10150. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10151. heal = 0;
  10152. else {
  10153. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10154. status_heal(bl, heal, 0, 0);
  10155. }
  10156. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  10157. status_change_end(bl, SC_STONE, INVALID_TIMER);
  10158. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  10159. status_change_end(bl, SC_STUN, INVALID_TIMER);
  10160. status_change_end(bl, SC_POISON, INVALID_TIMER);
  10161. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  10162. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  10163. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  10164. }
  10165. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10166. }
  10167. break;
  10168. case SR_GENTLETOUCH_ENERGYGAIN:
  10169. case SR_GENTLETOUCH_CHANGE:
  10170. case SR_GENTLETOUCH_REVITALIZE:
  10171. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10172. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10173. break;
  10174. case SR_FLASHCOMBO: {
  10175. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10176. const int delay[] = { 0, 750, 1250 };
  10177. if (sd) // Disable attacking/acting/moving for skill's duration.
  10178. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10179. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10180. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10181. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10182. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10183. }
  10184. break;
  10185. case WA_SWING_DANCE:
  10186. case WA_MOONLIT_SERENADE:
  10187. case WA_SYMPHONY_OF_LOVER:
  10188. case MI_RUSH_WINDMILL:
  10189. case MI_ECHOSONG:
  10190. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10191. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10192. 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));
  10193. } else if( sd ) {
  10194. 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);
  10195. 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));
  10196. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10197. }
  10198. break;
  10199. case MI_HARMONIZE:
  10200. if( src != bl )
  10201. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10202. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10203. break;
  10204. case WM_DEADHILLHERE:
  10205. if( bl->type == BL_PC ) {
  10206. if( !status_isdead(bl) )
  10207. break;
  10208. int heal = tstatus->sp;
  10209. if( heal <= 0 )
  10210. heal = 1;
  10211. tstatus->hp = heal;
  10212. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  10213. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10214. pc_revive((TBL_PC*)bl,heal,0);
  10215. clif_resurrection(bl,1);
  10216. }
  10217. break;
  10218. case WM_VOICEOFSIREN:
  10219. if (flag&1)
  10220. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10221. else {
  10222. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10223. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10224. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10225. 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);
  10226. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10227. }
  10228. break;
  10229. case WM_GLOOMYDAY:
  10230. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10231. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10232. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10233. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10234. { // !TODO: Which skills aren't boosted anymore?
  10235. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10236. break;
  10237. }
  10238. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10239. break;
  10240. case WM_SATURDAY_NIGHT_FEVER:
  10241. if( flag&1 ) {
  10242. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10243. } else if (sd) {
  10244. 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?
  10245. 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);
  10246. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10247. }
  10248. }
  10249. break;
  10250. case WM_SIRCLEOFNATURE:
  10251. case WM_SONG_OF_MANA:
  10252. case WM_DANCE_WITH_WUG:
  10253. case WM_LERADS_DEW:
  10254. case WM_UNLIMITED_HUMMING_VOICE:
  10255. if( flag&1 ) { // These affect to to all party members near the caster.
  10256. struct status_change *sc = status_get_sc(src);
  10257. if( sc && sc->data[type] ) {
  10258. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10259. }
  10260. } else if( sd ) {
  10261. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10262. 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);
  10263. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10264. }
  10265. break;
  10266. case WM_MELODYOFSINK:
  10267. if( flag&1 ) {
  10268. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10269. } else { // These affect to all targets around the caster.
  10270. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10271. 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);
  10272. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10273. }
  10274. }
  10275. break;
  10276. case WM_BEYOND_OF_WARCRY:
  10277. if( flag&1 ) {
  10278. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10279. } else { // These affect to all targets around the caster.
  10280. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10281. 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);
  10282. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10283. }
  10284. }
  10285. break;
  10286. case WM_SOUND_OF_DESTRUCTION:
  10287. if (flag&1) {
  10288. 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
  10289. } else {
  10290. 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);
  10291. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10292. }
  10293. break;
  10294. case WM_RANDOMIZESPELL:
  10295. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10296. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  10297. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  10298. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  10299. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  10300. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  10301. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  10302. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  10303. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  10304. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10305. }
  10306. break;
  10307. case RETURN_TO_ELDICASTES:
  10308. case ALL_GUARDIAN_RECALL:
  10309. case ECLAGE_RECALL:
  10310. case ALL_PRONTERA_RECALL:
  10311. if( sd )
  10312. {
  10313. short x=0, y=0; // Destiny position.
  10314. unsigned short mapindex=0;
  10315. switch(skill_id){
  10316. default:
  10317. case RETURN_TO_ELDICASTES:
  10318. x = 198;
  10319. y = 187;
  10320. mapindex = mapindex_name2id(MAP_DICASTES);
  10321. break;
  10322. case ALL_GUARDIAN_RECALL:
  10323. x = 44;
  10324. y = 151;
  10325. mapindex = mapindex_name2id(MAP_MORA);
  10326. break;
  10327. case ECLAGE_RECALL:
  10328. x = 47;
  10329. y = 31;
  10330. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10331. break;
  10332. case ALL_PRONTERA_RECALL:
  10333. if(skill_lv == 1) {
  10334. x = 115;
  10335. y = 72;
  10336. }
  10337. else if(skill_lv == 2) {
  10338. x = 159;
  10339. y = 192;
  10340. }
  10341. mapindex = mapindex_name2id(MAP_PRONTERA);
  10342. break;
  10343. }
  10344. if(!mapindex)
  10345. { //Given map not found?
  10346. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10347. map_freeblock_unlock();
  10348. return 0;
  10349. }
  10350. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  10351. }
  10352. break;
  10353. case ECL_SNOWFLIP:
  10354. case ECL_PEONYMAMY:
  10355. case ECL_SADAGUI:
  10356. case ECL_SEQUOIADUST:
  10357. switch(skill_id){
  10358. case ECL_SNOWFLIP:
  10359. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  10360. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  10361. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  10362. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  10363. break;
  10364. case ECL_PEONYMAMY:
  10365. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  10366. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  10367. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  10368. break;
  10369. case ECL_SADAGUI:
  10370. status_change_end(bl, SC_STUN, INVALID_TIMER);
  10371. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  10372. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  10373. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  10374. break;
  10375. case ECL_SEQUOIADUST:
  10376. status_change_end(bl, SC_STONE, INVALID_TIMER);
  10377. status_change_end(bl, SC_POISON, INVALID_TIMER);
  10378. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  10379. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  10380. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  10381. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  10382. break;
  10383. }
  10384. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  10385. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10386. break;
  10387. case GM_SANDMAN:
  10388. if( tsc ) {
  10389. if( tsc->opt1 == OPT1_SLEEP )
  10390. tsc->opt1 = 0;
  10391. else
  10392. tsc->opt1 = OPT1_SLEEP;
  10393. clif_changeoption(bl);
  10394. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  10395. }
  10396. break;
  10397. case SO_ARRULLO:
  10398. {
  10399. 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;
  10400. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10401. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  10402. }
  10403. break;
  10404. case WM_LULLABY_DEEPSLEEP:
  10405. if (flag&1) {
  10406. 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);
  10407. 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
  10408. sc_start(src, bl, type, rate, skill_lv, duration);
  10409. } else {
  10410. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10411. 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);
  10412. }
  10413. break;
  10414. case SO_SUMMON_AGNI:
  10415. case SO_SUMMON_AQUA:
  10416. case SO_SUMMON_VENTUS:
  10417. case SO_SUMMON_TERA:
  10418. if( sd ) {
  10419. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  10420. // Remove previous elemental first.
  10421. if( sd->ed )
  10422. elemental_delete(sd->ed);
  10423. // Summoning the new one.
  10424. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  10425. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10426. break;
  10427. }
  10428. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10429. }
  10430. break;
  10431. case SO_EL_CONTROL:
  10432. if( sd ) {
  10433. int mode;
  10434. if( !sd->ed ) break;
  10435. if( skill_lv == 4 ) {// At level 4 delete elementals.
  10436. elemental_delete(sd->ed);
  10437. break;
  10438. }
  10439. switch( skill_lv ) {// Select mode bassed on skill level used.
  10440. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  10441. case 2: mode = EL_MODE_ASSIST; break;
  10442. case 3: mode = EL_MODE_AGGRESSIVE; break;
  10443. }
  10444. if( !elemental_change_mode(sd->ed,mode) ) {
  10445. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10446. break;
  10447. }
  10448. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10449. }
  10450. break;
  10451. case SO_EL_ACTION:
  10452. if( sd ) {
  10453. int duration = 3000;
  10454. if( !sd->ed )
  10455. break;
  10456. switch(sd->ed->db->class_) {
  10457. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  10458. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  10459. duration = 6000;
  10460. break;
  10461. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  10462. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  10463. duration = 9000;
  10464. break;
  10465. }
  10466. sd->skill_id_old = skill_id;
  10467. elemental_action(sd->ed, bl, tick);
  10468. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10469. skill_blockpc_start(sd, skill_id, duration);
  10470. }
  10471. break;
  10472. case SO_EL_CURE:
  10473. if( sd ) {
  10474. s_elemental_data *ed = sd->ed;
  10475. int s_hp, s_sp;
  10476. if( !ed )
  10477. break;
  10478. s_hp = sd->battle_status.hp * 10 / 100;
  10479. s_sp = sd->battle_status.sp * 10 / 100;
  10480. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10481. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10482. break;
  10483. }
  10484. status_heal(&ed->bl,s_hp,s_sp,3);
  10485. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10486. }
  10487. break;
  10488. case GN_CHANGEMATERIAL:
  10489. case SO_EL_ANALYSIS:
  10490. if( sd ) {
  10491. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10492. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10493. }
  10494. break;
  10495. case NPC_MANDRAGORA:
  10496. case GN_MANDRAGORA:
  10497. if( flag&1 ) {
  10498. int rate;
  10499. if (skill_id == NPC_MANDRAGORA)
  10500. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10501. else
  10502. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10503. if (rate < 10)
  10504. rate = 10;
  10505. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  10506. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10507. if (rnd()%100 < rate) {
  10508. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10509. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10510. }
  10511. } else {
  10512. 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);
  10513. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10514. }
  10515. break;
  10516. case GN_SLINGITEM:
  10517. if( sd ) {
  10518. i = sd->equip_index[EQI_AMMO];
  10519. if( i < 0 )
  10520. break; // No ammo.
  10521. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10522. if( ammo_id == 0 )
  10523. break;
  10524. sd->itemid = ammo_id;
  10525. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10526. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10527. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10528. 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);
  10529. else
  10530. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10531. } else //Otherwise, it fails, shows animation and removes items.
  10532. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  10533. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10534. switch (ammo_id) {
  10535. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10536. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10537. status_percent_heal(bl, 1, 0);
  10538. break;
  10539. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10540. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10541. status_percent_heal(bl, 2, 0);
  10542. break;
  10543. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10544. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10545. status_percent_heal(bl, 5, 0);
  10546. break;
  10547. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10548. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10549. status_percent_heal(bl, 0, 2);
  10550. break;
  10551. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10552. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10553. status_percent_heal(bl, 0, 4);
  10554. break;
  10555. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10556. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10557. status_percent_heal(bl, 0, 8);
  10558. break;
  10559. default:
  10560. if (dstsd)
  10561. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10562. break;
  10563. }
  10564. }
  10565. }
  10566. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10567. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10568. break;
  10569. case GN_MIX_COOKING:
  10570. case GN_MAKEBOMB:
  10571. case GN_S_PHARMACY:
  10572. if( sd ) {
  10573. int qty = 1;
  10574. sd->skill_id_old = skill_id;
  10575. sd->skill_lv_old = skill_lv;
  10576. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10577. qty = 10;
  10578. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  10579. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10580. }
  10581. break;
  10582. case EL_CIRCLE_OF_FIRE:
  10583. case EL_PYROTECHNIC:
  10584. case EL_HEATER:
  10585. case EL_TROPIC:
  10586. case EL_AQUAPLAY:
  10587. case EL_COOLER:
  10588. case EL_CHILLY_AIR:
  10589. case EL_GUST:
  10590. case EL_BLAST:
  10591. case EL_WILD_STORM:
  10592. case EL_PETROLOGY:
  10593. case EL_CURSED_SOIL:
  10594. case EL_UPHEAVAL:
  10595. case EL_FIRE_CLOAK:
  10596. case EL_WATER_DROP:
  10597. case EL_WIND_CURTAIN:
  10598. case EL_SOLID_SKIN:
  10599. case EL_STONE_SHIELD:
  10600. case EL_WIND_STEP:
  10601. case EM_EL_FLAMETECHNIC:
  10602. case EM_EL_FLAMEARMOR:
  10603. case EM_EL_COLD_FORCE:
  10604. case EM_EL_CRYSTAL_ARMOR:
  10605. case EM_EL_GRACE_BREEZE:
  10606. case EM_EL_EYES_OF_STORM:
  10607. case EM_EL_EARTH_CARE:
  10608. case EM_EL_STRONG_PROTECTION:
  10609. case EM_EL_DEEP_POISONING:
  10610. case EM_EL_POISON_SHIELD:
  10611. {
  10612. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10613. if( ele ) {
  10614. sc_type type2 = (sc_type)(type-1);
  10615. struct status_change *sc = status_get_sc(&ele->bl);
  10616. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10617. status_change_end(src,type,INVALID_TIMER);
  10618. status_change_end(bl,type2,INVALID_TIMER);
  10619. } else {
  10620. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10621. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  10622. 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);
  10623. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  10624. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  10625. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10626. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10627. }
  10628. }
  10629. }
  10630. break;
  10631. case EL_FIRE_MANTLE:
  10632. case EL_WATER_BARRIER:
  10633. case EL_ZEPHYR:
  10634. case EL_POWER_OF_GAIA:
  10635. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10636. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10637. break;
  10638. case EL_WATER_SCREEN: {
  10639. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10640. if( ele ) {
  10641. struct status_change *sc = status_get_sc(&ele->bl);
  10642. sc_type type2 = (sc_type)(type-1);
  10643. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10644. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10645. status_change_end(bl,type,INVALID_TIMER);
  10646. status_change_end(src,type2,INVALID_TIMER);
  10647. } else {
  10648. // This not heals at the end.
  10649. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10650. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10651. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10652. }
  10653. }
  10654. }
  10655. break;
  10656. case KO_KAHU_ENTEN:
  10657. case KO_HYOUHU_HUBUKI:
  10658. case KO_KAZEHU_SEIRAN:
  10659. case KO_DOHU_KOUKAI:
  10660. if (sd) {
  10661. int ele_type = skill_get_ele(skill_id,skill_lv);
  10662. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10663. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10664. }
  10665. break;
  10666. case KO_ZANZOU:
  10667. if(sd){
  10668. struct mob_data *md2;
  10669. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10670. if( md2 )
  10671. {
  10672. md2->master_id = src->id;
  10673. md2->special_state.ai = AI_ZANZOU;
  10674. if( md2->deletetimer != INVALID_TIMER )
  10675. delete_timer(md2->deletetimer, mob_timer_delete);
  10676. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10677. mob_spawn( md2 );
  10678. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10679. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10680. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10681. }
  10682. }
  10683. break;
  10684. case KO_KYOUGAKU:
  10685. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  10686. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10687. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10688. }else if( sd )
  10689. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10690. break;
  10691. case KO_JYUSATSU:
  10692. if( dstsd && tsc && !tsc->data[type] &&
  10693. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10694. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10695. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10696. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10697. if( status_get_lv(bl) <= status_get_lv(src) )
  10698. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10699. }else if( sd )
  10700. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10701. break;
  10702. case KO_GENWAKU:
  10703. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10704. int x = src->x, y = src->y;
  10705. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  10706. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10707. break;
  10708. }
  10709. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  10710. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10711. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10712. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  10713. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10714. clif_blown(src);
  10715. if (!unit_blown_immune(bl, 0x1)) {
  10716. unit_movepos(bl,x,y,0,0);
  10717. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  10718. clif_sitting(bl); //Avoid sitting sync problem
  10719. clif_blown(bl);
  10720. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  10721. }
  10722. }
  10723. }
  10724. break;
  10725. case OB_AKAITSUKI:
  10726. case OB_OBOROGENSOU:
  10727. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  10728. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  10729. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10730. break;
  10731. }
  10732. case KO_IZAYOI:
  10733. case OB_ZANGETSU:
  10734. case KG_KYOMU:
  10735. case KG_KAGEMUSYA:
  10736. case SP_SOULDIVISION:
  10737. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  10738. if (bl->type != BL_PC) {
  10739. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10740. break;
  10741. }
  10742. }
  10743. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10744. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10745. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10746. break;
  10747. case KG_KAGEHUMI:
  10748. if( flag&1 ){
  10749. if (bl->type != BL_PC)
  10750. break;
  10751. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])) {
  10752. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  10753. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10754. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  10755. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  10756. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  10757. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  10758. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  10759. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  10760. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  10761. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10762. }
  10763. }else{
  10764. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10765. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10766. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10767. }
  10768. break;
  10769. case MH_SILENT_BREEZE:
  10770. {
  10771. int heal = 5 * status_get_lv(&hd->bl) +
  10772. #ifdef RENEWAL
  10773. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  10774. #else
  10775. status_base_matk_min(&hd->battle_status);
  10776. #endif
  10777. //Silences the homunculus and target
  10778. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10779. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10780. //Recover the target's HP
  10781. status_heal(bl,heal,0,3);
  10782. //Removes these SC from target
  10783. if (tsc) {
  10784. const enum sc_type scs[] = {
  10785. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  10786. };
  10787. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10788. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  10789. }
  10790. if (hd)
  10791. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10792. }
  10793. break;
  10794. case MH_OVERED_BOOST:
  10795. if (hd && battle_get_master(src)) {
  10796. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10797. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10798. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10799. }
  10800. break;
  10801. case MH_GRANITIC_ARMOR:
  10802. case MH_PYROCLASTIC:
  10803. if(hd) {
  10804. struct block_list *s_bl = battle_get_master(src);
  10805. 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
  10806. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10807. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10808. }
  10809. break;
  10810. case MH_LIGHT_OF_REGENE: //self
  10811. if(hd) {
  10812. struct block_list *s_bl = battle_get_master(src);
  10813. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10814. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10815. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10816. }
  10817. break;
  10818. case MH_STYLE_CHANGE:
  10819. if(hd){
  10820. struct status_change_entry *sce;
  10821. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  10822. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  10823. else sce->val1 = MH_MD_FIGHTING;
  10824. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  10825. // char output[128];
  10826. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  10827. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  10828. //}
  10829. }
  10830. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  10831. }
  10832. break;
  10833. case MH_PAIN_KILLER:
  10834. bl = battle_get_master(src);
  10835. if (bl != nullptr)
  10836. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10837. if (hd)
  10838. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10839. break;
  10840. case MH_MAGMA_FLOW:
  10841. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10842. if (hd)
  10843. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10844. break;
  10845. case MH_SUMMON_LEGION: {
  10846. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  10847. int qty[5] = {3 , 3 , 4 , 4 , 5};
  10848. struct mob_data *sum_md;
  10849. int i_slave,c=0;
  10850. int maxcount = qty[skill_lv-1];
  10851. 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);
  10852. if(c >= maxcount) {
  10853. map_freeblock_unlock();
  10854. return 0; //max qty already spawned
  10855. }
  10856. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  10857. 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);
  10858. if (sum_md) {
  10859. sum_md->master_id = src->id;
  10860. sum_md->special_state.ai = AI_LEGION;
  10861. if (sum_md->deletetimer != INVALID_TIMER)
  10862. delete_timer(sum_md->deletetimer, mob_timer_delete);
  10863. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  10864. mob_spawn(sum_md); //Now it is ready for spawning.
  10865. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  10866. }
  10867. }
  10868. if (hd)
  10869. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10870. }
  10871. break;
  10872. case RL_RICHS_COIN:
  10873. if (sd) {
  10874. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10875. for (i = 0; i < 10; i++)
  10876. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  10877. }
  10878. break;
  10879. case RL_C_MARKER:
  10880. if (sd) {
  10881. // If marked by someone else remove it
  10882. if (tsce && tsce->val2 != src->id)
  10883. status_change_end(bl, type, INVALID_TIMER);
  10884. // Check if marked before
  10885. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  10886. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10887. // Find empty slot
  10888. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  10889. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10890. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10891. break;
  10892. }
  10893. }
  10894. sd->c_marker[i] = bl->id;
  10895. 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);
  10896. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10897. }
  10898. // If mob casts this, at least SC_C_MARKER as debuff
  10899. else {
  10900. 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);
  10901. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10902. }
  10903. break;
  10904. case RL_QD_SHOT:
  10905. if (sd) {
  10906. skill_area_temp[1] = bl->id;
  10907. // Check surrounding
  10908. 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);
  10909. if (skill_area_temp[0])
  10910. 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);
  10911. // Main target always receives damage
  10912. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10913. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  10914. } else {
  10915. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10916. 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);
  10917. }
  10918. status_change_end(src, SC_QD_SHOT_READY, INVALID_TIMER); // End here to prevent spamming of the skill onto the target.
  10919. skill_area_temp[0] = 0;
  10920. skill_area_temp[1] = 0;
  10921. break;
  10922. case RL_FLICKER:
  10923. if (sd) {
  10924. sd->flicker = true;
  10925. skill_area_temp[1] = 0;
  10926. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10927. // Detonate RL_B_TRAP
  10928. if (pc_checkskill(sd, RL_B_TRAP))
  10929. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  10930. // Detonate RL_H_MINE
  10931. if ((i = pc_checkskill(sd, RL_H_MINE)))
  10932. 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);
  10933. sd->flicker = false;
  10934. }
  10935. break;
  10936. case SO_ELEMENTAL_SHIELD:
  10937. if (!sd || sd->status.party_id == 0 || flag&1) {
  10938. if (sd && sd->status.party_id == 0) {
  10939. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10940. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10941. elemental_delete(sd->ed);
  10942. }
  10943. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  10944. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  10945. }
  10946. else {
  10947. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10948. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10949. elemental_delete(sd->ed);
  10950. 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);
  10951. }
  10952. break;
  10953. case SU_HIDE:
  10954. if (tsce) {
  10955. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10956. status_change_end(bl, type, INVALID_TIMER);
  10957. map_freeblock_unlock();
  10958. return 0;
  10959. }
  10960. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10961. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10962. break;
  10963. case SU_STOOP:
  10964. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10965. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10966. break;
  10967. case SU_SV_ROOTTWIST:
  10968. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10969. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  10970. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10971. break;
  10972. }
  10973. if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
  10974. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10975. else {
  10976. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10977. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  10978. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  10979. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  10980. }
  10981. break;
  10982. case SU_TUNABELLY:
  10983. {
  10984. unsigned int heal = 0;
  10985. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10986. heal = 0;
  10987. else if (status_get_hp(bl) != status_get_max_hp(bl))
  10988. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  10989. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10990. status_heal(bl, heal, 0, 1|2|4);
  10991. }
  10992. break;
  10993. case SU_BUNCHOFSHRIMP:
  10994. case SU_HISS:
  10995. case SU_PURRING:
  10996. case SU_MEOWMEOW:
  10997. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10998. int duration = skill_get_time(skill_id, skill_lv);
  10999. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11000. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11001. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11002. } else if (sd) {
  11003. 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);
  11004. }
  11005. break;
  11006. case SU_SHRIMPARTY:
  11007. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11008. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11009. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11010. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  11011. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11012. }
  11013. } else if (sd)
  11014. 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);
  11015. break;
  11016. case SU_POWEROFFLOCK:
  11017. if (flag&1) {
  11018. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11019. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11020. } else {
  11021. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11022. if (battle_config.skill_wall_check)
  11023. 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);
  11024. else
  11025. 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);
  11026. }
  11027. break;
  11028. case ALL_EQSWITCH:
  11029. if( sd ){
  11030. clif_equipswitch_reply( sd, false );
  11031. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  11032. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11033. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11034. }
  11035. }
  11036. }
  11037. break;
  11038. case AB_VITUPERATUM:
  11039. if (flag&1)
  11040. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11041. else {
  11042. 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);
  11043. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11044. }
  11045. break;
  11046. case AB_CONVENIO:
  11047. if (sd) {
  11048. party_data *p = party_search(sd->status.party_id);
  11049. int i = 0, count = 0;
  11050. // Only usable in party
  11051. if (p == nullptr) {
  11052. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11053. break;
  11054. }
  11055. // Only usable as party leader.
  11056. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11057. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11058. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11059. break;
  11060. }
  11061. // Do the teleport part
  11062. for (i = 0; i < MAX_PARTY; ++i) {
  11063. map_session_data *pl_sd = p->data[i].sd;
  11064. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11065. sd->bl.m != pl_sd->bl.m)
  11066. continue;
  11067. 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))) {
  11068. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11069. count++;
  11070. }
  11071. }
  11072. if (!count)
  11073. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11074. }
  11075. break;
  11076. case NPC_PULSESTRIKE2:
  11077. for (int i = 0; i < 3; i++)
  11078. skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  11079. break;
  11080. case BO_THE_WHOLE_PROTECTION:
  11081. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11082. unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11083. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11084. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11085. continue;
  11086. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11087. }
  11088. } else if (sd) {
  11089. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11090. 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);
  11091. }
  11092. break;
  11093. case TR_MUSICAL_INTERLUDE:
  11094. case TR_JAWAII_SERENADE:
  11095. case TR_PRON_MARCH:
  11096. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11097. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11098. else if (sd) {
  11099. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11100. sd->skill_id_song = skill_id;
  11101. sd->skill_lv_song = skill_lv;
  11102. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11103. flag |= 2;
  11104. 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);
  11105. }
  11106. break;
  11107. case TR_GEF_NOCTURN:
  11108. case TR_AIN_RHAPSODY:
  11109. if (flag & 1)
  11110. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11111. else if (sd) {
  11112. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11113. sd->skill_id_song = skill_id;
  11114. sd->skill_lv_song = skill_lv;
  11115. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11116. flag |= 2;
  11117. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11118. }
  11119. break;
  11120. case TR_ROKI_CAPRICCIO:
  11121. case TR_NIPELHEIM_REQUIEM:
  11122. if (flag & 1) { // Need official success chances.
  11123. uint16 success_chance = 5 * skill_lv;
  11124. if (flag & 2)
  11125. success_chance *= 2;
  11126. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11127. if (skill_id == TR_ROKI_CAPRICCIO) {
  11128. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11129. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11130. } else { // TR_NIPELHEIM_REQUIEM
  11131. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11132. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11133. }
  11134. } else if (sd) {
  11135. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11136. sd->skill_id_song = skill_id;
  11137. sd->skill_lv_song = skill_lv;
  11138. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11139. flag |= 2;
  11140. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11141. }
  11142. break;
  11143. case ABR_NET_REPAIR:
  11144. case ABR_NET_SUPPORT:
  11145. if (flag & 1) {
  11146. int heal_amount;
  11147. if (skill_id == ABR_NET_REPAIR) {
  11148. heal_amount = tstatus->max_hp * 10 / 100;
  11149. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  11150. status_heal(bl, heal_amount, 0, 0);
  11151. } else { // ABR_NET_SUPPORT
  11152. heal_amount = tstatus->max_sp * 3 / 100;
  11153. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 );
  11154. status_heal(bl, 0, heal_amount, 0);
  11155. }
  11156. } else {
  11157. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11158. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ALLY | SD_SPLASH | 1, skill_castend_nodamage_id);
  11159. }
  11160. break;
  11161. case WH_HAWK_M:
  11162. if (sd) {
  11163. if (!pc_isfalcon(sd))
  11164. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11165. else
  11166. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11167. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11168. }
  11169. break;
  11170. case EM_SUMMON_ELEMENTAL_ARDOR:
  11171. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11172. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11173. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11174. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11175. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11176. if (sd == nullptr)
  11177. break;
  11178. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11179. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11180. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11181. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11182. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11183. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11184. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11185. // Remove the old elemental before summoning the super one.
  11186. elemental_delete(sd->ed);
  11187. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11188. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11189. break;
  11190. } else // Elemental summoned. Buff the player with the bonus.
  11191. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11192. } else {
  11193. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11194. break;
  11195. }
  11196. }
  11197. break;
  11198. case EM_ELEMENTAL_VEIL:
  11199. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11200. if (sd == nullptr)
  11201. break;
  11202. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11203. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11204. else
  11205. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11206. break;
  11207. case MT_M_MACHINE:
  11208. case BO_BIONIC_PHARMACY:
  11209. if (sd) {
  11210. sd->skill_id_old = skill_id;
  11211. sd->skill_lv_old = skill_lv;
  11212. if (skill_id == MT_M_MACHINE)
  11213. clif_cooking_list(sd, 31, skill_id, 1, 7);
  11214. else // BO_BIONIC_PHARMACY
  11215. clif_cooking_list(sd, 32, skill_id, 1, 8);
  11216. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11217. }
  11218. break;
  11219. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11220. case MT_SUMMON_ABR_DUAL_CANNON:
  11221. case MT_SUMMON_ABR_MOTHER_NET:
  11222. case MT_SUMMON_ABR_INFINITY: {
  11223. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11224. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11225. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11226. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], "", SZ_SMALL, AI_ABR);
  11227. if (md) {
  11228. md->master_id = src->id;
  11229. md->special_state.ai = AI_ABR;
  11230. if (md->deletetimer != INVALID_TIMER)
  11231. delete_timer(md->deletetimer, mob_timer_delete);
  11232. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11233. mob_spawn(md);
  11234. }
  11235. }
  11236. break;
  11237. case BO_WOODENWARRIOR:
  11238. case BO_WOODEN_FAIRY:
  11239. case BO_CREEPER:
  11240. case BO_HELLTREE: { // A poring is used in the 4th slot as a dummy since the Research Report skill is in between the Creeper and Hell Tree skills.
  11241. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11242. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11243. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11244. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", bionics[4 - (BO_HELLTREE - skill_id)], "", SZ_SMALL, AI_BIONIC);
  11245. if (md) {
  11246. md->master_id = src->id;
  11247. md->special_state.ai = AI_BIONIC;
  11248. if (md->deletetimer != INVALID_TIMER)
  11249. delete_timer(md->deletetimer, mob_timer_delete);
  11250. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11251. mob_spawn(md);
  11252. }
  11253. }
  11254. break;
  11255. #ifdef RENEWAL
  11256. case CG_HERMODE:
  11257. skill_castend_song(src, skill_id, skill_lv, tick);
  11258. break;
  11259. #endif
  11260. default: {
  11261. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11262. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  11263. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11264. map_freeblock_unlock();
  11265. return 1;
  11266. }
  11267. }
  11268. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  11269. struct status_change *sc = status_get_sc(src);
  11270. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  11271. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11272. }
  11273. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  11274. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  11275. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  11276. }
  11277. if( sd && !(flag&1) )
  11278. {// ensure that the skill last-cast tick is recorded
  11279. sd->canskill_tick = gettick();
  11280. if( sd->state.arrow_atk )
  11281. {// consume arrow on last invocation to this skill.
  11282. battle_consume_ammo(sd, skill_id, skill_lv);
  11283. }
  11284. skill_onskillusage(sd, bl, skill_id, tick);
  11285. // perform skill requirement consumption
  11286. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11287. }
  11288. map_freeblock_unlock();
  11289. return 0;
  11290. }
  11291. /**
  11292. * Checking that causing skill failed
  11293. * @param src Caster
  11294. * @param target Target
  11295. * @param skill_id
  11296. * @param skill_lv
  11297. * @return -1 success, others are failed @see enum useskill_fail_cause.
  11298. **/
  11299. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  11300. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11301. int inf = skill->inf;
  11302. struct status_change *tsc = status_get_sc(target);
  11303. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  11304. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  11305. switch (skill_id) {
  11306. case AL_HEAL:
  11307. case AL_INCAGI:
  11308. case AL_DECAGI:
  11309. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  11310. case AB_RENOVATIO:
  11311. case AB_HIGHNESSHEAL:
  11312. if (tsc && tsc->option&OPTION_MADOGEAR)
  11313. return USESKILL_FAIL_TOTARGET;
  11314. break;
  11315. case RG_BACKSTAP:
  11316. {
  11317. #ifndef RENEWAL
  11318. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  11319. if (map_check_dir(dir, t_dir))
  11320. return USESKILL_FAIL_MAX;
  11321. #endif
  11322. if (check_distance_bl(src, target, 0))
  11323. return USESKILL_FAIL_MAX;
  11324. }
  11325. break;
  11326. case PR_TURNUNDEAD:
  11327. {
  11328. struct status_data *tstatus = status_get_status_data(target);
  11329. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  11330. return USESKILL_FAIL_MAX;
  11331. }
  11332. break;
  11333. case PR_LEXDIVINA:
  11334. case MER_LEXDIVINA:
  11335. {
  11336. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  11337. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  11338. return USESKILL_FAIL_LEVEL;
  11339. else
  11340. return -1; //Works on silenced allies
  11341. }
  11342. break;
  11343. case RA_WUGSTRIKE:
  11344. // Check if path can be reached
  11345. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  11346. return USESKILL_FAIL_MAX;
  11347. break;
  11348. case MG_NAPALMBEAT:
  11349. case MG_FIREBALL:
  11350. case HT_BLITZBEAT:
  11351. case AS_GRIMTOOTH:
  11352. case MO_COMBOFINISH:
  11353. case NC_VULCANARM:
  11354. case SR_TIGERCANNON:
  11355. // These can damage traps, but can't target traps directly
  11356. if (target->type == BL_SKILL) {
  11357. TBL_SKILL *su = (TBL_SKILL*)target;
  11358. if (!su || !su->group)
  11359. return USESKILL_FAIL_MAX;
  11360. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  11361. return USESKILL_FAIL_MAX;
  11362. }
  11363. break;
  11364. case IQ_SECOND_FLAME:
  11365. case IQ_SECOND_FAITH:
  11366. case IQ_SECOND_JUDGEMENT:
  11367. if (!tsc || !(tsc->data[SC_FIRST_BRAND] || tsc->data[SC_SECOND_BRAND]))
  11368. return USESKILL_FAIL_LEVEL;
  11369. break;
  11370. case IQ_THIRD_PUNISH:
  11371. case IQ_THIRD_FLAME_BOMB:
  11372. case IQ_THIRD_CONSECRATION:
  11373. if (!tsc || !tsc->data[SC_SECOND_BRAND])
  11374. return USESKILL_FAIL_LEVEL;
  11375. break;
  11376. }
  11377. if (inf&INF_ATTACK_SKILL ||
  11378. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  11379. ) // Casted through combo.
  11380. inf = BCT_ENEMY; //Offensive skill.
  11381. else if (skill->inf2[INF2_NOTARGETENEMY])
  11382. inf = BCT_NOENEMY;
  11383. else
  11384. inf = 0;
  11385. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  11386. inf |=
  11387. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  11388. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  11389. //Remove neutral targets (but allow enemy if skill is designed to be so)
  11390. inf &= ~BCT_NEUTRAL;
  11391. }
  11392. switch (skill_id) {
  11393. // Cannot be casted to Emperium
  11394. case WZ_ESTIMATION:
  11395. case SL_SKE:
  11396. case SL_SKA:
  11397. case RK_PHANTOMTHRUST:
  11398. case NPC_PHANTOMTHRUST:
  11399. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  11400. return USESKILL_FAIL_MAX;
  11401. break;
  11402. }
  11403. if (inf && battle_check_target(src, target, inf) <= 0) {
  11404. switch(skill_id) {
  11405. case RK_PHANTOMTHRUST:
  11406. case NPC_PHANTOMTHRUST:
  11407. case AB_CLEARANCE:
  11408. return USESKILL_FAIL_TOTARGET;
  11409. default:
  11410. return USESKILL_FAIL_LEVEL;
  11411. }
  11412. }
  11413. // Fogwall makes all offensive-type targetted skills fail at 75%
  11414. // Jump Kick can still fail even though you can jump to friendly targets.
  11415. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  11416. return USESKILL_FAIL_LEVEL;
  11417. return -1;
  11418. }
  11419. TIMER_FUNC( skill_keep_using ){
  11420. struct map_session_data* sd = map_id2sd( id );
  11421. if( sd && sd->skill_keep_using.skill_id ){
  11422. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  11423. }
  11424. return 0;
  11425. }
  11426. /**
  11427. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  11428. * @param tid
  11429. * @param tick
  11430. * @param data
  11431. **/
  11432. TIMER_FUNC(skill_castend_id){
  11433. struct block_list *target, *src;
  11434. struct map_session_data *sd;
  11435. struct mob_data *md;
  11436. struct unit_data *ud;
  11437. struct status_change *sc = NULL;
  11438. int flag = 0;
  11439. src = map_id2bl(id);
  11440. if( src == NULL )
  11441. {
  11442. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  11443. return 0;// not found
  11444. }
  11445. ud = unit_bl2ud(src);
  11446. if( ud == NULL )
  11447. {
  11448. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  11449. return 0;// ???
  11450. }
  11451. sd = BL_CAST(BL_PC, src);
  11452. md = BL_CAST(BL_MOB, src);
  11453. if( src->prev == NULL ) {
  11454. ud->skilltimer = INVALID_TIMER;
  11455. return 0;
  11456. }
  11457. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  11458. if( ud->skilltimer != tid ) {
  11459. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  11460. ud->skilltimer = INVALID_TIMER;
  11461. return 0;
  11462. }
  11463. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  11464. {// restore original walk speed
  11465. ud->skilltimer = INVALID_TIMER;
  11466. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  11467. } else
  11468. ud->skilltimer = INVALID_TIMER;
  11469. }
  11470. if (ud->skilltarget == id)
  11471. target = src;
  11472. else
  11473. target = map_id2bl(ud->skilltarget);
  11474. // Use a do so that you can break out of it when the skill fails.
  11475. do {
  11476. bool fail = false;
  11477. int8 res = USESKILL_FAIL_LEVEL;
  11478. if (!target || target->prev == NULL)
  11479. break;
  11480. if (src->m != target->m || status_isdead(src))
  11481. break;
  11482. //These should become skill_castend_pos
  11483. switch (ud->skill_id) {
  11484. case WE_CALLPARTNER:
  11485. if (sd)
  11486. clif_callpartner(sd);
  11487. case WE_CALLPARENT:
  11488. if (sd) {
  11489. struct map_session_data *f_sd = pc_get_father(sd);
  11490. struct map_session_data *m_sd = pc_get_mother(sd);
  11491. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  11492. fail = true;
  11493. break;
  11494. }
  11495. }
  11496. case WE_CALLBABY:
  11497. if (sd) {
  11498. struct map_session_data *c_sd = pc_get_child(sd);
  11499. if (c_sd && c_sd->state.autotrade) {
  11500. fail = true;
  11501. break;
  11502. }
  11503. }
  11504. case AM_RESURRECTHOMUN:
  11505. case PF_SPIDERWEB:
  11506. {
  11507. //Find a random spot to place the skill. [Skotlex]
  11508. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  11509. ud->skillx = target->x + splash;
  11510. ud->skilly = target->y + splash;
  11511. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  11512. ud->skillx = target->x;
  11513. ud->skilly = target->y;
  11514. }
  11515. ud->skilltimer = tid;
  11516. return skill_castend_pos(tid,tick,id,data);
  11517. }
  11518. case GN_WALLOFTHORN:
  11519. case SC_ESCAPE:
  11520. case WL_FROSTMISTY:
  11521. case SU_CN_POWDERING:
  11522. case AG_RAIN_OF_CRYSTAL:
  11523. ud->skillx = target->x;
  11524. ud->skilly = target->y;
  11525. ud->skilltimer = tid;
  11526. return skill_castend_pos(tid,tick,id,data);
  11527. }
  11528. // Failing
  11529. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  11530. if (sd && res != USESKILL_FAIL_MAX)
  11531. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  11532. break;
  11533. }
  11534. //Avoid doing double checks for instant-cast skills.
  11535. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  11536. break;
  11537. if(md) {
  11538. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11539. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  11540. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  11541. }
  11542. if (src != target && battle_config.skill_add_range &&
  11543. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  11544. {
  11545. if (sd) {
  11546. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11547. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  11548. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11549. }
  11550. break;
  11551. }
  11552. #ifdef OFFICIAL_WALKPATH
  11553. 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))
  11554. {
  11555. if (sd) {
  11556. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  11557. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  11558. }
  11559. break;
  11560. }
  11561. #endif
  11562. if( sd )
  11563. {
  11564. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11565. break;
  11566. else {
  11567. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  11568. int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  11569. // Give AP
  11570. if (add_ap > 0) {
  11571. switch (ud->skill_id) {
  11572. case TR_ROSEBLOSSOM:
  11573. case TR_RHYTHMSHOOTING:
  11574. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  11575. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  11576. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  11577. break;
  11578. case TR_GEF_NOCTURN:
  11579. case TR_ROKI_CAPRICCIO:
  11580. case TR_AIN_RHAPSODY:
  11581. case TR_MUSICAL_INTERLUDE:
  11582. case TR_JAWAII_SERENADE:
  11583. case TR_NIPELHEIM_REQUIEM:
  11584. case TR_PRON_MARCH:
  11585. if (sd->skill_id_old == TR_RETROSPECTION) {
  11586. add_ap += add_ap * 50 / 100;
  11587. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  11588. }
  11589. break;
  11590. }
  11591. status_heal(&sd->bl, 0, 0, add_ap, 0);
  11592. }
  11593. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  11594. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11595. break; // Show a skill fail message (Damage type consumes requirements)
  11596. }
  11597. }
  11598. }
  11599. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11600. break;
  11601. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  11602. ud->state.running = 0;
  11603. status_change_end(src, SC_RUN, INVALID_TIMER);
  11604. flag = 1;
  11605. }
  11606. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  11607. unit_stop_walking(src,1);
  11608. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11609. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11610. if (sd) { //Cooldown application
  11611. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  11612. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11613. }
  11614. if( battle_config.display_status_timers && sd )
  11615. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11616. if( sd )
  11617. {
  11618. switch( ud->skill_id )
  11619. {
  11620. case GS_DESPERADO:
  11621. case RL_FIREDANCE:
  11622. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  11623. break;
  11624. case KN_BRANDISHSPEAR:
  11625. case CR_GRANDCROSS: {
  11626. sc_type type;
  11627. if (ud->skill_id == KN_BRANDISHSPEAR)
  11628. type = SC_STRIPWEAPON;
  11629. else
  11630. type = SC_STRIPSHIELD;
  11631. if ((sc = status_get_sc(src)) && sc->data[type]) {
  11632. const struct TimerData* timer = get_timer(sc->data[type]->timer);
  11633. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  11634. break;
  11635. }
  11636. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  11637. break;
  11638. }
  11639. }
  11640. }
  11641. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  11642. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11643. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11644. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  11645. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  11646. map_freeblock_lock();
  11647. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  11648. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11649. else
  11650. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11651. if( sd && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, sd) && skill_check_condition_castbegin(sd, ud->skill_id, ud->skill_lv) ){
  11652. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  11653. }
  11654. sc = status_get_sc(src);
  11655. if(sc && sc->count) {
  11656. if (ud->skill_id != RA_CAMOUFLAGE)
  11657. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  11658. if(sc->data[SC_SPIRIT] &&
  11659. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  11660. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  11661. ud->skill_id != WZ_WATERBALL)
  11662. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  11663. #ifndef RENEWAL
  11664. if( sc->data[SC_DANCING] && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  11665. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  11666. #endif
  11667. }
  11668. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  11669. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11670. if (ud->skilltimer == INVALID_TIMER) {
  11671. if(md) md->skill_idx = -1;
  11672. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  11673. ud->skill_lv = ud->skilltarget = 0;
  11674. }
  11675. map_freeblock_unlock();
  11676. return 1;
  11677. } while(0);
  11678. //Skill failed.
  11679. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  11680. { //When Asura fails... (except when it fails from Wall of Fog)
  11681. //Consume SP/spheres
  11682. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  11683. status_set_sp(src, 0, 0);
  11684. sc = &sd->sc;
  11685. if (sc->count)
  11686. { //End states
  11687. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  11688. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  11689. #ifdef RENEWAL
  11690. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  11691. #endif
  11692. }
  11693. if( target && target->m == src->m ) { //Move character to target anyway.
  11694. short x, y;
  11695. short dir = map_calc_dir(src,target->x,target->y);
  11696. //Move 3 cells (From Caster)
  11697. if( dir > 0 && dir < 4 )
  11698. x = -3;
  11699. else if( dir > 4 )
  11700. x = 3;
  11701. else
  11702. x = 0;
  11703. if( dir > 2 && dir < 6 )
  11704. y = -3;
  11705. else if( dir == 7 || dir < 2 )
  11706. y = 3;
  11707. else
  11708. y = 0;
  11709. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  11710. clif_blown(src);
  11711. clif_spiritball(src);
  11712. }
  11713. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  11714. }
  11715. }
  11716. ud->skill_id = ud->skilltarget = 0;
  11717. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11718. ud->canact_tick = tick;
  11719. //You can't place a skill failed packet here because it would be
  11720. //sent in ALL cases, even cases where skill_check_condition fails
  11721. //which would lead to double 'skill failed' messages u.u [Skotlex]
  11722. if (sd) {
  11723. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11724. if (sd->skill_keep_using.skill_id > 0) {
  11725. sd->skill_keep_using.skill_id = 0;
  11726. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  11727. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  11728. sd->skill_keep_using.tid = INVALID_TIMER;
  11729. }
  11730. }
  11731. } else if (md)
  11732. md->skill_idx = -1;
  11733. return 0;
  11734. }
  11735. /*==========================================
  11736. *
  11737. *------------------------------------------*/
  11738. TIMER_FUNC(skill_castend_pos){
  11739. struct block_list* src = map_id2bl(id);
  11740. struct map_session_data *sd;
  11741. struct unit_data *ud = unit_bl2ud(src);
  11742. struct mob_data *md;
  11743. nullpo_ret(ud);
  11744. sd = BL_CAST(BL_PC , src);
  11745. md = BL_CAST(BL_MOB, src);
  11746. if( src->prev == NULL ) {
  11747. ud->skilltimer = INVALID_TIMER;
  11748. return 0;
  11749. }
  11750. if( ud->skilltimer != tid )
  11751. {
  11752. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  11753. ud->skilltimer = INVALID_TIMER;
  11754. return 0;
  11755. }
  11756. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  11757. {// restore original walk speed
  11758. ud->skilltimer = INVALID_TIMER;
  11759. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  11760. } else
  11761. ud->skilltimer = INVALID_TIMER;
  11762. do {
  11763. if( status_isdead(src) )
  11764. break;
  11765. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  11766. break;
  11767. if(tid != INVALID_TIMER)
  11768. { //Avoid double checks on instant cast skills. [Skotlex]
  11769. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  11770. break;
  11771. if (battle_config.skill_add_range &&
  11772. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  11773. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  11774. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11775. break;
  11776. }
  11777. }
  11778. if( sd )
  11779. {
  11780. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11781. break;
  11782. else {
  11783. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  11784. int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  11785. // Give AP
  11786. if (add_ap > 0) {
  11787. switch (ud->skill_id) {
  11788. case WH_DEEPBLINDTRAP:
  11789. case WH_SOLIDTRAP:
  11790. case WH_SWIFTTRAP:
  11791. case WH_FLAMETRAP:
  11792. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  11793. add_ap += 1;
  11794. break;
  11795. }
  11796. status_heal(&sd->bl, 0, 0, add_ap, 0);
  11797. }
  11798. }
  11799. }
  11800. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11801. break;
  11802. if(md) {
  11803. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11804. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  11805. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  11806. }
  11807. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11808. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  11809. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  11810. if (ud->walktimer != INVALID_TIMER)
  11811. unit_stop_walking(src,1);
  11812. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11813. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11814. if (sd) { //Cooldown application
  11815. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  11816. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11817. }
  11818. if( battle_config.display_status_timers && sd )
  11819. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11820. // if( sd )
  11821. // {
  11822. // switch( ud->skill_id )
  11823. // {
  11824. // case ????:
  11825. // sd->canequip_tick = tick + ????;
  11826. // break;
  11827. // }
  11828. // }
  11829. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11830. map_freeblock_lock();
  11831. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  11832. if (ud->skill_id != RA_CAMOUFLAGE)
  11833. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  11834. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  11835. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11836. if (ud->skilltimer == INVALID_TIMER) {
  11837. if (md) md->skill_idx = -1;
  11838. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  11839. ud->skill_lv = ud->skillx = ud->skilly = 0;
  11840. }
  11841. map_freeblock_unlock();
  11842. return 1;
  11843. } while(0);
  11844. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11845. ud->canact_tick = tick;
  11846. ud->skill_id = ud->skill_lv = 0;
  11847. if(sd)
  11848. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11849. else if(md)
  11850. md->skill_idx = -1;
  11851. return 0;
  11852. }
  11853. /* skill count without self */
  11854. static int skill_count_wos(struct block_list *bl,va_list ap) {
  11855. struct block_list* src = va_arg(ap, struct block_list*);
  11856. if( src->id != bl->id ) {
  11857. return 1;
  11858. }
  11859. return 0;
  11860. }
  11861. /*==========================================
  11862. *
  11863. *------------------------------------------*/
  11864. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  11865. {
  11866. struct map_session_data* sd;
  11867. struct status_change* sc;
  11868. struct status_change_entry *sce;
  11869. std::shared_ptr<s_skill_unit_group> sg;
  11870. enum sc_type type;
  11871. int i;
  11872. //if(skill_lv <= 0) return 0;
  11873. if(skill_id > 0 && !skill_lv) return 0; // celest
  11874. nullpo_ret(src);
  11875. if(status_isdead(src))
  11876. return 0;
  11877. sd = BL_CAST(BL_PC, src);
  11878. sc = status_get_sc(src);
  11879. type = skill_get_sc(skill_id);
  11880. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  11881. switch (skill_id) { //Skill effect.
  11882. case WZ_METEOR:
  11883. case WZ_ICEWALL:
  11884. case MO_BODYRELOCATION:
  11885. case CR_CULTIVATION:
  11886. case HW_GANBANTEIN:
  11887. case LG_EARTHDRIVE:
  11888. case SC_ESCAPE:
  11889. case SU_CN_METEOR:
  11890. break; //Effect is displayed on respective switch case.
  11891. default:
  11892. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  11893. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11894. else
  11895. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11896. }
  11897. switch(skill_id)
  11898. {
  11899. case PR_BENEDICTIO:
  11900. skill_area_temp[1] = src->id;
  11901. i = skill_get_splash(skill_id, skill_lv);
  11902. map_foreachinallarea(skill_area_sub,
  11903. src->m, x-i, y-i, x+i, y+i, BL_PC,
  11904. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  11905. skill_castend_nodamage_id);
  11906. map_foreachinallarea(skill_area_sub,
  11907. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11908. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  11909. skill_castend_damage_id);
  11910. break;
  11911. case BS_HAMMERFALL:
  11912. i = skill_get_splash(skill_id, skill_lv);
  11913. map_foreachinallarea(skill_area_sub,
  11914. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11915. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  11916. skill_castend_nodamage_id);
  11917. break;
  11918. case HT_DETECTING:
  11919. i = skill_get_splash(skill_id, skill_lv);
  11920. map_foreachinallarea( status_change_timer_sub,
  11921. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  11922. src,NULL,SC_SIGHT,tick);
  11923. skill_reveal_trap_inarea(src, i, x, y);
  11924. break;
  11925. case SR_RIDEINLIGHTNING:
  11926. i = skill_get_splash(skill_id, skill_lv);
  11927. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11928. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11929. break;
  11930. case NPC_LEX_AETERNA:
  11931. i = skill_get_splash(skill_id, skill_lv);
  11932. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  11933. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11934. break;
  11935. case SA_VOLCANO:
  11936. case SA_DELUGE:
  11937. case SA_VIOLENTGALE:
  11938. { //Does not consumes if the skill is already active. [Skotlex]
  11939. std::shared_ptr<s_skill_unit_group> sg2;
  11940. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  11941. {
  11942. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  11943. {
  11944. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11945. return 0; // not to consume items
  11946. }
  11947. else
  11948. sg2->limit = 0; //Disable it.
  11949. }
  11950. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11951. break;
  11952. }
  11953. // Skill Unit Setting
  11954. case MG_SAFETYWALL: {
  11955. int dummy = 1;
  11956. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  11957. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11958. return 0; // Don't consume gems if cast on Land Protector
  11959. }
  11960. }
  11961. case MG_FIREWALL:
  11962. case MG_THUNDERSTORM:
  11963. case AL_PNEUMA:
  11964. case WZ_FIREPILLAR:
  11965. case WZ_QUAGMIRE:
  11966. case WZ_VERMILION:
  11967. case WZ_STORMGUST:
  11968. case WZ_HEAVENDRIVE:
  11969. case PR_SANCTUARY:
  11970. case PR_MAGNUS:
  11971. case CR_GRANDCROSS:
  11972. case NPC_GRANDDARKNESS:
  11973. case HT_SKIDTRAP:
  11974. case MA_SKIDTRAP:
  11975. case HT_LANDMINE:
  11976. case MA_LANDMINE:
  11977. case HT_ANKLESNARE:
  11978. case HT_SHOCKWAVE:
  11979. case HT_SANDMAN:
  11980. case MA_SANDMAN:
  11981. case HT_FLASHER:
  11982. case HT_FREEZINGTRAP:
  11983. case MA_FREEZINGTRAP:
  11984. case HT_BLASTMINE:
  11985. case HT_CLAYMORETRAP:
  11986. case AS_VENOMDUST:
  11987. case AM_DEMONSTRATION:
  11988. case PF_FOGWALL:
  11989. case PF_SPIDERWEB:
  11990. case HT_TALKIEBOX:
  11991. case WE_CALLPARTNER:
  11992. case WE_CALLPARENT:
  11993. case WE_CALLBABY:
  11994. case SA_LANDPROTECTOR:
  11995. #ifndef RENEWAL
  11996. case BD_LULLABY:
  11997. case BD_RICHMANKIM:
  11998. case BD_ETERNALCHAOS:
  11999. case BD_DRUMBATTLEFIELD:
  12000. case BD_RINGNIBELUNGEN:
  12001. case BD_ROKISWEIL:
  12002. case BD_INTOABYSS:
  12003. case BD_SIEGFRIED:
  12004. case BA_DISSONANCE:
  12005. case BA_POEMBRAGI:
  12006. case BA_WHISTLE:
  12007. case BA_ASSASSINCROSS:
  12008. case BA_APPLEIDUN:
  12009. case DC_UGLYDANCE:
  12010. case DC_HUMMING:
  12011. case DC_DONTFORGETME:
  12012. case DC_FORTUNEKISS:
  12013. case DC_SERVICEFORYOU:
  12014. #endif
  12015. case CG_MOONLIT:
  12016. case GS_DESPERADO:
  12017. case NJ_KAENSIN:
  12018. case NJ_BAKUENRYU:
  12019. case NJ_SUITON:
  12020. case NJ_HYOUSYOURAKU:
  12021. case NJ_RAIGEKISAI:
  12022. case NJ_KAMAITACHI:
  12023. #ifdef RENEWAL
  12024. case HW_GRAVITATION:
  12025. #endif
  12026. case NPC_EVILLAND:
  12027. case NPC_VENOMFOG:
  12028. case NPC_COMET:
  12029. case NPC_WIDESUCK:
  12030. case NPC_ICEMINE:
  12031. case NPC_FLAMECROSS:
  12032. case NPC_HELLBURNING:
  12033. case NPC_REVERBERATION:
  12034. case WL_COMET:
  12035. case RA_ELECTRICSHOCKER:
  12036. case RA_CLUSTERBOMB:
  12037. case RA_MAGENTATRAP:
  12038. case RA_COBALTTRAP:
  12039. case RA_MAIZETRAP:
  12040. case RA_VERDURETRAP:
  12041. case RA_FIRINGTRAP:
  12042. case RA_ICEBOUNDTRAP:
  12043. case SC_MANHOLE:
  12044. case SC_DIMENSIONDOOR:
  12045. case SC_CHAOSPANIC:
  12046. case SC_MAELSTROM:
  12047. case SC_BLOODYLUST:
  12048. case WM_POEMOFNETHERWORLD:
  12049. case SO_PSYCHIC_WAVE:
  12050. case NPC_PSYCHIC_WAVE:
  12051. case SO_VACUUM_EXTREME:
  12052. case GN_THORNS_TRAP:
  12053. case SO_EARTHGRAVE:
  12054. case SO_DIAMONDDUST:
  12055. case SO_FIRE_INSIGNIA:
  12056. case SO_WATER_INSIGNIA:
  12057. case SO_WIND_INSIGNIA:
  12058. case SO_EARTH_INSIGNIA:
  12059. case KO_ZENKAI:
  12060. case MH_LAVA_SLIDE:
  12061. case MH_VOLCANIC_ASH:
  12062. case MH_POISON_MIST:
  12063. case MH_STEINWAND:
  12064. case MH_XENO_SLASHER:
  12065. case LG_KINGS_GRACE:
  12066. case SJ_BOOKOFCREATINGSTAR:
  12067. case RL_B_TRAP:
  12068. case NPC_STORMGUST2:
  12069. case AG_RAIN_OF_CRYSTAL:
  12070. case AG_MYSTERY_ILLUSION:
  12071. case AG_STRANTUM_TREMOR:
  12072. case AG_TORNADO_STORM:
  12073. case AG_FLORAL_FLARE_ROAD:
  12074. case IG_CROSS_RAIN:
  12075. case CD_PNEUMATICUS_PROCELLA:
  12076. case ABC_ABYSS_STRIKE:
  12077. case ABC_ABYSS_SQUARE:
  12078. case WH_DEEPBLINDTRAP:
  12079. case WH_SOLIDTRAP:
  12080. case WH_SWIFTTRAP:
  12081. case WH_FLAMETRAP:
  12082. case BO_ACIDIFIED_ZONE_WATER:
  12083. case BO_ACIDIFIED_ZONE_GROUND:
  12084. case BO_ACIDIFIED_ZONE_WIND:
  12085. case BO_ACIDIFIED_ZONE_FIRE:
  12086. case EM_DIAMOND_STORM:
  12087. case EM_LIGHTNING_LAND:
  12088. case EM_VENOM_SWAMP:
  12089. case EM_CONFLAGRATION:
  12090. case EM_TERRA_DRIVE:
  12091. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  12092. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  12093. case GN_WALLOFTHORN:
  12094. case GN_DEMONIC_FIRE:
  12095. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12096. break;
  12097. case WZ_ICEWALL:
  12098. flag|=1;
  12099. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  12100. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12101. break;
  12102. case RG_GRAFFITI: /* Graffiti [Valaris] */
  12103. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12104. flag|=1;
  12105. break;
  12106. case NPC_EARTHQUAKE:
  12107. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12108. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12109. break;
  12110. #ifndef RENEWAL
  12111. case HP_BASILICA:
  12112. if( sc->data[SC_BASILICA] ) {
  12113. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  12114. return 0;
  12115. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  12116. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  12117. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12118. return 0;
  12119. }
  12120. skill_clear_unitgroup(src);
  12121. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12122. flag|=1;
  12123. }
  12124. break;
  12125. #endif
  12126. #ifndef RENEWAL
  12127. case CG_HERMODE:
  12128. skill_clear_unitgroup(src);
  12129. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12130. sc_start4(src,src,SC_DANCING,100,
  12131. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12132. flag|=1;
  12133. #endif
  12134. break;
  12135. case RG_CLEANER: // [Valaris]
  12136. i = skill_get_splash(skill_id, skill_lv);
  12137. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  12138. break;
  12139. case SO_WARMER:
  12140. case SO_CLOUD_KILL:
  12141. case NPC_CLOUD_KILL:
  12142. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  12143. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12144. break;
  12145. case SU_CN_POWDERING:
  12146. case SU_NYANGGRASS:
  12147. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  12148. if (skill_id == SU_CN_POWDERING)
  12149. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  12150. else
  12151. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  12152. }
  12153. flag |= 1;
  12154. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12155. break;
  12156. case SU_CN_METEOR:
  12157. if (sd) {
  12158. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  12159. skill_id = SU_CN_METEOR2;
  12160. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  12161. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  12162. }
  12163. // Fall through
  12164. case WZ_METEOR:
  12165. {
  12166. int area = skill_get_splash(skill_id, skill_lv);
  12167. short tmpx = 0, tmpy = 0;
  12168. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  12169. // Creates a random Cell in the Splash Area
  12170. tmpx = x - area + rnd() % (area * 2 + 1);
  12171. tmpy = y - area + rnd() % (area * 2 + 1);
  12172. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  12173. }
  12174. }
  12175. break;
  12176. case AL_WARP:
  12177. if(sd)
  12178. {
  12179. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  12180. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  12181. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  12182. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  12183. );
  12184. }
  12185. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  12186. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  12187. return 0; // not to consume item.
  12188. case MO_BODYRELOCATION:
  12189. if (unit_movepos(src, x, y, 2, 1)) {
  12190. #if PACKETVER >= 20111005
  12191. clif_snap(src, src->x, src->y);
  12192. #else
  12193. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  12194. #endif
  12195. if (sd)
  12196. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  12197. }
  12198. break;
  12199. case NJ_SHADOWJUMP:
  12200. 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.
  12201. clif_blown(src);
  12202. status_change_end(src, SC_HIDING, INVALID_TIMER);
  12203. break;
  12204. case AM_SPHEREMINE:
  12205. case AM_CANNIBALIZE:
  12206. {
  12207. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  12208. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  12209. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  12210. struct mob_data *md;
  12211. // Correct info, don't change any of this! [celest]
  12212. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  12213. if (md) {
  12214. md->master_id = src->id;
  12215. md->special_state.ai = ai;
  12216. if( md->deletetimer != INVALID_TIMER )
  12217. delete_timer(md->deletetimer, mob_timer_delete);
  12218. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  12219. mob_spawn (md); //Now it is ready for spawning.
  12220. }
  12221. }
  12222. break;
  12223. // Slim Pitcher [Celest]
  12224. case CR_SLIMPITCHER:
  12225. if (sd) {
  12226. int i_lv = 0, j = 0;
  12227. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  12228. i_lv = skill_lv%11 - 1;
  12229. j = pc_search_inventory(sd, require.itemid[i_lv]);
  12230. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  12231. {
  12232. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12233. return 1;
  12234. }
  12235. potion_flag = 1;
  12236. potion_hp = 0;
  12237. potion_sp = 0;
  12238. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  12239. potion_flag = 0;
  12240. //Apply skill bonuses
  12241. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  12242. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  12243. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  12244. + pc_skillheal_bonus(sd, skill_id);
  12245. potion_hp = potion_hp * (100+i_lv)/100;
  12246. potion_sp = potion_sp * (100+i_lv)/100;
  12247. // Final heal increased by HPlus.
  12248. // Is this the right place for this??? [Rytech]
  12249. // Can HPlus also affect SP recovery???
  12250. status_data *sstatus = status_get_status_data(src);
  12251. if (sstatus && sstatus->hplus > 0) {
  12252. potion_hp += potion_hp * sstatus->hplus / 100;
  12253. potion_sp += potion_sp * sstatus->hplus / 100;
  12254. }
  12255. if(potion_hp > 0 || potion_sp > 0) {
  12256. i_lv = skill_get_splash(skill_id, skill_lv);
  12257. map_foreachinallarea(skill_area_sub,
  12258. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  12259. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12260. skill_castend_nodamage_id);
  12261. }
  12262. } else {
  12263. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  12264. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  12265. potion_flag = 1;
  12266. potion_hp = 0;
  12267. potion_sp = 0;
  12268. run_script(item->script,0,src->id,0);
  12269. potion_flag = 0;
  12270. potion_hp = potion_hp * (100+id)/100;
  12271. potion_sp = potion_sp * (100+id)/100;
  12272. if(potion_hp > 0 || potion_sp > 0) {
  12273. id = skill_get_splash(skill_id, skill_lv);
  12274. map_foreachinallarea(skill_area_sub,
  12275. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  12276. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12277. skill_castend_nodamage_id);
  12278. }
  12279. }
  12280. break;
  12281. case HW_GANBANTEIN:
  12282. if (rnd()%100 < 80) {
  12283. int dummy = 1;
  12284. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12285. i = skill_get_splash(skill_id, skill_lv);
  12286. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  12287. } else {
  12288. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12289. return 1;
  12290. }
  12291. break;
  12292. #ifndef RENEWAL
  12293. case HW_GRAVITATION:
  12294. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12295. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  12296. flag|=1;
  12297. break;
  12298. #endif
  12299. // Plant Cultivation [Celest]
  12300. case CR_CULTIVATION:
  12301. if (sd) {
  12302. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  12303. {
  12304. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12305. return 1;
  12306. }
  12307. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12308. if (rnd()%100 < 50) {
  12309. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12310. } else {
  12311. TBL_MOB* md = NULL;
  12312. int t, mob_id;
  12313. if (skill_lv == 1)
  12314. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  12315. else {
  12316. int rand_val = rnd() % 100;
  12317. if (rand_val < 30)
  12318. mob_id = MOBID_GREEN_PLANT;
  12319. else if (rand_val < 55)
  12320. mob_id = MOBID_RED_PLANT;
  12321. else if (rand_val < 80)
  12322. mob_id = MOBID_YELLOW_PLANT;
  12323. else if (rand_val < 90)
  12324. mob_id = MOBID_WHITE_PLANT;
  12325. else if (rand_val < 98)
  12326. mob_id = MOBID_BLUE_PLANT;
  12327. else
  12328. mob_id = MOBID_SHINING_PLANT;
  12329. }
  12330. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  12331. if (!md)
  12332. break;
  12333. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  12334. {
  12335. if( md->deletetimer != INVALID_TIMER )
  12336. delete_timer(md->deletetimer, mob_timer_delete);
  12337. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  12338. }
  12339. mob_spawn(md);
  12340. }
  12341. }
  12342. break;
  12343. case SG_SUN_WARM:
  12344. case SG_MOON_WARM:
  12345. case SG_STAR_WARM:
  12346. skill_clear_unitgroup(src);
  12347. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  12348. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12349. flag|=1;
  12350. break;
  12351. case PA_GOSPEL:
  12352. if (sce && sce->val4 == BCT_SELF)
  12353. {
  12354. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  12355. return 0;
  12356. }
  12357. else
  12358. {
  12359. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  12360. if (!sg) break;
  12361. if (sce)
  12362. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  12363. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  12364. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  12365. }
  12366. break;
  12367. case NJ_TATAMIGAESHI:
  12368. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  12369. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  12370. break;
  12371. case AM_RESURRECTHOMUN: //[orn]
  12372. if (sd)
  12373. {
  12374. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  12375. {
  12376. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12377. break;
  12378. }
  12379. }
  12380. break;
  12381. case AC_SHOWER:
  12382. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  12383. case MA_SHOWER:
  12384. case NC_COLDSLOWER:
  12385. case RK_DRAGONBREATH:
  12386. case RK_DRAGONBREATH_WATER:
  12387. case NPC_DRAGONBREATH:
  12388. case WL_FROSTMISTY:
  12389. case RL_HAMMER_OF_GOD:
  12390. // Cast center might be relevant later (e.g. for knockback direction)
  12391. skill_area_temp[4] = x;
  12392. skill_area_temp[5] = y;
  12393. i = skill_get_splash(skill_id,skill_lv);
  12394. 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);
  12395. break;
  12396. case SO_ARRULLO:
  12397. i = skill_get_splash(skill_id,skill_lv);
  12398. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  12399. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12400. break;
  12401. case GC_POISONSMOKE:
  12402. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  12403. if( sd )
  12404. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  12405. return 0;
  12406. }
  12407. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  12408. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  12409. break;
  12410. case AB_EPICLESIS:
  12411. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  12412. i = skill_get_splash(skill_id, skill_lv);
  12413. 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);
  12414. }
  12415. break;
  12416. case WL_EARTHSTRAIN:
  12417. {
  12418. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  12419. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  12420. for( w = 1; w <= wave; w++ )
  12421. {
  12422. switch( dir ){
  12423. case 0: case 1: case 7: sy = y + w; break;
  12424. case 3: case 4: case 5: sy = y - w; break;
  12425. case 2: sx = x - w; break;
  12426. case 6: sx = x + w; break;
  12427. }
  12428. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  12429. }
  12430. }
  12431. break;
  12432. case RA_DETONATOR:
  12433. i = skill_get_splash(skill_id, skill_lv);
  12434. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  12435. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12436. break;
  12437. case NC_NEUTRALBARRIER:
  12438. case NC_STEALTHFIELD:
  12439. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  12440. skill_clear_unitgroup(src);
  12441. return 0;
  12442. }
  12443. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  12444. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  12445. 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));
  12446. }
  12447. break;
  12448. case NC_SILVERSNIPER:
  12449. {
  12450. struct mob_data *md;
  12451. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  12452. if( md ) {
  12453. md->master_id = src->id;
  12454. md->special_state.ai = AI_FAW;
  12455. if( md->deletetimer != INVALID_TIMER )
  12456. delete_timer(md->deletetimer, mob_timer_delete);
  12457. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12458. mob_spawn(md);
  12459. }
  12460. }
  12461. break;
  12462. case NC_MAGICDECOY:
  12463. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  12464. break;
  12465. case SC_FEINTBOMB: {
  12466. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  12467. if( group == nullptr || group->unit == nullptr ) {
  12468. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12469. return 1;
  12470. }
  12471. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  12472. 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
  12473. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  12474. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12475. }
  12476. break;
  12477. case SC_ESCAPE:
  12478. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12479. 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
  12480. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12481. flag |= 1;
  12482. break;
  12483. case LG_BANDING:
  12484. if( sc && sc->data[SC_BANDING] )
  12485. status_change_end(src,SC_BANDING,INVALID_TIMER);
  12486. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  12487. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12488. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12489. break;
  12490. case WM_DOMINION_IMPULSE:
  12491. i = skill_get_splash(skill_id, skill_lv);
  12492. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  12493. break;
  12494. case WM_GREAT_ECHO:
  12495. i = skill_get_splash(skill_id,skill_lv);
  12496. 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);
  12497. break;
  12498. case WM_SEVERE_RAINSTORM:
  12499. flag |= 1;
  12500. if (sd)
  12501. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  12502. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12503. break;
  12504. case GN_CRAZYWEED: {
  12505. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  12506. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  12507. int x1 = x - area + rnd()%(area * 2 + 1);
  12508. int y1 = y - area + rnd()%(area * 2 + 1);
  12509. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  12510. }
  12511. }
  12512. break;
  12513. case GN_FIRE_EXPANSION: {
  12514. struct unit_data *ud = unit_bl2ud(src);
  12515. if( !ud ) break;
  12516. for (const auto itsu : ud->skillunits) {
  12517. skill_unit *su = itsu->unit;
  12518. std::shared_ptr<s_skill_unit_group> sg = itsu->unit->group;
  12519. if (itsu->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4) {
  12520. switch (skill_lv) {
  12521. case 1: {
  12522. // TODO:
  12523. int duration = (int)(sg->limit - DIFF_TICK(tick, sg->tick));
  12524. skill_delunit(su);
  12525. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  12526. flag |= 1;
  12527. }
  12528. break;
  12529. case 2:
  12530. 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);
  12531. if (su != NULL)
  12532. skill_delunit(su);
  12533. break;
  12534. case 3:
  12535. skill_delunit(su);
  12536. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  12537. flag |= 1;
  12538. break;
  12539. case 4:
  12540. skill_delunit(su);
  12541. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  12542. flag |= 1;
  12543. break;
  12544. case 5: {
  12545. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  12546. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  12547. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  12548. 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);
  12549. if (su != NULL)
  12550. skill_delunit(su);
  12551. }
  12552. break;
  12553. }
  12554. }
  12555. }
  12556. }
  12557. break;
  12558. case SO_FIREWALK:
  12559. case SO_ELECTRICWALK:
  12560. case NPC_FIREWALK:
  12561. case NPC_ELECTRICWALK:
  12562. if( sc && sc->data[type] )
  12563. status_change_end(src,type,INVALID_TIMER);
  12564. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  12565. break;
  12566. case KO_MAKIBISHI:
  12567. for( i = 0; i < (skill_lv+2); i++ ) {
  12568. x = src->x - 1 + rnd()%3;
  12569. y = src->y - 1 + rnd()%3;
  12570. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12571. }
  12572. break;
  12573. case KO_MUCHANAGE: {
  12574. struct status_data *sstatus;
  12575. int rate = 0;
  12576. sstatus = status_get_status_data(src);
  12577. i = skill_get_splash(skill_id,skill_lv);
  12578. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  12579. if( rate < 0 )
  12580. rate = 0;
  12581. 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);
  12582. if( rnd()%100 < rate )
  12583. 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);
  12584. }
  12585. break;
  12586. case RL_FALLEN_ANGEL:
  12587. if (unit_movepos(src,x,y,1,1)) {
  12588. clif_snap(src, src->x, src->y);
  12589. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  12590. } else {
  12591. if (sd)
  12592. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12593. }
  12594. break;
  12595. case RL_FIRE_RAIN: {
  12596. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  12597. int sx = x = src->x, sy = y = src->y;
  12598. for (w = 0; w <= wave; w++) {
  12599. switch (dir) {
  12600. case DIR_NORTH:
  12601. case DIR_NORTHWEST:
  12602. case DIR_NORTHEAST:
  12603. sy = y + w;
  12604. break;
  12605. case DIR_WEST:
  12606. sx = x - w;
  12607. break;
  12608. case DIR_SOUTHWEST:
  12609. case DIR_SOUTH:
  12610. case DIR_SOUTHEAST:
  12611. sy = y - w;
  12612. break;
  12613. case DIR_EAST:
  12614. sx = x + w;
  12615. break;
  12616. }
  12617. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  12618. }
  12619. }
  12620. break;
  12621. case NPC_MAGMA_ERUPTION:
  12622. case NC_MAGMA_ERUPTION:
  12623. // 1st, AoE 'slam' damage
  12624. i = skill_get_splash(skill_id, skill_lv);
  12625. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12626. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  12627. // 2nd, AoE 'eruption' unit
  12628. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  12629. break;
  12630. case SU_LOPE:
  12631. {
  12632. uint8 dir = map_calc_dir(src, x, y);
  12633. // Fails on noteleport maps, except for GvG and BG maps
  12634. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  12635. x = src->x;
  12636. y = src->y;
  12637. }
  12638. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  12639. 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))
  12640. clif_blown(src);
  12641. }
  12642. break;
  12643. case AG_ASTRAL_STRIKE:
  12644. i = skill_get_splash(skill_id, skill_lv);
  12645. map_foreachinallarea(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);
  12646. flag |= 1;
  12647. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12648. break;
  12649. case AG_VIOLENT_QUAKE:
  12650. case AG_ALL_BLOOM: {
  12651. int area = skill_get_splash(skill_id, skill_lv);
  12652. int unit_time = skill_get_time(skill_id, skill_lv);
  12653. int unit_interval = skill_get_unit_interval(skill_id);
  12654. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  12655. // Grab Climax's effect level if active.
  12656. // This affects the behavior of certain skills in certain ways.
  12657. if (sc && sc->data[SC_CLIMAX])
  12658. climax_lv = sc->data[SC_CLIMAX]->val1;
  12659. if (skill_id == AG_VIOLENT_QUAKE) {
  12660. sub_skill = AG_VIOLENT_QUAKE_ATK;
  12661. // Fixes rising rocks spawn area to 7x7.
  12662. if (climax_lv == 5)
  12663. area = 3;
  12664. } else { // AG_ALL_BLOOM
  12665. sub_skill = AG_ALL_BLOOM_ATK;
  12666. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  12667. unit_time /= 2;
  12668. unit_interval /= 2;
  12669. }
  12670. }
  12671. // Displays the earthquake / flower garden.
  12672. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12673. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  12674. i = skill_get_splash(skill_id, skill_lv);
  12675. map_foreachinallarea(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_nodamage_id);
  12676. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  12677. tmpx = x - area + rnd() % (area * 2 + 1);
  12678. tmpy = y - area + rnd() % (area * 2 + 1);
  12679. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  12680. if ((skill_id == AG_VIOLENT_QUAKE && climax_lv == 1) || (skill_id == AG_ALL_BLOOM && climax_lv == 2)) { // Spwan a 2nd rising rock / rose bud along with the 1st one.
  12681. tmpx = x - area + rnd() % (area * 2 + 1);
  12682. tmpy = y - area + rnd() % (area * 2 + 1);
  12683. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  12684. }
  12685. }
  12686. // One final attack the size of the flower garden is dealt after
  12687. // all rose buds explode if Climax level 5 is active.
  12688. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  12689. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  12690. }
  12691. break;
  12692. default:
  12693. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  12694. return 1;
  12695. }
  12696. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  12697. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  12698. if( sd )
  12699. {// ensure that the skill last-cast tick is recorded
  12700. sd->canskill_tick = gettick();
  12701. if( sd->state.arrow_atk && !(flag&1) )
  12702. {// consume arrow if this is a ground skill
  12703. battle_consume_ammo(sd, skill_id, skill_lv);
  12704. }
  12705. skill_onskillusage(sd, NULL, skill_id, tick);
  12706. // perform skill requirement consumption
  12707. skill_consume_requirement(sd,skill_id,skill_lv,2);
  12708. }
  12709. return 0;
  12710. }
  12711. /*==========================================
  12712. *
  12713. *------------------------------------------*/
  12714. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  12715. {
  12716. nullpo_ret(sd);
  12717. //Simplify skill_failed code.
  12718. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  12719. if(skill_id != sd->menuskill_id)
  12720. return 0;
  12721. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  12722. skill_failed(sd);
  12723. return 0;
  12724. }
  12725. if( sd->sc.cant.cast ) {
  12726. skill_failed(sd);
  12727. return 0;
  12728. }
  12729. pc_stop_attack(sd);
  12730. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  12731. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  12732. if(strcmp(mapname,"cancel")==0) {
  12733. skill_failed(sd);
  12734. return 0;
  12735. }
  12736. switch(skill_id)
  12737. {
  12738. case AL_TELEPORT:
  12739. case ALL_ODINS_RECALL:
  12740. //The storage window is closed automatically by the client when there's
  12741. //any kind of map change, so we need to restore it automatically
  12742. //bugreport:8027
  12743. if(strcmp(mapname,"Random") == 0)
  12744. pc_randomwarp(sd,CLR_TELEPORT);
  12745. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  12746. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  12747. clif_refresh_storagewindow(sd);
  12748. break;
  12749. case AL_WARP:
  12750. {
  12751. const struct point *p[4];
  12752. std::shared_ptr<s_skill_unit_group> group;
  12753. int i, lv, wx, wy;
  12754. int maxcount=0;
  12755. int x,y;
  12756. unsigned short mapindex;
  12757. mapindex = mapindex_name2id((char*)mapname);
  12758. if(!mapindex) { //Given map not found?
  12759. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12760. skill_failed(sd);
  12761. return 0;
  12762. }
  12763. p[0] = &sd->status.save_point;
  12764. p[1] = &sd->status.memo_point[0];
  12765. p[2] = &sd->status.memo_point[1];
  12766. p[3] = &sd->status.memo_point[2];
  12767. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  12768. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  12769. if (maxcount == 0) {
  12770. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12771. skill_failed(sd);
  12772. return 0;
  12773. }
  12774. }
  12775. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  12776. wx = sd->menuskill_val>>16;
  12777. wy = sd->menuskill_val&0xffff;
  12778. if( lv <= 0 ) return 0;
  12779. if( lv > 4 ) lv = 4; // crash prevention
  12780. // check if the chosen map exists in the memo list
  12781. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  12782. if( i < lv ) {
  12783. x=p[i]->x;
  12784. y=p[i]->y;
  12785. } else {
  12786. skill_failed(sd);
  12787. return 0;
  12788. }
  12789. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  12790. { // This checks versus skill_id/skill_lv...
  12791. skill_failed(sd);
  12792. return 0;
  12793. }
  12794. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  12795. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  12796. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  12797. skill_failed(sd);
  12798. return 0;
  12799. }
  12800. group->val1 = (group->val1<<16)|(short)0;
  12801. // record the destination coordinates
  12802. group->val2 = (x<<16)|y;
  12803. group->val3 = mapindex;
  12804. }
  12805. break;
  12806. }
  12807. sd->menuskill_id = sd->menuskill_val = 0;
  12808. return 0;
  12809. #undef skill_failed
  12810. }
  12811. /// transforms 'target' skill unit into dissonance (if conditions are met)
  12812. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  12813. {
  12814. struct skill_unit* target = (struct skill_unit*)bl;
  12815. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  12816. int flag = va_arg(ap, int);
  12817. if (src == target)
  12818. return 0;
  12819. if (!target->group || !(target->group->state.song_dance&0x1))
  12820. return 0;
  12821. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  12822. return 0;
  12823. if (flag) //Set dissonance
  12824. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  12825. else //Remove dissonance
  12826. target->val2 &= ~(1 << UF_ENSEMBLE);
  12827. skill_getareachar_skillunit_visibilty(target, AREA);
  12828. return 1;
  12829. }
  12830. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  12831. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  12832. //When 1, this unit has been positioned, so start the cancel effect.
  12833. int skill_dance_overlap(struct skill_unit* unit, int flag)
  12834. {
  12835. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  12836. return 0;
  12837. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  12838. return 0; //Nothing to remove, this unit is not overlapped.
  12839. if (unit->val1 != unit->group->skill_id)
  12840. { //Reset state
  12841. unit->val1 = unit->group->skill_id;
  12842. unit->val2 &= ~(1 << UF_ENSEMBLE);
  12843. }
  12844. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  12845. }
  12846. /**
  12847. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  12848. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  12849. * @param flag 0 Convert
  12850. * @param flag 1 Revert
  12851. * @return true success
  12852. * @TODO: This should be completely removed later and rewritten
  12853. * The entire execution of the overlapping songs instances is dirty and hacked together
  12854. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  12855. */
  12856. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  12857. {
  12858. static int prevflag = 1; // by default the backup is empty
  12859. static s_skill_unit_group backup;
  12860. std::shared_ptr<s_skill_unit_group> group;
  12861. if( unit == nullptr || (group = unit->group) == nullptr )
  12862. return false;
  12863. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  12864. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  12865. return false;
  12866. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  12867. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  12868. flag ? "read an empty backup" : "write to a full backup",
  12869. group->skill_id, group->skill_lv, group->src_id);
  12870. return false;
  12871. }
  12872. prevflag = flag;
  12873. if (!flag) { //Transform
  12874. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  12875. // backup
  12876. backup.skill_id = group->skill_id;
  12877. backup.skill_lv = group->skill_lv;
  12878. backup.unit_id = group->unit_id;
  12879. backup.target_flag = group->target_flag;
  12880. backup.bl_flag = group->bl_flag;
  12881. backup.interval = group->interval;
  12882. // replace
  12883. group->skill_id = skill_id;
  12884. group->skill_lv = 1;
  12885. group->unit_id = skill_get_unit_id(skill_id);
  12886. group->target_flag = skill_get_unit_target(skill_id);
  12887. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12888. group->interval = skill_get_unit_interval(skill_id);
  12889. } else { //Restore
  12890. group->skill_id = backup.skill_id;
  12891. group->skill_lv = backup.skill_lv;
  12892. group->unit_id = backup.unit_id;
  12893. group->target_flag = backup.target_flag;
  12894. group->bl_flag = backup.bl_flag;
  12895. group->interval = backup.interval;
  12896. }
  12897. return true;
  12898. }
  12899. /**
  12900. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  12901. * @param src Object that triggers the skill
  12902. * @param skill_id Skill ID
  12903. * @param skill_lv Skill level of used skill
  12904. * @param x Position x
  12905. * @param y Position y
  12906. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  12907. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  12908. * @return s_skill_unit_group
  12909. */
  12910. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  12911. {
  12912. std::shared_ptr<s_skill_unit_group> group;
  12913. int i, val1 = 0, val2 = 0, val3 = 0;
  12914. t_tick limit;
  12915. int link_group_id = 0;
  12916. int target, interval, range;
  12917. t_itemid req_item = 0;
  12918. struct s_skill_unit_layout *layout;
  12919. struct map_session_data *sd;
  12920. struct status_data *status;
  12921. struct status_change *sc;
  12922. int active_flag = 1;
  12923. int subunt = 0;
  12924. bool hidden = false;
  12925. struct map_data *mapdata;
  12926. nullpo_retr(nullptr, src);
  12927. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  12928. mapdata = map_getmapdata(src->m);
  12929. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  12930. range = skill_get_unit_range(skill_id,skill_lv);
  12931. interval = skill->unit_interval;
  12932. target = skill_get_unit_target(skill_id);
  12933. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  12934. sd = BL_CAST(BL_PC, src);
  12935. status = status_get_status_data(src);
  12936. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  12937. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  12938. switch( skill_id ) {
  12939. case MH_STEINWAND:
  12940. val2 = 4 + skill_lv;
  12941. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  12942. break;
  12943. case MG_SAFETYWALL:
  12944. val2 = skill_lv + 1;
  12945. #ifdef RENEWAL
  12946. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  12947. #endif
  12948. break;
  12949. case MG_FIREWALL:
  12950. if(sc && sc->data[SC_VIOLENTGALE])
  12951. limit = limit*3/2;
  12952. val2 = 4+skill_lv;
  12953. break;
  12954. case AL_WARP:
  12955. val1=skill_lv+6;
  12956. if(!(flag&1))
  12957. limit=2000;
  12958. else // previous implementation (not used anymore)
  12959. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  12960. if( src->type != BL_SKILL ) return nullptr;
  12961. group = ((TBL_SKILL*)src)->group;
  12962. src = map_id2bl(group->src_id);
  12963. if( !src ) return nullptr;
  12964. val2 = group->val2; //Copy the (x,y) position you warp to
  12965. val3 = group->val3; //as well as the mapindex to warp to.
  12966. }
  12967. break;
  12968. #ifndef RENEWAL
  12969. case HP_BASILICA:
  12970. val1 = src->id; // Store caster id.
  12971. break;
  12972. #endif
  12973. case PR_SANCTUARY:
  12974. case NPC_EVILLAND:
  12975. val1=skill_lv+3;
  12976. break;
  12977. case WZ_METEOR:
  12978. case SU_CN_METEOR:
  12979. case SU_CN_METEOR2:
  12980. limit = flag;
  12981. flag = 0; // Flag should not influence anything else for these skills
  12982. break;
  12983. case WZ_FIREPILLAR:
  12984. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12985. return nullptr;
  12986. if((flag&1)!=0)
  12987. limit=1000;
  12988. val1=skill_lv+2;
  12989. break;
  12990. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  12991. case AM_DEMONSTRATION:
  12992. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  12993. target = BCT_ALL;
  12994. break;
  12995. case HT_SKIDTRAP:
  12996. case MA_SKIDTRAP:
  12997. //Save position of caster
  12998. val1 = ((src->x)<<16)|(src->y);
  12999. case HT_ANKLESNARE:
  13000. case HT_SHOCKWAVE:
  13001. case HT_SANDMAN:
  13002. case MA_SANDMAN:
  13003. case HT_CLAYMORETRAP:
  13004. case HT_LANDMINE:
  13005. case MA_LANDMINE:
  13006. case HT_FLASHER:
  13007. case HT_FREEZINGTRAP:
  13008. case MA_FREEZINGTRAP:
  13009. case HT_BLASTMINE:
  13010. case RA_ELECTRICSHOCKER:
  13011. case RA_CLUSTERBOMB:
  13012. case RA_MAGENTATRAP:
  13013. case RA_COBALTTRAP:
  13014. case RA_MAIZETRAP:
  13015. case RA_VERDURETRAP:
  13016. case RA_FIRINGTRAP:
  13017. case RA_ICEBOUNDTRAP:
  13018. case RL_B_TRAP:
  13019. case SC_ESCAPE:
  13020. {
  13021. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  13022. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  13023. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  13024. req_item = req.itemid[i];
  13025. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  13026. break;
  13027. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  13028. target = BCT_ALL;
  13029. }
  13030. break;
  13031. case SA_LANDPROTECTOR:
  13032. case SA_VOLCANO:
  13033. case SA_DELUGE:
  13034. case SA_VIOLENTGALE:
  13035. case SC_CHAOSPANIC:
  13036. {
  13037. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  13038. if (old_sg != nullptr)
  13039. { //HelloKitty confirmed that these are interchangeable,
  13040. //so you can change element and not consume gemstones.
  13041. if ((
  13042. old_sg->skill_id == SA_VOLCANO ||
  13043. old_sg->skill_id == SA_DELUGE ||
  13044. old_sg->skill_id == SA_VIOLENTGALE
  13045. ) && old_sg->limit > 0)
  13046. { //Use the previous limit (minus the elapsed time) [Skotlex]
  13047. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  13048. if (limit < 0) //This can happen...
  13049. limit = skill_get_time(skill_id,skill_lv);
  13050. }
  13051. skill_clear_group(src,1);
  13052. }
  13053. break;
  13054. }
  13055. case BA_WHISTLE:
  13056. val1 = skill_lv + status->agi / 10; // Flee increase
  13057. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  13058. if (sd) {
  13059. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13060. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  13061. }
  13062. break;
  13063. case DC_HUMMING:
  13064. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  13065. if (sd)
  13066. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13067. break;
  13068. case BA_POEMBRAGI:
  13069. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  13070. //For some reason at level 10 the base delay reduction is 50%.
  13071. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  13072. if (sd) {
  13073. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  13074. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  13075. }
  13076. break;
  13077. case DC_DONTFORGETME:
  13078. #ifdef RENEWAL
  13079. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  13080. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  13081. #else
  13082. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  13083. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  13084. #endif
  13085. if (sd) {
  13086. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13087. #ifdef RENEWAL
  13088. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13089. #else
  13090. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  13091. #endif
  13092. }
  13093. val1 *= 10; //Because 10 is actually 1% aspd
  13094. break;
  13095. case DC_SERVICEFORYOU:
  13096. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  13097. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  13098. if (sd) {
  13099. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13100. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13101. }
  13102. break;
  13103. case BA_ASSASSINCROSS:
  13104. if (sd)
  13105. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13106. val1 += 5 + skill_lv + (status->agi / 20);
  13107. val1 *= 10; // ASPD works with 1000 as 100%
  13108. break;
  13109. case DC_FORTUNEKISS:
  13110. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  13111. val1 *= 10; //Because every 10 crit is an actual cri point.
  13112. if (sd)
  13113. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  13114. break;
  13115. case BD_DRUMBATTLEFIELD:
  13116. val1 = (skill_lv+1)*25; //Atk increase
  13117. val2 = (skill_lv+1)*2; //Def increase
  13118. break;
  13119. case BD_RINGNIBELUNGEN:
  13120. val1 = (skill_lv+2)*25; //Atk increase
  13121. break;
  13122. case BD_RICHMANKIM:
  13123. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  13124. break;
  13125. case BD_SIEGFRIED:
  13126. val1 = 55 + skill_lv*5; //Elemental Resistance
  13127. val2 = skill_lv*10; //Status ailment resistance
  13128. break;
  13129. case WE_CALLPARTNER:
  13130. if (sd) val1 = sd->status.partner_id;
  13131. break;
  13132. case WE_CALLPARENT:
  13133. if (sd) {
  13134. val1 = sd->status.father;
  13135. val2 = sd->status.mother;
  13136. }
  13137. break;
  13138. case WE_CALLBABY:
  13139. if (sd) val1 = sd->status.child;
  13140. break;
  13141. case NJ_KAENSIN:
  13142. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  13143. val2 = (skill_lv+1)/2 + 4;
  13144. break;
  13145. case NJ_SUITON:
  13146. skill_clear_group(src, 1);
  13147. break;
  13148. case GS_GROUNDDRIFT:
  13149. {
  13150. // Ground Drift Element is decided when it's placed.
  13151. int ele = skill_get_ele(skill_id, skill_lv);
  13152. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  13153. if (ele == ELE_RANDOM)
  13154. val1 = element[rnd()%5]; // Use random from available unit visual?
  13155. else if (ele == ELE_ENDOWED)
  13156. val1 = status_get_attack_sc_element(src,sc);
  13157. else if (ele == ELE_WEAPON) {
  13158. val1 = status->rhw.ele;
  13159. if (sc && sc->data[SC_ENCHANTARMS])
  13160. val1 = sc->data[SC_ENCHANTARMS]->val1;
  13161. }
  13162. switch (val1) {
  13163. case ELE_FIRE:
  13164. subunt++;
  13165. case ELE_WATER:
  13166. subunt++;
  13167. case ELE_POISON:
  13168. subunt++;
  13169. case ELE_DARK:
  13170. subunt++;
  13171. case ELE_WIND:
  13172. break;
  13173. default:
  13174. subunt = rnd()%5;
  13175. break;
  13176. }
  13177. break;
  13178. }
  13179. case GC_POISONSMOKE:
  13180. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  13181. return nullptr;
  13182. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  13183. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  13184. limit = skill_get_time(skill_id, skill_lv);
  13185. break;
  13186. case NPC_COMET:
  13187. case WL_COMET:
  13188. if (sc) {
  13189. sc->comet_x = x;
  13190. sc->comet_y = y;
  13191. }
  13192. break;
  13193. case GD_LEADERSHIP:
  13194. case GD_GLORYWOUNDS:
  13195. case GD_SOULCOLD:
  13196. case GD_HAWKEYES:
  13197. limit = 1000000;//it doesn't matter
  13198. break;
  13199. case LG_BANDING:
  13200. limit = -1;
  13201. break;
  13202. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  13203. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  13204. target = BCT_ALL;
  13205. case WM_SEVERE_RAINSTORM:
  13206. case SO_WATER_INSIGNIA:
  13207. case SO_FIRE_INSIGNIA:
  13208. case SO_WIND_INSIGNIA:
  13209. case SO_EARTH_INSIGNIA:
  13210. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13211. return nullptr;
  13212. break;
  13213. case SO_CLOUD_KILL:
  13214. case NPC_CLOUD_KILL:
  13215. skill_clear_group(src, 4);
  13216. break;
  13217. case SO_WARMER:
  13218. skill_clear_group(src, 8);
  13219. break;
  13220. case SO_FIREWALK:
  13221. case SO_ELECTRICWALK:
  13222. limit = skill_get_time2(skill_id, skill_lv);
  13223. break;
  13224. case GN_WALLOFTHORN:
  13225. // Turns to Firewall
  13226. if( flag&1 )
  13227. limit = 3000;
  13228. val3 = (x<<16)|y;
  13229. break;
  13230. case GN_DEMONIC_FIRE:
  13231. if (flag) { // Fire Expansion level 1
  13232. limit = flag + 10000;
  13233. flag = 0;
  13234. }
  13235. break;
  13236. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13237. case GN_FIRE_EXPANSION_TEAR_GAS:
  13238. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  13239. break;
  13240. case KO_ZENKAI:
  13241. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  13242. val1 = sd->spiritcharm;
  13243. val2 = sd->spiritcharm_type;
  13244. limit = 6000 * val1;
  13245. subunt = sd->spiritcharm_type - 1;
  13246. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  13247. }
  13248. break;
  13249. #ifndef RENEWAL
  13250. case HW_GRAVITATION:
  13251. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  13252. link_group_id = sc->data[SC_GRAVITATION]->val4;
  13253. break;
  13254. #endif
  13255. case SO_VACUUM_EXTREME:
  13256. // Coordinates
  13257. val1 = x;
  13258. val2 = y;
  13259. val3 = 0; // Suck target at n seconds.
  13260. break;
  13261. case MH_POISON_MIST:
  13262. case MH_LAVA_SLIDE:
  13263. skill_clear_group(src, 1);
  13264. break;
  13265. case MH_VOLCANIC_ASH:
  13266. if (!map_flag_vs(src->m))
  13267. target = BCT_ENEMY;
  13268. break;
  13269. case AG_VIOLENT_QUAKE:
  13270. case AG_ALL_BLOOM:
  13271. if (sc && sc->data[SC_CLIMAX]) {
  13272. if (skill_id == AG_ALL_BLOOM && sc->data[SC_CLIMAX]->val1 == 1)
  13273. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  13274. else if (sc->data[SC_CLIMAX]->val1 == 4)
  13275. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  13276. }
  13277. break;
  13278. case AG_VIOLENT_QUAKE_ATK:
  13279. case AG_ALL_BLOOM_ATK:
  13280. case AG_ALL_BLOOM_ATK2:
  13281. limit = flag;
  13282. flag = 0;
  13283. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 2)
  13284. range = 4; // Rising rocks splash is increased to 9x9.
  13285. break;
  13286. case WH_DEEPBLINDTRAP:
  13287. case WH_SOLIDTRAP:
  13288. case WH_SWIFTTRAP:
  13289. case WH_FLAMETRAP:
  13290. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  13291. break;
  13292. }
  13293. // Init skill unit group
  13294. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  13295. if (group == nullptr)
  13296. return nullptr;
  13297. group->val1 = val1;
  13298. group->val2 = val2;
  13299. group->val3 = val3;
  13300. group->link_group_id = link_group_id;
  13301. group->target_flag = target;
  13302. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13303. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  13304. 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
  13305. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  13306. group->item_id = req_item;
  13307. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  13308. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  13309. active_flag = 0;
  13310. // Put message for Talkie Box & Graffiti
  13311. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  13312. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  13313. if (sd)
  13314. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  13315. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  13316. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  13317. }
  13318. // Dance skill
  13319. if (group->state.song_dance) {
  13320. if(sd) {
  13321. sd->skill_id_dance = skill_id;
  13322. sd->skill_lv_dance = skill_lv;
  13323. }
  13324. if (
  13325. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  13326. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  13327. )
  13328. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13329. }
  13330. // Set skill unit
  13331. limit = group->limit;
  13332. for( i = 0; i < layout->count; i++ ) {
  13333. struct skill_unit *unit;
  13334. int ux = x + layout->dx[i];
  13335. int uy = y + layout->dy[i];
  13336. int unit_val1 = skill_lv;
  13337. int unit_val2 = 0;
  13338. int alive = 1;
  13339. // are the coordinates out of range?
  13340. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  13341. continue;
  13342. }
  13343. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  13344. continue; // don't place skill units on walls (except for songs/dances/encores)
  13345. 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) )
  13346. continue; // no path between cell and caster
  13347. switch( skill_id ) {
  13348. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  13349. case HT_LANDMINE:
  13350. case MA_LANDMINE:
  13351. case HT_ANKLESNARE:
  13352. case HT_SHOCKWAVE:
  13353. case HT_SANDMAN:
  13354. case MA_SANDMAN:
  13355. case HT_FLASHER:
  13356. case HT_FREEZINGTRAP:
  13357. case MA_FREEZINGTRAP:
  13358. case HT_SKIDTRAP:
  13359. case MA_SKIDTRAP:
  13360. case HT_CLAYMORETRAP:
  13361. case HT_BLASTMINE:
  13362. case SC_ESCAPE:
  13363. unit_val1 = 3500;
  13364. break;
  13365. case MG_FIREWALL:
  13366. case NJ_KAENSIN:
  13367. unit_val2 = group->val2;
  13368. break;
  13369. case WZ_ICEWALL:
  13370. unit_val1 = 200 + 200*skill_lv;
  13371. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  13372. break;
  13373. case WZ_WATERBALL:
  13374. //Check if there are cells that can be turned into waterball units
  13375. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  13376. || (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)
  13377. break; //Turn water, deluge or suiton into waterball cell
  13378. continue;
  13379. case GS_DESPERADO:
  13380. unit_val1 = abs(layout->dx[i]);
  13381. unit_val2 = abs(layout->dy[i]);
  13382. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  13383. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  13384. if (unit_val1) unit_val1--;
  13385. unit_val1 = 36 -12*unit_val1;
  13386. } else //Diagonal edges
  13387. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  13388. if (unit_val1 < 1) unit_val1 = 1;
  13389. unit_val2 = 0;
  13390. break;
  13391. case NPC_REVERBERATION:
  13392. unit_val1 = 1 + skill_lv;
  13393. break;
  13394. case WM_POEMOFNETHERWORLD:
  13395. unit_val1 = 1 + skill_lv;
  13396. break;
  13397. case GN_WALLOFTHORN:
  13398. if (flag&1) // Turned become Firewall
  13399. break;
  13400. unit_val1 = 2000 + 2000 * skill_lv; // HP
  13401. unit_val2 = 20; // Max hits
  13402. break;
  13403. case RL_B_TRAP:
  13404. unit_val1 = 3500;
  13405. unit_val2 = 0;
  13406. break;
  13407. default:
  13408. if (group->state.song_dance&0x1)
  13409. 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
  13410. break;
  13411. }
  13412. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  13413. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  13414. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  13415. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  13416. // Check active cell to failing or remove current unit
  13417. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  13418. if( !alive )
  13419. continue;
  13420. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  13421. unit->limit = limit;
  13422. unit->range = range;
  13423. if (skill_id == PF_FOGWALL && alive == 2)
  13424. { //Double duration of cells on top of Deluge/Suiton
  13425. unit->limit *= 2;
  13426. group->limit = unit->limit;
  13427. }
  13428. // Execute on all targets standing on this cell
  13429. if (range == 0 && active_flag)
  13430. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  13431. }
  13432. if (!group->alive_count)
  13433. { //No cells? Something that was blocked completely by Land Protector?
  13434. skill_delunitgroup(group);
  13435. return nullptr;
  13436. }
  13437. //success, unit created.
  13438. switch( skill_id ) {
  13439. case NJ_TATAMIGAESHI: //Store number of tiles.
  13440. group->val1 = group->alive_count;
  13441. break;
  13442. }
  13443. return group;
  13444. }
  13445. /*==========================================
  13446. *
  13447. *------------------------------------------*/
  13448. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13449. {
  13450. skill_unit_onplace(unit, bl, tick);
  13451. }
  13452. /**
  13453. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  13454. * while skill unit initialized or moved (such by knock back).
  13455. * As a follow of skill_unit_effect flag &1
  13456. * @param unit
  13457. * @param bl Target
  13458. * @param tick
  13459. */
  13460. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13461. {
  13462. struct block_list *ss; // Actual source that cast the skill unit
  13463. struct status_change *sc;
  13464. struct status_change_entry *sce;
  13465. struct status_data *tstatus;
  13466. enum sc_type type;
  13467. uint16 skill_id;
  13468. nullpo_ret(unit);
  13469. nullpo_ret(bl);
  13470. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  13471. return 0;
  13472. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13473. if (sg == nullptr)
  13474. return 0;
  13475. nullpo_ret(ss = map_id2bl(sg->src_id));
  13476. tstatus = status_get_status_data(bl);
  13477. 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) ||
  13478. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  13479. return 0; //AoE skills are ineffective. [Skotlex]
  13480. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  13481. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  13482. return 0; //Songs don't work in Basilica
  13483. sc = status_get_sc(bl);
  13484. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  13485. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  13486. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  13487. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  13488. if (sc && sc->data[SC_HOVERING] && skill->inf2[INF2_IGNOREHOVERING])
  13489. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  13490. type = skill_get_sc(sg->skill_id);
  13491. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  13492. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  13493. switch (sg->unit_id) {
  13494. case UNT_SPIDERWEB:
  13495. if (sc) {
  13496. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  13497. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  13498. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13499. const struct TimerData* td;
  13500. struct map_data *mapdata = map_getmapdata(bl->m);
  13501. if (mapdata_flag_vs(mapdata))
  13502. sec /= 2;
  13503. if (sc->data[type]) {
  13504. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  13505. //Already triple affected, immune
  13506. sg->limit = DIFF_TICK(tick, sg->tick);
  13507. break;
  13508. }
  13509. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  13510. if (mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 3)
  13511. sec *= (sc->data[type]->val1 + 1);
  13512. else if(!mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 2)
  13513. sec *= (sc->data[type]->val1 + 1);
  13514. //Add group id to status change
  13515. if (sc->data[type]->val2 == 0)
  13516. sc->data[type]->val2 = sg->group_id;
  13517. else if (sc->data[type]->val3 == 0)
  13518. sc->data[type]->val3 = sg->group_id;
  13519. else if (sc->data[type]->val4 == 0)
  13520. sc->data[type]->val4 = sg->group_id;
  13521. //Overwrite status change with new duration
  13522. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  13523. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  13524. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  13525. }
  13526. else {
  13527. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  13528. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  13529. if (td)
  13530. sec = DIFF_TICK(td->tick, tick);
  13531. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  13532. clif_fixpos(bl);
  13533. }
  13534. else
  13535. sec = 3000; //Couldn't trap it?
  13536. }
  13537. sg->val2 = bl->id;
  13538. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13539. }
  13540. break;
  13541. case UNT_SAFETYWALL:
  13542. if (!sce)
  13543. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  13544. break;
  13545. case UNT_BLOODYLUST:
  13546. if (sg->src_id == bl->id)
  13547. break; //Does not affect the caster.
  13548. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  13549. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  13550. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  13551. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  13552. break;
  13553. case UNT_PNEUMA:
  13554. if (!sce)
  13555. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13556. break;
  13557. case UNT_CHAOSPANIC:
  13558. 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);
  13559. break;
  13560. case UNT_WARP_WAITING: {
  13561. int working = sg->val1&0xffff;
  13562. if(bl->type==BL_PC && !working){
  13563. struct map_session_data *sd = (struct map_session_data *)bl;
  13564. if((!sd->chatID || battle_config.chat_warpportal)
  13565. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  13566. {
  13567. int x = sg->val2>>16;
  13568. int y = sg->val2&0xffff;
  13569. int count = sg->val1>>16;
  13570. unsigned short m = sg->val3;
  13571. if( --count <= 0 )
  13572. skill_delunitgroup(sg);
  13573. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  13574. working = 1;/* we break it because officials break it, lovely stuff. */
  13575. sg->val1 = (count<<16)|working;
  13576. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
  13577. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  13578. }
  13579. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  13580. int16 m = map_mapindex2mapid(sg->val3);
  13581. if (m < 0) break; //Map not available on this map-server.
  13582. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  13583. }
  13584. }
  13585. break;
  13586. case UNT_QUAGMIRE:
  13587. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  13588. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13589. break;
  13590. case UNT_VOLCANO:
  13591. case UNT_DELUGE:
  13592. case UNT_VIOLENTGALE:
  13593. case UNT_FIRE_INSIGNIA:
  13594. case UNT_WATER_INSIGNIA:
  13595. case UNT_WIND_INSIGNIA:
  13596. case UNT_EARTH_INSIGNIA:
  13597. if(!sce)
  13598. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  13599. break;
  13600. case UNT_WATER_BARRIER:
  13601. case UNT_ZEPHYR:
  13602. case UNT_POWER_OF_GAIA:
  13603. if (bl->id == ss->id)
  13604. break; // Doesn't affect the Elemental
  13605. if (!sce)
  13606. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  13607. break;
  13608. case UNT_SUITON:
  13609. if(!sce)
  13610. sc_start4(ss, bl,type,100,sg->skill_lv,
  13611. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  13612. 0,0,sg->limit);
  13613. break;
  13614. case UNT_HERMODE:
  13615. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  13616. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  13617. case UNT_RICHMANKIM:
  13618. case UNT_ETERNALCHAOS:
  13619. case UNT_DRUMBATTLEFIELD:
  13620. case UNT_RINGNIBELUNGEN:
  13621. case UNT_ROKISWEIL:
  13622. case UNT_INTOABYSS:
  13623. case UNT_SIEGFRIED:
  13624. //Needed to check when a dancer/bard leaves their ensemble area.
  13625. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13626. return skill_id;
  13627. if (!sce)
  13628. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13629. break;
  13630. case UNT_WHISTLE:
  13631. case UNT_ASSASSINCROSS:
  13632. case UNT_POEMBRAGI:
  13633. case UNT_APPLEIDUN:
  13634. case UNT_HUMMING:
  13635. case UNT_DONTFORGETME:
  13636. case UNT_FORTUNEKISS:
  13637. case UNT_SERVICEFORYOU:
  13638. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13639. return 0;
  13640. if (!sc) return 0;
  13641. if (!sce)
  13642. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13643. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  13644. sce->val4 = 0; //remove the mark that we stepped out
  13645. delete_timer(sce->timer, status_change_timer);
  13646. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  13647. }
  13648. break;
  13649. case UNT_FOGWALL:
  13650. if (!sce)
  13651. {
  13652. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  13653. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  13654. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  13655. }
  13656. break;
  13657. #ifndef RENEWAL
  13658. case UNT_GRAVITATION:
  13659. if (!sce)
  13660. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  13661. break;
  13662. case UNT_BASILICA:
  13663. {
  13664. int i = battle_check_target(bl, bl, BCT_ENEMY);
  13665. if (i > 0) {
  13666. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  13667. break;
  13668. }
  13669. if (!sce && i <= 0)
  13670. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  13671. }
  13672. break;
  13673. #endif
  13674. case UNT_MOONLIT:
  13675. //Knockback out of area if affected char isn't in Moonlit effect
  13676. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  13677. break;
  13678. if (ss == bl) //Also needed to prevent infinite loop crash.
  13679. break;
  13680. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  13681. break;
  13682. case UNT_REVERBERATION:
  13683. if (sg->src_id == bl->id)
  13684. break; //Does not affect the caster.
  13685. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  13686. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  13687. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  13688. sg->unit_id = UNT_USED_TRAPS;
  13689. break;
  13690. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  13691. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  13692. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  13693. break;
  13694. case UNT_FIRE_EXPANSION_TEAR_GAS:
  13695. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  13696. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  13697. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  13698. break;
  13699. case UNT_VOLCANIC_ASH:
  13700. if (!sce)
  13701. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  13702. break;
  13703. case UNT_KINGS_GRACE:
  13704. if (!sce) {
  13705. int state = 0;
  13706. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  13707. state |= BCT_GUILD;
  13708. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  13709. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  13710. }
  13711. break;
  13712. case UNT_STEALTHFIELD:
  13713. if( bl->id == sg->src_id )
  13714. break; // Doesn't work on self (video shows that)
  13715. if (!sce)
  13716. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  13717. break;
  13718. case UNT_NEUTRALBARRIER:
  13719. if (!sce)
  13720. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  13721. break;
  13722. case UNT_WARMER:
  13723. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  13724. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13725. break;
  13726. case UNT_CATNIPPOWDER:
  13727. if (sg->src_id == bl->id)
  13728. break; // Does not affect the caster or Boss.
  13729. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  13730. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13731. break;
  13732. case UNT_NYANGGRASS:
  13733. if (!sce)
  13734. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13735. break;
  13736. case UNT_CREATINGSTAR:
  13737. if (!sce)
  13738. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  13739. break;
  13740. case UNT_GD_LEADERSHIP:
  13741. case UNT_GD_GLORYWOUNDS:
  13742. case UNT_GD_SOULCOLD:
  13743. case UNT_GD_HAWKEYES:
  13744. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  13745. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  13746. break;
  13747. }
  13748. return skill_id;
  13749. }
  13750. /**
  13751. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  13752. * @param unit Skill unit
  13753. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  13754. * @param tick
  13755. */
  13756. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13757. {
  13758. struct block_list *ss;
  13759. TBL_PC* tsd;
  13760. struct status_data *tstatus;
  13761. struct status_change *sc, *tsc;
  13762. struct skill_unit_group_tickset *ts;
  13763. enum sc_type type;
  13764. uint16 skill_id;
  13765. t_tick diff = 0;
  13766. nullpo_ret(unit);
  13767. nullpo_ret(bl);
  13768. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  13769. return 0;
  13770. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13771. if (sg == nullptr)
  13772. return 0;
  13773. nullpo_ret(ss = map_id2bl(sg->src_id));
  13774. tsd = BL_CAST(BL_PC, bl);
  13775. tsc = status_get_sc(bl);
  13776. sc = status_get_sc(ss);
  13777. tstatus = status_get_status_data(bl);
  13778. type = skill_get_sc(sg->skill_id);
  13779. skill_id = sg->skill_id;
  13780. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  13781. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && inf2[INF2_ISTRAP])
  13782. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  13783. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  13784. return 0; // Under Hovering characters are immune to trap and ground target skills.
  13785. if (sg->interval == -1) {
  13786. switch (sg->unit_id) {
  13787. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  13788. case UNT_FIREPILLAR_ACTIVE:
  13789. case UNT_ELECTRICSHOCKER:
  13790. case UNT_MANHOLE:
  13791. return 0;
  13792. default:
  13793. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  13794. return 0;
  13795. }
  13796. }
  13797. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  13798. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  13799. diff = DIFF_TICK(tick,ts->tick);
  13800. if (diff < 0)
  13801. return 0;
  13802. ts->tick = tick+sg->interval;
  13803. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  13804. ts->tick += (t_tick)sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  13805. }
  13806. // Wall of Thorn damaged by Fire element unit [Cydh]
  13807. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  13808. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  13809. struct skill_unit *su = (struct skill_unit *)bl;
  13810. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  13811. 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);
  13812. su->group->limit = sg->limit = 0;
  13813. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  13814. return skill_id;
  13815. }
  13816. }
  13817. switch (sg->unit_id) {
  13818. // Units that deals simple attack
  13819. case UNT_GRAVITATION:
  13820. case UNT_EARTHSTRAIN:
  13821. case UNT_FIREWALK:
  13822. case UNT_ELECTRICWALK:
  13823. case UNT_PSYCHIC_WAVE:
  13824. case UNT_LAVA_SLIDE:
  13825. case UNT_MAKIBISHI:
  13826. case UNT_VENOMFOG:
  13827. case UNT_ICEMINE:
  13828. case UNT_FLAMECROSS:
  13829. case UNT_HELLBURNING:
  13830. case UNT_RAIN_OF_CRYSTAL:
  13831. case UNT_MYSTERY_ILLUSION:
  13832. case UNT_STRANTUM_TREMOR:
  13833. case UNT_TORNADO_STORM:
  13834. case UNT_FLORAL_FLARE_ROAD:
  13835. case UNT_CROSS_RAIN:
  13836. case UNT_PNEUMATICUS_PROCELLA:
  13837. case UNT_LIGHTNING_LAND:
  13838. case UNT_VENOM_SWAMP:
  13839. case UNT_CONFLAGRATION:
  13840. case UNT_DEEPBLINDTRAP:
  13841. case UNT_SOLIDTRAP:
  13842. case UNT_SWIFTTRAP:
  13843. case UNT_FLAMETRAP:
  13844. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13845. break;
  13846. case UNT_DUMMYSKILL:
  13847. switch (sg->skill_id) {
  13848. case SG_SUN_WARM: //SG skills [Komurka]
  13849. case SG_MOON_WARM:
  13850. case SG_STAR_WARM: {
  13851. int count = 0;
  13852. const int x = bl->x, y = bl->y;
  13853. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  13854. do {
  13855. if( bl->type == BL_PC )
  13856. status_zap(bl, 0, 15); // sp damage to players
  13857. else // mobs
  13858. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  13859. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  13860. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  13861. } else { //should end when out of sp.
  13862. sg->limit = DIFF_TICK(tick,sg->tick);
  13863. break;
  13864. }
  13865. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  13866. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  13867. }
  13868. break;
  13869. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  13870. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  13871. if (tsc)
  13872. tsc->sg_counter++; //SG hit counter.
  13873. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  13874. tsc->sg_counter=0; //Attack absorbed.
  13875. break;
  13876. #endif
  13877. case GS_DESPERADO:
  13878. if (rnd()%100 < unit->val1)
  13879. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13880. break;
  13881. case NPC_COMET:
  13882. case WL_COMET:
  13883. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  13884. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13885. break;
  13886. case NPC_WIDESUCK: {
  13887. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13888. if (heal > 0) {
  13889. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  13890. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  13891. status_heal(ss,heal,0,0);
  13892. }
  13893. }
  13894. break;
  13895. default:
  13896. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13897. }
  13898. break;
  13899. case UNT_FIREWALL:
  13900. case UNT_KAEN: {
  13901. int count = 0;
  13902. const int x = bl->x, y = bl->y;
  13903. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  13904. break;
  13905. //Take into account these hit more times than the timer interval can handle.
  13906. do
  13907. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  13908. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  13909. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  13910. if (unit->val2 <= 0)
  13911. skill_delunit(unit);
  13912. }
  13913. break;
  13914. case UNT_SANCTUARY:
  13915. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  13916. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  13917. 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) )
  13918. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  13919. } else {
  13920. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  13921. struct mob_data *md = BL_CAST(BL_MOB, bl);
  13922. #ifdef RENEWAL
  13923. if (md && md->mob_id == MOBID_EMPERIUM)
  13924. break;
  13925. #endif
  13926. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  13927. break;
  13928. if( tstatus->hp >= tstatus->max_hp )
  13929. break;
  13930. if( status_isimmune(bl) )
  13931. heal = 0;
  13932. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13933. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  13934. heal = ~heal + 1;
  13935. status_heal(bl, heal, 0, 0);
  13936. }
  13937. break;
  13938. case UNT_EVILLAND:
  13939. //Will heal demon and undead element monsters, but not players.
  13940. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  13941. { //Damage enemies
  13942. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  13943. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13944. } else {
  13945. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  13946. if (tstatus->hp >= tstatus->max_hp)
  13947. break;
  13948. if (status_isimmune(bl))
  13949. heal = 0;
  13950. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13951. status_heal(bl, heal, 0, 0);
  13952. }
  13953. break;
  13954. case UNT_MAGNUS:
  13955. #ifndef RENEWAL
  13956. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  13957. break;
  13958. #endif
  13959. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13960. break;
  13961. case UNT_FIREPILLAR_WAITING:
  13962. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  13963. skill_delunit(unit);
  13964. break;
  13965. case UNT_SKIDTRAP: {
  13966. //Knockback away from position of user during placement [Playtester]
  13967. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  13968. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  13969. sg->unit_id = UNT_USED_TRAPS;
  13970. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  13971. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  13972. //Target will be stopped for 3 seconds
  13973. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  13974. }
  13975. break;
  13976. case UNT_ANKLESNARE:
  13977. case UNT_MANHOLE:
  13978. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  13979. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  13980. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  13981. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  13982. if( td )
  13983. sec = DIFF_TICK(td->tick, tick);
  13984. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  13985. || !unit_blown_immune(bl,0x1) )
  13986. {
  13987. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  13988. clif_fixpos(bl);
  13989. }
  13990. sg->val2 = bl->id;
  13991. } else
  13992. sec = 3000; //Couldn't trap it?
  13993. if (sg->unit_id == UNT_ANKLESNARE) {
  13994. clif_skillunit_update(&unit->bl);
  13995. /**
  13996. * If you're snared from a trap that was invisible this makes the trap be
  13997. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  13998. * bugreport:3961
  13999. **/
  14000. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  14001. }
  14002. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  14003. sg->interval = -1;
  14004. unit->range = 0;
  14005. }
  14006. break;
  14007. case UNT_EARTHQUAKE:
  14008. sg->val1++; // Hit count
  14009. 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));
  14010. break;
  14011. case UNT_ELECTRICSHOCKER:
  14012. if( bl->id != ss->id ) {
  14013. 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) ) {
  14014. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14015. clif_fixpos(bl);
  14016. }
  14017. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14018. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14019. }
  14020. break;
  14021. case UNT_VENOMDUST:
  14022. if(tsc && !tsc->data[type])
  14023. 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);
  14024. break;
  14025. case UNT_LANDMINE:
  14026. //Land Mine only hits single target
  14027. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14028. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14029. sg->limit = 1500;
  14030. break;
  14031. case UNT_MAGENTATRAP:
  14032. case UNT_COBALTTRAP:
  14033. case UNT_MAIZETRAP:
  14034. case UNT_VERDURETRAP:
  14035. if( bl->type == BL_PC )// it won't work on players
  14036. break;
  14037. case UNT_FIRINGTRAP:
  14038. case UNT_ICEBOUNDTRAP:
  14039. case UNT_CLUSTERBOMB:
  14040. if( bl->id == ss->id )// it won't trigger on caster
  14041. break;
  14042. case UNT_BLASTMINE:
  14043. case UNT_SHOCKWAVE:
  14044. case UNT_SANDMAN:
  14045. case UNT_FLASHER:
  14046. case UNT_FREEZINGTRAP:
  14047. case UNT_FIREPILLAR_ACTIVE:
  14048. case UNT_CLAYMORETRAP:
  14049. {
  14050. int bl_flag = sg->bl_flag;
  14051. if (tsc && tsc->data[SC__MANHOLE])
  14052. break;
  14053. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  14054. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  14055. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  14056. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  14057. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  14058. sg->limit = DIFF_TICK(tick, sg->tick) +
  14059. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  14060. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  14061. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  14062. }
  14063. break;
  14064. case UNT_TALKIEBOX:
  14065. if (sg->src_id == bl->id)
  14066. break;
  14067. if (sg->val2 == 0) {
  14068. clif_talkiebox(&unit->bl, sg->valstr);
  14069. sg->unit_id = UNT_USED_TRAPS;
  14070. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14071. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  14072. sg->val2 = -1;
  14073. }
  14074. break;
  14075. case UNT_LULLABY:
  14076. if (ss->id == bl->id)
  14077. break;
  14078. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14079. break;
  14080. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  14081. if (ss->id != bl->id)
  14082. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14083. break;
  14084. case UNT_DISSONANCE:
  14085. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14086. break;
  14087. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  14088. int heal;
  14089. #ifdef RENEWAL
  14090. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14091. if (md && md->mob_id == MOBID_EMPERIUM)
  14092. break;
  14093. #endif
  14094. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  14095. break; // affects self only when soullinked
  14096. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  14097. if (tsc->data[SC_AKAITSUKI] && heal)
  14098. heal = ~heal + 1;
  14099. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14100. status_heal(bl, heal, 0, 0);
  14101. }
  14102. break;
  14103. case UNT_TATAMIGAESHI:
  14104. case UNT_DEMONSTRATION:
  14105. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14106. break;
  14107. case UNT_GOSPEL:
  14108. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  14109. break;
  14110. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  14111. { // Support Effect only on party, not guild
  14112. int heal;
  14113. int i = rnd() % 13; // Positive buff count
  14114. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  14115. switch (i)
  14116. {
  14117. case 0: // Heal 1000~9999 HP
  14118. heal = rnd() % 9000 + 1000;
  14119. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  14120. status_heal(bl, heal, 0, 0);
  14121. break;
  14122. case 1: // End all negative status
  14123. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  14124. if (tsd) clif_gospel_info(tsd, 0x15);
  14125. break;
  14126. case 2: // Immunity to all status
  14127. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  14128. if (tsd) clif_gospel_info(tsd, 0x16);
  14129. break;
  14130. case 3: // MaxHP +100%
  14131. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  14132. if (tsd) clif_gospel_info(tsd, 0x17);
  14133. break;
  14134. case 4: // MaxSP +100%
  14135. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  14136. if (tsd) clif_gospel_info(tsd, 0x18);
  14137. break;
  14138. case 5: // All stats +20
  14139. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  14140. if (tsd) clif_gospel_info(tsd, 0x19);
  14141. break;
  14142. case 6: // Level 10 Blessing
  14143. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  14144. break;
  14145. case 7: // Level 10 Increase AGI
  14146. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  14147. break;
  14148. case 8: // Enchant weapon with Holy element
  14149. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  14150. if (tsd) clif_gospel_info(tsd, 0x1c);
  14151. break;
  14152. case 9: // Enchant armor with Holy element
  14153. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  14154. if (tsd) clif_gospel_info(tsd, 0x1d);
  14155. break;
  14156. case 10: // DEF +25%
  14157. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  14158. if (tsd) clif_gospel_info(tsd, 0x1e);
  14159. break;
  14160. case 11: // ATK +100%
  14161. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  14162. if (tsd) clif_gospel_info(tsd, 0x1f);
  14163. break;
  14164. case 12: // HIT/Flee +50
  14165. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  14166. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  14167. if (tsd) clif_gospel_info(tsd, 0x20);
  14168. break;
  14169. }
  14170. }
  14171. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14172. { // Offensive Effect
  14173. int i = rnd() % 10; // Negative buff count
  14174. switch (i)
  14175. {
  14176. case 0: // Deal 3000~7999 damage reduced by DEF
  14177. case 1: // Deal 1500~5499 damage unreducable
  14178. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  14179. break;
  14180. case 2: // Curse
  14181. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  14182. break;
  14183. case 3: // Blind
  14184. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  14185. break;
  14186. case 4: // Poison
  14187. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  14188. break;
  14189. case 5: // Level 10 Provoke
  14190. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  14191. break;
  14192. case 6: // DEF -100%
  14193. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  14194. break;
  14195. case 7: // ATK -100%
  14196. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  14197. break;
  14198. case 8: // Flee -100%
  14199. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  14200. break;
  14201. case 9: // Speed/ASPD -25%
  14202. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  14203. break;
  14204. }
  14205. }
  14206. break;
  14207. #ifndef RENEWAL
  14208. case UNT_BASILICA:
  14209. {
  14210. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  14211. if (i > 0) {
  14212. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14213. break;
  14214. }
  14215. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  14216. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14217. }
  14218. break;
  14219. #endif
  14220. case UNT_GROUNDDRIFT_WIND:
  14221. case UNT_GROUNDDRIFT_DARK:
  14222. case UNT_GROUNDDRIFT_POISON:
  14223. case UNT_GROUNDDRIFT_WATER:
  14224. case UNT_GROUNDDRIFT_FIRE:
  14225. map_foreachinrange(skill_trap_splash,&unit->bl,
  14226. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  14227. &unit->bl,tick);
  14228. sg->unit_id = UNT_USED_TRAPS;
  14229. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  14230. sg->limit=DIFF_TICK(tick,sg->tick);
  14231. break;
  14232. case UNT_POISONSMOKE:
  14233. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  14234. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  14235. break;
  14236. case UNT_EPICLESIS:
  14237. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  14238. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  14239. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  14240. int hp, sp;
  14241. switch( sg->skill_lv ) {
  14242. case 1: case 2: hp = 3; sp = 2; break;
  14243. case 3: case 4: hp = 4; sp = 3; break;
  14244. case 5: default: hp = 5; sp = 4; break;
  14245. }
  14246. hp = tstatus->max_hp * hp / 100;
  14247. sp = tstatus->max_sp * sp / 100;
  14248. if (tstatus->hp < tstatus->max_hp)
  14249. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  14250. if (tstatus->sp < tstatus->max_sp)
  14251. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  14252. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  14253. hp = ~hp + 1;
  14254. status_heal(bl, hp, sp, 3);
  14255. }
  14256. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  14257. // Doesn't remove Invisibility or Chase Walk.
  14258. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  14259. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  14260. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  14261. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  14262. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  14263. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  14264. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  14265. }
  14266. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  14267. }
  14268. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  14269. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  14270. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  14271. break;
  14272. case UNT_DIMENSIONDOOR:
  14273. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  14274. pc_randomwarp(tsd,CLR_TELEPORT);
  14275. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  14276. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  14277. break;
  14278. case UNT_REVERBERATION:
  14279. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14280. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14281. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  14282. sg->unit_id = UNT_USED_TRAPS;
  14283. break;
  14284. case UNT_SEVERE_RAINSTORM:
  14285. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14286. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  14287. break;
  14288. case UNT_NETHERWORLD:
  14289. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  14290. if (!(tsc && tsc->data[type])) {
  14291. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14292. sg->limit = DIFF_TICK(tick,sg->tick);
  14293. sg->unit_id = UNT_USED_TRAPS;
  14294. }
  14295. }
  14296. break;
  14297. case UNT_THORNS_TRAP:
  14298. if( tsc ) {
  14299. if( !sg->val2 ) {
  14300. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14301. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  14302. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  14303. if( td )
  14304. sec = DIFF_TICK(td->tick, tick);
  14305. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  14306. clif_fixpos(bl);
  14307. sg->val2 = bl->id;
  14308. } else
  14309. sec = 3000; // Couldn't trap it?
  14310. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14311. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  14312. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  14313. }
  14314. break;
  14315. case UNT_WALLOFTHORN:
  14316. if (unit->val2-- <= 0) // Max hit reached
  14317. break;
  14318. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  14319. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  14320. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  14321. 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);
  14322. break;
  14323. case UNT_DEMONIC_FIRE:
  14324. switch( sg->val2 ) {
  14325. case 1:
  14326. default:
  14327. 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));
  14328. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  14329. break;
  14330. }
  14331. break;
  14332. case UNT_ZEPHYR:
  14333. if (ss == bl)
  14334. break; // Doesn't affect the Elemental
  14335. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  14336. break;
  14337. case UNT_CLOUD_KILL:
  14338. if (tsc && !tsc->data[type])
  14339. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  14340. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14341. break;
  14342. case UNT_VACUUM_EXTREME:
  14343. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_NPC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  14344. (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)
  14345. return 0;
  14346. // Apply effect and suck targets one-by-one each n seconds
  14347. 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)));
  14348. break;
  14349. case UNT_BANDING:
  14350. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  14351. 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));
  14352. break;
  14353. case UNT_FIRE_MANTLE:
  14354. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14355. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14356. break;
  14357. case UNT_ZENKAI_WATER:
  14358. case UNT_ZENKAI_LAND:
  14359. case UNT_ZENKAI_FIRE:
  14360. case UNT_ZENKAI_WIND:
  14361. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  14362. switch( sg->unit_id ) {
  14363. case UNT_ZENKAI_WATER:
  14364. switch (rnd()%2 + 1) {
  14365. case 1:
  14366. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14367. break;
  14368. case 2:
  14369. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14370. break;
  14371. }
  14372. break;
  14373. case UNT_ZENKAI_LAND:
  14374. switch (rnd()%2 + 1) {
  14375. case 1:
  14376. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  14377. break;
  14378. case 2:
  14379. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  14380. break;
  14381. }
  14382. break;
  14383. case UNT_ZENKAI_FIRE:
  14384. 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));
  14385. break;
  14386. case UNT_ZENKAI_WIND:
  14387. switch (rnd()%3 + 1) {
  14388. case 1:
  14389. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14390. break;
  14391. case 2:
  14392. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14393. break;
  14394. case 3:
  14395. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14396. break;
  14397. }
  14398. break;
  14399. }
  14400. } else
  14401. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  14402. break;
  14403. case UNT_POISON_MIST:
  14404. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14405. status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  14406. break;
  14407. case UNT_CHAOSPANIC:
  14408. if (tsc && tsc->data[type])
  14409. break;
  14410. 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);
  14411. break;
  14412. case UNT_B_TRAP:
  14413. if (tsc && tsc->data[type])
  14414. break;
  14415. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14416. unit->val2++; // Mark as ever been used
  14417. break;
  14418. case UNT_FIRE_RAIN:
  14419. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  14420. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  14421. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  14422. break;
  14423. case UNT_MAGMA_ERUPTION:
  14424. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14425. if (sg->skill_id == NC_MAGMA_ERUPTION)
  14426. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14427. else
  14428. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14429. break;
  14430. case UNT_ACIDIFIED_ZONE_WATER:
  14431. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  14432. break;
  14433. case UNT_ACIDIFIED_ZONE_GROUND:
  14434. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  14435. break;
  14436. case UNT_ACIDIFIED_ZONE_WIND:
  14437. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  14438. break;
  14439. case UNT_ACIDIFIED_ZONE_FIRE:
  14440. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  14441. break;
  14442. case UNT_ASTRAL_STRIKE:
  14443. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  14444. break;
  14445. case UNT_ABYSS_SQUARE: {
  14446. short flag = 0;
  14447. // Check to see if the caster is in the AoE.
  14448. if (distance_bl(ss, &unit->bl) <= unit->range)
  14449. flag |= 2; // If yes, skill hits twice.
  14450. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  14451. }
  14452. break;
  14453. }
  14454. if (bl->type == BL_MOB && ss != bl)
  14455. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  14456. return skill_id;
  14457. }
  14458. /**
  14459. * Triggered when a char steps out of a skill unit
  14460. * @param src Skill unit from char moved out
  14461. * @param bl Char
  14462. * @param tick
  14463. */
  14464. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  14465. {
  14466. struct status_change *sc;
  14467. struct status_change_entry *sce;
  14468. enum sc_type type;
  14469. nullpo_ret(src);
  14470. nullpo_ret(bl);
  14471. std::shared_ptr<s_skill_unit_group> sg = src->group;
  14472. if (sg == nullptr)
  14473. return 0;
  14474. sc = status_get_sc(bl);
  14475. type = skill_get_sc(sg->skill_id);
  14476. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  14477. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  14478. return 0;
  14479. switch(sg->unit_id){
  14480. case UNT_SAFETYWALL:
  14481. case UNT_PNEUMA:
  14482. case UNT_EPICLESIS://Arch Bishop
  14483. if (sce)
  14484. status_change_end(bl, type, INVALID_TIMER);
  14485. break;
  14486. #ifndef RENEWAL
  14487. case UNT_BASILICA:
  14488. if (sce && sce->val4 != bl->id)
  14489. status_change_end(bl, type, INVALID_TIMER);
  14490. break;
  14491. #endif
  14492. case UNT_HERMODE: //Clear Hermode if the owner moved.
  14493. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  14494. status_change_end(bl, type, INVALID_TIMER);
  14495. break;
  14496. case UNT_DISSONANCE:
  14497. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  14498. {
  14499. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  14500. if(skill_get_inf2(i, INF2_ISSONG)) {
  14501. type = skill_get_sc(i);
  14502. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  14503. if(sce)
  14504. return i;
  14505. }
  14506. }
  14507. }
  14508. case UNT_WHISTLE:
  14509. case UNT_ASSASSINCROSS:
  14510. case UNT_POEMBRAGI:
  14511. case UNT_APPLEIDUN:
  14512. case UNT_HUMMING:
  14513. case UNT_DONTFORGETME:
  14514. case UNT_FORTUNEKISS:
  14515. case UNT_SERVICEFORYOU:
  14516. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  14517. return -1;
  14518. }
  14519. return sg->skill_id;
  14520. }
  14521. /**
  14522. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  14523. * @param skill_id Skill ID
  14524. * @param bl A char
  14525. * @param tick
  14526. */
  14527. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  14528. {
  14529. struct status_change *sc;
  14530. struct status_change_entry *sce;
  14531. enum sc_type type;
  14532. sc = status_get_sc(bl);
  14533. if (sc && !sc->count)
  14534. sc = NULL;
  14535. type = skill_get_sc(skill_id);
  14536. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  14537. switch (skill_id)
  14538. {
  14539. case WZ_QUAGMIRE:
  14540. if (bl->type==BL_MOB)
  14541. break;
  14542. if (sce)
  14543. status_change_end(bl, type, INVALID_TIMER);
  14544. break;
  14545. case BD_LULLABY:
  14546. case BD_RICHMANKIM:
  14547. case BD_ETERNALCHAOS:
  14548. case BD_DRUMBATTLEFIELD:
  14549. case BD_RINGNIBELUNGEN:
  14550. case BD_ROKISWEIL:
  14551. case BD_INTOABYSS:
  14552. case BD_SIEGFRIED:
  14553. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  14554. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  14555. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  14556. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  14557. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  14558. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  14559. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  14560. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  14561. }
  14562. case MH_STEINWAND:
  14563. case MG_SAFETYWALL:
  14564. case AL_PNEUMA:
  14565. case SA_VOLCANO:
  14566. case SA_DELUGE:
  14567. case SA_VIOLENTGALE:
  14568. case CG_HERMODE:
  14569. #ifndef RENEWAL
  14570. case HW_GRAVITATION:
  14571. case HP_BASILICA:
  14572. #endif
  14573. case NJ_SUITON:
  14574. case SC_MAELSTROM:
  14575. case EL_WATER_BARRIER:
  14576. case EL_ZEPHYR:
  14577. case EL_POWER_OF_GAIA:
  14578. case SO_WARMER:
  14579. case SO_FIRE_INSIGNIA:
  14580. case SO_WATER_INSIGNIA:
  14581. case SO_WIND_INSIGNIA:
  14582. case SO_EARTH_INSIGNIA:
  14583. case SJ_BOOKOFCREATINGSTAR:
  14584. case SC_BLOODYLUST:
  14585. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  14586. case GN_FIRE_EXPANSION_TEAR_GAS:
  14587. case LG_KINGS_GRACE:
  14588. case NC_STEALTHFIELD:
  14589. case NC_NEUTRALBARRIER:
  14590. case SU_NYANGGRASS:
  14591. if (sce)
  14592. status_change_end(bl, type, INVALID_TIMER);
  14593. break;
  14594. case BA_DISSONANCE:
  14595. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  14596. {
  14597. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  14598. if(skill_get_inf2(i, INF2_ISSONG)){
  14599. type = skill_get_sc(i);
  14600. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  14601. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  14602. delete_timer(sce->timer, status_change_timer);
  14603. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14604. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  14605. }
  14606. }
  14607. }
  14608. }
  14609. break;
  14610. case BA_POEMBRAGI:
  14611. case BA_WHISTLE:
  14612. case BA_ASSASSINCROSS:
  14613. case BA_APPLEIDUN:
  14614. case DC_HUMMING:
  14615. case DC_DONTFORGETME:
  14616. case DC_FORTUNEKISS:
  14617. case DC_SERVICEFORYOU:
  14618. if (sce)
  14619. {
  14620. delete_timer(sce->timer, status_change_timer);
  14621. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  14622. //not possible on our current implementation.
  14623. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14624. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  14625. }
  14626. break;
  14627. case PF_FOGWALL:
  14628. if (sce)
  14629. {
  14630. status_change_end(bl, type, INVALID_TIMER);
  14631. if ((sce=sc->data[SC_BLIND]))
  14632. {
  14633. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  14634. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  14635. else {
  14636. delete_timer(sce->timer, status_change_timer);
  14637. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  14638. }
  14639. }
  14640. }
  14641. break;
  14642. case GD_LEADERSHIP:
  14643. case GD_GLORYWOUNDS:
  14644. case GD_SOULCOLD:
  14645. case GD_HAWKEYES:
  14646. if( !(sce && sce->val4) )
  14647. status_change_end(bl, type, INVALID_TIMER);
  14648. break;
  14649. }
  14650. return skill_id;
  14651. }
  14652. /*==========================================
  14653. * Invoked when a unit cell has been placed/removed/deleted.
  14654. * flag values:
  14655. * flag&1: Invoke onplace function (otherwise invoke onout)
  14656. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  14657. * flag&8: Recursive
  14658. *------------------------------------------*/
  14659. static int skill_unit_effect(struct block_list* bl, va_list ap)
  14660. {
  14661. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  14662. t_tick tick = va_arg(ap,t_tick);
  14663. unsigned int flag = va_arg(ap,unsigned int);
  14664. uint16 skill_id;
  14665. bool dissonance = false;
  14666. bool isTarget = false;
  14667. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  14668. return 0;
  14669. std::shared_ptr<s_skill_unit_group> group = unit->group;
  14670. if (group == nullptr)
  14671. return 0;
  14672. if( !(flag&8) ) {
  14673. dissonance = skill_dance_switch(unit, 0);
  14674. //Target-type check.
  14675. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  14676. }
  14677. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  14678. skill_id = group->skill_id;
  14679. if( isTarget ){
  14680. if( flag&1 )
  14681. skill_unit_onplace(unit,bl,tick);
  14682. else {
  14683. if( skill_unit_onout(unit,bl,tick) == -1 )
  14684. return 0; // Don't let a Bard/Dancer update their own song timer
  14685. }
  14686. if( flag&4 )
  14687. skill_unit_onleft(skill_id, bl, tick);
  14688. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  14689. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  14690. if( dissonance ) {
  14691. skill_dance_switch(unit, 1);
  14692. //we placed a dissonance, let's update
  14693. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  14694. }
  14695. return 0;
  14696. }
  14697. /**
  14698. * Check skill unit while receiving damage
  14699. * @param unit Skill unit
  14700. * @param damage Received damage
  14701. * @return Damage
  14702. */
  14703. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  14704. {
  14705. nullpo_ret(unit);
  14706. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14707. if (sg == nullptr)
  14708. return 0;
  14709. switch( sg->unit_id ) {
  14710. case UNT_BLASTMINE:
  14711. case UNT_SKIDTRAP:
  14712. case UNT_LANDMINE:
  14713. case UNT_SHOCKWAVE:
  14714. case UNT_SANDMAN:
  14715. case UNT_FLASHER:
  14716. case UNT_CLAYMORETRAP:
  14717. case UNT_FREEZINGTRAP:
  14718. case UNT_ANKLESNARE:
  14719. case UNT_ICEWALL:
  14720. case UNT_WALLOFTHORN:
  14721. case UNT_REVERBERATION:
  14722. case UNT_NETHERWORLD:
  14723. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  14724. break;
  14725. default:
  14726. damage = 0;
  14727. break;
  14728. }
  14729. return damage;
  14730. }
  14731. /**
  14732. * Check char condition around the skill caster
  14733. * @param bl Char around area
  14734. * @param *c Counter for 'valid' condition found
  14735. * @param *p_sd Stores 'rid' of char found
  14736. * @param skill_id Skill ID
  14737. * @param skill_lv Level of used skill
  14738. */
  14739. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  14740. {
  14741. int *c, skill_id;
  14742. struct block_list *src;
  14743. struct map_session_data *sd;
  14744. struct map_session_data *tsd;
  14745. int *p_sd; //Contains the list of characters found.
  14746. nullpo_ret(bl);
  14747. nullpo_ret(tsd=(struct map_session_data*)bl);
  14748. nullpo_ret(src=va_arg(ap,struct block_list *));
  14749. nullpo_ret(sd=(struct map_session_data*)src);
  14750. c=va_arg(ap,int *);
  14751. p_sd = va_arg(ap, int *);
  14752. skill_id = va_arg(ap,int);
  14753. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  14754. if (skill_id == PR_BENEDICTIO) {
  14755. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  14756. return 0;
  14757. }
  14758. else if (is_chorus) {
  14759. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  14760. return 0;
  14761. }
  14762. else if (*c >= 1) // Check for one companion for all other cases.
  14763. return 0;
  14764. if (bl == src)
  14765. return 0;
  14766. if(pc_isdead(tsd))
  14767. return 0;
  14768. if (tsd->sc.cant.cast)
  14769. return 0;
  14770. if( is_chorus ) {
  14771. if( tsd->status.party_id && sd->status.party_id &&
  14772. tsd->status.party_id == sd->status.party_id &&
  14773. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  14774. p_sd[(*c)++] = tsd->bl.id;
  14775. return 1;
  14776. } else {
  14777. switch(skill_id) {
  14778. case PR_BENEDICTIO: {
  14779. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  14780. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  14781. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  14782. && sd->status.sp >= 10)
  14783. p_sd[(*c)++]=tsd->bl.id;
  14784. return 1;
  14785. }
  14786. case AB_ADORAMUS:
  14787. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  14788. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  14789. p_sd[(*c)++] = tsd->bl.id;
  14790. return 1;
  14791. case TR_GEF_NOCTURN:
  14792. case TR_ROKI_CAPRICCIO:
  14793. case TR_AIN_RHAPSODY:
  14794. case TR_MUSICAL_INTERLUDE:
  14795. case TR_JAWAII_SERENADE:
  14796. case TR_NIPELHEIM_REQUIEM:
  14797. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  14798. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  14799. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  14800. p_sd[(*c)++] = tsd->bl.id;
  14801. return 1;
  14802. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  14803. {
  14804. uint16 skill_lv;
  14805. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  14806. return 0;
  14807. if (sd->status.sex != tsd->status.sex &&
  14808. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  14809. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  14810. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  14811. sd->status.party_id && tsd->status.party_id &&
  14812. sd->status.party_id == tsd->status.party_id &&
  14813. !tsd->sc.data[SC_DANCING])
  14814. {
  14815. p_sd[(*c)++]=tsd->bl.id;
  14816. return skill_lv;
  14817. }
  14818. }
  14819. break;
  14820. }
  14821. }
  14822. return 0;
  14823. }
  14824. /**
  14825. * Checks and stores partners for ensemble skills [Skotlex]
  14826. * Max partners is 2.
  14827. * @param sd Caster
  14828. * @param skill_id
  14829. * @param skill_lv
  14830. * @param range Area range to check
  14831. * @param cast_flag Special handle
  14832. */
  14833. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  14834. {
  14835. static int c=0;
  14836. static int p_sd[MAX_PARTY];
  14837. int i;
  14838. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  14839. if (!sd)
  14840. return 0;
  14841. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  14842. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  14843. if (cast_flag) { //Execute the skill on the partners.
  14844. struct map_session_data* tsd;
  14845. switch (skill_id) {
  14846. case PR_BENEDICTIO:
  14847. case WM_GREAT_ECHO:
  14848. for (i = 0; i < c; i++) {
  14849. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  14850. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  14851. }
  14852. return c;
  14853. case AB_ADORAMUS:
  14854. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  14855. i = 2 * (*skill_lv);
  14856. status_charge(&tsd->bl, 0, i);
  14857. }
  14858. break;
  14859. default:
  14860. if( is_chorus )
  14861. break;//Chorus skills are not to be parsed as ensembles
  14862. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  14863. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  14864. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  14865. 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);
  14866. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  14867. tsd->skill_id_dance = skill_id;
  14868. tsd->skill_lv_dance = *skill_lv;
  14869. #ifdef RENEWAL
  14870. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  14871. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  14872. #endif
  14873. }
  14874. }
  14875. return c;
  14876. }
  14877. }
  14878. //Else: new search for partners.
  14879. c = 0;
  14880. memset (p_sd, 0, sizeof(p_sd));
  14881. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  14882. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  14883. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  14884. *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.
  14885. return c;
  14886. }
  14887. /**
  14888. * Sub function to count how many spawned mob is around.
  14889. * Some skills check with matched AI.
  14890. * @param rid Source ID
  14891. * @param mob_class Monster ID
  14892. * @param skill_id Used skill
  14893. * @param *c Counter for found monster
  14894. */
  14895. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  14896. {
  14897. int *c,src_id,mob_class,skill;
  14898. uint16 ai;
  14899. struct mob_data *md;
  14900. md=(struct mob_data*)bl;
  14901. src_id=va_arg(ap,int);
  14902. mob_class=va_arg(ap,int);
  14903. skill=va_arg(ap,int);
  14904. c=va_arg(ap,int *);
  14905. switch (skill) {
  14906. case AM_SPHEREMINE:
  14907. ai = AI_SPHERE;
  14908. break;
  14909. case AM_CANNIBALIZE:
  14910. ai = AI_FLORA;
  14911. break;
  14912. case KO_ZANZOU:
  14913. ai = AI_ZANZOU;
  14914. break;
  14915. case MH_SUMMON_LEGION:
  14916. ai = AI_LEGION;
  14917. break;
  14918. case NC_SILVERSNIPER:
  14919. case NC_MAGICDECOY:
  14920. ai = AI_FAW;
  14921. break;
  14922. case MT_SUMMON_ABR_BATTLE_WARIOR:
  14923. case MT_SUMMON_ABR_DUAL_CANNON:
  14924. case MT_SUMMON_ABR_MOTHER_NET:
  14925. case MT_SUMMON_ABR_INFINITY:
  14926. ai = AI_ABR;
  14927. break;
  14928. case BO_WOODENWARRIOR:
  14929. case BO_WOODEN_FAIRY:
  14930. case BO_CREEPER:
  14931. case BO_HELLTREE:
  14932. ai = AI_BIONIC;
  14933. break;
  14934. default:
  14935. ai = AI_FLORA;
  14936. break;
  14937. }
  14938. if( md->master_id != src_id || md->special_state.ai != ai)
  14939. return 0; //Non alchemist summoned mobs have nothing to do here.
  14940. if(md->mob_id==mob_class)
  14941. (*c)++;
  14942. return 1;
  14943. }
  14944. /**
  14945. * Determines if a given skill should be made to consume ammo
  14946. * when used by the player. [Skotlex]
  14947. * @param sd Player
  14948. * @param skill_id Skill ID
  14949. * @return True if skill is need ammo; False otherwise.
  14950. */
  14951. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  14952. {
  14953. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  14954. return (
  14955. battle_config.arrow_decrement == 2 &&
  14956. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  14957. skill_id != HT_PHANTASMIC &&
  14958. skill->skill_type == BF_WEAPON &&
  14959. !skill->nk[NK_NODAMAGE] &&
  14960. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  14961. );
  14962. }
  14963. /**
  14964. * Check SC required to cast a skill
  14965. * @param sc
  14966. * @param skill_id
  14967. * @return True if condition is met, False otherwise
  14968. **/
  14969. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  14970. if (require == nullptr || require->status.empty())
  14971. return true;
  14972. nullpo_ret(sd);
  14973. status_change *sc = &sd->sc;
  14974. if (sc == nullptr) {
  14975. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14976. return false;
  14977. }
  14978. // May have multiple requirements
  14979. for (const auto &reqStatus : require->status) {
  14980. if (reqStatus == SC_NONE)
  14981. continue;
  14982. useskill_fail_cause cause;
  14983. switch (reqStatus) {
  14984. // Official fail message
  14985. case SC_PUSH_CART:
  14986. cause = USESKILL_FAIL_CART;
  14987. break;
  14988. case SC_POISONINGWEAPON:
  14989. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  14990. break;
  14991. case SC_WEAPONBLOCK_ON:
  14992. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  14993. break;
  14994. default:
  14995. cause = USESKILL_FAIL_LEVEL;
  14996. break;
  14997. }
  14998. if (!sc->data[reqStatus]) {
  14999. clif_skill_fail(sd, skill_id, cause, 0);
  15000. return false;
  15001. }
  15002. }
  15003. return true;
  15004. }
  15005. /**
  15006. * Check skill condition when cast begin
  15007. * For ammo, only check if the skill need ammo
  15008. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  15009. * @param sd Player who uses skill
  15010. * @param skill_id ID of used skill
  15011. * @param skill_lv Level of used skill
  15012. * @return true: All condition passed, false: Failed
  15013. */
  15014. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15015. {
  15016. struct status_data *status;
  15017. struct status_change *sc;
  15018. struct s_skill_condition require;
  15019. int i;
  15020. nullpo_retr(false,sd);
  15021. if (sd->chatID)
  15022. return false;
  15023. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  15024. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15025. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15026. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  15027. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  15028. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  15029. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  15030. return true;
  15031. }
  15032. switch( sd->menuskill_id ) {
  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. case MT_M_MACHINE:
  15049. case BO_BIONIC_PHARMACY:
  15050. if( sd->menuskill_id != skill_id )
  15051. return false;
  15052. break;
  15053. }
  15054. status = &sd->battle_status;
  15055. sc = &sd->sc;
  15056. if( !sc->count )
  15057. sc = NULL;
  15058. if( sd->skillitem == skill_id )
  15059. {
  15060. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  15061. sd->state.abra_flag = 0;
  15062. else
  15063. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  15064. if( (i = sd->itemindex) == -1 ||
  15065. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  15066. sd->inventory_data[i] == NULL ||
  15067. sd->inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  15068. sd->inventory.u.items_inventory[i].amount < 1
  15069. )
  15070. { //Something went wrong, item exploit?
  15071. sd->itemid = 0;
  15072. sd->itemindex = -1;
  15073. return false;
  15074. }
  15075. //Consume
  15076. sd->itemid = 0;
  15077. sd->itemindex = -1;
  15078. if( (skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2) || sd->inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  15079. ; //Do not consume item.
  15080. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  15081. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  15082. }
  15083. if(!sd->skillitem_keep_requirement)
  15084. return true;
  15085. }
  15086. if( pc_is90overweight(sd) ) {
  15087. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  15088. return false;
  15089. }
  15090. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  15091. return false;
  15092. //Checks if disabling skill - in which case no SP requirements are necessary
  15093. if( sc && skill_disable_check(sc,skill_id))
  15094. return true;
  15095. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15096. // Check the skills that can be used while mounted on a warg
  15097. if( pc_isridingwug(sd) ) {
  15098. if(!inf2[INF2_ALLOWONWARG])
  15099. return false; // in official there is no message.
  15100. }
  15101. if( pc_ismadogear(sd) ) {
  15102. // Skills that are unusable when Mado is equipped. [Jobbie]
  15103. if(!inf2[INF2_ALLOWONMADO]){
  15104. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  15105. return false;
  15106. }
  15107. }
  15108. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  15109. // return false;
  15110. require = skill_get_requirement(sd,skill_id,skill_lv);
  15111. //Can only update state when weapon/arrow info is checked.
  15112. sd->state.arrow_atk = require.ammo?1:0;
  15113. // perform skill-group checks
  15114. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  15115. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  15116. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15117. return false;
  15118. }
  15119. }
  15120. else if(inf2[INF2_ISENSEMBLE]) {
  15121. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->data[SC_KVASIR_SONATA])) {
  15122. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15123. return false;
  15124. }
  15125. }
  15126. // perform skill-specific checks (and actions)
  15127. switch( skill_id ) {
  15128. case RG_GRAFFITI:
  15129. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  15130. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15131. return false;
  15132. }
  15133. break;
  15134. case SO_SPELLFIST:
  15135. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  15136. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15137. return false;
  15138. }
  15139. case SA_CASTCANCEL:
  15140. if(sd->ud.skilltimer == INVALID_TIMER) {
  15141. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15142. return false;
  15143. }
  15144. break;
  15145. case AS_CLOAKING:
  15146. {
  15147. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  15148. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  15149. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15150. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15151. int di;
  15152. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  15153. if( di == 8 ) {
  15154. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15155. return false;
  15156. }
  15157. }
  15158. break;
  15159. }
  15160. case AL_WARP:
  15161. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  15162. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  15163. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  15164. return false;
  15165. }
  15166. break;
  15167. case AL_HOLYWATER:
  15168. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  15169. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15170. return false;
  15171. }
  15172. break;
  15173. case MO_CALLSPIRITS:
  15174. if(sc && sc->data[SC_RAISINGDRAGON])
  15175. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  15176. if(sd->spiritball >= skill_lv) {
  15177. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15178. return false;
  15179. }
  15180. break;
  15181. case MO_FINGEROFFENSIVE:
  15182. case GS_FLING:
  15183. case SR_RIDEINLIGHTNING:
  15184. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  15185. sd->spiritball_old = require.spiritball = sd->spiritball;
  15186. else
  15187. sd->spiritball_old = require.spiritball;
  15188. break;
  15189. case MO_CHAINCOMBO:
  15190. if(!sc)
  15191. return false;
  15192. if(sc->data[SC_BLADESTOP])
  15193. break;
  15194. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  15195. break;
  15196. return false;
  15197. case MO_COMBOFINISH:
  15198. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  15199. return false;
  15200. break;
  15201. case CH_TIGERFIST:
  15202. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  15203. return false;
  15204. break;
  15205. case CH_CHAINCRUSH:
  15206. if(!(sc && sc->data[SC_COMBO]))
  15207. return false;
  15208. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  15209. return false;
  15210. break;
  15211. case SJ_SOLARBURST:
  15212. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SJ_PROMINENCEKICK))
  15213. return 0;
  15214. break;
  15215. case MO_EXTREMITYFIST:
  15216. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  15217. // return false;
  15218. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  15219. break;
  15220. if( sc && sc->data[SC_COMBO] ) {
  15221. switch(sc->data[SC_COMBO]->val1) {
  15222. case MO_COMBOFINISH:
  15223. case CH_TIGERFIST:
  15224. case CH_CHAINCRUSH:
  15225. break;
  15226. default:
  15227. return false;
  15228. }
  15229. }
  15230. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  15231. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15232. return false;
  15233. }
  15234. #ifdef RENEWAL
  15235. sd->spiritball_old = sd->spiritball;
  15236. #endif
  15237. break;
  15238. case TK_MISSION:
  15239. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  15240. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15241. return false;
  15242. }
  15243. break;
  15244. case ASC_EDP:
  15245. #ifdef RENEWAL
  15246. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  15247. #else
  15248. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  15249. #endif
  15250. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15251. return false;
  15252. }
  15253. break;
  15254. case TK_READYCOUNTER:
  15255. case TK_READYDOWN:
  15256. case TK_READYSTORM:
  15257. case TK_READYTURN:
  15258. case TK_JUMPKICK:
  15259. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  15260. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15261. return false;
  15262. }
  15263. break;
  15264. case TK_TURNKICK:
  15265. case TK_STORMKICK:
  15266. case TK_DOWNKICK:
  15267. case TK_COUNTER:
  15268. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  15269. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  15270. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  15271. return false; //Combo needs to be ready
  15272. if (sc->data[SC_COMBO]->val3) { //Kick chain
  15273. //Do not repeat a kick.
  15274. if (sc->data[SC_COMBO]->val3 != skill_id)
  15275. break;
  15276. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  15277. return false;
  15278. }
  15279. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  15280. unit_cancel_combo(&sd->bl);
  15281. return false;
  15282. }
  15283. break; //Combo ready.
  15284. #ifndef RENEWAL
  15285. case BD_ADAPTATION:
  15286. {
  15287. int time;
  15288. if(!(sc && sc->data[SC_DANCING])) {
  15289. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15290. return false;
  15291. }
  15292. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  15293. if (skill_get_time(
  15294. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  15295. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  15296. - time < skill_get_time2(skill_id,skill_lv))
  15297. {
  15298. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15299. return false;
  15300. }
  15301. }
  15302. break;
  15303. #endif
  15304. case PR_BENEDICTIO:
  15305. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  15306. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15307. return false;
  15308. }
  15309. break;
  15310. case SL_SMA:
  15311. if(!sc || !(sc->data[SC_SMA] || sc->data[SC_USE_SKILL_SP_SHA]))
  15312. return false;
  15313. break;
  15314. case HT_POWER:
  15315. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  15316. return false;
  15317. break;
  15318. #ifndef RENEWAL
  15319. case CG_HERMODE:
  15320. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  15321. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15322. return false;
  15323. }
  15324. break;
  15325. #endif
  15326. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  15327. {
  15328. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  15329. int size = range*2+1;
  15330. for (s=0;s<size*size;s++) {
  15331. int x = sd->bl.x+(s%size-range);
  15332. int y = sd->bl.y+(s/size-range);
  15333. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  15334. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15335. return false;
  15336. }
  15337. }
  15338. }
  15339. break;
  15340. case PR_REDEMPTIO:
  15341. {
  15342. t_exp exp = pc_nextbaseexp(sd);
  15343. uint32 exp_needp = battle_config.exp_cost_redemptio;
  15344. if (exp_needp && (exp > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
  15345. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  15346. return false;
  15347. }
  15348. break;
  15349. }
  15350. #ifndef RENEWAL
  15351. case HP_BASILICA:
  15352. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  15353. if( sd ) {
  15354. // When castbegin, needs 7x7 clear area
  15355. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  15356. int size = range*2+1;
  15357. for( s=0;s<size*size;s++ ) {
  15358. int x = sd->bl.x+(s%size-range);
  15359. int y = sd->bl.y+(s/size-range);
  15360. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  15361. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15362. return false;
  15363. }
  15364. }
  15365. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_MOB|BL_PC, &sd->bl) ) {
  15366. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15367. return false;
  15368. }
  15369. }
  15370. }
  15371. break;
  15372. #endif
  15373. case AM_TWILIGHT2:
  15374. case AM_TWILIGHT3:
  15375. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  15376. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15377. return false;
  15378. }
  15379. break;
  15380. case SG_SUN_WARM:
  15381. case SG_MOON_WARM:
  15382. case SG_STAR_WARM:
  15383. if (sc && sc->data[SC_MIRACLE])
  15384. break;
  15385. i = skill_id-SG_SUN_WARM;
  15386. if (sd->bl.m == sd->feel_map[i].m)
  15387. break;
  15388. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15389. return false;
  15390. break;
  15391. case SG_SUN_COMFORT:
  15392. case SG_MOON_COMFORT:
  15393. case SG_STAR_COMFORT:
  15394. if (sc && sc->data[SC_MIRACLE])
  15395. break;
  15396. i = skill_id-SG_SUN_COMFORT;
  15397. if (sd->bl.m == sd->feel_map[i].m &&
  15398. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  15399. break;
  15400. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15401. return false;
  15402. case SG_FUSION:
  15403. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  15404. break;
  15405. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  15406. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  15407. if( require.sp > 0 ) {
  15408. if (status->sp < (unsigned int)require.sp)
  15409. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  15410. else
  15411. status_zap(&sd->bl, 0, require.sp);
  15412. }
  15413. return false;
  15414. case GD_BATTLEORDER:
  15415. case GD_REGENERATION:
  15416. case GD_RESTORE:
  15417. case GD_CHARGESHOUT_FLAG:
  15418. case GD_CHARGESHOUT_BEATING:
  15419. case GD_EMERGENCY_MOVE:
  15420. if (!map_flag_gvg2(sd->bl.m)) {
  15421. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15422. return false;
  15423. }
  15424. case GD_EMERGENCYCALL:
  15425. case GD_ITEMEMERGENCYCALL:
  15426. // other checks were already done in skill_isNotOk()
  15427. if (!sd->status.guild_id || (sd->state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  15428. return false;
  15429. break;
  15430. case GS_GLITTERING:
  15431. case RL_RICHS_COIN:
  15432. if(sd->spiritball >= 10) {
  15433. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15434. return false;
  15435. }
  15436. break;
  15437. case NJ_ISSEN:
  15438. #ifdef RENEWAL
  15439. if (status->hp < (status->hp/100)) {
  15440. #else
  15441. if (status->hp < 2) {
  15442. #endif
  15443. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15444. return false;
  15445. }
  15446. case NJ_BUNSINJYUTSU:
  15447. if (!(sc && sc->data[SC_NEN])) {
  15448. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15449. return false;
  15450. }
  15451. break;
  15452. case NJ_ZENYNAGE:
  15453. case KO_MUCHANAGE:
  15454. if(sd->status.zeny < require.zeny) {
  15455. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  15456. return false;
  15457. }
  15458. break;
  15459. case PF_HPCONVERSION:
  15460. if (status->sp == status->max_sp)
  15461. return false; //Unusable when at full SP.
  15462. break;
  15463. case SP_KAUTE: // Fail if below 30% MaxHP.
  15464. if (status->hp < 30 * status->max_hp / 100) {
  15465. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15466. return false;
  15467. }
  15468. break;
  15469. case AM_CALLHOMUN: //Can't summon if a hom is already out
  15470. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  15471. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15472. return false;
  15473. }
  15474. break;
  15475. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  15476. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  15477. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15478. return false;
  15479. }
  15480. break;
  15481. case AB_ANCILLA: {
  15482. int count = 0;
  15483. for( i = 0; i < MAX_INVENTORY; i++ )
  15484. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  15485. count += sd->inventory.u.items_inventory[i].amount;
  15486. if( count >= 3 ) {
  15487. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  15488. return false;
  15489. }
  15490. }
  15491. break;
  15492. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  15493. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  15494. && sd->special_state.no_gemstone == 0
  15495. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  15496. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15497. return false;
  15498. }
  15499. break;
  15500. case WL_SUMMONFB:
  15501. case WL_SUMMONBL:
  15502. case WL_SUMMONWB:
  15503. case WL_SUMMONSTONE:
  15504. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  15505. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->data[i]);
  15506. if (i == SC_SPHERE_5 + 1) { // No more free slots
  15507. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  15508. return false;
  15509. }
  15510. }
  15511. break;
  15512. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  15513. case WL_RELEASE: {
  15514. int active_spheres = 0, req_spheres = 0;
  15515. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  15516. if (sc && sc->data[i])
  15517. active_spheres++;
  15518. }
  15519. // Cast requirement
  15520. if (skill_id == WL_TETRAVORTEX)
  15521. req_spheres = 4;
  15522. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  15523. req_spheres = 1;
  15524. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  15525. clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0);
  15526. return false;
  15527. }
  15528. }
  15529. break;
  15530. case GC_HALLUCINATIONWALK:
  15531. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  15532. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15533. return false;
  15534. }
  15535. break;
  15536. case NPC_HALLUCINATIONWALK:
  15537. if( sc && sc->data[SC_NPC_HALLUCINATIONWALK] ) {
  15538. return false;
  15539. }
  15540. break;
  15541. case RA_WUGMASTERY:
  15542. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  15543. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15544. return false;
  15545. }
  15546. break;
  15547. case RA_WUGSTRIKE:
  15548. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  15549. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15550. return false;
  15551. }
  15552. break;
  15553. case RA_WUGRIDER:
  15554. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  15555. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15556. return false;
  15557. }
  15558. break;
  15559. case RA_WUGDASH:
  15560. if(!pc_isridingwug(sd)) {
  15561. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15562. return false;
  15563. }
  15564. else {
  15565. int16 sx = sd->bl.x;
  15566. int16 sy = sd->bl.y;
  15567. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  15568. switch (dir) {
  15569. case 0: case 8: sy++; break;
  15570. case 1: sx--; sy++; break;
  15571. case 2: sx--; break;
  15572. case 3: sx--; sy--; break;
  15573. case 4: sy--; break;
  15574. case 5: sx++; sy--; break;
  15575. case 6: sx++; break;
  15576. case 7: sx++; sy++; break;
  15577. }
  15578. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  15579. return false;
  15580. }
  15581. }
  15582. break;
  15583. case LG_RAYOFGENESIS:
  15584. case LG_BANDING:
  15585. if( sc && sc->data[SC_INSPIRATION] )
  15586. return true; // Don't check for partner.
  15587. break;
  15588. case LG_PRESTIGE:
  15589. if( sc && sc->data[SC_INSPIRATION] )
  15590. return true; // Don't check for partner.
  15591. if( sc && sc->data[SC_BANDING] ) {
  15592. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15593. return false;
  15594. }
  15595. break;
  15596. case LG_RAGEBURST:
  15597. if( sd->spiritball == 0 ) {
  15598. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  15599. return false;
  15600. }
  15601. sd->spiritball_old = require.spiritball = sd->spiritball;
  15602. break;
  15603. case SR_FALLENEMPIRE:
  15604. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  15605. return false;
  15606. break;
  15607. case SR_CRESCENTELBOW:
  15608. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  15609. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  15610. return false;
  15611. }
  15612. break;
  15613. case SR_CURSEDCIRCLE:
  15614. if (map_flag_gvg2(sd->bl.m)) {
  15615. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  15616. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  15617. char output[128];
  15618. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  15619. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  15620. return false;
  15621. }
  15622. }
  15623. if( sd->spiritball > 0 )
  15624. sd->spiritball_old = require.spiritball = sd->spiritball;
  15625. else {
  15626. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15627. return false;
  15628. }
  15629. break;
  15630. case SR_GATEOFHELL:
  15631. if( sd->spiritball > 0 )
  15632. sd->spiritball_old = require.spiritball;
  15633. break;
  15634. case SC_MANHOLE:
  15635. case SC_DIMENSIONDOOR:
  15636. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  15637. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15638. return false;
  15639. }
  15640. break;
  15641. case SC_FEINTBOMB:
  15642. 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) ) {
  15643. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15644. return false;
  15645. }
  15646. break;
  15647. case WM_GREAT_ECHO: {
  15648. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  15649. if (count > 0)
  15650. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  15651. }
  15652. break;
  15653. case SO_FIREWALK:
  15654. case SO_ELECTRICWALK:
  15655. case NPC_FIREWALK:
  15656. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  15657. if( sc && sc->data[SC_PROPERTYWALK] &&
  15658. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  15659. if( sd )
  15660. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15661. return false;
  15662. }
  15663. break;
  15664. case SO_EL_CONTROL:
  15665. if( !sd->status.ele_id || !sd->ed ) {
  15666. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15667. return false;
  15668. }
  15669. break;
  15670. case KO_JYUMONJIKIRI:
  15671. if (sd->weapontype1 != W_FIST && (sd->weapontype2 != W_FIST || sd->status.shield != W_FIST))
  15672. return true;
  15673. else {
  15674. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15675. return false;
  15676. }
  15677. break;
  15678. case KO_KAHU_ENTEN:
  15679. case KO_HYOUHU_HUBUKI:
  15680. case KO_KAZEHU_SEIRAN:
  15681. case KO_DOHU_KOUKAI:
  15682. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  15683. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  15684. return false;
  15685. }
  15686. break;
  15687. case KO_KAIHOU:
  15688. case KO_ZENKAI:
  15689. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  15690. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  15691. return false;
  15692. }
  15693. break;
  15694. case SJ_FULLMOONKICK:
  15695. if (!(sc && sc->data[SC_NEWMOON])) {
  15696. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15697. return false;
  15698. }
  15699. break;
  15700. case SJ_STAREMPEROR:
  15701. case SJ_NOVAEXPLOSING:
  15702. case SJ_GRAVITYCONTROL:
  15703. case SJ_BOOKOFDIMENSION:
  15704. case SJ_BOOKOFCREATINGSTAR:
  15705. case SP_SOULDIVISION:
  15706. case SP_SOULEXPLOSION:
  15707. if (!map_flag_vs(sd->bl.m)) {
  15708. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15709. return false;
  15710. }
  15711. break;
  15712. case SP_SWHOO:
  15713. if (!(sc && sc->data[SC_USE_SKILL_SP_SPA]))
  15714. return false;
  15715. break;
  15716. case DK_SERVANT_W_PHANTOM:
  15717. case DK_SERVANT_W_DEMOL:
  15718. if (sd->servantball > 0 && sd->servantball < require.spiritball)
  15719. sd->servantball_old = require.spiritball = sd->servantball;
  15720. else
  15721. sd->servantball_old = require.spiritball;
  15722. break;
  15723. case IQ_SECOND_FAITH:
  15724. case IQ_THIRD_PUNISH:
  15725. if (!(sc && (sc->data[SC_FIRST_FAITH_POWER] || sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME])))
  15726. return false;
  15727. break;
  15728. case IQ_SECOND_JUDGEMENT:
  15729. case IQ_THIRD_CONSECRATION:
  15730. if (!(sc && (sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME])))
  15731. return false;
  15732. break;
  15733. case IQ_SECOND_FLAME:
  15734. case IQ_THIRD_FLAME_BOMB:
  15735. if (!(sc && sc->data[SC_THIRD_EXOR_FLAME]))
  15736. return false;
  15737. break;
  15738. }
  15739. /* check state required */
  15740. switch (require.state) {
  15741. case ST_HIDDEN:
  15742. if(!pc_ishiding(sd)) {
  15743. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15744. return false;
  15745. }
  15746. break;
  15747. case ST_RIDING:
  15748. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  15749. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15750. return false;
  15751. }
  15752. break;
  15753. case ST_FALCON:
  15754. if(!pc_isfalcon(sd)) {
  15755. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15756. return false;
  15757. }
  15758. break;
  15759. case ST_CART:
  15760. if(!pc_iscarton(sd)) {
  15761. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  15762. return false;
  15763. }
  15764. break;
  15765. case ST_SHIELD:
  15766. if(sd->status.shield <= 0) {
  15767. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15768. return false;
  15769. }
  15770. break;
  15771. case ST_RECOVER_WEIGHT_RATE:
  15772. #ifdef RENEWAL
  15773. if(pc_is70overweight(sd)) {
  15774. #else
  15775. if(pc_is50overweight(sd)) {
  15776. #endif
  15777. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15778. return false;
  15779. }
  15780. break;
  15781. case ST_MOVE_ENABLE:
  15782. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  15783. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  15784. if (!unit_can_move(&sd->bl)) {
  15785. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15786. return false;
  15787. }
  15788. break;
  15789. case ST_WATER:
  15790. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  15791. break;
  15792. 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))
  15793. break;
  15794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15795. return false;
  15796. case ST_RIDINGDRAGON:
  15797. if( !pc_isridingdragon(sd) ) {
  15798. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  15799. return false;
  15800. }
  15801. break;
  15802. case ST_WUG:
  15803. if( !pc_iswug(sd) ) {
  15804. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15805. return false;
  15806. }
  15807. break;
  15808. case ST_RIDINGWUG:
  15809. if( !pc_isridingwug(sd) ) {
  15810. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15811. return false;
  15812. }
  15813. break;
  15814. case ST_MADO:
  15815. if( !pc_ismadogear(sd) ) {
  15816. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  15817. return false;
  15818. }
  15819. break;
  15820. case ST_ELEMENTALSPIRIT:
  15821. case ST_ELEMENTALSPIRIT2:
  15822. if(!sd->ed) {
  15823. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  15824. return false;
  15825. }
  15826. break;
  15827. case ST_PECO:
  15828. if(!pc_isriding(sd)) {
  15829. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15830. return false;
  15831. }
  15832. break;
  15833. case ST_SUNSTANCE:
  15834. if (!(sc && (sc->data[SC_SUNSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  15835. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15836. return false;
  15837. }
  15838. break;
  15839. case ST_MOONSTANCE:
  15840. if (!(sc && (sc->data[SC_LUNARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  15841. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15842. return false;
  15843. }
  15844. break;
  15845. case ST_STARSTANCE:
  15846. if (!(sc && (sc->data[SC_STARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  15847. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15848. return false;
  15849. }
  15850. break;
  15851. case ST_UNIVERSESTANCE:
  15852. if (!(sc && sc->data[SC_UNIVERSESTANCE])) {
  15853. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15854. return false;
  15855. }
  15856. break;
  15857. }
  15858. /* check the status required */
  15859. if (!require.status.empty()) {
  15860. switch (skill_id) {
  15861. // Being checked later in skill_check_condition_castend()
  15862. case WZ_SIGHTRASHER:
  15863. break;
  15864. default:
  15865. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  15866. return false;
  15867. break;
  15868. }
  15869. }
  15870. // Check for equipped item(s)
  15871. if (!require.eqItem.empty()) {
  15872. size_t count = require.eqItem.size();
  15873. for (const auto &it : require.eqItem) {
  15874. t_itemid reqeqit = it;
  15875. if (!reqeqit)
  15876. break; // Skill has no required item(s); get out of here
  15877. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  15878. case NC_PILEBUNKER:
  15879. case RL_P_ALTER:
  15880. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  15881. count--;
  15882. if (!count) {
  15883. if( skill_id == RL_P_ALTER ){
  15884. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  15885. }else{
  15886. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15887. }
  15888. return false;
  15889. } else
  15890. continue;
  15891. }
  15892. break;
  15893. case NC_ACCELERATION:
  15894. case NC_SELFDESTRUCTION:
  15895. case NC_SHAPESHIFT:
  15896. case NC_EMERGENCYCOOL:
  15897. case NC_MAGNETICFIELD:
  15898. case NC_NEUTRALBARRIER:
  15899. case NC_STEALTHFIELD:
  15900. if (pc_search_inventory(sd, reqeqit) == -1) {
  15901. count--;
  15902. if (!count) {
  15903. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
  15904. return false;
  15905. } else
  15906. continue;
  15907. }
  15908. break;
  15909. default:
  15910. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  15911. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
  15912. return false;
  15913. }
  15914. break;
  15915. }
  15916. }
  15917. }
  15918. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  15919. //mhp is the max-hp-requirement, that is,
  15920. //you must have this % or less of HP to cast it.
  15921. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  15922. return false;
  15923. }
  15924. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  15925. switch(skill_id) {
  15926. case RA_AIMEDBOLT:
  15927. break;
  15928. default:
  15929. switch((unsigned int)log2(require.weapon)) {
  15930. case W_REVOLVER:
  15931. clif_msg(sd, SKILL_NEED_REVOLVER);
  15932. break;
  15933. case W_RIFLE:
  15934. clif_msg(sd, SKILL_NEED_RIFLE);
  15935. break;
  15936. case W_GATLING:
  15937. clif_msg(sd, SKILL_NEED_GATLING);
  15938. break;
  15939. case W_SHOTGUN:
  15940. clif_msg(sd, SKILL_NEED_SHOTGUN);
  15941. break;
  15942. case W_GRENADE:
  15943. clif_msg(sd, SKILL_NEED_GRENADE);
  15944. break;
  15945. default:
  15946. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  15947. break;
  15948. }
  15949. return false;
  15950. }
  15951. }
  15952. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  15953. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  15954. return false;
  15955. }
  15956. if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
  15957. clif_skill_fail(sd,skill_id,USESKILL_FAIL_AP_INSUFFICIENT,0);
  15958. return false;
  15959. }
  15960. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  15961. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  15962. return false;
  15963. }
  15964. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  15965. switch (skill_id) { // Skills that require soul spheres.
  15966. case SP_SOULGOLEM:
  15967. case SP_SOULSHADOW:
  15968. case SP_SOULFALCON:
  15969. case SP_SOULFAIRY:
  15970. case SP_SOULCURSE:
  15971. case SP_SPA:
  15972. case SP_SHA:
  15973. case SP_SWHOO:
  15974. case SP_SOULUNITY:
  15975. case SP_SOULDIVISION:
  15976. case SP_SOULREAPER:
  15977. case SP_SOULEXPLOSION:
  15978. case SP_KAUTE:
  15979. if (sd->soulball < require.spiritball) {
  15980. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  15981. return false;
  15982. }
  15983. break;
  15984. // Skills that requires servants.
  15985. case DK_SERVANT_W_SIGN:
  15986. case DK_SERVANT_W_PHANTOM:
  15987. case DK_SERVANT_W_DEMOL:
  15988. if (sd->servantball < require.spiritball) {
  15989. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  15990. return false;
  15991. }
  15992. break;
  15993. default: // Skills that require spirit/coin spheres.
  15994. if (sd->spiritball < require.spiritball) {
  15995. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  15996. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  15997. else
  15998. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  15999. return false;
  16000. }
  16001. break;
  16002. }
  16003. }
  16004. return true;
  16005. }
  16006. /**
  16007. * Check skill condition when cast end.
  16008. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  16009. * @param sd Player who uses skill
  16010. * @param skill_id ID of used skill
  16011. * @param skill_lv Level of used skill
  16012. * @return true: All condition passed, false: Failed
  16013. */
  16014. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16015. {
  16016. struct s_skill_condition require;
  16017. struct status_data *status;
  16018. int i;
  16019. short index[MAX_SKILL_ITEM_REQUIRE];
  16020. nullpo_retr(false,sd);
  16021. if( sd->chatID )
  16022. return false;
  16023. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  16024. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16025. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16026. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  16027. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  16028. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  16029. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  16030. return true;
  16031. }
  16032. switch( sd->menuskill_id ) { // Cast start or cast end??
  16033. case AM_PHARMACY:
  16034. switch( skill_id ) {
  16035. case AM_PHARMACY:
  16036. case AC_MAKINGARROW:
  16037. case BS_REPAIRWEAPON:
  16038. case AM_TWILIGHT1:
  16039. case AM_TWILIGHT2:
  16040. case AM_TWILIGHT3:
  16041. return false;
  16042. }
  16043. break;
  16044. case GN_MIX_COOKING:
  16045. case GN_MAKEBOMB:
  16046. case GN_S_PHARMACY:
  16047. case GN_CHANGEMATERIAL:
  16048. case MT_M_MACHINE:
  16049. case BO_BIONIC_PHARMACY:
  16050. if( sd->menuskill_id != skill_id )
  16051. return false;
  16052. break;
  16053. }
  16054. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  16055. return true;
  16056. if( pc_is90overweight(sd) ) {
  16057. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  16058. return false;
  16059. }
  16060. // perform skill-specific checks (and actions)
  16061. switch( skill_id ) {
  16062. case PR_BENEDICTIO:
  16063. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  16064. break;
  16065. case AM_CANNIBALIZE:
  16066. case AM_SPHEREMINE: {
  16067. int c=0;
  16068. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  16069. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  16070. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  16071. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  16072. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16073. if(c >= maxcount ||
  16074. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  16075. { //Fails when: exceed max limit. There are other plant types already out.
  16076. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16077. return false;
  16078. }
  16079. }
  16080. break;
  16081. }
  16082. case NC_SILVERSNIPER:
  16083. case NC_MAGICDECOY: {
  16084. int c = 0;
  16085. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  16086. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  16087. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  16088. if( skill_id == NC_MAGICDECOY ) {
  16089. int j;
  16090. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  16091. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  16092. } else
  16093. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16094. if( c >= maxcount ) {
  16095. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16096. return false;
  16097. }
  16098. }
  16099. }
  16100. break;
  16101. case KO_ZANZOU: {
  16102. int c = 0;
  16103. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  16104. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  16105. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16106. return false;
  16107. }
  16108. }
  16109. break;
  16110. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16111. case MT_SUMMON_ABR_DUAL_CANNON:
  16112. case MT_SUMMON_ABR_MOTHER_NET:
  16113. case MT_SUMMON_ABR_INFINITY: {
  16114. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  16115. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16116. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16117. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], skill_id, &c);
  16118. if (c >= maxcount) {
  16119. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16120. return false;
  16121. }
  16122. }
  16123. break;
  16124. }
  16125. case BO_WOODENWARRIOR:
  16126. case BO_WOODEN_FAIRY:
  16127. case BO_CREEPER:
  16128. case BO_HELLTREE: {
  16129. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  16130. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16131. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16132. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, bionics[4 - (BO_HELLTREE - skill_id)], skill_id, &c);
  16133. if (c >= maxcount) {
  16134. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16135. return false;
  16136. }
  16137. }
  16138. break;
  16139. }
  16140. }
  16141. status = &sd->battle_status;
  16142. require = skill_get_requirement(sd,skill_id,skill_lv);
  16143. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  16144. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16145. return false;
  16146. }
  16147. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16148. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16149. return false;
  16150. }
  16151. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  16152. uint8 extra_ammo = 0;
  16153. #ifdef RENEWAL
  16154. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  16155. case WM_SEVERE_RAINSTORM:
  16156. case RL_FIREDANCE:
  16157. case RL_R_TRIP:
  16158. case RL_FIRE_RAIN:
  16159. extra_ammo = 1;
  16160. break;
  16161. default:
  16162. break;
  16163. }
  16164. #endif
  16165. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  16166. clif_arrow_fail(sd,0);
  16167. return false;
  16168. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  16169. char e_msg[100];
  16170. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  16171. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  16172. return false;
  16173. }
  16174. else if (require.ammo&(1<<AMMO_KUNAI)) {
  16175. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  16176. return false;
  16177. }
  16178. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  16179. skill_get_desc(skill_id),
  16180. require.ammo_qty,
  16181. itemdb_ename(sd->inventory.u.items_inventory[i].nameid));
  16182. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  16183. return false;
  16184. }
  16185. if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  16186. //which is the closest we have to wrong ammo type. [Skotlex]
  16187. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  16188. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16189. return false;
  16190. }
  16191. }
  16192. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  16193. if( !require.itemid[i] )
  16194. continue;
  16195. index[i] = pc_search_inventory(sd,require.itemid[i]);
  16196. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  16197. if( require.itemid[i] == ITEMID_HOLY_WATER )
  16198. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  16199. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  16200. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  16201. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  16202. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  16203. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  16204. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  16205. else if( require.itemid[i] == ITEMID_ANCILLA )
  16206. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  16207. else
  16208. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  16209. return false;
  16210. }
  16211. }
  16212. /* check the status required */
  16213. if (!require.status.empty()) {
  16214. switch (skill_id) {
  16215. case WZ_SIGHTRASHER:
  16216. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16217. return false;
  16218. break;
  16219. default:
  16220. break;
  16221. }
  16222. }
  16223. return true;
  16224. }
  16225. /** Consume skill requirement
  16226. * @param sd Player who uses the skill
  16227. * @param skill_id ID of used skill
  16228. * @param skill_lv Level of used skill
  16229. * @param type Consume type
  16230. * type&1: consume the others (before skill was used);
  16231. * type&2: consume items (after skill was used)
  16232. */
  16233. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  16234. {
  16235. struct s_skill_condition require;
  16236. nullpo_retv(sd);
  16237. require = skill_get_requirement(sd,skill_id,skill_lv);
  16238. if( type&1 ) {
  16239. switch( skill_id ) {
  16240. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  16241. case MC_IDENTIFY:
  16242. require.sp = 0;
  16243. break;
  16244. case MO_KITRANSLATION:
  16245. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  16246. require.spiritball = 0;
  16247. //Fall through
  16248. default:
  16249. if(sd->state.autocast)
  16250. require.sp = 0;
  16251. break;
  16252. }
  16253. if(require.hp || require.sp || require.ap)
  16254. status_zap(&sd->bl, require.hp, require.sp, require.ap);
  16255. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  16256. switch (skill_id) { // Skills that require soul spheres.
  16257. case SP_SOULGOLEM:
  16258. case SP_SOULSHADOW:
  16259. case SP_SOULFALCON:
  16260. case SP_SOULFAIRY:
  16261. case SP_SOULCURSE:
  16262. case SP_SPA:
  16263. case SP_SHA:
  16264. case SP_SWHOO:
  16265. case SP_SOULUNITY:
  16266. case SP_SOULDIVISION:
  16267. case SP_SOULREAPER:
  16268. case SP_SOULEXPLOSION:
  16269. case SP_KAUTE:
  16270. pc_delsoulball(sd, require.spiritball, false);
  16271. break;
  16272. // Skills that require servants.
  16273. // Note: We don't update the servants display here
  16274. // since using these skills auto trigger an animation
  16275. // with them in unique ways that makes them vanish.
  16276. case DK_SERVANT_W_SIGN:
  16277. case DK_SERVANT_W_PHANTOM:
  16278. case DK_SERVANT_W_DEMOL:
  16279. pc_delservantball( *sd, require.spiritball );
  16280. break;
  16281. default: // Skills that require spirit/coin spheres.
  16282. pc_delspiritball(sd, require.spiritball, 0);
  16283. break;
  16284. }
  16285. }
  16286. else if(require.spiritball == -1) {
  16287. sd->spiritball_old = sd->spiritball;
  16288. pc_delspiritball(sd,sd->spiritball,0);
  16289. }
  16290. if(require.zeny > 0)
  16291. {
  16292. if( skill_id == NJ_ZENYNAGE )
  16293. require.zeny = 0; //Zeny is reduced on skill_attack.
  16294. if( sd->status.zeny < require.zeny )
  16295. require.zeny = sd->status.zeny;
  16296. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  16297. }
  16298. }
  16299. if( type&2 ) {
  16300. struct status_change *sc = &sd->sc;
  16301. int n,i;
  16302. if( !sc->count )
  16303. sc = NULL;
  16304. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  16305. {
  16306. if( !require.itemid[i] )
  16307. continue;
  16308. 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 )
  16309. continue; //Gemstones are checked, but not substracted from inventory.
  16310. switch( skill_id ){
  16311. case SA_SEISMICWEAPON:
  16312. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  16313. continue;
  16314. break;
  16315. case SA_FLAMELAUNCHER:
  16316. case SA_VOLCANO:
  16317. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  16318. continue;
  16319. break;
  16320. case SA_FROSTWEAPON:
  16321. case SA_DELUGE:
  16322. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  16323. continue;
  16324. break;
  16325. case SA_LIGHTNINGLOADER:
  16326. case SA_VIOLENTGALE:
  16327. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  16328. continue;
  16329. break;
  16330. }
  16331. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  16332. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  16333. }
  16334. }
  16335. }
  16336. /**
  16337. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  16338. * @param sd Player's that will be checked
  16339. * @param skill_id Skill that's being used
  16340. * @param skill_lv Skill level of used skill
  16341. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  16342. */
  16343. struct s_skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16344. {
  16345. struct s_skill_condition req;
  16346. struct status_data *status;
  16347. struct status_change *sc;
  16348. int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  16349. memset(&req,0,sizeof(req));
  16350. if( !sd )
  16351. return req;
  16352. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  16353. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  16354. sc = &sd->sc;
  16355. if( !sc->count )
  16356. sc = NULL;
  16357. //Checks if disabling skill - in which case no SP requirements are necessary
  16358. if( sc && skill_disable_check(sc,skill_id) )
  16359. return req;
  16360. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  16361. status = &sd->battle_status;
  16362. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  16363. req.hp = skill->require.hp[skill_lv - 1];
  16364. hp_rate = skill->require.hp_rate[skill_lv - 1];
  16365. if(hp_rate > 0)
  16366. req.hp += (status->hp * hp_rate)/100;
  16367. else
  16368. req.hp += (status->max_hp * (-hp_rate))/100;
  16369. req.sp = skill->require.sp[skill_lv-1];
  16370. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  16371. req.sp /= 2;
  16372. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  16373. req.sp -= req.sp * 30 / 100;
  16374. sp_rate = skill->require.sp_rate[skill_lv-1];
  16375. if(sp_rate > 0)
  16376. req.sp += (status->sp * sp_rate)/100;
  16377. else
  16378. req.sp += (status->max_sp * (-sp_rate))/100;
  16379. if( sd->dsprate != 100 )
  16380. req.sp = req.sp * sd->dsprate / 100;
  16381. for (auto &it : sd->skillusesprate) {
  16382. if (it.id == skill_id) {
  16383. sp_skill_rate_bonus -= it.val;
  16384. break;
  16385. }
  16386. }
  16387. for (auto &it : sd->skillusesp) {
  16388. if (it.id == skill_id) {
  16389. req.sp -= it.val;
  16390. break;
  16391. }
  16392. }
  16393. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  16394. req.sp += req.sp * 30 / 100;
  16395. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  16396. if( sc ) {
  16397. if( sc->data[SC__LAZINESS] )
  16398. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  16399. if( sc->data[SC_RECOGNIZEDSPELL] )
  16400. req.sp += req.sp / 4;
  16401. if( sc->data[SC_OFFERTORIUM])
  16402. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  16403. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  16404. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  16405. #ifdef RENEWAL
  16406. if (sc->data[SC_ADAPTATION] && (skill_get_inf2(skill_id, INF2_ISSONG)))
  16407. req.sp -= req.sp * 20 / 100;
  16408. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPCONSUM)
  16409. req.sp -= req.sp * 30 / 100;
  16410. #endif
  16411. if (sc->data[SC_GLOOMYDAY])
  16412. req.sp += req.sp * (skill_lv * 10) / 100;
  16413. if (sc->data[SC_CRESCIVEBOLT])
  16414. req.sp += req.sp * (20 * sc->data[SC_CRESCIVEBOLT]->val1) / 100;
  16415. }
  16416. req.ap = skill->require.ap[skill_lv - 1];
  16417. ap_rate = skill->require.ap_rate[skill_lv - 1];
  16418. if (ap_rate > 0)
  16419. req.ap += (status->ap * ap_rate) / 100;
  16420. else
  16421. req.ap += (status->max_ap * (-ap_rate)) / 100;
  16422. req.zeny = skill->require.zeny[skill_lv-1];
  16423. if( sc && sc->data[SC__UNLUCKY] ) {
  16424. if(sc->data[SC__UNLUCKY]->val1 < 3)
  16425. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  16426. else
  16427. req.zeny += 1000;
  16428. }
  16429. req.spiritball = skill->require.spiritball[skill_lv-1];
  16430. req.state = skill->require.state;
  16431. req.mhp = skill->require.mhp[skill_lv-1];
  16432. req.weapon = skill->require.weapon;
  16433. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  16434. if (req.ammo_qty)
  16435. req.ammo = skill->require.ammo;
  16436. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  16437. { //Assume this skill is using the weapon, therefore it requires arrows.
  16438. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  16439. req.ammo_qty = 1;
  16440. }
  16441. req.status = skill->require.status;
  16442. req.eqItem = skill->require.eqItem;
  16443. // Level dependence flag is determined based on the ItemCost Level label
  16444. bool level_dependent = skill->require.itemid_level_dependent;
  16445. switch( skill_id ) {
  16446. /* Skill level-dependent checks */
  16447. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  16448. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  16449. req.itemid[1] = skill->require.itemid[skill->max];
  16450. req.amount[1] = skill->require.amount[skill->max];
  16451. // Fall through
  16452. /* Normal skill requirements and gemstone checks */
  16453. default:
  16454. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  16455. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  16456. if (!level_dependent) {
  16457. switch( skill_id ) {
  16458. case AM_POTIONPITCHER:
  16459. case CR_SLIMPITCHER:
  16460. case CR_CULTIVATION:
  16461. if (i != skill_lv%11 - 1)
  16462. continue;
  16463. break;
  16464. #ifdef RENEWAL
  16465. case AM_CALLHOMUN:
  16466. // Player has no homunculus, only requires first item
  16467. if (i > 0 && sd->hd == nullptr) {
  16468. i = MAX_SKILL_ITEM_REQUIRE;
  16469. continue;
  16470. }
  16471. // Recalling from Rest state has a different consume item (stored as second item)
  16472. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  16473. req.itemid[0] = skill->require.itemid[1];
  16474. req.amount[0] = skill->require.amount[1];
  16475. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  16476. skill_area_temp[0] = 0;
  16477. i = MAX_SKILL_ITEM_REQUIRE;
  16478. continue;
  16479. }
  16480. break;
  16481. #else
  16482. case AM_CALLHOMUN:
  16483. if (sd->status.hom_id) //Don't delete items when hom is already out.
  16484. continue;
  16485. break;
  16486. #endif
  16487. case AB_ADORAMUS:
  16488. 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)) )
  16489. continue;
  16490. break;
  16491. }
  16492. req.itemid[i] = skill->require.itemid[i];
  16493. req.amount[i] = skill->require.amount[i];
  16494. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  16495. int16 itIndex;
  16496. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  16497. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  16498. req.itemid[i] = ITEMID_TRAP;
  16499. else
  16500. req.itemid[i] = ITEMID_TRAP_ALLOY;
  16501. req.amount[i] = 1;
  16502. }
  16503. break;
  16504. }
  16505. }
  16506. // Check requirement for gemstone.
  16507. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  16508. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  16509. req.itemid[i] = req.amount[i] = 0;
  16510. else {
  16511. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  16512. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  16513. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  16514. req.itemid[i] = req.amount[i] = 0;
  16515. else if( --req.amount[i] < 1 )
  16516. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  16517. }
  16518. }
  16519. }
  16520. // Check requirement for Magic Gear Fuel
  16521. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  16522. req.itemid[i] = req.amount[i] = 0;
  16523. }
  16524. break;
  16525. }
  16526. // Check for cost reductions due to skills & SCs
  16527. switch(skill_id) {
  16528. case MC_MAMMONITE:
  16529. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  16530. req.zeny -= req.zeny*10/100;
  16531. break;
  16532. case AL_HOLYLIGHT:
  16533. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  16534. req.sp *= 5;
  16535. break;
  16536. case SL_SMA:
  16537. case SL_STUN:
  16538. case SL_STIN:
  16539. {
  16540. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  16541. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  16542. break;
  16543. if(sd->status.base_level>=90)
  16544. req.sp -= req.sp*7*kaina_lv/100;
  16545. else if(sd->status.base_level>=80)
  16546. req.sp -= req.sp*5*kaina_lv/100;
  16547. else if(sd->status.base_level>=70)
  16548. req.sp -= req.sp*3*kaina_lv/100;
  16549. }
  16550. break;
  16551. case MO_CHAINCOMBO:
  16552. case MO_COMBOFINISH:
  16553. case CH_TIGERFIST:
  16554. case CH_CHAINCRUSH:
  16555. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  16556. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  16557. break;
  16558. case MO_BODYRELOCATION:
  16559. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  16560. req.spiritball = 0;
  16561. break;
  16562. case MO_EXTREMITYFIST:
  16563. if( sc ) {
  16564. if( sc->data[SC_BLADESTOP] )
  16565. req.spiritball--;
  16566. else if( sc->data[SC_COMBO] ) {
  16567. #ifndef RENEWAL
  16568. switch( sc->data[SC_COMBO]->val1 ) {
  16569. case MO_COMBOFINISH:
  16570. req.spiritball = 4;
  16571. break;
  16572. case CH_TIGERFIST:
  16573. req.spiritball = 3;
  16574. break;
  16575. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  16576. req.spiritball = sd->spiritball?sd->spiritball:1;
  16577. break;
  16578. }
  16579. #else
  16580. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  16581. #endif
  16582. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  16583. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  16584. }
  16585. break;
  16586. case LG_RAGEBURST:
  16587. req.spiritball = sd->spiritball?sd->spiritball:1;
  16588. break;
  16589. case SR_FALLENEMPIRE:
  16590. if (sc && (sc->data[SC_FIRST_FAITH_POWER] || sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME]))
  16591. req.spiritball = 0;
  16592. break;
  16593. case SR_TIGERCANNON:
  16594. if (sc && sc->data[SC_THIRD_EXOR_FLAME])
  16595. req.spiritball = 0;
  16596. break;
  16597. case SR_RAMPAGEBLASTER:
  16598. case SR_RIDEINLIGHTNING:
  16599. if (sc && sc->data[SC_MASSIVE_F_BLASTER])
  16600. req.spiritball = 0;
  16601. break;
  16602. case SR_GATEOFHELL:
  16603. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  16604. req.sp -= req.sp * 10 / 100;
  16605. break;
  16606. case SR_FLASHCOMBO:
  16607. if (sc && (sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME]))
  16608. req.spiritball = 0;
  16609. break;
  16610. case SO_SUMMON_AGNI:
  16611. case SO_SUMMON_AQUA:
  16612. case SO_SUMMON_VENTUS:
  16613. case SO_SUMMON_TERA: {
  16614. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  16615. if( spirit_sympathy )
  16616. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  16617. }
  16618. break;
  16619. case NPC_PSYCHIC_WAVE:
  16620. case SO_PSYCHIC_WAVE:
  16621. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  16622. req.sp += req.sp / 2; // 1.5x SP cost
  16623. break;
  16624. }
  16625. //Check if player is using the copied skill [Cydh]
  16626. uint16 idx = skill_get_index(skill_id);
  16627. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  16628. uint16 req_opt = skill->copyable.req_opt;
  16629. if (req_opt & SKILL_REQ_HPCOST)
  16630. req.hp = 0;
  16631. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  16632. req.mhp = 0;
  16633. if (req_opt & SKILL_REQ_SPCOST)
  16634. req.sp = 0;
  16635. if (req_opt & SKILL_REQ_HPRATECOST)
  16636. req.hp_rate = 0;
  16637. if (req_opt & SKILL_REQ_SPRATECOST)
  16638. req.sp_rate = 0;
  16639. if (req_opt & SKILL_REQ_ZENYCOST)
  16640. req.zeny = 0;
  16641. if (req_opt & SKILL_REQ_WEAPON)
  16642. req.weapon = 0;
  16643. if (req_opt & SKILL_REQ_AMMO) {
  16644. req.ammo = 0;
  16645. req.ammo_qty = 0;
  16646. }
  16647. if (req_opt & SKILL_REQ_STATE)
  16648. req.state = ST_NONE;
  16649. if (req_opt & SKILL_REQ_STATUS) {
  16650. req.status.clear();
  16651. req.status.shrink_to_fit();
  16652. }
  16653. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  16654. req.spiritball = 0;
  16655. if (req_opt & SKILL_REQ_ITEMCOST) {
  16656. memset(req.itemid, 0, sizeof(req.itemid));
  16657. memset(req.amount, 0, sizeof(req.amount));
  16658. }
  16659. if (req_opt & SKILL_REQ_EQUIPMENT) {
  16660. req.eqItem.clear();
  16661. req.eqItem.shrink_to_fit();
  16662. }
  16663. if (req_opt & SKILL_REQ_APCOST)
  16664. req.ap = 0;
  16665. if (req_opt & SKILL_REQ_APRATECOST)
  16666. req.ap_rate = 0;
  16667. }
  16668. return req;
  16669. }
  16670. /*==========================================
  16671. * Does cast-time reductions based on dex, item bonuses and config setting
  16672. *------------------------------------------*/
  16673. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  16674. nullpo_ret(bl);
  16675. double time = skill_get_cast(skill_id, skill_lv);
  16676. #ifndef RENEWAL_CAST
  16677. {
  16678. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  16679. struct status_change *sc = status_get_sc(bl);
  16680. int reduce_cast_rate = 0;
  16681. uint8 flag = skill_get_castnodex(skill_id);
  16682. // Calculate base cast time (reduced by dex)
  16683. if (!(flag&1)) {
  16684. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  16685. if (scale > 0) // not instant cast
  16686. time = time * (float)scale / battle_config.castrate_dex_scale;
  16687. else
  16688. return 0; // instant cast
  16689. }
  16690. // Calculate cast time reduced by item/card bonuses
  16691. if (sd) {
  16692. if (!(flag&4)) {
  16693. if (sd->castrate != 100)
  16694. reduce_cast_rate += 100 - sd->castrate;
  16695. if (sd->bonus.add_varcast != 0)
  16696. time += sd->bonus.add_varcast; // bonus bVariableCast
  16697. }
  16698. // Skill-specific reductions work regardless of flag
  16699. for (const auto &it : sd->skillcastrate) {
  16700. if (it.id == skill_id) {
  16701. time += time * it.val / 100;
  16702. break;
  16703. }
  16704. }
  16705. for (const auto &it : sd->skillvarcast) {
  16706. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  16707. time += it.val;
  16708. break;
  16709. }
  16710. }
  16711. }
  16712. // These cast time reductions are processed even if the skill fails
  16713. if (sc && sc->count) {
  16714. // Magic Strings stacks additively with item bonuses
  16715. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  16716. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  16717. // Foresight halves the cast time, it does not stack additively
  16718. if (sc->data[SC_MEMORIZE]) {
  16719. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  16720. if(!(flag&2))
  16721. time -= time * 50 / 100;
  16722. // Foresight counter gets reduced even if the skill is not affected by it
  16723. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  16724. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  16725. }
  16726. }
  16727. }
  16728. time = time * (1 - (float)reduce_cast_rate / 100);
  16729. }
  16730. #endif
  16731. // config cast time multiplier
  16732. if (battle_config.cast_rate != 100)
  16733. time = time * battle_config.cast_rate / 100;
  16734. // return final cast time
  16735. time = max(time, 0);
  16736. //ShowInfo("Castime castfix = %f\n",time);
  16737. return (int)time;
  16738. }
  16739. #ifndef RENEWAL_CAST
  16740. /**
  16741. * Get the skill cast time for Pre-Re cast
  16742. * @param bl: The caster
  16743. * @param time: Cast time before Status Change addition or reduction
  16744. * @return time: Modified castime after status change addition or reduction
  16745. */
  16746. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  16747. {
  16748. if (time < 0)
  16749. return 0;
  16750. if (bl->type == BL_MOB || bl->type == BL_NPC)
  16751. return (int)time;
  16752. status_change *sc = status_get_sc(bl);
  16753. if (sc && sc->count) {
  16754. if (!(flag&2)) {
  16755. if (sc->data[SC_SLOWCAST])
  16756. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  16757. if (sc->data[SC_PARALYSIS])
  16758. time += sc->data[SC_PARALYSIS]->val3;
  16759. if (sc->data[SC_IZAYOI])
  16760. time -= time * 50 / 100;
  16761. }
  16762. if (sc->data[SC_SUFFRAGIUM]) {
  16763. if(!(flag&2))
  16764. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  16765. //Suffragium ends even if the skill is not affected by it
  16766. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  16767. }
  16768. }
  16769. time = max(time, 0);
  16770. //ShowInfo("Castime castfix_sc = %f\n",time);
  16771. return (int)time;
  16772. }
  16773. #else
  16774. /**
  16775. * Get the skill cast time for RENEWAL_CAST.
  16776. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  16777. * Additive value:
  16778. * Variable CastTime : time += value
  16779. * Fixed CastTime : fixed += value
  16780. * Multipicative value
  16781. * Variable CastTime : VARCAST_REDUCTION(value)
  16782. * Fixed CastTime : FIXEDCASTRATE2(value)
  16783. * @param bl: The caster
  16784. * @param time: Cast time without reduction
  16785. * @param skill_id: Skill ID of the casted skill
  16786. * @param skill_lv: Skill level of the casted skill
  16787. * @return time: Modified castime after status and bonus addition or reduction
  16788. */
  16789. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  16790. {
  16791. nullpo_ret(bl);
  16792. if (time < 0)
  16793. return 0;
  16794. if (bl->type == BL_MOB || bl->type == BL_NPC)
  16795. return (int)time;
  16796. status_change *sc = status_get_sc(bl);
  16797. map_session_data *sd = BL_CAST(BL_PC, bl);
  16798. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  16799. uint8 flag = skill_get_castnodex(skill_id);
  16800. if (fixed < 0) {
  16801. if (battle_config.default_fixed_castrate > 0) {
  16802. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  16803. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  16804. } else
  16805. fixed = 0;
  16806. }
  16807. // Additive Variable Cast bonus adjustments by items
  16808. if (sd && !(flag&4)) {
  16809. if (sd->bonus.varcastrate != 0)
  16810. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  16811. if (sd->bonus.fixcastrate != 0)
  16812. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  16813. if (sd->bonus.add_varcast != 0)
  16814. time += sd->bonus.add_varcast; // bonus bVariableCast
  16815. if (sd->bonus.add_fixcast != 0)
  16816. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  16817. for (const auto &it : sd->skillfixcast) {
  16818. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  16819. fixed += it.val;
  16820. break;
  16821. }
  16822. }
  16823. for (const auto &it : sd->skillvarcast) {
  16824. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  16825. time += it.val;
  16826. break;
  16827. }
  16828. }
  16829. for (const auto &it : sd->skillcastrate) {
  16830. if (it.id == skill_id) { // bonus2 bVariableCastrate
  16831. reduce_cast_rate += it.val;
  16832. break;
  16833. }
  16834. }
  16835. for (const auto &it : sd->skillfixcastrate) {
  16836. if (it.id == skill_id) { // bonus2 bFixedCastrate
  16837. fixcast_r = max(fixcast_r, it.val);
  16838. break;
  16839. }
  16840. }
  16841. }
  16842. // Adjusted by active statuses
  16843. if (sc && sc->count && !(flag&2)) {
  16844. // Multiplicative Variable CastTime values
  16845. if (sc->data[SC_SLOWCAST])
  16846. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  16847. if (sc->data[SC__LAZINESS])
  16848. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  16849. if (sc->data[SC_SUFFRAGIUM]) {
  16850. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  16851. #ifndef RENEWAL
  16852. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  16853. #endif
  16854. }
  16855. if (sc->data[SC_MEMORIZE]) {
  16856. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  16857. reduce_cast_rate += 50;
  16858. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  16859. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  16860. }
  16861. }
  16862. if (sc->data[SC_POEMBRAGI])
  16863. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  16864. if (sc->data[SC_IZAYOI])
  16865. VARCAST_REDUCTION(50);
  16866. 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)
  16867. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  16868. if (sc->data[SC_TELEKINESIS_INTENSE])
  16869. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  16870. if (sc->data[SC_SOULFAIRY])
  16871. VARCAST_REDUCTION(sc->data[SC_SOULFAIRY]->val3);
  16872. if (sc->data[SC_EP16_2_BUFF_AC])
  16873. VARCAST_REDUCTION(80);
  16874. // Multiplicative Fixed CastTime values
  16875. if (sc->data[SC_SECRAMENT])
  16876. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  16877. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  16878. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  16879. if (sc->data[SC_DANCEWITHWUG])
  16880. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  16881. if (sc->data[SC_HEAT_BARREL])
  16882. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  16883. if (sc->data[SC_FREEZING])
  16884. fixcast_r -= 50;
  16885. if (sc->data[SC_SWINGDANCE])
  16886. fixcast_r = max(fixcast_r, skill_lv * 6);
  16887. // Additive Fixed CastTime values
  16888. if (sc->data[SC_MANDRAGORA])
  16889. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  16890. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  16891. fixed -= 1000;
  16892. if (sc->data[SC_IZAYOI])
  16893. fixed = 0;
  16894. if (sc->data[SC_GLOOMYDAY])
  16895. fixed += skill_lv * 500;
  16896. }
  16897. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  16898. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  16899. if (varcast_r < 0)
  16900. time = time * (1 - (float)min(varcast_r, 100) / 100);
  16901. // Apply Variable CastTime calculation by INT & DEX
  16902. if (!(flag&1))
  16903. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  16904. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  16905. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  16906. return (int)time;
  16907. }
  16908. #endif
  16909. /*==========================================
  16910. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  16911. *------------------------------------------*/
  16912. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  16913. {
  16914. nullpo_ret(bl);
  16915. if (skill_id == SA_ABRACADABRA)
  16916. return 0; //Will use picked skill's delay.
  16917. if (bl->type&battle_config.no_skill_delay)
  16918. return battle_config.min_skill_delay_limit;
  16919. int delaynodex = skill_get_delaynodex(skill_id);
  16920. double time = skill_get_delay(skill_id, skill_lv);
  16921. if (time < 0)
  16922. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  16923. status_change* sc = status_get_sc(bl);
  16924. // Delay reductions
  16925. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  16926. case MO_TRIPLEATTACK:
  16927. case MO_CHAINCOMBO:
  16928. case MO_COMBOFINISH:
  16929. case CH_TIGERFIST:
  16930. case CH_CHAINCRUSH:
  16931. case SR_DRAGONCOMBO:
  16932. case SR_FALLENEMPIRE:
  16933. case SJ_PROMINENCEKICK:
  16934. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  16935. if (time == 0)
  16936. time = 1000;
  16937. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  16938. break;
  16939. #ifndef RENEWAL
  16940. case HP_BASILICA:
  16941. if (sc && !sc->data[SC_BASILICA])
  16942. time = 0; // There is no Delay on Basilica creation, only on cancel
  16943. break;
  16944. #endif
  16945. default:
  16946. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  16947. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  16948. if (scale > 0)
  16949. time = time * scale / battle_config.castrate_dex_scale;
  16950. else //To be capped later to minimum.
  16951. time = 0;
  16952. }
  16953. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  16954. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  16955. if (scale > 0)
  16956. time = time * scale / battle_config.castrate_dex_scale;
  16957. else //To be capped later to minimum.
  16958. time = 0;
  16959. }
  16960. }
  16961. if (sc && sc->count) {
  16962. if (sc->data[SC_SPIRIT]) {
  16963. switch (skill_id) {
  16964. case CR_SHIELDBOOMERANG:
  16965. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  16966. time /= 2;
  16967. break;
  16968. case AS_SONICBLOW:
  16969. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  16970. time /= 2;
  16971. break;
  16972. }
  16973. }
  16974. }
  16975. int delay = 0;
  16976. if (!(delaynodex&2)) {
  16977. if (sc && sc->count) {
  16978. if (sc->data[SC_POEMBRAGI])
  16979. delay += sc->data[SC_POEMBRAGI]->val3;
  16980. 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)
  16981. delay += 50; // After Delay of Wind element spells reduced by 50%.
  16982. if (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 0)
  16983. delay += sc->data[SC_MAGICMUSHROOM]->val2;
  16984. }
  16985. }
  16986. if (!(delaynodex&4) && bl->type == BL_PC) {
  16987. map_session_data* sd = (map_session_data*)bl;
  16988. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  16989. delay += sd->bonus.delayrate;
  16990. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  16991. if (it.id == skill_id) {
  16992. time += it.val;
  16993. break;
  16994. }
  16995. }
  16996. }
  16997. if (delay != 0)
  16998. time = time * (1 - (float)min(delay, 100) / 100);
  16999. if (battle_config.delay_rate != 100)
  17000. time = time * battle_config.delay_rate / 100;
  17001. //ShowInfo("Delay delayfix = %f\n",time);
  17002. return max((int)time,0);
  17003. }
  17004. /*==========================================
  17005. * Weapon Repair [Celest/DracoRPG]
  17006. *------------------------------------------*/
  17007. void skill_repairweapon(struct map_session_data *sd, int idx) {
  17008. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  17009. ITEMID_IRON_ORE,
  17010. ITEMID_IRON,
  17011. ITEMID_STEEL,
  17012. ITEMID_ORIDECON_STONE,
  17013. #ifdef RENEWAL
  17014. 0
  17015. #endif
  17016. };
  17017. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  17018. ITEMID_STEEL,
  17019. #ifdef RENEWAL
  17020. 0
  17021. #endif
  17022. };
  17023. t_itemid material = 0;
  17024. struct item *item;
  17025. struct map_session_data *target_sd;
  17026. nullpo_retv(sd);
  17027. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  17028. return;
  17029. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  17030. return;
  17031. if( idx < 0 || idx >= MAX_INVENTORY )
  17032. return; //Invalid index??
  17033. item = &target_sd->inventory.u.items_inventory[idx];
  17034. if( !item->nameid || !item->attribute )
  17035. return; //Again invalid item....
  17036. if (itemdb_ishatched_egg(item))
  17037. return;
  17038. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  17039. clif_item_repaireffect(sd, idx, 1);
  17040. return;
  17041. }
  17042. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  17043. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  17044. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  17045. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  17046. }
  17047. if( material == 0 || pc_search_inventory( sd, material ) < 0 ){
  17048. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17049. return;
  17050. }
  17051. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  17052. item->attribute = 0;/* clear broken state */
  17053. clif_equiplist(target_sd);
  17054. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  17055. clif_item_repaireffect(sd,idx,0);
  17056. if( sd != target_sd )
  17057. clif_item_repaireffect(target_sd,idx,0);
  17058. }
  17059. /*==========================================
  17060. * Item Appraisal
  17061. *------------------------------------------*/
  17062. void skill_identify(struct map_session_data *sd, int idx)
  17063. {
  17064. int flag=1;
  17065. nullpo_retv(sd);
  17066. sd->state.workinprogress = WIP_DISABLE_NONE;
  17067. if(idx >= 0 && idx < MAX_INVENTORY) {
  17068. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17069. flag=0;
  17070. sd->inventory.u.items_inventory[idx].identify = 1;
  17071. }
  17072. }
  17073. clif_item_identified(sd,idx,flag);
  17074. }
  17075. /*==========================================
  17076. * Weapon Refine [Celest]
  17077. *------------------------------------------*/
  17078. void skill_weaponrefine(struct map_session_data *sd, int idx)
  17079. {
  17080. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  17081. ITEMID_PHRACON,
  17082. ITEMID_EMVERETARCON,
  17083. ITEMID_ORIDECON,
  17084. ITEMID_ORIDECON,
  17085. #ifdef RENEWAL
  17086. 0
  17087. #endif
  17088. };
  17089. nullpo_retv(sd);
  17090. if (idx >= 0 && idx < MAX_INVENTORY)
  17091. {
  17092. struct item *item;
  17093. struct item_data *ditem = sd->inventory_data[idx];
  17094. item = &sd->inventory.u.items_inventory[idx];
  17095. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  17096. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  17097. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17098. return;
  17099. }
  17100. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  17101. clif_upgrademessage(sd, 2, item->nameid);
  17102. return;
  17103. }
  17104. int i = pc_search_inventory( sd, material[ditem->weapon_level - 1] );
  17105. if( i < 0 ) {
  17106. clif_upgrademessage( sd, 3, material[ditem->weapon_level - 1] );
  17107. return;
  17108. }
  17109. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  17110. if( info == nullptr ){
  17111. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17112. return;
  17113. }
  17114. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  17115. if( cost == nullptr ){
  17116. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17117. return;
  17118. }
  17119. if( cost->nameid != material[ditem->weapon_level - 1] ){
  17120. ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid );
  17121. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17122. return;
  17123. }
  17124. int per = ( cost->chance / 100 );
  17125. if( sd->class_&JOBL_THIRD )
  17126. per += 10;
  17127. else
  17128. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  17129. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  17130. if (per > rnd() % 100) {
  17131. int ep=0;
  17132. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  17133. item->refine++;
  17134. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  17135. if(item->equip) {
  17136. ep = item->equip;
  17137. pc_unequipitem(sd,idx,3);
  17138. }
  17139. clif_delitem(sd,idx,1,3);
  17140. clif_upgrademessage(sd, 0, item->nameid);
  17141. clif_inventorylist(sd);
  17142. clif_refine(sd->fd,0,idx,item->refine);
  17143. if( ditem->type == IT_WEAPON ){
  17144. achievement_update_objective(sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  17145. }
  17146. if (ep)
  17147. pc_equipitem(sd,idx,ep);
  17148. clif_misceffect(&sd->bl,3);
  17149. if(item->refine == 10 &&
  17150. item->card[0] == CARD0_FORGE &&
  17151. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  17152. { // Fame point system [DracoRPG]
  17153. switch(ditem->weapon_level){
  17154. case 1:
  17155. pc_addfame(*sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  17156. break;
  17157. case 2:
  17158. pc_addfame(*sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  17159. break;
  17160. case 3:
  17161. pc_addfame(*sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  17162. break;
  17163. }
  17164. }
  17165. } else {
  17166. item->refine = 0;
  17167. if(item->equip)
  17168. pc_unequipitem(sd,idx,3);
  17169. clif_upgrademessage(sd, 1, item->nameid);
  17170. clif_refine(sd->fd,1,idx,item->refine);
  17171. achievement_update_objective(sd, AG_ENCHANT_FAIL, 1, 1);
  17172. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  17173. clif_misceffect(&sd->bl,2);
  17174. clif_emotion(&sd->bl, ET_HUK);
  17175. }
  17176. }
  17177. }
  17178. }
  17179. /*==========================================
  17180. *
  17181. *------------------------------------------*/
  17182. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  17183. {
  17184. nullpo_ret(sd);
  17185. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  17186. return 0;
  17187. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  17188. uint16 maxlv = 1;
  17189. if (skill_lv == 0 || lv == 0)
  17190. return 0; // Player must learn the skill before doing auto-spell [Lance]
  17191. #ifdef RENEWAL
  17192. 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)
  17193. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17194. else
  17195. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  17196. #else
  17197. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  17198. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  17199. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  17200. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17201. else if(skill_lv==2) maxlv=1;
  17202. else if(skill_lv==3) maxlv=2;
  17203. else if(skill_lv>=4) maxlv=3;
  17204. }
  17205. else if(skill_id==MG_SOULSTRIKE){
  17206. if(skill_lv==5) maxlv=1;
  17207. else if(skill_lv==6) maxlv=2;
  17208. else if(skill_lv>=7) maxlv=3;
  17209. }
  17210. else if(skill_id==MG_FIREBALL){
  17211. if(skill_lv==8) maxlv=1;
  17212. else if(skill_lv>=9) maxlv=2;
  17213. }
  17214. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  17215. else return 0;
  17216. #endif
  17217. maxlv = min(lv, maxlv);
  17218. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  17219. skill_get_time(SA_AUTOSPELL,skill_lv));
  17220. return 0;
  17221. }
  17222. /**
  17223. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  17224. * @param bl: Player object
  17225. * @param ap: va_arg list
  17226. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  17227. */
  17228. static int skill_sit_count(struct block_list *bl, va_list ap)
  17229. {
  17230. struct map_session_data *sd = (struct map_session_data*)bl;
  17231. int flag = va_arg(ap, int);
  17232. if (!pc_issit(sd))
  17233. return 0;
  17234. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17235. return 1;
  17236. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  17237. return 1;
  17238. return 0;
  17239. }
  17240. /**
  17241. * Triggered when a player sits down to activate bonus states.
  17242. * @param bl: Player object
  17243. * @param ap: va_arg list
  17244. * @return 0
  17245. */
  17246. static int skill_sit_in(struct block_list *bl, va_list ap)
  17247. {
  17248. struct map_session_data *sd = (struct map_session_data*)bl;
  17249. int flag = va_arg(ap, int);
  17250. if (!pc_issit(sd))
  17251. return 0;
  17252. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17253. sd->state.gangsterparadise = 1;
  17254. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  17255. sd->state.rest = 1;
  17256. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17257. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17258. }
  17259. return 0;
  17260. }
  17261. /**
  17262. * Triggered when a player stands up to deactivate bonus states.
  17263. * @param bl: Player object
  17264. * @param ap: va_arg list
  17265. * @return 0
  17266. */
  17267. static int skill_sit_out(struct block_list *bl, va_list ap)
  17268. {
  17269. struct map_session_data *sd = (struct map_session_data*)bl;
  17270. int flag = va_arg(ap, int), range = va_arg(ap, int);
  17271. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17272. return 0;
  17273. if (flag&1 && sd->state.gangsterparadise)
  17274. sd->state.gangsterparadise = 0;
  17275. if (flag&2 && sd->state.rest) {
  17276. sd->state.rest = 0;
  17277. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17278. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17279. }
  17280. return 0;
  17281. }
  17282. /**
  17283. * Toggle Sit icon and player bonuses when sitting/standing.
  17284. * @param sd: Player data
  17285. * @param sitting: True when sitting or false when standing
  17286. * @return 0
  17287. */
  17288. int skill_sit(struct map_session_data *sd, bool sitting)
  17289. {
  17290. int flag = 0, range = 0, lv;
  17291. nullpo_ret(sd);
  17292. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  17293. flag |= 1;
  17294. range = skill_get_splash(RG_GANGSTER, lv);
  17295. }
  17296. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  17297. flag |= 2;
  17298. range = skill_get_splash(TK_HPTIME, lv);
  17299. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  17300. flag |= 2;
  17301. range = skill_get_splash(TK_SPTIME, lv);
  17302. }
  17303. if (sitting)
  17304. clif_status_load(&sd->bl, EFST_SIT, 1);
  17305. else
  17306. clif_status_load(&sd->bl, EFST_SIT, 0);
  17307. if (!flag) // No need to count area if no skills are learned.
  17308. return 0;
  17309. if (sitting) {
  17310. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17311. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  17312. } else
  17313. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  17314. return 0;
  17315. }
  17316. /*==========================================
  17317. * Do Forstjoke/Scream effect
  17318. *------------------------------------------*/
  17319. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  17320. {
  17321. struct block_list *src;
  17322. uint16 skill_id,skill_lv;
  17323. t_tick tick;
  17324. nullpo_ret(bl);
  17325. nullpo_ret(src = va_arg(ap,struct block_list*));
  17326. skill_id = va_arg(ap,int);
  17327. skill_lv = va_arg(ap,int);
  17328. if(!skill_lv)
  17329. return 0;
  17330. tick = va_arg(ap,t_tick);
  17331. if (src == bl || status_isdead(bl))
  17332. return 0;
  17333. if (bl->type == BL_PC) {
  17334. struct map_session_data *sd = (struct map_session_data *)bl;
  17335. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  17336. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  17337. }
  17338. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  17339. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  17340. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17341. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  17342. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17343. return 0;
  17344. }
  17345. /**
  17346. * Set map cell flag as skill unit effect
  17347. * @param src Skill unit
  17348. * @param skill_id
  17349. * @param skill_lv
  17350. * @param cell Cell type cell_t
  17351. * @param flag 0/1
  17352. */
  17353. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  17354. {
  17355. int range = skill_get_unit_range(skill_id,skill_lv);
  17356. int x, y;
  17357. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  17358. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  17359. map_setcell(src->bl.m, x, y, cell, flag);
  17360. }
  17361. /**
  17362. * Do skill attack area (such splash effect) around the 'first' target.
  17363. * First target will skip skill condition, always receive damage. But,
  17364. * around it, still need target/condition validation by
  17365. * battle_check_target and status_check_skilluse
  17366. * @param bl
  17367. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  17368. */
  17369. int skill_attack_area(struct block_list *bl, va_list ap)
  17370. {
  17371. struct block_list *src,*dsrc;
  17372. int atk_type,skill_id,skill_lv,flag,type;
  17373. t_tick tick;
  17374. if(status_isdead(bl))
  17375. return 0;
  17376. atk_type = va_arg(ap,int);
  17377. src = va_arg(ap,struct block_list*);
  17378. dsrc = va_arg(ap,struct block_list*);
  17379. skill_id = va_arg(ap,int);
  17380. skill_lv = va_arg(ap,int);
  17381. tick = va_arg(ap,t_tick);
  17382. flag = va_arg(ap,int);
  17383. type = va_arg(ap,int);
  17384. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  17385. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17386. }
  17387. if(battle_check_target(dsrc,bl,type) <= 0 ||
  17388. !status_check_skilluse(NULL, bl, skill_id, 2))
  17389. return 0;
  17390. switch (skill_id) {
  17391. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  17392. if (src->x == bl->x && src->y == bl->y)
  17393. return 0; //Does not hit current cell
  17394. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  17395. return 0;
  17396. //Fall through
  17397. case NPC_ACIDBREATH:
  17398. case NPC_DARKNESSBREATH:
  17399. case NPC_FIREBREATH:
  17400. case NPC_ICEBREATH:
  17401. case NPC_THUNDERBREATH:
  17402. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17403. default:
  17404. //Area-splash, disable skill animation.
  17405. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  17406. }
  17407. }
  17408. /**
  17409. * Clear skill unit group
  17410. * @param bl: Unit to check
  17411. * @param flag: Skill group to clear
  17412. */
  17413. int skill_clear_group(block_list *bl, uint8 flag)
  17414. {
  17415. nullpo_ret(bl);
  17416. unit_data *ud = unit_bl2ud(bl);
  17417. if (ud == nullptr)
  17418. return 0;
  17419. size_t count = 0;
  17420. bool deleted = false;
  17421. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  17422. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  17423. switch ((*it)->skill_id) {
  17424. case SA_DELUGE:
  17425. case SA_VOLCANO:
  17426. case SA_VIOLENTGALE:
  17427. case SA_LANDPROTECTOR:
  17428. case NJ_SUITON:
  17429. case NJ_KAENSIN:
  17430. case SC_CHAOSPANIC:
  17431. case MH_POISON_MIST:
  17432. case MH_LAVA_SLIDE:
  17433. if (flag & 1) {
  17434. skill_delunitgroup(*it);
  17435. count++;
  17436. deleted = true;
  17437. }
  17438. break;
  17439. case SO_CLOUD_KILL:
  17440. case NPC_CLOUD_KILL:
  17441. if (flag & 4) {
  17442. skill_delunitgroup(*it);
  17443. count++;
  17444. deleted = true;
  17445. }
  17446. break;
  17447. case SO_WARMER:
  17448. if (flag & 8) {
  17449. skill_delunitgroup(*it);
  17450. count++;
  17451. deleted = true;
  17452. }
  17453. break;
  17454. default:
  17455. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  17456. skill_delunitgroup(*it);
  17457. count++;
  17458. deleted = true;
  17459. }
  17460. break;
  17461. }
  17462. }
  17463. return static_cast<int>(count);
  17464. }
  17465. /**
  17466. * Returns the first element field found [Skotlex]
  17467. * @param bl
  17468. * @return s_skill_unit_group
  17469. */
  17470. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  17471. {
  17472. nullpo_ret(bl);
  17473. unit_data *ud = unit_bl2ud(bl);
  17474. if (ud == nullptr)
  17475. return nullptr;
  17476. for (const auto su : ud->skillunits) {
  17477. switch (su->skill_id) {
  17478. case SA_DELUGE:
  17479. case SA_VOLCANO:
  17480. case SA_VIOLENTGALE:
  17481. case SA_LANDPROTECTOR:
  17482. case NJ_SUITON:
  17483. case SO_CLOUD_KILL:
  17484. case NPC_CLOUD_KILL:
  17485. case SO_WARMER:
  17486. case SC_CHAOSPANIC:
  17487. case MH_POISON_MIST:
  17488. case MH_LAVA_SLIDE:
  17489. return su;
  17490. }
  17491. }
  17492. return nullptr;
  17493. }
  17494. /// Graffiti cleaner [Valaris]
  17495. int skill_graffitiremover(struct block_list *bl, va_list ap)
  17496. {
  17497. struct skill_unit *unit = NULL;
  17498. int remove = va_arg(ap, int);
  17499. nullpo_retr(0, bl);
  17500. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  17501. return 0;
  17502. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  17503. if (remove == 1)
  17504. skill_delunit(unit);
  17505. return 1;
  17506. }
  17507. return 0;
  17508. }
  17509. /// Greed effect
  17510. int skill_greed(struct block_list *bl, va_list ap)
  17511. {
  17512. struct block_list *src;
  17513. struct map_session_data *sd = NULL;
  17514. struct flooritem_data *fitem = NULL;
  17515. nullpo_ret(bl);
  17516. nullpo_ret(src = va_arg(ap, struct block_list *));
  17517. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  17518. pc_takeitem(sd, fitem);
  17519. return 0;
  17520. }
  17521. /// Ranger's Detonator [Jobbie/3CeAM]
  17522. int skill_detonator(struct block_list *bl, va_list ap)
  17523. {
  17524. nullpo_ret(bl);
  17525. if (bl->type != BL_SKILL)
  17526. return 0;
  17527. block_list *src = va_arg(ap, block_list *);
  17528. skill_unit *unit = (skill_unit *)bl;
  17529. if (unit == nullptr)
  17530. return 0;
  17531. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17532. if (group == nullptr || group->src_id != src->id)
  17533. return 0;
  17534. int unit_id = group->unit_id;
  17535. switch( unit_id )
  17536. { //List of Hunter and Ranger Traps that can be detonate.
  17537. case UNT_BLASTMINE:
  17538. case UNT_SANDMAN:
  17539. case UNT_CLAYMORETRAP:
  17540. case UNT_TALKIEBOX:
  17541. case UNT_CLUSTERBOMB:
  17542. case UNT_FIRINGTRAP:
  17543. case UNT_ICEBOUNDTRAP:
  17544. switch(unit_id) {
  17545. case UNT_TALKIEBOX:
  17546. clif_talkiebox(bl,group->valstr);
  17547. group->val2 = -1;
  17548. break;
  17549. case UNT_CLAYMORETRAP:
  17550. case UNT_FIRINGTRAP:
  17551. case UNT_ICEBOUNDTRAP:
  17552. 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);
  17553. break;
  17554. default:
  17555. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  17556. break;
  17557. }
  17558. if (unit->group == nullptr)
  17559. return 0;
  17560. clif_changetraplook(bl, UNT_USED_TRAPS);
  17561. group->unit_id = UNT_USED_TRAPS;
  17562. group->limit = DIFF_TICK(gettick(),group->tick) +
  17563. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  17564. break;
  17565. }
  17566. return 0;
  17567. }
  17568. /**
  17569. * Calculate Royal Guard's Banding bonus
  17570. * @param sd: Player data
  17571. * @return Number of Royal Guard
  17572. */
  17573. int skill_banding_count(struct map_session_data *sd)
  17574. {
  17575. nullpo_ret(sd);
  17576. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  17577. }
  17578. /**
  17579. * Rebellion's Bind Trap explosion
  17580. * @author [Cydh]
  17581. */
  17582. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  17583. struct skill_unit *su = NULL;
  17584. struct block_list *src = NULL;
  17585. nullpo_ret(bl);
  17586. src = va_arg(ap,struct block_list *);
  17587. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  17588. return 0;
  17589. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  17590. return 0;
  17591. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  17592. clif_changetraplook(bl, UNT_USED_TRAPS);
  17593. su->group->unit_id = UNT_USED_TRAPS;
  17594. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  17595. return 1;
  17596. }
  17597. /*==========================================
  17598. * Check new skill unit cell when overlapping in other skill unit cell.
  17599. * Catched skill in cell value pushed to *unit pointer.
  17600. * Set (*alive) to 0 will ends 'new unit' check
  17601. *------------------------------------------*/
  17602. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  17603. {
  17604. uint16 skill_id;
  17605. int *alive;
  17606. struct skill_unit *unit;
  17607. skill_id = va_arg(ap,int);
  17608. alive = va_arg(ap,int *);
  17609. unit = (struct skill_unit *)bl;
  17610. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  17611. return 0;
  17612. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  17613. return 0;
  17614. switch (skill_id) {
  17615. case SA_LANDPROTECTOR: {
  17616. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  17617. (*alive) = 0;
  17618. skill_delunit(unit);
  17619. return 1;
  17620. }
  17621. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  17622. //It deletes everything except traps and barriers
  17623. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  17624. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  17625. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17626. skill_delunitgroup(unit->group);
  17627. } else
  17628. skill_delunit(unit);
  17629. return 1;
  17630. }
  17631. }
  17632. break;
  17633. case GN_CRAZYWEED_ATK:
  17634. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  17635. break;
  17636. case HW_GANBANTEIN:
  17637. case LG_EARTHDRIVE:
  17638. // Officially songs/dances are removed
  17639. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  17640. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17641. skill_delunitgroup(unit->group);
  17642. } else
  17643. skill_delunit(unit);
  17644. return 1;
  17645. case SA_VOLCANO:
  17646. case SA_DELUGE:
  17647. case SA_VIOLENTGALE:
  17648. // The official implementation makes them fail to appear when casted on top of ANYTHING
  17649. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  17650. // hence, I leave the alternate implementation here, commented. [Skotlex]
  17651. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  17652. {
  17653. (*alive) = 0;
  17654. return 1;
  17655. }
  17656. /*
  17657. switch (unit->group->skill_id)
  17658. { //These cannot override each other.
  17659. case SA_VOLCANO:
  17660. case SA_DELUGE:
  17661. case SA_VIOLENTGALE:
  17662. (*alive) = 0;
  17663. return 1;
  17664. }
  17665. */
  17666. break;
  17667. case PF_FOGWALL:
  17668. switch(unit->group->skill_id) {
  17669. case SA_VOLCANO: //Can't be placed on top of these
  17670. case SA_VIOLENTGALE:
  17671. (*alive) = 0;
  17672. return 1;
  17673. case SA_DELUGE:
  17674. case NJ_SUITON:
  17675. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  17676. (*alive) = 2;
  17677. break;
  17678. }
  17679. break;
  17680. case WZ_WATERBALL:
  17681. switch (unit->group->skill_id) {
  17682. case SA_DELUGE:
  17683. case NJ_SUITON:
  17684. //Consumes deluge/suiton
  17685. skill_delunit(unit);
  17686. return 1;
  17687. }
  17688. break;
  17689. case WZ_ICEWALL:
  17690. #ifndef RENEWAL
  17691. case HP_BASILICA:
  17692. case HW_GRAVITATION:
  17693. #endif
  17694. //These can't be placed on top of themselves (duration can't be refreshed)
  17695. if (unit->group->skill_id == skill_id)
  17696. {
  17697. (*alive) = 0;
  17698. return 1;
  17699. }
  17700. break;
  17701. case RL_FIRE_RAIN: {
  17702. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  17703. if (uf[UF_REMOVEDBYFIRERAIN]) {
  17704. if (uf[UF_RANGEDSINGLEUNIT]) {
  17705. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17706. skill_delunitgroup(unit->group);
  17707. } else
  17708. skill_delunit(unit);
  17709. return 1;
  17710. }
  17711. }
  17712. break;
  17713. }
  17714. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  17715. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  17716. (*alive) = 0;
  17717. return 1;
  17718. }
  17719. return 0;
  17720. }
  17721. /*==========================================
  17722. * Splash effect for skill unit 'trap type'.
  17723. * Chance triggered when damaged, timeout, or char step on it.
  17724. *------------------------------------------*/
  17725. static int skill_trap_splash(struct block_list *bl, va_list ap)
  17726. {
  17727. struct block_list *src = va_arg(ap,struct block_list *);
  17728. struct skill_unit *unit = NULL;
  17729. t_tick tick = va_arg(ap,t_tick);
  17730. struct block_list *ss; //Skill src bl
  17731. nullpo_ret(src);
  17732. unit = (struct skill_unit *)src;
  17733. if (!unit || !unit->alive || bl->prev == NULL)
  17734. return 0;
  17735. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  17736. if (sg == nullptr)
  17737. return 0;
  17738. nullpo_ret(ss = map_id2bl(sg->src_id));
  17739. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  17740. return 0;
  17741. switch (sg->unit_id) {
  17742. case UNT_B_TRAP:
  17743. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  17744. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  17745. break;
  17746. case UNT_SHOCKWAVE:
  17747. case UNT_SANDMAN:
  17748. case UNT_FLASHER:
  17749. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  17750. break;
  17751. case UNT_GROUNDDRIFT_WIND:
  17752. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17753. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  17754. break;
  17755. case UNT_GROUNDDRIFT_DARK:
  17756. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17757. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  17758. break;
  17759. case UNT_GROUNDDRIFT_POISON:
  17760. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17761. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  17762. break;
  17763. case UNT_GROUNDDRIFT_WATER:
  17764. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17765. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  17766. break;
  17767. case UNT_GROUNDDRIFT_FIRE:
  17768. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17769. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  17770. break;
  17771. case UNT_ELECTRICSHOCKER:
  17772. if (bl->id != ss->id) {
  17773. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  17774. break;
  17775. 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)) {
  17776. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  17777. clif_fixpos(bl);
  17778. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  17779. }
  17780. }
  17781. break;
  17782. case UNT_MAGENTATRAP:
  17783. case UNT_COBALTTRAP:
  17784. case UNT_MAIZETRAP:
  17785. case UNT_VERDURETRAP:
  17786. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  17787. struct status_data *status = status_get_status_data(bl);
  17788. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  17789. status->ele_lv = (unsigned char)sg->skill_lv;
  17790. }
  17791. break;
  17792. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  17793. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  17794. break;
  17795. case UNT_FIRINGTRAP:
  17796. case UNT_ICEBOUNDTRAP:
  17797. if( src->id == bl->id ) break;
  17798. if( bl->type == BL_SKILL ) {
  17799. struct skill_unit *su = (struct skill_unit *)bl;
  17800. if (su && su->group->unit_id == UNT_USED_TRAPS)
  17801. break;
  17802. }
  17803. case UNT_CLUSTERBOMB:
  17804. if( ss != bl )
  17805. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  17806. break;
  17807. case UNT_CLAYMORETRAP:
  17808. if( src->id == bl->id ) break;
  17809. if( bl->type == BL_SKILL ) {
  17810. struct skill_unit *su = (struct skill_unit *)bl;
  17811. if (!su)
  17812. return 0;
  17813. switch(su->group->unit_id) {
  17814. case UNT_CLAYMORETRAP:
  17815. case UNT_LANDMINE:
  17816. case UNT_BLASTMINE:
  17817. case UNT_SHOCKWAVE:
  17818. case UNT_SANDMAN:
  17819. case UNT_FLASHER:
  17820. case UNT_FREEZINGTRAP:
  17821. case UNT_FIRINGTRAP:
  17822. case UNT_ICEBOUNDTRAP:
  17823. clif_changetraplook(bl, UNT_USED_TRAPS);
  17824. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  17825. su->group->unit_id = UNT_USED_TRAPS;
  17826. break;
  17827. }
  17828. }
  17829. default: {
  17830. int split_count = 0;
  17831. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  17832. 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));
  17833. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  17834. }
  17835. break;
  17836. }
  17837. return 1;
  17838. }
  17839. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  17840. {
  17841. uint16 skill_id, skill_lv;
  17842. struct skill_unit *unit;
  17843. nullpo_ret(bl);
  17844. skill_id = va_arg(ap,int);
  17845. skill_lv = va_arg(ap,int);
  17846. unit = (struct skill_unit *)bl;
  17847. if( unit == NULL || unit->group == NULL )
  17848. return 0;
  17849. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  17850. return 0;
  17851. if( unit->group->skill_id == SC_MAELSTROM ) {
  17852. struct block_list *src;
  17853. if( (src = map_id2bl(unit->group->src_id)) ){
  17854. int sp = unit->group->skill_lv * skill_lv;
  17855. if( src->type == BL_PC )
  17856. sp += ((TBL_PC*)src)->status.job_level / 5;
  17857. status_heal(src, 0, sp/2, 1);
  17858. }
  17859. }
  17860. return 0;
  17861. }
  17862. /**
  17863. * Remove current enchanted element for new element
  17864. * @param bl Char
  17865. * @param type New element
  17866. */
  17867. void skill_enchant_elemental_end(struct block_list *bl, int type)
  17868. {
  17869. struct status_change *sc;
  17870. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON };
  17871. int i;
  17872. nullpo_retv(bl);
  17873. nullpo_retv(sc= status_get_sc(bl));
  17874. if (!sc->count)
  17875. return;
  17876. // If it is not on equip change
  17877. if (type != SC_NONE)
  17878. status_change_end(bl, SC_ENCHANTARMS, INVALID_TIMER); // Should always end except on equip change
  17879. else {
  17880. // Check for seven wind (but not level seven!)
  17881. if (sc->data[SC_SEVENWIND] && sc->data[SC_SEVENWIND]->val1 < 7)
  17882. return;
  17883. }
  17884. for (i = 0; i < ARRAYLENGTH(scs); i++)
  17885. if (type != scs[i] && sc->data[scs[i]])
  17886. status_change_end(bl, scs[i], INVALID_TIMER);
  17887. }
  17888. /**
  17889. * Check cloaking condition
  17890. * @param bl
  17891. * @param sce
  17892. * @return True if near wall; False otherwise
  17893. */
  17894. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  17895. {
  17896. bool wall = true;
  17897. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  17898. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  17899. { //Check for walls.
  17900. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  17901. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  17902. int i;
  17903. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  17904. if( i == 8 )
  17905. wall = false;
  17906. }
  17907. if( sce ) {
  17908. if( !wall ) {
  17909. if( sce->val1 < 3 ) //End cloaking.
  17910. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  17911. else if( sce->val4&1 ) { //Remove wall bonus
  17912. sce->val4&=~1;
  17913. status_calc_bl(bl,SCB_SPEED);
  17914. }
  17915. } else {
  17916. if( !(sce->val4&1) ) { //Add wall speed bonus
  17917. sce->val4|=1;
  17918. status_calc_bl(bl,SCB_SPEED);
  17919. }
  17920. }
  17921. }
  17922. return wall;
  17923. }
  17924. /** Check Shadow Form on the target
  17925. * @param bl: Target
  17926. * @param damage: Damage amount
  17927. * @param hit
  17928. * @return true - in Shadow Form state; false - otherwise
  17929. */
  17930. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  17931. {
  17932. struct status_change *sc;
  17933. nullpo_retr(false,bl);
  17934. if (!damage)
  17935. return false;
  17936. sc = status_get_sc(bl);
  17937. if( sc && sc->data[SC__SHADOWFORM] ) {
  17938. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  17939. if( !src || src->m != bl->m ) {
  17940. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  17941. return false;
  17942. }
  17943. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  17944. if( src->type == BL_PC )
  17945. ((TBL_PC*)src)->shadowform_id = 0;
  17946. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  17947. return false;
  17948. }
  17949. 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);
  17950. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  17951. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  17952. if( src->type == BL_PC )
  17953. ((TBL_PC*)src)->shadowform_id = 0;
  17954. }
  17955. return true;
  17956. }
  17957. return false;
  17958. }
  17959. /**
  17960. * Check camouflage condition
  17961. * @param bl
  17962. * @param sce
  17963. * @return True if near wall; False otherwise
  17964. * @TODO: Seems wrong
  17965. */
  17966. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  17967. {
  17968. bool wall = true;
  17969. if( bl->type == BL_PC ) { //Check for walls.
  17970. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  17971. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  17972. int i;
  17973. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  17974. if( i == 8 )
  17975. wall = false;
  17976. }
  17977. if( sce ) {
  17978. if( !wall && sce->val1 < 3 ) //End camouflage.
  17979. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  17980. status_calc_bl(bl,SCB_SPEED);
  17981. }
  17982. return wall;
  17983. }
  17984. /**
  17985. * Process skill unit visibilty for single BL in area
  17986. * @param bl
  17987. * @param ap
  17988. * @author [Cydh]
  17989. **/
  17990. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  17991. struct skill_unit *su = NULL;
  17992. struct block_list *src = NULL;
  17993. unsigned int party1 = 0;
  17994. bool visible = true;
  17995. nullpo_ret(bl);
  17996. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  17997. nullpo_ret((src = va_arg(ap, struct block_list*)));
  17998. party1 = va_arg(ap, unsigned int);
  17999. if (src != bl) {
  18000. unsigned int party2 = status_get_party_id(bl);
  18001. if (!party1 || !party2 || party1 != party2)
  18002. visible = false;
  18003. }
  18004. clif_getareachar_skillunit(bl, su, SELF, visible);
  18005. return 1;
  18006. }
  18007. /**
  18008. * Check for skill unit visibilty in area on
  18009. * - skill first placement
  18010. * - skill moved (knocked back, moved dance)
  18011. * @param su Skill unit
  18012. * @param target Affected target for this visibility @see enum send_target
  18013. * @author [Cydh]
  18014. **/
  18015. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  18016. nullpo_retv(su);
  18017. if (!su->hidden) // It's not hidden, just do this!
  18018. clif_getareachar_skillunit(&su->bl, su, target, true);
  18019. else {
  18020. struct block_list *src = battle_get_master(&su->bl);
  18021. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  18022. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  18023. }
  18024. }
  18025. /**
  18026. * Check for skill unit visibilty on single BL on insight/spawn action
  18027. * @param su Skill unit
  18028. * @param bl Block list
  18029. * @author [Cydh]
  18030. **/
  18031. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  18032. bool visible = true;
  18033. struct block_list *src = NULL;
  18034. nullpo_retv(bl);
  18035. nullpo_retv(su);
  18036. nullpo_retv((src = battle_get_master(&su->bl)));
  18037. if (su->hidden && src != bl) {
  18038. unsigned int party1 = status_get_party_id(src);
  18039. unsigned int party2 = status_get_party_id(bl);
  18040. if (!party1 || !party2 || party1 != party2)
  18041. visible = false;
  18042. }
  18043. clif_getareachar_skillunit(bl, su, SELF, visible);
  18044. }
  18045. /**
  18046. * Initialize new skill unit for skill unit group.
  18047. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  18048. * @param group Skill unit group
  18049. * @param idx
  18050. * @param x
  18051. * @param y
  18052. * @param val1
  18053. * @param val2
  18054. */
  18055. struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int idx, int x, int y, int val1, int val2, bool hidden)
  18056. {
  18057. if (group == nullptr || group->unit == nullptr)
  18058. return nullptr;
  18059. skill_unit *unit = &group->unit[idx];
  18060. if (unit == nullptr)
  18061. return nullptr;
  18062. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  18063. return unit;
  18064. if(!unit->alive)
  18065. group->alive_count++;
  18066. unit->bl.id = map_get_new_object_id();
  18067. unit->bl.type = BL_SKILL;
  18068. unit->bl.m = group->map;
  18069. unit->bl.x = x;
  18070. unit->bl.y = y;
  18071. unit->group = group;
  18072. unit->alive = 1;
  18073. unit->val1 = val1;
  18074. unit->val2 = val2;
  18075. unit->hidden = hidden;
  18076. // Stores new skill unit
  18077. idb_put(skillunit_db, unit->bl.id, unit);
  18078. map_addiddb(&unit->bl);
  18079. if(map_addblock(&unit->bl))
  18080. return NULL;
  18081. // Perform oninit actions
  18082. switch (group->skill_id) {
  18083. case WZ_ICEWALL:
  18084. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  18085. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  18086. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  18087. break;
  18088. case SA_LANDPROTECTOR:
  18089. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  18090. break;
  18091. #ifndef RENEWAL
  18092. case HP_BASILICA:
  18093. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  18094. break;
  18095. #endif
  18096. case SC_MAELSTROM:
  18097. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  18098. break;
  18099. default:
  18100. if (group->state.song_dance&0x1) //Check for dissonance.
  18101. skill_dance_overlap(unit, 1);
  18102. break;
  18103. }
  18104. skill_getareachar_skillunit_visibilty(unit, AREA);
  18105. return unit;
  18106. }
  18107. /**
  18108. * Remove unit
  18109. * @param unit
  18110. */
  18111. int skill_delunit(struct skill_unit* unit)
  18112. {
  18113. nullpo_ret(unit);
  18114. if( !unit->alive )
  18115. return 0;
  18116. unit->alive = 0;
  18117. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18118. if (group == nullptr)
  18119. return 0;
  18120. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  18121. skill_dance_overlap(unit, 0);
  18122. // invoke onout event
  18123. if( !unit->range )
  18124. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  18125. // perform ondelete actions
  18126. switch (group->skill_id) {
  18127. case HT_ANKLESNARE:
  18128. case SC_ESCAPE:
  18129. {
  18130. struct block_list* target = map_id2bl(group->val2);
  18131. if( target )
  18132. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  18133. }
  18134. break;
  18135. case WZ_ICEWALL:
  18136. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  18137. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  18138. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  18139. break;
  18140. case SA_LANDPROTECTOR:
  18141. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  18142. break;
  18143. #ifndef RENEWAL
  18144. case HP_BASILICA:
  18145. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  18146. break;
  18147. #endif
  18148. case RA_ELECTRICSHOCKER: {
  18149. struct block_list* target = map_id2bl(group->val2);
  18150. if( target )
  18151. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  18152. }
  18153. break;
  18154. case SC_MAELSTROM:
  18155. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  18156. break;
  18157. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  18158. if( group->val2 ) { // Someone Traped
  18159. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  18160. if( tsc && tsc->data[SC__MANHOLE] )
  18161. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  18162. }
  18163. break;
  18164. }
  18165. clif_skill_delunit(unit);
  18166. unit->group=NULL;
  18167. map_delblock(&unit->bl); // don't free yet
  18168. map_deliddb(&unit->bl);
  18169. idb_remove(skillunit_db, unit->bl.id);
  18170. if(--group->alive_count==0)
  18171. skill_delunitgroup(group);
  18172. return 0;
  18173. }
  18174. static std::unordered_map<int, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int group_id -> struct s_skill_unit_group*
  18175. /// Returns the target s_skill_unit_group or nullptr if not found.
  18176. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  18177. return util::umap_find(skillunit_group_db, group_id);
  18178. }
  18179. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  18180. /**
  18181. * Returns a new group_id that isn't being used in skillunit_group_db.
  18182. * Fatal error if nothing is available.
  18183. */
  18184. static int skill_get_new_group_id(void)
  18185. {
  18186. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  18187. return skill_unit_group_newid++;// available
  18188. {// find next id
  18189. int base_id = skill_unit_group_newid;
  18190. while( base_id != ++skill_unit_group_newid )
  18191. {
  18192. if( skill_unit_group_newid < MAX_SKILL )
  18193. skill_unit_group_newid = MAX_SKILL;
  18194. if( skill_id2group(skill_unit_group_newid) == NULL )
  18195. return skill_unit_group_newid++;// available
  18196. }
  18197. // full loop, nothing available
  18198. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  18199. exit(1);
  18200. }
  18201. }
  18202. /**
  18203. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  18204. * @param src Object that cast the skill
  18205. * @param count How many 'cells' used that needed. Related with skill layout
  18206. * @param skill_id ID of used skill
  18207. * @param skill_lv Skill level of used skill
  18208. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  18209. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  18210. * @param interval Time interval
  18211. * @return s_skill_unit_group
  18212. */
  18213. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  18214. {
  18215. nullpo_retr(nullptr, src);
  18216. unit_data *ud = unit_bl2ud(src);
  18217. nullpo_retr(nullptr, ud);
  18218. if (skill_id == 0 || skill_lv == 0)
  18219. return 0;
  18220. auto group = std::make_shared<s_skill_unit_group>();
  18221. group->src_id = src->id;
  18222. group->party_id = status_get_party_id(src);
  18223. group->guild_id = status_get_guild_id(src);
  18224. group->bg_id = bg_team_get_id(src);
  18225. group->group_id = skill_get_new_group_id();
  18226. group->link_group_id = 0;
  18227. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  18228. group->unit_count = count;
  18229. group->alive_count = 0;
  18230. group->val1 = 0;
  18231. group->val2 = 0;
  18232. group->val3 = 0;
  18233. group->skill_id = skill_id;
  18234. group->skill_lv = skill_lv;
  18235. group->unit_id = unit_id;
  18236. group->map = src->m;
  18237. group->limit = limit;
  18238. group->interval = interval;
  18239. group->tick = gettick();
  18240. group->valstr = nullptr;
  18241. ud->skillunits.push_back(group);
  18242. // Stores this new group
  18243. skillunit_group_db.insert({ group->group_id, group });
  18244. return group;
  18245. }
  18246. /**
  18247. * Remove skill unit group
  18248. * @param group
  18249. * @param file
  18250. * @param line
  18251. * @param *func
  18252. */
  18253. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  18254. {
  18255. struct block_list* src;
  18256. struct unit_data *ud;
  18257. short i;
  18258. int link_group_id;
  18259. if( group == nullptr ) {
  18260. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  18261. return 0;
  18262. }
  18263. src = map_id2bl(group->src_id);
  18264. ud = unit_bl2ud(src);
  18265. if (!src || !ud) {
  18266. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18267. return 0;
  18268. }
  18269. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  18270. switch( group->skill_id ) {
  18271. case BA_DISSONANCE:
  18272. case BA_POEMBRAGI:
  18273. case BA_WHISTLE:
  18274. case BA_ASSASSINCROSS:
  18275. case BA_APPLEIDUN:
  18276. case DC_UGLYDANCE:
  18277. case DC_HUMMING:
  18278. case DC_DONTFORGETME:
  18279. case DC_FORTUNEKISS:
  18280. case DC_SERVICEFORYOU:
  18281. case NC_NEUTRALBARRIER:
  18282. case NC_STEALTHFIELD:
  18283. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  18284. break;
  18285. }
  18286. }
  18287. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  18288. struct status_change* sc = status_get_sc(src);
  18289. if (sc && sc->data[SC_DANCING]) {
  18290. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  18291. status_change_end(src, SC_DANCING, INVALID_TIMER);
  18292. }
  18293. }
  18294. // End SC from the master when the skill group is deleted
  18295. i = SC_NONE;
  18296. switch (group->unit_id) {
  18297. case UNT_GOSPEL: i = SC_GOSPEL; break;
  18298. #ifndef RENEWAL
  18299. case UNT_BASILICA: i = SC_BASILICA; break;
  18300. #endif
  18301. }
  18302. if (i != SC_NONE) {
  18303. struct status_change *sc = status_get_sc(src);
  18304. if (sc && sc->data[i]) {
  18305. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  18306. status_change_end(src, (sc_type)i, INVALID_TIMER);
  18307. }
  18308. }
  18309. switch( group->skill_id ) {
  18310. case PF_SPIDERWEB:
  18311. {
  18312. struct block_list* target = map_id2bl(group->val2);
  18313. struct status_change *sc;
  18314. bool removed = true;
  18315. //Clear group id from status change
  18316. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  18317. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  18318. sc->data[SC_SPIDERWEB]->val2 = 0;
  18319. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  18320. sc->data[SC_SPIDERWEB]->val3 = 0;
  18321. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  18322. sc->data[SC_SPIDERWEB]->val4 = 0;
  18323. else //Group was already removed in status_change_end, don't call it again!
  18324. removed = false;
  18325. //The last group was cleared, end status change
  18326. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  18327. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  18328. }
  18329. }
  18330. break;
  18331. case SG_SUN_WARM:
  18332. case SG_MOON_WARM:
  18333. case SG_STAR_WARM: {
  18334. status_change *sc = status_get_sc(src);
  18335. if (sc && sc->data[SC_WARM]) {
  18336. sc->data[SC_WARM]->val4 = 0;
  18337. status_change_end(src, SC_WARM, INVALID_TIMER);
  18338. }
  18339. }
  18340. break;
  18341. case LG_BANDING: {
  18342. status_change *sc = status_get_sc(src);
  18343. if (sc && sc->data[SC_BANDING]) {
  18344. sc->data[SC_BANDING]->val4 = 0;
  18345. status_change_end(src, SC_BANDING, INVALID_TIMER);
  18346. }
  18347. }
  18348. break;
  18349. case NC_NEUTRALBARRIER:
  18350. {
  18351. struct status_change *sc = NULL;
  18352. if( (sc = status_get_sc(src)) != NULL ) {
  18353. if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18354. {
  18355. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  18356. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  18357. }
  18358. status_change_end(src,SC_NEUTRALBARRIER,INVALID_TIMER);
  18359. }
  18360. }
  18361. break;
  18362. case NC_STEALTHFIELD:
  18363. {
  18364. struct status_change *sc = NULL;
  18365. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  18366. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  18367. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  18368. }
  18369. }
  18370. break;
  18371. }
  18372. if (src->type==BL_PC && group->state.ammo_consume)
  18373. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  18374. group->alive_count=0;
  18375. // remove all unit cells
  18376. if(group->unit != NULL)
  18377. for( i = 0; i < group->unit_count; i++ )
  18378. skill_delunit(&group->unit[i]);
  18379. // clear Talkie-box string
  18380. if( group->valstr != NULL ) {
  18381. aFree(group->valstr);
  18382. group->valstr = NULL;
  18383. }
  18384. link_group_id = group->link_group_id;
  18385. if (skillunit_group_db.erase(group->group_id) != 1)
  18386. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18387. util::vector_erase_if_exists(ud->skillunits, group);
  18388. if(link_group_id) {
  18389. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  18390. if(group_cur)
  18391. skill_delunitgroup(group_cur);
  18392. }
  18393. return 1;
  18394. }
  18395. /**
  18396. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  18397. * @param src
  18398. */
  18399. void skill_clear_unitgroup(struct block_list *src)
  18400. {
  18401. nullpo_retv(src);
  18402. unit_data *ud = unit_bl2ud(src);
  18403. nullpo_retv(ud);
  18404. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18405. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  18406. skill_delunitgroup(*it);
  18407. }
  18408. }
  18409. /**
  18410. * Search tickset for skill unit in skill unit group
  18411. * @param bl Block List for skill_unit
  18412. * @param group Skill unit group
  18413. * @param tick
  18414. * @return skill_unit_group_tickset if found
  18415. */
  18416. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  18417. {
  18418. int i, j = -1, s, id;
  18419. struct unit_data *ud;
  18420. struct skill_unit_group_tickset *set;
  18421. nullpo_ret(bl);
  18422. if (group->interval == -1)
  18423. return NULL;
  18424. ud = unit_bl2ud(bl);
  18425. if (!ud)
  18426. return NULL;
  18427. set = ud->skillunittick;
  18428. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  18429. id = s = group->skill_id;
  18430. else
  18431. id = s = group->group_id;
  18432. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  18433. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  18434. if (set[k].id == id)
  18435. return &set[k];
  18436. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  18437. j=k;
  18438. }
  18439. if (j == -1) {
  18440. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  18441. j = id % MAX_SKILLUNITGROUPTICKSET;
  18442. }
  18443. set[j].id = id;
  18444. set[j].tick = tick;
  18445. return &set[j];
  18446. }
  18447. /*==========================================
  18448. * Check for validity skill unit that triggered by skill_unit_timer_sub
  18449. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  18450. *------------------------------------------*/
  18451. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  18452. {
  18453. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  18454. t_tick tick = va_arg(ap,t_tick);
  18455. nullpo_ret(unit);
  18456. if( !unit->alive || bl->prev == NULL )
  18457. return 0;
  18458. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18459. if (group == nullptr)
  18460. return 0;
  18461. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  18462. 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)) )
  18463. return 0; //AoE skills are ineffective. [Skotlex]
  18464. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  18465. return 0;
  18466. skill_unit_onplace_timer(unit,bl,tick);
  18467. return 1;
  18468. }
  18469. /**
  18470. * @see DBApply
  18471. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  18472. */
  18473. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  18474. {
  18475. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  18476. t_tick tick = va_arg(ap,t_tick);
  18477. bool dissonance;
  18478. struct block_list* bl = &unit->bl;
  18479. nullpo_ret(unit);
  18480. if( !unit->alive )
  18481. return 0;
  18482. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18483. if (group == nullptr)
  18484. return 0;
  18485. // Check for expiration
  18486. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  18487. {// skill unit expired (inlined from skill_unit_onlimit())
  18488. switch( group->unit_id ) {
  18489. case UNT_ICEWALL:
  18490. unit->val1 -= 50; // icewall loses 50 hp every second
  18491. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  18492. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  18493. if( unit->val1 <= 0 )
  18494. skill_delunit(unit);
  18495. break;
  18496. case UNT_BLASTMINE:
  18497. #ifdef RENEWAL
  18498. case UNT_CLAYMORETRAP:
  18499. #endif
  18500. case UNT_GROUNDDRIFT_WIND:
  18501. case UNT_GROUNDDRIFT_DARK:
  18502. case UNT_GROUNDDRIFT_POISON:
  18503. case UNT_GROUNDDRIFT_WATER:
  18504. case UNT_GROUNDDRIFT_FIRE:
  18505. group->unit_id = UNT_USED_TRAPS;
  18506. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  18507. group->limit=DIFF_TICK(tick+1500,group->tick);
  18508. unit->limit=DIFF_TICK(tick+1500,group->tick);
  18509. break;
  18510. case UNT_ANKLESNARE:
  18511. case UNT_ELECTRICSHOCKER:
  18512. if (group->val2 > 0) { //Used Trap doesn't return back to item
  18513. skill_delunit(unit);
  18514. break;
  18515. }
  18516. case UNT_SKIDTRAP:
  18517. case UNT_LANDMINE:
  18518. case UNT_SHOCKWAVE:
  18519. case UNT_SANDMAN:
  18520. case UNT_FLASHER:
  18521. case UNT_FREEZINGTRAP:
  18522. #ifndef RENEWAL
  18523. case UNT_CLAYMORETRAP:
  18524. #endif
  18525. case UNT_TALKIEBOX:
  18526. case UNT_CLUSTERBOMB:
  18527. case UNT_MAGENTATRAP:
  18528. case UNT_COBALTTRAP:
  18529. case UNT_MAIZETRAP:
  18530. case UNT_VERDURETRAP:
  18531. case UNT_FIRINGTRAP:
  18532. case UNT_ICEBOUNDTRAP:
  18533. {
  18534. struct block_list* src;
  18535. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  18536. { // revert unit back into a trap
  18537. struct item item_tmp;
  18538. memset(&item_tmp,0,sizeof(item_tmp));
  18539. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  18540. item_tmp.identify = 1;
  18541. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  18542. }
  18543. skill_delunit(unit);
  18544. }
  18545. break;
  18546. case UNT_WARP_ACTIVE:
  18547. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  18548. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  18549. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  18550. // restart timers
  18551. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  18552. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  18553. // apply effect to all units standing on it
  18554. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  18555. break;
  18556. case UNT_CALLFAMILY:
  18557. {
  18558. struct map_session_data *sd = NULL;
  18559. if(group->val1) {
  18560. sd = map_charid2sd(group->val1);
  18561. group->val1 = 0;
  18562. 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))
  18563. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18564. }
  18565. if(group->val2) {
  18566. sd = map_charid2sd(group->val2);
  18567. group->val2 = 0;
  18568. 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))
  18569. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18570. }
  18571. skill_delunit(unit);
  18572. }
  18573. break;
  18574. case UNT_REVERBERATION:
  18575. case UNT_NETHERWORLD:
  18576. if( unit->val1 <= 0 ) { // If it was deactivated.
  18577. skill_delunit(unit);
  18578. break;
  18579. }
  18580. clif_changetraplook(bl,UNT_USED_TRAPS);
  18581. if (group->unit_id == UNT_REVERBERATION)
  18582. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  18583. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  18584. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  18585. group->unit_id = UNT_USED_TRAPS;
  18586. break;
  18587. case UNT_FEINTBOMB: {
  18588. struct block_list *src = map_id2bl(group->src_id);
  18589. if (src)
  18590. 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);
  18591. skill_delunit(unit);
  18592. }
  18593. break;
  18594. case UNT_BANDING:
  18595. {
  18596. struct block_list *src = map_id2bl(group->src_id);
  18597. struct status_change *sc;
  18598. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  18599. skill_delunit(unit);
  18600. break;
  18601. }
  18602. // This unit isn't removed while SC_BANDING is active.
  18603. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  18604. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  18605. }
  18606. break;
  18607. case UNT_B_TRAP:
  18608. {
  18609. struct block_list* src;
  18610. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  18611. struct item item_tmp;
  18612. memset(&item_tmp, 0, sizeof(item_tmp));
  18613. item_tmp.nameid = group->item_id;
  18614. item_tmp.identify = 1;
  18615. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  18616. }
  18617. skill_delunit(unit);
  18618. }
  18619. break;
  18620. default:
  18621. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18622. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)) {
  18623. // Deal damage before expiration
  18624. break;
  18625. }
  18626. skill_delunit(unit);
  18627. break;
  18628. }
  18629. } else {// skill unit is still active
  18630. switch( group->unit_id ) {
  18631. case UNT_BLASTMINE:
  18632. case UNT_SKIDTRAP:
  18633. case UNT_LANDMINE:
  18634. case UNT_SHOCKWAVE:
  18635. case UNT_SANDMAN:
  18636. case UNT_FLASHER:
  18637. case UNT_CLAYMORETRAP:
  18638. case UNT_FREEZINGTRAP:
  18639. case UNT_TALKIEBOX:
  18640. case UNT_ANKLESNARE:
  18641. case UNT_B_TRAP:
  18642. if( unit->val1 <= 0 ) {
  18643. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  18644. skill_delunit(unit);
  18645. else {
  18646. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  18647. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  18648. group->unit_id = UNT_USED_TRAPS;
  18649. }
  18650. }
  18651. break;
  18652. case UNT_REVERBERATION:
  18653. case UNT_NETHERWORLD:
  18654. if (unit->val1 <= 0) {
  18655. clif_changetraplook(bl,UNT_USED_TRAPS);
  18656. if (group->unit_id == UNT_REVERBERATION)
  18657. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  18658. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  18659. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  18660. group->unit_id = UNT_USED_TRAPS;
  18661. }
  18662. break;
  18663. case UNT_WALLOFTHORN:
  18664. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  18665. skill_delunitgroup(group);
  18666. break;
  18667. }
  18668. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  18669. skill_delunit(unit);
  18670. break;
  18671. case UNT_SANCTUARY:
  18672. if (group->val1 <= 0) {
  18673. skill_delunitgroup(group);
  18674. }
  18675. break;
  18676. default:
  18677. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18678. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2) {
  18679. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  18680. // Unit will expire the next interval, start dropping Meteor
  18681. block_list *src = map_id2bl(group->src_id);
  18682. if (src != nullptr) {
  18683. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  18684. clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
  18685. else
  18686. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  18687. group->val2 = 1;
  18688. }
  18689. }
  18690. // No damage until expiration
  18691. return 0;
  18692. }
  18693. break;
  18694. }
  18695. }
  18696. //Don't continue if unit or even group is expired and has been deleted.
  18697. if( !group || !unit->alive )
  18698. return 0;
  18699. dissonance = skill_dance_switch(unit, 0);
  18700. if( unit->range >= 0 && group->interval != -1 )
  18701. {
  18702. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  18703. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  18704. group->unit_id = UNT_USED_TRAPS;
  18705. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  18706. unit->range = -1; //Disable processed cell.
  18707. if (--group->val1 <= 0) { // number of live cells
  18708. //All tiles were processed, disable skill.
  18709. group->target_flag=BCT_NOONE;
  18710. group->bl_flag= BL_NUL;
  18711. }
  18712. }
  18713. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18714. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2) {
  18715. skill_delunit(unit);
  18716. return 0;
  18717. }
  18718. }
  18719. if( dissonance )
  18720. skill_dance_switch(unit, 1);
  18721. return 0;
  18722. }
  18723. /*==========================================
  18724. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  18725. *------------------------------------------*/
  18726. TIMER_FUNC(skill_unit_timer){
  18727. map_freeblock_lock();
  18728. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  18729. map_freeblock_unlock();
  18730. return 0;
  18731. }
  18732. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  18733. /*==========================================
  18734. * flag :
  18735. * 1 : store that skill_unit in array
  18736. * 2 : clear that skill_unit
  18737. * 4 : call_on_left
  18738. *------------------------------------------*/
  18739. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  18740. {
  18741. struct skill_unit* unit = (struct skill_unit *)bl;
  18742. struct block_list* target = va_arg(ap,struct block_list*);
  18743. t_tick tick = va_arg(ap,t_tick);
  18744. int flag = va_arg(ap,int);
  18745. bool dissonance;
  18746. uint16 skill_id;
  18747. int i;
  18748. nullpo_ret(unit);
  18749. nullpo_ret(target);
  18750. if( !unit->alive || target->prev == NULL )
  18751. return 0;
  18752. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18753. if (group == nullptr)
  18754. return 0;
  18755. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  18756. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  18757. dissonance = skill_dance_switch(unit, 0);
  18758. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  18759. skill_id = group->skill_id;
  18760. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  18761. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  18762. if( dissonance ) {
  18763. skill_dance_switch(unit, 1);
  18764. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  18765. }
  18766. return 0;
  18767. }
  18768. //Target-type check.
  18769. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  18770. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  18771. if( flag&1 ) {
  18772. if( flag&2 ) { //Clear this skill id.
  18773. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  18774. if( i < ARRAYLENGTH(skill_unit_temp) )
  18775. skill_unit_temp[i] = 0;
  18776. }
  18777. } else {
  18778. if( flag&2 ) { //Store this skill id.
  18779. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  18780. if( i < ARRAYLENGTH(skill_unit_temp) )
  18781. skill_unit_temp[i] = skill_id;
  18782. else
  18783. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  18784. }
  18785. }
  18786. if( flag&4 )
  18787. skill_unit_onleft(skill_id,target,tick);
  18788. }
  18789. if( dissonance )
  18790. skill_dance_switch(unit, 1);
  18791. return 0;
  18792. } else {
  18793. if( flag&1 ) {
  18794. int result = skill_unit_onplace(unit,target,tick);
  18795. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  18796. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  18797. if( i < ARRAYLENGTH(skill_unit_temp) )
  18798. skill_unit_temp[i] = 0;
  18799. }
  18800. } else {
  18801. int result = skill_unit_onout(unit,target,tick);
  18802. if( flag&2 && result ) { //Store this unit id.
  18803. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  18804. if( i < ARRAYLENGTH(skill_unit_temp) )
  18805. skill_unit_temp[i] = skill_id;
  18806. else
  18807. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  18808. }
  18809. }
  18810. //TODO: Normally, this is dangerous since the unit and group could be freed
  18811. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  18812. //cells do not get deleted within them. [Skotlex]
  18813. if( dissonance )
  18814. skill_dance_switch(unit, 1);
  18815. if( flag&4 )
  18816. skill_unit_onleft(skill_id,target,tick);
  18817. return 1;
  18818. }
  18819. }
  18820. /*==========================================
  18821. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  18822. * Flag values:
  18823. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  18824. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  18825. * units to figure out when they have left a group.
  18826. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  18827. *------------------------------------------*/
  18828. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  18829. {
  18830. nullpo_ret(bl);
  18831. if( bl->prev == NULL )
  18832. return 0;
  18833. if( flag&2 && !(flag&1) ) //Onout, clear data
  18834. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  18835. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  18836. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  18837. int i;
  18838. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  18839. if( skill_unit_temp[i] )
  18840. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  18841. }
  18842. return 0;
  18843. }
  18844. /*==========================================
  18845. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  18846. * @param bl Skill unit
  18847. * @param m Map
  18848. * @param dx
  18849. * @param dy
  18850. *------------------------------------------*/
  18851. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  18852. t_tick tick = gettick();
  18853. struct skill_unit *su;
  18854. if (bl->type != BL_SKILL)
  18855. return;
  18856. if (!(su = (struct skill_unit *)bl))
  18857. return;
  18858. if (!su->alive)
  18859. return;
  18860. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  18861. return; //Ensembles may not be moved around.
  18862. if (!bl->prev) {
  18863. bl->x = dx;
  18864. bl->y = dy;
  18865. return;
  18866. }
  18867. map_moveblock(bl, dx, dy, tick);
  18868. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  18869. skill_getareachar_skillunit_visibilty(su, AREA);
  18870. return;
  18871. }
  18872. /**
  18873. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  18874. * @param group Skill Group
  18875. * @param m Map
  18876. * @param dx
  18877. * @param dy
  18878. */
  18879. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  18880. {
  18881. int i, j;
  18882. t_tick tick = gettick();
  18883. int *m_flag;
  18884. struct skill_unit *unit1;
  18885. struct skill_unit *unit2;
  18886. if (group == NULL)
  18887. return;
  18888. if (group->unit_count <= 0)
  18889. return;
  18890. if (group->unit == NULL)
  18891. return;
  18892. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  18893. return; //Ensembles may not be moved around.
  18894. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  18895. // m_flag
  18896. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  18897. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  18898. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  18899. // 3: Both 1+2.
  18900. for(i = 0; i < group->unit_count; i++) {
  18901. unit1 =& group->unit[i];
  18902. if (!unit1->alive || unit1->bl.m != m)
  18903. continue;
  18904. for(j = 0; j < group->unit_count; j++) {
  18905. unit2 = &group->unit[j];
  18906. if (!unit2->alive)
  18907. continue;
  18908. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  18909. m_flag[i] |= 0x1;
  18910. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  18911. m_flag[i] |= 0x2;
  18912. }
  18913. }
  18914. j = 0;
  18915. for (i = 0; i < group->unit_count; i++) {
  18916. unit1 = &group->unit[i];
  18917. if (!unit1->alive)
  18918. continue;
  18919. if (!(m_flag[i]&0x2)) {
  18920. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  18921. skill_dance_overlap(unit1, 0);
  18922. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  18923. }
  18924. //Move Cell using "smart" criteria (avoid useless moving around)
  18925. switch(m_flag[i]) {
  18926. case 0:
  18927. //Cell moves independently, safely move it.
  18928. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  18929. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  18930. break;
  18931. case 1:
  18932. //Cell moves unto another cell, look for a replacement cell that won't collide
  18933. //and has no cell moving into it (flag == 2)
  18934. for(; j < group->unit_count; j++) {
  18935. int dx2, dy2;
  18936. if(m_flag[j] != 2 || !group->unit[j].alive)
  18937. continue;
  18938. //Move to where this cell would had moved.
  18939. unit2 = &group->unit[j];
  18940. dx2 = unit2->bl.x + dx - unit1->bl.x;
  18941. dy2 = unit2->bl.y + dy - unit1->bl.y;
  18942. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  18943. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  18944. j++; //Skip this cell as we have used it.
  18945. break;
  18946. }
  18947. break;
  18948. case 2:
  18949. case 3:
  18950. break; //Don't move the cell as a cell will end on this tile anyway.
  18951. }
  18952. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  18953. if (group->state.song_dance&0x1) //Check for dissonance effect.
  18954. skill_dance_overlap(unit1, 1);
  18955. skill_getareachar_skillunit_visibilty(unit1, AREA);
  18956. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  18957. }
  18958. }
  18959. aFree(m_flag);
  18960. }
  18961. /**
  18962. * Checking product requirement in player's inventory.
  18963. * Checking if player has the item or not, the amount, and the weight limit.
  18964. * @param sd Player
  18965. * @param nameid Product requested
  18966. * @param trigger Trigger criteria to match will 'ItemLv'
  18967. * @param qty Amount of item will be created
  18968. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  18969. */
  18970. short skill_can_produce_mix(struct map_session_data *sd, t_itemid nameid, int trigger, int qty)
  18971. {
  18972. short i, j;
  18973. nullpo_ret(sd);
  18974. if (!nameid || !itemdb_exists(nameid))
  18975. return 0;
  18976. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  18977. if (skill_produce_db[i].nameid == nameid) {
  18978. if ((j = skill_produce_db[i].req_skill) > 0 &&
  18979. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  18980. continue; // must iterate again to check other skills that produce it. [malufett]
  18981. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  18982. continue; // special case
  18983. break;
  18984. }
  18985. }
  18986. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  18987. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  18988. return 0;
  18989. }
  18990. if (i >= MAX_SKILL_PRODUCE_DB)
  18991. return 0;
  18992. // Cannot carry the produced stuff
  18993. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  18994. return 0;
  18995. // Matching the requested produce list
  18996. if (trigger >= 0) {
  18997. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  18998. if (skill_produce_db[i].itemlv != trigger)
  18999. return 0;
  19000. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  19001. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  19002. return 0;
  19003. } else { // Weapon (itemlv must be higher or equal)
  19004. if (skill_produce_db[i].itemlv > trigger)
  19005. return 0;
  19006. }
  19007. }
  19008. // Check on player's inventory
  19009. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  19010. t_itemid nameid_produce;
  19011. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  19012. continue;
  19013. if (skill_produce_db[i].mat_amount[j] == 0) {
  19014. if (pc_search_inventory(sd,nameid_produce) < 0)
  19015. return 0;
  19016. } else {
  19017. unsigned short idx, amt;
  19018. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  19019. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  19020. amt += sd->inventory.u.items_inventory[idx].amount;
  19021. if (amt < qty * skill_produce_db[i].mat_amount[j])
  19022. return 0;
  19023. }
  19024. }
  19025. return i + 1;
  19026. }
  19027. /**
  19028. * Attempt to produce an item
  19029. * @param sd Player
  19030. * @param skill_id Skill used
  19031. * @param nameid Requested product
  19032. * @param slot1
  19033. * @param slot2
  19034. * @param slot3
  19035. * @param qty Amount of requested item
  19036. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  19037. * @return True is success, False if failed
  19038. */
  19039. 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)
  19040. {
  19041. int slot[3];
  19042. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  19043. int num = -1; // exclude the recipe
  19044. struct status_data *status;
  19045. nullpo_ret(sd);
  19046. status = status_get_status_data(&sd->bl);
  19047. if( sd->skill_id_old == skill_id )
  19048. skill_lv = sd->skill_lv_old;
  19049. if (produce_idx == -1) {
  19050. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  19051. return false;
  19052. idx--;
  19053. }
  19054. else
  19055. idx = produce_idx;
  19056. if (qty < 1)
  19057. qty = 1;
  19058. if (!skill_id) //A skill can be specified for some override cases.
  19059. skill_id = skill_produce_db[idx].req_skill;
  19060. if( skill_id == GC_RESEARCHNEWPOISON )
  19061. skill_id = GC_CREATENEWPOISON;
  19062. slot[0] = slot1;
  19063. slot[1] = slot2;
  19064. slot[2] = slot3;
  19065. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  19066. short j;
  19067. if (slot[i] <= 0)
  19068. continue;
  19069. j = pc_search_inventory(sd,slot[i]);
  19070. if (j < 0)
  19071. continue;
  19072. if (slot[i] == ITEMID_STAR_CRUMB) {
  19073. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19074. sc++;
  19075. }
  19076. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  19077. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  19078. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19079. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  19080. }
  19081. }
  19082. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  19083. short x, j;
  19084. t_itemid id;
  19085. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  19086. continue;
  19087. num++;
  19088. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  19089. do {
  19090. int y = 0;
  19091. j = pc_search_inventory(sd,id);
  19092. if (j >= 0) {
  19093. y = sd->inventory.u.items_inventory[j].amount;
  19094. if (y > x)
  19095. y = x;
  19096. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  19097. } else {
  19098. ShowError("skill_produce_mix: material item error\n");
  19099. return false;
  19100. }
  19101. x -= y;
  19102. } while( j >= 0 && x > 0 );
  19103. }
  19104. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  19105. wlv = itemdb_wlv(nameid);
  19106. else
  19107. wlv = 0;
  19108. if (!equip) {
  19109. switch (skill_id) {
  19110. case BS_IRON:
  19111. case BS_STEEL:
  19112. case BS_ENCHANTEDSTONE:
  19113. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  19114. i = pc_checkskill(sd,skill_id);
  19115. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  19116. switch (nameid) {
  19117. case ITEMID_IRON:
  19118. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  19119. break;
  19120. case ITEMID_STEEL:
  19121. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  19122. break;
  19123. case ITEMID_STAR_CRUMB:
  19124. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  19125. break;
  19126. default: // Enchanted Stones
  19127. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  19128. break;
  19129. }
  19130. break;
  19131. case ASC_CDP:
  19132. make_per = (2000 + 40*status->dex + 20*status->luk);
  19133. break;
  19134. case AL_HOLYWATER:
  19135. case AB_ANCILLA:
  19136. make_per = 100000; //100% success
  19137. break;
  19138. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  19139. case AM_TWILIGHT1:
  19140. case AM_TWILIGHT2:
  19141. case AM_TWILIGHT3:
  19142. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  19143. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  19144. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  19145. if (hom_is_active(sd->hd)) {//Player got a homun
  19146. int skill;
  19147. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  19148. make_per += skill*100; //+1% bonus per level
  19149. }
  19150. switch(nameid){
  19151. case ITEMID_RED_POTION:
  19152. case ITEMID_YELLOW_POTION:
  19153. case ITEMID_WHITE_POTION:
  19154. make_per += (1+rnd()%100)*10 + 2000;
  19155. break;
  19156. case ITEMID_ALCOHOL:
  19157. make_per += (1+rnd()%100)*10 + 1000;
  19158. break;
  19159. case ITEMID_FIRE_BOTTLE:
  19160. case ITEMID_ACID_BOTTLE:
  19161. case ITEMID_MAN_EATER_BOTTLE:
  19162. case ITEMID_MINI_BOTTLE:
  19163. make_per += (1+rnd()%100)*10;
  19164. break;
  19165. case ITEMID_YELLOW_SLIM_POTION:
  19166. make_per -= (1+rnd()%50)*10;
  19167. break;
  19168. case ITEMID_WHITE_SLIM_POTION:
  19169. case ITEMID_COATING_BOTTLE:
  19170. make_per -= (1+rnd()%100)*10;
  19171. break;
  19172. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  19173. case ITEMID_BLUE_POTION:
  19174. case ITEMID_RED_SLIM_POTION:
  19175. case ITEMID_ANODYNE:
  19176. case ITEMID_ALOEBERA:
  19177. default:
  19178. break;
  19179. }
  19180. if (battle_config.pp_rate != 100)
  19181. make_per = make_per * battle_config.pp_rate / 100;
  19182. break;
  19183. case SA_CREATECON: // Elemental Converter Creation
  19184. make_per = 100000; // should be 100% success rate
  19185. break;
  19186. case RK_RUNEMASTERY: {
  19187. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  19188. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  19189. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  19190. int D = 0;
  19191. switch (nameid) { //rune rank it_diff 9 craftable rune
  19192. case ITEMID_BERKANA:
  19193. D = -2000;
  19194. break; //Rank S
  19195. case ITEMID_NAUTHIZ:
  19196. case ITEMID_URUZ:
  19197. D = -1500;
  19198. break; //Rank A
  19199. case ITEMID_ISA:
  19200. case ITEMID_WYRD:
  19201. D = -1000;
  19202. break; //Rank B
  19203. case ITEMID_RAIDO:
  19204. case ITEMID_THURISAZ:
  19205. case ITEMID_HAGALAZ:
  19206. case ITEMID_OTHILA:
  19207. D = -500;
  19208. break; //Rank C
  19209. default:
  19210. D = -1500;
  19211. break; //not specified =-15%
  19212. }
  19213. make_per = A + B + C + D;
  19214. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  19215. if (runemastery_skill_lv > 9)
  19216. qty = 2 + rnd() % 5; // 2~6
  19217. else if (runemastery_skill_lv > 4)
  19218. qty = 2 + rnd() % 3; // 2~4
  19219. else
  19220. qty = 2;
  19221. }
  19222. break;
  19223. case GC_CREATENEWPOISON:
  19224. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19225. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19226. break;
  19227. case GN_CHANGEMATERIAL:
  19228. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19229. if (skill_changematerial_db[i].nameid == nameid) {
  19230. make_per = skill_changematerial_db[i].rate * 10;
  19231. break;
  19232. }
  19233. }
  19234. break;
  19235. case GN_S_PHARMACY:
  19236. {
  19237. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  19238. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  19239. switch (nameid) { // Item difficulty factor
  19240. case ITEMID_HP_INCREASE_POTION_SMALL:
  19241. case ITEMID_SP_INCREASE_POTION_SMALL:
  19242. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  19243. difficulty += 10;
  19244. break;
  19245. case ITEMID_BOMB_MUSHROOM_SPORE:
  19246. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  19247. difficulty += 15;
  19248. break;
  19249. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  19250. case ITEMID_SP_INCREASE_POTION_LARGE:
  19251. case ITEMID_VITATA500:
  19252. difficulty += 20;
  19253. break;
  19254. case ITEMID_SEED_OF_HORNY_PLANT:
  19255. case ITEMID_BLOODSUCK_PLANT_SEED:
  19256. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  19257. difficulty += 30;
  19258. break;
  19259. case ITEMID_HP_INCREASE_POTION_LARGE:
  19260. case ITEMID_CURE_FREE:
  19261. difficulty += 40;
  19262. break;
  19263. }
  19264. 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) +
  19265. 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))
  19266. make_per -= difficulty;
  19267. qty = production_count[skill_lv - 1];
  19268. // Determine quantity from difficulty
  19269. if (make_per < 1)
  19270. qty -= 6;
  19271. else if (make_per < 100)
  19272. qty -= 5;
  19273. else if (make_per < 300)
  19274. qty -= 4;
  19275. else if (make_per < 400)
  19276. qty -= 3;
  19277. make_per = 100000; // Adjust success back to 100% for crafting
  19278. }
  19279. break;
  19280. case GN_MAKEBOMB:
  19281. case GN_MIX_COOKING:
  19282. {
  19283. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  19284. switch (nameid) { // Item difficulty factor
  19285. // GN_MAKEBOMB
  19286. case ITEMID_APPLE_BOMB:
  19287. difficulty += 5;
  19288. break;
  19289. case ITEMID_COCONUT_BOMB:
  19290. case ITEMID_MELON_BOMB:
  19291. difficulty += 10;
  19292. break;
  19293. case ITEMID_PINEAPPLE_BOMB:
  19294. difficulty += 15;
  19295. break;
  19296. case ITEMID_BANANA_BOMB:
  19297. difficulty += 20;
  19298. break;
  19299. // GN_MIX_COOKING
  19300. case ITEMID_SAVAGE_FULL_ROAST:
  19301. case ITEMID_COCKTAIL_WARG_BLOOD:
  19302. case ITEMID_MINOR_STEW:
  19303. case ITEMID_SIROMA_ICED_TEA:
  19304. case ITEMID_DROSERA_HERB_SALAD:
  19305. case ITEMID_PETITE_TAIL_NOODLES:
  19306. difficulty += 15;
  19307. break;
  19308. }
  19309. 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)
  19310. if (skill_lv > 1) {
  19311. make_per -= difficulty;
  19312. // Determine quantity from difficulty
  19313. if (make_per >= 30)
  19314. qty = 10 + rnd() % 2;
  19315. else if (make_per >= 10)
  19316. qty = 10;
  19317. else if (make_per >= -10)
  19318. qty = 8;
  19319. else if (make_per >= -30)
  19320. qty = 5;
  19321. else
  19322. qty = 0;
  19323. } else {
  19324. if (make_per < difficulty)
  19325. qty = 0;
  19326. }
  19327. make_per = 100000; // Adjust success back to 100% for crafting
  19328. }
  19329. break;
  19330. case MT_M_MACHINE:
  19331. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  19332. if (skill_id == MT_M_MACHINE)
  19333. qty = 7 + skill_lv;
  19334. else // BO_BIONIC_PHARMACY
  19335. qty = 10 + skill_lv;
  19336. make_per = 100000;
  19337. break;
  19338. default:
  19339. if (sd->menuskill_id == AM_PHARMACY &&
  19340. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  19341. { //Assume Cooking Dish
  19342. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  19343. make_per = 10000; //100% Success
  19344. else
  19345. make_per = 1200 * (sd->menuskill_val - 10)
  19346. + 20 * (sd->status.base_level + 1)
  19347. + 20 * (status->dex + 1)
  19348. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  19349. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  19350. - 10 * (100 - status->luk + 1)
  19351. - 500 * (num - 1)
  19352. - 100 * (rnd()%4 + 1);
  19353. break;
  19354. }
  19355. make_per = 5000;
  19356. break;
  19357. }
  19358. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  19359. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  19360. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  19361. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  19362. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  19363. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  19364. if( wlv >= 3 ){
  19365. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  19366. }
  19367. // Element Stone: -20%
  19368. if( ele ){
  19369. make_per -= 2000;
  19370. }
  19371. // Star Crumb: -15% each
  19372. make_per -= sc * 1500;
  19373. // Weapon level malus: -0/-10/-20/-30
  19374. if( wlv > 1 ){
  19375. make_per -= ( wlv * 1000 );
  19376. }
  19377. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  19378. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  19379. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  19380. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  19381. if (battle_config.wp_rate != 100)
  19382. make_per = make_per * battle_config.wp_rate / 100;
  19383. }
  19384. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  19385. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  19386. if (make_per < 1) make_per = 1;
  19387. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  19388. struct item tmp_item;
  19389. memset(&tmp_item,0,sizeof(tmp_item));
  19390. tmp_item.nameid = nameid;
  19391. tmp_item.amount = 1;
  19392. tmp_item.identify = 1;
  19393. if (equip) {
  19394. tmp_item.card[0] = CARD0_FORGE;
  19395. tmp_item.card[1] = ((sc*5)<<8)+ele;
  19396. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19397. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19398. } else {
  19399. //Flag is only used on the end, so it can be used here. [Skotlex]
  19400. switch (skill_id) {
  19401. case BS_DAGGER:
  19402. case BS_SWORD:
  19403. case BS_TWOHANDSWORD:
  19404. case BS_AXE:
  19405. case BS_MACE:
  19406. case BS_KNUCKLE:
  19407. case BS_SPEAR:
  19408. flag = battle_config.produce_item_name_input&0x1;
  19409. break;
  19410. case AM_PHARMACY:
  19411. case AM_TWILIGHT1:
  19412. case AM_TWILIGHT2:
  19413. case AM_TWILIGHT3:
  19414. flag = battle_config.produce_item_name_input&0x2;
  19415. break;
  19416. case AL_HOLYWATER:
  19417. case AB_ANCILLA:
  19418. flag = battle_config.produce_item_name_input&0x8;
  19419. break;
  19420. case ASC_CDP:
  19421. flag = battle_config.produce_item_name_input&0x10;
  19422. break;
  19423. default:
  19424. flag = battle_config.produce_item_name_input&0x80;
  19425. break;
  19426. }
  19427. if (flag) {
  19428. tmp_item.card[0] = CARD0_CREATE;
  19429. tmp_item.card[1] = 0;
  19430. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19431. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19432. }
  19433. }
  19434. // if(log_config.produce > 0)
  19435. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  19436. //TODO update PICKLOG
  19437. if (equip) {
  19438. clif_produceeffect(sd,0,nameid);
  19439. clif_misceffect(&sd->bl,3);
  19440. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  19441. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  19442. } else {
  19443. int fame = 0;
  19444. tmp_item.amount = 0;
  19445. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  19446. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY || skill_id == MT_M_MACHINE || skill_id == BO_BIONIC_PHARMACY) && make_per > 1) {
  19447. tmp_item.amount = qty;
  19448. break;
  19449. }
  19450. if (qty == 1 || rnd()%10000 < make_per) { //Success
  19451. tmp_item.amount++;
  19452. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  19453. continue;
  19454. if (skill_id != AM_PHARMACY &&
  19455. skill_id != AM_TWILIGHT1 &&
  19456. skill_id != AM_TWILIGHT2 &&
  19457. skill_id != AM_TWILIGHT3)
  19458. continue;
  19459. //Add fame as needed.
  19460. switch(++sd->potion_success_counter) {
  19461. case 3:
  19462. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  19463. break;
  19464. case 5:
  19465. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  19466. break;
  19467. case 7:
  19468. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  19469. break;
  19470. case 10:
  19471. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  19472. sd->potion_success_counter = 0;
  19473. break;
  19474. }
  19475. } else //Failure
  19476. sd->potion_success_counter = 0;
  19477. }
  19478. if (fame)
  19479. pc_addfame(*sd, fame);
  19480. //Visual effects and the like.
  19481. switch (skill_id) {
  19482. case AM_PHARMACY:
  19483. case AM_TWILIGHT1:
  19484. case AM_TWILIGHT2:
  19485. case AM_TWILIGHT3:
  19486. case ASC_CDP:
  19487. case GC_CREATENEWPOISON:
  19488. clif_produceeffect(sd,2,nameid);
  19489. clif_misceffect(&sd->bl,5);
  19490. break;
  19491. case BS_IRON:
  19492. case BS_STEEL:
  19493. case BS_ENCHANTEDSTONE:
  19494. clif_produceeffect(sd,0,nameid);
  19495. clif_misceffect(&sd->bl,3);
  19496. break;
  19497. default: //Those that don't require a skill?
  19498. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  19499. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  19500. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  19501. }
  19502. break;
  19503. }
  19504. }
  19505. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  19506. int j, k = 0, l;
  19507. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  19508. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19509. if (skill_changematerial_db[i].nameid == nameid){
  19510. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  19511. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  19512. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  19513. tmp_item.amount = (isStackable ? total_qty : 1);
  19514. for (l = 0; l < total_qty; l += tmp_item.amount) {
  19515. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19516. clif_additem(sd,0,0,flag);
  19517. if( battle_config.skill_drop_items_full ){
  19518. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19519. }
  19520. }
  19521. }
  19522. k++;
  19523. }
  19524. }
  19525. break;
  19526. }
  19527. }
  19528. if (k) {
  19529. clif_produceeffect(sd,6,nameid);
  19530. clif_misceffect(&sd->bl,5);
  19531. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  19532. return true;
  19533. }
  19534. } else if (tmp_item.amount) { //Success
  19535. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19536. clif_additem(sd,0,0,flag);
  19537. if( battle_config.skill_drop_items_full ){
  19538. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19539. }
  19540. }
  19541. switch (skill_id) {
  19542. case RK_RUNEMASTERY:
  19543. clif_produceeffect(sd, 4, nameid);
  19544. clif_misceffect(&sd->bl, 5);
  19545. break;
  19546. case GN_MIX_COOKING:
  19547. case GN_MAKEBOMB:
  19548. case GN_S_PHARMACY:
  19549. clif_produceeffect(sd, 6, nameid);
  19550. clif_misceffect(&sd->bl, 5);
  19551. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19552. break;
  19553. case MT_M_MACHINE:
  19554. clif_produceeffect(sd, 0, nameid);
  19555. clif_misceffect(&sd->bl, 3);
  19556. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19557. break;
  19558. case BO_BIONIC_PHARMACY:
  19559. clif_produceeffect(sd, 2, nameid);
  19560. clif_misceffect(&sd->bl, 5);
  19561. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19562. break;
  19563. }
  19564. return true;
  19565. }
  19566. }
  19567. //Failure
  19568. // if(log_config.produce)
  19569. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  19570. //TODO update PICKLOG
  19571. if (equip) {
  19572. clif_produceeffect(sd,1,nameid);
  19573. clif_misceffect(&sd->bl,2);
  19574. } else {
  19575. switch (skill_id) {
  19576. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  19577. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  19578. case AM_PHARMACY:
  19579. case AM_TWILIGHT1:
  19580. case AM_TWILIGHT2:
  19581. case AM_TWILIGHT3:
  19582. case GC_CREATENEWPOISON:
  19583. clif_produceeffect(sd,3,nameid);
  19584. clif_misceffect(&sd->bl,6);
  19585. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  19586. break;
  19587. case BS_IRON:
  19588. case BS_STEEL:
  19589. case BS_ENCHANTEDSTONE:
  19590. clif_produceeffect(sd,1,nameid);
  19591. clif_misceffect(&sd->bl,2);
  19592. break;
  19593. case RK_RUNEMASTERY:
  19594. clif_produceeffect(sd,5,nameid);
  19595. clif_misceffect(&sd->bl,6);
  19596. break;
  19597. case GN_MIX_COOKING:
  19598. if (qty == 0) {
  19599. item tmp_item;
  19600. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  19601. int rate = rnd() % 1000 + 1;
  19602. memset(&tmp_item, 0, sizeof(tmp_item));
  19603. if (rate < 500)
  19604. i = 0;
  19605. else if (rate < 750)
  19606. i = 1;
  19607. else if (rate < 850)
  19608. i = 2;
  19609. else if (rate < 950)
  19610. i = 3;
  19611. else
  19612. i = 4;
  19613. tmp_item.nameid = compensation[i];
  19614. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  19615. tmp_item.identify = 1;
  19616. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19617. clif_additem(sd,0,0,flag);
  19618. if( battle_config.skill_drop_items_full ){
  19619. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19620. }
  19621. }
  19622. clif_produceeffect(sd,7,nameid);
  19623. clif_misceffect(&sd->bl,6);
  19624. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19625. }
  19626. break;
  19627. case GN_MAKEBOMB:
  19628. case GN_S_PHARMACY:
  19629. case GN_CHANGEMATERIAL:
  19630. clif_produceeffect(sd,7,nameid);
  19631. clif_misceffect(&sd->bl,6);
  19632. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19633. break;
  19634. case MT_M_MACHINE:
  19635. clif_produceeffect(sd, 1, nameid);
  19636. clif_misceffect(&sd->bl, 2);
  19637. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19638. break;
  19639. case BO_BIONIC_PHARMACY:
  19640. clif_produceeffect(sd, 3, nameid);
  19641. clif_misceffect(&sd->bl, 6);
  19642. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19643. break;
  19644. default:
  19645. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  19646. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  19647. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  19648. }
  19649. break;
  19650. }
  19651. }
  19652. return false;
  19653. }
  19654. /**
  19655. * Attempt to create arrow by specified material
  19656. * @param sd Player
  19657. * @param nameid Item ID of material
  19658. * @return True if created, False is failed
  19659. */
  19660. bool skill_arrow_create(struct map_session_data *sd, t_itemid nameid)
  19661. {
  19662. nullpo_ret(sd);
  19663. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  19664. return false;
  19665. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  19666. for (const auto &it : skill_arrow_db) {
  19667. if (nameid == it.second->nameid) {
  19668. arrow = it.second;
  19669. break;
  19670. }
  19671. }
  19672. short j;
  19673. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  19674. return false;
  19675. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  19676. for (const auto &it : arrow->created) {
  19677. char flag = 0;
  19678. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  19679. continue;
  19680. struct item tmp_item = { 0 };
  19681. tmp_item.identify = 1;
  19682. tmp_item.nameid = it.first;
  19683. tmp_item.amount = it.second;
  19684. if (battle_config.produce_item_name_input&0x4) {
  19685. tmp_item.card[0] = CARD0_CREATE;
  19686. tmp_item.card[1] = 0;
  19687. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19688. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19689. }
  19690. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19691. clif_additem(sd,0,0,flag);
  19692. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19693. }
  19694. }
  19695. return true;
  19696. }
  19697. /**
  19698. * Enchant weapon with poison
  19699. * @param sd Player
  19700. * @nameid Item ID of poison type
  19701. */
  19702. int skill_poisoningweapon(struct map_session_data *sd, t_itemid nameid)
  19703. {
  19704. nullpo_ret(sd);
  19705. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  19706. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  19707. return 0;
  19708. }
  19709. sc_type type;
  19710. int chance;
  19711. //uint16 msg = 1443; //Official is using msgstringtable.txt
  19712. char output[CHAT_SIZE_MAX];
  19713. const char *msg;
  19714. switch( nameid ) {
  19715. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  19716. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  19717. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  19718. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  19719. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  19720. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  19721. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  19722. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  19723. default:
  19724. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  19725. return 0;
  19726. }
  19727. status_change_end(&sd->bl, SC_POISONINGWEAPON, INVALID_TIMER); // End the status so a new poison can be applied (if changed)
  19728. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  19729. 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
  19730. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  19731. 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
  19732. sprintf(output, msg_txt(sd,721), msg);
  19733. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  19734. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  19735. clif_msg(sd,msg);
  19736. #endif*/
  19737. return 0;
  19738. }
  19739. /**
  19740. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  19741. * @param bl: Object
  19742. * @param skill_id: Skill invoking to determine if Magic type
  19743. */
  19744. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  19745. {
  19746. struct status_change *sc = status_get_sc(bl);
  19747. // non-offensive and non-magic skills do not affect the status
  19748. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  19749. return;
  19750. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  19751. if (sc->data[SC_MAGICPOWER]->val4) {
  19752. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  19753. } else {
  19754. sc->data[SC_MAGICPOWER]->val4 = 1;
  19755. status_calc_bl(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  19756. if(bl->type == BL_PC){// update current display.
  19757. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  19758. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  19759. }
  19760. }
  19761. }
  19762. }
  19763. int skill_magicdecoy(struct map_session_data *sd, t_itemid nameid) {
  19764. int x, y, i, class_, skill;
  19765. struct mob_data *md;
  19766. nullpo_ret(sd);
  19767. skill = sd->menuskill_val;
  19768. 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) ) {
  19769. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  19770. return 0;
  19771. }
  19772. // Spawn Position
  19773. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  19774. x = sd->sc.comet_x;
  19775. y = sd->sc.comet_y;
  19776. sd->sc.comet_x = 0;
  19777. sd->sc.comet_y = 0;
  19778. sd->menuskill_val = 0;
  19779. // Item picked decides the mob class
  19780. switch(nameid) {
  19781. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  19782. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  19783. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  19784. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  19785. default:
  19786. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  19787. return 0;
  19788. }
  19789. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  19790. if( md ) {
  19791. struct unit_data *ud = unit_bl2ud(&md->bl);
  19792. md->master_id = sd->bl.id;
  19793. md->special_state.ai = AI_FAW;
  19794. if(ud) {
  19795. ud->skill_id = NC_MAGICDECOY;
  19796. ud->skill_lv = skill;
  19797. }
  19798. if( md->deletetimer != INVALID_TIMER )
  19799. delete_timer(md->deletetimer, mob_timer_delete);
  19800. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  19801. mob_spawn(md);
  19802. }
  19803. return 0;
  19804. }
  19805. /**
  19806. * Process Warlock Spellbooks
  19807. * @param sd: Player data
  19808. * @param nameid: Spellbook item used
  19809. */
  19810. void skill_spellbook(struct map_session_data *sd, t_itemid nameid) {
  19811. nullpo_retv(sd);
  19812. if (reading_spellbook_db.empty())
  19813. return;
  19814. struct status_change *sc = status_get_sc(&sd->bl);
  19815. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  19816. if (sc == nullptr || sc->data[i] == nullptr)
  19817. break;
  19818. if (i == SC_MAXSPELLBOOK) {
  19819. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  19820. return;
  19821. }
  19822. }
  19823. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  19824. if (spell == nullptr)
  19825. return;
  19826. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(sd, skill_id);
  19827. if (skill_lv == 0) { // Caster hasn't learned the skill
  19828. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd, WL_READING_SB)));
  19829. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  19830. return;
  19831. }
  19832. int points = spell->points;
  19833. if (sc && sc->data[SC_FREEZE_SP]) {
  19834. if ((sc->data[SC_FREEZE_SP]->val2 + points) > 8 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10) {
  19835. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  19836. return;
  19837. }
  19838. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  19839. if (!sc->data[i]) {
  19840. sc->data[SC_FREEZE_SP]->val2 += points; // increase points
  19841. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  19842. break;
  19843. }
  19844. }
  19845. } else {
  19846. sc_start2(&sd->bl, &sd->bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  19847. sc_start4(&sd->bl, &sd->bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  19848. }
  19849. // Reading Spell Book SP cost same as the sealed spell.
  19850. status_zap(&sd->bl, 0, skill_get_sp(skill_id, skill_lv));
  19851. }
  19852. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  19853. int lv, prob, aslvl = 0;
  19854. uint16 id, sk_idx = 0;
  19855. nullpo_ret(sd);
  19856. if (sd->sc.data[SC_STOP]) {
  19857. aslvl = sd->sc.data[SC_STOP]->val1;
  19858. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  19859. }
  19860. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  19861. return 0;
  19862. 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 ) {
  19863. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  19864. return 0;
  19865. }
  19866. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  19867. lv = min(lv,sd->status.skill[sk_idx].lv);
  19868. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  19869. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  19870. return 0;
  19871. }
  19872. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  19873. int i;
  19874. nullpo_ret(sd);
  19875. nullpo_ret(item_list);
  19876. if( n <= 0 )
  19877. return 1;
  19878. for( i = 0; i < n; i++ ) {
  19879. t_itemid nameid, product;
  19880. int add_amount, del_amount, idx;
  19881. struct item tmp_item;
  19882. idx = item_list[i*2+0]-2;
  19883. if( idx < 0 || idx >= MAX_INVENTORY ){
  19884. return 1;
  19885. }
  19886. del_amount = item_list[i*2+1];
  19887. if( skill_lv == 2 )
  19888. del_amount -= (del_amount % 10);
  19889. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  19890. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  19891. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  19892. return 1;
  19893. }
  19894. switch( nameid ) {
  19895. // Level 1
  19896. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  19897. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  19898. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  19899. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  19900. // Level 2
  19901. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  19902. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  19903. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  19904. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  19905. default:
  19906. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  19907. return 1;
  19908. }
  19909. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  19910. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  19911. return 1;
  19912. }
  19913. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  19914. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  19915. return 1;
  19916. }
  19917. memset(&tmp_item,0,sizeof(tmp_item));
  19918. tmp_item.nameid = product;
  19919. tmp_item.amount = add_amount;
  19920. tmp_item.identify = 1;
  19921. if( tmp_item.amount ) {
  19922. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  19923. if( flag != 0 ) {
  19924. clif_additem(sd,0,0,flag);
  19925. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19926. }
  19927. }
  19928. }
  19929. return 0;
  19930. }
  19931. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  19932. int i, j, k, c, p = 0, amount;
  19933. t_itemid nameid;
  19934. nullpo_ret(sd);
  19935. nullpo_ret(item_list);
  19936. // Search for objects that can be created.
  19937. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  19938. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  19939. p = 0;
  19940. do {
  19941. c = 0;
  19942. // Verification of overlap between the objects required and the list submitted.
  19943. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  19944. if( skill_produce_db[i].mat_id[j] > 0 ) {
  19945. for( k = 0; k < n; k++ ) {
  19946. int idx = item_list[k*2+0]-2;
  19947. if( idx < 0 || idx >= MAX_INVENTORY ){
  19948. return 0;
  19949. }
  19950. nameid = sd->inventory.u.items_inventory[idx].nameid;
  19951. amount = item_list[k*2+1];
  19952. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  19953. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  19954. return 0;
  19955. }
  19956. 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]
  19957. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  19958. c++; // match
  19959. }
  19960. }
  19961. else
  19962. break; // No more items required
  19963. }
  19964. p++;
  19965. } while(n == j && c == n);
  19966. p--;
  19967. if ( p > 0 ) {
  19968. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  19969. return 1;
  19970. }
  19971. }
  19972. }
  19973. if( p == 0)
  19974. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  19975. return 0;
  19976. }
  19977. /**
  19978. * For Royal Guard's LG_TRAMPLE
  19979. */
  19980. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  19981. {
  19982. skill_unit *su = (struct skill_unit *)bl;
  19983. nullpo_ret(su);
  19984. std::shared_ptr<s_skill_unit_group> sg;
  19985. t_tick tick = va_arg(ap, t_tick);
  19986. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  19987. switch( sg->unit_id ) {
  19988. case UNT_CLAYMORETRAP:
  19989. case UNT_FIRINGTRAP:
  19990. case UNT_ICEBOUNDTRAP:
  19991. 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);
  19992. break;
  19993. case UNT_LANDMINE:
  19994. case UNT_BLASTMINE:
  19995. case UNT_SHOCKWAVE:
  19996. case UNT_SANDMAN:
  19997. case UNT_FLASHER:
  19998. case UNT_FREEZINGTRAP:
  19999. case UNT_CLUSTERBOMB:
  20000. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  20001. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20002. else
  20003. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20004. break;
  20005. }
  20006. // Traps aren't recovered.
  20007. skill_delunit(su);
  20008. }
  20009. return 0;
  20010. }
  20011. /*==========================================
  20012. *
  20013. *------------------------------------------*/
  20014. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  20015. int i;
  20016. nullpo_retr(-1, sd);
  20017. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  20018. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  20019. }
  20020. TIMER_FUNC(skill_blockpc_end){
  20021. struct map_session_data *sd = map_id2sd(id);
  20022. int i = (int)data;
  20023. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  20024. return 0;
  20025. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  20026. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  20027. return 0;
  20028. }
  20029. aFree(sd->scd[i]);
  20030. sd->scd[i] = NULL;
  20031. return 1;
  20032. }
  20033. /**
  20034. * Flags a singular skill as being blocked from persistent usage.
  20035. * @param sd the player the skill delay affects
  20036. * @param skill_id the skill which should be delayed
  20037. * @param tick the length of time the delay should last
  20038. * @param load whether this assignment is being loaded upon player login
  20039. * @return 0 if successful, -1 otherwise
  20040. */
  20041. int skill_blockpc_start(struct map_session_data *sd, int skill_id, t_tick tick) {
  20042. int i;
  20043. nullpo_retr(-1, sd);
  20044. if (!skill_id || tick < 1)
  20045. return -1;
  20046. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  20047. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  20048. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20049. aFree(sd->scd[i]);
  20050. sd->scd[i] = NULL;
  20051. }
  20052. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  20053. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  20054. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  20055. sd->scd[i]->skill_id = skill_id;
  20056. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  20057. if (battle_config.display_status_timers && tick > 0)
  20058. clif_skill_cooldown(sd, skill_id, tick);
  20059. return 1;
  20060. } else {
  20061. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  20062. return 0;
  20063. }
  20064. }
  20065. int skill_blockpc_clear(struct map_session_data *sd) {
  20066. int i;
  20067. nullpo_ret(sd);
  20068. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  20069. if (!sd->scd[i])
  20070. continue;
  20071. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20072. aFree(sd->scd[i]);
  20073. sd->scd[i] = NULL;
  20074. }
  20075. return 1;
  20076. }
  20077. TIMER_FUNC(skill_blockhomun_end){
  20078. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  20079. if (hd) {
  20080. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  20081. if (skill != hd->blockskill.end())
  20082. hd->blockskill.erase(skill);
  20083. }
  20084. return 1;
  20085. }
  20086. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  20087. {
  20088. nullpo_retr(-1, hd);
  20089. if (!skill_db.exists(skill_id))
  20090. return -1;
  20091. auto skill = util::vector_get(hd->blockskill, skill_id);
  20092. if (tick < 1 && skill != hd->blockskill.end()) {
  20093. hd->blockskill.erase(skill);
  20094. return -1;
  20095. }
  20096. hd->blockskill.push_back(skill_id);
  20097. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  20098. }
  20099. TIMER_FUNC(skill_blockmerc_end){
  20100. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  20101. if (md) {
  20102. auto skill = util::vector_get(md->blockskill, (uint16)data);
  20103. if (skill != md->blockskill.end())
  20104. md->blockskill.erase(skill);
  20105. }
  20106. return 1;
  20107. }
  20108. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  20109. {
  20110. nullpo_retr(-1, md);
  20111. if (!skill_db.exists(skill_id))
  20112. return -1;
  20113. auto skill = util::vector_get(md->blockskill, skill_id);
  20114. if (tick < 1 && skill != md->blockskill.end()) {
  20115. md->blockskill.erase(skill);
  20116. return -1;
  20117. }
  20118. md->blockskill.push_back(skill_id);
  20119. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  20120. }
  20121. /**
  20122. * Adds a new skill unit entry for this player to recast after map load
  20123. * @param sd: Player
  20124. * @param skill_id: Skill ID to save
  20125. * @param skill_lv: Skill level to save
  20126. */
  20127. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  20128. {
  20129. struct skill_usave *sus = NULL;
  20130. if (idb_exists(skillusave_db,sd->status.char_id))
  20131. idb_remove(skillusave_db,sd->status.char_id);
  20132. CREATE(sus, struct skill_usave, 1);
  20133. idb_put(skillusave_db, sd->status.char_id, sus);
  20134. sus->skill_id = skill_id;
  20135. sus->skill_lv = skill_lv;
  20136. }
  20137. /**
  20138. * Loads saved skill unit entries for this player after map load
  20139. * @param sd: Player
  20140. */
  20141. void skill_usave_trigger(struct map_session_data *sd)
  20142. {
  20143. skill_usave *sus;
  20144. std::shared_ptr<s_skill_unit_group> group;
  20145. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  20146. return;
  20147. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  20148. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  20149. 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));
  20150. idb_remove(skillusave_db, sd->status.char_id);
  20151. }
  20152. /*
  20153. *
  20154. */
  20155. int skill_split_str (char *str, char **val, int num)
  20156. {
  20157. int i;
  20158. for( i = 0; i < num && str; i++ ) {
  20159. val[i] = str;
  20160. str = strchr(str,',');
  20161. if( str )
  20162. *str++ = 0;
  20163. }
  20164. return i;
  20165. }
  20166. /*
  20167. *
  20168. */
  20169. void skill_init_unit_layout (void) {
  20170. int i,j,pos = 0;
  20171. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  20172. // standard square layouts go first
  20173. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  20174. int size = i*2+1;
  20175. skill_unit_layout[i].count = size*size;
  20176. for (j=0; j<size*size; j++) {
  20177. skill_unit_layout[i].dx[j] = (j%size-i);
  20178. skill_unit_layout[i].dy[j] = (j/size-i);
  20179. }
  20180. }
  20181. // afterwards add special ones
  20182. pos = i;
  20183. for (const auto &it : skill_db) {
  20184. std::shared_ptr<s_skill_db> skill = it.second;
  20185. uint16 skill_id = skill->nameid;
  20186. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  20187. continue;
  20188. if( skill_id == EL_FIRE_MANTLE ) {
  20189. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  20190. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  20191. skill_unit_layout[pos].count = 8;
  20192. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20193. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20194. } else {
  20195. switch (skill_id) {
  20196. case MG_FIREWALL:
  20197. case WZ_ICEWALL:
  20198. case WL_EARTHSTRAIN:
  20199. case RL_FIRE_RAIN:
  20200. // these will be handled later
  20201. break;
  20202. case PR_SANCTUARY:
  20203. case NPC_EVILLAND: {
  20204. static const int dx[] = {
  20205. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  20206. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  20207. static const int dy[]={
  20208. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  20209. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  20210. skill_unit_layout[pos].count = 21;
  20211. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20212. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20213. }
  20214. break;
  20215. case PR_MAGNUS: {
  20216. static const int dx[] = {
  20217. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20218. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20219. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  20220. static const int dy[] = {
  20221. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20222. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20223. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  20224. skill_unit_layout[pos].count = 33;
  20225. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20226. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20227. }
  20228. break;
  20229. case AS_VENOMDUST: {
  20230. static const int dx[] = {-1, 0, 0, 0, 1};
  20231. static const int dy[] = { 0,-1, 0, 1, 0};
  20232. skill_unit_layout[pos].count = 5;
  20233. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20234. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20235. }
  20236. break;
  20237. case CR_GRANDCROSS:
  20238. case NPC_GRANDDARKNESS: {
  20239. static const int dx[] = {
  20240. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  20241. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  20242. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  20243. static const int dy[] = {
  20244. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  20245. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  20246. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  20247. skill_unit_layout[pos].count = 29;
  20248. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20249. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20250. }
  20251. break;
  20252. case PF_FOGWALL: {
  20253. static const int dx[] = {
  20254. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20255. static const int dy[] = {
  20256. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  20257. skill_unit_layout[pos].count = 15;
  20258. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20259. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20260. }
  20261. break;
  20262. case PA_GOSPEL: {
  20263. static const int dx[] = {
  20264. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20265. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20266. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  20267. -1, 0, 1};
  20268. static const int dy[] = {
  20269. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20270. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20271. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  20272. 3, 3, 3};
  20273. skill_unit_layout[pos].count = 33;
  20274. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20275. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20276. }
  20277. break;
  20278. case NJ_KAENSIN: {
  20279. 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};
  20280. 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};
  20281. skill_unit_layout[pos].count = 24;
  20282. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20283. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20284. }
  20285. break;
  20286. case NJ_TATAMIGAESHI: {
  20287. //Level 1 (count 4, cross of 3x3)
  20288. static const int dx1[] = {-1, 1, 0, 0};
  20289. static const int dy1[] = { 0, 0,-1, 1};
  20290. //Level 2-3 (count 8, cross of 5x5)
  20291. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20292. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20293. //Level 4-5 (count 12, cross of 7x7
  20294. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  20295. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  20296. //lv1
  20297. j = 0;
  20298. skill_unit_layout[pos].count = 4;
  20299. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  20300. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  20301. skill->unit_layout_type[j] = pos;
  20302. //lv2/3
  20303. j++;
  20304. pos++;
  20305. skill_unit_layout[pos].count = 8;
  20306. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  20307. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  20308. skill->unit_layout_type[j] = pos;
  20309. skill->unit_layout_type[++j] = pos;
  20310. //lv4/5
  20311. j++;
  20312. pos++;
  20313. skill_unit_layout[pos].count = 12;
  20314. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  20315. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  20316. skill->unit_layout_type[j] = pos;
  20317. skill->unit_layout_type[++j] = pos;
  20318. //Fill in the rest using lv 5.
  20319. for (;j<MAX_SKILL_LEVEL;j++)
  20320. skill->unit_layout_type[j] = pos;
  20321. //Skip, this way the check below will fail and continue to the next skill.
  20322. pos++;
  20323. }
  20324. break;
  20325. case GN_WALLOFTHORN: {
  20326. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  20327. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  20328. skill_unit_layout[pos].count = 16;
  20329. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20330. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20331. }
  20332. break;
  20333. case NPC_FLAMECROSS: {
  20334. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20335. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20336. skill_unit_layout[pos].count = 8;
  20337. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20338. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20339. }
  20340. break;
  20341. default:
  20342. ShowError("unknown unit layout at skill %d\n",i);
  20343. break;
  20344. }
  20345. }
  20346. if (!skill_unit_layout[pos].count)
  20347. continue;
  20348. for (j=0;j<MAX_SKILL_LEVEL;j++)
  20349. skill->unit_layout_type[j] = pos;
  20350. pos++;
  20351. }
  20352. // firewall and icewall have 8 layouts (direction-dependent)
  20353. firewall_unit_pos = pos;
  20354. for (i=0;i<8;i++) {
  20355. if (i&1) {
  20356. skill_unit_layout[pos].count = 5;
  20357. if (i&0x2) {
  20358. int dx[] = {-1,-1, 0, 0, 1};
  20359. int dy[] = { 1, 0, 0,-1,-1};
  20360. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20361. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20362. } else {
  20363. int dx[] = { 1, 1 ,0, 0,-1};
  20364. int dy[] = { 1, 0, 0,-1,-1};
  20365. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20366. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20367. }
  20368. } else {
  20369. skill_unit_layout[pos].count = 3;
  20370. if (i%4==0) {
  20371. int dx[] = {-1, 0, 1};
  20372. int dy[] = { 0, 0, 0};
  20373. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20374. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20375. } else {
  20376. int dx[] = { 0, 0, 0};
  20377. int dy[] = {-1, 0, 1};
  20378. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20379. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20380. }
  20381. }
  20382. pos++;
  20383. }
  20384. icewall_unit_pos = pos;
  20385. for (i=0;i<8;i++) {
  20386. skill_unit_layout[pos].count = 5;
  20387. if (i&1) {
  20388. if (i&0x2) {
  20389. int dx[] = {-2,-1, 0, 1, 2};
  20390. int dy[] = { 2, 1, 0,-1,-2};
  20391. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20392. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20393. } else {
  20394. int dx[] = { 2, 1 ,0,-1,-2};
  20395. int dy[] = { 2, 1, 0,-1,-2};
  20396. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20397. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20398. }
  20399. } else {
  20400. if (i%4==0) {
  20401. int dx[] = {-2,-1, 0, 1, 2};
  20402. int dy[] = { 0, 0, 0, 0, 0};
  20403. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20404. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20405. } else {
  20406. int dx[] = { 0, 0, 0, 0, 0};
  20407. int dy[] = {-2,-1, 0, 1, 2};
  20408. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20409. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20410. }
  20411. }
  20412. pos++;
  20413. }
  20414. earthstrain_unit_pos = pos;
  20415. for( i = 0; i < 8; i++ )
  20416. { // For each Direction
  20417. skill_unit_layout[pos].count = 15;
  20418. switch( i )
  20419. {
  20420. case 0: case 1: case 3: case 4: case 5: case 7:
  20421. {
  20422. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20423. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20424. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20425. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20426. }
  20427. break;
  20428. case 2:
  20429. case 6:
  20430. {
  20431. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20432. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20433. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20434. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20435. }
  20436. break;
  20437. }
  20438. pos++;
  20439. }
  20440. firerain_unit_pos = pos;
  20441. for( i = 0; i < 8; i++ ) {
  20442. skill_unit_layout[pos].count = 3;
  20443. switch( i ) {
  20444. case 0: case 1: case 3: case 4: case 5: case 7:
  20445. {
  20446. static const int dx[] = {-1, 0, 1};
  20447. static const int dy[] = { 0, 0, 0};
  20448. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20449. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20450. }
  20451. break;
  20452. case 2:
  20453. case 6:
  20454. {
  20455. static const int dx[] = { 0, 0, 0};
  20456. static const int dy[] = {-1, 0, 1};
  20457. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20458. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20459. }
  20460. break;
  20461. }
  20462. pos++;
  20463. }
  20464. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  20465. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20466. }
  20467. void skill_init_nounit_layout (void) {
  20468. int i, pos = 0;
  20469. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  20470. for( i = 0; i < 8; i++ ) {
  20471. if( i&1 ) {
  20472. skill_nounit_layout[pos].count = 33;
  20473. if( i&2 ) {
  20474. if( i&4 ) { // 7
  20475. 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};
  20476. 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};
  20477. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20478. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20479. } else { // 3
  20480. 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};
  20481. 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};
  20482. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20483. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20484. }
  20485. } else {
  20486. if( i&4 ) { // 5
  20487. 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};
  20488. 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};
  20489. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20490. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20491. } else { // 1
  20492. 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};
  20493. 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};
  20494. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20495. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20496. }
  20497. }
  20498. } else {
  20499. skill_nounit_layout[pos].count = 21;
  20500. if( i&2 ) {
  20501. if( i&4 ) { // 6
  20502. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  20503. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20504. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20505. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20506. } else { // 2
  20507. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  20508. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20509. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20510. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20511. }
  20512. } else {
  20513. if( i&4 ) { // 4
  20514. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20515. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  20516. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20517. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20518. } else { // 0
  20519. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20520. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  20521. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20522. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20523. }
  20524. }
  20525. }
  20526. pos++;
  20527. }
  20528. for( i = 0; i < 8; i++ ) {
  20529. if( i&1 ) {
  20530. skill_nounit_layout[pos].count = 74;
  20531. if( i&2 ) {
  20532. if( i&4 ) { // 7
  20533. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20534. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  20535. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  20536. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20537. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20538. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20539. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20540. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20541. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20542. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20543. } else { // 3
  20544. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20545. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20546. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20547. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20548. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20549. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20550. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20551. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20552. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20553. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20554. }
  20555. } else {
  20556. if( i&4 ) { // 5
  20557. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20558. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20559. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20560. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20561. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20562. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20563. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20564. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20565. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20566. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20567. } else { // 1
  20568. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20569. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20570. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20571. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20572. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20573. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  20574. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  20575. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20576. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20577. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20578. }
  20579. }
  20580. } else {
  20581. skill_nounit_layout[pos].count = 44;
  20582. if( i&2 ) {
  20583. if( i&4 ) { // 6
  20584. 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};
  20585. 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};
  20586. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20587. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20588. } else { // 2
  20589. 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};
  20590. 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};
  20591. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20592. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20593. }
  20594. } else {
  20595. if( i&4 ) { // 4
  20596. 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};
  20597. 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};
  20598. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20599. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20600. } else { // 0
  20601. 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};
  20602. 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};
  20603. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20604. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20605. }
  20606. }
  20607. }
  20608. pos++;
  20609. }
  20610. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  20611. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20612. }
  20613. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  20614. struct status_change *sc = status_get_sc(bl);
  20615. if( !sc || !bl || !skill_id )
  20616. return 0; // Can do it
  20617. switch (type) {
  20618. case SC_ANKLE:
  20619. if (skill_id == AL_TELEPORT)
  20620. return 1;
  20621. break;
  20622. case SC_STASIS:
  20623. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  20624. return 1; // Can't do it.
  20625. break;
  20626. case SC_KAGEHUMI:
  20627. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  20628. return 1;
  20629. case SC_BITE:
  20630. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  20631. return 1;
  20632. break;
  20633. }
  20634. return 0;
  20635. }
  20636. /* Determines whether a skill is currently active or not
  20637. * Used for purposes of cancelling SP usage when disabling a skill
  20638. */
  20639. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  20640. {
  20641. enum sc_type type = skill_get_sc(skill_id);
  20642. if (type <= SC_NONE || type >= SC_MAX)
  20643. return 0;
  20644. switch( skill_id ) { //HP & SP Consumption Check
  20645. case BS_MAXIMIZE:
  20646. case NV_TRICKDEAD:
  20647. case TF_HIDING:
  20648. case AS_CLOAKING:
  20649. case GC_CLOAKINGEXCEED:
  20650. case ST_CHASEWALK:
  20651. case CR_DEFENDER:
  20652. case CR_SHRINK:
  20653. case CR_AUTOGUARD:
  20654. case ML_DEFENDER:
  20655. case ML_AUTOGUARD:
  20656. case PA_GOSPEL:
  20657. case GS_GATLINGFEVER:
  20658. case TK_READYCOUNTER:
  20659. case TK_READYDOWN:
  20660. case TK_READYSTORM:
  20661. case TK_READYTURN:
  20662. case TK_RUN:
  20663. case SG_FUSION:
  20664. case KO_YAMIKUMO:
  20665. case RA_WUGDASH:
  20666. case RA_CAMOUFLAGE:
  20667. case SJ_LUNARSTANCE:
  20668. case SJ_STARSTANCE:
  20669. case SJ_UNIVERSESTANCE:
  20670. case SJ_SUNSTANCE:
  20671. case SP_SOULCOLLECT:
  20672. case IG_GUARD_STANCE:
  20673. case IG_ATTACK_STANCE:
  20674. if( sc->data[type] )
  20675. return 1;
  20676. break;
  20677. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  20678. case NC_NEUTRALBARRIER:
  20679. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  20680. return 1;
  20681. break;
  20682. case NC_STEALTHFIELD:
  20683. if( sc->data[SC_STEALTHFIELD_MASTER] )
  20684. return 1;
  20685. break;
  20686. }
  20687. return 0;
  20688. }
  20689. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  20690. int type = 0;
  20691. switch( skill_id ) {
  20692. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  20693. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  20694. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  20695. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  20696. }
  20697. type += skill_lv - 1;
  20698. return type;
  20699. }
  20700. /**
  20701. * Check before do `unit_movepos` call
  20702. * @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
  20703. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  20704. **/
  20705. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  20706. struct status_change *sc;
  20707. nullpo_retr(false, bl);
  20708. struct map_data *mapdata = map_getmapdata(bl->m);
  20709. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  20710. return false;
  20711. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  20712. return false;
  20713. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  20714. return false;
  20715. sc = status_get_sc(bl);
  20716. if (sc && sc->data[SC_SV_ROOTTWIST])
  20717. return false;
  20718. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  20719. }
  20720. /**
  20721. * Get skill duration after adjustments by skill_duration mapflag
  20722. * @param mapdata: Source map data
  20723. * @param skill_id: Skill ID
  20724. * @param skill_lv: Skill level
  20725. * @return Adjusted skill duration
  20726. */
  20727. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  20728. int time = 0;
  20729. if (!(time = skill_get_time(skill_id, skill_lv)))
  20730. return 0;
  20731. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  20732. return time / 100 * mapdata->skill_duration[skill_id];
  20733. return time;
  20734. }
  20735. const std::string SkillDatabase::getDefaultLocation() {
  20736. return std::string(db_path) + "/skill_db.yml";
  20737. }
  20738. template<typename T, size_t S> bool SkillDatabase::parseNode(std::string nodeName, std::string subNodeName, YAML::Node node, T (&arr)[S]) {
  20739. int32 value;
  20740. if (node[nodeName].IsScalar()) {
  20741. if (!this->asInt32(node, nodeName, value))
  20742. return false;
  20743. for (size_t i = 0; i < S; i++)
  20744. arr[i] = value;
  20745. } else {
  20746. uint16 max_level = 0;
  20747. for (const YAML::Node &it : node[nodeName]) {
  20748. uint16 skill_lv;
  20749. if (!this->asUInt16(it, "Level", skill_lv))
  20750. continue;
  20751. if (skill_lv > MAX_SKILL_LEVEL) {
  20752. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  20753. return false;
  20754. }
  20755. if (!this->asInt32(it, subNodeName, value))
  20756. continue;
  20757. arr[skill_lv - 1] = value;
  20758. max_level = max(max_level, skill_lv);
  20759. }
  20760. size_t i = max_level, j;
  20761. // Check for linear change with increasing steps until we reach half of the data acquired.
  20762. for (size_t step = 1; step <= i / 2; step++) {
  20763. int diff = arr[i - 1] - arr[i - step - 1];
  20764. for (j = i - 1; j >= step; j--) {
  20765. if ((arr[j] - arr[j - step]) != diff)
  20766. break;
  20767. }
  20768. if (j >= step) // No match, try next step.
  20769. continue;
  20770. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  20771. arr[i] = arr[i - step] + diff;
  20772. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  20773. arr[i] = 1;
  20774. diff = 0;
  20775. step = 1;
  20776. }
  20777. }
  20778. return true;
  20779. }
  20780. // Unable to determine linear trend, fill remaining array values with last value
  20781. for (; i < S; i++)
  20782. arr[i] = arr[max_level - 1];
  20783. }
  20784. return true;
  20785. }
  20786. /**
  20787. * Reads and parses an entry from the skill_db.
  20788. * @param node: YAML node containing the entry.
  20789. * @return count of successfully parsed rows
  20790. */
  20791. uint64 SkillDatabase::parseBodyNode(const YAML::Node &node) {
  20792. uint16 skill_id;
  20793. if (!this->asUInt16(node, "Id", skill_id))
  20794. return 0;
  20795. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  20796. bool exists = skill != nullptr;
  20797. if (!exists) {
  20798. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  20799. return 0;
  20800. skill = std::make_shared<s_skill_db>();
  20801. skill->nameid = skill_id;
  20802. }
  20803. if (this->nodeExists(node, "Name")) {
  20804. std::string name;
  20805. if (!this->asString(node, "Name", name))
  20806. return 0;
  20807. name.resize(SKILL_NAME_LENGTH);
  20808. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  20809. }
  20810. if (this->nodeExists(node, "Description")) {
  20811. std::string name;
  20812. if (!this->asString(node, "Description", name))
  20813. return 0;
  20814. name.resize(SKILL_DESC_LENGTH);
  20815. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  20816. }
  20817. if (this->nodeExists(node, "MaxLevel")) {
  20818. uint16 skill_lv;
  20819. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  20820. return 0;
  20821. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  20822. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  20823. return 0;
  20824. }
  20825. skill->max = skill_lv;
  20826. }
  20827. if (this->nodeExists(node, "Type")) {
  20828. std::string type;
  20829. if (!this->asString(node, "Type", type))
  20830. return 0;
  20831. std::string type_constant = "BF_" + type;
  20832. int64 constant;
  20833. if (!script_get_constant(type_constant.c_str(), &constant)) {
  20834. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  20835. return 0;
  20836. }
  20837. if (constant < BF_NONE || constant > BF_MISC) {
  20838. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  20839. return 0;
  20840. }
  20841. skill->skill_type = static_cast<e_battle_flag>(constant);
  20842. } else {
  20843. if (!exists)
  20844. skill->skill_type = BF_NONE;
  20845. }
  20846. if (this->nodeExists(node, "TargetType")) {
  20847. std::string inf;
  20848. if (!this->asString(node, "TargetType", inf))
  20849. return 0;
  20850. std::string inf_constant = "INF_" + inf + "_SKILL";
  20851. int64 constant;
  20852. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  20853. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  20854. return 0;
  20855. }
  20856. skill->inf = static_cast<uint16>(constant);
  20857. }
  20858. if (this->nodeExists(node, "DamageFlags")) {
  20859. const YAML::Node &damageNode = node["DamageFlags"];
  20860. for (const auto &it : damageNode) {
  20861. std::string nk = it.first.as<std::string>(), nk_constant = "NK_" + nk;
  20862. int64 constant;
  20863. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  20864. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  20865. return 0;
  20866. }
  20867. bool active;
  20868. if (!this->asBool(damageNode, nk, active))
  20869. return 0;
  20870. if (active)
  20871. skill->nk.set(static_cast<uint8>(constant));
  20872. else
  20873. skill->nk.reset(static_cast<uint8>(constant));
  20874. }
  20875. }
  20876. if (this->nodeExists(node, "Flags")) {
  20877. const YAML::Node &infoNode = node["Flags"];
  20878. for (const auto &it : infoNode) {
  20879. std::string inf2 = it.first.as<std::string>(), inf2_constant = "INF2_" + inf2;
  20880. int64 constant;
  20881. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  20882. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  20883. continue;
  20884. }
  20885. bool active;
  20886. if (!this->asBool(infoNode, inf2, active))
  20887. return 0;
  20888. if (active)
  20889. skill->inf2.set(static_cast<uint8>(constant));
  20890. else
  20891. skill->inf2.reset(static_cast<uint8>(constant));
  20892. }
  20893. }
  20894. if (this->nodeExists(node, "Range")) {
  20895. if (!this->parseNode("Range", "Size", node, skill->range))
  20896. return 0;
  20897. } else {
  20898. if (!exists)
  20899. memset(skill->range, 0, sizeof(skill->range));
  20900. }
  20901. if (this->nodeExists(node, "Hit")) {
  20902. std::string hit;
  20903. if (!this->asString(node, "Hit", hit))
  20904. return 0;
  20905. std::string hit_constant = "DMG_" + hit;
  20906. int64 constant;
  20907. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  20908. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  20909. return 0;
  20910. }
  20911. skill->hit = static_cast<e_damage_type>(constant);
  20912. } else {
  20913. if (!exists)
  20914. skill->hit = DMG_NORMAL;
  20915. }
  20916. if (this->nodeExists(node, "HitCount")) {
  20917. if (!this->parseNode("HitCount", "Count", node, skill->num))
  20918. return 0;
  20919. } else {
  20920. if (!exists)
  20921. memset(skill->num, 0, sizeof(skill->num));
  20922. }
  20923. if (this->nodeExists(node, "Element")) {
  20924. const YAML::Node &elementNode = node["Element"];
  20925. std::string element;
  20926. if (elementNode.IsScalar()) {
  20927. if (!this->asString(node, "Element", element))
  20928. return 0;
  20929. std::string element_constant = "ELE_" + element;
  20930. int64 constant;
  20931. if (!script_get_constant(element_constant.c_str(), &constant)) {
  20932. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  20933. return 0;
  20934. }
  20935. if (constant == ELE_NONE) {
  20936. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  20937. return 0;
  20938. }
  20939. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  20940. } else {
  20941. for (const YAML::Node &it : elementNode) {
  20942. uint16 skill_lv;
  20943. if (!this->asUInt16(it, "Level", skill_lv))
  20944. continue;
  20945. if (skill_lv > MAX_SKILL_LEVEL) {
  20946. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  20947. return false;
  20948. }
  20949. if (!this->asString(it, "Element", element))
  20950. continue;
  20951. std::string element_constant = "ELE_" + element;
  20952. int64 constant;
  20953. if (!script_get_constant(element_constant.c_str(), &constant)) {
  20954. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  20955. return 0;
  20956. }
  20957. if (constant == ELE_NONE) {
  20958. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  20959. return 0;
  20960. }
  20961. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  20962. }
  20963. }
  20964. } else {
  20965. if (!exists)
  20966. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  20967. }
  20968. if (this->nodeExists(node, "SplashArea")) {
  20969. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  20970. return 0;
  20971. } else {
  20972. if (!exists)
  20973. memset(skill->splash, 0, sizeof(skill->splash));
  20974. }
  20975. if (this->nodeExists(node, "ActiveInstance")) {
  20976. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  20977. return 0;
  20978. } else {
  20979. if (!exists)
  20980. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  20981. }
  20982. if (this->nodeExists(node, "Knockback")) {
  20983. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  20984. return 0;
  20985. } else {
  20986. if (!exists)
  20987. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  20988. }
  20989. if (this->nodeExists(node, "CopyFlags")) {
  20990. const YAML::Node &copyNode = node["CopyFlags"];
  20991. if (this->nodeExists(copyNode, "Skill")) {
  20992. const YAML::Node &copyskillNode = copyNode["Skill"];
  20993. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  20994. bool active;
  20995. if (!this->asBool(copyskillNode, "Plagiarism", active))
  20996. return 0;
  20997. if (active)
  20998. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  20999. else
  21000. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  21001. }
  21002. if (this->nodeExists(copyskillNode, "Reproduce")) {
  21003. bool active;
  21004. if (!this->asBool(copyskillNode, "Reproduce", active))
  21005. return 0;
  21006. if (active)
  21007. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  21008. else
  21009. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  21010. }
  21011. } else {
  21012. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  21013. return 0;
  21014. }
  21015. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  21016. const YAML::Node &copyreqNode = copyNode["RemoveRequirement"];
  21017. for (const auto &it : copyreqNode) {
  21018. std::string req = it.first.as<std::string>(), req_constant = "SKILL_REQ_" + req;
  21019. int64 constant;
  21020. if (!script_get_constant(req_constant.c_str(), &constant)) {
  21021. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  21022. return 0;
  21023. }
  21024. skill->copyable.req_opt |= constant;
  21025. }
  21026. } else {
  21027. if (!exists)
  21028. skill->copyable.req_opt = 0;
  21029. }
  21030. }
  21031. if (this->nodeExists(node, "NoNearNpc")) {
  21032. const YAML::Node &npcNode = node["NoNearNpc"];
  21033. if (this->nodeExists(npcNode, "AdditionalRange")) {
  21034. uint16 range;
  21035. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  21036. return 0;
  21037. skill->unit_nonearnpc_range = range;
  21038. } else {
  21039. if (!exists)
  21040. skill->unit_nonearnpc_range = 0;
  21041. }
  21042. if (this->nodeExists(npcNode, "Type")) {
  21043. const YAML::Node &npctypeNode = npcNode["Type"];
  21044. for (const auto &it : npctypeNode) {
  21045. std::string type = it.first.as<std::string>(), type_constant = "SKILL_NONEAR_" + type;
  21046. int64 constant;
  21047. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21048. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  21049. return 0;
  21050. }
  21051. bool active;
  21052. if (!this->asBool(npctypeNode, type, active))
  21053. return 0;
  21054. if (active)
  21055. skill->unit_nonearnpc_type |= constant;
  21056. else
  21057. skill->unit_nonearnpc_type &= ~constant;
  21058. }
  21059. } else {
  21060. if (!exists)
  21061. skill->unit_nonearnpc_type = 0;
  21062. }
  21063. }
  21064. if (this->nodeExists(node, "CastCancel")) {
  21065. bool active;
  21066. if (!this->asBool(node, "CastCancel", active))
  21067. return 0;
  21068. skill->castcancel = active;
  21069. } else {
  21070. if (!exists)
  21071. skill->castcancel = false;
  21072. }
  21073. if (this->nodeExists(node, "CastDefenseReduction")) {
  21074. uint16 reduction;
  21075. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  21076. return 0;
  21077. skill->cast_def_rate = reduction;
  21078. } else {
  21079. if (!exists)
  21080. skill->cast_def_rate = 0;
  21081. }
  21082. if (this->nodeExists(node, "CastTime")) {
  21083. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  21084. return 0;
  21085. } else {
  21086. if (!exists)
  21087. memset(skill->cast, 0, sizeof(skill->cast));
  21088. }
  21089. if (this->nodeExists(node, "AfterCastActDelay")) {
  21090. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  21091. return 0;
  21092. } else {
  21093. if (!exists)
  21094. memset(skill->delay, 0, sizeof(skill->delay));
  21095. }
  21096. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  21097. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  21098. return 0;
  21099. } else {
  21100. if (!exists)
  21101. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  21102. }
  21103. if (this->nodeExists(node, "Duration1")) {
  21104. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  21105. return 0;
  21106. } else {
  21107. if (!exists)
  21108. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  21109. }
  21110. if (this->nodeExists(node, "Duration2")) {
  21111. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  21112. return 0;
  21113. } else {
  21114. if (!exists)
  21115. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  21116. }
  21117. if (this->nodeExists(node, "Cooldown")) {
  21118. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  21119. return 0;
  21120. } else {
  21121. if (!exists)
  21122. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  21123. }
  21124. #ifdef RENEWAL_CAST
  21125. if (this->nodeExists(node, "FixedCastTime")) {
  21126. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  21127. return 0;
  21128. } else {
  21129. if (!exists)
  21130. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  21131. }
  21132. #endif
  21133. if (this->nodeExists(node, "CastTimeFlags")) {
  21134. const YAML::Node &castNode = node["CastTimeFlags"];
  21135. for (const auto &it : castNode) {
  21136. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  21137. int64 constant;
  21138. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21139. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  21140. return 0;
  21141. }
  21142. bool active;
  21143. if (!this->asBool(castNode, flag, active))
  21144. return 0;
  21145. if (active)
  21146. skill->castnodex |= constant;
  21147. else
  21148. skill->castnodex &= ~constant;
  21149. }
  21150. }
  21151. if (this->nodeExists(node, "CastDelayFlags")) {
  21152. const YAML::Node &castNode = node["CastDelayFlags"];
  21153. for (const auto &it : castNode) {
  21154. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  21155. int64 constant;
  21156. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21157. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  21158. return 0;
  21159. }
  21160. bool active;
  21161. if (!this->asBool(castNode, flag, active))
  21162. return 0;
  21163. if (active)
  21164. skill->delaynodex |= constant;
  21165. else
  21166. skill->delaynodex &= ~constant;
  21167. }
  21168. }
  21169. if (this->nodeExists(node, "Requires")) {
  21170. const YAML::Node &requireNode = node["Requires"];
  21171. if (this->nodeExists(requireNode, "HpCost")) {
  21172. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  21173. return 0;
  21174. } else {
  21175. if (!exists)
  21176. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  21177. }
  21178. if (this->nodeExists(requireNode, "SpCost")) {
  21179. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  21180. return 0;
  21181. } else {
  21182. if (!exists)
  21183. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  21184. }
  21185. if (this->nodeExists(requireNode, "ApCost")) {
  21186. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  21187. return 0;
  21188. } else {
  21189. if (!exists)
  21190. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  21191. }
  21192. if (this->nodeExists(requireNode, "HpRateCost")) {
  21193. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  21194. return 0;
  21195. } else {
  21196. if (!exists)
  21197. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  21198. }
  21199. if (this->nodeExists(requireNode, "SpRateCost")) {
  21200. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  21201. return 0;
  21202. } else {
  21203. if (!exists)
  21204. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  21205. }
  21206. if (this->nodeExists(requireNode, "ApRateCost")) {
  21207. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  21208. return 0;
  21209. } else {
  21210. if (!exists)
  21211. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  21212. }
  21213. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  21214. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  21215. return 0;
  21216. } else {
  21217. if (!exists)
  21218. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  21219. }
  21220. if (this->nodeExists(requireNode, "ZenyCost")) {
  21221. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  21222. return 0;
  21223. } else {
  21224. if (!exists)
  21225. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  21226. }
  21227. if (this->nodeExists(requireNode, "Weapon")) {
  21228. const YAML::Node &weaponNode = requireNode["Weapon"];
  21229. if (this->nodeExists(weaponNode, "All")) {
  21230. bool active;
  21231. if (!this->asBool(weaponNode, "All", active))
  21232. return 0;
  21233. if (active)
  21234. skill->require.weapon = 0;
  21235. } else {
  21236. for (const auto &it : weaponNode) {
  21237. std::string weapon = it.first.as<std::string>(), weapon_constant = "W_" + weapon;
  21238. int64 constant;
  21239. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  21240. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  21241. return 0;
  21242. }
  21243. bool active;
  21244. if (!this->asBool(weaponNode, weapon, active))
  21245. return 0;
  21246. if (active)
  21247. skill->require.weapon |= 1 << constant;
  21248. else
  21249. skill->require.weapon &= ~(1 << constant);
  21250. }
  21251. }
  21252. } else {
  21253. if (!exists)
  21254. skill->require.weapon = 0;
  21255. }
  21256. if (this->nodeExists(requireNode, "Ammo")) {
  21257. const YAML::Node &ammoNode = requireNode["Ammo"];
  21258. if (this->nodeExists(ammoNode, "None")) {
  21259. bool active;
  21260. if (!this->asBool(ammoNode, "None", active))
  21261. return 0;
  21262. if (active)
  21263. skill->require.ammo = 0;
  21264. } else {
  21265. for (const auto &it : ammoNode) {
  21266. std::string ammo = it.first.as<std::string>(), ammo_constant = "AMMO_" + ammo;
  21267. int64 constant;
  21268. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  21269. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  21270. return 0;
  21271. }
  21272. bool active;
  21273. if (!this->asBool(ammoNode, ammo, active))
  21274. return 0;
  21275. if (active)
  21276. skill->require.ammo |= 1 << constant;
  21277. else
  21278. skill->require.ammo &= ~(1 << constant);
  21279. }
  21280. }
  21281. } else {
  21282. if (!exists)
  21283. skill->require.ammo = 0;
  21284. }
  21285. if (this->nodeExists(requireNode, "AmmoAmount")) {
  21286. if (skill->require.ammo == 0) {
  21287. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  21288. return 0;
  21289. }
  21290. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  21291. return 0;
  21292. } else {
  21293. if (!exists)
  21294. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  21295. }
  21296. if (this->nodeExists(requireNode, "State")) {
  21297. std::string state;
  21298. if (!this->asString(requireNode, "State", state))
  21299. return 0;
  21300. std::string state_constant = "ST_" + state;
  21301. int64 constant;
  21302. if (!script_get_constant(state_constant.c_str(), &constant)) {
  21303. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  21304. return 0;
  21305. }
  21306. skill->require.state = static_cast<int32>(constant);
  21307. }
  21308. if (this->nodeExists(requireNode, "Status")) {
  21309. const YAML::Node &statusNode = requireNode["Status"];
  21310. for (const auto &it : statusNode) {
  21311. std::string status = it.first.as<std::string>(), status_constant = "SC_" + status;
  21312. int64 constant;
  21313. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21314. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  21315. return 0;
  21316. }
  21317. bool active;
  21318. if (!this->asBool(statusNode, status, active))
  21319. return 0;
  21320. auto status_exists = util::vector_get(skill->require.status, constant);
  21321. if (active && status_exists == skill->require.status.end())
  21322. skill->require.status.push_back(static_cast<sc_type>(constant));
  21323. else if (!active && status_exists != skill->require.status.end())
  21324. skill->require.status.erase(status_exists);
  21325. }
  21326. }
  21327. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  21328. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  21329. return 0;
  21330. } else {
  21331. if (!exists)
  21332. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  21333. }
  21334. if (this->nodeExists(requireNode, "ItemCost")) {
  21335. const YAML::Node &itemNode = requireNode["ItemCost"];
  21336. int32 count = 0;
  21337. for (const YAML::Node &it : itemNode) {
  21338. std::string item_name;
  21339. if (!this->asString(it, "Item", item_name))
  21340. continue;
  21341. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21342. if (item == nullptr) {
  21343. this->invalidWarning(itemNode["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  21344. return 0;
  21345. }
  21346. int32 amount;
  21347. if (!this->asInt32(it, "Amount", amount))
  21348. continue;
  21349. if (this->nodeExists(it, "Level")) {
  21350. uint16 cost_level;
  21351. if (!this->asUInt16(it, "Level", cost_level))
  21352. continue;
  21353. if (cost_level < 1 || cost_level > skill->max) {
  21354. this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max);
  21355. return 0;
  21356. }
  21357. count = cost_level - 1;
  21358. if (!skill->require.itemid_level_dependent)
  21359. skill->require.itemid_level_dependent = true;
  21360. }
  21361. skill->require.itemid[count] = item->nameid;
  21362. skill->require.amount[count] = amount;
  21363. count++;
  21364. }
  21365. }
  21366. if (this->nodeExists(requireNode, "Equipment")) {
  21367. const YAML::Node &equipNode = requireNode["Equipment"];
  21368. for (const auto &it : equipNode) {
  21369. std::string item_name = it.first.as<std::string>();
  21370. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21371. if (item == nullptr) {
  21372. this->invalidWarning(equipNode, "Requires Equipment %s does not exist.\n", item_name.c_str());
  21373. return 0;
  21374. }
  21375. bool active;
  21376. if (!this->asBool(equipNode, item_name, active))
  21377. return 0;
  21378. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  21379. if (active && equip_exists == skill->require.eqItem.end())
  21380. skill->require.eqItem.push_back(item->nameid);
  21381. else if (!active && equip_exists != skill->require.eqItem.end())
  21382. skill->require.eqItem.erase(equip_exists);
  21383. }
  21384. }
  21385. }
  21386. if (this->nodeExists(node, "GiveAp")) {
  21387. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  21388. return 0;
  21389. } else {
  21390. if (!exists)
  21391. memset(skill->giveap, 0, sizeof(skill->giveap));
  21392. }
  21393. if (this->nodeExists(node, "Unit")) {
  21394. const YAML::Node &unitNode = node["Unit"];
  21395. if (this->nodeExists(unitNode, "Id")) {
  21396. std::string unit;
  21397. if (!this->asString(unitNode, "Id", unit))
  21398. return 0;
  21399. std::string unit_constant = "UNT_" + unit;
  21400. int64 constant;
  21401. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21402. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  21403. return 0;
  21404. }
  21405. skill->unit_id = static_cast<uint16>(constant);
  21406. } else {
  21407. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  21408. return 0;
  21409. }
  21410. if (this->nodeExists(unitNode, "AlternateId")) {
  21411. std::string unit;
  21412. if (!this->asString(unitNode, "AlternateId", unit))
  21413. return 0;
  21414. std::string unit_constant = "UNT_" + unit;
  21415. int64 constant;
  21416. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21417. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  21418. return 0;
  21419. }
  21420. skill->unit_id2 = static_cast<uint16>(constant);
  21421. } else {
  21422. if (!exists)
  21423. skill->unit_id2 = 0;
  21424. }
  21425. if (this->nodeExists(unitNode, "Layout")) {
  21426. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  21427. return 0;
  21428. } else {
  21429. if (!exists)
  21430. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  21431. }
  21432. if (this->nodeExists(unitNode, "Range")) {
  21433. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  21434. return 0;
  21435. } else {
  21436. if (!exists)
  21437. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  21438. }
  21439. if (this->nodeExists(unitNode, "Interval")) {
  21440. int16 interval;
  21441. if (!this->asInt16(unitNode, "Interval", interval))
  21442. return 0;
  21443. skill->unit_interval = interval;
  21444. } else {
  21445. if (!exists)
  21446. skill->unit_interval = 0;
  21447. }
  21448. if (this->nodeExists(unitNode, "Target")) {
  21449. std::string target;
  21450. if (!this->asString(unitNode, "Target", target))
  21451. return 0;
  21452. std::string target_constant = "BCT_" + target;
  21453. int64 constant;
  21454. if (!script_get_constant(target_constant.c_str(), &constant)) {
  21455. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  21456. return 0;
  21457. }
  21458. skill->unit_target = static_cast<int32>(constant);
  21459. } else {
  21460. if (!exists)
  21461. skill->unit_target = BCT_ALL;
  21462. }
  21463. if (this->nodeExists(unitNode, "Flag")) {
  21464. const YAML::Node &flagNode = unitNode["Flag"];
  21465. for (const auto &it : flagNode) {
  21466. std::string flag = it.first.as<std::string>(), flag_constant = "UF_" + flag;
  21467. int64 constant;
  21468. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21469. this->invalidWarning(flagNode, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  21470. return 0;
  21471. }
  21472. bool active;
  21473. if (!this->asBool(flagNode, flag, active))
  21474. return 0;
  21475. if (active)
  21476. skill->unit_flag.set(static_cast<uint8>(constant));
  21477. else
  21478. skill->unit_flag.reset(static_cast<uint8>(constant));
  21479. }
  21480. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  21481. skill->unit_target = BCT_NOENEMY;
  21482. // By default, target just characters.
  21483. skill->unit_target |= BL_CHAR;
  21484. if (skill->unit_flag[UF_NOPC])
  21485. skill->unit_target &= ~BL_PC;
  21486. if (skill->unit_flag[UF_NOMOB])
  21487. skill->unit_target &= ~BL_MOB;
  21488. if (skill->unit_flag[UF_SKILL])
  21489. skill->unit_target |= BL_SKILL;
  21490. } else {
  21491. if (!exists){
  21492. skill->unit_flag = UF_NONE;
  21493. // By default, target just characters.
  21494. skill->unit_target |= BL_CHAR;
  21495. }
  21496. }
  21497. }
  21498. if (this->nodeExists(node, "Status")) {
  21499. std::string status;
  21500. if (!this->asString(node, "Status", status))
  21501. return 0;
  21502. std::string status_constant = "SC_" + status;
  21503. int64 constant;
  21504. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21505. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  21506. return 0;
  21507. }
  21508. if (constant < SC_NONE || constant >= SC_MAX) {
  21509. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  21510. constant = SC_NONE;
  21511. }
  21512. skill->sc = static_cast<sc_type>(constant);
  21513. } else {
  21514. if (!exists)
  21515. skill->sc = SC_NONE;
  21516. }
  21517. if (!exists) {
  21518. this->put(skill_id, skill);
  21519. this->skilldb_id2idx[skill_id] = this->skill_num;
  21520. this->skill_num++;
  21521. }
  21522. return 1;
  21523. }
  21524. void SkillDatabase::clear() {
  21525. TypesafeCachedYamlDatabase::clear();
  21526. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  21527. this->skill_num = 1;
  21528. }
  21529. void SkillDatabase::loadingFinished(){
  21530. if( this->skill_num > MAX_SKILL ){
  21531. ShowError( "There are more skills defined in the skill database (%d) than the MAX_SKILL (%d) define. Please increase it and recompile.\n", this->skill_num, MAX_SKILL );
  21532. }
  21533. }
  21534. /**
  21535. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  21536. * @param skill_id
  21537. * @param silent If Skill is undefined, show error message!
  21538. * @return Skill Index or 0 if not found/unset
  21539. **/
  21540. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
  21541. uint16 idx = this->skilldb_id2idx[skill_id];
  21542. if( idx == 0 && skill_id != 0 && !silent ){
  21543. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  21544. }
  21545. return idx;
  21546. }
  21547. SkillDatabase skill_db;
  21548. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  21549. return std::string(db_path) + "/spellbook_db.yml";
  21550. }
  21551. /**
  21552. * Reads and parses an entry from the spellbook_db.
  21553. * @param node: YAML node containing the entry.
  21554. * @return count of successfully parsed rows
  21555. */
  21556. uint64 ReadingSpellbookDatabase::parseBodyNode(const YAML::Node &node) {
  21557. std::string skill_name;
  21558. if (!this->asString(node, "Skill", skill_name))
  21559. return 0;
  21560. uint16 skill_id = skill_name2id(skill_name.c_str());
  21561. if (skill_id == 0) {
  21562. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  21563. return 0;
  21564. }
  21565. if (!skill_get_inf(skill_id)) {
  21566. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  21567. return 0;
  21568. }
  21569. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  21570. bool exists = spell != nullptr;
  21571. if (!exists) {
  21572. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  21573. return 0;
  21574. spell = std::make_shared<s_skill_spellbook_db>();
  21575. spell->skill_id = skill_id;
  21576. }
  21577. if (this->nodeExists(node, "Book")) {
  21578. std::string book_name;
  21579. if (!this->asString(node, "Book", book_name))
  21580. return 0;
  21581. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  21582. if (item == nullptr) {
  21583. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  21584. return 0;
  21585. }
  21586. spell->nameid = item->nameid;
  21587. }
  21588. if (this->nodeExists(node, "PreservePoints")) {
  21589. uint16 points;
  21590. if (!this->asUInt16(node, "PreservePoints", points))
  21591. return 0;
  21592. spell->points = points;
  21593. }
  21594. if (!exists)
  21595. this->put(skill_id, spell);
  21596. return 1;
  21597. }
  21598. /**
  21599. * Check if the specified item is available in the spellbook_db or not
  21600. * @param nameid: Book Item ID
  21601. * @return Spell data or nullptr otherwise
  21602. */
  21603. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  21604. if (nameid == 0 || !itemdb_exists(nameid) || reading_spellbook_db.size() == 0)
  21605. return nullptr;
  21606. for (const auto &spell : reading_spellbook_db) {
  21607. if (spell.second->nameid == nameid)
  21608. return spell.second;
  21609. }
  21610. return nullptr;
  21611. }
  21612. const std::string MagicMushroomDatabase::getDefaultLocation() {
  21613. return std::string(db_path) + "/magicmushroom_db.yml";
  21614. }
  21615. /**
  21616. * Reads and parses an entry from the magicmushroom_db.
  21617. * @param node: YAML node containing the entry.
  21618. * @return count of successfully parsed rows
  21619. */
  21620. uint64 MagicMushroomDatabase::parseBodyNode(const YAML::Node &node) {
  21621. std::string skill_name;
  21622. if (!this->asString(node, "Skill", skill_name))
  21623. return 0;
  21624. uint16 skill_id = skill_name2id(skill_name.c_str());
  21625. if (!skill_id) {
  21626. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  21627. return 0;
  21628. }
  21629. if (!skill_get_inf(skill_id)) {
  21630. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  21631. return 0;
  21632. }
  21633. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  21634. bool exists = mushroom != nullptr;
  21635. if (!exists) {
  21636. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  21637. mushroom->skill_id = skill_id;
  21638. this->put(skill_id, mushroom);
  21639. }
  21640. return 1;
  21641. }
  21642. /** Reads skill no cast db
  21643. * Structure: SkillID,Flag
  21644. */
  21645. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  21646. {
  21647. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  21648. if (!skill)
  21649. return false;
  21650. skill->nocast |= atoi(split[1]);
  21651. return true;
  21652. }
  21653. /** Reads Produce db
  21654. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  21655. */
  21656. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  21657. {
  21658. unsigned short x, y;
  21659. unsigned short id = atoi(split[0]);
  21660. t_itemid nameid = 0;
  21661. bool found = false;
  21662. if (id >= ARRAYLENGTH(skill_produce_db)) {
  21663. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  21664. return false;
  21665. }
  21666. // Clear previous data, for importing support
  21667. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  21668. // Import just for clearing/disabling from original data
  21669. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  21670. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  21671. return true;
  21672. }
  21673. if (!itemdb_exists(nameid)) {
  21674. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  21675. return false;
  21676. }
  21677. skill_produce_db[id].nameid = nameid;
  21678. skill_produce_db[id].itemlv = atoi(split[2]);
  21679. skill_produce_db[id].req_skill = atoi(split[3]);
  21680. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  21681. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  21682. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  21683. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  21684. }
  21685. if (!found)
  21686. skill_produce_count++;
  21687. return true;
  21688. }
  21689. const std::string SkillArrowDatabase::getDefaultLocation() {
  21690. return std::string(db_path) + "/create_arrow_db.yml";
  21691. }
  21692. /**
  21693. * Reads and parses an entry from the create_arrow_db.
  21694. * @param node: YAML node containing the entry.
  21695. * @return count of successfully parsed rows
  21696. */
  21697. uint64 SkillArrowDatabase::parseBodyNode(const YAML::Node &node) {
  21698. std::string source_name;
  21699. if (!this->asString(node, "Source", source_name))
  21700. return 0;
  21701. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  21702. if (item == nullptr) {
  21703. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  21704. return 0;
  21705. }
  21706. t_itemid nameid = item->nameid;
  21707. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  21708. bool exists = arrow != nullptr;
  21709. if (!exists) {
  21710. arrow = std::make_shared<s_skill_arrow_db>();
  21711. arrow->nameid = nameid;
  21712. }
  21713. const YAML::Node &MakeNode = node["Make"];
  21714. for (const auto &it : MakeNode) {
  21715. std::string item_name;
  21716. if (!this->asString(it, "Item", item_name))
  21717. return 0;
  21718. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21719. if (item == nullptr) {
  21720. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  21721. return 0;
  21722. }
  21723. uint16 amount;
  21724. if (!this->asUInt16(it, "Amount", amount))
  21725. return 0;
  21726. if (amount == 0) {
  21727. if (arrow->created.erase(item->nameid) == 0)
  21728. this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
  21729. continue;
  21730. }
  21731. if (amount > MAX_AMOUNT) {
  21732. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  21733. continue;
  21734. }
  21735. arrow->created[item->nameid] = amount;
  21736. }
  21737. if (!exists)
  21738. this->put(nameid, arrow);
  21739. return 1;
  21740. }
  21741. const std::string AbraDatabase::getDefaultLocation() {
  21742. return std::string(db_path) + "/abra_db.yml";
  21743. }
  21744. /**
  21745. * Reads and parses an entry from the abra_db.
  21746. * @param node: YAML node containing the entry.
  21747. * @return count of successfully parsed rows
  21748. */
  21749. uint64 AbraDatabase::parseBodyNode(const YAML::Node &node) {
  21750. std::string skill_name;
  21751. if (!this->asString(node, "Skill", skill_name))
  21752. return 0;
  21753. uint16 skill_id = skill_name2id(skill_name.c_str());
  21754. if (!skill_id) {
  21755. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  21756. return 0;
  21757. }
  21758. if (!skill_get_inf(skill_id)) {
  21759. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  21760. return 0;
  21761. }
  21762. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  21763. bool exists = abra != nullptr;
  21764. if (!exists) {
  21765. abra = std::make_shared<s_skill_abra_db>();
  21766. abra->skill_id = skill_id;
  21767. }
  21768. if (this->nodeExists(node, "Probability")) {
  21769. const YAML::Node probNode = node["Probability"];
  21770. uint16 probability;
  21771. if (probNode.IsScalar()) {
  21772. if (!this->asUInt16Rate(probNode, "Probability", probability))
  21773. return 0;
  21774. abra->per.fill(probability);
  21775. } else {
  21776. abra->per.fill(0);
  21777. for (const YAML::Node &it : probNode) {
  21778. uint16 skill_lv;
  21779. if (!this->asUInt16(it, "Level", skill_lv))
  21780. continue;
  21781. if (skill_lv > MAX_SKILL_LEVEL) {
  21782. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21783. return 0;
  21784. }
  21785. if (!this->asUInt16Rate(it, "Probability", probability))
  21786. continue;
  21787. abra->per[skill_lv - 1] = probability;
  21788. }
  21789. }
  21790. } else {
  21791. if (!exists)
  21792. abra->per.fill(500);
  21793. }
  21794. if (!exists)
  21795. this->put(skill_id, abra);
  21796. return 1;
  21797. }
  21798. /** Reads change material db
  21799. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  21800. */
  21801. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  21802. {
  21803. uint16 id = atoi(split[0]);
  21804. t_itemid nameid = strtoul(split[1], nullptr, 10);
  21805. short rate = atoi(split[2]);
  21806. bool found = false;
  21807. int x, y;
  21808. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  21809. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  21810. return false;
  21811. }
  21812. // Clear previous data, for importing support
  21813. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  21814. found = true;
  21815. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  21816. }
  21817. // Import just for clearing/disabling from original data
  21818. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  21819. if (nameid == 0) {
  21820. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  21821. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  21822. return true;
  21823. }
  21824. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  21825. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  21826. if (skill_produce_db[x].nameid == nameid)
  21827. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  21828. break;
  21829. }
  21830. if (x >= MAX_SKILL_PRODUCE_DB) {
  21831. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  21832. return false;
  21833. }
  21834. skill_changematerial_db[id].nameid = nameid;
  21835. skill_changematerial_db[id].rate = rate;
  21836. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  21837. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  21838. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  21839. }
  21840. if (!found)
  21841. skill_changematerial_count++;
  21842. return true;
  21843. }
  21844. /**
  21845. * Reads skill damage adjustment
  21846. * @author [Lilith]
  21847. */
  21848. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  21849. {
  21850. int64 caster_tmp;
  21851. uint16 id;
  21852. int caster, value;
  21853. char *result;
  21854. trim(split[0]);
  21855. if (ISDIGIT(split[0][0])) {
  21856. value = strtol(split[0], &result, 10);
  21857. if (*result) {
  21858. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  21859. return false;
  21860. }
  21861. id = value;
  21862. } else
  21863. id = skill_name2id(split[0]);
  21864. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  21865. if (!skill)
  21866. return false;
  21867. skill->damage = {};
  21868. trim(split[1]);
  21869. if (ISDIGIT(split[1][0])) {
  21870. value = strtol(split[1], &result, 10);
  21871. if (*result) {
  21872. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  21873. return false;
  21874. }
  21875. caster = value;
  21876. } else { // Try to parse caster as constant
  21877. if (!script_get_constant(split[1], &caster_tmp)) {
  21878. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  21879. return false;
  21880. }
  21881. caster = static_cast<uint16>(caster_tmp);
  21882. }
  21883. skill->damage.caster |= caster;
  21884. value = strtol(split[2], &result, 10);
  21885. if (*result) {
  21886. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  21887. return false;
  21888. }
  21889. skill->damage.map |= value;
  21890. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  21891. value = strtol(split[offset], &result, 10);
  21892. if (*result && *result != ' ') {
  21893. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  21894. value = 0;
  21895. }
  21896. skill->damage.rate[i] = cap_value(value, -100, 100000);
  21897. }
  21898. return true;
  21899. }
  21900. /** Reads skill database files */
  21901. static void skill_readdb(void) {
  21902. int i;
  21903. const char* dbsubpath[] = {
  21904. "",
  21905. "/" DBIMPORT,
  21906. //add other path here
  21907. };
  21908. memset(skill_produce_db,0,sizeof(skill_produce_db));
  21909. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  21910. skill_produce_count = skill_changematerial_count = 0;
  21911. skill_db.load();
  21912. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  21913. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  21914. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  21915. char* dbsubpath1 = (char*)aMalloc(n1+1);
  21916. char* dbsubpath2 = (char*)aMalloc(n2+1);
  21917. if (i == 0) {
  21918. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  21919. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  21920. } else {
  21921. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  21922. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  21923. }
  21924. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  21925. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  21926. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  21927. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  21928. aFree(dbsubpath1);
  21929. aFree(dbsubpath2);
  21930. }
  21931. abra_db.load();
  21932. magic_mushroom_db.load();
  21933. reading_spellbook_db.load();
  21934. skill_arrow_db.load();
  21935. skill_init_unit_layout();
  21936. skill_init_nounit_layout();
  21937. }
  21938. void skill_reload (void) {
  21939. skill_db.clear();
  21940. abra_db.clear();
  21941. magic_mushroom_db.clear();
  21942. reading_spellbook_db.clear();
  21943. skill_arrow_db.clear();
  21944. skill_readdb();
  21945. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  21946. s_mapiterator *iter = mapit_getallusers();
  21947. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  21948. pc_validate_skill(sd);
  21949. clif_skillinfoblock(sd);
  21950. }
  21951. mapit_free(iter);
  21952. }
  21953. /*==========================================
  21954. *
  21955. *------------------------------------------*/
  21956. void do_init_skill(void)
  21957. {
  21958. skill_readdb();
  21959. skillunit_db = idb_alloc(DB_OPT_BASE);
  21960. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  21961. bowling_db = idb_alloc(DB_OPT_BASE);
  21962. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  21963. ers_chunk_size(skill_timer_ers, 150);
  21964. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  21965. add_timer_func_list(skill_castend_id,"skill_castend_id");
  21966. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  21967. add_timer_func_list(skill_timerskill,"skill_timerskill");
  21968. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  21969. add_timer_func_list(skill_keep_using, "skill_keep_using");
  21970. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  21971. }
  21972. void do_final_skill(void)
  21973. {
  21974. skill_db.clear();
  21975. abra_db.clear();
  21976. magic_mushroom_db.clear();
  21977. reading_spellbook_db.clear();
  21978. skill_arrow_db.clear();
  21979. db_destroy(skillunit_db);
  21980. db_destroy(skillusave_db);
  21981. db_destroy(bowling_db);
  21982. ers_destroy(skill_timer_ers);
  21983. }