skill.c 722 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. #define TIMERSKILL_INTERVAL 150
  42. // ranges reserved for mapping skill ids to skilldb offsets
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  45. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  46. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  47. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  48. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  49. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  50. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  51. #if GD_SKILLRANGEMAX > 999
  52. #error GD_SKILLRANGEMAX is greater than 999
  53. #endif
  54. DBMap* skilldb_name2id = NULL;
  55. static uint16 skilldb_id2idx[(UINT16_MAX+1)];/// Skill ID to Index lookup: skill_index = skill_get_index(skill_id) - [FWI] 20160423 the whole index thing should be removed.
  56. struct s_skill_db **skill_db; /// Skill DB
  57. static uint16 skill_num; /// Skill count, also as last index
  58. #define skill_next_idx() ( skill_num++ ) /// Macro to get&increase last skill number/index
  59. static uint16 skill_db_create(uint16 skill_id);
  60. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  61. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  62. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  63. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  64. /**
  65. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  66. */
  67. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  68. struct skill_usave {
  69. uint16 skill_id, skill_lv;
  70. };
  71. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  72. static unsigned short skill_produce_count;
  73. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  74. static unsigned short skill_arrow_count;
  75. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  76. unsigned short skill_abra_count;
  77. struct s_skill_improvise_db {
  78. uint16 skill_id;
  79. unsigned short per;//1-10000
  80. };
  81. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  82. static unsigned short skill_improvise_count;
  83. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  84. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  85. struct s_skill_changematerial_db {
  86. unsigned short nameid;
  87. unsigned short rate;
  88. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  89. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  90. };
  91. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  92. static unsigned short skill_changematerial_count;
  93. //Warlock
  94. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  95. unsigned short skill_spellbook_count;
  96. //Guillotine Cross
  97. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  98. unsigned short skill_magicmushroom_count;
  99. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  100. int firewall_unit_pos;
  101. int icewall_unit_pos;
  102. int earthstrain_unit_pos;
  103. int firerain_unit_pos;
  104. int wallofthorn_unit_pos;
  105. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  106. int overbrand_nounit_pos;
  107. int overbrand_brandish_nounit_pos;
  108. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  109. //Early declaration
  110. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  111. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  112. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  113. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  114. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  115. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  116. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  117. // Use this function for splash skills that can't hit icewall when cast by players
  118. static inline int splash_target(struct block_list* bl) {
  119. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  120. }
  121. uint16 SKILL_MAX_DB(void) {
  122. return skill_num;
  123. }
  124. /**
  125. * Get skill id from name
  126. * @param name
  127. * @return Skill ID of the skill, or 0 if not found.
  128. **/
  129. int skill_name2id(const char* name) {
  130. if( name == NULL )
  131. return 0;
  132. return strdb_iget(skilldb_name2id, name);
  133. }
  134. /**
  135. * Get Skill ID from Skill Index
  136. * @param idx
  137. * @return Skill ID or 0 if not found
  138. **/
  139. uint16 skill_idx2id(uint16 idx) {
  140. if (idx < SKILL_MAX_DB() && skill_db[idx])
  141. return skill_db[idx]->nameid;
  142. return 0;
  143. }
  144. /**
  145. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  146. * @param skill_id
  147. * @param silent If Skill is undefined, show error message!
  148. * @return Skill Index or 0 if not found/unset
  149. **/
  150. int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) {
  151. uint16 idx = skilldb_id2idx[skill_id];
  152. if (!idx && skill_id != 0 && !silent)
  153. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  154. return idx;
  155. }
  156. /**
  157. * Check if skill is set yet. If not, create new one (for skill_db files reading purpose)
  158. * @param skill_id
  159. * @return Skill index
  160. **/
  161. static uint16 skill_db_isset(uint16 skill_id, const char *func) {
  162. uint16 idx = skill_get_index2(skill_id);
  163. if (idx || idx == skill_id)
  164. return idx;
  165. ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id);
  166. idx = skill_db_create(skill_id);
  167. return idx;
  168. }
  169. /**
  170. * Get Skill name
  171. * @param skill_id
  172. * @return AEGIS Skill name
  173. **/
  174. const char* skill_get_name( uint16 skill_id ) {
  175. return skill_db[skill_get_index(skill_id)]->name;
  176. }
  177. /**
  178. * Get Skill name
  179. * @param skill_id
  180. * @return English Skill name
  181. **/
  182. const char* skill_get_desc( uint16 skill_id ) {
  183. return skill_db[skill_get_index(skill_id)]->desc;
  184. }
  185. /// out of bounds error checking [celest]
  186. static void skill_chk(uint16 *skill_id) {
  187. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  188. }
  189. /// checks/adjusts index. make sure we don't use negative index
  190. static void skill_chk2(int *idx) {
  191. if (*idx < 0) *idx = 0;
  192. }
  193. #define skill_get(id,var) { skill_chk(&id); if (!id) return 0; return var; }
  194. #define skill_get2(id, lv, arrvar) do {\
  195. int idx;\
  196. skill_chk(&(id));\
  197. if (!(id))\
  198. return 0;\
  199. idx = min((lv), MAX_SKILL_LEVEL) - 1;\
  200. if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1 && idx > 1) {\
  201. int a__ = (arrvar)[idx-2];\
  202. int b__ = (arrvar)[idx-1];\
  203. int c__ = (arrvar)[idx];\
  204. return (c__ + (((lv)-MAX_SKILL_LEVEL+1)*(b__-a__)/2) + (((lv)-MAX_SKILL_LEVEL)*(c__-b__)/2));\
  205. }\
  206. return ((arrvar)[idx]);\
  207. } while(0)
  208. #define skill_get3(id,x,var) { skill_chk(&id); if (!id) return 0; skill_chk2(&x); return var; }
  209. // Skill DB
  210. enum e_damage_type skill_get_hit( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->hit); }
  211. int skill_get_inf( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf); }
  212. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->element); }
  213. int skill_get_nk( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nk); }
  214. int skill_get_max( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->max); }
  215. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->range); }
  216. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->splash); }
  217. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->num); }
  218. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cast); }
  219. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->delay); }
  220. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->walkdelay); }
  221. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time); }
  222. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time2); }
  223. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->cast_def_rate); }
  224. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf2); }
  225. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf3); }
  226. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castcancel); }
  227. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->maxcount); }
  228. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->blewcount); }
  229. int skill_get_castnodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castnodex); }
  230. int skill_get_delaynodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->delaynodex); }
  231. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nocast); }
  232. int skill_get_type( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->skill_type); }
  233. int skill_get_unit_id ( uint16 skill_id, int flag ) { skill_get (skill_id, skill_db[skill_id]->unit_id[flag]); }
  234. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_interval); }
  235. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_range); }
  236. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BCT_ALL); }
  237. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BL_ALL); }
  238. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_flag); }
  239. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_layout_type); }
  240. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cooldown); }
  241. #ifdef RENEWAL_CAST
  242. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->fixed_cast); }
  243. #endif
  244. // Skill requirements
  245. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp); }
  246. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.mhp); }
  247. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp); }
  248. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp_rate); }
  249. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp_rate); }
  250. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.zeny); }
  251. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.weapon); }
  252. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.ammo); }
  253. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.ammo_qty); }
  254. int skill_get_state( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.state); }
  255. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.status_count); }
  256. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.spiritball); }
  257. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.itemid[idx]); }
  258. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.amount[idx]); }
  259. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.eqItem[idx]); }
  260. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  261. int splash = skill_get_splash_(skill_id, skill_lv);
  262. if (splash < 0)
  263. return AREA_SIZE;
  264. return splash;
  265. }
  266. int skill_tree_get_max(uint16 skill_id, int b_class)
  267. {
  268. int i;
  269. b_class = pc_class2idx(b_class);
  270. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].skill_id == 0 || skill_tree[b_class][i].skill_id == skill_id );
  271. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].skill_id == skill_id )
  272. return skill_tree[b_class][i].skill_lv;
  273. else
  274. return skill_get_max(skill_id);
  275. }
  276. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  277. int skill_attack_area(struct block_list *bl,va_list ap);
  278. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  279. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  280. int skill_greed(struct block_list *bl, va_list ap);
  281. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  282. static int skill_trap_splash(struct block_list *bl, va_list ap);
  283. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  284. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  285. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  286. static int skill_unit_effect(struct block_list *bl,va_list ap);
  287. static int skill_bind_trap(struct block_list *bl, va_list ap);
  288. static int skill_mob_releasetarget(struct block_list *bl, va_list ap);
  289. int skill_get_casttype (uint16 skill_id) {
  290. int inf = skill_get_inf(skill_id);
  291. if (inf&(INF_GROUND_SKILL))
  292. return CAST_GROUND;
  293. if (inf&INF_SUPPORT_SKILL)
  294. return CAST_NODAMAGE;
  295. if (inf&INF_SELF_SKILL) {
  296. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  297. return CAST_DAMAGE; //Combo skill.
  298. return CAST_NODAMAGE;
  299. }
  300. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  301. return CAST_NODAMAGE;
  302. return CAST_DAMAGE;
  303. }
  304. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  305. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  306. int range, inf3=0;
  307. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  308. return 9; //Mobs have a range of 9 regardless of skill used.
  309. range = skill_get_range(skill_id, skill_lv);
  310. if( range < 0 ) {
  311. if( battle_config.use_weapon_skill_range&bl->type )
  312. return status_get_range(bl);
  313. range *=-1;
  314. }
  315. if (isServer && range > 14) {
  316. range = 14; // Server-sided base range can't be above 14
  317. }
  318. inf3 = skill_get_inf3(skill_id);
  319. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  320. if( bl->type == BL_PC ) {
  321. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  322. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  323. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  324. } else
  325. range += battle_config.mob_eye_range_bonus;
  326. }
  327. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  328. if( bl->type == BL_PC ) {
  329. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  330. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  331. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  332. }
  333. }
  334. if( !range && bl->type != BL_PC )
  335. return 9; // Enable non players to use self skills on others. [Skotlex]
  336. return range;
  337. }
  338. /** Copy Referral: dummy skills should point to their source.
  339. * @param skill_id Dummy skill ID
  340. * @return Real skill id if found
  341. **/
  342. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  343. switch (skill_id) {
  344. case AB_DUPLELIGHT_MELEE:
  345. case AB_DUPLELIGHT_MAGIC:
  346. return AB_DUPLELIGHT;
  347. case WL_CHAINLIGHTNING_ATK:
  348. return WL_CHAINLIGHTNING;
  349. case WL_TETRAVORTEX_FIRE:
  350. case WL_TETRAVORTEX_WATER:
  351. case WL_TETRAVORTEX_WIND:
  352. case WL_TETRAVORTEX_GROUND:
  353. return WL_TETRAVORTEX;
  354. case WL_SUMMON_ATK_FIRE:
  355. return WL_SUMMONFB;
  356. case WL_SUMMON_ATK_WIND:
  357. return WL_SUMMONBL;
  358. case WL_SUMMON_ATK_WATER:
  359. return WL_SUMMONWB;
  360. case WL_SUMMON_ATK_GROUND:
  361. return WL_SUMMONSTONE;
  362. case LG_OVERBRAND_BRANDISH:
  363. case LG_OVERBRAND_PLUSATK:
  364. return LG_OVERBRAND;
  365. case WM_REVERBERATION_MELEE:
  366. case WM_REVERBERATION_MAGIC:
  367. return WM_REVERBERATION;
  368. case WM_SEVERE_RAINSTORM_MELEE:
  369. return WM_SEVERE_RAINSTORM;
  370. case GN_CRAZYWEED_ATK:
  371. return GN_CRAZYWEED;
  372. case GN_HELLS_PLANT_ATK:
  373. return GN_HELLS_PLANT;
  374. case GN_SLINGITEM_RANGEMELEEATK:
  375. return GN_SLINGITEM;
  376. case RL_R_TRIP_PLUSATK:
  377. return RL_R_TRIP;
  378. case NPC_MAXPAIN_ATK:
  379. return NPC_MAXPAIN;
  380. }
  381. return skill_id;
  382. }
  383. /**
  384. * Calculates heal value of skill's effect
  385. * @param src
  386. * @param target
  387. * @param skill_id
  388. * @param skill_lv
  389. * @param heal
  390. * @return modified heal value
  391. */
  392. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  393. int skill, hp = 0;
  394. struct map_session_data *sd = BL_CAST(BL_PC, src);
  395. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  396. struct status_change *sc, *tsc;
  397. sc = status_get_sc(src);
  398. tsc = status_get_sc(target);
  399. switch( skill_id ) {
  400. case BA_APPLEIDUN:
  401. #ifdef RENEWAL
  402. hp = 100 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  403. #else
  404. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  405. #endif
  406. if (sd)
  407. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  408. break;
  409. case PR_SANCTUARY:
  410. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  411. break;
  412. case NPC_EVILLAND:
  413. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  414. break;
  415. case AB_HIGHNESSHEAL:
  416. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd,AL_HEAL) : 1) * 8));
  417. hp = (hp * (17 + 3 * skill_lv)) / 10;
  418. break;
  419. default:
  420. if (skill_lv >= battle_config.max_heal_lv)
  421. return battle_config.max_heal;
  422. #ifdef RENEWAL
  423. /**
  424. * Renewal Heal Formula
  425. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  426. */
  427. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  428. #else
  429. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  430. #endif
  431. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  432. hp += hp * skill * 2 / 100;
  433. else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  434. hp += hp * skill * 2 / 100;
  435. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  436. hp *= 2;
  437. if (sd && ((skill = pc_checkskill(sd, SU_POWEROFSEA)) > 0)) {
  438. hp += hp * 10 / 100;
  439. if (pc_checkskill(sd, SU_TUNABELLY) == 5 && pc_checkskill(sd, SU_TUNAPARTY) == 5 && pc_checkskill(sd, SU_BUNCHOFSHRIMP) == 5 && pc_checkskill(sd, SU_FRESHSHRIMP) == 5)
  440. hp += hp * 20 / 100;
  441. }
  442. break;
  443. }
  444. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  445. hp >>= 1;
  446. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  447. hp += hp * skill / 100;
  448. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  449. hp += hp * skill / 100;
  450. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  451. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  452. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  453. if (tsc && tsc->count) {
  454. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  455. if (tsc->data[SC_INCHEALRATE])
  456. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  457. if (tsc->data[SC_EXTRACT_WHITE_POTION_Z])
  458. hp += hp * tsc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100;
  459. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  460. hp += hp / 10;
  461. }
  462. if (heal) {
  463. uint8 penalty = 0;
  464. if (tsc->data[SC_CRITICALWOUND])
  465. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  466. if (tsc->data[SC_DEATHHURT])
  467. penalty += 20;
  468. if (tsc->data[SC_NORECOVER_STATE])
  469. penalty = 100;
  470. if (penalty > 0)
  471. hp -= hp * penalty / 100;
  472. }
  473. }
  474. #ifdef RENEWAL
  475. // MATK part of the RE heal formula [malufett]
  476. // Note: in this part matk bonuses from items or skills are not applied
  477. switch( skill_id ) {
  478. case BA_APPLEIDUN:
  479. case PR_SANCTUARY:
  480. case NPC_EVILLAND:
  481. break;
  482. default:
  483. {
  484. struct status_data *status = status_get_status_data(src);
  485. int min, max;
  486. min = max = status_base_matk(src, status, status_get_lv(src));
  487. if( status->rhw.matk > 0 ){
  488. int wMatk, variance;
  489. wMatk = status->rhw.matk;
  490. variance = wMatk * status->rhw.wlv / 10;
  491. min += wMatk - variance;
  492. max += wMatk + variance;
  493. }
  494. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  495. min = max;
  496. if( sd && sd->right_weapon.overrefine > 0 ){
  497. min++;
  498. max += sd->right_weapon.overrefine - 1;
  499. }
  500. if(max > min)
  501. hp += min+rnd()%(max-min);
  502. else
  503. hp += min;
  504. }
  505. }
  506. #endif
  507. return hp;
  508. }
  509. /**
  510. * Making Plagiarism and Reproduce check their own function
  511. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  512. * @param sd: Player who will copy the skill
  513. * @param skill_id: Target skill
  514. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  515. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  516. */
  517. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) {
  518. // Only copy skill that player doesn't have or the skill is old clone
  519. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  520. return 0;
  521. // Check if the skill is copyable by class
  522. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  523. uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed;
  524. while (1) {
  525. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  526. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  527. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  528. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  529. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  530. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  531. return 0;
  532. }
  533. }
  534. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  535. if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  536. return 1;
  537. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  538. if (skill_db[skill_idx]->copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  539. return 2;
  540. return 0;
  541. }
  542. /**
  543. * Check if the skill is ok to cast and when.
  544. * Done before check_condition_begin, requirement
  545. * @param skill_id: Skill ID that casted
  546. * @param sd: Player who casted
  547. * @return true: Skill cannot be used, false: otherwise
  548. * @author [MouseJstr]
  549. */
  550. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  551. {
  552. int16 idx,m;
  553. uint32 skill_nocast = 0;
  554. nullpo_retr(1,sd);
  555. m = sd->bl.m;
  556. idx = skill_get_index(skill_id);
  557. if (idx == 0)
  558. return true; // invalid skill id
  559. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  560. return false; // can do any damn thing they want
  561. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  562. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  563. if (map[m].flag.noskill)
  564. return true;
  565. // Epoque:
  566. // This code will compare the player's attack motion value which is influenced by ASPD before
  567. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  568. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  569. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  570. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  571. {// attempted to cast a skill before the attack motion has finished
  572. return true;
  573. }
  574. if (skill_blockpc_get(sd, skill_id) != -1){
  575. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  576. return true;
  577. }
  578. /**
  579. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  580. * 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
  581. */
  582. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  583. return false;
  584. skill_nocast = skill_get_nocast(skill_id);
  585. // Check skill restrictions [Celest]
  586. if( (!map_flag_vs2(m) && skill_nocast&1) ||
  587. (map[m].flag.pvp && skill_nocast&2) ||
  588. (map_flag_gvg2_no_te(m) && skill_nocast&4) ||
  589. (map[m].flag.battleground && skill_nocast&8) ||
  590. (map_flag_gvg2_te(m) && skill_nocast&16) || // WOE:TE
  591. (map[m].flag.restricted && map[m].zone && skill_nocast&(8*map[m].zone)) ){
  592. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  593. return true;
  594. }
  595. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  596. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  597. switch (skill_id) {
  598. case AL_WARP:
  599. case RETURN_TO_ELDICASTES:
  600. case ALL_GUARDIAN_RECALL:
  601. case ECLAGE_RECALL:
  602. if(map[m].flag.nowarp) {
  603. clif_skill_teleportmessage(sd,0);
  604. return true;
  605. }
  606. return false;
  607. case AL_TELEPORT:
  608. case SC_FATALMENACE:
  609. case SC_DIMENSIONDOOR:
  610. case ALL_ODINS_RECALL:
  611. if(map[m].flag.noteleport) {
  612. clif_skill_teleportmessage(sd,0);
  613. return true;
  614. }
  615. return false; // gonna be checked in 'skill_castend_nodamage_id'
  616. case WE_CALLPARTNER:
  617. case WE_CALLPARENT:
  618. case WE_CALLBABY:
  619. if (map[m].flag.nomemo) {
  620. clif_skill_teleportmessage(sd,1);
  621. return true;
  622. }
  623. break;
  624. case MC_VENDING:
  625. case ALL_BUYING_STORE:
  626. if( map[sd->bl.m].flag.novending ) {
  627. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  628. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  629. return true;
  630. }
  631. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  632. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  633. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  634. return true;
  635. }
  636. if( npc_isnear(&sd->bl) ) {
  637. // uncomment to send msg_txt.
  638. //char output[150];
  639. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  640. //clif_displaymessage(sd->fd, output);
  641. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  642. return true;
  643. }
  644. case MC_IDENTIFY:
  645. return false; // always allowed
  646. case WZ_ICEWALL:
  647. // noicewall flag [Valaris]
  648. if (map[m].flag.noicewall) {
  649. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  650. return true;
  651. }
  652. break;
  653. case GC_DARKILLUSION:
  654. if( map_flag_gvg(m) ) {
  655. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  656. return true;
  657. }
  658. break;
  659. case GD_EMERGENCYCALL:
  660. case GD_ITEMEMERGENCYCALL:
  661. if (
  662. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  663. !(battle_config.emergency_call&(map_flag_gvg2(m)?8:4)) ||
  664. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !(map[m].flag.gvg_castle || map[m].flag.gvg_te_castle))
  665. ) {
  666. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  667. return true;
  668. }
  669. break;
  670. case WM_SIRCLEOFNATURE:
  671. case WM_SOUND_OF_DESTRUCTION:
  672. case WM_LULLABY_DEEPSLEEP:
  673. case WM_SATURDAY_NIGHT_FEVER:
  674. if( !map_flag_vs(m) ) {
  675. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  676. return true;
  677. }
  678. break;
  679. }
  680. return false;
  681. }
  682. /**
  683. * Check if the homunculus skill is ok to be processed
  684. * After checking from Homunculus side, also check the master condition
  685. * @param hd: Homunculus who casted
  686. * @param skill_id: Skill ID casted
  687. * @param skill_lv: Skill level casted
  688. * @return true: Skill cannot be used, false: otherwise
  689. */
  690. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  691. {
  692. uint16 idx = skill_get_index(skill_id);
  693. struct map_session_data *sd = NULL;
  694. struct status_change *sc;
  695. int8 spiritball = 0;
  696. nullpo_retr(true, hd);
  697. if (idx == 0)
  698. return true; // invalid skill id
  699. spiritball = skill_get_spiritball(skill_id, skill_lv);
  700. sd = hd->master;
  701. sc = status_get_sc(&hd->bl);
  702. if (!sd)
  703. return true;
  704. if (sc && !sc->count)
  705. sc = NULL;
  706. if (hd->blockskill[idx] > 0)
  707. return true;
  708. switch(skill_id) {
  709. case HFLI_SBR44:
  710. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  711. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  712. return true;
  713. }
  714. break;
  715. case HVAN_EXPLOSION:
  716. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  717. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  718. return true;
  719. }
  720. break;
  721. case MH_LIGHT_OF_REGENE: // Must be cordial
  722. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  723. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  724. return true;
  725. }
  726. break;
  727. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  728. if (sc && sc->data[SC_ANGRIFFS_MODUS])
  729. return true;
  730. break;
  731. case MH_ANGRIFFS_MODUS:
  732. if (sc && sc->data[SC_GOLDENE_FERSE])
  733. return true;
  734. break;
  735. case MH_TINDER_BREAKER: // Must be in grappling mode
  736. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  737. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  738. return true;
  739. }
  740. break;
  741. case MH_SONIC_CRAW: // Must be in fighting mode
  742. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  743. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  744. return true;
  745. }
  746. break;
  747. case MH_SILVERVEIN_RUSH:
  748. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  749. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  750. return true;
  751. }
  752. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
  753. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  754. return true;
  755. }
  756. break;
  757. case MH_MIDNIGHT_FRENZY:
  758. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  759. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  760. return true;
  761. }
  762. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
  763. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  764. return true;
  765. }
  766. break;
  767. case MH_CBC:
  768. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  769. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  770. return true;
  771. }
  772. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
  773. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  774. return true;
  775. }
  776. break;
  777. case MH_EQC:
  778. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  779. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  780. return true;
  781. }
  782. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
  783. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  784. return true;
  785. }
  786. break;
  787. }
  788. if (spiritball) {
  789. if (hd->homunculus.spiritball < spiritball) {
  790. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  791. return true;
  792. }
  793. hom_delspiritball(hd, spiritball, 1);
  794. }
  795. //Use master's criteria.
  796. return skill_isNotOk(skill_id, hd->master);
  797. }
  798. /**
  799. * Check if the mercenary skill is ok to be processed
  800. * After checking from Homunculus side, also check the master condition
  801. * @param skill_id: Skill ID that casted
  802. * @param md: Mercenary who casted
  803. * @return true: Skill cannot be used, false: otherwise
  804. */
  805. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  806. {
  807. uint16 idx = skill_get_index(skill_id);
  808. nullpo_retr(1, md);
  809. if (!idx)
  810. return true; // Invalid Skill ID
  811. if (md->blockskill[idx] > 0)
  812. return true;
  813. return skill_isNotOk(skill_id, md->master);
  814. }
  815. /**
  816. * Check if the skill can be casted near NPC or not
  817. * @param src Object who casted
  818. * @param skill_id Skill ID that casted
  819. * @param skill_lv Skill Lv
  820. * @param pos_x Position x of the target
  821. * @param pos_y Position y of the target
  822. * @return true: Skill cannot be used, false: otherwise
  823. * @author [Cydh]
  824. */
  825. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  826. int inf;
  827. if (!src || !skill_get_index(skill_id))
  828. return false;
  829. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  830. return false;
  831. inf = skill_get_inf(skill_id);
  832. //if self skill
  833. if (inf&INF_SELF_SKILL) {
  834. pos_x = src->x;
  835. pos_y = src->y;
  836. }
  837. if (pos_x <= 0) pos_x = src->x;
  838. if (pos_y <= 0) pos_y = src->y;
  839. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  840. }
  841. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  842. {
  843. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  844. uint8 dir;
  845. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  846. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  847. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  848. }
  849. nullpo_retr(NULL, src);
  850. //Monsters sometimes deploy more units on level 10
  851. if (src->type == BL_MOB && skill_lv >= 10) {
  852. if (skill_id == WZ_WATERBALL)
  853. pos = 4; //9x9 Area
  854. }
  855. if (pos != -1) // simple single-definition layout
  856. return &skill_unit_layout[pos];
  857. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  858. if (skill_id == MG_FIREWALL)
  859. return &skill_unit_layout [firewall_unit_pos + dir];
  860. else if (skill_id == WZ_ICEWALL)
  861. return &skill_unit_layout [icewall_unit_pos + dir];
  862. else if( skill_id == WL_EARTHSTRAIN )
  863. return &skill_unit_layout [earthstrain_unit_pos + dir];
  864. else if( skill_id == RL_FIRE_RAIN )
  865. return &skill_unit_layout[firerain_unit_pos + dir];
  866. else if( skill_id == GN_WALLOFTHORN )
  867. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  868. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  869. return &skill_unit_layout[0]; // default 1x1 layout
  870. }
  871. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  872. {
  873. if( skill_id == LG_OVERBRAND )
  874. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  875. else if( skill_id == LG_OVERBRAND_BRANDISH )
  876. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  877. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  878. return &skill_nounit_layout[0];
  879. }
  880. /** Stores temporary values.
  881. * Common usages:
  882. * [0] holds number of targets in area
  883. * [1] holds the id of the original target
  884. * [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)
  885. */
  886. static int skill_area_temp[8];
  887. /*==========================================
  888. * Add effect to skill when hit succesfully target
  889. *------------------------------------------*/
  890. 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, unsigned int tick)
  891. {
  892. struct map_session_data *sd, *dstsd;
  893. struct mob_data *md, *dstmd;
  894. struct status_data *sstatus, *tstatus;
  895. struct status_change *sc, *tsc;
  896. enum sc_type status;
  897. int skill;
  898. int rate;
  899. int chorusbonus = 0;
  900. nullpo_ret(src);
  901. nullpo_ret(bl);
  902. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  903. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  904. return 0;
  905. sd = BL_CAST(BL_PC, src);
  906. md = BL_CAST(BL_MOB, src);
  907. dstsd = BL_CAST(BL_PC, bl);
  908. dstmd = BL_CAST(BL_MOB, bl);
  909. sc = status_get_sc(src);
  910. tsc = status_get_sc(bl);
  911. sstatus = status_get_status_data(src);
  912. tstatus = status_get_status_data(bl);
  913. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  914. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  915. // Chance to trigger Taekwon kicks
  916. if (sc->data[SC_READYSTORM] &&
  917. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  918. 0, 2, 0,
  919. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  920. ; //Stance triggered
  921. else if (sc->data[SC_READYDOWN] &&
  922. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  923. 0, 2, 0,
  924. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  925. ; //Stance triggered
  926. else if (sc->data[SC_READYTURN] &&
  927. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  928. 0, 2, 0,
  929. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  930. ; //Stance triggered
  931. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  932. rate = 20;
  933. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  934. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  935. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  936. }
  937. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  938. 0, 2, 0,
  939. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  940. ; //Stance triggered
  941. }
  942. }
  943. if (!tsc) //skill additional effect is about adding effects to the target...
  944. //So if the target can't be inflicted with statuses, this is pointless.
  945. return 0;
  946. // Minstrel/Wanderer number check for chorus skills.
  947. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  948. if( sd && sd->status.party_id ) {
  949. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, AREA_SIZE, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  950. if( chorusbonus > 7 )
  951. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  952. else if( chorusbonus > 2 )
  953. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  954. }
  955. if( sd )
  956. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  957. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  958. // Trigger status effects
  959. enum sc_type type;
  960. uint8 i;
  961. unsigned int time = 0;
  962. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  963. rate = sd->addeff[i].rate;
  964. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  965. rate += sd->addeff[i].arrow_rate;
  966. if( !rate )
  967. continue;
  968. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  969. // Trigger has attack type consideration.
  970. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  971. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  972. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) )
  973. ;
  974. else
  975. continue;
  976. }
  977. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  978. // Trigger has range consideration.
  979. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  980. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  981. continue; //Range Failed.
  982. }
  983. type = sd->addeff[i].sc;
  984. time = sd->addeff[i].duration;
  985. if (sd->addeff[i].flag&ATF_TARGET)
  986. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  987. if (sd->addeff[i].flag&ATF_SELF)
  988. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  989. }
  990. }
  991. if( skill_id ) {
  992. // Trigger status effects on skills
  993. enum sc_type type;
  994. uint8 i;
  995. unsigned int time = 0;
  996. for( i = 0; i < ARRAYLENGTH(sd->addeff_onskill) && sd->addeff_onskill[i].skill_id; i++ ) {
  997. if( skill_id != sd->addeff_onskill[i].skill_id || !sd->addeff_onskill[i].rate )
  998. continue;
  999. type = sd->addeff_onskill[i].sc;
  1000. time = sd->addeff[i].duration;
  1001. if( sd->addeff_onskill[i].target&ATF_TARGET )
  1002. status_change_start(src,bl,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  1003. if( sd->addeff_onskill[i].target&ATF_SELF )
  1004. status_change_start(src,src,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  1005. }
  1006. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1007. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1008. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1009. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1010. clif_emotion(bl,E_OMG);
  1011. }
  1012. }
  1013. }
  1014. if( dmg_lv < ATK_DEF ) // no damage, return;
  1015. return 0;
  1016. switch(skill_id) {
  1017. case 0:
  1018. { // Normal attacks (no skill used)
  1019. if( attack_type&BF_SKILL )
  1020. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1021. if(sd) {
  1022. // Automatic trigger of Blitz Beat
  1023. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1024. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  1025. rate=(sd->status.job_level+9)/10;
  1026. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  1027. }
  1028. // Automatic trigger of Warg Strike [Jobbie]
  1029. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  1030. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  1031. // Gank
  1032. if(dstmd && sd->status.weapon != W_BOW &&
  1033. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1034. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1035. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1036. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1037. else
  1038. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1039. }
  1040. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  1041. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  1042. }
  1043. if (sc) {
  1044. struct status_change_entry *sce;
  1045. // Enchant Poison gives a chance to poison attacked enemies
  1046. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  1047. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1048. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1049. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1050. if((sce=sc->data[SC_EDP]))
  1051. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1052. skill_get_time2(ASC_EDP,sce->val1));
  1053. }
  1054. }
  1055. break;
  1056. case SM_BASH:
  1057. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1058. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1059. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1060. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  1061. }
  1062. break;
  1063. case MER_CRASH:
  1064. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1065. break;
  1066. case AS_VENOMKNIFE:
  1067. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1068. skill_lv = pc_checkskill(sd, TF_POISON);
  1069. case TF_POISON:
  1070. case AS_SPLASHER:
  1071. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1072. && sd && skill_id==TF_POISON
  1073. )
  1074. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1075. break;
  1076. case AS_SONICBLOW:
  1077. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1078. break;
  1079. case WZ_FIREPILLAR:
  1080. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1081. break;
  1082. case MG_FROSTDIVER:
  1083. 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)
  1084. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1085. break;
  1086. case WZ_FROSTNOVA:
  1087. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1088. break;
  1089. case WZ_STORMGUST:
  1090. // Storm Gust counter was dropped in renewal
  1091. #ifdef RENEWAL
  1092. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1093. #else
  1094. //On third hit, there is a 150% to freeze the target
  1095. if(tsc->sg_counter >= 3 &&
  1096. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1097. tsc->sg_counter = 0;
  1098. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1099. else if( tsc->sg_counter > 250 )
  1100. tsc->sg_counter = 0;
  1101. #endif
  1102. break;
  1103. case WZ_METEOR:
  1104. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1105. break;
  1106. case WZ_VERMILION:
  1107. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1108. break;
  1109. case WZ_HEAVENDRIVE:
  1110. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1111. break;
  1112. case HT_FREEZINGTRAP:
  1113. case MA_FREEZINGTRAP:
  1114. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1115. break;
  1116. case HT_FLASHER:
  1117. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1118. break;
  1119. case HT_LANDMINE:
  1120. case MA_LANDMINE:
  1121. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1122. break;
  1123. case HT_SHOCKWAVE:
  1124. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1125. break;
  1126. case HT_SANDMAN:
  1127. case MA_SANDMAN:
  1128. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1129. break;
  1130. case TF_SPRINKLESAND:
  1131. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1132. break;
  1133. case TF_THROWSTONE:
  1134. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1135. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1136. break;
  1137. case NPC_DARKCROSS:
  1138. case CR_HOLYCROSS:
  1139. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1140. break;
  1141. case NPC_GRANDDARKNESS:
  1142. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1143. attack_type |= BF_WEAPON;
  1144. break;
  1145. case CR_GRANDCROSS:
  1146. //Chance to cause blind status vs demon and undead element, but not against players
  1147. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1148. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1149. attack_type |= BF_WEAPON;
  1150. break;
  1151. case AM_ACIDTERROR:
  1152. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1153. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1154. clif_emotion(bl,E_OMG);
  1155. break;
  1156. case AM_DEMONSTRATION:
  1157. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1158. break;
  1159. case CR_SHIELDCHARGE:
  1160. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1161. break;
  1162. case PA_PRESSURE:
  1163. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1164. //Fall through
  1165. case HW_GRAVITATION:
  1166. //Pressure and Gravitation can trigger physical autospells
  1167. attack_type |= BF_NORMAL;
  1168. attack_type |= BF_WEAPON;
  1169. break;
  1170. case RG_RAID:
  1171. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1172. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1173. #ifdef RENEWAL
  1174. sc_start(src,bl,SC_RAID,100,7,5000);
  1175. break;
  1176. case RG_BACKSTAP:
  1177. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1178. #endif
  1179. break;
  1180. case BA_FROSTJOKER:
  1181. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1182. break;
  1183. case DC_SCREAM:
  1184. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1185. break;
  1186. case BD_LULLABY:
  1187. 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
  1188. break;
  1189. case DC_UGLYDANCE:
  1190. rate = 5+5*skill_lv;
  1191. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1192. rate += 5+skill;
  1193. status_zap(bl, 0, rate);
  1194. break;
  1195. case SL_STUN:
  1196. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1197. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1198. break;
  1199. case NPC_PETRIFYATTACK:
  1200. sc_start4(src,bl,status_skill2sc(skill_id),(20*skill_lv),
  1201. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1202. skill_get_time2(skill_id,skill_lv));
  1203. break;
  1204. case NPC_CURSEATTACK:
  1205. case NPC_SLEEPATTACK:
  1206. case NPC_BLINDATTACK:
  1207. case NPC_POISON:
  1208. case NPC_SILENCEATTACK:
  1209. case NPC_STUNATTACK:
  1210. case NPC_BLEEDING:
  1211. sc_start(src,bl,status_skill2sc(skill_id),(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1212. break;
  1213. case NPC_ACIDBREATH:
  1214. case NPC_ICEBREATH:
  1215. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1216. break;
  1217. case NPC_MENTALBREAKER:
  1218. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1219. //equal to Matk*skLevel.
  1220. rate = sstatus->matk_min;
  1221. if (rate < sstatus->matk_max)
  1222. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1223. rate*=skill_lv;
  1224. status_zap(bl, 0, rate);
  1225. break;
  1226. }
  1227. // Equipment breaking monster skills [Celest]
  1228. case NPC_WEAPONBRAKER:
  1229. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1230. break;
  1231. case NPC_ARMORBRAKE:
  1232. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1233. break;
  1234. case NPC_HELMBRAKE:
  1235. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1236. break;
  1237. case NPC_SHIELDBRAKE:
  1238. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1239. break;
  1240. case CH_TIGERFIST:
  1241. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1242. break;
  1243. case LK_SPIRALPIERCE:
  1244. case ML_SPIRALPIERCE:
  1245. if( dstsd || ( dstmd && status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ) //Does not work on status immune
  1246. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1247. break;
  1248. case ST_REJECTSWORD:
  1249. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1250. break;
  1251. case PF_FOGWALL:
  1252. if (src != bl && !tsc->data[SC_DELUGE])
  1253. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1254. break;
  1255. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1256. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1257. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1258. break;
  1259. case LK_JOINTBEAT:
  1260. status = status_skill2sc(skill_id);
  1261. if (tsc->jb_flag) {
  1262. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1263. tsc->jb_flag = 0;
  1264. }
  1265. break;
  1266. case ASC_METEORASSAULT:
  1267. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1268. switch(rnd()%3) {
  1269. case 0:
  1270. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1271. break;
  1272. case 1:
  1273. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1274. break;
  1275. default:
  1276. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1277. }
  1278. break;
  1279. case HW_NAPALMVULCAN:
  1280. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1281. break;
  1282. case WS_CARTTERMINATION: // Cart termination
  1283. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1284. break;
  1285. case CR_ACIDDEMONSTRATION:
  1286. case GN_FIRE_EXPANSION_ACID:
  1287. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1288. break;
  1289. case TK_DOWNKICK:
  1290. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1291. break;
  1292. case TK_JUMPKICK:
  1293. // debuff the following statuses
  1294. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1295. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1296. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1297. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1298. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1299. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1300. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1301. }
  1302. break;
  1303. case TK_TURNKICK:
  1304. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1305. if(attack_type&BF_MISC) //70% base stun chance...
  1306. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1307. break;
  1308. case GS_BULLSEYE: //0.1% coma rate.
  1309. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1310. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1311. break;
  1312. case GS_PIERCINGSHOT:
  1313. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1314. break;
  1315. case NJ_HYOUSYOURAKU:
  1316. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1317. break;
  1318. case GS_FLING:
  1319. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1320. break;
  1321. case GS_DISARM:
  1322. rate = 3*skill_lv;
  1323. if (sstatus->dex > tstatus->dex)
  1324. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1325. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1326. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1327. break;
  1328. case NPC_EVILLAND:
  1329. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1330. break;
  1331. case NPC_HELLJUDGEMENT:
  1332. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1333. break;
  1334. case NPC_CRITICALWOUND:
  1335. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1336. break;
  1337. case RK_WINDCUTTER:
  1338. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1339. break;
  1340. case RK_DRAGONBREATH:
  1341. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1342. break;
  1343. case RK_DRAGONBREATH_WATER:
  1344. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1345. break;
  1346. case AB_ADORAMUS:
  1347. 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));
  1348. break;
  1349. case WL_CRIMSONROCK:
  1350. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1351. break;
  1352. case WL_COMET:
  1353. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1354. break;
  1355. case WL_EARTHSTRAIN:
  1356. {
  1357. uint16 i;
  1358. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1359. if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
  1360. break;
  1361. for (i = 0; i < skill_lv; i++)
  1362. skill_strip_equip(src, bl, pos[i], 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1363. }
  1364. break;
  1365. case WL_JACKFROST:
  1366. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1367. break;
  1368. case RA_WUGBITE: {
  1369. 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);
  1370. if (wug_rate < 50)
  1371. wug_rate = 50;
  1372. 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))) );
  1373. }
  1374. break;
  1375. case RA_SENSITIVEKEEN:
  1376. if( rnd()%100 < 8 * skill_lv )
  1377. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1378. break;
  1379. case RA_FIRINGTRAP:
  1380. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1381. break;
  1382. case RA_ICEBOUNDTRAP:
  1383. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1384. break;
  1385. case NC_PILEBUNKER:
  1386. if( rnd()%100 < 25 + 15*skill_lv ) {
  1387. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1388. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1389. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1390. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1391. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1392. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1393. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1394. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1395. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1396. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1397. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1398. }
  1399. break;
  1400. case NC_FLAMELAUNCHER:
  1401. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1402. break;
  1403. case NC_COLDSLOWER:
  1404. // Status chances are applied officially through a check
  1405. // The skill first trys to give the frozen status to targets that are hit
  1406. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1407. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1408. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1409. break;
  1410. case NC_POWERSWING:
  1411. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1412. if( rnd()%100 < 5*skill_lv )
  1413. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1414. break;
  1415. case GC_WEAPONCRUSH:
  1416. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1417. break;
  1418. case LG_SHIELDPRESS:
  1419. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
  1420. break;
  1421. case LG_PINPOINTATTACK:
  1422. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1423. switch( skill_lv ) {
  1424. case 1:
  1425. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1426. break;
  1427. case 2:
  1428. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1429. break;
  1430. case 3:
  1431. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1432. break;
  1433. case 4:
  1434. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1435. break;
  1436. case 5:
  1437. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1438. break;
  1439. }
  1440. break;
  1441. case LG_MOONSLASHER:
  1442. rate = 32 + 8 * skill_lv;
  1443. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1444. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1445. else if( dstmd )
  1446. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv) + 1000 * (rnd()%3));
  1447. break;
  1448. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1449. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1450. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1451. break;
  1452. case LG_EARTHDRIVE:
  1453. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1454. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1455. break;
  1456. case LG_HESPERUSLIT:
  1457. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1458. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1459. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1460. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1461. break;
  1462. case SR_DRAGONCOMBO:
  1463. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1464. break;
  1465. case SR_FALLENEMPIRE:
  1466. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1467. break;
  1468. case SR_WINDMILL:
  1469. if( dstsd )
  1470. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1471. else if( dstmd )
  1472. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1473. break;
  1474. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1475. 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));
  1476. break;
  1477. case SR_EARTHSHAKER:
  1478. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1479. break;
  1480. case SR_HOWLINGOFLION:
  1481. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1482. break;
  1483. case WM_SOUND_OF_DESTRUCTION:
  1484. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1485. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1486. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1487. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1488. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1489. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1490. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1491. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF);
  1492. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1493. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1494. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1495. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1496. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1497. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1498. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1499. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1500. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1501. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1502. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1503. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1504. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1505. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1506. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1507. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1508. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1509. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1510. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1511. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1512. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1513. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1514. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1515. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1516. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1517. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1518. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1519. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1520. }
  1521. break;
  1522. case SO_EARTHGRAVE:
  1523. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1524. break;
  1525. case SO_DIAMONDDUST:
  1526. rate = 5 + 5 * skill_lv;
  1527. if( sc && sc->data[SC_COOLER_OPTION] )
  1528. rate += (sd ? sd->status.job_level / 5 : 0);
  1529. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1530. break;
  1531. case SO_VARETYR_SPEAR:
  1532. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1533. break;
  1534. case GN_SLINGITEM_RANGEMELEEATK:
  1535. if( sd ) {
  1536. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1537. case ITEMID_COCONUT_BOMB:
  1538. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1539. 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);
  1540. break;
  1541. case ITEMID_MELON_BOMB:
  1542. 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);
  1543. break;
  1544. case ITEMID_BANANA_BOMB:
  1545. 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, 1000 * sd->status.job_level / 4);
  1546. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1547. break;
  1548. }
  1549. sd->itemid = -1;
  1550. }
  1551. break;
  1552. case GN_HELLS_PLANT_ATK:
  1553. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1554. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1555. break;
  1556. case EL_WIND_SLASH: // Non confirmed rate.
  1557. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1558. break;
  1559. case EL_STONE_HAMMER:
  1560. rate = 10 * skill_lv;
  1561. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1562. break;
  1563. case EL_ROCK_CRUSHER:
  1564. case EL_ROCK_CRUSHER_ATK:
  1565. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1566. break;
  1567. case EL_TYPOON_MIS:
  1568. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1569. break;
  1570. case KO_JYUMONJIKIRI:
  1571. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1572. break;
  1573. case KO_SETSUDAN:
  1574. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1575. break;
  1576. case KO_MAKIBISHI:
  1577. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1578. break;
  1579. case MH_EQC:
  1580. {
  1581. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1582. if (hd) {
  1583. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1584. status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
  1585. }
  1586. }
  1587. break;
  1588. case MH_LAVA_SLIDE:
  1589. sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1590. break;
  1591. case MH_STAHL_HORN:
  1592. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1593. break;
  1594. case MH_NEEDLE_OF_PARALYZE:
  1595. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1596. break;
  1597. case MH_SILVERVEIN_RUSH:
  1598. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1599. break;
  1600. case MH_MIDNIGHT_FRENZY:
  1601. {
  1602. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1603. int spiritball = (hd?hd->homunculus.spiritball:1);
  1604. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1605. }
  1606. break;
  1607. case MH_XENO_SLASHER:
  1608. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1609. break;
  1610. case WL_HELLINFERNO:
  1611. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1612. break;
  1613. case NC_MAGMA_ERUPTION:
  1614. if (attack_type&BF_WEAPON) // Stun effect from 'slam'
  1615. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv));
  1616. if (attack_type&BF_MISC) // Burning effect from 'eruption'
  1617. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1618. break;
  1619. case GC_DARKCROW:
  1620. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1621. break;
  1622. case GN_ILLUSIONDOPING:
  1623. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1624. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1625. break;
  1626. case RL_MASS_SPIRAL:
  1627. sc_start2(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); //(custom)
  1628. break;
  1629. case RL_SLUGSHOT:
  1630. if (bl->type != BL_PC)
  1631. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1632. break;
  1633. case RL_BANISHING_BUSTER: {
  1634. uint16 i, n = skill_lv;
  1635. if (!tsc || !tsc->count)
  1636. break;
  1637. if (status_isimmune(bl))
  1638. break;
  1639. if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  1640. if (sd)
  1641. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1642. break;
  1643. }
  1644. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1645. if (!tsc->data[i])
  1646. continue;
  1647. switch (i) {
  1648. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1649. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1650. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1651. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1652. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1653. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1654. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1655. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1656. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1657. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1658. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1659. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1660. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1661. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1662. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1663. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1664. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1665. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1666. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1667. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1668. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1669. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1670. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1671. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1672. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1673. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1674. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1675. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1676. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1677. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1678. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1679. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1680. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1681. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1682. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1683. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1684. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1685. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1686. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1687. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1688. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1689. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1690. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  1691. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1692. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1693. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1694. case SC_ACTIVE_MONSTER_TRANSFORM:
  1695. #ifdef RENEWAL
  1696. case SC_EXTREMITYFIST2:
  1697. #endif
  1698. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1699. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1700. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1701. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1702. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1703. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1704. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1705. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1706. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1707. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1708. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1709. case SC_SPRITEMABLE: case SC_BITESCAR:
  1710. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  1711. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  1712. continue;
  1713. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1714. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1715. case SC_FORTUNE: case SC_SERVICE4U:
  1716. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  1717. continue; //If in song area don't end it, even if config enabled
  1718. break;
  1719. case SC_ASSUMPTIO:
  1720. if( bl->type == BL_MOB )
  1721. continue;
  1722. break;
  1723. }
  1724. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1725. tsc->data[i]->val2 = 0;
  1726. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1727. n--;
  1728. }
  1729. //Remove bonus_script by Banishing Buster
  1730. if (dstsd)
  1731. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1732. }
  1733. break;
  1734. case RL_S_STORM:
  1735. //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
  1736. {
  1737. uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R };
  1738. skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
  1739. max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
  1740. BCT_ENEMY);
  1741. }
  1742. break;
  1743. case RL_AM_BLAST:
  1744. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1745. break;
  1746. case RL_HAMMER_OF_GOD:
  1747. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1748. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1749. break;
  1750. case SU_SCRATCH:
  1751. sc_start2(src, bl, SC_BLEEDING, (skill_lv * 3), skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // TODO: What's the chance/time?
  1752. break;
  1753. case SU_SV_STEMSPEAR:
  1754. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1755. break;
  1756. case SU_CN_METEOR:
  1757. if (skill_area_temp[3] == 1)
  1758. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1759. break;
  1760. //case SU_SCAROFTAROU:
  1761. // sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: What's the chance/time?
  1762. // break;
  1763. case SU_LUNATICCARROTBEAT:
  1764. if (skill_area_temp[3] == 1)
  1765. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1766. break;
  1767. } //end switch skill_id
  1768. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1769. { //Pass heritage to Master for status causing effects. [Skotlex]
  1770. sd = map_id2sd(md->master_id);
  1771. src = sd?&sd->bl:src;
  1772. }
  1773. // Coma
  1774. if (sd && sd->special_state.bonus_coma && (!md || status_get_race2(&md->bl) != RC2_GVG || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1775. rate = 0;
  1776. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1777. if (!skill_id || !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) {
  1778. rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
  1779. rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
  1780. }
  1781. if (attack_type&BF_WEAPON) {
  1782. rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1783. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1784. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1785. }
  1786. if (rate > 0)
  1787. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1788. }
  1789. if( attack_type&BF_WEAPON )
  1790. { // Breaking Equipment
  1791. if( sd && battle_config.equip_self_break_rate )
  1792. { // Self weapon breaking
  1793. rate = battle_config.equip_natural_break_rate;
  1794. if( sc )
  1795. {
  1796. if(sc->data[SC_GIANTGROWTH])
  1797. rate += 10;
  1798. if(sc->data[SC_OVERTHRUST])
  1799. rate += 10;
  1800. if(sc->data[SC_MAXOVERTHRUST])
  1801. rate += 10;
  1802. }
  1803. if( rate )
  1804. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1805. }
  1806. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1807. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1808. // Target weapon breaking
  1809. rate = 0;
  1810. if( sd )
  1811. rate += sd->bonus.break_weapon_rate;
  1812. if( sc && sc->data[SC_MELTDOWN] )
  1813. rate += sc->data[SC_MELTDOWN]->val2;
  1814. if( rate )
  1815. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1816. // Target armor breaking
  1817. rate = 0;
  1818. if( sd )
  1819. rate += sd->bonus.break_armor_rate;
  1820. if( sc && sc->data[SC_MELTDOWN] )
  1821. rate += sc->data[SC_MELTDOWN]->val3;
  1822. if( rate )
  1823. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1824. }
  1825. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1826. if (sd->def_set_race[tstatus->race].rate)
  1827. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1828. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1829. if (sd->mdef_set_race[tstatus->race].rate)
  1830. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1831. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1832. if (sd->norecover_state_race[tstatus->race].rate)
  1833. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1834. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1835. }
  1836. }
  1837. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1838. struct unit_data *ud = unit_bl2ud(src);
  1839. if( sc->data[SC_WILD_STORM_OPTION] )
  1840. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1841. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1842. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1843. else if( sc->data[SC_TROPIC_OPTION] )
  1844. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1845. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1846. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1847. else
  1848. skill = 0;
  1849. if ( rnd()%100 < 25 && skill ){
  1850. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1851. if (ud) {
  1852. rate = skill_delayfix(src, skill, skill_lv);
  1853. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1854. ud->canact_tick = max(tick + rate, ud->canact_tick);
  1855. if ( battle_config.display_status_timers )
  1856. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1857. }
  1858. }
  1859. }
  1860. }
  1861. // Autospell when attacking
  1862. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1863. {
  1864. struct block_list *tbl;
  1865. struct unit_data *ud;
  1866. int i, autospl_skill_lv, type;
  1867. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1868. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1869. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1870. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1871. continue; // one or more trigger conditions were not fulfilled
  1872. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1873. sd->state.autocast = 1;
  1874. if ( skill_isNotOk(skill, sd) ) {
  1875. sd->state.autocast = 0;
  1876. continue;
  1877. }
  1878. sd->state.autocast = 0;
  1879. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1880. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1881. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1882. if (rnd()%1000 >= rate)
  1883. continue;
  1884. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1885. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1886. int maxcount = 0;
  1887. if( !(BL_PC&battle_config.skill_reiteration) &&
  1888. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1889. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1890. )
  1891. continue;
  1892. if( BL_PC&battle_config.skill_nofootset &&
  1893. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1894. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1895. )
  1896. continue;
  1897. if( BL_PC&battle_config.land_skill_limit &&
  1898. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1899. ) {
  1900. int v;
  1901. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1902. if(sd->ud.skillunit[v]->skill_id == skill)
  1903. maxcount--;
  1904. }
  1905. if( maxcount == 0 )
  1906. continue;
  1907. }
  1908. }
  1909. if (battle_config.autospell_check_range &&
  1910. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  1911. continue;
  1912. if (skill == AS_SONICBLOW)
  1913. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1914. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1915. type = CAST_GROUND;
  1916. sd->state.autocast = 1;
  1917. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1918. skill_toggle_magicpower(src, skill);
  1919. switch (type) {
  1920. case CAST_GROUND:
  1921. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1922. break;
  1923. case CAST_NODAMAGE:
  1924. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1925. break;
  1926. case CAST_DAMAGE:
  1927. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1928. break;
  1929. }
  1930. sd->state.autocast = 0;
  1931. //Set canact delay. [Skotlex]
  1932. ud = unit_bl2ud(src);
  1933. if (ud) {
  1934. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1935. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1936. ud->canact_tick = max(tick + rate, ud->canact_tick);
  1937. if ( battle_config.display_status_timers && sd )
  1938. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1939. }
  1940. }
  1941. }
  1942. }
  1943. //Autobonus when attacking
  1944. if( sd && sd->autobonus[0].rate )
  1945. {
  1946. int i;
  1947. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1948. {
  1949. if( rnd()%1000 >= sd->autobonus[i].rate )
  1950. continue;
  1951. if( sd->autobonus[i].active != INVALID_TIMER )
  1952. continue;
  1953. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1954. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1955. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1956. continue; // one or more trigger conditions were not fulfilled
  1957. pc_exeautobonus(sd,&sd->autobonus[i]);
  1958. }
  1959. }
  1960. //Polymorph
  1961. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1962. dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) &&
  1963. (rnd()%10000 < sd->bonus.classchange))
  1964. {
  1965. int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, 1, 0);
  1966. if (class_ != 0 && mobdb_checkid(class_))
  1967. mob_class_change(dstmd,class_);
  1968. }
  1969. return 0;
  1970. }
  1971. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1972. uint8 i;
  1973. struct block_list *tbl;
  1974. if( sd == NULL || !skill_id )
  1975. return 0;
  1976. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1977. int skill, skill_lv, type;
  1978. if( sd->autospell3[i].flag != skill_id )
  1979. continue;
  1980. if( sd->autospell3[i].lock )
  1981. continue; // autospell already being executed
  1982. skill = sd->autospell3[i].id;
  1983. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1984. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  1985. sd->state.autocast = 0;
  1986. continue;
  1987. }
  1988. sd->state.autocast = 0;
  1989. if( skill >= 0 && bl == NULL )
  1990. continue; // No target
  1991. if( rnd()%1000 >= sd->autospell3[i].rate )
  1992. continue;
  1993. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1994. if( skill < 0 ) {
  1995. tbl = &sd->bl;
  1996. skill *= -1;
  1997. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1998. }
  1999. else
  2000. tbl = bl;
  2001. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  2002. int maxcount = 0;
  2003. if( !(BL_PC&battle_config.skill_reiteration) &&
  2004. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  2005. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  2006. continue;
  2007. if( BL_PC&battle_config.skill_nofootset &&
  2008. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  2009. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  2010. continue;
  2011. if( BL_PC&battle_config.land_skill_limit &&
  2012. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  2013. {
  2014. int v;
  2015. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  2016. if(sd->ud.skillunit[v]->skill_id == skill)
  2017. maxcount--;
  2018. }
  2019. if( maxcount == 0 )
  2020. continue;
  2021. }
  2022. }
  2023. if (battle_config.autospell_check_range &&
  2024. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2025. continue;
  2026. sd->state.autocast = 1;
  2027. sd->autospell3[i].lock = true;
  2028. skill_consume_requirement(sd,skill,skill_lv,1);
  2029. switch( type ) {
  2030. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  2031. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2032. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2033. }
  2034. sd->autospell3[i].lock = false;
  2035. sd->state.autocast = 0;
  2036. }
  2037. if( sd && sd->autobonus3[0].rate ) {
  2038. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  2039. if( rnd()%1000 >= sd->autobonus3[i].rate )
  2040. continue;
  2041. if( sd->autobonus3[i].active != INVALID_TIMER )
  2042. continue;
  2043. if( sd->autobonus3[i].atk_type != skill_id )
  2044. continue;
  2045. pc_exeautobonus(sd,&sd->autobonus3[i]);
  2046. }
  2047. }
  2048. return 1;
  2049. }
  2050. /* Splitted off from skill_additional_effect, which is never called when the
  2051. * attack skill kills the enemy. Place in this function counter status effects
  2052. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2053. * from cards) that will take effect on the source, not the target. [Skotlex]
  2054. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2055. * type of skills, so not every instance of skill_additional_effect needs a call
  2056. * to this one.
  2057. */
  2058. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  2059. {
  2060. int rate;
  2061. struct map_session_data *sd=NULL;
  2062. struct map_session_data *dstsd=NULL;
  2063. nullpo_ret(src);
  2064. nullpo_ret(bl);
  2065. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2066. sd = BL_CAST(BL_PC, src);
  2067. dstsd = BL_CAST(BL_PC, bl);
  2068. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  2069. enum sc_type type;
  2070. uint8 i;
  2071. unsigned int time = 0;
  2072. for (i = 0; i < ARRAYLENGTH(dstsd->addeff_atked) && dstsd->addeff_atked[i].flag; i++) {
  2073. rate = dstsd->addeff_atked[i].rate;
  2074. if (attack_type&BF_LONG)
  2075. rate += dstsd->addeff_atked[i].arrow_rate;
  2076. if (!rate)
  2077. continue;
  2078. if ((dstsd->addeff_atked[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2079. if((dstsd->addeff_atked[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2080. (dstsd->addeff_atked[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2081. continue; //Range Failed.
  2082. }
  2083. type = dstsd->addeff_atked[i].sc;
  2084. time = dstsd->addeff_atked[i].duration;
  2085. if (dstsd->addeff_atked[i].flag&ATF_TARGET && src != bl)
  2086. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2087. if (dstsd->addeff_atked[i].flag&ATF_SELF && !status_isdead(bl))
  2088. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2089. }
  2090. }
  2091. switch(skill_id) {
  2092. case MO_EXTREMITYFIST:
  2093. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2094. break;
  2095. case GS_FULLBUSTER:
  2096. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2097. break;
  2098. case HFLI_SBR44: //[orn]
  2099. case HVAN_EXPLOSION:
  2100. if(src->type == BL_HOM){
  2101. TBL_HOM *hd = (TBL_HOM*)src;
  2102. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2103. if (hd->master)
  2104. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2105. }
  2106. break;
  2107. case CR_GRANDCROSS:
  2108. case NPC_GRANDDARKNESS:
  2109. attack_type |= BF_WEAPON;
  2110. break;
  2111. case LG_HESPERUSLIT:
  2112. {
  2113. struct status_change *sc = status_get_sc(src);
  2114. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  2115. char i;
  2116. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2117. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2118. }
  2119. }
  2120. break;
  2121. }
  2122. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2123. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  2124. 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);
  2125. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2126. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2127. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2128. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2129. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2130. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2131. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2132. }
  2133. if( sd && status_isdead(bl) ) {
  2134. int sp = 0, hp = 0;
  2135. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2136. sp += sd->bonus.sp_gain_value;
  2137. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  2138. hp += sd->bonus.hp_gain_value;
  2139. }
  2140. if( attack_type&BF_MAGIC ) {
  2141. sp += sd->bonus.magic_sp_gain_value;
  2142. hp += sd->bonus.magic_hp_gain_value;
  2143. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2144. struct status_change *sc = NULL;
  2145. if( ( sc = status_get_sc(src) ) ) {
  2146. if(sc->data[SC_SPIRIT] &&
  2147. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2148. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2149. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2150. }
  2151. }
  2152. }
  2153. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2154. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2155. }
  2156. }
  2157. // Trigger counter-spells to retaliate against damage causing skills.
  2158. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  2159. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  2160. {
  2161. struct block_list *tbl;
  2162. struct unit_data *ud;
  2163. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2164. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  2165. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  2166. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  2167. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  2168. continue; // one or more trigger conditions were not fulfilled
  2169. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  2170. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  2171. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2172. autospl_rate = dstsd->autospell2[i].rate;
  2173. //Physical range attacks only trigger autospells half of the time
  2174. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2175. autospl_rate>>=1;
  2176. dstsd->state.autocast = 1;
  2177. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2178. dstsd->state.autocast = 0;
  2179. continue;
  2180. }
  2181. dstsd->state.autocast = 0;
  2182. if (rnd()%1000 >= autospl_rate)
  2183. continue;
  2184. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  2185. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  2186. int maxcount = 0;
  2187. if( !(BL_PC&battle_config.skill_reiteration) &&
  2188. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  2189. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  2190. )
  2191. continue;
  2192. if( BL_PC&battle_config.skill_nofootset &&
  2193. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  2194. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  2195. )
  2196. continue;
  2197. if( BL_PC&battle_config.land_skill_limit &&
  2198. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  2199. ) {
  2200. int v;
  2201. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  2202. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  2203. maxcount--;
  2204. }
  2205. if( maxcount == 0 ) {
  2206. continue;
  2207. }
  2208. }
  2209. }
  2210. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2211. continue;
  2212. dstsd->state.autocast = 1;
  2213. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2214. switch (type) {
  2215. case CAST_GROUND:
  2216. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2217. break;
  2218. case CAST_NODAMAGE:
  2219. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2220. break;
  2221. case CAST_DAMAGE:
  2222. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2223. break;
  2224. }
  2225. dstsd->state.autocast = 0;
  2226. //Set canact delay. [Skotlex]
  2227. ud = unit_bl2ud(bl);
  2228. if (ud) {
  2229. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2230. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2231. ud->canact_tick = max(tick + autospl_rate, ud->canact_tick);
  2232. if ( battle_config.display_status_timers && dstsd )
  2233. clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0);
  2234. }
  2235. }
  2236. }
  2237. }
  2238. //Autobonus when attacked
  2239. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  2240. int i;
  2241. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  2242. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  2243. continue;
  2244. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  2245. continue;
  2246. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  2247. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  2248. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  2249. continue; // one or more trigger conditions were not fulfilled
  2250. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  2251. }
  2252. }
  2253. return 0;
  2254. }
  2255. /*=========================================================================
  2256. Breaks equipment. On-non players causes the corresponding strip effect.
  2257. - rate goes from 0 to 10000 (100.00%)
  2258. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2259. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2260. --------------------------------------------------------------------------*/
  2261. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2262. {
  2263. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2264. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2265. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2266. struct status_change *sc = status_get_sc(bl);
  2267. int i;
  2268. TBL_PC *sd;
  2269. sd = BL_CAST(BL_PC, bl);
  2270. if (sc && !sc->count)
  2271. sc = NULL;
  2272. if (sd) {
  2273. if (sd->bonus.unbreakable_equip)
  2274. where &= ~sd->bonus.unbreakable_equip;
  2275. if (sd->bonus.unbreakable)
  2276. rate -= rate*sd->bonus.unbreakable/100;
  2277. if (where&EQP_WEAPON) {
  2278. switch (sd->status.weapon) {
  2279. case W_FIST: //Bare fists should not break :P
  2280. case W_1HAXE:
  2281. case W_2HAXE:
  2282. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2283. case W_2HMACE:
  2284. case W_STAFF:
  2285. case W_2HSTAFF:
  2286. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2287. case W_HUUMA:
  2288. where &= ~EQP_WEAPON;
  2289. }
  2290. }
  2291. }
  2292. if (flag&BCT_ENEMY) {
  2293. if (battle_config.equip_skill_break_rate != 100)
  2294. rate = rate*battle_config.equip_skill_break_rate/100;
  2295. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2296. if (battle_config.equip_self_break_rate != 100)
  2297. rate = rate*battle_config.equip_self_break_rate/100;
  2298. }
  2299. for (i = 0; i < 4; i++) {
  2300. if (where&where_list[i]) {
  2301. if (sc && sc->count && sc->data[scdef[i]])
  2302. where&=~where_list[i];
  2303. else if (rnd()%10000 >= rate)
  2304. where&=~where_list[i];
  2305. else if (!sd) //Cause Strip effect.
  2306. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2307. }
  2308. }
  2309. if (!where) //Nothing to break.
  2310. return 0;
  2311. if (sd) {
  2312. for (i = 0; i < EQI_MAX; i++) {
  2313. short j = sd->equip_index[i];
  2314. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2315. continue;
  2316. switch(i) {
  2317. case EQI_HEAD_TOP: //Upper Head
  2318. flag = (where&EQP_HELM);
  2319. break;
  2320. case EQI_ARMOR: //Body
  2321. flag = (where&EQP_ARMOR);
  2322. break;
  2323. case EQI_HAND_R: //Left/Right hands
  2324. case EQI_HAND_L:
  2325. flag = (
  2326. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2327. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2328. break;
  2329. case EQI_SHOES:
  2330. flag = (where&EQP_SHOES);
  2331. break;
  2332. case EQI_GARMENT:
  2333. flag = (where&EQP_GARMENT);
  2334. break;
  2335. default:
  2336. continue;
  2337. }
  2338. if (flag) {
  2339. sd->inventory.u.items_inventory[j].attribute = 1;
  2340. pc_unequipitem(sd, j, 3);
  2341. }
  2342. }
  2343. clif_equiplist(sd);
  2344. }
  2345. return where; //Return list of pieces broken.
  2346. }
  2347. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2348. {
  2349. struct status_change *sc;
  2350. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2351. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2352. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2353. int i;
  2354. if (rnd()%100 >= rate)
  2355. return 0;
  2356. sc = status_get_sc(bl);
  2357. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2358. return 0;
  2359. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2360. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2361. where&=~pos[i];
  2362. }
  2363. if (!where) return 0;
  2364. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2365. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2366. where&=~pos[i];
  2367. }
  2368. return where?1:0;
  2369. }
  2370. /**
  2371. * Used to knock back players, monsters, traps, etc
  2372. * @param src Object that give knock back
  2373. * @param target Object that receive knock back
  2374. * @param count Number of knock back cell requested
  2375. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2376. * @param flag
  2377. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2378. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2379. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2380. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2381. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2382. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2383. BLOWN_TARGET_BASILICA - if target is in Basilica area
  2384. * @return Number of knocked back cells done
  2385. */
  2386. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2387. {
  2388. int dx = 0, dy = 0;
  2389. uint8 checkflag = 0;
  2390. struct status_change *tsc = status_get_sc(target);
  2391. enum e_unit_blown reason = UB_KNOCKABLE;
  2392. nullpo_ret(src);
  2393. nullpo_ret(target);
  2394. if (!count)
  2395. return count; // Actual knockback distance is 0.
  2396. // Create flag needed in unit_blown_immune
  2397. if(src != target)
  2398. checkflag |= 0x1; // Offensive
  2399. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2400. checkflag |= 0x2; // Knockback type
  2401. if(status_get_class_(src) == CLASS_BOSS)
  2402. checkflag |= 0x4; // Boss attack
  2403. // Get reason and check for flags
  2404. reason = unit_blown_immune(target, checkflag);
  2405. switch(reason) {
  2406. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2407. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2408. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2409. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2410. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2411. }
  2412. if (dir == -1) // <optimized>: do the computation here instead of outside
  2413. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2414. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2415. dx = -dirx[dir];
  2416. dy = -diry[dir];
  2417. }
  2418. if (tsc && tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2419. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2420. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2421. }
  2422. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2423. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2424. // In case of success returns type of reflection, otherwise 0
  2425. // 1 - Regular reflection (Maya)
  2426. // 2 - SL_KAITE reflection
  2427. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2428. {
  2429. struct status_change *sc = status_get_sc(bl);
  2430. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2431. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2432. // Item-based reflection - Bypasses Boss check
  2433. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2434. return 1;
  2435. }
  2436. // Magic Mirror reflection - Bypasses Boss check
  2437. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2438. return 1;
  2439. if( status_get_class_(src) == CLASS_BOSS )
  2440. return 0;
  2441. // status-based reflection
  2442. if( !sc || sc->count == 0 )
  2443. return 0;
  2444. // Kaite reflection - Does not bypass Boss check
  2445. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) ) {
  2446. // Kaite only works against non-players if they are low-level.
  2447. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2448. clif_specialeffect(bl, 438, AREA);
  2449. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2450. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2451. return 2;
  2452. }
  2453. return 0;
  2454. }
  2455. /**
  2456. * Checks whether a skill can be used in combos or not
  2457. * @param skill_id: Target skill
  2458. * @return 0: Skill is not a combo
  2459. * 1: Skill is a normal combo
  2460. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2461. * @author Panikon
  2462. */
  2463. int skill_is_combo(uint16 skill_id) {
  2464. switch(skill_id) {
  2465. case MO_CHAINCOMBO:
  2466. case MO_COMBOFINISH:
  2467. case CH_TIGERFIST:
  2468. case CH_CHAINCRUSH:
  2469. case MO_EXTREMITYFIST:
  2470. case TK_TURNKICK:
  2471. case TK_STORMKICK:
  2472. case TK_DOWNKICK:
  2473. case TK_COUNTER:
  2474. case TK_JUMPKICK:
  2475. case HT_POWER:
  2476. case GC_COUNTERSLASH:
  2477. case GC_WEAPONCRUSH:
  2478. case SR_DRAGONCOMBO:
  2479. return 1;
  2480. case SR_FALLENEMPIRE:
  2481. case SR_TIGERCANNON:
  2482. case SR_GATEOFHELL:
  2483. return 2;
  2484. }
  2485. return 0;
  2486. }
  2487. /*
  2488. * Combo handler, start stop combo status
  2489. */
  2490. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2491. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2492. switch (skill_id) {
  2493. case MH_MIDNIGHT_FRENZY:
  2494. case MH_EQC:
  2495. {
  2496. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2497. short idx = hom_skill_get_index(skill_id2);
  2498. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2499. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2500. if (idx == -1)
  2501. break;
  2502. sd = hd->master;
  2503. hd->homunculus.hskill[idx].flag= flag;
  2504. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2505. }
  2506. break;
  2507. case MO_COMBOFINISH:
  2508. case CH_TIGERFIST:
  2509. case CH_CHAINCRUSH:
  2510. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2511. break;
  2512. case TK_JUMPKICK:
  2513. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2514. break;
  2515. case MO_TRIPLEATTACK:
  2516. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2517. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2518. break;
  2519. case SR_FALLENEMPIRE:
  2520. if (sd){
  2521. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2522. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2523. }
  2524. break;
  2525. }
  2526. }
  2527. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2528. unsigned int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2529. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2530. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2531. struct status_change_entry *sce;
  2532. TBL_PC *sd = BL_CAST(BL_PC,src);
  2533. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2534. struct status_change *sc = status_get_sc(src);
  2535. if(sc == NULL) return;
  2536. //End previous combo state after skill is invoked
  2537. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2538. switch (skill_id) {
  2539. case TK_TURNKICK:
  2540. case TK_STORMKICK:
  2541. case TK_DOWNKICK:
  2542. case TK_COUNTER:
  2543. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2544. sce->val1 = skill_id; //Update combo-skill
  2545. sce->val3 = skill_id;
  2546. if( sce->timer != INVALID_TIMER )
  2547. delete_timer(sce->timer, status_change_timer);
  2548. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2549. break;
  2550. }
  2551. unit_cancel_combo(src); // Cancel combo wait
  2552. break;
  2553. default:
  2554. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2555. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2556. }
  2557. }
  2558. //start new combo
  2559. if (sd) { //player only
  2560. switch (skill_id) {
  2561. case MO_TRIPLEATTACK:
  2562. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2563. duration = 1;
  2564. target_id = 0; // Will target current auto-target instead
  2565. }
  2566. break;
  2567. case MO_CHAINCOMBO:
  2568. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2569. duration = 1;
  2570. target_id = 0; // Will target current auto-target instead
  2571. }
  2572. break;
  2573. case MO_COMBOFINISH:
  2574. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2575. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2576. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2577. duration = 1;
  2578. target_id = 0; // Will target current auto-target instead
  2579. }
  2580. case CH_TIGERFIST:
  2581. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2582. duration = 1;
  2583. target_id = 0; // Will target current auto-target instead
  2584. }
  2585. case CH_CHAINCRUSH:
  2586. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2587. duration = 1;
  2588. target_id = 0; // Will target current auto-target instead
  2589. }
  2590. break;
  2591. case AC_DOUBLE:
  2592. if (pc_checkskill(sd, HT_POWER)) {
  2593. duration = 2000;
  2594. nodelay = 1; //Neither gives walk nor attack delay
  2595. target_id = 0; //Does not need to be used on previous target
  2596. }
  2597. break;
  2598. case SR_DRAGONCOMBO:
  2599. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2600. duration = 1;
  2601. break;
  2602. case SR_FALLENEMPIRE:
  2603. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2604. duration = 1;
  2605. break;
  2606. }
  2607. }
  2608. else { //other
  2609. switch(skill_id) {
  2610. case MH_TINDER_BREAKER:
  2611. case MH_CBC:
  2612. case MH_SONIC_CRAW:
  2613. case MH_SILVERVEIN_RUSH:
  2614. if(hd->homunculus.spiritball > 0) duration = 2000;
  2615. nodelay = 1;
  2616. break;
  2617. case MH_EQC:
  2618. case MH_MIDNIGHT_FRENZY:
  2619. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2620. nodelay = 1;
  2621. break;
  2622. }
  2623. }
  2624. if (duration) { //Possible to chain
  2625. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2626. duration = umax(status_get_amotion(src),duration); //Never less than aMotion
  2627. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2628. clif_combo_delay(src, duration);
  2629. }
  2630. }
  2631. /**
  2632. * Copy skill by Plagiarism or Reproduce
  2633. * @param src: The caster
  2634. * @param bl: The target
  2635. * @param skill_id: Skill that casted
  2636. * @param skill_lv: Skill level of the casted skill
  2637. */
  2638. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2639. {
  2640. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2641. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2642. return;
  2643. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2644. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2645. return;
  2646. else {
  2647. uint16 idx;
  2648. unsigned char lv;
  2649. skill_id = skill_dummy2skill_id(skill_id);
  2650. //Use skill index, avoiding out-of-bound array [Cydh]
  2651. if (!(idx = skill_get_index(skill_id)))
  2652. return;
  2653. switch (skill_isCopyable(tsd,idx)) {
  2654. case 1: //Copied by Plagiarism
  2655. {
  2656. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2657. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2658. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2659. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2660. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2661. }
  2662. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2663. tsd->cloneskill_idx = idx;
  2664. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2665. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2666. }
  2667. break;
  2668. case 2: //Copied by Reproduce
  2669. {
  2670. struct status_change *tsc = status_get_sc(bl);
  2671. //Already did SC check
  2672. //Skill level copied depends on Reproduce skill that used
  2673. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2674. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2675. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2676. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2677. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2678. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2679. }
  2680. //Level dependent and limitation.
  2681. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2682. lv = min(lv,skill_get_max(skill_id));
  2683. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2684. lv = min(lv,skill_lv);
  2685. tsd->reproduceskill_idx = idx;
  2686. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2687. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2688. }
  2689. break;
  2690. default: return;
  2691. }
  2692. tsd->status.skill[idx].id = skill_id;
  2693. tsd->status.skill[idx].lv = lv;
  2694. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2695. clif_addskill(tsd,skill_id);
  2696. }
  2697. }
  2698. /**
  2699. * Knockback the target on skill_attack
  2700. * @param src is the master behind the attack
  2701. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2702. * @param target is the target to be attacked.
  2703. * @param blewcount
  2704. * @param skill_id
  2705. * @param skill_lv
  2706. * @param damage
  2707. * @param tick
  2708. * @param flag can hold a bunch of information:
  2709. */
  2710. 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, unsigned int tick, int flag) {
  2711. int8 dir = -1; // Default direction
  2712. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2713. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2714. if (!blewcount || target == dsrc || status_isdead(target))
  2715. return;
  2716. // Skill specific direction
  2717. switch (skill_id) {
  2718. case MG_FIREWALL:
  2719. case GN_WALLOFTHORN:
  2720. case EL_FIRE_MANTLE:
  2721. dir = unit_getdir(target); // Backwards
  2722. break;
  2723. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2724. case WZ_STORMGUST:
  2725. if(!battle_config.stormgust_knockback)
  2726. dir = rnd()%8;
  2727. break;
  2728. case MC_CARTREVOLUTION:
  2729. if (battle_config.cart_revo_knockback)
  2730. dir = 6; // Official servers push target to the West
  2731. break;
  2732. case AC_SHOWER:
  2733. case WL_CRIMSONROCK:
  2734. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  2735. dir = map_calc_dir(target, src->x, src->y);
  2736. else
  2737. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  2738. break;
  2739. case HT_PHANTASMIC: // issue #1378
  2740. if (status_get_hp(target) - damage <= 0) return;
  2741. break;
  2742. }
  2743. // Blown-specific handling
  2744. switch( skill_id ) {
  2745. case LG_OVERBRAND_BRANDISH:
  2746. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2747. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA) < blewcount)
  2748. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2749. break;
  2750. case SR_KNUCKLEARROW:
  2751. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2752. // Boss & Immune Knockback stay in place and don't get bonus damage
  2753. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2754. if (skill_blown(dsrc, target, blewcount, dir_ka, BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA) < blewcount)
  2755. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2756. dir_ka = -1;
  2757. break;
  2758. case RL_R_TRIP:
  2759. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  2760. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2761. break;
  2762. case RL_SLUGSHOT:
  2763. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  2764. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag|SD_ANIMATION);
  2765. break;
  2766. default:
  2767. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  2768. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2769. TBL_SKILL *su = (TBL_SKILL*)target;
  2770. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2771. skill_blown(src, target, 3, -1, BLOWN_NONE);
  2772. }
  2773. break;
  2774. }
  2775. clif_fixpos(target);
  2776. }
  2777. /*
  2778. * =========================================================================
  2779. * Does a skill attack with the given properties.
  2780. * @param src is the master behind the attack (player/mob/pet)
  2781. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2782. * @param bl is the target to be attacked.
  2783. * @param flag can hold a bunch of information:
  2784. * flag&1
  2785. * flag&2 - Disable re-triggered by double casting
  2786. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2787. * flag&8 - SC_COMBO state used to deal bonus damage
  2788. *
  2789. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2790. * (usually holds number of targets, or just 1 for simple splash attacks)
  2791. *
  2792. * flag&0xF000 - Values from enum e_skill_display
  2793. * flag&0x3F0000 - Values from enum e_battle_check_target
  2794. *
  2795. * flag&0x1000000 - Return 0 if damage was reflected
  2796. *-------------------------------------------------------------------------*/
  2797. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2798. {
  2799. struct Damage dmg;
  2800. struct status_data *sstatus, *tstatus;
  2801. struct status_change *sc, *tsc;
  2802. struct map_session_data *sd, *tsd;
  2803. int64 damage;
  2804. int8 rmdamage = 0;//magic reflected
  2805. int type;
  2806. enum e_damage_type dmg_type;
  2807. bool shadow_flag = false;
  2808. bool additional_effects = true;
  2809. if(skill_id > 0 && !skill_lv)
  2810. return 0;
  2811. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2812. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2813. nullpo_ret(bl); //Target to be attacked.
  2814. if (status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)))
  2815. return 0;
  2816. if (src != dsrc) {
  2817. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2818. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2819. return 0;
  2820. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2821. //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]
  2822. if (!status_check_skilluse(src, bl, skill_id, 2))
  2823. return 0;
  2824. }
  2825. sd = BL_CAST(BL_PC, src);
  2826. tsd = BL_CAST(BL_PC, bl);
  2827. sstatus = status_get_status_data(src);
  2828. tstatus = status_get_status_data(bl);
  2829. sc= status_get_sc(src);
  2830. tsc= status_get_sc(bl);
  2831. if (tsc && !tsc->count)
  2832. tsc = NULL; //Don't need it.
  2833. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2834. if (tsc && tsc->data[SC_TRICKDEAD])
  2835. return 0;
  2836. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2837. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2838. return 0;
  2839. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2840. //If the damage source is a unit, the damage is not delayed
  2841. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  2842. dmg.amotion = 0;
  2843. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2844. // Adjusted to the new system [Skotlex]
  2845. if( src->type == BL_PET ) { // [Valaris]
  2846. struct pet_data *pd = (TBL_PET*)src;
  2847. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2848. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2849. int element = skill_get_ele(skill_id, skill_lv);
  2850. /*if (skill_id == -1) Does it ever worked?
  2851. element = sstatus->rhw.ele;*/
  2852. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2853. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2854. else
  2855. dmg.damage = pd->a_skill->damage; // Fixed damage
  2856. }
  2857. else
  2858. dmg.damage = 1*pd->a_skill->div_;
  2859. dmg.damage2 = 0;
  2860. dmg.div_= pd->a_skill->div_;
  2861. }
  2862. }
  2863. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2864. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2865. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2866. { //Magic reflection, switch caster/target
  2867. struct block_list *tbl = bl;
  2868. rmdamage = 1;
  2869. bl = src;
  2870. src = tbl;
  2871. dsrc = tbl;
  2872. sd = BL_CAST(BL_PC, src);
  2873. tsd = BL_CAST(BL_PC, bl);
  2874. tsc = status_get_sc(bl);
  2875. if (tsc && !tsc->count)
  2876. tsc = NULL; //Don't need it.
  2877. /* bugreport:2564 flag&2 disables double casting trigger */
  2878. flag |= 2;
  2879. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2880. flag |= 4;
  2881. //Spirit of Wizard blocks Kaite's reflection
  2882. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2883. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2884. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2885. if (type >= 0) {
  2886. if ( tsd )
  2887. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2888. dmg.damage = dmg.damage2 = 0;
  2889. dmg.dmg_lv = ATK_MISS;
  2890. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2891. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2892. }
  2893. } else if( type != 2 ) /* Kaite bypasses */
  2894. additional_effects = false;
  2895. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2896. #if MAGIC_REFLECTION_TYPE
  2897. #ifdef RENEWAL
  2898. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2899. #else
  2900. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2901. // regardless of caster's equipment (Aegis 11.1)
  2902. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2903. #endif
  2904. short s_ele = skill_get_ele(skill_id, skill_lv);
  2905. if (s_ele == -1) // the skill takes the weapon's element
  2906. s_ele = sstatus->rhw.ele;
  2907. else if (s_ele == -2) //Use status element
  2908. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2909. else if( s_ele == -3 ) //Use random element
  2910. s_ele = rnd()%ELE_ALL;
  2911. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2912. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2913. struct status_data *status = status_get_status_data(bl);
  2914. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2915. per /=20; //Uses 20% SP intervals.
  2916. //SP Cost: 1% + 0.5% per every 20% SP
  2917. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2918. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2919. //Reduction: 6% + 6% every 20%
  2920. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2921. }
  2922. }
  2923. #endif
  2924. }
  2925. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2926. int sp = skill_get_sp(skill_id,skill_lv);
  2927. #ifndef RENEWAL
  2928. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  2929. #endif
  2930. dmg.damage = dmg.damage2 = 0;
  2931. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2932. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2933. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2934. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2935. status_heal(bl, 0, sp, 2);
  2936. }
  2937. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2938. dmg.damage = dmg.damage2 = 0;
  2939. dmg.dmg_lv = ATK_MISS;
  2940. }
  2941. }
  2942. damage = dmg.damage + dmg.damage2;
  2943. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2944. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2945. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2946. damage = 1;
  2947. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2948. struct block_list *nbl;
  2949. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2950. if( nbl ){ // Only one target is chosen.
  2951. damage = damage / 2; // Deflect half of the damage to a target nearby
  2952. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SKILL);
  2953. }
  2954. }
  2955. //Skill hit type
  2956. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  2957. switch( skill_id ) {
  2958. case SC_TRIANGLESHOT:
  2959. if( rnd()%100 > (1 + skill_lv) )
  2960. dmg.blewcount = 0;
  2961. break;
  2962. default:
  2963. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2964. dmg.blewcount = 0; //only pushback when it hit for other
  2965. break;
  2966. }
  2967. switch( skill_id ) {
  2968. case CR_GRANDCROSS:
  2969. case NPC_GRANDDARKNESS:
  2970. if( battle_config.gx_disptype)
  2971. dsrc = src;
  2972. if( src == bl)
  2973. dmg_type = DMG_ENDURE;
  2974. else
  2975. flag|= SD_ANIMATION;
  2976. break;
  2977. case NJ_TATAMIGAESHI: //For correct knockback.
  2978. dsrc = src;
  2979. flag|= SD_ANIMATION;
  2980. break;
  2981. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2982. int level;
  2983. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  2984. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2985. }
  2986. break;
  2987. case SL_STIN:
  2988. case SL_STUN:
  2989. if (skill_lv >= 7) {
  2990. struct status_change *sc_cur = status_get_sc(src);
  2991. if (sc_cur && !sc_cur->data[SC_SMA])
  2992. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2993. }
  2994. break;
  2995. case GS_FULLBUSTER:
  2996. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2997. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2998. break;
  2999. }
  3000. //combo handling
  3001. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3002. //Display damage.
  3003. switch( skill_id ) {
  3004. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3005. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3006. break;
  3007. //Skills that need be passed as a normal attack for the client to display correctly.
  3008. case HVAN_EXPLOSION:
  3009. case NPC_SELFDESTRUCTION:
  3010. if(src->type == BL_PC)
  3011. dmg.blewcount = 10;
  3012. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3013. // fall through
  3014. case KN_AUTOCOUNTER:
  3015. case NPC_CRITICALSLASH:
  3016. case TF_DOUBLE:
  3017. case GS_CHAINACTION:
  3018. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3019. break;
  3020. case AS_SPLASHER:
  3021. if( flag&SD_ANIMATION ) // the surrounding targets
  3022. 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
  3023. else // the central target doesn't display an animation
  3024. 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
  3025. break;
  3026. case GN_SPORE_EXPLOSION:
  3027. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3028. break;
  3029. case WL_HELLINFERNO:
  3030. case SR_EARTHSHAKER:
  3031. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SKILL);
  3032. break;
  3033. case WL_SOULEXPANSION:
  3034. case WL_COMET:
  3035. case KO_MUCHANAGE:
  3036. case NJ_HUUMA:
  3037. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3038. break;
  3039. case WL_CHAINLIGHTNING_ATK:
  3040. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SKILL);
  3041. break;
  3042. case WL_TETRAVORTEX_FIRE:
  3043. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3044. break;
  3045. case LG_SHIELDPRESS:
  3046. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SKILL);
  3047. break;
  3048. case LG_OVERBRAND:
  3049. case LG_OVERBRAND_BRANDISH:
  3050. dmg.amotion = status_get_amotion(src) * 2;
  3051. case LG_OVERBRAND_PLUSATK:
  3052. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3053. break;
  3054. case EL_FIRE_BOMB:
  3055. case EL_FIRE_BOMB_ATK:
  3056. case EL_FIRE_WAVE:
  3057. case EL_FIRE_WAVE_ATK:
  3058. case EL_FIRE_MANTLE:
  3059. case EL_CIRCLE_OF_FIRE:
  3060. case EL_FIRE_ARROW:
  3061. case EL_ICE_NEEDLE:
  3062. case EL_WATER_SCREW:
  3063. case EL_WATER_SCREW_ATK:
  3064. case EL_WIND_SLASH:
  3065. case EL_TIDAL_WEAPON:
  3066. case EL_ROCK_CRUSHER:
  3067. case EL_ROCK_CRUSHER_ATK:
  3068. case EL_HURRICANE:
  3069. case EL_HURRICANE_ATK:
  3070. case KO_BAKURETSU:
  3071. case GN_CRAZYWEED_ATK:
  3072. case NC_MAGMA_ERUPTION:
  3073. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3074. break;
  3075. case GN_FIRE_EXPANSION_ACID:
  3076. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3077. break;
  3078. case GN_SLINGITEM_RANGEMELEEATK:
  3079. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SKILL);
  3080. break;
  3081. case EL_STONE_RAIN:
  3082. 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);
  3083. break;
  3084. case WM_SEVERE_RAINSTORM_MELEE:
  3085. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3086. break;
  3087. case WM_REVERBERATION_MELEE:
  3088. case WM_REVERBERATION_MAGIC:
  3089. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,DMG_SKILL);
  3090. break;
  3091. case SR_TIGERCANNON:
  3092. dmg.dmotion = clif_skill_damage(src, bl, tick, status_get_amotion(bl), dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SKILL);
  3093. break;
  3094. case HT_CLAYMORETRAP:
  3095. case HT_BLASTMINE:
  3096. case HT_FLASHER:
  3097. case HT_FREEZINGTRAP:
  3098. case RA_CLUSTERBOMB:
  3099. case RA_FIRINGTRAP:
  3100. case RA_ICEBOUNDTRAP:
  3101. 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);
  3102. if( dsrc != src ) // avoid damage display redundancy
  3103. break;
  3104. //Fall through
  3105. case HT_LANDMINE:
  3106. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3107. break;
  3108. case WZ_SIGHTBLASTER:
  3109. //Sightblaster should never call clif_skill_damage twice
  3110. 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);
  3111. break;
  3112. case RL_R_TRIP_PLUSATK:
  3113. case RL_BANISHING_BUSTER:
  3114. case RL_S_STORM:
  3115. case RL_SLUGSHOT:
  3116. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3117. break;
  3118. case AB_DUPLELIGHT_MELEE:
  3119. case AB_DUPLELIGHT_MAGIC:
  3120. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3121. default:
  3122. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3123. dmg_type = DMG_SPLASH;
  3124. if (src->type == BL_SKILL) {
  3125. TBL_SKILL *su = (TBL_SKILL*)src;
  3126. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) { // show damage on trap targets
  3127. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3128. break;
  3129. }
  3130. }
  3131. 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);
  3132. break;
  3133. }
  3134. map_freeblock_lock();
  3135. if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) > 0 && skill_db[skill_get_index(skill_id)]->copyable.option && //Only copy skill that copyable [Cydh]
  3136. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3137. skill_do_copy(src,bl,skill_id,skill_lv);
  3138. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3139. { //Skills with can't walk delay also stop normal attacking for that
  3140. //duration when the attack connects. [Skotlex]
  3141. struct unit_data *ud = unit_bl2ud(src);
  3142. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3143. ud->attackabletime = tick + type;
  3144. }
  3145. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3146. // Instant damage
  3147. if( !dmg.amotion ) {
  3148. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION]) || skill_id == HW_GRAVITATION || skill_id == NPC_EVILLAND) && !shadow_flag )
  3149. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3150. if( !status_isdead(bl) && additional_effects )
  3151. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3152. if( damage > 0 ) //Counter status effects [Skotlex]
  3153. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3154. }
  3155. // Blow!
  3156. if (!(flag&4))
  3157. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3158. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3159. if( dmg.amotion ) {
  3160. if( shadow_flag ) {
  3161. if( !status_isdead(bl) && additional_effects )
  3162. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3163. if( dmg.flag > ATK_BLOCK )
  3164. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3165. } else
  3166. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3167. }
  3168. if (tsc && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION && skill_id != NPC_EVILLAND) {
  3169. if (tsc->data[SC_DEVOTION]) {
  3170. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3171. struct block_list *d_bl = map_id2bl(sce->val1);
  3172. if (d_bl && (
  3173. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3174. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3175. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3176. {
  3177. if (!rmdamage) {
  3178. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3179. status_fix_damage(NULL, d_bl, damage, 0);
  3180. } else {
  3181. bool isDevotRdamage = false;
  3182. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3183. isDevotRdamage = true;
  3184. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3185. // This check is only for magical skill.
  3186. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3187. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3188. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0);
  3189. }
  3190. } else {
  3191. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3192. if (!dmg.amotion)
  3193. status_fix_damage(src, bl, damage, dmg.dmotion);
  3194. }
  3195. }
  3196. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3197. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3198. struct block_list *e_bl = map_id2bl(sce->val1);
  3199. if (e_bl) {
  3200. if (!rmdamage) {
  3201. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3202. status_fix_damage(NULL, e_bl, damage, 0);
  3203. } else {
  3204. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3205. status_fix_damage(bl, bl, damage, 0);
  3206. }
  3207. }
  3208. }
  3209. }
  3210. if(damage > 0 && !status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  3211. if( skill_id == RG_INTIMIDATE ) {
  3212. int rate = 50 + skill_lv * 5;
  3213. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3214. if(rnd()%100 < rate)
  3215. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3216. } else if( skill_id == SC_FATALMENACE )
  3217. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  3218. }
  3219. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3220. dmg.flag |= BF_WEAPON;
  3221. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3222. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3223. {
  3224. if (battle_config.left_cardfix_to_right)
  3225. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3226. else
  3227. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3228. }
  3229. if( damage > 0 ) { // Post-damage effects
  3230. switch( skill_id ) {
  3231. case GC_VENOMPRESSURE: {
  3232. struct status_change *ssc = status_get_sc(src);
  3233. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3234. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3235. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3236. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3237. }
  3238. }
  3239. break;
  3240. case WM_METALICSOUND:
  3241. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  3242. break;
  3243. case SR_TIGERCANNON:
  3244. status_zap(bl, 0, damage * 10 / 100);
  3245. break;
  3246. }
  3247. if( sd )
  3248. skill_onskillusage(sd, bl, skill_id, tick);
  3249. }
  3250. if (!(flag&2) &&
  3251. (
  3252. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  3253. ) &&
  3254. (tsc = status_get_sc(src)) &&
  3255. tsc->data[SC_DOUBLECAST] &&
  3256. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  3257. {
  3258. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3259. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3260. }
  3261. map_freeblock_unlock();
  3262. if ((flag&0x1000000) && rmdamage == 1)
  3263. return 0; //Should return 0 when damage was reflected
  3264. return damage;
  3265. }
  3266. /*==========================================
  3267. * Sub function for recursive skill call.
  3268. * Checking bl battle flag and display damage
  3269. * then call func with source,target,skill_id,skill_lv,tick,flag
  3270. *------------------------------------------*/
  3271. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  3272. int skill_area_sub(struct block_list *bl, va_list ap)
  3273. {
  3274. struct block_list *src;
  3275. uint16 skill_id,skill_lv;
  3276. int flag;
  3277. unsigned int tick;
  3278. SkillFunc func;
  3279. nullpo_ret(bl);
  3280. src = va_arg(ap,struct block_list *);
  3281. skill_id = va_arg(ap,int);
  3282. skill_lv = va_arg(ap,int);
  3283. tick = va_arg(ap,unsigned int);
  3284. flag = va_arg(ap,int);
  3285. func = va_arg(ap,SkillFunc);
  3286. if (flag&BCT_WOS && src == bl)
  3287. return 0;
  3288. if(battle_check_target(src,bl,flag) > 0) {
  3289. // several splash skills need this initial dummy packet to display correctly
  3290. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3291. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  3292. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3293. skill_area_temp[2]++;
  3294. return func(src,bl,skill_id,skill_lv,tick,flag);
  3295. }
  3296. return 0;
  3297. }
  3298. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3299. {
  3300. struct skill_unit *unit;
  3301. uint16 skill_id,g_skill_id;
  3302. unit = (struct skill_unit *)bl;
  3303. if(bl->prev == NULL || bl->type != BL_SKILL)
  3304. return 0;
  3305. if(!unit->alive)
  3306. return 0;
  3307. skill_id = va_arg(ap,int);
  3308. g_skill_id = unit->group->skill_id;
  3309. switch (skill_id) {
  3310. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3311. if(g_skill_id == SA_LANDPROTECTOR)
  3312. break;
  3313. //Fall through
  3314. case MH_STEINWAND:
  3315. case MG_SAFETYWALL:
  3316. case SC_MAELSTROM:
  3317. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3318. return 0;
  3319. break;
  3320. case AL_WARP:
  3321. case HT_SKIDTRAP:
  3322. case MA_SKIDTRAP:
  3323. case HT_LANDMINE:
  3324. case MA_LANDMINE:
  3325. case HT_ANKLESNARE:
  3326. case HT_SHOCKWAVE:
  3327. case HT_SANDMAN:
  3328. case MA_SANDMAN:
  3329. case HT_FLASHER:
  3330. case HT_FREEZINGTRAP:
  3331. case MA_FREEZINGTRAP:
  3332. case HT_BLASTMINE:
  3333. case HT_CLAYMORETRAP:
  3334. case HT_TALKIEBOX:
  3335. case HP_BASILICA:
  3336. case RA_ELECTRICSHOCKER:
  3337. case RA_CLUSTERBOMB:
  3338. case RA_MAGENTATRAP:
  3339. case RA_COBALTTRAP:
  3340. case RA_MAIZETRAP:
  3341. case RA_VERDURETRAP:
  3342. case RA_FIRINGTRAP:
  3343. case RA_ICEBOUNDTRAP:
  3344. case SC_DIMENSIONDOOR:
  3345. case SC_BLOODYLUST:
  3346. case WM_REVERBERATION:
  3347. case GN_THORNS_TRAP:
  3348. case GN_HELLS_PLANT:
  3349. case RL_B_TRAP:
  3350. case SC_ESCAPE:
  3351. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3352. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3353. return 0;
  3354. break;
  3355. default: //Avoid stacking with same kind of trap. [Skotlex]
  3356. if (g_skill_id != skill_id)
  3357. return 0;
  3358. break;
  3359. }
  3360. return 1;
  3361. }
  3362. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3363. {
  3364. //Non players do not check for the skill's splash-trigger area.
  3365. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3366. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3367. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3368. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3369. return 0;
  3370. }
  3371. range += layout_type;
  3372. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3373. }
  3374. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3375. {
  3376. uint16 skill_id;
  3377. if(bl->prev == NULL)
  3378. return 0;
  3379. skill_id = va_arg(ap,int);
  3380. if( status_isdead(bl) && skill_id != AL_WARP )
  3381. return 0;
  3382. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3383. return 0;
  3384. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3385. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3386. return 1;
  3387. }
  3388. /**
  3389. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3390. * @param bl Object that casted skill
  3391. * @param x Position x of the target
  3392. * @param y Position y of the target
  3393. * @param skill_id The casted skill
  3394. * @param skill_lv The skill Lv
  3395. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3396. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3397. */
  3398. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3399. {
  3400. int range = 0, type;
  3401. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3402. if (isNearNPC)
  3403. range = skill_get_splash(skill_id,skill_lv);
  3404. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3405. if (!isNearNPC || !range) {
  3406. switch (skill_id) { // to be expanded later
  3407. case WZ_ICEWALL:
  3408. range = 2;
  3409. break;
  3410. case SC_MANHOLE:
  3411. case GN_HELLS_PLANT:
  3412. range = 0;
  3413. break;
  3414. default: {
  3415. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3416. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3417. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3418. return 0;
  3419. }
  3420. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3421. }
  3422. break;
  3423. }
  3424. }
  3425. //Check the additional range [Cydh]
  3426. if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range)
  3427. range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range;
  3428. if (!isNearNPC) { //Doesn't check the NPC range
  3429. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3430. if (bl->type&battle_config.skill_nofootset)
  3431. type = BL_CHAR;
  3432. else if(bl->type == BL_MOB)
  3433. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3434. else
  3435. return 0; //Don't check
  3436. } else
  3437. type = BL_NPC;
  3438. return (!isNearNPC) ?
  3439. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3440. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3441. //isNearNPC is used to check range from NPC
  3442. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3443. }
  3444. /*==========================================
  3445. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3446. * Flag:
  3447. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3448. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3449. *------------------------------------------*/
  3450. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3451. {
  3452. struct status_data *status;
  3453. struct map_session_data *sd = NULL;
  3454. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3455. uint16 idx;
  3456. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3457. nullpo_retr(0, bl);
  3458. switch( bl->type )
  3459. {
  3460. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3461. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3462. }
  3463. status = status_get_status_data(bl);
  3464. if ((idx = skill_get_index(skill_id)) == 0)
  3465. return 0;
  3466. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3467. // Requirements
  3468. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3469. {
  3470. itemid[i] = skill_db[idx]->require.itemid[i];
  3471. amount[i] = skill_db[idx]->require.amount[i];
  3472. }
  3473. hp = skill_db[idx]->require.hp[skill_lv - 1];
  3474. sp = skill_db[idx]->require.sp[skill_lv - 1];
  3475. hp_rate = skill_db[idx]->require.hp_rate[skill_lv - 1];
  3476. sp_rate = skill_db[idx]->require.sp_rate[skill_lv - 1];
  3477. state = skill_db[idx]->require.state;
  3478. if ((mhp = skill_db[idx]->require.mhp[skill_lv - 1]) > 0)
  3479. hp += (status->max_hp * mhp) / 100;
  3480. if( hp_rate > 0 )
  3481. hp += (status->hp * hp_rate) / 100;
  3482. else
  3483. hp += (status->max_hp * (-hp_rate)) / 100;
  3484. if( sp_rate > 0 )
  3485. sp += (status->sp * sp_rate) / 100;
  3486. else
  3487. sp += (status->max_sp * (-sp_rate)) / 100;
  3488. if( !(type&2) )
  3489. {
  3490. if( hp > 0 && status->hp <= (unsigned int)hp )
  3491. {
  3492. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3493. return 0;
  3494. }
  3495. if( sp > 0 && status->sp <= (unsigned int)sp )
  3496. {
  3497. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3498. return 0;
  3499. }
  3500. }
  3501. if( !type )
  3502. switch( state )
  3503. {
  3504. case ST_MOVE_ENABLE:
  3505. if( !unit_can_move(bl) )
  3506. {
  3507. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3508. return 0;
  3509. }
  3510. break;
  3511. }
  3512. if( !(type&1) )
  3513. return 1;
  3514. // Check item existences
  3515. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3516. {
  3517. index[i] = -1;
  3518. if( itemid[i] < 1 ) continue; // No item
  3519. index[i] = pc_search_inventory(sd, itemid[i]);
  3520. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3521. {
  3522. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3523. return 0;
  3524. }
  3525. }
  3526. // Consume items
  3527. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3528. {
  3529. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3530. }
  3531. if( type&2 )
  3532. return 1;
  3533. if( sp || hp )
  3534. status_zap(bl, hp, sp);
  3535. return 1;
  3536. }
  3537. /*==========================================
  3538. *
  3539. *------------------------------------------*/
  3540. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3541. {
  3542. switch (skill_id) {
  3543. case RL_QD_SHOT:
  3544. {
  3545. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3546. struct unit_data *ud = unit_bl2ud(src);
  3547. if (ud && ud->target == target->id)
  3548. return 1;
  3549. }
  3550. }
  3551. case RL_D_TAIL:
  3552. case RL_HAMMER_OF_GOD:
  3553. if (src->type != BL_PC)
  3554. return 0;
  3555. {
  3556. struct status_change *tsc = status_get_sc(target);
  3557. // Only counts marked target with SC_C_MARKER by caster
  3558. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3559. return 0;
  3560. }
  3561. break;
  3562. }
  3563. return 1;
  3564. }
  3565. /*==========================================
  3566. *
  3567. *------------------------------------------*/
  3568. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3569. {
  3570. struct block_list *src = map_id2bl(id),*target;
  3571. struct unit_data *ud = unit_bl2ud(src);
  3572. struct skill_timerskill *skl;
  3573. struct skill_unit *unit = NULL;
  3574. int range;
  3575. nullpo_ret(src);
  3576. nullpo_ret(ud);
  3577. skl = ud->skilltimerskill[data];
  3578. nullpo_ret(skl);
  3579. ud->skilltimerskill[data] = NULL;
  3580. do {
  3581. if(src->prev == NULL)
  3582. break; // Source not on Map
  3583. if(skl->target_id) {
  3584. target = map_id2bl(skl->target_id);
  3585. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3586. target = src; //Required since it has to warp.
  3587. if (skl->skill_id == SR_SKYNETBLOW) {
  3588. skill_area_temp[1] = 0;
  3589. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SKILL);
  3590. map_foreachinrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3591. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3592. break;
  3593. }
  3594. if(target == NULL)
  3595. break; // Target offline?
  3596. if(target->prev == NULL)
  3597. break; // Target not on Map
  3598. if(src->m != target->m)
  3599. break; // Different Maps
  3600. if(status_isdead(src)) {
  3601. switch(skl->skill_id) {
  3602. case WL_CHAINLIGHTNING_ATK:
  3603. case WL_TETRAVORTEX_FIRE:
  3604. case WL_TETRAVORTEX_WATER:
  3605. case WL_TETRAVORTEX_WIND:
  3606. case WL_TETRAVORTEX_GROUND:
  3607. // For SR_FLASHCOMBO
  3608. case SR_DRAGONCOMBO:
  3609. case SR_FALLENEMPIRE:
  3610. case SR_TIGERCANNON:
  3611. case SR_SKYNETBLOW:
  3612. break; // Exceptions
  3613. default:
  3614. continue; // Caster is Dead
  3615. }
  3616. }
  3617. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3618. break;
  3619. switch(skl->skill_id) {
  3620. case KN_AUTOCOUNTER:
  3621. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3622. break;
  3623. case RG_INTIMIDATE:
  3624. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3625. short x,y;
  3626. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3627. if (target != src && !status_isdead(target))
  3628. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3629. }
  3630. break;
  3631. case BA_FROSTJOKER:
  3632. case DC_SCREAM:
  3633. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3634. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3635. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3636. break;
  3637. case PR_LEXDIVINA:
  3638. if (src->type == BL_MOB) {
  3639. // Monsters use the default duration when casting Lex Divina
  3640. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(status_sc2skill(status_skill2sc(skl->skill_id)), 1));
  3641. break;
  3642. }
  3643. // Fall through
  3644. case PR_STRECOVERY:
  3645. case BS_HAMMERFALL:
  3646. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3647. break;
  3648. case NPC_EARTHQUAKE:
  3649. if( skl->type > 1 )
  3650. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3651. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3652. skill_area_temp[1] = src->id;
  3653. skill_area_temp[2] = 0;
  3654. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  3655. break;
  3656. case WZ_WATERBALL:
  3657. {
  3658. //Get the next waterball cell to consume
  3659. struct s_skill_unit_layout *layout;
  3660. int i;
  3661. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3662. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3663. int ux = skl->x + layout->dx[i];
  3664. int uy = skl->y + layout->dy[i];
  3665. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3666. if (unit)
  3667. break;
  3668. }
  3669. } // Fall through
  3670. case WZ_JUPITEL:
  3671. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3672. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3673. // Apply canact delay here to prevent hacks (unlimited casting)
  3674. ud->canact_tick = max(tick + status_get_amotion(src), ud->canact_tick);
  3675. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3676. }
  3677. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3678. skill_delunit(unit); // Consume unit for next waterball
  3679. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3680. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3681. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3682. } else {
  3683. struct status_change *sc = status_get_sc(src);
  3684. if(sc) {
  3685. if(sc->data[SC_SPIRIT] &&
  3686. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3687. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3688. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3689. }
  3690. }
  3691. break;
  3692. case WL_CHAINLIGHTNING_ATK: {
  3693. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3694. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3695. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3696. { // Remaining Chains Hit
  3697. struct block_list *nbl = NULL; // Next Target of Chain
  3698. 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.
  3699. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3700. if( nbl == NULL )
  3701. skl->x++;
  3702. else
  3703. skl->x = 0;
  3704. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3705. }
  3706. }
  3707. break;
  3708. case WL_TETRAVORTEX_FIRE:
  3709. case WL_TETRAVORTEX_WATER:
  3710. case WL_TETRAVORTEX_WIND:
  3711. case WL_TETRAVORTEX_GROUND:
  3712. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3713. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3714. if (skl->type >= 3) { // Final Hit
  3715. if (!status_isdead(target)) { // Final Status Effect
  3716. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3717. applyeffects[4] = { 0, 0, 0, 0 },
  3718. i, j = 0, k = 0;
  3719. for(i = 1; i <= 8; i = i + i) {
  3720. if (skl->x&i) {
  3721. applyeffects[j] = effects[k];
  3722. j++;
  3723. }
  3724. k++;
  3725. }
  3726. if (j) {
  3727. i = applyeffects[rnd()%j];
  3728. status_change_start(src, target, i, 10000, skl->skill_lv,
  3729. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3730. (i == SC_BURNING ? src->id : 0), 0,
  3731. (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
  3732. (i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
  3733. }
  3734. }
  3735. }
  3736. break;
  3737. case WM_REVERBERATION_MELEE:
  3738. case WM_REVERBERATION_MAGIC:
  3739. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3740. break;
  3741. case SC_FATALMENACE:
  3742. if( src == target ) // Casters Part
  3743. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3744. else { // Target's Part
  3745. short x = skl->x, y = skl->y;
  3746. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3747. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3748. }
  3749. break;
  3750. case LG_MOONSLASHER:
  3751. case SR_WINDMILL:
  3752. if( target->type == BL_PC ) {
  3753. struct map_session_data *tsd = NULL;
  3754. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3755. pc_setsit(tsd);
  3756. skill_sit(tsd, 1);
  3757. clif_sitting(&tsd->bl);
  3758. }
  3759. }
  3760. break;
  3761. case SR_KNUCKLEARROW:
  3762. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3763. break;
  3764. case GN_SPORE_EXPLOSION:
  3765. clif_skill_damage(src, target, tick, status_get_amotion(src), 0, -30000, 1, skl->skill_id, skl->skill_lv, DMG_SKILL);
  3766. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3767. src, skl->skill_id, skl->skill_lv, tick, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3768. break;
  3769. case CH_PALMSTRIKE:
  3770. {
  3771. struct status_change* tsc = status_get_sc(target);
  3772. struct status_change* sc = status_get_sc(src);
  3773. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3774. ( sc && sc->option&OPTION_HIDE ) ){
  3775. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  3776. break;
  3777. }
  3778. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3779. break;
  3780. }
  3781. // For SR_FLASHCOMBO
  3782. case SR_DRAGONCOMBO:
  3783. case SR_FALLENEMPIRE:
  3784. case SR_TIGERCANNON:
  3785. case SR_SKYNETBLOW:
  3786. if( src->type == BL_PC ) {
  3787. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3788. break;
  3789. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3790. }
  3791. break;
  3792. case RL_SLUGSHOT:
  3793. if (target->type == BL_PC)
  3794. sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv));
  3795. break;
  3796. default:
  3797. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3798. break;
  3799. }
  3800. }
  3801. else {
  3802. if(src->m != skl->map)
  3803. break;
  3804. switch( skl->skill_id )
  3805. {
  3806. case GN_CRAZYWEED_ATK:
  3807. {
  3808. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3809. 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);
  3810. }
  3811. case WL_EARTHSTRAIN:
  3812. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3813. break;
  3814. case LG_OVERBRAND_BRANDISH: {
  3815. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3816. int x = src->x, y = src->y;
  3817. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3818. for( i = 0; i < layout->count; i++ )
  3819. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3820. }
  3821. break;
  3822. case RL_FIRE_RAIN: {
  3823. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3824. 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);
  3825. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3826. }
  3827. break;
  3828. case RL_FALLEN_ANGEL:
  3829. {
  3830. struct map_session_data *sd = (src->type == BL_PC) ? map_id2sd(src->id): NULL;
  3831. if (sd) {
  3832. if (!skill_check_condition_castend(sd,GS_DESPERADO,skl->skill_lv))
  3833. break;
  3834. sd->state.autocast = 1;
  3835. }
  3836. skill_castend_pos2(src,skl->x,skl->y,GS_DESPERADO,skl->skill_lv,tick,skl->flag);
  3837. if (sd) {
  3838. battle_consume_ammo(sd,GS_DESPERADO,skl->skill_lv);
  3839. sd->state.autocast = 0;
  3840. }
  3841. }
  3842. break;
  3843. case NC_MAGMA_ERUPTION:
  3844. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3845. break;
  3846. }
  3847. }
  3848. } while (0);
  3849. //Free skl now that it is no longer needed.
  3850. ers_free(skill_timer_ers, skl);
  3851. return 0;
  3852. }
  3853. /*==========================================
  3854. *
  3855. *------------------------------------------*/
  3856. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3857. {
  3858. int i;
  3859. struct unit_data *ud;
  3860. nullpo_retr(1, src);
  3861. if (src->prev == NULL)
  3862. return 0;
  3863. ud = unit_bl2ud(src);
  3864. nullpo_retr(1, ud);
  3865. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3866. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3867. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3868. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3869. ud->skilltimerskill[i]->src_id = src->id;
  3870. ud->skilltimerskill[i]->target_id = target;
  3871. ud->skilltimerskill[i]->skill_id = skill_id;
  3872. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3873. ud->skilltimerskill[i]->map = src->m;
  3874. ud->skilltimerskill[i]->x = x;
  3875. ud->skilltimerskill[i]->y = y;
  3876. ud->skilltimerskill[i]->type = type;
  3877. ud->skilltimerskill[i]->flag = flag;
  3878. return 0;
  3879. }
  3880. /*==========================================
  3881. *
  3882. *------------------------------------------*/
  3883. int skill_cleartimerskill (struct block_list *src)
  3884. {
  3885. int i;
  3886. struct unit_data *ud;
  3887. nullpo_ret(src);
  3888. ud = unit_bl2ud(src);
  3889. nullpo_ret(ud);
  3890. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3891. if(ud->skilltimerskill[i]) {
  3892. switch(ud->skilltimerskill[i]->skill_id) {
  3893. case WL_TETRAVORTEX_FIRE:
  3894. case WL_TETRAVORTEX_WATER:
  3895. case WL_TETRAVORTEX_WIND:
  3896. case WL_TETRAVORTEX_GROUND:
  3897. // For SR_FLASHCOMBO
  3898. case SR_DRAGONCOMBO:
  3899. case SR_FALLENEMPIRE:
  3900. case SR_TIGERCANNON:
  3901. case SR_SKYNETBLOW:
  3902. continue;
  3903. }
  3904. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3905. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3906. ud->skilltimerskill[i]=NULL;
  3907. }
  3908. }
  3909. return 1;
  3910. }
  3911. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3912. struct skill_unit *su = (TBL_SKILL*)bl;
  3913. struct skill_unit_group *sg = NULL;
  3914. nullpo_ret(su);
  3915. if (bl->type != BL_SKILL)
  3916. return 0;
  3917. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3918. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3919. su->limit = DIFF_TICK(gettick(), sg->tick);
  3920. sg->unit_id = UNT_USED_TRAPS;
  3921. }
  3922. return 1;
  3923. }
  3924. /**
  3925. * Reveal hidden trap
  3926. **/
  3927. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3928. {
  3929. TBL_SKILL *su = (TBL_SKILL*)bl;
  3930. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
  3931. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3932. //clif_changetraplook(bl, su->group->unit_id);
  3933. su->hidden = false;
  3934. skill_getareachar_skillunit_visibilty(su, AREA);
  3935. return 1;
  3936. }
  3937. return 0;
  3938. }
  3939. /**
  3940. * Attempt to reveal trap in area
  3941. * @param src Skill caster
  3942. * @param range Affected range
  3943. * @param x
  3944. * @param y
  3945. * TODO: Remove hardcode usages for this function
  3946. **/
  3947. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  3948. if (!battle_config.traps_setting)
  3949. return;
  3950. nullpo_retv(src);
  3951. map_foreachinarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  3952. }
  3953. /*========================================== [Playtester]
  3954. * Process tarot card's effects
  3955. * @param src: Source of the tarot card effect
  3956. * @param target: Target of the tartor card effect
  3957. * @param skill_id: ID of the skill used
  3958. * @param skill_lv: Level of the skill used
  3959. * @param tick: Processing tick time
  3960. * @return Card number
  3961. *------------------------------------------*/
  3962. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int tick)
  3963. {
  3964. int card = 0;
  3965. if (battle_config.tarotcard_equal_chance) {
  3966. //eAthena equal chances
  3967. card = rand() % 14 + 1;
  3968. }
  3969. else {
  3970. //Official chances
  3971. int rate = rand() % 100;
  3972. if (rate < 10) card = 1; // THE FOOL
  3973. else if (rate < 20) card = 2; // THE MAGICIAN
  3974. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  3975. else if (rate < 37) card = 4; // THE CHARIOT
  3976. else if (rate < 47) card = 5; // STRENGTH
  3977. else if (rate < 62) card = 6; // THE LOVERS
  3978. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  3979. else if (rate < 69) card = 8; // THE HANGED MAN
  3980. else if (rate < 74) card = 9; // DEATH
  3981. else if (rate < 82) card = 10; // TEMPERANCE
  3982. else if (rate < 83) card = 11; // THE DEVIL
  3983. else if (rate < 85) card = 12; // THE TOWER
  3984. else if (rate < 90) card = 13; // THE STAR
  3985. else card = 14; // THE SUN
  3986. }
  3987. switch (card) {
  3988. case 1: // THE FOOL - heals SP to 0
  3989. {
  3990. status_percent_damage(src, target, 0, 100, false);
  3991. break;
  3992. }
  3993. case 2: // THE MAGICIAN - matk halved
  3994. {
  3995. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  3996. break;
  3997. }
  3998. case 3: // THE HIGH PRIESTESS - all buffs removed
  3999. {
  4000. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4001. break;
  4002. }
  4003. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4004. {
  4005. status_fix_damage(src, target, 1000, 0);
  4006. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4007. if (!status_isdead(target))
  4008. {
  4009. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4010. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4011. }
  4012. break;
  4013. }
  4014. case 5: // STRENGTH - atk halved
  4015. {
  4016. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4017. break;
  4018. }
  4019. case 6: // THE LOVERS - 2000HP heal, random teleported
  4020. {
  4021. status_heal(target, 2000, 0, 0);
  4022. if (!map_flag_vs(target->m))
  4023. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4024. break;
  4025. }
  4026. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4027. {
  4028. // Recursive call
  4029. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4030. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4031. break;
  4032. }
  4033. case 8: // THE HANGED MAN - stop, freeze or stoned
  4034. {
  4035. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4036. uint8 rand_eff = rnd() % 3;
  4037. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_sc2skill(sc[rand_eff]), 1));
  4038. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4039. break;
  4040. }
  4041. case 9: // DEATH - curse, coma and poison
  4042. {
  4043. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4044. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4045. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_sc2skill(SC_POISON), 1));
  4046. break;
  4047. }
  4048. case 10: // TEMPERANCE - confusion
  4049. {
  4050. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4051. break;
  4052. }
  4053. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4054. {
  4055. status_fix_damage(src, target, 6666, 0);
  4056. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4057. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4058. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4059. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4060. break;
  4061. }
  4062. case 12: // THE TOWER - 4444 damage
  4063. {
  4064. status_fix_damage(src, target, 4444, 0);
  4065. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4066. break;
  4067. }
  4068. case 13: // THE STAR - stun
  4069. {
  4070. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_sc2skill(SC_STUN), 1));
  4071. break;
  4072. }
  4073. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4074. {
  4075. #ifdef RENEWAL
  4076. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4077. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4078. #endif
  4079. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4080. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4081. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4082. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4083. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4084. return 14; //To make sure a valid number is returned
  4085. }
  4086. }
  4087. return card;
  4088. }
  4089. /*==========================================
  4090. *
  4091. *
  4092. *------------------------------------------*/
  4093. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  4094. {
  4095. struct map_session_data *sd = NULL;
  4096. struct status_data *tstatus;
  4097. struct status_change *sc, *tsc;
  4098. if (skill_id > 0 && !skill_lv) return 0;
  4099. nullpo_retr(1, src);
  4100. nullpo_retr(1, bl);
  4101. if (src->m != bl->m)
  4102. return 1;
  4103. if (bl->prev == NULL)
  4104. return 1;
  4105. sd = BL_CAST(BL_PC, src);
  4106. if (status_isdead(bl))
  4107. return 1;
  4108. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4109. { //GTB makes all targetted magic display miss with a single bolt.
  4110. sc_type sct = status_skill2sc(skill_id);
  4111. if(sct != SC_NONE)
  4112. status_change_end(bl, sct, INVALID_TIMER);
  4113. 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));
  4114. return 1;
  4115. }
  4116. sc = status_get_sc(src);
  4117. tsc = status_get_sc(bl);
  4118. if (sc && !sc->count)
  4119. sc = NULL; //Unneeded
  4120. if (tsc && !tsc->count)
  4121. tsc = NULL;
  4122. tstatus = status_get_status_data(bl);
  4123. map_freeblock_lock();
  4124. switch(skill_id) {
  4125. case MER_CRASH:
  4126. case SM_BASH:
  4127. case MS_BASH:
  4128. case MC_MAMMONITE:
  4129. case TF_DOUBLE:
  4130. case AC_DOUBLE:
  4131. case MA_DOUBLE:
  4132. case AS_SONICBLOW:
  4133. case KN_PIERCE:
  4134. case ML_PIERCE:
  4135. case KN_SPEARBOOMERANG:
  4136. case TF_POISON:
  4137. case TF_SPRINKLESAND:
  4138. case AC_CHARGEARROW:
  4139. case MA_CHARGEARROW:
  4140. case RG_INTIMIDATE:
  4141. case AM_ACIDTERROR:
  4142. case BA_MUSICALSTRIKE:
  4143. case DC_THROWARROW:
  4144. case BA_DISSONANCE:
  4145. case CR_HOLYCROSS:
  4146. case NPC_DARKCROSS:
  4147. case CR_SHIELDCHARGE:
  4148. case CR_SHIELDBOOMERANG:
  4149. case NPC_PIERCINGATT:
  4150. case NPC_MENTALBREAKER:
  4151. case NPC_RANGEATTACK:
  4152. case NPC_CRITICALSLASH:
  4153. case NPC_COMBOATTACK:
  4154. case NPC_GUIDEDATTACK:
  4155. case NPC_POISON:
  4156. case NPC_RANDOMATTACK:
  4157. case NPC_WATERATTACK:
  4158. case NPC_GROUNDATTACK:
  4159. case NPC_FIREATTACK:
  4160. case NPC_WINDATTACK:
  4161. case NPC_POISONATTACK:
  4162. case NPC_HOLYATTACK:
  4163. case NPC_DARKNESSATTACK:
  4164. case NPC_TELEKINESISATTACK:
  4165. case NPC_UNDEADATTACK:
  4166. case NPC_ARMORBRAKE:
  4167. case NPC_WEAPONBRAKER:
  4168. case NPC_HELMBRAKE:
  4169. case NPC_SHIELDBRAKE:
  4170. case NPC_BLINDATTACK:
  4171. case NPC_SILENCEATTACK:
  4172. case NPC_STUNATTACK:
  4173. case NPC_PETRIFYATTACK:
  4174. case NPC_CURSEATTACK:
  4175. case NPC_SLEEPATTACK:
  4176. case LK_AURABLADE:
  4177. case LK_SPIRALPIERCE:
  4178. case ML_SPIRALPIERCE:
  4179. case LK_HEADCRUSH:
  4180. case CG_ARROWVULCAN:
  4181. case HW_MAGICCRASHER:
  4182. case ITM_TOMAHAWK:
  4183. case CH_CHAINCRUSH:
  4184. case CH_TIGERFIST:
  4185. case PA_SHIELDCHAIN: // Shield Chain
  4186. case PA_SACRIFICE:
  4187. case WS_CARTTERMINATION: // Cart Termination
  4188. case AS_VENOMKNIFE:
  4189. case HT_PHANTASMIC:
  4190. case TK_DOWNKICK:
  4191. case TK_COUNTER:
  4192. case GS_CHAINACTION:
  4193. case GS_TRIPLEACTION:
  4194. #ifndef RENEWAL
  4195. case GS_MAGICALBULLET:
  4196. #endif
  4197. case GS_TRACKING:
  4198. case GS_PIERCINGSHOT:
  4199. case GS_RAPIDSHOWER:
  4200. case GS_DUST:
  4201. case GS_DISARM: // Added disarm. [Reddozen]
  4202. case GS_FULLBUSTER:
  4203. case NJ_SYURIKEN:
  4204. case NJ_KUNAI:
  4205. #ifndef RENEWAL
  4206. case ASC_BREAKER:
  4207. #endif
  4208. case HFLI_MOON: //[orn]
  4209. case HFLI_SBR44: //[orn]
  4210. case NPC_BLEEDING:
  4211. case NPC_CRITICALWOUND:
  4212. case NPC_HELLPOWER:
  4213. case RK_SONICWAVE:
  4214. case AB_DUPLELIGHT_MELEE:
  4215. case RA_AIMEDBOLT:
  4216. case NC_AXEBOOMERANG:
  4217. case NC_POWERSWING:
  4218. case NC_MAGMA_ERUPTION:
  4219. case GC_CROSSIMPACT:
  4220. case GC_VENOMPRESSURE:
  4221. case SC_TRIANGLESHOT:
  4222. case SC_FEINTBOMB:
  4223. case LG_BANISHINGPOINT:
  4224. case LG_SHIELDPRESS:
  4225. case LG_RAGEBURST:
  4226. case LG_RAYOFGENESIS:
  4227. case LG_HESPERUSLIT:
  4228. case LG_OVERBRAND:
  4229. case LG_OVERBRAND_BRANDISH:
  4230. case SR_FALLENEMPIRE:
  4231. case SR_CRESCENTELBOW_AUTOSPELL:
  4232. case SR_GATEOFHELL:
  4233. case SR_GENTLETOUCH_QUIET:
  4234. case WM_SEVERE_RAINSTORM_MELEE:
  4235. case WM_GREAT_ECHO:
  4236. case GN_SLINGITEM_RANGEMELEEATK:
  4237. case KO_SETSUDAN:
  4238. case GC_DARKCROW:
  4239. case RL_MASS_SPIRAL:
  4240. case RL_SLUGSHOT:
  4241. case RL_AM_BLAST:
  4242. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4243. break;
  4244. case NC_BOOSTKNUCKLE:
  4245. case NC_PILEBUNKER:
  4246. case NC_COLDSLOWER:
  4247. if (sd)
  4248. pc_overheat(sd, 1);
  4249. case MO_TRIPLEATTACK:
  4250. case RK_WINDCUTTER:
  4251. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4252. break;
  4253. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  4254. switch( rnd()%6 ){
  4255. case 0: flag |= BREAK_ANKLE; break;
  4256. case 1: flag |= BREAK_WRIST; break;
  4257. case 2: flag |= BREAK_KNEE; break;
  4258. case 3: flag |= BREAK_SHOULDER; break;
  4259. case 4: flag |= BREAK_WAIST; break;
  4260. case 5: flag |= BREAK_NECK; break;
  4261. }
  4262. //TODO: is there really no cleaner way to do this?
  4263. sc = status_get_sc(bl);
  4264. if (sc) sc->jb_flag = flag;
  4265. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4266. break;
  4267. case MO_COMBOFINISH:
  4268. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4269. { //Becomes a splash attack when Soul Linked.
  4270. map_foreachinshootrange(skill_area_sub, bl,
  4271. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4272. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4273. skill_castend_damage_id);
  4274. } else
  4275. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4276. break;
  4277. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4278. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4279. skill_area_temp[1] = 0;
  4280. map_foreachinshootrange(skill_attack_area, src,
  4281. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4282. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4283. break;
  4284. case KN_CHARGEATK:
  4285. {
  4286. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4287. unsigned int dist = distance_bl(src, bl);
  4288. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4289. // teleport to target (if not on WoE grounds)
  4290. if (skill_check_unit_movepos(3, src, bl->x, bl->y, 0, 1))
  4291. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4292. // cause damage and knockback if the path to target was a straight one
  4293. if (path) {
  4294. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4295. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4296. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4297. // make the caster look in the direction of the target
  4298. unit_setdir(src, (dir+4)%8);
  4299. }
  4300. }
  4301. break;
  4302. case NC_FLAMELAUNCHER:
  4303. if (sd) pc_overheat(sd,1);
  4304. case LG_CANNONSPEAR:
  4305. if(skill_id == LG_CANNONSPEAR)
  4306. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  4307. skill_area_temp[1] = bl->id;
  4308. if (battle_config.skill_eightpath_algorithm) {
  4309. //Use official AoE algorithm
  4310. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4311. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4312. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4313. } else {
  4314. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4315. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4316. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4317. }
  4318. break;
  4319. case SN_SHARPSHOOTING:
  4320. case MA_SHARPSHOOTING:
  4321. case NJ_KAMAITACHI:
  4322. case NPC_ACIDBREATH:
  4323. case NPC_DARKNESSBREATH:
  4324. case NPC_FIREBREATH:
  4325. case NPC_ICEBREATH:
  4326. case NPC_THUNDERBREATH:
  4327. skill_area_temp[1] = bl->id;
  4328. if (battle_config.skill_eightpath_algorithm) {
  4329. //Use official AoE algorithm
  4330. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4331. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4332. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4333. //These skills hit at least the target if the AoE doesn't hit
  4334. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4335. }
  4336. } else {
  4337. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4338. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4339. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4340. }
  4341. if (skill_id == SN_SHARPSHOOTING)
  4342. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4343. break;
  4344. case MO_INVESTIGATE:
  4345. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4346. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4347. break;
  4348. case RG_BACKSTAP:
  4349. {
  4350. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4351. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  4352. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4353. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4354. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4355. unit_setdir(bl,dir);
  4356. }
  4357. else if (sd)
  4358. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4359. }
  4360. break;
  4361. case MO_FINGEROFFENSIVE:
  4362. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4363. if (battle_config.finger_offensive_type && sd) {
  4364. int i;
  4365. for (i = 1; i < sd->spiritball_old; i++)
  4366. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4367. }
  4368. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4369. break;
  4370. case MO_CHAINCOMBO:
  4371. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4372. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4373. break;
  4374. #ifndef RENEWAL
  4375. case NJ_ISSEN:
  4376. #endif
  4377. case MO_EXTREMITYFIST:
  4378. {
  4379. struct block_list *mbl = bl; // For NJ_ISSEN
  4380. short x, y, i = 2; // Move 2 cells (From target)
  4381. short dir = map_calc_dir(src,bl->x,bl->y);
  4382. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4383. if (skill_id == MO_EXTREMITYFIST) {
  4384. status_set_sp(src, 0, 0);
  4385. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4386. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4387. #ifdef RENEWAL
  4388. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4389. #endif
  4390. } else {
  4391. status_set_hp(src, 1, 0);
  4392. status_change_end(src, SC_NEN, INVALID_TIMER);
  4393. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4394. }
  4395. if (skill_id == MO_EXTREMITYFIST) {
  4396. mbl = src; // For MO_EXTREMITYFIST
  4397. i = 3; // Move 3 cells (From caster)
  4398. }
  4399. if (dir > 0 && dir < 4)
  4400. x = -i;
  4401. else if (dir > 4)
  4402. x = i;
  4403. else
  4404. x = 0;
  4405. if (dir > 2 && dir < 6)
  4406. y = -i;
  4407. else if (dir == 7 || dir < 2)
  4408. y = i;
  4409. else
  4410. y = 0;
  4411. // Ashura Strike still has slide effect in GVG
  4412. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  4413. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4414. clif_blown(src);
  4415. clif_spiritball(src);
  4416. }
  4417. }
  4418. break;
  4419. case HT_POWER:
  4420. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4421. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4422. break;
  4423. case SU_PICKYPECK:
  4424. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4425. case SU_BITE:
  4426. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4427. if (status_get_lv(src) >= 30 && (rnd() % 100 < (int)(status_get_lv(src) / 30) + 10)) // TODO: Need activation chance.
  4428. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4429. break;
  4430. //Splash attack skills.
  4431. case AS_GRIMTOOTH:
  4432. case MC_CARTREVOLUTION:
  4433. case NPC_SPLASHATTACK:
  4434. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4435. case AS_SPLASHER:
  4436. case HT_BLITZBEAT:
  4437. case AC_SHOWER:
  4438. case MA_SHOWER:
  4439. case MG_NAPALMBEAT:
  4440. case MG_FIREBALL:
  4441. case RG_RAID:
  4442. case HW_NAPALMVULCAN:
  4443. case NJ_HUUMA:
  4444. case ASC_METEORASSAULT:
  4445. case GS_SPREADATTACK:
  4446. case NPC_EARTHQUAKE:
  4447. case NPC_PULSESTRIKE:
  4448. case NPC_HELLJUDGEMENT:
  4449. case NPC_VAMPIRE_GIFT:
  4450. case NPC_MAXPAIN_ATK:
  4451. case RK_IGNITIONBREAK:
  4452. case AB_JUDEX:
  4453. case WL_SOULEXPANSION:
  4454. case WL_CRIMSONROCK:
  4455. case WL_JACKFROST:
  4456. case RA_ARROWSTORM:
  4457. case RA_WUGDASH:
  4458. case NC_VULCANARM:
  4459. case NC_SELFDESTRUCTION:
  4460. case NC_AXETORNADO:
  4461. case GC_ROLLINGCUTTER:
  4462. case GC_COUNTERSLASH:
  4463. case LG_MOONSLASHER:
  4464. case LG_EARTHDRIVE:
  4465. case SR_RAMPAGEBLASTER:
  4466. case SR_SKYNETBLOW:
  4467. case SR_WINDMILL:
  4468. case SR_RIDEINLIGHTNING:
  4469. case WM_REVERBERATION_MELEE:
  4470. case WM_REVERBERATION_MAGIC:
  4471. case SO_VARETYR_SPEAR:
  4472. case GN_CART_TORNADO:
  4473. case GN_CARTCANNON:
  4474. case KO_HAPPOKUNAI:
  4475. case KO_HUUMARANKA:
  4476. case KO_MUCHANAGE:
  4477. case KO_BAKURETSU:
  4478. case GN_ILLUSIONDOPING:
  4479. case RL_FIREDANCE:
  4480. case RL_BANISHING_BUSTER:
  4481. case RL_S_STORM:
  4482. case RL_R_TRIP:
  4483. case MH_XENO_SLASHER:
  4484. case NC_ARMSCANNON:
  4485. case SU_SCRATCH:
  4486. case SU_LUNATICCARROTBEAT:
  4487. if( flag&1 ) {//Recursive invocation
  4488. int sflag = skill_area_temp[0] & 0xFFF;
  4489. int heal = 0;
  4490. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  4491. break; // Under Hovering characters are immune to select trap and ground target skills.
  4492. if( flag&SD_LEVEL )
  4493. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4494. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4495. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4496. switch(skill_id) {
  4497. case SR_SKYNETBLOW:
  4498. if (flag&8)
  4499. sflag |= 8; // Give Combo state bonus damage (if active) to all targets in splash
  4500. break;
  4501. }
  4502. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4503. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4504. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4505. status_heal(src,heal,0,0);
  4506. }
  4507. if (skill_id == SU_SCRATCH && status_get_lv(src) >= 30 && (rnd() % 100 < (int)(status_get_lv(src) / 30) + 10)) // TODO: Need activation chance.
  4508. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4509. } else {
  4510. int starget = BL_CHAR|BL_SKILL;
  4511. skill_area_temp[0] = 0;
  4512. skill_area_temp[1] = bl->id;
  4513. skill_area_temp[2] = 0;
  4514. switch ( skill_id ) {
  4515. case SU_LUNATICCARROTBEAT:
  4516. skill_area_temp[3] = 0;
  4517. case LG_EARTHDRIVE:
  4518. case GN_CARTCANNON:
  4519. case SU_SCRATCH:
  4520. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4521. break;
  4522. case LG_MOONSLASHER:
  4523. case MH_XENO_SLASHER:
  4524. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  4525. break;
  4526. case NPC_EARTHQUAKE: //FIXME: Isn't EarthQuake a ground skill after all?
  4527. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4528. break;
  4529. case WM_REVERBERATION_MELEE:
  4530. case WM_REVERBERATION_MAGIC:
  4531. skill_area_temp[1] = 0;
  4532. starget = splash_target(src);
  4533. break;
  4534. case WL_CRIMSONROCK:
  4535. skill_area_temp[4] = bl->x;
  4536. skill_area_temp[5] = bl->y;
  4537. break;
  4538. case NC_ARMSCANNON:
  4539. starget = splash_target(src);
  4540. case NC_VULCANARM:
  4541. if (sd)
  4542. pc_overheat(sd, 1);
  4543. break;
  4544. }
  4545. // if skill damage should be split among targets, count them
  4546. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4547. //special case: Venom Splasher uses a different range for searching than for splashing
  4548. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4549. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4550. // recursive invocation of skill_castend_damage_id() with flag|1
  4551. if (battle_config.skill_wall_check && skill_id != NPC_EARTHQUAKE)
  4552. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4553. else
  4554. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4555. if (sd && skill_id == SU_LUNATICCARROTBEAT) {
  4556. short item_idx = pc_search_inventory(sd, ITEMID_CARROT);
  4557. if (item_idx >= 0) {
  4558. pc_delitem(sd, item_idx, 1, 0, 1, LOG_TYPE_CONSUME);
  4559. skill_area_temp[3] = 1;
  4560. }
  4561. }
  4562. if (skill_id == RA_ARROWSTORM)
  4563. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4564. if( skill_id == AS_SPLASHER ) {
  4565. map_freeblock_unlock(); // Don't consume a second gemstone.
  4566. return 0;
  4567. }
  4568. }
  4569. break;
  4570. //Place units around target
  4571. case NJ_BAKUENRYU:
  4572. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4573. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4574. break;
  4575. case WL_COMET:
  4576. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4577. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4578. break;
  4579. case SM_MAGNUM:
  4580. case MS_MAGNUM:
  4581. if( flag&1 ) {
  4582. // For players, damage depends on distance, so add it to flag if it is > 1
  4583. // Cannot hit hidden targets
  4584. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4585. }
  4586. break;
  4587. case KN_BRANDISHSPEAR:
  4588. case ML_BRANDISH:
  4589. //Coded apart for it needs the flag passed to the damage calculation.
  4590. if (skill_area_temp[1] != bl->id)
  4591. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4592. else
  4593. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4594. break;
  4595. case KN_BOWLINGBASH:
  4596. case MS_BOWLINGBASH:
  4597. {
  4598. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4599. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4600. c = (skill_lv-(flag&0xFFF)+1)/2;
  4601. // Determine the Bowling Bash area depending on configuration
  4602. if (battle_config.bowling_bash_area == 0) {
  4603. // Gutter line system
  4604. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4605. if(min_x < 0) min_x = 0;
  4606. max_x = min_x + 39;
  4607. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4608. if(min_y < 0) min_y = 0;
  4609. max_y = min_y + 39;
  4610. } else if (battle_config.bowling_bash_area == 1) {
  4611. // Gutter line system without demi gutter bug
  4612. min_x = src->x - (src->x)%40;
  4613. max_x = min_x + 39;
  4614. min_y = src->y - (src->y)%40;
  4615. max_y = min_y + 39;
  4616. } else {
  4617. // Area around caster
  4618. min_x = src->x - battle_config.bowling_bash_area;
  4619. max_x = src->x + battle_config.bowling_bash_area;
  4620. min_y = src->y - battle_config.bowling_bash_area;
  4621. max_y = src->y + battle_config.bowling_bash_area;
  4622. }
  4623. // Initialization, break checks, direction
  4624. if((flag&0xFFF) > 0) {
  4625. // Ignore monsters outside area
  4626. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4627. break;
  4628. // Ignore monsters already in list
  4629. if(idb_exists(bowling_db, bl->id))
  4630. break;
  4631. // Random direction
  4632. dir = rnd()%8;
  4633. } else {
  4634. // Create an empty list of already hit targets
  4635. db_clear(bowling_db);
  4636. // Direction is walkpath
  4637. dir = (unit_getdir(src)+4)%8;
  4638. }
  4639. // Add current target to the list of already hit targets
  4640. idb_put(bowling_db, bl->id, bl);
  4641. // Keep moving target in direction square by square
  4642. tx = bl->x;
  4643. ty = bl->y;
  4644. for(i=0;i<c;i++) {
  4645. // Target coordinates (get changed even if knockback fails)
  4646. tx -= dirx[dir];
  4647. ty -= diry[dir];
  4648. // If target cell is a wall then break
  4649. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4650. break;
  4651. skill_blown(src,bl,1,dir,BLOWN_NONE);
  4652. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4653. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4654. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4655. (map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4656. // Recursive call
  4657. map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4658. // Self-collision
  4659. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4660. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4661. break;
  4662. }
  4663. }
  4664. // Original hit or chain hit depending on flag
  4665. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4666. }
  4667. break;
  4668. case KN_SPEARSTAB:
  4669. if(flag&1) {
  4670. if (bl->id==skill_area_temp[1])
  4671. break;
  4672. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4673. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4674. } else {
  4675. int x=bl->x,y=bl->y,i,dir;
  4676. dir = map_calc_dir(bl,src->x,src->y);
  4677. skill_area_temp[1] = bl->id;
  4678. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4679. // all the enemies between the caster and the target are hit, as well as the target
  4680. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4681. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4682. for (i=0;i<4;i++) {
  4683. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4684. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4685. x += dirx[dir];
  4686. y += diry[dir];
  4687. }
  4688. }
  4689. break;
  4690. case TK_TURNKICK:
  4691. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4692. {
  4693. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4694. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4695. map_foreachinrange(skill_area_sub,bl,
  4696. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4697. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4698. skill_castend_nodamage_id);
  4699. }
  4700. break;
  4701. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4702. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4703. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  4704. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4705. break;
  4706. case PR_TURNUNDEAD:
  4707. case ALL_RESURRECTION:
  4708. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4709. break;
  4710. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4711. break;
  4712. case MG_SOULSTRIKE:
  4713. case NPC_DARKSTRIKE:
  4714. case MG_COLDBOLT:
  4715. case MG_FIREBOLT:
  4716. case MG_LIGHTNINGBOLT:
  4717. case WZ_EARTHSPIKE:
  4718. case AL_HEAL:
  4719. case AL_HOLYLIGHT:
  4720. case NPC_DARKTHUNDER:
  4721. case PR_ASPERSIO:
  4722. case MG_FROSTDIVER:
  4723. case WZ_SIGHTBLASTER:
  4724. case WZ_SIGHTRASHER:
  4725. case NJ_KOUENKA:
  4726. case NJ_HYOUSENSOU:
  4727. case NJ_HUUJIN:
  4728. case AB_ADORAMUS:
  4729. case AB_RENOVATIO:
  4730. case AB_HIGHNESSHEAL:
  4731. case AB_DUPLELIGHT_MAGIC:
  4732. case WM_METALICSOUND:
  4733. case KO_KAIHOU:
  4734. case MH_ERASER_CUTTER:
  4735. case RL_B_TRAP:
  4736. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4737. break;
  4738. case NPC_MAGICALATTACK:
  4739. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4740. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4741. break;
  4742. case HVAN_CAPRICE: //[blackhole89]
  4743. {
  4744. int ran=rnd()%4;
  4745. int sid = 0;
  4746. switch(ran)
  4747. {
  4748. case 0: sid=MG_COLDBOLT; break;
  4749. case 1: sid=MG_FIREBOLT; break;
  4750. case 2: sid=MG_LIGHTNINGBOLT; break;
  4751. case 3: sid=WZ_EARTHSPIKE; break;
  4752. }
  4753. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4754. }
  4755. break;
  4756. case WZ_WATERBALL:
  4757. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4758. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4759. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4760. break;
  4761. case WZ_JUPITEL:
  4762. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4763. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4764. break;
  4765. case PR_BENEDICTIO:
  4766. //Should attack undead and demons. [Skotlex]
  4767. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4768. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4769. break;
  4770. case SL_SMA:
  4771. status_change_end(src, SC_SMA, INVALID_TIMER);
  4772. case SL_STIN:
  4773. case SL_STUN:
  4774. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4775. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4776. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4777. break;
  4778. }
  4779. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4780. break;
  4781. case NPC_DARKBREATH:
  4782. clif_emotion(src,E_AG);
  4783. case SN_FALCONASSAULT:
  4784. case PA_PRESSURE:
  4785. case CR_ACIDDEMONSTRATION:
  4786. case TF_THROWSTONE:
  4787. #ifdef RENEWAL
  4788. case ASC_BREAKER:
  4789. case GS_MAGICALBULLET:
  4790. #endif
  4791. case NPC_SMOKING:
  4792. case GS_FLING:
  4793. case NJ_ZENYNAGE:
  4794. case GN_THORNS_TRAP:
  4795. case GN_HELLS_PLANT_ATK:
  4796. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4797. break;
  4798. #ifdef RENEWAL
  4799. case NJ_ISSEN: {
  4800. short x, y;
  4801. short dir = map_calc_dir(src, bl->x, bl->y);
  4802. // Move 2 cells (From target)
  4803. if (dir > 0 && dir < 4)
  4804. x = -2;
  4805. else if (dir > 4)
  4806. x = 2;
  4807. else
  4808. x = 0;
  4809. if (dir > 2 && dir < 6)
  4810. y = -2;
  4811. else if (dir == 7 || dir < 2)
  4812. y = 2;
  4813. else
  4814. y = 0;
  4815. // Doesn't have slide effect in GVG
  4816. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  4817. clif_blown(src);
  4818. clif_spiritball(src);
  4819. }
  4820. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4821. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  4822. status_change_end(src, SC_NEN, INVALID_TIMER);
  4823. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4824. }
  4825. break;
  4826. #endif
  4827. case RK_DRAGONBREATH_WATER:
  4828. case RK_DRAGONBREATH:
  4829. if( tsc && tsc->data[SC_HIDING] )
  4830. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4831. else
  4832. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4833. break;
  4834. case NPC_SELFDESTRUCTION:
  4835. if( tsc && tsc->data[SC_HIDING] )
  4836. break;
  4837. case HVAN_EXPLOSION:
  4838. if (src != bl)
  4839. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4840. break;
  4841. // Celest
  4842. case PF_SOULBURN:
  4843. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4844. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4845. if (skill_lv == 5)
  4846. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4847. status_percent_damage(src, bl, 0, 100, false);
  4848. } else {
  4849. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4850. if (skill_lv == 5)
  4851. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4852. status_percent_damage(src, src, 0, 100, false);
  4853. }
  4854. break;
  4855. case NPC_BLOODDRAIN:
  4856. case NPC_ENERGYDRAIN:
  4857. {
  4858. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4859. src, src, bl, skill_id, skill_lv, tick, flag);
  4860. if (heal > 0){
  4861. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4862. status_heal(src, heal, 0, 0);
  4863. }
  4864. }
  4865. break;
  4866. case GS_BULLSEYE:
  4867. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4868. break;
  4869. case NJ_KASUMIKIRI:
  4870. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4871. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4872. break;
  4873. case NJ_KIRIKAGE:
  4874. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4875. { //You don't move on GVG grounds.
  4876. short x, y;
  4877. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4878. if (unit_movepos(src, x, y, 0, 0)) {
  4879. clif_blown(src);
  4880. }
  4881. }
  4882. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4883. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4884. break;
  4885. case RK_HUNDREDSPEAR:
  4886. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4887. if(rnd()%100 < (10 + 3*skill_lv)) {
  4888. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4889. if( !skill_req )
  4890. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4891. skill_blown(src,bl,6,-1,BLOWN_NONE);
  4892. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4893. }
  4894. break;
  4895. case RK_PHANTOMTHRUST:
  4896. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4897. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4898. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  4899. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4900. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4901. break;
  4902. case RK_STORMBLAST:
  4903. if( flag&1 )
  4904. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4905. else {
  4906. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4907. 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);
  4908. }
  4909. break;
  4910. case GC_DARKILLUSION:
  4911. {
  4912. short x, y;
  4913. short dir = map_calc_dir(src,bl->x,bl->y);
  4914. if( dir > 0 && dir < 4) x = 2;
  4915. else if( dir > 4 ) x = -2;
  4916. else x = 0;
  4917. if( dir > 2 && dir < 6 ) y = 2;
  4918. else if( dir == 7 || dir < 2 ) y = -2;
  4919. else y = 0;
  4920. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  4921. clif_blown(src);
  4922. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4923. if( rnd()%100 < 4 * skill_lv )
  4924. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4925. }
  4926. }
  4927. break;
  4928. case GC_WEAPONCRUSH:
  4929. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4930. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4931. else if( sd )
  4932. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4933. break;
  4934. case GC_CROSSRIPPERSLASHER:
  4935. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4936. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4937. else
  4938. {
  4939. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4940. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4941. }
  4942. break;
  4943. case GC_PHANTOMMENACE:
  4944. if (flag&1) { // Only Hits Invisible Targets
  4945. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  4946. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4947. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4948. }
  4949. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4950. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  4951. }
  4952. break;
  4953. case WL_CHAINLIGHTNING:
  4954. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4955. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4956. break;
  4957. case WL_DRAINLIFE:
  4958. {
  4959. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4960. int rate = 70 + 5 * skill_lv;
  4961. heal = heal * (5 + 5 * skill_lv) / 100;
  4962. if( bl->type == BL_SKILL )
  4963. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4964. if( heal && rnd()%100 < rate )
  4965. {
  4966. status_heal(src, heal, 0, 0);
  4967. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4968. }
  4969. }
  4970. break;
  4971. case WL_TETRAVORTEX:
  4972. if( sd && sc ) { // No SC? No spheres
  4973. int spheres[5] = { 0, 0, 0, 0, 0 },
  4974. positions[5] = {-1,-1,-1,-1,-1 },
  4975. i, j = 0, k, subskill = 0;
  4976. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4977. if( sc->data[i] ) {
  4978. spheres[j] = i;
  4979. positions[j] = sc->data[i]->val2;
  4980. j++;
  4981. }
  4982. // Sphere Sort, this time from new to old
  4983. for( i = 0; i <= j - 2; i++ )
  4984. for( k = i + 1; k <= j - 1; k++ )
  4985. if( positions[i] < positions[k] ) {
  4986. swap(positions[i],positions[k]);
  4987. swap(spheres[i],spheres[k]);
  4988. }
  4989. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4990. status_change_end(src, spheres[4], INVALID_TIMER);
  4991. j = 4;
  4992. }
  4993. k = 0;
  4994. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4995. switch( sc->data[spheres[i]]->val1 ) {
  4996. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4997. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4998. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4999. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  5000. }
  5001. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  5002. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  5003. status_change_end(src, spheres[i], INVALID_TIMER);
  5004. }
  5005. }
  5006. break;
  5007. case WL_RELEASE:
  5008. if( sd )
  5009. {
  5010. int i;
  5011. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5012. // Priority is to release SpellBook
  5013. if( sc && sc->data[SC_FREEZE_SP] )
  5014. { // SpellBook
  5015. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  5016. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  5017. int cooldown;
  5018. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  5019. if( sc->data[i] ) spell[s++] = i;
  5020. if ( s == 0 )
  5021. break;
  5022. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  5023. if(sc->data[i] ){// Now extract the data from the preserved spell
  5024. pres_skill_id = sc->data[i]->val1;
  5025. pres_skill_lv = sc->data[i]->val2;
  5026. point = sc->data[i]->val3;
  5027. status_change_end(src, (sc_type)i, INVALID_TIMER);
  5028. }else //something went wrong :(
  5029. break;
  5030. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5031. sc->data[SC_FREEZE_SP]->val2 -= point;
  5032. else // Last spell to be released
  5033. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  5034. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  5035. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  5036. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5037. break;
  5038. // Get the requirement for the preserved skill
  5039. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5040. switch( skill_get_casttype(pres_skill_id) )
  5041. {
  5042. case CAST_GROUND:
  5043. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5044. break;
  5045. case CAST_NODAMAGE:
  5046. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5047. break;
  5048. case CAST_DAMAGE:
  5049. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5050. break;
  5051. }
  5052. sd->ud.canact_tick = max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5053. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5054. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5055. if( cooldown )
  5056. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5057. }
  5058. else
  5059. { // Summon Balls
  5060. int j = 0, k;
  5061. int spheres[5] = { 0, 0, 0, 0, 0 },
  5062. positions[5] = {-1,-1,-1,-1,-1 };
  5063. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  5064. if( sc && sc->data[i] )
  5065. {
  5066. spheres[j] = i;
  5067. positions[j] = sc->data[i]->val2;
  5068. sc->data[i]->val2--; // Prepares for next position
  5069. j++;
  5070. }
  5071. if( j == 0 )
  5072. { // No Spheres
  5073. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  5074. break;
  5075. }
  5076. // Sphere Sort
  5077. for( i = 0; i <= j - 2; i++ )
  5078. for( k = i + 1; k <= j - 1; k++ )
  5079. if( positions[i] > positions[k] )
  5080. {
  5081. swap(positions[i],positions[k]);
  5082. swap(spheres[i],spheres[k]);
  5083. }
  5084. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  5085. for( i = 0; i < j; i++ )
  5086. {
  5087. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5088. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5089. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  5090. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  5091. }
  5092. clif_skill_nodamage(src,bl,skill_id,0,1);
  5093. }
  5094. }
  5095. break;
  5096. case WL_FROSTMISTY:
  5097. // Causes Freezing status through walls.
  5098. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  5099. // Doesn't deal damage through non-shootable walls.
  5100. 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)) )
  5101. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5102. break;
  5103. case WL_HELLINFERNO:
  5104. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5105. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  5106. break;
  5107. case RA_WUGSTRIKE:
  5108. if( sd && pc_isridingwug(sd) ){
  5109. short x[8]={0,-1,-1,-1,0,1,1,1};
  5110. short y[8]={1,1,0,-1,-1,-1,0,1};
  5111. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5112. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5113. clif_blown(src);
  5114. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5115. }
  5116. break;
  5117. }
  5118. case RA_WUGBITE:
  5119. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5120. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5121. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5122. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5123. break;
  5124. case RA_SENSITIVEKEEN:
  5125. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5126. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5127. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5128. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5129. }
  5130. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5131. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5132. } else {
  5133. struct skill_unit *su = NULL;
  5134. struct skill_unit_group* sg;
  5135. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  5136. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5137. {
  5138. struct item item_tmp;
  5139. memset(&item_tmp,0,sizeof(item_tmp));
  5140. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5141. item_tmp.identify = 1;
  5142. if( item_tmp.nameid )
  5143. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5144. }
  5145. skill_delunit(su);
  5146. }
  5147. }
  5148. break;
  5149. case NC_INFRAREDSCAN:
  5150. if( flag&1 ) {
  5151. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  5152. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  5153. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5154. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  5155. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5156. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5157. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5158. } else {
  5159. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5160. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5161. if( sd ) pc_overheat(sd,1);
  5162. }
  5163. break;
  5164. case NC_MAGNETICFIELD:
  5165. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  5166. break;
  5167. case SC_FATALMENACE:
  5168. if( flag&1 )
  5169. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5170. else
  5171. {
  5172. short x, y;
  5173. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  5174. // Destination area
  5175. skill_area_temp[4] = x;
  5176. skill_area_temp[5] = y;
  5177. 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);
  5178. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  5179. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  5180. }
  5181. break;
  5182. case LG_PINPOINTATTACK:
  5183. if (skill_check_unit_movepos(3, src, bl->x, bl->y, 1, 1))
  5184. clif_blown(src);
  5185. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5186. break;
  5187. case LG_SHIELDSPELL:
  5188. if (skill_lv == 1)
  5189. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5190. else if (skill_lv == 2)
  5191. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5192. break;
  5193. case SR_DRAGONCOMBO:
  5194. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5195. break;
  5196. case SR_KNUCKLEARROW:
  5197. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5198. dir_ka = map_calc_dir(bl, src->x, src->y);
  5199. // Has slide effect
  5200. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5201. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5202. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5203. break;
  5204. case SR_HOWLINGOFLION:
  5205. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5206. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5207. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5208. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5209. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5210. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5211. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5212. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5213. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5214. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5215. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5216. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5217. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5218. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5219. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5220. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5221. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5222. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5223. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5224. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5225. break;
  5226. case SR_EARTHSHAKER:
  5227. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5228. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5229. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5230. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5231. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5232. } else {
  5233. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5234. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5235. }
  5236. break;
  5237. case SR_TIGERCANNON:
  5238. if (flag&1) {
  5239. if (skill_area_temp[1] != bl->id && skill_area_temp[3] == skill_id)
  5240. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5241. } else if (sd) {
  5242. skill_area_temp[1] = bl->id;
  5243. skill_area_temp[3] = skill_id;
  5244. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5245. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5246. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5247. 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);
  5248. }
  5249. break;
  5250. case SO_POISON_BUSTER:
  5251. if( tsc && tsc->data[SC_POISON] ) {
  5252. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5253. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5254. }
  5255. else if( sd )
  5256. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5257. break;
  5258. case GN_SPORE_EXPLOSION:
  5259. if( flag&1 )
  5260. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5261. else {
  5262. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5263. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  5264. }
  5265. break;
  5266. case GN_DEMONIC_FIRE:
  5267. case GN_FIRE_EXPANSION_ACID:
  5268. if (flag&1)
  5269. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5270. break;
  5271. case KO_JYUMONJIKIRI: {
  5272. short x, y;
  5273. short dir = map_calc_dir(src,bl->x,bl->y);
  5274. if (dir > 0 && dir < 4)
  5275. x = 2;
  5276. else if (dir > 4)
  5277. x = -2;
  5278. else
  5279. x = 0;
  5280. if (dir > 2 && dir < 6)
  5281. y = 2;
  5282. else if (dir == 7 || dir < 2)
  5283. y = -2;
  5284. else
  5285. y = 0;
  5286. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5287. clif_blown(src);
  5288. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5289. }
  5290. }
  5291. break;
  5292. case EL_FIRE_BOMB:
  5293. case EL_FIRE_WAVE:
  5294. case EL_WATER_SCREW:
  5295. case EL_HURRICANE:
  5296. case EL_TYPOON_MIS:
  5297. if( flag&1 )
  5298. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5299. else {
  5300. int i = skill_get_splash(skill_id,skill_lv);
  5301. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5302. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5303. if( rnd()%100 < 30 )
  5304. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5305. else
  5306. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5307. }
  5308. break;
  5309. case EL_ROCK_CRUSHER:
  5310. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5311. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5312. if( rnd()%100 < 50 )
  5313. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5314. else
  5315. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5316. break;
  5317. case EL_STONE_RAIN:
  5318. if( flag&1 )
  5319. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5320. else {
  5321. int i = skill_get_splash(skill_id,skill_lv);
  5322. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5323. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5324. if( rnd()%100 < 30 )
  5325. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5326. else
  5327. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5328. }
  5329. break;
  5330. case EL_FIRE_ARROW:
  5331. case EL_ICE_NEEDLE:
  5332. case EL_WIND_SLASH:
  5333. case EL_STONE_HAMMER:
  5334. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5335. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5336. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5337. break;
  5338. case EL_TIDAL_WEAPON:
  5339. if( src->type == BL_ELEM ) {
  5340. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5341. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  5342. sc_type type = status_skill2sc(skill_id), type2;
  5343. type2 = type-1;
  5344. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5345. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5346. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  5347. elemental_clean_single_effect(ele, skill_id);
  5348. }
  5349. if( rnd()%100 < 50 )
  5350. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5351. else {
  5352. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5353. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5354. }
  5355. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5356. }
  5357. break;
  5358. //recursive homon skill
  5359. case MH_MAGMA_FLOW:
  5360. case MH_HEILIGE_STANGE:
  5361. if(flag&1){
  5362. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5363. break;//chance to not trigger atk for magma
  5364. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5365. }
  5366. else
  5367. 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);
  5368. break;
  5369. case MH_STAHL_HORN:
  5370. case MH_NEEDLE_OF_PARALYZE:
  5371. case MH_SONIC_CRAW:
  5372. case MH_MIDNIGHT_FRENZY:
  5373. case MH_SILVERVEIN_RUSH:
  5374. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5375. break;
  5376. case MH_TINDER_BREAKER:
  5377. case MH_CBC:
  5378. case MH_EQC:
  5379. {
  5380. int duration = 0;
  5381. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5382. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  5383. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5384. clif_blown(src);
  5385. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5386. } else if (skill_id == MH_EQC && status_bl_has_mode(bl, MD_STATUS_IMMUNE)) {
  5387. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_TOTARGET, 0);
  5388. break;
  5389. }
  5390. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5391. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5392. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5393. }
  5394. break;
  5395. case RL_H_MINE:
  5396. if (!(flag&1)) {
  5397. // Direct attack
  5398. if (!sd || !sd->flicker) {
  5399. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5400. 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);
  5401. break;
  5402. }
  5403. // Triggered by RL_FLICKER
  5404. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5405. // Splash damage around it!
  5406. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5407. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5408. flag |= 1; // Don't consume requirement
  5409. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5410. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5411. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5412. }
  5413. }
  5414. else
  5415. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5416. if (sd && sd->flicker)
  5417. flag |= 1; // Don't consume requirement
  5418. break;
  5419. case RL_HAMMER_OF_GOD:
  5420. if (!(flag&1)) {
  5421. if (!sd) {
  5422. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5423. break;
  5424. }
  5425. // First attack. If target is marked by SC_C_MARKER, do another splash damage!
  5426. if (tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id) {
  5427. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5428. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5429. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5430. }
  5431. }
  5432. else
  5433. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5434. if ((flag&8))
  5435. flag |= 1;
  5436. break;
  5437. case RL_QD_SHOT:
  5438. case RL_D_TAIL:
  5439. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id)) {
  5440. int sflag = flag;
  5441. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5442. break;
  5443. if (flag&1)
  5444. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  5445. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5446. if (sd) {
  5447. if (skill_id != RL_D_TAIL)
  5448. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5449. }
  5450. }
  5451. break;
  5452. case SU_SCAROFTAROU:
  5453. sc_start(src, bl, status_skill2sc(skill_id), 10, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: What's the activation chance for the Bite effect?
  5454. case SU_SV_STEMSPEAR:
  5455. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5456. if (status_get_lv(src) >= 30 && (rnd() % 100 < (int)(status_get_lv(src) / 30) + 10)) // TODO: Need activation chance.
  5457. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, (skill_id == SU_SV_STEMSPEAR) ? BF_MAGIC : BF_WEAPON, flag);
  5458. break;
  5459. case 0:/* no skill - basic/normal attack */
  5460. if(sd) {
  5461. if (flag & 3){
  5462. if (bl->id != skill_area_temp[1])
  5463. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5464. } else {
  5465. skill_area_temp[1] = bl->id;
  5466. map_foreachinrange(skill_area_sub, bl,
  5467. sd->bonus.splash_range, BL_CHAR,
  5468. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5469. skill_castend_damage_id);
  5470. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5471. }
  5472. }
  5473. break;
  5474. default:
  5475. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5476. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5477. 0, abs(skill_get_num(skill_id, skill_lv)),
  5478. skill_id, skill_lv, skill_get_hit(skill_id));
  5479. map_freeblock_unlock();
  5480. return 1;
  5481. }
  5482. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5483. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5484. map_freeblock_unlock();
  5485. if( sd && !(flag&1) )
  5486. {// ensure that the skill last-cast tick is recorded
  5487. sd->canskill_tick = gettick();
  5488. if( sd->state.arrow_atk )
  5489. {// consume arrow on last invocation to this skill.
  5490. battle_consume_ammo(sd, skill_id, skill_lv);
  5491. }
  5492. // perform skill requirement consumption
  5493. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5494. }
  5495. return 0;
  5496. }
  5497. /**
  5498. * Use no-damage skill from 'src' to 'bl
  5499. * @param src Caster
  5500. * @param bl Target of the skill, bl maybe same with src for self skill
  5501. * @param skill_id
  5502. * @param skill_lv
  5503. * @param tick
  5504. * @param flag Various value, &1: Recursive effect
  5505. **/
  5506. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5507. {
  5508. struct map_session_data *sd, *dstsd;
  5509. struct mob_data *md, *dstmd;
  5510. struct homun_data *hd;
  5511. struct mercenary_data *mer;
  5512. struct status_data *sstatus, *tstatus;
  5513. struct status_change *tsc;
  5514. struct status_change_entry *tsce;
  5515. int chorusbonus = 0;
  5516. int i = 0;
  5517. enum sc_type type;
  5518. if(skill_id > 0 && !skill_lv) return 0; // celest
  5519. nullpo_retr(1, src);
  5520. nullpo_retr(1, bl);
  5521. if (src->m != bl->m)
  5522. return 1;
  5523. sd = BL_CAST(BL_PC, src);
  5524. hd = BL_CAST(BL_HOM, src);
  5525. md = BL_CAST(BL_MOB, src);
  5526. mer = BL_CAST(BL_MER, src);
  5527. dstsd = BL_CAST(BL_PC, bl);
  5528. dstmd = BL_CAST(BL_MOB, bl);
  5529. if(bl->prev == NULL)
  5530. return 1;
  5531. if(status_isdead(src))
  5532. return 1;
  5533. if( src != bl && status_isdead(bl) ) {
  5534. switch( skill_id ) { // Skills that may be cast on dead targets
  5535. case NPC_WIDESOULDRAIN:
  5536. case PR_REDEMPTIO:
  5537. case ALL_RESURRECTION:
  5538. case WM_DEADHILLHERE:
  5539. break;
  5540. default:
  5541. return 1;
  5542. }
  5543. }
  5544. tstatus = status_get_status_data(bl);
  5545. sstatus = status_get_status_data(src);
  5546. // Minstrel/Wanderer number check for chorus skills.
  5547. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  5548. if( sd && sd->status.party_id ) {
  5549. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, AREA_SIZE, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  5550. if( chorusbonus > 7 )
  5551. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  5552. else if( chorusbonus > 2 )
  5553. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  5554. }
  5555. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5556. switch (skill_id) {
  5557. case HLIF_HEAL: //[orn]
  5558. if (bl->type != BL_HOM) {
  5559. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5560. break ;
  5561. }
  5562. case AL_HEAL:
  5563. case ALL_RESURRECTION:
  5564. case PR_ASPERSIO:
  5565. case AB_RENOVATIO:
  5566. case AB_HIGHNESSHEAL:
  5567. //Apparently only player casted skills can be offensive like this.
  5568. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5569. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5570. //Offensive heal does not works on non-enemies. [Skotlex]
  5571. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5572. return 0;
  5573. }
  5574. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5575. }
  5576. break;
  5577. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5578. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5579. case MH_STEINWAND: {
  5580. struct block_list *s_src = battle_get_master(src);
  5581. short ret = 0;
  5582. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5583. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5584. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5585. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5586. if (hd)
  5587. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5588. return ret;
  5589. }
  5590. break;
  5591. default:
  5592. //Skill is actually ground placed.
  5593. if (src == bl && skill_get_unit_id(skill_id,0))
  5594. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5595. }
  5596. type = status_skill2sc(skill_id);
  5597. tsc = status_get_sc(bl);
  5598. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5599. if (src!=bl && type > -1 &&
  5600. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5601. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5602. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5603. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5604. map_freeblock_lock();
  5605. switch(skill_id)
  5606. {
  5607. case HLIF_HEAL: //[orn]
  5608. case AL_HEAL:
  5609. case AB_HIGHNESSHEAL:
  5610. {
  5611. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5612. int heal_get_jobexp;
  5613. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  5614. heal = 0;
  5615. if( tsc && tsc->count ) {
  5616. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUS_IMMUNE) ) { //Bounce back heal
  5617. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5618. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5619. if (src == bl)
  5620. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5621. else {
  5622. bl = src;
  5623. dstsd = sd;
  5624. }
  5625. }
  5626. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5627. heal = 0; //Needed so that it actually displays 0 when healing.
  5628. }
  5629. if (skill_id == AL_HEAL)
  5630. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  5631. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5632. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5633. heal = ~heal + 1;
  5634. heal_get_jobexp = status_heal(bl,heal,0,0);
  5635. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5636. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5637. if (heal_get_jobexp <= 0)
  5638. heal_get_jobexp = 1;
  5639. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  5640. }
  5641. }
  5642. break;
  5643. case PR_REDEMPTIO:
  5644. if (sd && !(flag&1)) {
  5645. if (sd->status.party_id == 0) {
  5646. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5647. break;
  5648. }
  5649. skill_area_temp[0] = 0;
  5650. party_foreachsamemap(skill_area_sub,
  5651. sd,skill_get_splash(skill_id, skill_lv),
  5652. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5653. skill_castend_nodamage_id);
  5654. if (skill_area_temp[0] == 0) {
  5655. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5656. break;
  5657. }
  5658. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  5659. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty && battle_config.exp_cost_redemptio) { //Apply penalty
  5660. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  5661. pc_lostexp(sd, u32min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  5662. }
  5663. status_set_hp(src, 1, 0);
  5664. status_set_sp(src, 0, 0);
  5665. break;
  5666. } else if (status_isdead(bl) && flag&1) { //Revive
  5667. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5668. skill_lv = 3; //Resurrection level 3 is used
  5669. } else //Invalid target, skip resurrection.
  5670. break;
  5671. case ALL_RESURRECTION:
  5672. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  5673. { //No reviving in WoE grounds!
  5674. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5675. break;
  5676. }
  5677. if (!status_isdead(bl))
  5678. break;
  5679. {
  5680. int per = 0, sper = 0;
  5681. if (tsc && tsc->data[SC_HELLPOWER]) {
  5682. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  5683. break;
  5684. }
  5685. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5686. break;
  5687. switch(skill_lv){
  5688. case 1: per=10; break;
  5689. case 2: per=30; break;
  5690. case 3: per=50; break;
  5691. case 4: per=80; break;
  5692. }
  5693. if(dstsd && dstsd->special_state.restart_full_recover)
  5694. per = sper = 100;
  5695. if (status_revive(bl, per, sper))
  5696. {
  5697. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5698. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5699. {
  5700. int exp = 0,jexp = 0;
  5701. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5702. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5703. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5704. if (exp < 1) exp = 1;
  5705. }
  5706. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5707. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5708. if (jexp < 1) jexp = 1;
  5709. }
  5710. if(exp > 0 || jexp > 0)
  5711. pc_gainexp (sd, bl, exp, jexp, 0);
  5712. }
  5713. }
  5714. }
  5715. break;
  5716. case AL_DECAGI:
  5717. case MER_DECAGI:
  5718. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5719. 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)));
  5720. break;
  5721. case AL_CRUCIS:
  5722. if (flag&1)
  5723. 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));
  5724. else {
  5725. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5726. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5727. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5728. }
  5729. break;
  5730. case PR_LEXDIVINA:
  5731. case MER_LEXDIVINA:
  5732. if (tsce)
  5733. status_change_end(bl, type, INVALID_TIMER);
  5734. else
  5735. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  5736. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5737. break;
  5738. case SA_ABRACADABRA:
  5739. if (!skill_abra_count) {
  5740. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5741. break;
  5742. }
  5743. else {
  5744. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5745. do {
  5746. i = rnd() % MAX_SKILL_ABRA_DB;
  5747. abra_skill_id = skill_abra_db[i].skill_id;
  5748. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5749. } while ( checked++ < checked_max &&
  5750. (abra_skill_id == 0 ||
  5751. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5752. if (!skill_get_index(abra_skill_id))
  5753. break;
  5754. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5755. if( sd )
  5756. {// player-casted
  5757. sd->state.abra_flag = 1;
  5758. sd->skillitem = abra_skill_id;
  5759. sd->skillitemlv = abra_skill_lv;
  5760. sd->skillitem_keep_requirement = false;
  5761. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5762. }
  5763. else
  5764. {// mob-casted
  5765. struct unit_data *ud = unit_bl2ud(src);
  5766. int inf = skill_get_inf(abra_skill_id);
  5767. if (!ud) break;
  5768. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5769. if (src->type == BL_PET)
  5770. bl = (struct block_list*)((TBL_PET*)src)->master;
  5771. if (!bl) bl = src;
  5772. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5773. } else { //Assume offensive skills
  5774. int target_id = 0;
  5775. if (ud->target)
  5776. target_id = ud->target;
  5777. else switch (src->type) {
  5778. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5779. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5780. }
  5781. if (!target_id)
  5782. break;
  5783. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5784. bl = map_id2bl(target_id);
  5785. if (!bl) bl = src;
  5786. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5787. } else
  5788. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5789. }
  5790. }
  5791. }
  5792. break;
  5793. case SA_COMA:
  5794. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5795. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5796. break;
  5797. case SA_FULLRECOVERY:
  5798. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5799. if (status_isimmune(bl))
  5800. break;
  5801. status_percent_heal(bl, 100, 100);
  5802. break;
  5803. case NPC_ALLHEAL:
  5804. {
  5805. int heal;
  5806. if( status_isimmune(bl) )
  5807. break;
  5808. heal = status_percent_heal(bl, 100, 0);
  5809. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5810. if( dstmd )
  5811. { // Reset Damage Logs
  5812. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5813. dstmd->tdmg = 0;
  5814. }
  5815. }
  5816. break;
  5817. case SA_SUMMONMONSTER:
  5818. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5819. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5820. break;
  5821. case SA_LEVELUP:
  5822. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5823. if (sd && pc_nextbaseexp(sd))
  5824. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  5825. break;
  5826. case SA_INSTANTDEATH:
  5827. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5828. status_kill(src);
  5829. break;
  5830. case SA_QUESTION:
  5831. clif_emotion(src,E_WHAT);
  5832. case SA_GRAVITY:
  5833. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5834. break;
  5835. case SA_CLASSCHANGE:
  5836. case SA_MONOCELL:
  5837. if (dstmd)
  5838. {
  5839. int class_;
  5840. if ( sd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5841. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5842. break;
  5843. }
  5844. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, 1, 0));
  5845. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5846. mob_class_change(dstmd,class_);
  5847. if( tsc && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5848. 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 };
  5849. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5850. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5851. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5852. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5853. }
  5854. }
  5855. break;
  5856. case SA_DEATH:
  5857. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5858. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5859. break;
  5860. }
  5861. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5862. status_kill(bl);
  5863. break;
  5864. case SA_REVERSEORCISH:
  5865. case ALL_REVERSEORCISH:
  5866. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5867. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5868. break;
  5869. case SA_FORTUNE:
  5870. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5871. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5872. break;
  5873. case SA_TAMINGMONSTER:
  5874. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5875. if (sd && dstmd) {
  5876. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5877. if( i < MAX_PET_DB )
  5878. pet_catch_process1(sd, dstmd->mob_id);
  5879. }
  5880. break;
  5881. case CR_PROVIDENCE:
  5882. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5883. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5884. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5885. map_freeblock_unlock();
  5886. return 1;
  5887. }
  5888. }
  5889. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5890. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5891. break;
  5892. case CG_MARIONETTE:
  5893. {
  5894. struct status_change* sc = status_get_sc(src);
  5895. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5896. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5897. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5898. map_freeblock_unlock();
  5899. return 1;
  5900. }
  5901. if( sc && tsc )
  5902. {
  5903. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5904. {
  5905. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5906. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5907. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5908. }
  5909. else
  5910. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5911. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5912. {
  5913. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5914. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5915. }
  5916. else
  5917. {
  5918. if( sd )
  5919. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5920. map_freeblock_unlock();
  5921. return 1;
  5922. }
  5923. }
  5924. }
  5925. break;
  5926. case RG_CLOSECONFINE:
  5927. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5928. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5929. break;
  5930. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5931. case SA_FROSTWEAPON:
  5932. case SA_LIGHTNINGLOADER:
  5933. case SA_SEISMICWEAPON:
  5934. if (dstsd) {
  5935. if(dstsd->status.weapon == W_FIST ||
  5936. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5937. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5938. dstsd->sc.data[SC_FIREWEAPON] ||
  5939. dstsd->sc.data[SC_WATERWEAPON] ||
  5940. dstsd->sc.data[SC_WINDWEAPON] ||
  5941. dstsd->sc.data[SC_EARTHWEAPON] ||
  5942. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5943. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5944. dstsd->sc.data[SC_ENCPOISON]
  5945. ))
  5946. ) {
  5947. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5948. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5949. break;
  5950. }
  5951. }
  5952. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5953. 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)))) {
  5954. if (sd)
  5955. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5956. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5957. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5958. }
  5959. break;
  5960. case PR_ASPERSIO:
  5961. if (sd && dstmd) {
  5962. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5963. break;
  5964. }
  5965. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5966. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5967. break;
  5968. case ITEM_ENCHANTARMS:
  5969. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5970. sc_start2(src,bl,type,100,skill_lv,
  5971. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5972. break;
  5973. case TK_SEVENWIND:
  5974. switch(skill_get_ele(skill_id,skill_lv)) {
  5975. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5976. case ELE_WIND : type = SC_WINDWEAPON; break;
  5977. case ELE_WATER : type = SC_WATERWEAPON; break;
  5978. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5979. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5980. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5981. case ELE_HOLY : type = SC_ASPERSIO; break;
  5982. }
  5983. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5984. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5985. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5986. break;
  5987. case PR_KYRIE:
  5988. case MER_KYRIE:
  5989. case SU_TUNAPARTY:
  5990. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5991. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5992. break;
  5993. //Passive Magnum, should had been casted on yourself.
  5994. case SM_MAGNUM:
  5995. case MS_MAGNUM:
  5996. skill_area_temp[1] = 0;
  5997. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5998. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5999. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6000. // Initiate 20% of your damage becomes fire element.
  6001. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6002. if( sd )
  6003. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  6004. else if( bl->type == BL_MER )
  6005. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  6006. break;
  6007. case TK_JUMPKICK:
  6008. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6009. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6010. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6011. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6012. clif_blown(src);
  6013. }
  6014. } else
  6015. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6016. break;
  6017. case AL_INCAGI:
  6018. case AL_BLESSING:
  6019. case MER_INCAGI:
  6020. case MER_BLESSING:
  6021. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  6022. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6023. break;
  6024. }
  6025. case PR_SLOWPOISON:
  6026. case PR_IMPOSITIO:
  6027. case PR_LEXAETERNA:
  6028. case PR_SUFFRAGIUM:
  6029. case PR_BENEDICTIO:
  6030. case LK_BERSERK:
  6031. case MS_BERSERK:
  6032. case KN_TWOHANDQUICKEN:
  6033. case KN_ONEHAND:
  6034. case MER_QUICKEN:
  6035. case CR_SPEARQUICKEN:
  6036. case CR_REFLECTSHIELD:
  6037. case MS_REFLECTSHIELD:
  6038. case AS_POISONREACT:
  6039. case MC_LOUD:
  6040. case MG_ENERGYCOAT:
  6041. case MO_EXPLOSIONSPIRITS:
  6042. case MO_STEELBODY:
  6043. case MO_BLADESTOP:
  6044. case LK_AURABLADE:
  6045. case LK_PARRYING:
  6046. case MS_PARRYING:
  6047. case LK_CONCENTRATION:
  6048. case WS_CARTBOOST:
  6049. case SN_SIGHT:
  6050. case WS_MELTDOWN:
  6051. case WS_OVERTHRUSTMAX:
  6052. case ST_REJECTSWORD:
  6053. case HW_MAGICPOWER:
  6054. case PF_MEMORIZE:
  6055. case PA_SACRIFICE:
  6056. case ASC_EDP:
  6057. case PF_DOUBLECASTING:
  6058. case SG_SUN_COMFORT:
  6059. case SG_MOON_COMFORT:
  6060. case SG_STAR_COMFORT:
  6061. case GS_MADNESSCANCEL:
  6062. case GS_ADJUSTMENT:
  6063. case GS_INCREASING:
  6064. case NJ_KASUMIKIRI:
  6065. case NJ_UTSUSEMI:
  6066. case NJ_NEN:
  6067. case NPC_DEFENDER:
  6068. case NPC_MAGICMIRROR:
  6069. case ST_PRESERVE:
  6070. case NPC_INVINCIBLE:
  6071. case NPC_INVINCIBLEOFF:
  6072. case RK_DEATHBOUND:
  6073. case AB_RENOVATIO:
  6074. case AB_EXPIATIO:
  6075. case AB_DUPLELIGHT:
  6076. case AB_SECRAMENT:
  6077. case AB_OFFERTORIUM:
  6078. case NC_ACCELERATION:
  6079. case NC_HOVERING:
  6080. case NC_SHAPESHIFT:
  6081. case WL_MARSHOFABYSS:
  6082. case WL_RECOGNIZEDSPELL:
  6083. case GC_VENOMIMPRESS:
  6084. case SC_DEADLYINFECT:
  6085. case LG_EXEEDBREAK:
  6086. case LG_PRESTIGE:
  6087. case SR_CRESCENTELBOW:
  6088. case SR_LIGHTNINGWALK:
  6089. case GN_CARTBOOST:
  6090. case KO_MEIKYOUSISUI:
  6091. case ALL_ODINS_POWER:
  6092. case ALL_FULL_THROTTLE:
  6093. case RA_UNLIMIT:
  6094. case WL_TELEKINESIS_INTENSE:
  6095. case RL_HEAT_BARREL:
  6096. case RL_P_ALTER:
  6097. case RL_E_CHAIN:
  6098. case SU_FRESHSHRIMP:
  6099. case SU_ARCLOUSEDASH:
  6100. case NPC_MAXPAIN:
  6101. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6102. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6103. break;
  6104. case NPC_HALLUCINATION:
  6105. case NPC_HELLPOWER:
  6106. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6107. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  6108. break;
  6109. case SU_STOOP:
  6110. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6111. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6112. break;
  6113. case KN_AUTOCOUNTER:
  6114. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6115. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  6116. break;
  6117. case SO_STRIKING:
  6118. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  6119. int bonus = 0;
  6120. if (dstsd) {
  6121. short index = dstsd->equip_index[EQI_HAND_R];
  6122. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6123. bonus = (8 + 2 * skill_lv) * dstsd->inventory_data[index]->wlv;
  6124. }
  6125. if (sd)
  6126. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER) + pc_checkskill(sd, SA_FROSTWEAPON) + pc_checkskill(sd, SA_LIGHTNINGLOADER) + pc_checkskill(sd, SA_SEISMICWEAPON)) * 5;
  6127. 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)));
  6128. } else if (sd)
  6129. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  6130. break;
  6131. case NPC_STOP:
  6132. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6133. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  6134. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  6135. break;
  6136. case HP_ASSUMPTIO:
  6137. if( sd && dstmd )
  6138. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6139. else
  6140. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6141. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6142. break;
  6143. case MG_SIGHT:
  6144. case MER_SIGHT:
  6145. case AL_RUWACH:
  6146. case WZ_SIGHTBLASTER:
  6147. case NPC_WIDESIGHT:
  6148. case NPC_STONESKIN:
  6149. case NPC_ANTIMAGIC:
  6150. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6151. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  6152. break;
  6153. case HLIF_AVOID:
  6154. case HAMI_DEFENCE:
  6155. i = skill_get_time(skill_id,skill_lv);
  6156. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  6157. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  6158. break;
  6159. case NJ_BUNSINJYUTSU:
  6160. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  6161. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6162. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6163. status_change_end(bl, SC_NEN, INVALID_TIMER);
  6164. break;
  6165. /* Was modified to only affect targetted char. [Skotlex]
  6166. case HP_ASSUMPTIO:
  6167. if (flag&1)
  6168. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6169. else
  6170. {
  6171. map_foreachinrange(skill_area_sub, bl,
  6172. skill_get_splash(skill_id, skill_lv), BL_PC,
  6173. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  6174. skill_castend_nodamage_id);
  6175. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6176. }
  6177. break;
  6178. */
  6179. case SM_ENDURE:
  6180. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6181. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6182. break;
  6183. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  6184. if (sd && dstsd && dstsd->sc.count) {
  6185. if (dstsd->sc.data[SC_FIREWEAPON] ||
  6186. dstsd->sc.data[SC_WATERWEAPON] ||
  6187. dstsd->sc.data[SC_WINDWEAPON] ||
  6188. dstsd->sc.data[SC_EARTHWEAPON] ||
  6189. dstsd->sc.data[SC_SHADOWWEAPON] ||
  6190. dstsd->sc.data[SC_GHOSTWEAPON]
  6191. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  6192. ) {
  6193. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6194. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6195. break;
  6196. }
  6197. }
  6198. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6199. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6200. break;
  6201. case LK_TENSIONRELAX:
  6202. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6203. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  6204. skill_get_time(skill_id,skill_lv)));
  6205. break;
  6206. case MC_CHANGECART:
  6207. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6208. break;
  6209. case MC_CARTDECORATE:
  6210. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6211. if( sd ) {
  6212. clif_SelectCart(sd);
  6213. }
  6214. break;
  6215. case TK_MISSION:
  6216. if (sd) {
  6217. int id;
  6218. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  6219. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  6220. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6221. break;
  6222. }
  6223. id = mob_get_random_id(MOBG_Branch_Of_Dead_Tree,0xF, sd->status.base_level);
  6224. if (!id) {
  6225. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6226. break;
  6227. }
  6228. sd->mission_mobid = id;
  6229. sd->mission_count = 0;
  6230. pc_setglobalreg(sd, add_str("TK_MISSION_ID"), id);
  6231. clif_mission_info(sd, id, 0);
  6232. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6233. }
  6234. break;
  6235. case AC_CONCENTRATION:
  6236. {
  6237. int splash = skill_get_splash(skill_id, skill_lv);
  6238. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6239. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6240. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  6241. map_foreachinrange( status_change_timer_sub, src,
  6242. splash, BL_CHAR, src, NULL, type, tick);
  6243. }
  6244. break;
  6245. case SM_PROVOKE:
  6246. case SM_SELFPROVOKE:
  6247. case MER_PROVOKE:
  6248. if( status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  6249. map_freeblock_unlock();
  6250. return 1;
  6251. }
  6252. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  6253. 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))))
  6254. {
  6255. if( sd )
  6256. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6257. map_freeblock_unlock();
  6258. return 0;
  6259. }
  6260. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  6261. unit_skillcastcancel(bl, 2);
  6262. if( tsc && tsc->count )
  6263. {
  6264. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6265. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  6266. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6267. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6268. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  6269. }
  6270. if( dstmd )
  6271. {
  6272. dstmd->state.provoke_flag = src->id;
  6273. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6274. }
  6275. break;
  6276. case ML_DEVOTION:
  6277. case CR_DEVOTION:
  6278. {
  6279. int count, lv;
  6280. if( !dstsd || (!sd && !mer) )
  6281. { // Only players can be devoted
  6282. if( sd )
  6283. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6284. break;
  6285. }
  6286. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6287. lv = -lv;
  6288. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6289. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6290. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6291. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6292. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  6293. {
  6294. if( sd )
  6295. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6296. map_freeblock_unlock();
  6297. return 1;
  6298. }
  6299. i = 0;
  6300. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6301. if( sd )
  6302. { // Player Devoting Player
  6303. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6304. if( i == count )
  6305. {
  6306. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6307. if( i == count )
  6308. { // No free slots, skill Fail
  6309. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6310. map_freeblock_unlock();
  6311. return 1;
  6312. }
  6313. }
  6314. sd->devotion[i] = bl->id;
  6315. }
  6316. else
  6317. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6318. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6319. 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)));
  6320. clif_devotion(src, NULL);
  6321. }
  6322. break;
  6323. case MO_CALLSPIRITS:
  6324. if(sd) {
  6325. int limit = skill_lv;
  6326. if( sd->sc.data[SC_RAISINGDRAGON] )
  6327. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6328. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6329. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6330. }
  6331. break;
  6332. case CH_SOULCOLLECT:
  6333. if(sd) {
  6334. int limit = 5;
  6335. if( sd->sc.data[SC_RAISINGDRAGON] )
  6336. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6337. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6338. for (i = 0; i < limit; i++)
  6339. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6340. }
  6341. break;
  6342. case MO_KITRANSLATION:
  6343. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6344. //Require will define how many spiritballs will be transferred
  6345. struct skill_condition require;
  6346. require = skill_get_requirement(sd,skill_id,skill_lv);
  6347. pc_delspiritball(sd,require.spiritball,0);
  6348. for (i = 0; i < require.spiritball; i++)
  6349. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6350. } else {
  6351. if(sd)
  6352. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6353. map_freeblock_unlock();
  6354. return 0;
  6355. }
  6356. break;
  6357. case TK_TURNKICK:
  6358. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6359. if (skill_area_temp[1] != bl->id) {
  6360. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  6361. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6362. }
  6363. break;
  6364. case MO_ABSORBSPIRITS:
  6365. i = 0;
  6366. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)) &&
  6367. ((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]
  6368. if (dstsd->spiritball > 0) {
  6369. i = dstsd->spiritball * 7;
  6370. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6371. }
  6372. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6373. i += dstsd->spiritcharm * 7;
  6374. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6375. }
  6376. } else if (dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6377. i = 2 * dstmd->level;
  6378. mob_target(dstmd,src,0);
  6379. }
  6380. if (i) status_heal(src, 0, i, 3);
  6381. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6382. break;
  6383. case AC_MAKINGARROW:
  6384. if(sd) {
  6385. clif_arrow_create_list(sd);
  6386. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6387. }
  6388. break;
  6389. case AM_PHARMACY:
  6390. if(sd) {
  6391. clif_skill_produce_mix_list(sd,skill_id,22);
  6392. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6393. }
  6394. break;
  6395. case SA_CREATECON:
  6396. if(sd) {
  6397. clif_elementalconverter_list(sd);
  6398. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6399. }
  6400. break;
  6401. case BS_HAMMERFALL:
  6402. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6403. break;
  6404. case RG_RAID:
  6405. skill_area_temp[1] = 0;
  6406. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6407. map_foreachinrange(skill_area_sub, bl,
  6408. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6409. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6410. skill_castend_damage_id);
  6411. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6412. break;
  6413. //List of self skills that give damage around caster
  6414. case ASC_METEORASSAULT:
  6415. case GS_SPREADATTACK:
  6416. case RK_STORMBLAST:
  6417. case NC_AXETORNADO:
  6418. case GC_COUNTERSLASH:
  6419. case SR_SKYNETBLOW:
  6420. case SR_RAMPAGEBLASTER:
  6421. case SR_HOWLINGOFLION:
  6422. case KO_HAPPOKUNAI:
  6423. case RL_FIREDANCE:
  6424. case RL_R_TRIP:
  6425. {
  6426. struct status_change *sc = status_get_sc(src);
  6427. int starget = BL_CHAR|BL_SKILL;
  6428. if (skill_id == SR_SKYNETBLOW && sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO)
  6429. flag |= 8;
  6430. if (skill_id == SR_HOWLINGOFLION)
  6431. starget = splash_target(src);
  6432. skill_area_temp[1] = 0;
  6433. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6434. if (battle_config.skill_wall_check)
  6435. i = map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6436. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6437. else
  6438. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6439. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6440. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6441. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  6442. }
  6443. break;
  6444. case NC_EMERGENCYCOOL:
  6445. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6446. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  6447. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  6448. break;
  6449. case SR_WINDMILL:
  6450. case GN_CART_TORNADO:
  6451. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6452. case SR_EARTHSHAKER:
  6453. case NC_INFRAREDSCAN:
  6454. case NPC_EARTHQUAKE:
  6455. case NPC_VAMPIRE_GIFT:
  6456. case NPC_HELLJUDGEMENT:
  6457. case NPC_PULSESTRIKE:
  6458. case LG_MOONSLASHER:
  6459. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6460. break;
  6461. case KN_BRANDISHSPEAR:
  6462. case ML_BRANDISH:
  6463. {
  6464. skill_area_temp[1] = bl->id;
  6465. if(skill_lv >= 10)
  6466. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6467. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6468. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6469. skill_castend_damage_id);
  6470. if(skill_lv >= 7)
  6471. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6472. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6473. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6474. skill_castend_damage_id);
  6475. if(skill_lv >= 4)
  6476. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6477. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6478. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6479. skill_castend_damage_id);
  6480. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6481. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6482. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6483. skill_castend_damage_id);
  6484. }
  6485. break;
  6486. case WZ_SIGHTRASHER:
  6487. //Passive side of the attack.
  6488. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6489. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6490. map_foreachinshootrange(skill_area_sub,src,
  6491. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6492. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6493. skill_castend_damage_id);
  6494. break;
  6495. case WZ_FROSTNOVA:
  6496. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6497. skill_area_temp[1] = 0;
  6498. map_foreachinshootrange(skill_attack_area, src,
  6499. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6500. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6501. break;
  6502. case HVAN_EXPLOSION: //[orn]
  6503. case NPC_SELFDESTRUCTION:
  6504. //Self Destruction hits everyone in range (allies+enemies)
  6505. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6506. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6507. BCT_ENEMY:BCT_ALL;
  6508. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6509. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6510. map_foreachinshootrange(skill_area_sub, bl,
  6511. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6512. src, skill_id, skill_lv, tick, flag|i,
  6513. skill_castend_damage_id);
  6514. if(map_addblock(src)) {
  6515. map_freeblock_unlock();
  6516. return 1;
  6517. }
  6518. status_damage(src, src, sstatus->max_hp,0,0,1);
  6519. break;
  6520. case AL_ANGELUS:
  6521. case PR_MAGNIFICAT:
  6522. case PR_GLORIA:
  6523. case SN_WINDWALK:
  6524. case CASH_BLESSING:
  6525. case CASH_INCAGI:
  6526. case CASH_ASSUMPTIO:
  6527. case WM_FRIGG_SONG:
  6528. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6529. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6530. else if( sd )
  6531. 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);
  6532. break;
  6533. case MER_MAGNIFICAT:
  6534. if( mer != NULL )
  6535. {
  6536. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6537. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6538. 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);
  6539. else if( mer->master && !(flag&1) )
  6540. 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)));
  6541. }
  6542. break;
  6543. case BS_ADRENALINE:
  6544. case BS_ADRENALINE2:
  6545. case BS_WEAPONPERFECT:
  6546. case BS_OVERTHRUST:
  6547. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6548. int weapontype = skill_get_weapontype(skill_id);
  6549. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6550. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6551. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6552. }
  6553. } else if (sd) {
  6554. party_foreachsamemap(skill_area_sub,
  6555. sd,skill_get_splash(skill_id, skill_lv),
  6556. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6557. skill_castend_nodamage_id);
  6558. }
  6559. break;
  6560. case BS_MAXIMIZE:
  6561. case NV_TRICKDEAD:
  6562. case CR_DEFENDER:
  6563. case ML_DEFENDER:
  6564. case CR_AUTOGUARD:
  6565. case ML_AUTOGUARD:
  6566. case TK_READYSTORM:
  6567. case TK_READYDOWN:
  6568. case TK_READYTURN:
  6569. case TK_READYCOUNTER:
  6570. case TK_DODGE:
  6571. case CR_SHRINK:
  6572. case SG_FUSION:
  6573. case GS_GATLINGFEVER:
  6574. if( tsce )
  6575. {
  6576. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6577. map_freeblock_unlock();
  6578. return 0;
  6579. }
  6580. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6581. break;
  6582. case SL_KAITE:
  6583. case SL_KAAHI:
  6584. case SL_KAIZEL:
  6585. case SL_KAUPE:
  6586. if (sd) {
  6587. if (!dstsd || !(
  6588. (&sd->sc && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6589. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6590. dstsd->status.char_id == sd->status.char_id ||
  6591. dstsd->status.char_id == sd->status.partner_id ||
  6592. dstsd->status.char_id == sd->status.child
  6593. )) {
  6594. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6595. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6596. break;
  6597. }
  6598. }
  6599. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6600. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6601. break;
  6602. case SM_AUTOBERSERK:
  6603. case MER_AUTOBERSERK:
  6604. if( tsce )
  6605. i = status_change_end(bl, type, INVALID_TIMER);
  6606. else
  6607. i = sc_start(src,bl,type,100,skill_lv,60000);
  6608. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6609. break;
  6610. case TF_HIDING:
  6611. case ST_CHASEWALK:
  6612. case KO_YAMIKUMO:
  6613. if (tsce)
  6614. {
  6615. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6616. map_freeblock_unlock();
  6617. return 0;
  6618. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  6619. //Mado Gear cannot hide
  6620. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6621. map_freeblock_unlock();
  6622. return 0;
  6623. }
  6624. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6625. break;
  6626. case TK_RUN:
  6627. if (tsce)
  6628. {
  6629. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6630. map_freeblock_unlock();
  6631. return 0;
  6632. }
  6633. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6634. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6635. clif_walkok(sd); // So aegis has to resend the walk ok.
  6636. break;
  6637. case AS_CLOAKING:
  6638. case GC_CLOAKINGEXCEED:
  6639. case LG_FORCEOFVANGUARD:
  6640. case SC_REPRODUCE:
  6641. case SC_INVISIBILITY:
  6642. case RA_CAMOUFLAGE:
  6643. if (tsce) {
  6644. i = status_change_end(bl, type, INVALID_TIMER);
  6645. if( i )
  6646. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  6647. else if( sd )
  6648. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6649. map_freeblock_unlock();
  6650. return 0;
  6651. }
  6652. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6653. if( i )
  6654. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  6655. else if( sd )
  6656. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6657. break;
  6658. case BD_ADAPTATION:
  6659. if(tsc && tsc->data[SC_DANCING]){
  6660. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6661. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6662. }
  6663. break;
  6664. case BA_FROSTJOKER:
  6665. case DC_SCREAM:
  6666. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6667. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6668. if (md) {
  6669. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6670. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6671. char temp[70];
  6672. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc);
  6673. clif_disp_overhead(&md->bl,temp);
  6674. }
  6675. break;
  6676. case BA_PANGVOICE:
  6677. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6678. break;
  6679. case DC_WINKCHARM:
  6680. if( dstsd )
  6681. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6682. else
  6683. if( dstmd )
  6684. {
  6685. if( status_get_lv(src) > status_get_lv(bl)
  6686. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6687. && !status_has_mode(tstatus,MD_STATUS_IMMUNE) )
  6688. 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)));
  6689. else
  6690. {
  6691. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6692. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6693. }
  6694. }
  6695. break;
  6696. case TF_STEAL:
  6697. if(sd) {
  6698. if(pc_steal_item(sd,bl,skill_lv))
  6699. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6700. else
  6701. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6702. }
  6703. break;
  6704. case RG_STEALCOIN:
  6705. if(sd) {
  6706. if(pc_steal_coin(sd,bl))
  6707. {
  6708. dstmd->state.provoke_flag = src->id;
  6709. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6710. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6711. }
  6712. else
  6713. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6714. }
  6715. break;
  6716. case MG_STONECURSE:
  6717. {
  6718. int brate = 0;
  6719. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  6720. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6721. break;
  6722. }
  6723. if(status_isimmune(bl) || !tsc)
  6724. break;
  6725. if (sd && &sd->sc && sd->sc.data[SC_PETROLOGY_OPTION])
  6726. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6727. if (tsc && tsc->data[type]) {
  6728. status_change_end(bl, type, INVALID_TIMER);
  6729. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6730. break;
  6731. }
  6732. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  6733. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  6734. skill_get_time2(skill_id,skill_lv)))
  6735. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6736. else if(sd) {
  6737. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6738. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6739. if (skill_lv > 5)
  6740. { // not to consume items
  6741. map_freeblock_unlock();
  6742. return 0;
  6743. }
  6744. }
  6745. }
  6746. break;
  6747. case NV_FIRSTAID:
  6748. clif_skill_nodamage(src,bl,skill_id,5,1);
  6749. status_heal(bl,5,0,0);
  6750. break;
  6751. case AL_CURE:
  6752. if(status_isimmune(bl)) {
  6753. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6754. break;
  6755. }
  6756. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6757. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6758. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6759. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  6760. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6761. break;
  6762. case TF_DETOXIFY:
  6763. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6764. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6765. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6766. break;
  6767. case PR_STRECOVERY:
  6768. if(status_isimmune(bl)) {
  6769. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6770. break;
  6771. }
  6772. if (tsc && tsc->opt1) {
  6773. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6774. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6775. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6776. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6777. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6778. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6779. }
  6780. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  6781. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6782. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6783. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6784. if(dstmd)
  6785. mob_unlocktarget(dstmd,tick);
  6786. break;
  6787. // Mercenary Supportive Skills
  6788. case MER_BENEDICTION:
  6789. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6790. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6791. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6792. break;
  6793. case MER_COMPRESS:
  6794. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6795. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6796. break;
  6797. case MER_MENTALCURE:
  6798. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6799. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6800. break;
  6801. case MER_RECUPERATE:
  6802. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6803. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6804. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6805. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6806. break;
  6807. case MER_REGAIN:
  6808. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6809. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6810. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6811. break;
  6812. case MER_TENDER:
  6813. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6814. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6815. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6816. break;
  6817. case MER_SCAPEGOAT:
  6818. if( mer && mer->master )
  6819. {
  6820. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6821. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6822. }
  6823. break;
  6824. case MER_ESTIMATION:
  6825. if( !mer )
  6826. break;
  6827. sd = mer->master;
  6828. case WZ_ESTIMATION:
  6829. if( sd == NULL )
  6830. break;
  6831. if( dstsd )
  6832. { // Fail on Players
  6833. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6834. break;
  6835. }
  6836. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6837. clif_skill_estimation(sd, bl);
  6838. if( skill_id == MER_ESTIMATION )
  6839. sd = NULL;
  6840. break;
  6841. case BS_REPAIRWEAPON:
  6842. if(sd && dstsd)
  6843. clif_item_repair_list(sd,dstsd,skill_lv);
  6844. break;
  6845. case MC_IDENTIFY:
  6846. if(sd) {
  6847. clif_item_identify_list(sd);
  6848. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6849. map_freeblock_unlock();
  6850. return 1;
  6851. }
  6852. else { // consume sp only if succeeded
  6853. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6854. status_zap(src,0,req.sp);
  6855. }
  6856. }
  6857. break;
  6858. // Weapon Refining [Celest]
  6859. case WS_WEAPONREFINE:
  6860. if(sd)
  6861. clif_item_refine_list(sd);
  6862. break;
  6863. case MC_VENDING:
  6864. if(sd)
  6865. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6866. if ( !pc_can_give_items(sd) )
  6867. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6868. else {
  6869. sd->state.prevend = 1;
  6870. sd->state.workinprogress = WIP_DISABLE_ALL;
  6871. sd->vend_skill_lv = skill_lv;
  6872. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  6873. if (i < MAX_CART)
  6874. intif_storage_save(sd, &sd->cart);
  6875. else
  6876. clif_openvendingreq(sd,2+skill_lv);
  6877. }
  6878. }
  6879. break;
  6880. case AL_TELEPORT:
  6881. case ALL_ODINS_RECALL:
  6882. if(sd)
  6883. {
  6884. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6885. clif_skill_teleportmessage(sd,0);
  6886. break;
  6887. }
  6888. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6889. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6890. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6891. break;
  6892. }
  6893. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6894. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6895. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6896. {
  6897. if( skill_lv == 1 )
  6898. pc_randomwarp(sd,CLR_TELEPORT);
  6899. else
  6900. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6901. break;
  6902. }
  6903. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6904. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6905. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6906. else
  6907. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6908. } else
  6909. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6910. break;
  6911. case NPC_EXPULSION:
  6912. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6913. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6914. break;
  6915. case AL_HOLYWATER:
  6916. if(sd) {
  6917. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  6918. struct skill_unit* su;
  6919. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  6920. skill_delunit(su);
  6921. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6922. }
  6923. else
  6924. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6925. }
  6926. break;
  6927. case TF_PICKSTONE:
  6928. if(sd) {
  6929. unsigned char eflag;
  6930. struct item item_tmp;
  6931. struct block_list tbl;
  6932. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6933. memset(&item_tmp,0,sizeof(item_tmp));
  6934. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6935. item_tmp.nameid = ITEMID_STONE;
  6936. item_tmp.identify = 1;
  6937. tbl.id = 0;
  6938. // Commented because of duplicate animation [Lemongrass]
  6939. // At the moment this displays the pickup animation a second time
  6940. // If this is required in older clients, we need to add a version check here
  6941. //clif_takeitem(&sd->bl,&tbl);
  6942. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6943. if(eflag) {
  6944. clif_additem(sd,0,0,eflag);
  6945. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  6946. }
  6947. }
  6948. break;
  6949. case ASC_CDP:
  6950. if(sd) {
  6951. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6952. skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1); //Produce a Poison Bottle.
  6953. }
  6954. break;
  6955. case RG_STRIPWEAPON:
  6956. case RG_STRIPSHIELD:
  6957. case RG_STRIPARMOR:
  6958. case RG_STRIPHELM:
  6959. case ST_FULLSTRIP:
  6960. case GC_WEAPONCRUSH:
  6961. case SC_STRIPACCESSARY: {
  6962. unsigned short location = 0;
  6963. int d = 0;
  6964. //Rate in percent
  6965. if ( skill_id == ST_FULLSTRIP ) {
  6966. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6967. } else if( skill_id == SC_STRIPACCESSARY ) {
  6968. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6969. } else {
  6970. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6971. }
  6972. if (i < 5) i = 5; //Minimum rate 5%
  6973. //Duration in ms
  6974. if( skill_id == GC_WEAPONCRUSH){
  6975. d = skill_get_time(skill_id,skill_lv);
  6976. if(bl->type == BL_PC)
  6977. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6978. else
  6979. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6980. }else
  6981. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6982. if (d < 0) d = 0; //Minimum duration 0ms
  6983. switch (skill_id) {
  6984. case RG_STRIPWEAPON:
  6985. case GC_WEAPONCRUSH:
  6986. location = EQP_WEAPON;
  6987. break;
  6988. case RG_STRIPSHIELD:
  6989. location = EQP_SHIELD;
  6990. break;
  6991. case RG_STRIPARMOR:
  6992. location = EQP_ARMOR;
  6993. break;
  6994. case RG_STRIPHELM:
  6995. location = EQP_HELM;
  6996. break;
  6997. case ST_FULLSTRIP:
  6998. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6999. break;
  7000. case SC_STRIPACCESSARY:
  7001. location = EQP_ACC;
  7002. break;
  7003. }
  7004. //Special message when trying to use strip on FCP [Jobbie]
  7005. 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])
  7006. {
  7007. clif_gospel_info(sd, 0x28);
  7008. break;
  7009. }
  7010. //Attempts to strip at rate i and duration d
  7011. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  7012. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7013. //Nothing stripped.
  7014. if( sd && !i )
  7015. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7016. break;
  7017. }
  7018. case AM_BERSERKPITCHER:
  7019. case AM_POTIONPITCHER:
  7020. {
  7021. int j,hp = 0,sp = 0;
  7022. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  7023. map_freeblock_unlock();
  7024. return 1;
  7025. }
  7026. if( sd ) {
  7027. int x,bonus=100;
  7028. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  7029. x = skill_lv%11 - 1;
  7030. j = pc_search_inventory(sd, require.itemid[x]);
  7031. if (j < 0 || require.itemid[x] <= 0) {
  7032. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7033. map_freeblock_unlock();
  7034. return 1;
  7035. }
  7036. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  7037. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7038. map_freeblock_unlock();
  7039. return 1;
  7040. }
  7041. if( skill_id == AM_BERSERKPITCHER ) {
  7042. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  7043. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7044. map_freeblock_unlock();
  7045. return 1;
  7046. }
  7047. }
  7048. potion_flag = 1;
  7049. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  7050. potion_target = bl->id;
  7051. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7052. potion_flag = potion_target = 0;
  7053. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  7054. bonus += sd->status.base_level;
  7055. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  7056. hp = tstatus->max_hp * potion_per_hp / 100;
  7057. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7058. if( dstsd ) {
  7059. sp = dstsd->status.max_sp * potion_per_sp / 100;
  7060. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7061. }
  7062. } else {
  7063. if( potion_hp > 0 ) {
  7064. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7065. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7066. if( dstsd )
  7067. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7068. }
  7069. if( potion_sp > 0 ) {
  7070. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7071. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  7072. if( dstsd )
  7073. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  7074. }
  7075. }
  7076. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  7077. hp += hp * bonus / 100;
  7078. sp += sp * bonus / 100;
  7079. }
  7080. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  7081. hp += hp * j / 100;
  7082. sp += sp * j / 100;
  7083. }
  7084. } else {
  7085. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  7086. switch (skill_lv) {
  7087. case 1: hp = 45; break;
  7088. case 2: hp = 105; break;
  7089. case 3: hp = 175; break;
  7090. default: hp = 325; break;
  7091. }
  7092. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  7093. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7094. if( dstsd )
  7095. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7096. }
  7097. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  7098. hp += hp * j / 100;
  7099. sp += sp * j / 100;
  7100. }
  7101. if (tsc && tsc->count) {
  7102. uint8 penalty = 0;
  7103. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7104. hp += hp / 10;
  7105. sp += sp / 10;
  7106. }
  7107. if (tsc->data[SC_CRITICALWOUND])
  7108. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7109. if (tsc->data[SC_DEATHHURT])
  7110. penalty += 20;
  7111. if (tsc->data[SC_NORECOVER_STATE])
  7112. penalty = 100;
  7113. if (penalty > 0) {
  7114. hp -= hp * penalty / 100;
  7115. sp -= sp * penalty / 100;
  7116. }
  7117. }
  7118. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7119. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  7120. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7121. if( sp > 0 )
  7122. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7123. if (tsc) {
  7124. #ifdef RENEWAL
  7125. if (tsc->data[SC_EXTREMITYFIST2])
  7126. sp = 0;
  7127. #endif
  7128. if (tsc->data[SC_NORECOVER_STATE]) {
  7129. hp = 0;
  7130. sp = 0;
  7131. }
  7132. }
  7133. status_heal(bl,hp,sp,0);
  7134. }
  7135. break;
  7136. case AM_CP_WEAPON:
  7137. case AM_CP_SHIELD:
  7138. case AM_CP_ARMOR:
  7139. case AM_CP_HELM:
  7140. {
  7141. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7142. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  7143. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7144. map_freeblock_unlock(); // Don't consume item requirements
  7145. return 0;
  7146. }
  7147. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7148. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7149. }
  7150. break;
  7151. case AM_TWILIGHT1:
  7152. if (sd) {
  7153. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7154. //Prepare 200 White Potions.
  7155. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  7156. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7157. }
  7158. break;
  7159. case AM_TWILIGHT2:
  7160. if (sd) {
  7161. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7162. //Prepare 200 Slim White Potions.
  7163. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  7164. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7165. }
  7166. break;
  7167. case AM_TWILIGHT3:
  7168. if (sd) {
  7169. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  7170. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  7171. if( ebottle >= 0 )
  7172. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  7173. //check if you can produce all three, if not, then fail:
  7174. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  7175. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  7176. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  7177. || ebottle < 200 //200 empty bottle are required at total.
  7178. ) {
  7179. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7180. break;
  7181. }
  7182. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7183. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  7184. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  7185. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  7186. }
  7187. break;
  7188. case SA_DISPELL:
  7189. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  7190. 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))
  7191. break; // Outside PvP it should only affect party members and no skill fail message
  7192. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7193. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7194. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  7195. || rnd()%100 >= 50+10*skill_lv)
  7196. {
  7197. if (sd)
  7198. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7199. break;
  7200. }
  7201. if(status_isimmune(bl))
  7202. break;
  7203. //Remove bonus_script by Dispell
  7204. if (dstsd)
  7205. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  7206. if(!tsc || !tsc->count)
  7207. break;
  7208. for(i=0;i<SC_MAX;i++) {
  7209. if (!tsc->data[i])
  7210. continue;
  7211. switch (i) {
  7212. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7213. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7214. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7215. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7216. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7217. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7218. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7219. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  7220. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  7221. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7222. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7223. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7224. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7225. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7226. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7227. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7228. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  7229. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7230. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7231. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7232. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7233. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7234. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7235. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  7236. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  7237. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  7238. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  7239. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  7240. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  7241. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7242. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  7243. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  7244. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  7245. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  7246. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  7247. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  7248. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  7249. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  7250. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  7251. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  7252. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  7253. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  7254. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  7255. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  7256. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  7257. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  7258. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER:
  7259. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  7260. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  7261. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  7262. case SC_ACTIVE_MONSTER_TRANSFORM:
  7263. #ifdef RENEWAL
  7264. case SC_EXTREMITYFIST2:
  7265. #endif
  7266. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  7267. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  7268. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  7269. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  7270. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  7271. case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT_WATER: case SC_REUSE_REFRESH:
  7272. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  7273. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  7274. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  7275. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  7276. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  7277. case SC_SPRITEMABLE: case SC_BITESCAR: case SC_CRUSHSTRIKE:
  7278. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  7279. case SC_ARMOR_ELEMENT_EARTH: case SC_ARMOR_ELEMENT_FIRE: case SC_ARMOR_ELEMENT_WIND:
  7280. // Clans
  7281. case SC_CLAN_INFO:
  7282. case SC_SWORDCLAN:
  7283. case SC_ARCWANDCLAN:
  7284. case SC_GOLDENMACECLAN:
  7285. case SC_CROSSBOWCLAN:
  7286. case SC_JUMPINGCLAN:
  7287. continue;
  7288. case SC_WHISTLE:
  7289. case SC_ASSNCROS:
  7290. case SC_POEMBRAGI:
  7291. case SC_APPLEIDUN:
  7292. case SC_HUMMING:
  7293. case SC_DONTFORGETME:
  7294. case SC_FORTUNE:
  7295. case SC_SERVICE4U:
  7296. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  7297. continue; //If in song area don't end it, even if config enabled
  7298. break;
  7299. case SC_ASSUMPTIO:
  7300. if( bl->type == BL_MOB )
  7301. continue;
  7302. break;
  7303. }
  7304. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  7305. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7306. }
  7307. break;
  7308. }
  7309. //Affect all targets on splash area.
  7310. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  7311. src, skill_id, skill_lv, tick, flag|1,
  7312. skill_castend_damage_id);
  7313. break;
  7314. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7315. if (skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_IGNORE_NO_KNOCKBACK))
  7316. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7317. break;
  7318. case TK_HIGHJUMP:
  7319. {
  7320. int x,y, dir = unit_getdir(src);
  7321. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7322. if( map[src->m].flag.noteleport &&
  7323. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  7324. ) {
  7325. x = src->x;
  7326. y = src->y;
  7327. } else if(dir%2) {
  7328. //Diagonal
  7329. x = src->x + dirx[dir]*(skill_lv*4)/3;
  7330. y = src->y + diry[dir]*(skill_lv*4)/3;
  7331. } else {
  7332. x = src->x + dirx[dir]*skill_lv*2;
  7333. y = src->y + diry[dir]*skill_lv*2;
  7334. }
  7335. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7336. 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))
  7337. clif_blown(src);
  7338. }
  7339. break;
  7340. case SA_CASTCANCEL:
  7341. case SO_SPELLFIST:
  7342. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7343. unit_skillcastcancel(src,1);
  7344. if(sd) {
  7345. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7346. if( skill_id == SO_SPELLFIST ){
  7347. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  7348. sd->skill_id_old = sd->skill_lv_old = 0;
  7349. break;
  7350. }
  7351. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7352. if(sp < 0) sp = 0;
  7353. status_zap(src, 0, sp);
  7354. }
  7355. break;
  7356. case SA_SPELLBREAKER:
  7357. {
  7358. int sp;
  7359. if(tsc && tsc->data[SC_MAGICROD]) {
  7360. sp = skill_get_sp(skill_id,skill_lv);
  7361. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7362. if(sp < 1) sp = 1;
  7363. status_heal(bl,0,sp,2);
  7364. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7365. } else {
  7366. struct unit_data *ud = unit_bl2ud(bl);
  7367. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7368. if (!ud || ud->skilltimer == INVALID_TIMER)
  7369. break; //Nothing to cancel.
  7370. bl_skill_id = ud->skill_id;
  7371. bl_skill_lv = ud->skill_lv;
  7372. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  7373. if (rnd()%100 < 90)
  7374. {
  7375. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7376. break;
  7377. }
  7378. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7379. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7380. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7381. unit_skillcastcancel(bl,0);
  7382. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7383. status_zap(bl, hp, sp);
  7384. if (hp && skill_lv >= 5)
  7385. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7386. else
  7387. hp = 0;
  7388. if (sp) //Recover some of the SP used
  7389. sp = sp*(25*(skill_lv-1))/100;
  7390. if(hp || sp)
  7391. status_heal(src, hp, sp, 2);
  7392. }
  7393. }
  7394. break;
  7395. case SA_MAGICROD:
  7396. #ifdef RENEWAL
  7397. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7398. #endif
  7399. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7400. break;
  7401. case SA_AUTOSPELL:
  7402. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7403. if (sd) {
  7404. sd->state.workinprogress = WIP_DISABLE_ALL;
  7405. clif_autospell(sd,skill_lv);
  7406. } else {
  7407. int maxlv=1,spellid=0;
  7408. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7409. if(skill_lv >= 10) {
  7410. spellid = MG_FROSTDIVER;
  7411. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7412. // maxlv = 10;
  7413. // else
  7414. maxlv = skill_lv - 9;
  7415. }
  7416. else if(skill_lv >=8) {
  7417. spellid = MG_FIREBALL;
  7418. maxlv = skill_lv - 7;
  7419. }
  7420. else if(skill_lv >=5) {
  7421. spellid = MG_SOULSTRIKE;
  7422. maxlv = skill_lv - 4;
  7423. }
  7424. else if(skill_lv >=2) {
  7425. int i_rnd = rnd()%3;
  7426. spellid = spellarray[i_rnd];
  7427. maxlv = skill_lv - 1;
  7428. }
  7429. else if(skill_lv > 0) {
  7430. spellid = MG_NAPALMBEAT;
  7431. maxlv = 3;
  7432. }
  7433. if(spellid > 0)
  7434. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7435. skill_get_time(SA_AUTOSPELL,skill_lv));
  7436. }
  7437. break;
  7438. case BS_GREED:
  7439. if(sd){
  7440. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7441. map_foreachinrange(skill_greed,bl,
  7442. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7443. }
  7444. break;
  7445. case SA_ELEMENTWATER:
  7446. case SA_ELEMENTFIRE:
  7447. case SA_ELEMENTGROUND:
  7448. case SA_ELEMENTWIND:
  7449. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE))) // Only works on monsters (Except status immune monsters).
  7450. break;
  7451. case NPC_ATTRICHANGE:
  7452. case NPC_CHANGEWATER:
  7453. case NPC_CHANGEGROUND:
  7454. case NPC_CHANGEFIRE:
  7455. case NPC_CHANGEWIND:
  7456. case NPC_CHANGEPOISON:
  7457. case NPC_CHANGEHOLY:
  7458. case NPC_CHANGEDARKNESS:
  7459. case NPC_CHANGETELEKINESIS:
  7460. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7461. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7462. skill_get_time(skill_id, skill_lv)));
  7463. break;
  7464. case NPC_CHANGEUNDEAD:
  7465. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7466. //TO-DO This is ugly, fix it
  7467. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7468. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7469. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7470. skill_get_time(skill_id, skill_lv)));
  7471. break;
  7472. case NPC_PROVOCATION:
  7473. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7474. if (md) mob_unlocktarget(md, tick);
  7475. break;
  7476. case NPC_KEEPING:
  7477. case NPC_BARRIER:
  7478. {
  7479. int skill_time = skill_get_time(skill_id,skill_lv);
  7480. struct unit_data *ud = unit_bl2ud(bl);
  7481. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7482. sc_start(src,bl,type,100,skill_lv,skill_time))
  7483. && ud) { //Disable attacking/acting/moving for skill's duration.
  7484. ud->attackabletime =
  7485. ud->canact_tick =
  7486. ud->canmove_tick = tick + skill_time;
  7487. }
  7488. }
  7489. break;
  7490. case NPC_REBIRTH:
  7491. if( md && md->state.rebirth )
  7492. break; // only works once
  7493. sc_start(src,bl,type,100,skill_lv,-1);
  7494. break;
  7495. case NPC_DARKBLESSING:
  7496. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7497. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7498. break;
  7499. case NPC_LICK:
  7500. status_zap(bl, 0, 100);
  7501. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7502. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7503. break;
  7504. case NPC_SUICIDE:
  7505. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7506. status_kill(src); //When suiciding, neither exp nor drops is given.
  7507. break;
  7508. case NPC_SUMMONSLAVE:
  7509. case NPC_SUMMONMONSTER:
  7510. if(md && md->skill_idx >= 0)
  7511. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7512. break;
  7513. case NPC_CALLSLAVE:
  7514. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7515. break;
  7516. case NPC_RANDOMMOVE:
  7517. if (md) {
  7518. md->next_walktime = tick - 1;
  7519. mob_randomwalk(md,tick);
  7520. }
  7521. break;
  7522. case NPC_SPEEDUP:
  7523. {
  7524. // or does it increase casting rate? just a guess xD
  7525. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7526. if (i_type > SC_ASPDPOTION3)
  7527. i_type = SC_ASPDPOTION3;
  7528. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7529. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7530. }
  7531. break;
  7532. case NPC_REVENGE:
  7533. // not really needed... but adding here anyway ^^
  7534. if (md && md->master_id > 0) {
  7535. struct block_list *mbl, *tbl;
  7536. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7537. (tbl = battle_gettargeted(mbl)) == NULL)
  7538. break;
  7539. md->state.provoke_flag = tbl->id;
  7540. mob_target(md, tbl, sstatus->rhw.range);
  7541. }
  7542. break;
  7543. case NPC_RUN:
  7544. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7545. mob_unlocktarget(md, tick);
  7546. break;
  7547. case NPC_TRANSFORMATION:
  7548. case NPC_METAMORPHOSIS:
  7549. if(md && md->skill_idx >= 0) {
  7550. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7551. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7552. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7553. if (class_) mob_class_change(md, class_);
  7554. }
  7555. break;
  7556. case NPC_EMOTION_ON:
  7557. case NPC_EMOTION:
  7558. //val[0] is the emotion to use.
  7559. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7560. //val[1] 'sets' the mode
  7561. //val[2] adds to the current mode
  7562. //val[3] removes from the current mode
  7563. //val[4] if set, asks to delete the previous mode change.
  7564. if(md && md->skill_idx >= 0 && tsc)
  7565. {
  7566. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7567. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7568. status_change_end(bl, type, INVALID_TIMER);
  7569. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7570. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7571. mob_unlocktarget(md,tick);
  7572. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7573. sc_start4(src,src, type, 100, skill_lv,
  7574. md->db->skill[md->skill_idx].val[1],
  7575. md->db->skill[md->skill_idx].val[2],
  7576. md->db->skill[md->skill_idx].val[3],
  7577. skill_get_time(skill_id, skill_lv));
  7578. //Reset aggressive state depending on resulting mode
  7579. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  7580. }
  7581. break;
  7582. case NPC_POWERUP:
  7583. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7584. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7585. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7586. break;
  7587. case NPC_AGIUP:
  7588. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  7589. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7590. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7591. break;
  7592. case NPC_INVISIBLE:
  7593. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7594. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7595. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7596. break;
  7597. case NPC_SIEGEMODE:
  7598. // not sure what it does
  7599. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7600. break;
  7601. case WE_MALE: {
  7602. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  7603. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  7604. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  7605. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7606. }
  7607. }
  7608. break;
  7609. case WE_FEMALE: {
  7610. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  7611. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  7612. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  7613. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7614. }
  7615. }
  7616. break;
  7617. // parent-baby skills
  7618. case WE_BABY:
  7619. if(sd){
  7620. struct map_session_data *f_sd = pc_get_father(sd);
  7621. struct map_session_data *m_sd = pc_get_mother(sd);
  7622. if( (!f_sd && !m_sd) // if neither was found
  7623. || (sd->status.party_id != 0 && //not in same party
  7624. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7625. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7626. ))
  7627. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7628. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7629. ) {
  7630. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7631. map_freeblock_unlock();
  7632. return 0;
  7633. }
  7634. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7635. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7636. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7637. }
  7638. break;
  7639. case PF_HPCONVERSION:
  7640. {
  7641. int hp, sp;
  7642. hp = sstatus->max_hp/10;
  7643. sp = hp * 10 * skill_lv / 100;
  7644. if (!status_charge(src,hp,0)) {
  7645. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7646. break;
  7647. }
  7648. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7649. status_heal(bl,0,sp,2);
  7650. }
  7651. break;
  7652. case MA_REMOVETRAP:
  7653. case HT_REMOVETRAP:
  7654. {
  7655. struct skill_unit* su;
  7656. struct skill_unit_group* sg = NULL;
  7657. su = BL_CAST(BL_SKILL, bl);
  7658. // Mercenaries can remove any trap
  7659. // Players can only remove their own traps or traps on Vs maps.
  7660. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  7661. {
  7662. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7663. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7664. { // prevent picking up expired traps
  7665. if( battle_config.skill_removetrap_type )
  7666. { // get back all items used to deploy the trap
  7667. for( i = 0; i < 10; i++ )
  7668. {
  7669. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7670. {
  7671. int flag2;
  7672. struct item item_tmp;
  7673. memset(&item_tmp,0,sizeof(item_tmp));
  7674. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7675. item_tmp.identify = 1;
  7676. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7677. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7678. clif_additem(sd,0,0,flag2);
  7679. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7680. }
  7681. }
  7682. }
  7683. }
  7684. else
  7685. { // get back 1 trap
  7686. struct item item_tmp;
  7687. memset(&item_tmp,0,sizeof(item_tmp));
  7688. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7689. item_tmp.identify = 1;
  7690. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7691. {
  7692. clif_additem(sd,0,0,flag);
  7693. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7694. }
  7695. }
  7696. }
  7697. skill_delunit(su);
  7698. }else if(sd)
  7699. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7700. }
  7701. break;
  7702. case HT_SPRINGTRAP:
  7703. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7704. {
  7705. struct skill_unit *su=NULL;
  7706. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7707. switch(su->group->unit_id){
  7708. case UNT_ANKLESNARE: // ankle snare
  7709. if (su->group->val2 != 0)
  7710. // if it is already trapping something don't spring it,
  7711. // remove trap should be used instead
  7712. break;
  7713. // otherwise fallthrough to below
  7714. case UNT_BLASTMINE:
  7715. case UNT_SKIDTRAP:
  7716. case UNT_LANDMINE:
  7717. case UNT_SHOCKWAVE:
  7718. case UNT_SANDMAN:
  7719. case UNT_FLASHER:
  7720. case UNT_FREEZINGTRAP:
  7721. case UNT_CLAYMORETRAP:
  7722. case UNT_TALKIEBOX:
  7723. su->group->unit_id = UNT_USED_TRAPS;
  7724. clif_changetraplook(bl, UNT_USED_TRAPS);
  7725. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7726. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7727. }
  7728. }
  7729. }
  7730. break;
  7731. case BD_ENCORE:
  7732. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7733. if(sd)
  7734. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7735. break;
  7736. case AS_SPLASHER:
  7737. if( status_has_mode(tstatus,MD_STATUS_IMMUNE)
  7738. // Renewal dropped the 3/4 hp requirement
  7739. #ifndef RENEWAL
  7740. || tstatus-> hp > tstatus->max_hp*3/4
  7741. #endif
  7742. ) {
  7743. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7744. map_freeblock_unlock();
  7745. return 1;
  7746. }
  7747. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7748. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7749. #ifndef RENEWAL
  7750. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7751. #endif
  7752. break;
  7753. case PF_MINDBREAKER:
  7754. {
  7755. if(status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  7756. map_freeblock_unlock();
  7757. return 1;
  7758. }
  7759. if (tsce)
  7760. { //HelloKitty2 (?) explained that this silently fails when target is
  7761. //already inflicted. [Skotlex]
  7762. map_freeblock_unlock();
  7763. return 1;
  7764. }
  7765. //Has a 55% + skill_lv*5% success chance.
  7766. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7767. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7768. {
  7769. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7770. map_freeblock_unlock();
  7771. return 0;
  7772. }
  7773. unit_skillcastcancel(bl,0);
  7774. if(tsc && tsc->count){
  7775. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7776. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7777. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7778. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7779. }
  7780. if (dstmd)
  7781. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7782. }
  7783. break;
  7784. case PF_SOULCHANGE:
  7785. {
  7786. unsigned int sp1 = 0, sp2 = 0;
  7787. if (dstmd) {
  7788. if (dstmd->state.soul_change_flag) {
  7789. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7790. break;
  7791. }
  7792. dstmd->state.soul_change_flag = 1;
  7793. sp2 = sstatus->max_sp * 3 /100;
  7794. status_heal(src, 0, sp2, 2);
  7795. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7796. break;
  7797. }
  7798. sp1 = sstatus->sp;
  7799. sp2 = tstatus->sp;
  7800. #ifdef RENEWAL
  7801. sp1 = sp1 / 2;
  7802. sp2 = sp2 / 2;
  7803. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  7804. sp1 = tstatus->sp;
  7805. #endif
  7806. if (tsc && tsc->data[SC_NORECOVER_STATE])
  7807. sp1 = tstatus->sp;
  7808. status_set_sp(src, sp2, 3);
  7809. status_set_sp(bl, sp1, 3);
  7810. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7811. }
  7812. break;
  7813. // Slim Pitcher
  7814. case CR_SLIMPITCHER:
  7815. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7816. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  7817. break;
  7818. if (potion_hp || potion_sp) {
  7819. int hp = potion_hp, sp = potion_sp;
  7820. hp = hp * (100 + (tstatus->vit<<1))/100;
  7821. sp = sp * (100 + (tstatus->int_<<1))/100;
  7822. if (dstsd) {
  7823. if (hp)
  7824. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7825. if (sp)
  7826. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7827. }
  7828. if (tsc && tsc->count) {
  7829. uint8 penalty = 0;
  7830. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7831. hp += hp / 10;
  7832. sp += sp / 10;
  7833. }
  7834. if (tsc->data[SC_CRITICALWOUND])
  7835. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7836. if (tsc->data[SC_DEATHHURT])
  7837. penalty += 20;
  7838. if (tsc->data[SC_NORECOVER_STATE])
  7839. penalty = 100;
  7840. if (penalty > 0) {
  7841. hp -= hp * penalty / 100;
  7842. sp -= sp * penalty / 100;
  7843. }
  7844. }
  7845. if(hp > 0)
  7846. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7847. if(sp > 0)
  7848. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7849. status_heal(bl,hp,sp,0);
  7850. }
  7851. break;
  7852. // Full Chemical Protection
  7853. case CR_FULLPROTECTION:
  7854. {
  7855. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7856. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7857. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7858. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7859. continue;
  7860. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7861. s++;
  7862. }
  7863. if( sd && !s ){
  7864. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7865. map_freeblock_unlock(); // Don't consume item requirements
  7866. return 0;
  7867. }
  7868. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7869. }
  7870. break;
  7871. case RG_CLEANER: //AppleGirl
  7872. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7873. break;
  7874. case CG_LONGINGFREEDOM:
  7875. {
  7876. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7877. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7878. {
  7879. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7880. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7881. }
  7882. }
  7883. break;
  7884. case CG_TAROTCARD:
  7885. {
  7886. int card = -1;
  7887. if (tsc && tsc->data[SC_TAROTCARD]) {
  7888. //Target currently has the SUN tarot card effect and is immune to any other effect
  7889. map_freeblock_unlock();
  7890. return 0;
  7891. }
  7892. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7893. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  7894. if( sd )
  7895. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7896. map_freeblock_unlock();
  7897. return 0;
  7898. }
  7899. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7900. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  7901. clif_specialeffect((card == 6) ? src : bl, 522 + card, AREA);
  7902. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7903. }
  7904. break;
  7905. case SL_ALCHEMIST:
  7906. case SL_ASSASIN:
  7907. case SL_BARDDANCER:
  7908. case SL_BLACKSMITH:
  7909. case SL_CRUSADER:
  7910. case SL_HUNTER:
  7911. case SL_KNIGHT:
  7912. case SL_MONK:
  7913. case SL_PRIEST:
  7914. case SL_ROGUE:
  7915. case SL_SAGE:
  7916. case SL_SOULLINKER:
  7917. case SL_STAR:
  7918. case SL_SUPERNOVICE:
  7919. case SL_WIZARD:
  7920. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7921. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  7922. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7923. break;
  7924. }
  7925. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7926. { //Erase death count 1% of the casts
  7927. dstsd->die_counter = 0;
  7928. pc_setglobalreg(dstsd, add_str("PC_DIE_COUNTER"), 0);
  7929. clif_specialeffect(bl, 0x152, AREA);
  7930. //SC_SPIRIT invokes status_calc_pc for us.
  7931. }
  7932. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7933. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7934. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7935. break;
  7936. case SL_HIGH:
  7937. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7938. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7939. break;
  7940. }
  7941. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7942. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7943. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7944. break;
  7945. case SL_SWOO:
  7946. if (tsce) {
  7947. if(sd)
  7948. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7949. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7950. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7951. break;
  7952. }
  7953. case SL_SKA: // [marquis007]
  7954. case SL_SKE:
  7955. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7956. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7957. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7958. break;
  7959. }
  7960. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7961. if (skill_id == SL_SKE)
  7962. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7963. break;
  7964. // New guild skills [Celest]
  7965. case GD_BATTLEORDER:
  7966. if(flag&1) {
  7967. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7968. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7969. } else if (status_get_guild_id(src)) {
  7970. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7971. map_foreachinrange(skill_area_sub, src,
  7972. skill_get_splash(skill_id, skill_lv), BL_PC,
  7973. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7974. skill_castend_nodamage_id);
  7975. if (sd)
  7976. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7977. }
  7978. break;
  7979. case GD_REGENERATION:
  7980. if(flag&1) {
  7981. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7982. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7983. } else if (status_get_guild_id(src)) {
  7984. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7985. map_foreachinrange(skill_area_sub, src,
  7986. skill_get_splash(skill_id, skill_lv), BL_PC,
  7987. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7988. skill_castend_nodamage_id);
  7989. if (sd)
  7990. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7991. }
  7992. break;
  7993. case GD_RESTORE:
  7994. if(flag&1) {
  7995. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7996. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7997. } else if (status_get_guild_id(src)) {
  7998. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7999. map_foreachinrange(skill_area_sub, src,
  8000. skill_get_splash(skill_id, skill_lv), BL_PC,
  8001. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8002. skill_castend_nodamage_id);
  8003. if (sd)
  8004. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8005. }
  8006. break;
  8007. case GD_EMERGENCYCALL:
  8008. case GD_ITEMEMERGENCYCALL:
  8009. {
  8010. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  8011. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  8012. uint8 j = 0, calls = 0, called = 0;
  8013. struct guild *g;
  8014. // i don't know if it actually summons in a circle, but oh well. ;P
  8015. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  8016. if (!g)
  8017. break;
  8018. if (skill_id == GD_ITEMEMERGENCYCALL)
  8019. switch (skill_lv) {
  8020. case 1: calls = 7; break;
  8021. case 2: calls = 12; break;
  8022. case 3: calls = 20; break;
  8023. default: calls = 0; break;
  8024. }
  8025. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8026. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  8027. if (j > 8)
  8028. j = 0;
  8029. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  8030. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  8031. continue;
  8032. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
  8033. continue;
  8034. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  8035. dx[j] = dy[j] = 0;
  8036. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  8037. called++;
  8038. }
  8039. }
  8040. if (sd)
  8041. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8042. }
  8043. break;
  8044. case SG_FEEL:
  8045. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  8046. if (sd) {
  8047. if(!sd->feel_map[skill_lv-1].index)
  8048. clif_feel_req(sd->fd,sd, skill_lv);
  8049. else
  8050. clif_feel_info(sd, skill_lv-1, 1);
  8051. }
  8052. break;
  8053. case SG_HATE:
  8054. if (sd) {
  8055. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8056. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  8057. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8058. }
  8059. break;
  8060. case GS_GLITTERING:
  8061. if(sd) {
  8062. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8063. if(rnd()%100 < (20+10*skill_lv))
  8064. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  8065. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  8066. pc_delspiritball(sd,1,0);
  8067. }
  8068. break;
  8069. case GS_CRACKER:
  8070. /* per official standards, this skill works on players and mobs. */
  8071. if (sd && (dstsd || dstmd))
  8072. {
  8073. i =65 -5*distance_bl(src,bl); //Base rate
  8074. if (i < 30) i = 30;
  8075. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8076. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  8077. }
  8078. break;
  8079. case AM_CALLHOMUN: //[orn]
  8080. if (sd && !hom_call(sd))
  8081. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8082. break;
  8083. case AM_REST:
  8084. if (sd) {
  8085. if (hom_vaporize(sd,HOM_ST_REST))
  8086. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8087. else
  8088. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8089. }
  8090. break;
  8091. case HAMI_CASTLE: //[orn]
  8092. if (src != bl && rnd()%100 < 20 * skill_lv) {
  8093. int x = src->x, y = src->y;
  8094. if (hd)
  8095. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  8096. // Move source
  8097. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8098. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  8099. clif_blown(src);
  8100. // Move target
  8101. if (unit_movepos(bl,x,y,0,0)) {
  8102. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  8103. clif_blown(bl);
  8104. }
  8105. map_foreachinrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  8106. }
  8107. }
  8108. else if (hd && hd->master) // Failed
  8109. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  8110. else if (sd)
  8111. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8112. break;
  8113. case HVAN_CHAOTIC: //[orn]
  8114. {
  8115. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  8116. int r = rnd()%100;
  8117. i = (skill_lv-1)%5;
  8118. if(r<per[i][0]) //Self
  8119. bl = src;
  8120. else if(r<per[i][1]) //Master
  8121. bl = battle_get_master(src);
  8122. else //Enemy
  8123. bl = map_id2bl(battle_gettarget(src));
  8124. if (!bl) bl = src;
  8125. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  8126. //Eh? why double skill packet?
  8127. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  8128. clif_skill_nodamage(src,bl,skill_id,i,1);
  8129. status_heal(bl, i, 0, 0);
  8130. }
  8131. break;
  8132. //Homun single-target support skills [orn]
  8133. case HAMI_BLOODLUST:
  8134. case HFLI_FLEET:
  8135. case HFLI_SPEED:
  8136. case HLIF_CHANGE:
  8137. case MH_ANGRIFFS_MODUS:
  8138. case MH_GOLDENE_FERSE:
  8139. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8140. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8141. if (hd)
  8142. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  8143. break;
  8144. case NPC_DRAGONFEAR:
  8145. if (flag&1) {
  8146. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  8147. int j;
  8148. j = i = rnd()%ARRAYLENGTH(sc);
  8149. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  8150. i++;
  8151. if ( i == ARRAYLENGTH(sc) )
  8152. i = 0;
  8153. if (i == j)
  8154. break;
  8155. }
  8156. break;
  8157. }
  8158. case NPC_WIDEBLEEDING:
  8159. case NPC_WIDECONFUSE:
  8160. case NPC_WIDECURSE:
  8161. case NPC_WIDEFREEZE:
  8162. case NPC_WIDESLEEP:
  8163. case NPC_WIDESILENCE:
  8164. case NPC_WIDESTONE:
  8165. case NPC_WIDESTUN:
  8166. case NPC_SLOWCAST:
  8167. case NPC_WIDEHELLDIGNITY:
  8168. case NPC_WIDEHEALTHFEAR:
  8169. case NPC_WIDEBODYBURNNING:
  8170. case NPC_WIDEFROSTMISTY:
  8171. case NPC_WIDECOLD:
  8172. case NPC_WIDE_DEEP_SLEEP:
  8173. case NPC_WIDESIREN:
  8174. if (flag&1){
  8175. switch ( type ) {
  8176. case SC_BURNING:
  8177. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  8178. break;
  8179. case SC_VOICEOFSIREN:
  8180. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8181. break;
  8182. default:
  8183. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8184. }
  8185. }
  8186. else {
  8187. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8188. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8189. map_foreachinrange(skill_area_sub, bl,
  8190. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8191. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8192. skill_castend_nodamage_id);
  8193. }
  8194. break;
  8195. case NPC_WIDESOULDRAIN:
  8196. if (flag&1)
  8197. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  8198. else {
  8199. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8200. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8201. map_foreachinrange(skill_area_sub, bl,
  8202. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8203. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8204. skill_castend_nodamage_id);
  8205. }
  8206. break;
  8207. case ALL_PARTYFLEE:
  8208. if( sd && !(flag&1) ) {
  8209. if( !sd->status.party_id ) {
  8210. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8211. break;
  8212. }
  8213. 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);
  8214. } else
  8215. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8216. break;
  8217. case NPC_TALK:
  8218. case ALL_WEWISH:
  8219. case ALL_CATCRY:
  8220. case ALL_DREAM_SUMMERNIGHT:
  8221. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8222. break;
  8223. case ALL_BUYING_STORE:
  8224. if( sd )
  8225. {// players only, skill allows 5 buying slots
  8226. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  8227. }
  8228. break;
  8229. case RK_ENCHANTBLADE:
  8230. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8231. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/150+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  8232. break;
  8233. case RK_DRAGONHOWLING:
  8234. if( flag&1)
  8235. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8236. else
  8237. {
  8238. skill_area_temp[2] = 0;
  8239. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8240. map_foreachinrange(skill_area_sub, src,
  8241. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8242. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  8243. skill_castend_nodamage_id);
  8244. }
  8245. break;
  8246. case RK_IGNITIONBREAK:
  8247. case LG_EARTHDRIVE:
  8248. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8249. i = skill_get_splash(skill_id,skill_lv);
  8250. if( skill_id == LG_EARTHDRIVE ) {
  8251. int dummy = 1;
  8252. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  8253. }
  8254. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  8255. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8256. break;
  8257. case RK_GIANTGROWTH:
  8258. case RK_STONEHARDSKIN:
  8259. case RK_VITALITYACTIVATION:
  8260. case RK_ABUNDANCE:
  8261. case RK_CRUSHSTRIKE:
  8262. case RK_REFRESH:
  8263. case RK_MILLENNIUMSHIELD:
  8264. if (sd) {
  8265. uint8 rune_level = 1; // RK_GIANTGROWTH
  8266. if (skill_id == RK_VITALITYACTIVATION)
  8267. rune_level = 2;
  8268. else if (skill_id == RK_STONEHARDSKIN)
  8269. rune_level = 4;
  8270. else if (skill_id == RK_ABUNDANCE)
  8271. rune_level = 6;
  8272. else if (skill_id == RK_CRUSHSTRIKE)
  8273. rune_level = 7;
  8274. else if (skill_id == RK_REFRESH)
  8275. rune_level = 8;
  8276. else if (skill_id == RK_MILLENNIUMSHIELD)
  8277. rune_level = 9;
  8278. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  8279. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  8280. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8281. else if (skill_id == RK_STONEHARDSKIN)
  8282. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  8283. } else
  8284. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8285. }
  8286. break;
  8287. case RK_FIGHTINGSPIRIT: {
  8288. // val1: ATKBonus: Caster: 7*PartyMember. Member: 7*PartyMember/4
  8289. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8290. if( flag&1 ) {
  8291. if( skill_area_temp[1] == bl->id )
  8292. sc_start2(src,bl,type,100,7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]);
  8293. else
  8294. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  8295. } else {
  8296. if( sd && sd->status.party_id ) {
  8297. skill_area_temp[0] = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  8298. skill_area_temp[1] = src->id;
  8299. skill_area_temp[3] = 7 * skill_area_temp[0] / 4;
  8300. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  8301. 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);
  8302. }
  8303. else
  8304. sc_start2(src,bl,type,100,7,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  8305. clif_skill_nodamage(src,bl,skill_id,1,1);
  8306. }
  8307. }
  8308. break;
  8309. case RK_LUXANIMA:
  8310. {
  8311. sc_type runes[] = { SC_MILLENNIUMSHIELD, SC_REFRESH, SC_GIANTGROWTH, SC_STONEHARDSKIN, SC_VITALITYACTIVATION, SC_ABUNDANCE };
  8312. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  8313. if (src->id == bl->id) // Don't give it back to the RK
  8314. break;
  8315. sc_start(src, bl, runes[skill_area_temp[5]], 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8316. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  8317. } else if (sd) { // Find which SC is going to be given
  8318. int recent = 0, result = -1;
  8319. for (i = 0; i < ARRAYLENGTH(runes); i++) {
  8320. if (sd->sc.data[runes[i]] && ((sd->sc.data[runes[i]]->timer * (runes[i] == SC_REFRESH? 3 : 1)) > recent || recent == 0)) {
  8321. recent = sd->sc.data[runes[i]]->timer;
  8322. result = i;
  8323. }
  8324. }
  8325. if (result != -1) {
  8326. skill_area_temp[5] = result;
  8327. status_change_end(src, runes[result], INVALID_TIMER);
  8328. 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);
  8329. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  8330. }
  8331. }
  8332. }
  8333. break;
  8334. case GC_ROLLINGCUTTER:
  8335. {
  8336. short count = 1;
  8337. skill_area_temp[2] = 0;
  8338. 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);
  8339. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8340. { // Every time the skill is casted the status change is reseted adding a counter.
  8341. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8342. if( count > 10 )
  8343. count = 10; // Max coounter
  8344. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8345. }
  8346. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8347. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8348. }
  8349. break;
  8350. case GC_WEAPONBLOCKING:
  8351. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8352. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8353. else
  8354. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8355. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8356. break;
  8357. case GC_CREATENEWPOISON:
  8358. if( sd )
  8359. {
  8360. clif_skill_produce_mix_list(sd,skill_id,25);
  8361. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8362. }
  8363. break;
  8364. case GC_POISONINGWEAPON:
  8365. if( sd ) {
  8366. clif_poison_list(sd,skill_lv);
  8367. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8368. }
  8369. break;
  8370. case GC_ANTIDOTE:
  8371. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8372. if( tsc )
  8373. {
  8374. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8375. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8376. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8377. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8378. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8379. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8380. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8381. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8382. }
  8383. break;
  8384. case GC_PHANTOMMENACE:
  8385. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8386. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8387. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8388. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8389. break;
  8390. case GC_HALLUCINATIONWALK:
  8391. {
  8392. int heal = status_get_max_hp(bl) / 10;
  8393. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8394. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8395. break;
  8396. }
  8397. if( !status_charge(bl,heal,0) )
  8398. {
  8399. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8400. break;
  8401. }
  8402. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8403. }
  8404. break;
  8405. case AB_ANCILLA:
  8406. if( sd ) {
  8407. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8408. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8409. }
  8410. break;
  8411. case AB_CLEMENTIA:
  8412. case AB_CANTO:
  8413. {
  8414. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8415. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8416. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8417. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8418. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8419. else if( sd )
  8420. 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);
  8421. }
  8422. break;
  8423. case AB_PRAEFATIO:
  8424. if( !sd || sd->status.party_id == 0 || flag&1 )
  8425. 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)));
  8426. else if( sd )
  8427. 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);
  8428. break;
  8429. case AB_CHEAL:
  8430. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8431. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8432. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8433. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8434. if( partycount > 1 )
  8435. i += (i / 100) * (partycount * 10) / 4;
  8436. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8437. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8438. clif_skill_nodamage(src, bl, skill_id, i, 1);
  8439. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8440. i = ~i + 1;
  8441. status_heal(bl, i, 0, 0);
  8442. }
  8443. } else if( sd )
  8444. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8445. break;
  8446. case AB_ORATIO:
  8447. if( flag&1 )
  8448. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8449. else {
  8450. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8451. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8452. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8453. }
  8454. break;
  8455. case AB_LAUDAAGNUS:
  8456. if( flag&1 || !sd || !sd->status.party_id ) {
  8457. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8458. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8459. // Success Chance: (40 + 10 * Skill Level) %
  8460. if( rnd()%100 > 40+10*skill_lv ) break;
  8461. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8462. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8463. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8464. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8465. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8466. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8467. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8468. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8469. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8470. } else if( sd )
  8471. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8472. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8473. break;
  8474. case AB_LAUDARAMUS:
  8475. if( flag&1 || !sd || !sd->status.party_id ) {
  8476. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8477. // Success Chance: (40 + 10 * Skill Level) %
  8478. if( rnd()%100 > 40+10*skill_lv ) break;
  8479. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8480. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8481. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8482. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8483. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8484. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8485. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8486. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8487. } else if( sd )
  8488. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8489. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8490. break;
  8491. case AB_CLEARANCE:
  8492. 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]
  8493. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8494. break;
  8495. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8496. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8497. if (sd)
  8498. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8499. break;
  8500. }
  8501. if(status_isimmune(bl))
  8502. break;
  8503. //Remove bonus_script by Clearance
  8504. if (dstsd)
  8505. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8506. if(!tsc || !tsc->count)
  8507. break;
  8508. for( i = 0; i < SC_MAX; i++ ) {
  8509. if (!tsc->data[i])
  8510. continue;
  8511. switch (i) {
  8512. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8513. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8514. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8515. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8516. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8517. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8518. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8519. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  8520. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  8521. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8522. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8523. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8524. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8525. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8526. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8527. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8528. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  8529. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8530. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8531. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8532. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8533. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8534. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8535. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8536. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8537. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8538. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8539. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8540. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8541. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8542. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8543. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8544. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8545. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  8546. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8547. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8548. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  8549. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  8550. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  8551. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  8552. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8553. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8554. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  8555. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8556. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  8557. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  8558. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  8559. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  8560. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM:
  8561. #ifdef RENEWAL
  8562. case SC_EXTREMITYFIST2:
  8563. #endif
  8564. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  8565. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  8566. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  8567. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  8568. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  8569. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  8570. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  8571. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  8572. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  8573. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  8574. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  8575. case SC_SPRITEMABLE:
  8576. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  8577. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  8578. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  8579. continue;
  8580. case SC_ASSUMPTIO:
  8581. if( bl->type == BL_MOB )
  8582. continue;
  8583. break;
  8584. }
  8585. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8586. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8587. }
  8588. break;
  8589. }
  8590. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8591. break;
  8592. case AB_SILENTIUM:
  8593. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8594. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8595. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8596. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8597. break;
  8598. case WL_STASIS:
  8599. if (flag&1)
  8600. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8601. else {
  8602. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8603. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8604. }
  8605. break;
  8606. case WL_WHITEIMPRISON:
  8607. 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.
  8608. {
  8609. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8610. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8611. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8612. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8613. if( sd )
  8614. skill_blockpc_start(sd,skill_id,4000);
  8615. if( !(tsc && tsc->data[type]) ){
  8616. 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));
  8617. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8618. if( !i )
  8619. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8620. }
  8621. }else
  8622. if( sd )
  8623. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8624. break;
  8625. case WL_FROSTMISTY:
  8626. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8627. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8628. break;
  8629. case WL_JACKFROST:
  8630. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8631. if (battle_config.skill_wall_check)
  8632. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8633. else
  8634. 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);
  8635. break;
  8636. case WL_SIENNAEXECRATE:
  8637. if( status_isimmune(bl) || !tsc )
  8638. break;
  8639. if( flag&1 ) {
  8640. if( bl->id == skill_area_temp[1] )
  8641. break; // Already work on this target
  8642. if( tsc && tsc->data[type] )
  8643. status_change_end(bl,type,INVALID_TIMER);
  8644. else
  8645. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8646. } else {
  8647. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8648. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8649. if( rnd()%100 < rate ) { // Success on First Target
  8650. if( !tsc->data[type] )
  8651. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8652. else {
  8653. rate = 1;
  8654. status_change_end(bl,type,INVALID_TIMER);
  8655. }
  8656. if( rate ) {
  8657. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8658. skill_area_temp[1] = bl->id;
  8659. 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);
  8660. }
  8661. // Doesn't send failure packet if it fails on defense.
  8662. }
  8663. else if( sd ) // Failure on Rate
  8664. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8665. }
  8666. break;
  8667. case WL_SUMMONFB:
  8668. case WL_SUMMONBL:
  8669. case WL_SUMMONWB:
  8670. case WL_SUMMONSTONE:
  8671. {
  8672. short element = 0, sctype = 0, pos = -1;
  8673. struct status_change *sc = status_get_sc(src);
  8674. if( !sc )
  8675. break;
  8676. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8677. if( !sctype && !sc->data[i] )
  8678. sctype = i; // Take the free SC
  8679. if( sc->data[i] )
  8680. pos = max(sc->data[i]->val2,pos);
  8681. }
  8682. if( !sctype ) {
  8683. if( sd ) // No free slots to put SC
  8684. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8685. break;
  8686. }
  8687. pos++; // Used in val2 for SC. Indicates the order of this ball
  8688. switch( skill_id ) { // Set val1. The SC element for this ball
  8689. case WL_SUMMONFB: element = WLS_FIRE; break;
  8690. case WL_SUMMONBL: element = WLS_WIND; break;
  8691. case WL_SUMMONWB: element = WLS_WATER; break;
  8692. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8693. }
  8694. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8695. clif_skill_nodamage(src,bl,skill_id,0,0);
  8696. }
  8697. break;
  8698. case WL_READING_SB:
  8699. if( sd ) {
  8700. struct status_change *sc = status_get_sc(bl);
  8701. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8702. if( sc && !sc->data[i] )
  8703. break;
  8704. if( i == SC_MAXSPELLBOOK ) {
  8705. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8706. break;
  8707. }
  8708. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8709. clif_spellbook_list(sd);
  8710. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8711. }
  8712. break;
  8713. case RA_FEARBREEZE:
  8714. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8715. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8716. break;
  8717. case RA_WUGMASTERY:
  8718. if( sd ) {
  8719. if( !pc_iswug(sd) )
  8720. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8721. else
  8722. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8723. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8724. }
  8725. break;
  8726. case RA_WUGRIDER:
  8727. if( sd ) {
  8728. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8729. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8730. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8731. } else if( pc_isridingwug(sd) ) {
  8732. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8733. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8734. }
  8735. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8736. }
  8737. break;
  8738. case RA_WUGDASH:
  8739. if( tsce ) {
  8740. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8741. map_freeblock_unlock();
  8742. return 0;
  8743. }
  8744. if( sd && pc_isridingwug(sd) ) {
  8745. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8746. clif_walkok(sd);
  8747. }
  8748. break;
  8749. case RA_SENSITIVEKEEN:
  8750. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8751. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8752. 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);
  8753. break;
  8754. case NC_F_SIDESLIDE:
  8755. case NC_B_SIDESLIDE:
  8756. {
  8757. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8758. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  8759. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8760. }
  8761. break;
  8762. case NC_SELFDESTRUCTION:
  8763. if( sd ) {
  8764. if( pc_ismadogear(sd) )
  8765. pc_setmadogear(sd, 0);
  8766. skill_area_temp[1] = 0;
  8767. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8768. 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);
  8769. status_set_sp(src, 0, 0);
  8770. skill_clear_unitgroup(src);
  8771. }
  8772. break;
  8773. case NC_ANALYZE:
  8774. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8775. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8776. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8777. if( sd ) pc_overheat(sd,1);
  8778. break;
  8779. case NC_MAGNETICFIELD:
  8780. clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8781. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  8782. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  8783. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  8784. if (sd)
  8785. pc_overheat(sd,1);
  8786. break;
  8787. case NC_REPAIR:
  8788. if( sd ) {
  8789. int heal, hp = 0;
  8790. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8791. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8792. break;
  8793. }
  8794. switch(skill_lv) {
  8795. case 1: hp = 4; break;
  8796. case 2: hp = 7; break;
  8797. case 3: hp = 13; break;
  8798. case 4: hp = 17; break;
  8799. case 5: default: hp = 23; break;
  8800. }
  8801. heal = dstsd->status.max_hp * hp / 100;
  8802. status_heal(bl,heal,0,2);
  8803. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8804. }
  8805. break;
  8806. case NC_DISJOINT:
  8807. {
  8808. if( bl->type != BL_MOB ) break;
  8809. md = map_id2md(bl->id);
  8810. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8811. status_kill(bl);
  8812. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8813. }
  8814. break;
  8815. case SC_AUTOSHADOWSPELL:
  8816. if( sd ) {
  8817. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8818. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8819. {
  8820. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  8821. clif_autoshadowspell_list(sd);
  8822. clif_skill_nodamage(src,bl,skill_id,1,1);
  8823. }
  8824. else
  8825. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8826. }
  8827. break;
  8828. case SC_SHADOWFORM:
  8829. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8830. 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))) )
  8831. dstsd->shadowform_id = src->id;
  8832. }
  8833. else if( sd )
  8834. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8835. break;
  8836. case SC_BODYPAINT:
  8837. if( flag&1 ) {
  8838. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  8839. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  8840. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  8841. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  8842. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  8843. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  8844. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8845. }
  8846. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  8847. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8848. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  8849. } else {
  8850. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8851. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8852. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8853. }
  8854. break;
  8855. case SC_ENERVATION:
  8856. case SC_GROOMY:
  8857. case SC_LAZINESS:
  8858. case SC_UNLUCKY:
  8859. case SC_WEAKNESS:
  8860. if( !(tsc && tsc->data[type]) ) {
  8861. int rate;
  8862. if (status_get_class_(bl) == CLASS_BOSS)
  8863. break;
  8864. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8865. - (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));
  8866. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8867. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8868. } else if( sd )
  8869. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8870. break;
  8871. case SC_IGNORANCE:
  8872. if( !(tsc && tsc->data[type]) ) {
  8873. int rate;
  8874. if (status_get_class_(bl) == CLASS_BOSS)
  8875. break;
  8876. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8877. - (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));
  8878. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8879. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8880. int sp = 100 * skill_lv;
  8881. if( dstmd )
  8882. sp = dstmd->level;
  8883. if( !dstmd )
  8884. status_zap(bl, 0, sp);
  8885. status_heal(src, 0, sp / 2, 3);
  8886. } else if( sd )
  8887. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8888. } else if( sd )
  8889. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8890. break;
  8891. case LG_TRAMPLE:
  8892. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8893. if (rnd()%100 < (25 + 25 * skill_lv))
  8894. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8895. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  8896. break;
  8897. case LG_REFLECTDAMAGE:
  8898. if( tsc && tsc->data[type] )
  8899. status_change_end(bl,type,INVALID_TIMER);
  8900. else
  8901. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8902. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8903. break;
  8904. case LG_SHIELDSPELL:
  8905. if (sd) {
  8906. int opt = 0;
  8907. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8908. struct item_data *shield_data = NULL;
  8909. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8910. shield_data = sd->inventory_data[index];
  8911. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8912. shield_def = shield_mdef = shield_refine = 10;
  8913. else {
  8914. shield_def = shield_data->def;
  8915. shield_mdef = sd->bonus.shieldmdef;
  8916. shield_refine = sd->inventory.u.items_inventory[sd->equip_index[EQI_HAND_L]].refine;
  8917. }
  8918. if (flag&1) {
  8919. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8920. break;
  8921. }
  8922. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8923. switch(skill_lv) {
  8924. case 1: { // DEF Based
  8925. int splashrange = 0;
  8926. #ifdef RENEWAL
  8927. if (shield_def >= 0 && shield_def <= 40)
  8928. #else
  8929. if (shield_def >= 0 && shield_def <= 4)
  8930. #endif
  8931. splashrange = 1;
  8932. #ifdef RENEWAL
  8933. else if (shield_def >= 41 && shield_def <= 80)
  8934. #else
  8935. else if (shield_def >= 5 && shield_def <= 9)
  8936. #endif
  8937. splashrange = 2;
  8938. else
  8939. splashrange = 3;
  8940. switch(opt) {
  8941. case 1: // Splash AoE ATK
  8942. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8943. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8944. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8945. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8946. break;
  8947. case 2: // % Damage Reflecting Increase
  8948. #ifdef RENEWAL
  8949. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  8950. #else
  8951. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  8952. #endif
  8953. break;
  8954. case 3: // Equipment Attack Increase
  8955. #ifdef RENEWAL
  8956. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  8957. #else
  8958. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  8959. #endif
  8960. break;
  8961. }
  8962. }
  8963. break;
  8964. case 2: { // MDEF Based
  8965. int splashrange = 0;
  8966. if (shield_mdef >= 1 && shield_mdef <= 3)
  8967. splashrange = 1;
  8968. else if (shield_mdef >= 4 && shield_mdef <= 5)
  8969. splashrange = 2;
  8970. else
  8971. splashrange = 3;
  8972. switch(opt) {
  8973. case 1: // Splash AoE MATK
  8974. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  8975. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8976. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8977. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8978. break;
  8979. case 2: // Splash AoE Lex Divina
  8980. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  8981. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8982. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8983. break;
  8984. case 3: // Casts Magnificat.
  8985. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  8986. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  8987. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  8988. break;
  8989. }
  8990. }
  8991. break;
  8992. case 3: // Refine Based
  8993. switch(opt) {
  8994. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8995. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  8996. break;
  8997. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8998. #ifdef RENEWAL
  8999. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  9000. #else
  9001. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  9002. #endif
  9003. break;
  9004. case 3: // Recovers HP depending on Shield refine rate.
  9005. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  9006. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  9007. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  9008. break;
  9009. }
  9010. break;
  9011. }
  9012. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9013. }
  9014. break;
  9015. case LG_PIETY:
  9016. if( flag&1 )
  9017. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9018. else {
  9019. skill_area_temp[2] = 0;
  9020. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  9021. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9022. }
  9023. break;
  9024. case LG_INSPIRATION:
  9025. if( sd && !map[sd->bl.m].flag.noexppenalty && battle_config.exp_cost_inspiration )
  9026. pc_lostexp(sd, u32min(sd->status.base_exp, pc_nextbaseexp(sd) * battle_config.exp_cost_inspiration / 100), 0); // 1% penalty.
  9027. clif_skill_nodamage(bl,src,skill_id,skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9028. break;
  9029. case SR_CURSEDCIRCLE:
  9030. if( flag&1 ) {
  9031. if( status_get_class_(bl) == CLASS_BOSS )
  9032. break;
  9033. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  9034. if( bl->type == BL_MOB )
  9035. mob_unlocktarget((TBL_MOB*)bl,gettick());
  9036. clif_bladestop(src, bl->id, 1);
  9037. map_freeblock_unlock();
  9038. return 1;
  9039. }
  9040. } else {
  9041. int count = 0;
  9042. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9043. 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
  9044. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9045. if( sd ) pc_delspiritball(sd, count, 0);
  9046. clif_skill_nodamage(src, src, skill_id, skill_lv,
  9047. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  9048. }
  9049. break;
  9050. case SR_RAISINGDRAGON:
  9051. if( sd ) {
  9052. short max = 5 + skill_lv;
  9053. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9054. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  9055. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  9056. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  9057. }
  9058. break;
  9059. case SR_ASSIMILATEPOWER:
  9060. if (flag&1) {
  9061. i = 0;
  9062. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  9063. if (dstsd->spiritball > 0) {
  9064. i = dstsd->spiritball;
  9065. pc_delspiritball(dstsd,dstsd->spiritball,0);
  9066. }
  9067. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  9068. i += dstsd->spiritcharm;
  9069. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  9070. }
  9071. }
  9072. if (i)
  9073. status_percent_heal(src, 0, i);
  9074. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  9075. } else {
  9076. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9077. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  9078. }
  9079. break;
  9080. case SR_POWERVELOCITY:
  9081. if( !dstsd )
  9082. break;
  9083. if( sd && dstsd->spiritball <= 5 ) {
  9084. for(i = 0; i <= 5; i++) {
  9085. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  9086. pc_delspiritball(sd, sd->spiritball, 0);
  9087. }
  9088. }
  9089. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9090. break;
  9091. case SR_GENTLETOUCH_CURE:
  9092. {
  9093. unsigned int heal;
  9094. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9095. heal = 0;
  9096. else {
  9097. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  9098. status_heal(bl, heal, 0, 0);
  9099. }
  9100. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  9101. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9102. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9103. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9104. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9105. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9106. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9107. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9108. }
  9109. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9110. }
  9111. break;
  9112. case SR_GENTLETOUCH_ENERGYGAIN:
  9113. case SR_GENTLETOUCH_CHANGE:
  9114. case SR_GENTLETOUCH_REVITALIZE:
  9115. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9116. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9117. break;
  9118. case SR_FLASHCOMBO: {
  9119. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  9120. const int delay[] = { 0, 250, 500, 2000 };
  9121. if (sd) // Disable attacking/acting/moving for skill's duration.
  9122. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[3];
  9123. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9124. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9125. for (i = 0; i < ARRAYLENGTH(combo); i++)
  9126. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  9127. }
  9128. break;
  9129. case WA_SWING_DANCE:
  9130. case WA_MOONLIT_SERENADE:
  9131. case WA_SYMPHONY_OF_LOVER:
  9132. case MI_RUSH_WINDMILL:
  9133. case MI_ECHOSONG:
  9134. if( !sd || !sd->status.party_id || (flag & 1) ) {
  9135. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9136. 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));
  9137. } else if( sd ) {
  9138. 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);
  9139. 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));
  9140. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9141. }
  9142. break;
  9143. case MI_HARMONIZE:
  9144. if( src != bl )
  9145. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9146. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9147. break;
  9148. case WM_DEADHILLHERE:
  9149. if( bl->type == BL_PC ) {
  9150. if( !status_isdead(bl) )
  9151. break;
  9152. if( rnd()%100 < 88 + 2 * skill_lv ) {
  9153. int heal = tstatus->sp;
  9154. if( heal <= 0 )
  9155. heal = 1;
  9156. tstatus->hp = heal;
  9157. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  9158. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9159. pc_revive((TBL_PC*)bl,heal,0);
  9160. clif_resurrection(bl,1);
  9161. }
  9162. }
  9163. break;
  9164. case WM_SIRCLEOFNATURE:
  9165. if( flag&1 )
  9166. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9167. else {
  9168. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
  9169. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9170. }
  9171. break;
  9172. case WM_VOICEOFSIREN:
  9173. if (flag&1)
  9174. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  9175. else {
  9176. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  9177. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  9178. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9179. 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_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9180. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9181. }
  9182. break;
  9183. case WM_GLOOMYDAY:
  9184. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9185. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  9186. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  9187. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  9188. {
  9189. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9190. break;
  9191. }
  9192. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9193. break;
  9194. case WM_SATURDAY_NIGHT_FEVER:
  9195. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  9196. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM]))
  9197. break;
  9198. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  9199. } else if( flag&2 ) {
  9200. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  9201. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false));
  9202. } else if( sd ) {
  9203. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  9204. if( !sd->status.party_id || (rnd()%100 > chance)) {
  9205. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  9206. break;
  9207. }
  9208. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  9209. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  9210. flag |= 2;
  9211. else
  9212. flag |= 1;
  9213. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  9214. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  9215. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  9216. if( flag&2 ) // Dealed here to prevent conflicts
  9217. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false));
  9218. }
  9219. break;
  9220. case WM_SONG_OF_MANA:
  9221. case WM_DANCE_WITH_WUG:
  9222. case WM_LERADS_DEW:
  9223. case WM_UNLIMITED_HUMMING_VOICE:
  9224. if( flag&1 ) { // These affect to to all party members near the caster.
  9225. struct status_change *sc = status_get_sc(src);
  9226. if( sc && sc->data[type] ) {
  9227. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  9228. }
  9229. } else if( sd ) {
  9230. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  9231. 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);
  9232. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9233. }
  9234. break;
  9235. case WM_MELODYOFSINK:
  9236. case WM_BEYOND_OF_WARCRY:
  9237. if( flag&1 ) {
  9238. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  9239. } else { // These affect to all targets arround the caster.
  9240. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  9241. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9242. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9243. }
  9244. }
  9245. break;
  9246. case WM_RANDOMIZESPELL:
  9247. if (!skill_improvise_count) {
  9248. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9249. break;
  9250. }
  9251. else {
  9252. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  9253. do {
  9254. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  9255. improv_skill_id = skill_improvise_db[i].skill_id;
  9256. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  9257. if (!skill_get_index(improv_skill_id)) {
  9258. if (sd)
  9259. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9260. break;
  9261. }
  9262. improv_skill_lv = 4 + skill_lv;
  9263. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9264. if( sd ) {
  9265. sd->state.abra_flag = 2;
  9266. sd->skillitem = improv_skill_id;
  9267. sd->skillitemlv = improv_skill_lv;
  9268. sd->skillitem_keep_requirement = false;
  9269. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  9270. } else {
  9271. struct unit_data *ud = unit_bl2ud(src);
  9272. int inf = skill_get_inf(improv_skill_id);
  9273. if (!ud) break;
  9274. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  9275. if (src->type == BL_PET)
  9276. bl = (struct block_list*)((TBL_PET*)src)->master;
  9277. if (!bl) bl = src;
  9278. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  9279. } else {
  9280. int target_id = 0;
  9281. if (ud->target)
  9282. target_id = ud->target;
  9283. else switch (src->type) {
  9284. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  9285. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  9286. }
  9287. if (!target_id)
  9288. break;
  9289. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  9290. bl = map_id2bl(target_id);
  9291. if (!bl) bl = src;
  9292. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  9293. } else
  9294. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  9295. }
  9296. }
  9297. }
  9298. break;
  9299. case RETURN_TO_ELDICASTES:
  9300. case ALL_GUARDIAN_RECALL:
  9301. case ECLAGE_RECALL:
  9302. if( sd )
  9303. {
  9304. short x=0, y=0; // Destiny position.
  9305. unsigned short mapindex=0;
  9306. switch(skill_id){
  9307. default:
  9308. case RETURN_TO_ELDICASTES:
  9309. x = 198;
  9310. y = 187;
  9311. mapindex = mapindex_name2id(MAP_DICASTES);
  9312. break;
  9313. case ALL_GUARDIAN_RECALL:
  9314. x = 44;
  9315. y = 151;
  9316. mapindex = mapindex_name2id(MAP_MORA);
  9317. break;
  9318. case ECLAGE_RECALL:
  9319. x = 47;
  9320. y = 31;
  9321. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9322. break;
  9323. }
  9324. if(!mapindex)
  9325. { //Given map not found?
  9326. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9327. map_freeblock_unlock();
  9328. return 0;
  9329. }
  9330. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9331. }
  9332. break;
  9333. case ECL_SNOWFLIP:
  9334. case ECL_PEONYMAMY:
  9335. case ECL_SADAGUI:
  9336. case ECL_SEQUOIADUST:
  9337. switch(skill_id){
  9338. case ECL_SNOWFLIP:
  9339. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9340. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9341. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9342. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9343. break;
  9344. case ECL_PEONYMAMY:
  9345. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9346. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9347. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9348. break;
  9349. case ECL_SADAGUI:
  9350. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9351. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9352. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9353. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9354. break;
  9355. case ECL_SEQUOIADUST:
  9356. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9357. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9358. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9359. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9360. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9361. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9362. break;
  9363. }
  9364. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SKILL);
  9365. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9366. break;
  9367. case GM_SANDMAN:
  9368. if( tsc ) {
  9369. if( tsc->opt1 == OPT1_SLEEP )
  9370. tsc->opt1 = 0;
  9371. else
  9372. tsc->opt1 = OPT1_SLEEP;
  9373. clif_changeoption(bl);
  9374. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9375. }
  9376. break;
  9377. case SO_ARRULLO:
  9378. {
  9379. 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;
  9380. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9381. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  9382. }
  9383. break;
  9384. case WM_LULLABY_DEEPSLEEP:
  9385. if (flag&1) {
  9386. 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);
  9387. 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
  9388. sc_start(src, bl, type, rate, skill_lv, duration);
  9389. } else {
  9390. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9391. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9392. }
  9393. break;
  9394. case SO_SUMMON_AGNI:
  9395. case SO_SUMMON_AQUA:
  9396. case SO_SUMMON_VENTUS:
  9397. case SO_SUMMON_TERA:
  9398. if( sd ) {
  9399. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9400. // Remove previous elemental first.
  9401. if( sd->ed )
  9402. elemental_delete(sd->ed);
  9403. // Summoning the new one.
  9404. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9405. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9406. break;
  9407. }
  9408. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9409. }
  9410. break;
  9411. case SO_EL_CONTROL:
  9412. if( sd ) {
  9413. enum e_mode mode = EL_MODE_PASSIVE; // Standard mode.
  9414. if( !sd->ed ) break;
  9415. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9416. elemental_delete(sd->ed);
  9417. break;
  9418. }
  9419. switch( skill_lv ) {// Select mode bassed on skill level used.
  9420. case 2: mode = EL_MODE_ASSIST; break;
  9421. case 3: mode = EL_MODE_AGGRESSIVE; break;
  9422. }
  9423. if( !elemental_change_mode(sd->ed,mode) ) {
  9424. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9425. break;
  9426. }
  9427. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9428. }
  9429. break;
  9430. case SO_EL_ACTION:
  9431. if( sd ) {
  9432. int duration = 3000;
  9433. if( !sd->ed )
  9434. break;
  9435. switch(sd->ed->db->class_) {
  9436. case 2115:case 2124:
  9437. case 2118:case 2121:
  9438. duration = 6000;
  9439. break;
  9440. case 2116:case 2119:
  9441. case 2122:case 2125:
  9442. duration = 9000;
  9443. break;
  9444. }
  9445. sd->skill_id_old = skill_id;
  9446. elemental_action(sd->ed, bl, tick);
  9447. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9448. skill_blockpc_start(sd, skill_id, duration);
  9449. }
  9450. break;
  9451. case SO_EL_CURE:
  9452. if( sd ) {
  9453. struct elemental_data *ed = sd->ed;
  9454. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  9455. int e_hp, e_sp;
  9456. if( !ed ) break;
  9457. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9459. break;
  9460. }
  9461. e_hp = ed->battle_status.max_hp * 10 / 100;
  9462. e_sp = ed->battle_status.max_sp * 10 / 100;
  9463. status_heal(&ed->bl,e_hp,e_sp,3);
  9464. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9465. }
  9466. break;
  9467. case GN_CHANGEMATERIAL:
  9468. case SO_EL_ANALYSIS:
  9469. if( sd ) {
  9470. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9471. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9472. }
  9473. break;
  9474. case GN_BLOOD_SUCKER:
  9475. {
  9476. struct status_change *sc = status_get_sc(src);
  9477. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9478. if( tsc && tsc->data[type] ){
  9479. (sc->bs_counter)--;
  9480. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9481. }
  9482. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9483. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9484. (sc->bs_counter)++;
  9485. } else if( sd ) {
  9486. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9487. break;
  9488. }
  9489. }
  9490. break;
  9491. case GN_MANDRAGORA:
  9492. if( flag&1 ) {
  9493. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9494. if (rate < 10)
  9495. rate = 10;
  9496. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  9497. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  9498. if (rnd()%100 < rate) {
  9499. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9500. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9501. }
  9502. } else {
  9503. 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);
  9504. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9505. }
  9506. break;
  9507. case GN_SLINGITEM:
  9508. if( sd ) {
  9509. short ammo_id;
  9510. i = sd->equip_index[EQI_AMMO];
  9511. if( i < 0 )
  9512. break; // No ammo.
  9513. ammo_id = sd->inventory_data[i]->nameid;
  9514. if( ammo_id <= 0 )
  9515. break;
  9516. sd->itemid = ammo_id;
  9517. if( itemdb_group_item_exists(IG_BOMB, ammo_id) ) {
  9518. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9519. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9520. 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);
  9521. else
  9522. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9523. } else //Otherwise, it fails, shows animation and removes items.
  9524. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9525. } else if (itemdb_group_item_exists(IG_THROWABLE, ammo_id))
  9526. if (dstsd)
  9527. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  9528. }
  9529. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9530. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9531. break;
  9532. case GN_MIX_COOKING:
  9533. case GN_MAKEBOMB:
  9534. case GN_S_PHARMACY:
  9535. if( sd ) {
  9536. int qty = 1;
  9537. sd->skill_id_old = skill_id;
  9538. sd->skill_lv_old = skill_lv;
  9539. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9540. qty = 10;
  9541. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9542. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9543. }
  9544. break;
  9545. case EL_CIRCLE_OF_FIRE:
  9546. case EL_PYROTECHNIC:
  9547. case EL_HEATER:
  9548. case EL_TROPIC:
  9549. case EL_AQUAPLAY:
  9550. case EL_COOLER:
  9551. case EL_CHILLY_AIR:
  9552. case EL_GUST:
  9553. case EL_BLAST:
  9554. case EL_WILD_STORM:
  9555. case EL_PETROLOGY:
  9556. case EL_CURSED_SOIL:
  9557. case EL_UPHEAVAL:
  9558. case EL_FIRE_CLOAK:
  9559. case EL_WATER_DROP:
  9560. case EL_WIND_CURTAIN:
  9561. case EL_SOLID_SKIN:
  9562. case EL_STONE_SHIELD:
  9563. case EL_WIND_STEP: {
  9564. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9565. if( ele ) {
  9566. sc_type type2 = (sc_type)(type-1);
  9567. struct status_change *sc = status_get_sc(&ele->bl);
  9568. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9569. elemental_clean_single_effect(ele, skill_id);
  9570. } else {
  9571. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9572. 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_SKILL);
  9573. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9574. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  9575. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9576. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9577. }
  9578. }
  9579. }
  9580. break;
  9581. case EL_FIRE_MANTLE:
  9582. case EL_WATER_BARRIER:
  9583. case EL_ZEPHYR:
  9584. case EL_POWER_OF_GAIA:
  9585. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9586. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9587. break;
  9588. case EL_WATER_SCREEN: {
  9589. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9590. if( ele ) {
  9591. struct status_change *sc = status_get_sc(&ele->bl);
  9592. sc_type type2 = (sc_type)(type-1);
  9593. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9594. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9595. elemental_clean_single_effect(ele, skill_id);
  9596. } else {
  9597. // This not heals at the end.
  9598. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9599. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9600. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9601. }
  9602. }
  9603. }
  9604. break;
  9605. case KO_KAHU_ENTEN:
  9606. case KO_HYOUHU_HUBUKI:
  9607. case KO_KAZEHU_SEIRAN:
  9608. case KO_DOHU_KOUKAI:
  9609. if (sd) {
  9610. int ele_type = skill_get_ele(skill_id,skill_lv);
  9611. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9612. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  9613. }
  9614. break;
  9615. case KO_ZANZOU:
  9616. if(sd){
  9617. struct mob_data *md2;
  9618. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9619. if( md2 )
  9620. {
  9621. md2->master_id = src->id;
  9622. md2->special_state.ai = AI_ZANZOU;
  9623. if( md2->deletetimer != INVALID_TIMER )
  9624. delete_timer(md2->deletetimer, mob_timer_delete);
  9625. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9626. mob_spawn( md2 );
  9627. pc_setinvincibletimer(sd,500);// unlock target lock
  9628. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9629. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  9630. }
  9631. }
  9632. break;
  9633. case KO_KYOUGAKU:
  9634. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  9635. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9636. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9637. }else if( sd )
  9638. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9639. break;
  9640. case KO_JYUSATSU:
  9641. if( dstsd && tsc && !tsc->data[type] &&
  9642. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9643. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9644. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  9645. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  9646. if( status_get_lv(bl) <= status_get_lv(src) )
  9647. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9648. }else if( sd )
  9649. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9650. break;
  9651. case KO_GENWAKU:
  9652. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  9653. int x = src->x, y = src->y;
  9654. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9655. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9656. break;
  9657. }
  9658. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  9659. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9660. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9661. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  9662. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9663. clif_blown(src);
  9664. if (!unit_blown_immune(bl, 0x1)) {
  9665. unit_movepos(bl,x,y,0,0);
  9666. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9667. clif_sitting(bl); //Avoid sitting sync problem
  9668. clif_blown(bl);
  9669. }
  9670. }
  9671. }
  9672. break;
  9673. case OB_AKAITSUKI:
  9674. case OB_OBOROGENSOU:
  9675. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9676. || status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ){ // Does not work on status immune monsters.
  9677. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9678. break;
  9679. }
  9680. case KO_IZAYOI:
  9681. case OB_ZANGETSU:
  9682. case KG_KYOMU:
  9683. case KG_KAGEMUSYA:
  9684. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9685. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9686. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9687. break;
  9688. case KG_KAGEHUMI:
  9689. if( flag&1 ){
  9690. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9691. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9692. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9693. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9694. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9695. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9696. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9697. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9698. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9699. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9700. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9701. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9702. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9703. }
  9704. if( skill_area_temp[2] == 1 ){
  9705. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9706. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9707. }
  9708. }else{
  9709. skill_area_temp[2] = 0;
  9710. if (battle_config.skill_wall_check)
  9711. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9712. else
  9713. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9714. }
  9715. break;
  9716. case MH_SILENT_BREEZE:
  9717. {
  9718. int heal = 5 * status_get_lv(&hd->bl) +
  9719. #ifdef RENEWAL
  9720. status_base_matk(bl, &hd->battle_status, status_get_lv(&hd->bl));
  9721. #else
  9722. status_base_matk_min(&hd->battle_status);
  9723. #endif
  9724. //Silences the homunculus and target
  9725. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9726. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9727. //Recover the target's HP
  9728. status_heal(bl,heal,0,3);
  9729. //Removes these SC from target
  9730. if (tsc) {
  9731. const enum sc_type scs[] = {
  9732. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9733. };
  9734. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9735. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9736. }
  9737. if (hd)
  9738. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9739. }
  9740. break;
  9741. case MH_OVERED_BOOST:
  9742. if (hd) {
  9743. struct block_list *s_bl = battle_get_master(src);
  9744. if(hd->homunculus.hunger>50) //reduce hunger
  9745. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9746. else
  9747. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9748. if(s_bl && s_bl->type==BL_PC) {
  9749. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9750. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9751. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9752. }
  9753. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9754. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9755. }
  9756. break;
  9757. case MH_GRANITIC_ARMOR:
  9758. case MH_PYROCLASTIC:
  9759. if(hd) {
  9760. struct block_list *s_bl = battle_get_master(src);
  9761. 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
  9762. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9763. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9764. }
  9765. break;
  9766. case MH_LIGHT_OF_REGENE: //self
  9767. if(hd) {
  9768. struct block_list *s_bl = battle_get_master(src);
  9769. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9770. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9771. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
  9772. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
  9773. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9774. }
  9775. break;
  9776. case MH_STYLE_CHANGE:
  9777. if(hd){
  9778. struct status_change_entry *sce;
  9779. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9780. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9781. else sce->val1 = MH_MD_FIGHTING;
  9782. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  9783. // char output[128];
  9784. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9785. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  9786. //}
  9787. }
  9788. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9789. }
  9790. break;
  9791. case MH_MAGMA_FLOW:
  9792. case MH_PAIN_KILLER:
  9793. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9794. if (hd)
  9795. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9796. break;
  9797. case MH_SUMMON_LEGION: {
  9798. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9799. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9800. struct mob_data *sum_md;
  9801. int i_slave,c=0;
  9802. int maxcount = qty[skill_lv-1];
  9803. 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);
  9804. if(c >= maxcount) {
  9805. map_freeblock_unlock();
  9806. return 0; //max qty already spawned
  9807. }
  9808. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9809. 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);
  9810. if (sum_md) {
  9811. sum_md->master_id = src->id;
  9812. sum_md->special_state.ai = AI_LEGION;
  9813. if (sum_md->deletetimer != INVALID_TIMER)
  9814. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9815. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9816. mob_spawn(sum_md); //Now it is ready for spawning.
  9817. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9818. }
  9819. }
  9820. if (hd)
  9821. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9822. }
  9823. break;
  9824. case RL_RICHS_COIN:
  9825. if (sd) {
  9826. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9827. for (i = 0; i < 10; i++)
  9828. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9829. }
  9830. break;
  9831. case RL_C_MARKER:
  9832. if (sd) {
  9833. // If marked by someone else, failed
  9834. if (tsce && tsce->val2 != src->id) {
  9835. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9836. break;
  9837. }
  9838. // Check if marked before
  9839. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9840. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9841. // Find empty slot
  9842. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9843. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9844. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9845. break;
  9846. }
  9847. }
  9848. sd->c_marker[i] = bl->id;
  9849. 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);
  9850. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9851. }
  9852. // If mob casts this, at least SC_C_MARKER as debuff
  9853. else {
  9854. 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);
  9855. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9856. }
  9857. break;
  9858. case RL_D_TAIL:
  9859. if (sd) {
  9860. if (battle_config.skill_wall_check)
  9861. skill_area_temp[0] = map_foreachinshootrange(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);
  9862. else
  9863. 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);
  9864. if (!skill_area_temp[0]) {
  9865. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9866. break;
  9867. }
  9868. }
  9869. if (battle_config.skill_wall_check)
  9870. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9871. else
  9872. 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|SD_ANIMATION|1, skill_castend_damage_id);
  9873. skill_area_temp[0] = 0;
  9874. break;
  9875. case RL_QD_SHOT:
  9876. if (sd) {
  9877. skill_area_temp[1] = bl->id;
  9878. // Check surrounding
  9879. if (battle_config.skill_wall_check)
  9880. skill_area_temp[0] = map_foreachinshootrange(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);
  9881. else
  9882. 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);
  9883. if (skill_area_temp[0])
  9884. 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);
  9885. // Main target always receives damage
  9886. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9887. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9888. if (tsc && tsc->data[SC_C_MARKER])
  9889. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  9890. }
  9891. else {
  9892. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9893. if (battle_config.skill_wall_check)
  9894. map_foreachinshootrange(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);
  9895. else
  9896. 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);
  9897. }
  9898. skill_area_temp[0] = 0;
  9899. skill_area_temp[1] = 0;
  9900. break;
  9901. case RL_FLICKER:
  9902. if (sd) {
  9903. int16 splash = skill_get_splash(skill_id, skill_lv);
  9904. sd->flicker = true;
  9905. skill_area_temp[1] = 0;
  9906. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9907. // Detonate RL_B_TRAP
  9908. if ((i = pc_checkskill(sd, RL_B_TRAP))) {
  9909. map_foreachinrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9910. }
  9911. // Detonate RL_H_MINE
  9912. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9913. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9914. sd->flicker = false;
  9915. }
  9916. break;
  9917. case SO_ELEMENTAL_SHIELD:
  9918. if (!sd || sd->status.party_id == 0 || flag&1) {
  9919. if (sd && sd->status.party_id == 0) {
  9920. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9921. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9922. elemental_delete(sd->ed);
  9923. }
  9924. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  9925. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  9926. }
  9927. else {
  9928. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9929. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9930. elemental_delete(sd->ed);
  9931. 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);
  9932. }
  9933. break;
  9934. case SU_HIDE:
  9935. if (tsce) {
  9936. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9937. status_change_end(bl, type, INVALID_TIMER);
  9938. map_freeblock_unlock();
  9939. return 0;
  9940. }
  9941. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9942. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9943. break;
  9944. case SU_TUNABELLY:
  9945. {
  9946. unsigned int heal;
  9947. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9948. heal = 0;
  9949. else {
  9950. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  9951. status_heal(bl, heal, 0, 0);
  9952. }
  9953. clif_skill_nodamage(src, bl, skill_id, heal, 1);
  9954. }
  9955. break;
  9956. case SU_BUNCHOFSHRIMP:
  9957. if (sd == NULL || sd->status.party_id == 0 || flag&1)
  9958. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9959. else if (sd)
  9960. 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);
  9961. break;
  9962. default:
  9963. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9964. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9965. map_freeblock_unlock();
  9966. return 1;
  9967. }
  9968. if (skill_id != SR_CURSEDCIRCLE) {
  9969. struct status_change *sc = status_get_sc(src);
  9970. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  9971. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9972. }
  9973. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9974. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9975. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9976. }
  9977. if( sd && !(flag&1) )
  9978. {// ensure that the skill last-cast tick is recorded
  9979. sd->canskill_tick = gettick();
  9980. if( sd->state.arrow_atk )
  9981. {// consume arrow on last invocation to this skill.
  9982. battle_consume_ammo(sd, skill_id, skill_lv);
  9983. }
  9984. skill_onskillusage(sd, bl, skill_id, tick);
  9985. // perform skill requirement consumption
  9986. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9987. }
  9988. map_freeblock_unlock();
  9989. return 0;
  9990. }
  9991. /**
  9992. * Checking that causing skill failed
  9993. * @param src Caster
  9994. * @param target Target
  9995. * @param skill_id
  9996. * @param skill_lv
  9997. * @return -1 success, others are failed @see enum useskill_fail_cause.
  9998. **/
  9999. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  10000. int inf = skill_get_inf(skill_id);
  10001. int inf2 = skill_get_inf2(skill_id);
  10002. struct status_change *tsc = status_get_sc(target);
  10003. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP))) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  10004. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  10005. switch (skill_id) {
  10006. case AL_HEAL:
  10007. case AL_INCAGI:
  10008. case AL_DECAGI:
  10009. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  10010. case AB_RENOVATIO:
  10011. case AB_HIGHNESSHEAL:
  10012. if (tsc && tsc->option&OPTION_MADOGEAR)
  10013. return USESKILL_FAIL_TOTARGET;
  10014. break;
  10015. case RG_BACKSTAP:
  10016. {
  10017. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  10018. if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir))
  10019. return USESKILL_FAIL_MAX;
  10020. }
  10021. break;
  10022. case PR_TURNUNDEAD:
  10023. {
  10024. struct status_data *tstatus = status_get_status_data(target);
  10025. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  10026. return USESKILL_FAIL_MAX;
  10027. }
  10028. break;
  10029. case PR_LEXDIVINA:
  10030. case MER_LEXDIVINA:
  10031. {
  10032. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  10033. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  10034. return USESKILL_FAIL_LEVEL;
  10035. else
  10036. return -1; //Works on silenced allies
  10037. }
  10038. break;
  10039. case RA_WUGSTRIKE:
  10040. // Check if path can be reached
  10041. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  10042. return USESKILL_FAIL_MAX;
  10043. break;
  10044. case MG_NAPALMBEAT:
  10045. case MG_FIREBALL:
  10046. case HT_BLITZBEAT:
  10047. case AS_GRIMTOOTH:
  10048. case MO_COMBOFINISH:
  10049. case NC_VULCANARM:
  10050. case SR_TIGERCANNON:
  10051. // These can damage traps, but can't target traps directly
  10052. if (target->type == BL_SKILL) {
  10053. TBL_SKILL *su = (TBL_SKILL*)target;
  10054. if (!su || !su->group)
  10055. return USESKILL_FAIL_MAX;
  10056. if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  10057. return USESKILL_FAIL_MAX;
  10058. }
  10059. break;
  10060. }
  10061. if (inf&INF_ATTACK_SKILL ||
  10062. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  10063. ) // Casted through combo.
  10064. inf = BCT_ENEMY; //Offensive skill.
  10065. else if (inf2&INF2_NO_ENEMY)
  10066. inf = BCT_NOENEMY;
  10067. else
  10068. inf = 0;
  10069. if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  10070. inf |=
  10071. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  10072. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  10073. //Remove neutral targets (but allow enemy if skill is designed to be so)
  10074. inf &= ~BCT_NEUTRAL;
  10075. }
  10076. switch (skill_id) {
  10077. // Cannot be casted to Emperium
  10078. case WZ_ESTIMATION:
  10079. case SL_SKE:
  10080. case SL_SKA:
  10081. case RK_PHANTOMTHRUST:
  10082. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  10083. return USESKILL_FAIL_MAX;
  10084. break;
  10085. }
  10086. if (inf && battle_check_target(src, target, inf) <= 0) {
  10087. switch(skill_id) {
  10088. case RK_PHANTOMTHRUST:
  10089. case AB_CLEARANCE:
  10090. return USESKILL_FAIL_TOTARGET;
  10091. default:
  10092. return USESKILL_FAIL_LEVEL;
  10093. }
  10094. }
  10095. // Fogwall makes all offensive-type targetted skills fail at 75%
  10096. // Jump Kick can still fail even though you can jump to friendly targets.
  10097. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  10098. return USESKILL_FAIL_LEVEL;
  10099. return -1;
  10100. }
  10101. /**
  10102. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  10103. * @param tid
  10104. * @param tick
  10105. * @param data
  10106. **/
  10107. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  10108. {
  10109. struct block_list *target, *src;
  10110. struct map_session_data *sd;
  10111. struct mob_data *md;
  10112. struct unit_data *ud;
  10113. struct status_change *sc = NULL;
  10114. int flag = 0;
  10115. src = map_id2bl(id);
  10116. if( src == NULL )
  10117. {
  10118. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  10119. return 0;// not found
  10120. }
  10121. ud = unit_bl2ud(src);
  10122. if( ud == NULL )
  10123. {
  10124. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  10125. return 0;// ???
  10126. }
  10127. sd = BL_CAST(BL_PC, src);
  10128. md = BL_CAST(BL_MOB, src);
  10129. if( src->prev == NULL ) {
  10130. ud->skilltimer = INVALID_TIMER;
  10131. return 0;
  10132. }
  10133. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  10134. if( ud->skilltimer != tid ) {
  10135. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  10136. ud->skilltimer = INVALID_TIMER;
  10137. return 0;
  10138. }
  10139. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  10140. {// restore original walk speed
  10141. ud->skilltimer = INVALID_TIMER;
  10142. status_calc_bl(&sd->bl, SCB_SPEED);
  10143. }
  10144. ud->skilltimer = INVALID_TIMER;
  10145. }
  10146. if (ud->skilltarget == id)
  10147. target = src;
  10148. else
  10149. target = map_id2bl(ud->skilltarget);
  10150. // Use a do so that you can break out of it when the skill fails.
  10151. do {
  10152. bool fail = false;
  10153. int8 res = USESKILL_FAIL_LEVEL;
  10154. if (!target || target->prev == NULL)
  10155. break;
  10156. if (src->m != target->m || status_isdead(src))
  10157. break;
  10158. //These should become skill_castend_pos
  10159. switch (ud->skill_id) {
  10160. case WE_CALLPARTNER:
  10161. if (sd)
  10162. clif_callpartner(sd);
  10163. case WE_CALLPARENT:
  10164. if (sd) {
  10165. struct map_session_data *f_sd = pc_get_father(sd);
  10166. struct map_session_data *m_sd = pc_get_mother(sd);
  10167. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10168. fail = true;
  10169. break;
  10170. }
  10171. }
  10172. case WE_CALLBABY:
  10173. if (sd) {
  10174. struct map_session_data *c_sd = pc_get_child(sd);
  10175. if (c_sd && c_sd->state.autotrade) {
  10176. fail = true;
  10177. break;
  10178. }
  10179. }
  10180. case AM_RESURRECTHOMUN:
  10181. case PF_SPIDERWEB:
  10182. {
  10183. //Find a random spot to place the skill. [Skotlex]
  10184. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10185. ud->skillx = target->x + splash;
  10186. ud->skilly = target->y + splash;
  10187. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10188. ud->skillx = target->x;
  10189. ud->skilly = target->y;
  10190. }
  10191. ud->skilltimer = tid;
  10192. return skill_castend_pos(tid,tick,id,data);
  10193. }
  10194. case GN_WALLOFTHORN:
  10195. case SC_ESCAPE:
  10196. case SU_CN_POWDERING:
  10197. case SU_SV_ROOTTWIST:
  10198. ud->skillx = target->x;
  10199. ud->skilly = target->y;
  10200. ud->skilltimer = tid;
  10201. return skill_castend_pos(tid,tick,id,data);
  10202. }
  10203. // Failing
  10204. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10205. if (sd && res != USESKILL_FAIL_MAX)
  10206. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10207. break;
  10208. }
  10209. //Avoid doing double checks for instant-cast skills.
  10210. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10211. break;
  10212. if(md) {
  10213. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10214. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10215. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10216. }
  10217. if (src != target && battle_config.skill_add_range &&
  10218. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  10219. {
  10220. if (sd) {
  10221. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10222. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10223. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10224. }
  10225. break;
  10226. }
  10227. #ifdef OFFICIAL_WALKPATH
  10228. 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))
  10229. {
  10230. if (sd) {
  10231. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10232. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10233. }
  10234. break;
  10235. }
  10236. #endif
  10237. if( sd )
  10238. {
  10239. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10240. break;
  10241. else {
  10242. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10243. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !(skill_get_inf3(ud->skill_id)&INF3_HIT_EMP))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  10244. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10245. break; // Show a skill fail message (Damage type consumes requirements)
  10246. }
  10247. }
  10248. }
  10249. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10250. break;
  10251. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10252. ud->state.running = 0;
  10253. status_change_end(src, SC_RUN, INVALID_TIMER);
  10254. flag = 1;
  10255. }
  10256. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10257. unit_stop_walking(src,1);
  10258. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10259. ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10260. if (sd) { //Cooldown application
  10261. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10262. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10263. }
  10264. if( battle_config.display_status_timers && sd )
  10265. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10266. if( sd )
  10267. {
  10268. switch( ud->skill_id )
  10269. {
  10270. case GS_DESPERADO:
  10271. case RL_FIREDANCE:
  10272. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10273. break;
  10274. case CR_GRANDCROSS:
  10275. case NPC_GRANDDARKNESS:
  10276. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  10277. {
  10278. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  10279. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  10280. break;
  10281. }
  10282. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10283. break;
  10284. }
  10285. }
  10286. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10287. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10288. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10289. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10290. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10291. map_freeblock_lock();
  10292. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10293. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10294. else
  10295. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10296. if (ud->skill_id != RA_CAMOUFLAGE)
  10297. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10298. sc = status_get_sc(src);
  10299. if(sc && sc->count) {
  10300. if(sc->data[SC_SPIRIT] &&
  10301. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10302. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10303. ud->skill_id != WZ_WATERBALL)
  10304. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10305. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  10306. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10307. }
  10308. if (sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL) // they just set the data so leave it as it is.[Inkfish]
  10309. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10310. if (ud->skilltimer == INVALID_TIMER) {
  10311. if(md) md->skill_idx = -1;
  10312. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10313. ud->skill_lv = ud->skilltarget = 0;
  10314. }
  10315. map_freeblock_unlock();
  10316. return 1;
  10317. } while(0);
  10318. //Skill failed.
  10319. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10320. { //When Asura fails... (except when it fails from Wall of Fog)
  10321. //Consume SP/spheres
  10322. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10323. status_set_sp(src, 0, 0);
  10324. sc = &sd->sc;
  10325. if (sc->count)
  10326. { //End states
  10327. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10328. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10329. #ifdef RENEWAL
  10330. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10331. #endif
  10332. }
  10333. if( target && target->m == src->m ) { //Move character to target anyway.
  10334. short x, y;
  10335. short dir = map_calc_dir(src,target->x,target->y);
  10336. //Move 3 cells (From Caster)
  10337. if( dir > 0 && dir < 4 )
  10338. x = -3;
  10339. else if( dir > 4 )
  10340. x = 3;
  10341. else
  10342. x = 0;
  10343. if( dir > 2 && dir < 6 )
  10344. y = -3;
  10345. else if( dir == 7 || dir < 2 )
  10346. y = 3;
  10347. else
  10348. y = 0;
  10349. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10350. clif_blown(src);
  10351. clif_spiritball(src);
  10352. }
  10353. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  10354. }
  10355. }
  10356. ud->skill_id = ud->skilltarget = 0;
  10357. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10358. ud->canact_tick = tick;
  10359. //You can't place a skill failed packet here because it would be
  10360. //sent in ALL cases, even cases where skill_check_condition fails
  10361. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10362. if(sd)
  10363. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10364. else if(md)
  10365. md->skill_idx = -1;
  10366. return 0;
  10367. }
  10368. /*==========================================
  10369. *
  10370. *------------------------------------------*/
  10371. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  10372. {
  10373. struct block_list* src = map_id2bl(id);
  10374. struct map_session_data *sd;
  10375. struct unit_data *ud = unit_bl2ud(src);
  10376. struct mob_data *md;
  10377. nullpo_ret(ud);
  10378. sd = BL_CAST(BL_PC , src);
  10379. md = BL_CAST(BL_MOB, src);
  10380. if( src->prev == NULL ) {
  10381. ud->skilltimer = INVALID_TIMER;
  10382. return 0;
  10383. }
  10384. if( ud->skilltimer != tid )
  10385. {
  10386. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10387. ud->skilltimer = INVALID_TIMER;
  10388. return 0;
  10389. }
  10390. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10391. {// restore original walk speed
  10392. ud->skilltimer = INVALID_TIMER;
  10393. status_calc_bl(&sd->bl, SCB_SPEED);
  10394. }
  10395. ud->skilltimer = INVALID_TIMER;
  10396. do {
  10397. int maxcount=0;
  10398. if( status_isdead(src) )
  10399. break;
  10400. if( !(src->type&battle_config.skill_reiteration) &&
  10401. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  10402. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  10403. )
  10404. {
  10405. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_DUPLICATE_RANGEIN,0);
  10406. break;
  10407. }
  10408. if( skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  10409. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  10410. )
  10411. {
  10412. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10413. break;
  10414. }
  10415. if( src->type&battle_config.land_skill_limit &&
  10416. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  10417. ) {
  10418. int i;
  10419. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  10420. if(ud->skillunit[i]->skill_id == ud->skill_id)
  10421. maxcount--;
  10422. }
  10423. if( maxcount == 0 )
  10424. {
  10425. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10426. break;
  10427. }
  10428. }
  10429. if(tid != INVALID_TIMER)
  10430. { //Avoid double checks on instant cast skills. [Skotlex]
  10431. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10432. break;
  10433. if (battle_config.skill_add_range &&
  10434. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  10435. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  10436. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10437. break;
  10438. }
  10439. }
  10440. if( sd )
  10441. {
  10442. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10443. break;
  10444. else
  10445. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10446. }
  10447. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10448. break;
  10449. if(md) {
  10450. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10451. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10452. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10453. }
  10454. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10455. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10456. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10457. if (ud->walktimer != INVALID_TIMER)
  10458. unit_stop_walking(src,1);
  10459. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10460. ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10461. if (sd) { //Cooldown application
  10462. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10463. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10464. }
  10465. if( battle_config.display_status_timers && sd )
  10466. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10467. // if( sd )
  10468. // {
  10469. // switch( ud->skill_id )
  10470. // {
  10471. // case ????:
  10472. // sd->canequip_tick = tick + ????;
  10473. // break;
  10474. // }
  10475. // }
  10476. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10477. map_freeblock_lock();
  10478. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10479. if (ud->skill_id != RA_CAMOUFLAGE)
  10480. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10481. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10482. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10483. if (ud->skilltimer == INVALID_TIMER) {
  10484. if (md) md->skill_idx = -1;
  10485. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10486. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10487. }
  10488. map_freeblock_unlock();
  10489. return 1;
  10490. } while(0);
  10491. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10492. ud->canact_tick = tick;
  10493. ud->skill_id = ud->skill_lv = 0;
  10494. if(sd)
  10495. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10496. else if(md)
  10497. md->skill_idx = -1;
  10498. return 0;
  10499. }
  10500. /* skill count without self */
  10501. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10502. struct block_list* src = va_arg(ap, struct block_list*);
  10503. if( src->id != bl->id ) {
  10504. return 1;
  10505. }
  10506. return 0;
  10507. }
  10508. /*==========================================
  10509. *
  10510. *------------------------------------------*/
  10511. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  10512. {
  10513. struct map_session_data* sd;
  10514. struct status_change* sc;
  10515. struct status_change_entry *sce;
  10516. struct skill_unit_group* sg;
  10517. enum sc_type type;
  10518. int i;
  10519. //if(skill_lv <= 0) return 0;
  10520. if(skill_id > 0 && !skill_lv) return 0; // celest
  10521. nullpo_ret(src);
  10522. if(status_isdead(src))
  10523. return 0;
  10524. sd = BL_CAST(BL_PC, src);
  10525. sc = status_get_sc(src);
  10526. type = status_skill2sc(skill_id);
  10527. sce = (sc && type != -1)?sc->data[type]:NULL;
  10528. switch (skill_id) { //Skill effect.
  10529. case WZ_METEOR:
  10530. case WZ_ICEWALL:
  10531. case MO_BODYRELOCATION:
  10532. case CR_CULTIVATION:
  10533. case HW_GANBANTEIN:
  10534. case LG_EARTHDRIVE:
  10535. case SC_ESCAPE:
  10536. case RL_HAMMER_OF_GOD:
  10537. case SU_CN_METEOR:
  10538. break; //Effect is displayed on respective switch case.
  10539. default:
  10540. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10541. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10542. else
  10543. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10544. }
  10545. switch(skill_id)
  10546. {
  10547. case PR_BENEDICTIO:
  10548. skill_area_temp[1] = src->id;
  10549. i = skill_get_splash(skill_id, skill_lv);
  10550. map_foreachinarea(skill_area_sub,
  10551. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10552. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10553. skill_castend_nodamage_id);
  10554. map_foreachinarea(skill_area_sub,
  10555. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10556. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10557. skill_castend_damage_id);
  10558. break;
  10559. case BS_HAMMERFALL:
  10560. i = skill_get_splash(skill_id, skill_lv);
  10561. map_foreachinarea(skill_area_sub,
  10562. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10563. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10564. skill_castend_nodamage_id);
  10565. break;
  10566. case HT_DETECTING:
  10567. i = skill_get_splash(skill_id, skill_lv);
  10568. map_foreachinarea( status_change_timer_sub,
  10569. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10570. src,NULL,SC_SIGHT,tick);
  10571. skill_reveal_trap_inarea(src, i, x, y);
  10572. break;
  10573. case SR_RIDEINLIGHTNING:
  10574. i = skill_get_splash(skill_id, skill_lv);
  10575. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10576. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10577. break;
  10578. case SA_VOLCANO:
  10579. case SA_DELUGE:
  10580. case SA_VIOLENTGALE:
  10581. { //Does not consumes if the skill is already active. [Skotlex]
  10582. struct skill_unit_group *sg2;
  10583. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10584. {
  10585. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10586. {
  10587. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10588. return 0; // not to consume items
  10589. }
  10590. else
  10591. sg2->limit = 0; //Disable it.
  10592. }
  10593. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10594. break;
  10595. }
  10596. // Skill Unit Setting
  10597. case MG_SAFETYWALL:
  10598. case MG_FIREWALL:
  10599. case MG_THUNDERSTORM:
  10600. case AL_PNEUMA:
  10601. case WZ_FIREPILLAR:
  10602. case WZ_QUAGMIRE:
  10603. case WZ_VERMILION:
  10604. case WZ_STORMGUST:
  10605. case WZ_HEAVENDRIVE:
  10606. case PR_SANCTUARY:
  10607. case PR_MAGNUS:
  10608. case CR_GRANDCROSS:
  10609. case NPC_GRANDDARKNESS:
  10610. case HT_SKIDTRAP:
  10611. case MA_SKIDTRAP:
  10612. case HT_LANDMINE:
  10613. case MA_LANDMINE:
  10614. case HT_ANKLESNARE:
  10615. case HT_SHOCKWAVE:
  10616. case HT_SANDMAN:
  10617. case MA_SANDMAN:
  10618. case HT_FLASHER:
  10619. case HT_FREEZINGTRAP:
  10620. case MA_FREEZINGTRAP:
  10621. case HT_BLASTMINE:
  10622. case HT_CLAYMORETRAP:
  10623. case AS_VENOMDUST:
  10624. case AM_DEMONSTRATION:
  10625. case PF_FOGWALL:
  10626. case PF_SPIDERWEB:
  10627. case HT_TALKIEBOX:
  10628. case WE_CALLPARTNER:
  10629. case WE_CALLPARENT:
  10630. case WE_CALLBABY:
  10631. case SA_LANDPROTECTOR:
  10632. case BD_LULLABY:
  10633. case BD_RICHMANKIM:
  10634. case BD_ETERNALCHAOS:
  10635. case BD_DRUMBATTLEFIELD:
  10636. case BD_RINGNIBELUNGEN:
  10637. case BD_ROKISWEIL:
  10638. case BD_INTOABYSS:
  10639. case BD_SIEGFRIED:
  10640. case BA_DISSONANCE:
  10641. case BA_POEMBRAGI:
  10642. case BA_WHISTLE:
  10643. case BA_ASSASSINCROSS:
  10644. case BA_APPLEIDUN:
  10645. case DC_UGLYDANCE:
  10646. case DC_HUMMING:
  10647. case DC_DONTFORGETME:
  10648. case DC_FORTUNEKISS:
  10649. case DC_SERVICEFORYOU:
  10650. case CG_MOONLIT:
  10651. case GS_DESPERADO:
  10652. case NJ_KAENSIN:
  10653. case NJ_BAKUENRYU:
  10654. case NJ_SUITON:
  10655. case NJ_HYOUSYOURAKU:
  10656. case NJ_RAIGEKISAI:
  10657. case NJ_KAMAITACHI:
  10658. #ifdef RENEWAL
  10659. case NJ_HUUMA:
  10660. #endif
  10661. case NPC_EVILLAND:
  10662. case NPC_VENOMFOG:
  10663. case RA_ELECTRICSHOCKER:
  10664. case RA_CLUSTERBOMB:
  10665. case RA_MAGENTATRAP:
  10666. case RA_COBALTTRAP:
  10667. case RA_MAIZETRAP:
  10668. case RA_VERDURETRAP:
  10669. case RA_FIRINGTRAP:
  10670. case RA_ICEBOUNDTRAP:
  10671. case SC_MANHOLE:
  10672. case SC_DIMENSIONDOOR:
  10673. case SC_CHAOSPANIC:
  10674. case SC_MAELSTROM:
  10675. case SC_BLOODYLUST:
  10676. case WM_REVERBERATION:
  10677. case WM_POEMOFNETHERWORLD:
  10678. case SO_PSYCHIC_WAVE:
  10679. case SO_VACUUM_EXTREME:
  10680. case GN_THORNS_TRAP:
  10681. case GN_DEMONIC_FIRE:
  10682. case GN_HELLS_PLANT:
  10683. case SO_EARTHGRAVE:
  10684. case SO_DIAMONDDUST:
  10685. case SO_FIRE_INSIGNIA:
  10686. case SO_WATER_INSIGNIA:
  10687. case SO_WIND_INSIGNIA:
  10688. case SO_EARTH_INSIGNIA:
  10689. case KO_HUUMARANKA:
  10690. case KO_BAKURETSU:
  10691. case KO_ZENKAI:
  10692. case MH_LAVA_SLIDE:
  10693. case MH_VOLCANIC_ASH:
  10694. case MH_POISON_MIST:
  10695. case MH_STEINWAND:
  10696. case MH_XENO_SLASHER:
  10697. case LG_KINGS_GRACE:
  10698. case RL_B_TRAP:
  10699. case SU_CN_POWDERING:
  10700. case SU_SV_ROOTTWIST:
  10701. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10702. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10703. case GN_WALLOFTHORN:
  10704. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10705. break;
  10706. case WZ_ICEWALL:
  10707. flag|=1;
  10708. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10709. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10710. break;
  10711. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10712. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10713. flag|=1;
  10714. break;
  10715. case HP_BASILICA:
  10716. if( sc->data[SC_BASILICA] ) {
  10717. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10718. return 0;
  10719. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10720. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10721. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10722. return 0;
  10723. }
  10724. skill_clear_unitgroup(src);
  10725. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10726. flag|=1;
  10727. }
  10728. break;
  10729. case CG_HERMODE:
  10730. skill_clear_unitgroup(src);
  10731. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10732. sc_start4(src,src,SC_DANCING,100,
  10733. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10734. flag|=1;
  10735. break;
  10736. case RG_CLEANER: // [Valaris]
  10737. i = skill_get_splash(skill_id, skill_lv);
  10738. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  10739. break;
  10740. case SO_WARMER:
  10741. case SO_CLOUD_KILL:
  10742. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  10743. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10744. break;
  10745. case WZ_METEOR:
  10746. case SU_CN_METEOR: {
  10747. int area = skill_get_splash(skill_id, skill_lv);
  10748. short tmpx = 0, tmpy = 0;
  10749. if (sd && skill_id == SU_CN_METEOR) {
  10750. short item_idx = pc_search_inventory(sd, ITEMID_CATNIP_FRUIT);
  10751. if (item_idx >= 0) {
  10752. pc_delitem(sd, item_idx, 1, 0, 1, LOG_TYPE_CONSUME);
  10753. flag |= 1;
  10754. }
  10755. }
  10756. for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) {
  10757. // Creates a random Cell in the Splash Area
  10758. tmpx = x - area + rnd()%(area * 2 + 1);
  10759. tmpy = y - area + rnd()%(area * 2 + 1);
  10760. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  10761. }
  10762. }
  10763. break;
  10764. case AL_WARP:
  10765. if(sd)
  10766. {
  10767. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10768. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10769. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10770. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10771. );
  10772. }
  10773. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10774. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10775. return 0; // not to consume item.
  10776. case MO_BODYRELOCATION:
  10777. if (unit_movepos(src, x, y, 2, 1)) {
  10778. #if PACKETVER >= 20111005
  10779. clif_snap(src, src->x, src->y);
  10780. #else
  10781. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10782. #endif
  10783. if (sd)
  10784. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10785. }
  10786. break;
  10787. case NJ_SHADOWJUMP:
  10788. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(3, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10789. clif_blown(src);
  10790. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10791. break;
  10792. case AM_SPHEREMINE:
  10793. case AM_CANNIBALIZE:
  10794. {
  10795. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10796. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10797. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10798. struct mob_data *md;
  10799. // Correct info, don't change any of this! [celest]
  10800. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10801. if (md) {
  10802. md->master_id = src->id;
  10803. md->special_state.ai = (enum mob_ai)ai;
  10804. if( md->deletetimer != INVALID_TIMER )
  10805. delete_timer(md->deletetimer, mob_timer_delete);
  10806. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10807. mob_spawn (md); //Now it is ready for spawning.
  10808. }
  10809. }
  10810. break;
  10811. // Slim Pitcher [Celest]
  10812. case CR_SLIMPITCHER:
  10813. if (sd) {
  10814. int i_lv = 0, j = 0;
  10815. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10816. i_lv = skill_lv%11 - 1;
  10817. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10818. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  10819. {
  10820. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10821. return 1;
  10822. }
  10823. potion_flag = 1;
  10824. potion_hp = 0;
  10825. potion_sp = 0;
  10826. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10827. potion_flag = 0;
  10828. //Apply skill bonuses
  10829. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10830. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10831. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10832. + pc_skillheal_bonus(sd, skill_id);
  10833. potion_hp = potion_hp * (100+i_lv)/100;
  10834. potion_sp = potion_sp * (100+i_lv)/100;
  10835. if(potion_hp > 0 || potion_sp > 0) {
  10836. i_lv = skill_get_splash(skill_id, skill_lv);
  10837. map_foreachinarea(skill_area_sub,
  10838. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10839. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10840. skill_castend_nodamage_id);
  10841. }
  10842. } else {
  10843. int id = skill_get_itemid(skill_id, skill_lv);
  10844. struct item_data *item;
  10845. item = itemdb_search(id);
  10846. potion_flag = 1;
  10847. potion_hp = 0;
  10848. potion_sp = 0;
  10849. run_script(item->script,0,src->id,0);
  10850. potion_flag = 0;
  10851. id = skill_get_max(CR_SLIMPITCHER)*10;
  10852. potion_hp = potion_hp * (100+id)/100;
  10853. potion_sp = potion_sp * (100+id)/100;
  10854. if(potion_hp > 0 || potion_sp > 0) {
  10855. id = skill_get_splash(skill_id, skill_lv);
  10856. map_foreachinarea(skill_area_sub,
  10857. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10858. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10859. skill_castend_nodamage_id);
  10860. }
  10861. }
  10862. break;
  10863. case HW_GANBANTEIN:
  10864. if (rnd()%100 < 80) {
  10865. int dummy = 1;
  10866. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10867. i = skill_get_splash(skill_id, skill_lv);
  10868. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10869. } else {
  10870. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10871. return 1;
  10872. }
  10873. break;
  10874. case HW_GRAVITATION:
  10875. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10876. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10877. flag|=1;
  10878. break;
  10879. // Plant Cultivation [Celest]
  10880. case CR_CULTIVATION:
  10881. if (sd) {
  10882. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  10883. {
  10884. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10885. return 1;
  10886. }
  10887. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10888. if (rnd()%100 < 50) {
  10889. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10890. } else {
  10891. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? MOBID_BLACK_MUSHROOM + rnd()%2 : MOBID_RED_PLANT + rnd()%6),"", SZ_SMALL, AI_NONE);
  10892. int t;
  10893. if (!md) break;
  10894. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10895. {
  10896. if( md->deletetimer != INVALID_TIMER )
  10897. delete_timer(md->deletetimer, mob_timer_delete);
  10898. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10899. }
  10900. mob_spawn (md);
  10901. }
  10902. }
  10903. break;
  10904. case SG_SUN_WARM:
  10905. case SG_MOON_WARM:
  10906. case SG_STAR_WARM:
  10907. skill_clear_unitgroup(src);
  10908. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10909. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10910. flag|=1;
  10911. break;
  10912. case PA_GOSPEL:
  10913. if (sce && sce->val4 == BCT_SELF)
  10914. {
  10915. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10916. return 0;
  10917. }
  10918. else
  10919. {
  10920. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10921. if (!sg) break;
  10922. if (sce)
  10923. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10924. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10925. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10926. }
  10927. break;
  10928. case NJ_TATAMIGAESHI:
  10929. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10930. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10931. break;
  10932. case AM_RESURRECTHOMUN: //[orn]
  10933. if (sd)
  10934. {
  10935. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  10936. {
  10937. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10938. break;
  10939. }
  10940. }
  10941. break;
  10942. case RK_WINDCUTTER:
  10943. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  10944. case AC_SHOWER:
  10945. if (skill_id == AC_SHOWER)
  10946. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  10947. case MA_SHOWER:
  10948. case NC_COLDSLOWER:
  10949. case RK_DRAGONBREATH:
  10950. case RK_DRAGONBREATH_WATER:
  10951. // Cast center might be relevant later (e.g. for knockback direction)
  10952. skill_area_temp[4] = x;
  10953. skill_area_temp[5] = y;
  10954. i = skill_get_splash(skill_id,skill_lv);
  10955. if (battle_config.skill_wall_check)
  10956. map_foreachinshootarea(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);
  10957. else
  10958. 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);
  10959. break;
  10960. case SO_ARRULLO:
  10961. i = skill_get_splash(skill_id,skill_lv);
  10962. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  10963. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10964. break;
  10965. case GC_POISONSMOKE:
  10966. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10967. if( sd )
  10968. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10969. return 0;
  10970. }
  10971. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  10972. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10973. break;
  10974. case AB_EPICLESIS:
  10975. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10976. i = skill_get_splash(skill_id, skill_lv);
  10977. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  10978. }
  10979. break;
  10980. case WL_COMET:
  10981. if( sc ) {
  10982. sc->comet_x = x;
  10983. sc->comet_y = y;
  10984. }
  10985. i = skill_get_splash(skill_id,skill_lv);
  10986. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10987. break;
  10988. case WL_EARTHSTRAIN:
  10989. {
  10990. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10991. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10992. for( w = 1; w <= wave; w++ )
  10993. {
  10994. switch( dir ){
  10995. case 0: case 1: case 7: sy = y + w; break;
  10996. case 3: case 4: case 5: sy = y - w; break;
  10997. case 2: sx = x - w; break;
  10998. case 6: sx = x + w; break;
  10999. }
  11000. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  11001. }
  11002. }
  11003. break;
  11004. case RA_DETONATOR:
  11005. i = skill_get_splash(skill_id, skill_lv);
  11006. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  11007. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  11008. break;
  11009. case NC_NEUTRALBARRIER:
  11010. case NC_STEALTHFIELD:
  11011. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  11012. skill_clear_unitgroup(src);
  11013. return 0;
  11014. }
  11015. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  11016. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11017. 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));
  11018. if( sd ) pc_overheat(sd,1);
  11019. }
  11020. break;
  11021. case NC_SILVERSNIPER:
  11022. {
  11023. struct mob_data *md;
  11024. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  11025. if( md ) {
  11026. md->master_id = src->id;
  11027. md->special_state.ai = AI_FAW;
  11028. if( md->deletetimer != INVALID_TIMER )
  11029. delete_timer(md->deletetimer, mob_timer_delete);
  11030. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11031. mob_spawn(md);
  11032. }
  11033. }
  11034. break;
  11035. case NC_MAGICDECOY:
  11036. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  11037. break;
  11038. case SC_FEINTBOMB: {
  11039. struct skill_unit_group *group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  11040. if( group == NULL || group->unit == NULL ) {
  11041. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11042. return 1;
  11043. }
  11044. // Release all targets against the caster.
  11045. map_foreachinrange(skill_mob_releasetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl);
  11046. 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
  11047. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  11048. }
  11049. break;
  11050. case SC_ESCAPE:
  11051. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11052. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_NONE);
  11053. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11054. flag |= 1;
  11055. break;
  11056. case LG_OVERBRAND: {
  11057. int dir = map_calc_dir(src,x,y);
  11058. int sx = src->x, sy = src->y;
  11059. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  11060. for( i = 0; i < layout->count; i++ )
  11061. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  11062. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  11063. }
  11064. break;
  11065. case LG_BANDING:
  11066. if( sc && sc->data[SC_BANDING] )
  11067. status_change_end(src,SC_BANDING,INVALID_TIMER);
  11068. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11069. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11070. if( sd ) pc_banding(sd,skill_lv);
  11071. }
  11072. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11073. break;
  11074. case LG_RAYOFGENESIS:
  11075. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  11076. i = skill_get_splash(skill_id,skill_lv);
  11077. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,
  11078. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11079. } else if( sd )
  11080. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11081. break;
  11082. case WM_DOMINION_IMPULSE:
  11083. i = skill_get_splash(skill_id, skill_lv);
  11084. map_foreachinarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  11085. break;
  11086. case WM_GREAT_ECHO:
  11087. case WM_SOUND_OF_DESTRUCTION:
  11088. i = skill_get_splash(skill_id,skill_lv);
  11089. 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);
  11090. break;
  11091. case WM_SEVERE_RAINSTORM:
  11092. flag |= 1;
  11093. if (sd)
  11094. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  11095. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11096. break;
  11097. case GN_CRAZYWEED: {
  11098. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  11099. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  11100. int x1 = x - area + rnd()%(area * 2 + 1);
  11101. int y1 = y - area + rnd()%(area * 2 + 1);
  11102. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  11103. }
  11104. }
  11105. break;
  11106. case GN_FIRE_EXPANSION: {
  11107. int i_su;
  11108. struct unit_data *ud = unit_bl2ud(src);
  11109. if( !ud ) break;
  11110. for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) {
  11111. if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE &&
  11112. distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) {
  11113. switch( skill_lv ) {
  11114. case 1:
  11115. ud->skillunit[i_su]->unit->val2 = skill_lv;
  11116. ud->skillunit[i_su]->unit->group->val2 = skill_lv;
  11117. break;
  11118. case 2:
  11119. map_foreachinarea(skill_area_sub,src->m,
  11120. ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2,
  11121. ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  11122. src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11123. skill_delunit(ud->skillunit[i_su]->unit);
  11124. break;
  11125. case 3:
  11126. skill_delunit(ud->skillunit[i_su]->unit);
  11127. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  11128. flag |= 1;
  11129. break;
  11130. case 4:
  11131. skill_delunit(ud->skillunit[i_su]->unit);
  11132. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  11133. flag |= 1;
  11134. break;
  11135. case 5: {
  11136. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  11137. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  11138. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  11139. map_foreachinarea(skill_area_sub, src->m,
  11140. ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2,
  11141. ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  11142. src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11143. skill_delunit(ud->skillunit[i_su]->unit);
  11144. }
  11145. break;
  11146. }
  11147. }
  11148. }
  11149. }
  11150. break;
  11151. case SO_FIREWALK:
  11152. case SO_ELECTRICWALK:
  11153. if( sc && sc->data[type] )
  11154. status_change_end(src,type,INVALID_TIMER);
  11155. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  11156. break;
  11157. case KO_MAKIBISHI:
  11158. for( i = 0; i < (skill_lv+2); i++ ) {
  11159. x = src->x - 1 + rnd()%3;
  11160. y = src->y - 1 + rnd()%3;
  11161. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11162. }
  11163. break;
  11164. case KO_MUCHANAGE: {
  11165. struct status_data *sstatus;
  11166. int rate = 0;
  11167. sstatus = status_get_status_data(src);
  11168. i = skill_get_splash(skill_id,skill_lv);
  11169. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  11170. if( rate < 0 )
  11171. rate = 0;
  11172. 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);
  11173. if( rnd()%100 < rate )
  11174. 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);
  11175. }
  11176. break;
  11177. case RL_FALLEN_ANGEL:
  11178. if (unit_movepos(src,x,y,1,1)) {
  11179. uint8 skill_use_lv = sd ? pc_checkskill(sd,GS_DESPERADO) : 5;
  11180. if (!skill_use_lv) {
  11181. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  11182. break;
  11183. }
  11184. clif_fixpos(src);
  11185. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11186. skill_addtimerskill(src, tick+500, 0, x, y, RL_FALLEN_ANGEL, skill_use_lv, BF_WEAPON, flag|SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  11187. }
  11188. else {
  11189. if (sd)
  11190. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11191. }
  11192. break;
  11193. case RL_HAMMER_OF_GOD:
  11194. {
  11195. i = skill_get_splash(skill_id, skill_lv);
  11196. if (sd) {
  11197. 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);
  11198. if (!skill_area_temp[0]) {
  11199. // This skill doesn't have area effect, apply self? :P
  11200. //clif_skill_poseffect(src, skill_id, skill_lv, x, y, tick+500);
  11201. clif_skill_nodamage(src, src, skill_id, 0, 1);
  11202. break;
  11203. }
  11204. }
  11205. 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|SD_SPLASH|SD_ANIMATION|8, skill_castend_damage_id);
  11206. skill_area_temp[0] = 0;
  11207. break;
  11208. }
  11209. break;
  11210. case RL_FIRE_RAIN: {
  11211. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11212. int sx = x = src->x, sy = y = src->y;
  11213. for (w = 1; w <= wave; w++) {
  11214. switch (dir) {
  11215. case 0: sy = y + w; break;
  11216. case 1: sy = y + w; sx = x - w; break;
  11217. case 2: sx = x - w; break;
  11218. case 3: sx = x - w; sy = y - w; break;
  11219. case 4: sy = y - w; break;
  11220. case 5: sx = x + w; sy = y - w; break;
  11221. case 6: sx = x + w; break;
  11222. case 7: sy = y + w; sx = x + w; break;
  11223. }
  11224. skill_addtimerskill(src,gettick() + (40 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11225. }
  11226. }
  11227. break;
  11228. case NC_MAGMA_ERUPTION:
  11229. // 1st, AoE 'slam' damage
  11230. i = skill_get_splash(skill_id, skill_lv);
  11231. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11232. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11233. if (skill_get_unit_id(NC_MAGMA_ERUPTION,0)) {
  11234. // 2nd, AoE 'eruption' unit
  11235. skill_addtimerskill(src,gettick()+500,0,x,y,skill_id,skill_lv,BF_MISC,flag);
  11236. }
  11237. break;
  11238. case SU_LOPE:
  11239. if (map[src->m].flag.noteleport && !(map[src->m].flag.battleground || map_flag_gvg2(src->m))) {
  11240. x = src->x;
  11241. y = src->y;
  11242. }
  11243. clif_skill_nodamage(src, src, SU_LOPE, skill_lv, 1);
  11244. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && path_search(NULL, src->m, src->x, src->y, x, y, 1, CELL_CHKNOREACH)) {
  11245. clif_slide(src, x, y);
  11246. unit_movepos(src, x, y, 1, 0);
  11247. }
  11248. break;
  11249. default:
  11250. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11251. return 1;
  11252. }
  11253. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11254. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11255. if( sd )
  11256. {// ensure that the skill last-cast tick is recorded
  11257. sd->canskill_tick = gettick();
  11258. if( sd->state.arrow_atk && !(flag&1) )
  11259. {// consume arrow if this is a ground skill
  11260. battle_consume_ammo(sd, skill_id, skill_lv);
  11261. }
  11262. skill_onskillusage(sd, NULL, skill_id, tick);
  11263. // perform skill requirement consumption
  11264. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11265. }
  11266. return 0;
  11267. }
  11268. /*==========================================
  11269. *
  11270. *------------------------------------------*/
  11271. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11272. {
  11273. nullpo_ret(sd);
  11274. //Simplify skill_failed code.
  11275. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11276. if(skill_id != sd->menuskill_id)
  11277. return 0;
  11278. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11279. skill_failed(sd);
  11280. return 0;
  11281. }
  11282. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11283. skill_failed(sd);
  11284. return 0;
  11285. }
  11286. pc_stop_attack(sd);
  11287. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11288. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11289. if(strcmp(mapname,"cancel")==0) {
  11290. skill_failed(sd);
  11291. return 0;
  11292. }
  11293. switch(skill_id)
  11294. {
  11295. case AL_TELEPORT:
  11296. case ALL_ODINS_RECALL:
  11297. //The storage window is closed automatically by the client when there's
  11298. //any kind of map change, so we need to restore it automatically
  11299. //bugreport:8027
  11300. if(strcmp(mapname,"Random") == 0)
  11301. pc_randomwarp(sd,CLR_TELEPORT);
  11302. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11303. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11304. clif_refresh_storagewindow(sd);
  11305. break;
  11306. case AL_WARP:
  11307. {
  11308. const struct point *p[4];
  11309. struct skill_unit_group *group;
  11310. int i, lv, wx, wy;
  11311. int maxcount=0;
  11312. int x,y;
  11313. unsigned short mapindex;
  11314. mapindex = mapindex_name2id((char*)mapname);
  11315. if(!mapindex) { //Given map not found?
  11316. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11317. skill_failed(sd);
  11318. return 0;
  11319. }
  11320. p[0] = &sd->status.save_point;
  11321. p[1] = &sd->status.memo_point[0];
  11322. p[2] = &sd->status.memo_point[1];
  11323. p[3] = &sd->status.memo_point[2];
  11324. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11325. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  11326. if(sd->ud.skillunit[i]->skill_id == skill_id)
  11327. maxcount--;
  11328. }
  11329. if(!maxcount) {
  11330. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11331. skill_failed(sd);
  11332. return 0;
  11333. }
  11334. }
  11335. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11336. wx = sd->menuskill_val>>16;
  11337. wy = sd->menuskill_val&0xffff;
  11338. if( lv <= 0 ) return 0;
  11339. if( lv > 4 ) lv = 4; // crash prevention
  11340. // check if the chosen map exists in the memo list
  11341. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11342. if( i < lv ) {
  11343. x=p[i]->x;
  11344. y=p[i]->y;
  11345. } else {
  11346. skill_failed(sd);
  11347. return 0;
  11348. }
  11349. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11350. { // This checks versus skill_id/skill_lv...
  11351. skill_failed(sd);
  11352. return 0;
  11353. }
  11354. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11355. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11356. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  11357. skill_failed(sd);
  11358. return 0;
  11359. }
  11360. group->val1 = (group->val1<<16)|(short)0;
  11361. // record the destination coordinates
  11362. group->val2 = (x<<16)|y;
  11363. group->val3 = mapindex;
  11364. }
  11365. break;
  11366. }
  11367. sd->menuskill_id = sd->menuskill_val = 0;
  11368. return 0;
  11369. #undef skill_failed
  11370. }
  11371. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11372. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11373. {
  11374. struct skill_unit* target = (struct skill_unit*)bl;
  11375. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11376. int flag = va_arg(ap, int);
  11377. if (src == target)
  11378. return 0;
  11379. if (!target->group || !(target->group->state.song_dance&0x1))
  11380. return 0;
  11381. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  11382. return 0;
  11383. if (flag) //Set dissonance
  11384. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  11385. else //Remove dissonance
  11386. target->val2 &= ~UF_ENSEMBLE;
  11387. skill_getareachar_skillunit_visibilty(target, AREA);
  11388. return 1;
  11389. }
  11390. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11391. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11392. //When 1, this unit has been positioned, so start the cancel effect.
  11393. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11394. {
  11395. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11396. return 0;
  11397. if (!flag && !(unit->val2&UF_ENSEMBLE))
  11398. return 0; //Nothing to remove, this unit is not overlapped.
  11399. if (unit->val1 != unit->group->skill_id)
  11400. { //Reset state
  11401. unit->val1 = unit->group->skill_id;
  11402. unit->val2 &= ~UF_ENSEMBLE;
  11403. }
  11404. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  11405. }
  11406. /**
  11407. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  11408. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  11409. * @param flag 0 Convert
  11410. * @param flag 1 Revert
  11411. * @return true success
  11412. * @TODO: This should be completely removed later and rewritten
  11413. * The entire execution of the overlapping songs instances is dirty and hacked together
  11414. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  11415. */
  11416. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  11417. {
  11418. static int prevflag = 1; // by default the backup is empty
  11419. static struct skill_unit_group backup;
  11420. struct skill_unit_group* group;
  11421. if( unit == NULL || (group = unit->group) == NULL )
  11422. return false;
  11423. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  11424. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  11425. return false;
  11426. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  11427. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  11428. flag ? "read an empty backup" : "write to a full backup",
  11429. group->skill_id, group->skill_lv, group->src_id);
  11430. return false;
  11431. }
  11432. prevflag = flag;
  11433. if (!flag) { //Transform
  11434. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  11435. // backup
  11436. backup.skill_id = group->skill_id;
  11437. backup.skill_lv = group->skill_lv;
  11438. backup.unit_id = group->unit_id;
  11439. backup.target_flag = group->target_flag;
  11440. backup.bl_flag = group->bl_flag;
  11441. backup.interval = group->interval;
  11442. // replace
  11443. group->skill_id = skill_id;
  11444. group->skill_lv = 1;
  11445. group->unit_id = skill_get_unit_id(skill_id,0);
  11446. group->target_flag = skill_get_unit_target(skill_id);
  11447. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11448. group->interval = skill_get_unit_interval(skill_id);
  11449. } else { //Restore
  11450. group->skill_id = backup.skill_id;
  11451. group->skill_lv = backup.skill_lv;
  11452. group->unit_id = backup.unit_id;
  11453. group->target_flag = backup.target_flag;
  11454. group->bl_flag = backup.bl_flag;
  11455. group->interval = backup.interval;
  11456. }
  11457. return true;
  11458. }
  11459. /**
  11460. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  11461. * @param src Object that triggers the skill
  11462. * @param skill_id Skill ID
  11463. * @param skill_lv Skill level of used skill
  11464. * @param x Position x
  11465. * @param y Position y
  11466. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  11467. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  11468. * @return skill_unit_group
  11469. */
  11470. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  11471. {
  11472. struct skill_unit_group *group;
  11473. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  11474. int link_group_id = 0;
  11475. int target, interval, range, unit_flag, req_item = 0;
  11476. struct s_skill_unit_layout *layout;
  11477. struct map_session_data *sd;
  11478. struct status_data *status;
  11479. struct status_change *sc;
  11480. int active_flag = 1;
  11481. int subunt = 0;
  11482. bool hidden = false;
  11483. nullpo_retr(NULL, src);
  11484. limit = skill_get_time(skill_id,skill_lv);
  11485. range = skill_get_unit_range(skill_id,skill_lv);
  11486. interval = skill_get_unit_interval(skill_id);
  11487. target = skill_get_unit_target(skill_id);
  11488. unit_flag = skill_get_unit_flag(skill_id);
  11489. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11490. sd = BL_CAST(BL_PC, src);
  11491. status = status_get_status_data(src);
  11492. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11493. hidden = (unit_flag&UF_HIDDEN_TRAP && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  11494. switch( skill_id ) {
  11495. case MH_STEINWAND:
  11496. val2 = 4 + skill_lv;
  11497. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11498. break;
  11499. case MG_SAFETYWALL:
  11500. #ifdef RENEWAL
  11501. val2 = status_get_max_hp(src) * 3;
  11502. #else
  11503. val2 = skill_lv+1;
  11504. #endif
  11505. break;
  11506. case MG_FIREWALL:
  11507. if(sc && sc->data[SC_VIOLENTGALE])
  11508. limit = limit*3/2;
  11509. val2 = 4+skill_lv;
  11510. break;
  11511. case AL_WARP:
  11512. val1=skill_lv+6;
  11513. if(!(flag&1))
  11514. limit=2000;
  11515. else // previous implementation (not used anymore)
  11516. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  11517. if( src->type != BL_SKILL ) return NULL;
  11518. group = ((TBL_SKILL*)src)->group;
  11519. src = map_id2bl(group->src_id);
  11520. if( !src ) return NULL;
  11521. val2 = group->val2; //Copy the (x,y) position you warp to
  11522. val3 = group->val3; //as well as the mapindex to warp to.
  11523. }
  11524. break;
  11525. case HP_BASILICA:
  11526. val1 = src->id; // Store caster id.
  11527. break;
  11528. case PR_SANCTUARY:
  11529. case NPC_EVILLAND:
  11530. val1=skill_lv+3;
  11531. break;
  11532. case WZ_METEOR:
  11533. case SU_CN_METEOR:
  11534. limit = flag - (flag&1);
  11535. val1 = (flag&1);
  11536. flag = 0; // Flag should not influence anything else for these skills
  11537. break;
  11538. case WZ_FIREPILLAR:
  11539. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11540. return NULL;
  11541. if((flag&1)!=0)
  11542. limit=1000;
  11543. val1=skill_lv+2;
  11544. break;
  11545. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  11546. case AM_DEMONSTRATION:
  11547. case GN_HELLS_PLANT:
  11548. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11549. return NULL;
  11550. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  11551. && (src->type&battle_config.vs_traps_bctall))
  11552. target = BCT_ALL;
  11553. break;
  11554. case HT_SKIDTRAP:
  11555. case MA_SKIDTRAP:
  11556. //Save position of caster
  11557. val1 = ((src->x)<<16)|(src->y);
  11558. case HT_ANKLESNARE:
  11559. case HT_SHOCKWAVE:
  11560. case HT_SANDMAN:
  11561. case MA_SANDMAN:
  11562. case HT_CLAYMORETRAP:
  11563. case HT_LANDMINE:
  11564. case MA_LANDMINE:
  11565. case HT_FLASHER:
  11566. case HT_FREEZINGTRAP:
  11567. case MA_FREEZINGTRAP:
  11568. case HT_BLASTMINE:
  11569. case RA_ELECTRICSHOCKER:
  11570. case RA_CLUSTERBOMB:
  11571. case RA_MAGENTATRAP:
  11572. case RA_COBALTTRAP:
  11573. case RA_MAIZETRAP:
  11574. case RA_VERDURETRAP:
  11575. case RA_FIRINGTRAP:
  11576. case RA_ICEBOUNDTRAP:
  11577. case RL_B_TRAP:
  11578. case SC_ESCAPE:
  11579. {
  11580. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11581. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11582. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  11583. req_item = req.itemid[i];
  11584. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  11585. limit *= 4; // longer trap times in WOE [celest]
  11586. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11587. target = BCT_ALL;
  11588. }
  11589. break;
  11590. case SA_LANDPROTECTOR:
  11591. case SA_VOLCANO:
  11592. case SA_DELUGE:
  11593. case SA_VIOLENTGALE:
  11594. case SC_CHAOSPANIC:
  11595. {
  11596. struct skill_unit_group *old_sg;
  11597. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11598. { //HelloKitty confirmed that these are interchangeable,
  11599. //so you can change element and not consume gemstones.
  11600. if ((
  11601. old_sg->skill_id == SA_VOLCANO ||
  11602. old_sg->skill_id == SA_DELUGE ||
  11603. old_sg->skill_id == SA_VIOLENTGALE
  11604. ) && old_sg->limit > 0)
  11605. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11606. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11607. if (limit < 0) //This can happen...
  11608. limit = skill_get_time(skill_id,skill_lv);
  11609. }
  11610. skill_clear_group(src,1);
  11611. }
  11612. break;
  11613. }
  11614. case BA_WHISTLE:
  11615. #ifdef RENEWAL
  11616. val1 = 3 * skill_lv + status->agi / 15; // Flee increase
  11617. #else
  11618. val1 = skill_lv + status->agi / 10; // Flee increase
  11619. #endif
  11620. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  11621. if (sd) {
  11622. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  11623. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  11624. }
  11625. break;
  11626. case DC_HUMMING:
  11627. #ifdef RENEWAL
  11628. val1 = 20 + 2 * skill_lv + status->dex / 15; // Hit increase
  11629. #else
  11630. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  11631. #endif
  11632. if (sd)
  11633. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  11634. break;
  11635. case BA_POEMBRAGI:
  11636. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  11637. //For some reason at level 10 the base delay reduction is 50%.
  11638. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  11639. if (sd) {
  11640. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  11641. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  11642. }
  11643. break;
  11644. case DC_DONTFORGETME:
  11645. #ifdef RENEWAL
  11646. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  11647. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  11648. #else
  11649. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  11650. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11651. #endif
  11652. if (sd) {
  11653. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  11654. #ifdef RENEWAL
  11655. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11656. #else
  11657. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  11658. #endif
  11659. }
  11660. val1 *= 10; //Because 10 is actually 1% aspd
  11661. break;
  11662. case DC_SERVICEFORYOU:
  11663. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  11664. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  11665. if (sd) {
  11666. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11667. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11668. }
  11669. break;
  11670. case BA_ASSASSINCROSS:
  11671. if (sd)
  11672. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  11673. #ifdef RENEWAL // ASPD increase
  11674. val1 += skill_lv + (status->agi / 20);
  11675. #else
  11676. val1 += 5 + skill_lv + (status->agi / 20);
  11677. val1 *= 10; // ASPD works with 1000 as 100%
  11678. #endif
  11679. break;
  11680. case DC_FORTUNEKISS:
  11681. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  11682. val1 *= 10; //Because every 10 crit is an actual cri point.
  11683. if (sd)
  11684. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  11685. break;
  11686. case BD_DRUMBATTLEFIELD:
  11687. #ifdef RENEWAL
  11688. val1 = (skill_lv+5)*25; //Atk increase
  11689. val2 = skill_lv*10; //Def increase
  11690. #else
  11691. val1 = (skill_lv+1)*25; //Atk increase
  11692. val2 = (skill_lv+1)*2; //Def increase
  11693. #endif
  11694. break;
  11695. case BD_RINGNIBELUNGEN:
  11696. val1 = (skill_lv+2)*25; //Atk increase
  11697. break;
  11698. case BD_RICHMANKIM:
  11699. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11700. break;
  11701. case BD_SIEGFRIED:
  11702. val1 = 55 + skill_lv*5; //Elemental Resistance
  11703. val2 = skill_lv*10; //Status ailment resistance
  11704. break;
  11705. case WE_CALLPARTNER:
  11706. if (sd) val1 = sd->status.partner_id;
  11707. break;
  11708. case WE_CALLPARENT:
  11709. if (sd) {
  11710. val1 = sd->status.father;
  11711. val2 = sd->status.mother;
  11712. }
  11713. break;
  11714. case WE_CALLBABY:
  11715. if (sd) val1 = sd->status.child;
  11716. break;
  11717. case NJ_KAENSIN:
  11718. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11719. val2 = (skill_lv+1)/2 + 4;
  11720. break;
  11721. case NJ_SUITON:
  11722. skill_clear_group(src, 1);
  11723. break;
  11724. case GS_GROUNDDRIFT:
  11725. {
  11726. // Ground Drift Element is decided when it's placed.
  11727. int ele = skill_get_ele(skill_id, skill_lv);
  11728. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  11729. if (ele == -3)
  11730. val1 = element[rnd()%5]; // Use random from available unit visual?
  11731. else if (ele == -2)
  11732. val1 = status_get_attack_sc_element(src,sc);
  11733. else if (ele == -1) {
  11734. val1 = status->rhw.ele;
  11735. if (sc && sc->data[SC_ENCHANTARMS])
  11736. val1 = sc->data[SC_ENCHANTARMS]->val2;
  11737. }
  11738. switch (val1) {
  11739. case ELE_FIRE:
  11740. subunt++;
  11741. case ELE_WATER:
  11742. subunt++;
  11743. case ELE_POISON:
  11744. subunt++;
  11745. case ELE_DARK:
  11746. subunt++;
  11747. case ELE_WIND:
  11748. break;
  11749. default:
  11750. subunt = rnd()%5;
  11751. break;
  11752. }
  11753. break;
  11754. }
  11755. case GC_POISONSMOKE:
  11756. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11757. return NULL;
  11758. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11759. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11760. limit = skill_get_time(skill_id, skill_lv);
  11761. break;
  11762. case GD_LEADERSHIP:
  11763. case GD_GLORYWOUNDS:
  11764. case GD_SOULCOLD:
  11765. case GD_HAWKEYES:
  11766. limit = 1000000;//it doesn't matter
  11767. break;
  11768. case LG_BANDING:
  11769. limit = -1;
  11770. break;
  11771. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11772. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11773. target = BCT_ALL;
  11774. case WM_SEVERE_RAINSTORM:
  11775. case SO_WATER_INSIGNIA:
  11776. case SO_FIRE_INSIGNIA:
  11777. case SO_WIND_INSIGNIA:
  11778. case SO_EARTH_INSIGNIA:
  11779. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11780. return NULL;
  11781. break;
  11782. case SO_CLOUD_KILL:
  11783. skill_clear_group(src, 4);
  11784. break;
  11785. case SO_WARMER:
  11786. skill_clear_group(src, 8);
  11787. break;
  11788. case SO_FIREWALK:
  11789. case SO_ELECTRICWALK:
  11790. limit = skill_get_time2(skill_id, skill_lv);
  11791. break;
  11792. case GN_WALLOFTHORN:
  11793. // Turns to Firewall
  11794. if( flag&1 )
  11795. limit = 3000;
  11796. val3 = (x<<16)|y;
  11797. break;
  11798. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11799. case GN_FIRE_EXPANSION_TEAR_GAS:
  11800. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11801. break;
  11802. case KO_ZENKAI:
  11803. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  11804. val1 = sd->spiritcharm;
  11805. val2 = sd->spiritcharm_type;
  11806. limit = 6000 * val1;
  11807. subunt = sd->spiritcharm_type - 1;
  11808. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  11809. }
  11810. break;
  11811. case HW_GRAVITATION:
  11812. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  11813. link_group_id = sc->data[SC_GRAVITATION]->val4;
  11814. break;
  11815. case SO_VACUUM_EXTREME:
  11816. // Coordinates
  11817. val1 = x;
  11818. val2 = y;
  11819. val3 = 0; // Suck target at n seconds.
  11820. break;
  11821. case NC_MAGMA_ERUPTION:
  11822. // Since we have no 'place' anymore. time1 for Stun duration, time2 for burning duration
  11823. // Officially, duration (limit) is 5secs, interval 0.5secs damage interval.
  11824. limit = interval * 10;
  11825. break;
  11826. case MH_VOLCANIC_ASH:
  11827. if (!map_flag_vs(src->m))
  11828. target = BCT_ENEMY;
  11829. break;
  11830. }
  11831. // Init skill unit group
  11832. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11833. group->val1 = val1;
  11834. group->val2 = val2;
  11835. group->val3 = val3;
  11836. group->link_group_id = link_group_id;
  11837. group->target_flag = target;
  11838. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11839. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11840. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  11841. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11842. group->item_id = req_item;
  11843. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11844. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11845. active_flag = 0;
  11846. // Put message for Talkie Box & Graffiti
  11847. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11848. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11849. if (sd)
  11850. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11851. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11852. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11853. }
  11854. // Dance skill
  11855. if (group->state.song_dance) {
  11856. if(sd) {
  11857. sd->skill_id_dance = skill_id;
  11858. sd->skill_lv_dance = skill_lv;
  11859. }
  11860. if (
  11861. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11862. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11863. )
  11864. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11865. }
  11866. // Set skill unit
  11867. limit = group->limit;
  11868. for( i = 0; i < layout->count; i++ ) {
  11869. struct skill_unit *unit;
  11870. int ux = x + layout->dx[i];
  11871. int uy = y + layout->dy[i];
  11872. int unit_val1 = skill_lv;
  11873. int unit_val2 = 0;
  11874. int alive = 1;
  11875. // are the coordinates out of range?
  11876. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11877. continue;
  11878. }
  11879. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11880. continue; // don't place skill units on walls (except for songs/dances/encores)
  11881. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  11882. continue; // no path between cell and caster
  11883. switch( skill_id ) {
  11884. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11885. case HT_LANDMINE:
  11886. case MA_LANDMINE:
  11887. case HT_ANKLESNARE:
  11888. case HT_SHOCKWAVE:
  11889. case HT_SANDMAN:
  11890. case MA_SANDMAN:
  11891. case HT_FLASHER:
  11892. case HT_FREEZINGTRAP:
  11893. case MA_FREEZINGTRAP:
  11894. case HT_SKIDTRAP:
  11895. case MA_SKIDTRAP:
  11896. case HT_CLAYMORETRAP:
  11897. case HT_BLASTMINE:
  11898. case SC_ESCAPE:
  11899. unit_val1 = 3500;
  11900. break;
  11901. case MG_FIREWALL:
  11902. case NJ_KAENSIN:
  11903. unit_val2 = group->val2;
  11904. break;
  11905. case WZ_ICEWALL:
  11906. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11907. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11908. break;
  11909. case WZ_WATERBALL:
  11910. //Check if there are cells that can be turned into waterball units
  11911. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  11912. || (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)
  11913. break; //Turn water, deluge or suiton into waterball cell
  11914. continue;
  11915. case GS_DESPERADO:
  11916. unit_val1 = abs(layout->dx[i]);
  11917. unit_val2 = abs(layout->dy[i]);
  11918. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11919. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  11920. if (unit_val1) unit_val1--;
  11921. unit_val1 = 36 -12*unit_val1;
  11922. } else //Diagonal edges
  11923. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  11924. if (unit_val1 < 1) unit_val1 = 1;
  11925. unit_val2 = 0;
  11926. break;
  11927. case WM_REVERBERATION:
  11928. unit_val1 = 1 + skill_lv;
  11929. break;
  11930. case WM_POEMOFNETHERWORLD:
  11931. unit_val1 = 1 + skill_lv;
  11932. break;
  11933. case GN_WALLOFTHORN:
  11934. if (flag&1) // Turned become Firewall
  11935. break;
  11936. unit_val1 = 2000 + 2000 * skill_lv; // HP
  11937. unit_val2 = 20; // Max hits
  11938. break;
  11939. case RL_B_TRAP:
  11940. unit_val1 = 3500;
  11941. unit_val2 = 0;
  11942. break;
  11943. default:
  11944. if (group->state.song_dance&0x1)
  11945. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  11946. break;
  11947. }
  11948. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  11949. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  11950. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  11951. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  11952. // Check active cell to failing or remove current unit
  11953. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  11954. if( !alive )
  11955. continue;
  11956. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  11957. unit->limit = limit;
  11958. unit->range = range;
  11959. if (skill_id == PF_FOGWALL && alive == 2)
  11960. { //Double duration of cells on top of Deluge/Suiton
  11961. unit->limit *= 2;
  11962. group->limit = unit->limit;
  11963. }
  11964. // Execute on all targets standing on this cell
  11965. if (range == 0 && active_flag)
  11966. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11967. }
  11968. if (!group->alive_count)
  11969. { //No cells? Something that was blocked completely by Land Protector?
  11970. skill_delunitgroup(group);
  11971. return NULL;
  11972. }
  11973. //success, unit created.
  11974. switch( skill_id ) {
  11975. case NJ_TATAMIGAESHI: //Store number of tiles.
  11976. group->val1 = group->alive_count;
  11977. break;
  11978. }
  11979. return group;
  11980. }
  11981. /*==========================================
  11982. *
  11983. *------------------------------------------*/
  11984. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11985. {
  11986. skill_unit_onplace(unit, bl, tick);
  11987. }
  11988. /**
  11989. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  11990. * while skill unit initialized or moved (such by knock back).
  11991. * As a follow of skill_unit_effect flag &1
  11992. * @param unit
  11993. * @param bl Target
  11994. * @param tick
  11995. */
  11996. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11997. {
  11998. struct skill_unit_group *sg;
  11999. struct block_list *ss; // Actual source that cast the skill unit
  12000. struct status_change *sc;
  12001. struct status_change_entry *sce;
  12002. struct status_data *tstatus;
  12003. enum sc_type type;
  12004. uint16 skill_id;
  12005. nullpo_ret(unit);
  12006. nullpo_ret(bl);
  12007. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  12008. return 0;
  12009. nullpo_ret(sg = unit->group);
  12010. nullpo_ret(ss = map_id2bl(sg->src_id));
  12011. tstatus = status_get_status_data(bl);
  12012. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  12013. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  12014. return 0; //AoE skills are ineffective. [Skotlex]
  12015. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  12016. return 0; //Songs don't work in Basilica
  12017. sc = status_get_sc(bl);
  12018. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  12019. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  12020. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  12021. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  12022. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  12023. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  12024. type = status_skill2sc(sg->skill_id);
  12025. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  12026. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  12027. switch (sg->unit_id) {
  12028. case UNT_SPIDERWEB:
  12029. if (sc) {
  12030. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  12031. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  12032. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12033. const struct TimerData* td;
  12034. if (map_flag_vs(bl->m))
  12035. sec /= 2;
  12036. if (sc->data[type]) {
  12037. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  12038. //Already triple affected, immune
  12039. sg->limit = DIFF_TICK(tick, sg->tick);
  12040. break;
  12041. }
  12042. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  12043. if (map_flag_vs(bl->m) && sc->data[type]->val1 < 3)
  12044. sec *= (sc->data[type]->val1 + 1);
  12045. else if(!map_flag_vs(bl->m) && sc->data[type]->val1 < 2)
  12046. sec *= (sc->data[type]->val1 + 1);
  12047. //Add group id to status change
  12048. if (sc->data[type]->val2 == 0)
  12049. sc->data[type]->val2 = sg->group_id;
  12050. else if (sc->data[type]->val3 == 0)
  12051. sc->data[type]->val3 = sg->group_id;
  12052. else if (sc->data[type]->val4 == 0)
  12053. sc->data[type]->val4 = sg->group_id;
  12054. //Overwrite status change with new duration
  12055. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  12056. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  12057. max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  12058. }
  12059. else {
  12060. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  12061. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  12062. if (td)
  12063. sec = DIFF_TICK(td->tick, tick);
  12064. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12065. clif_fixpos(bl);
  12066. }
  12067. else
  12068. sec = 3000; //Couldn't trap it?
  12069. }
  12070. sg->val2 = bl->id;
  12071. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12072. }
  12073. break;
  12074. case UNT_SAFETYWALL:
  12075. if (!sce)
  12076. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  12077. break;
  12078. case UNT_BLOODYLUST:
  12079. if (sg->src_id == bl->id)
  12080. break; //Does not affect the caster.
  12081. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  12082. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  12083. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  12084. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  12085. break;
  12086. case UNT_PNEUMA:
  12087. if (!sce)
  12088. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12089. break;
  12090. case UNT_CHAOSPANIC:
  12091. 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);
  12092. break;
  12093. case UNT_WARP_WAITING: {
  12094. int working = sg->val1&0xffff;
  12095. if(bl->type==BL_PC && !working){
  12096. struct map_session_data *sd = (struct map_session_data *)bl;
  12097. if((!sd->chatID || battle_config.chat_warpportal)
  12098. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  12099. {
  12100. int x = sg->val2>>16;
  12101. int y = sg->val2&0xffff;
  12102. int count = sg->val1>>16;
  12103. unsigned short m = sg->val3;
  12104. if( --count <= 0 )
  12105. skill_delunitgroup(sg);
  12106. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  12107. working = 1;/* we break it because officials break it, lovely stuff. */
  12108. sg->val1 = (count<<16)|working;
  12109. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
  12110. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  12111. }
  12112. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  12113. int16 m = map_mapindex2mapid(sg->val3);
  12114. if (m < 0) break; //Map not available on this map-server.
  12115. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  12116. }
  12117. }
  12118. break;
  12119. case UNT_QUAGMIRE:
  12120. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  12121. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12122. break;
  12123. case UNT_VOLCANO:
  12124. case UNT_DELUGE:
  12125. case UNT_VIOLENTGALE:
  12126. if(!sce)
  12127. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12128. break;
  12129. case UNT_WATER_BARRIER:
  12130. case UNT_ZEPHYR:
  12131. case UNT_POWER_OF_GAIA:
  12132. if (bl->id == ss->id)
  12133. break; // Doesn't affect the Elemental
  12134. if (!sce)
  12135. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12136. break;
  12137. case UNT_SUITON:
  12138. if(!sce)
  12139. sc_start4(ss, bl,type,100,sg->skill_lv,
  12140. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  12141. 0,0,sg->limit);
  12142. break;
  12143. case UNT_HERMODE:
  12144. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  12145. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  12146. case UNT_RICHMANKIM:
  12147. case UNT_ETERNALCHAOS:
  12148. case UNT_DRUMBATTLEFIELD:
  12149. case UNT_RINGNIBELUNGEN:
  12150. case UNT_ROKISWEIL:
  12151. case UNT_INTOABYSS:
  12152. case UNT_SIEGFRIED:
  12153. //Needed to check when a dancer/bard leaves their ensemble area.
  12154. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12155. return skill_id;
  12156. if (!sce)
  12157. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12158. break;
  12159. case UNT_WHISTLE:
  12160. case UNT_ASSASSINCROSS:
  12161. case UNT_POEMBRAGI:
  12162. case UNT_APPLEIDUN:
  12163. case UNT_HUMMING:
  12164. case UNT_DONTFORGETME:
  12165. case UNT_FORTUNEKISS:
  12166. case UNT_SERVICEFORYOU:
  12167. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12168. return 0;
  12169. if (!sc) return 0;
  12170. if (!sce)
  12171. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12172. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  12173. sce->val4 = 0; //remove the mark that we stepped out
  12174. delete_timer(sce->timer, status_change_timer);
  12175. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  12176. }
  12177. break;
  12178. case UNT_FOGWALL:
  12179. if (!sce)
  12180. {
  12181. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  12182. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12183. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  12184. }
  12185. break;
  12186. case UNT_GRAVITATION:
  12187. if (!sce)
  12188. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  12189. break;
  12190. case UNT_BASILICA:
  12191. {
  12192. int i = battle_check_target(bl, bl, BCT_ENEMY);
  12193. if (i > 0) {
  12194. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12195. break;
  12196. }
  12197. if (!sce && i <= 0)
  12198. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12199. }
  12200. break;
  12201. // officially, icewall has no problems existing on occupied cells [ultramage]
  12202. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  12203. // unit->val1 = 0;
  12204. // if(unit->limit + sg->tick > tick + 700)
  12205. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  12206. // break;
  12207. case UNT_MOONLIT:
  12208. //Knockback out of area if affected char isn't in Moonlit effect
  12209. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  12210. break;
  12211. if (ss == bl) //Also needed to prevent infinite loop crash.
  12212. break;
  12213. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  12214. break;
  12215. case UNT_REVERBERATION:
  12216. if (sg->src_id == bl->id)
  12217. break; //Does not affect the caster.
  12218. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12219. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12220. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12221. sg->unit_id = UNT_USED_TRAPS;
  12222. break;
  12223. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  12224. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12225. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12226. break;
  12227. case UNT_FIRE_EXPANSION_TEAR_GAS:
  12228. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12229. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  12230. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  12231. break;
  12232. case UNT_VOLCANIC_ASH:
  12233. if (!sce)
  12234. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  12235. break;
  12236. case UNT_KINGS_GRACE:
  12237. if (!sce) {
  12238. int state = 0;
  12239. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  12240. state |= BCT_GUILD;
  12241. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  12242. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  12243. }
  12244. break;
  12245. case UNT_STEALTHFIELD:
  12246. if( bl->id == sg->src_id )
  12247. break; // Doesn't work on self (video shows that)
  12248. if (!sce)
  12249. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12250. break;
  12251. case UNT_NEUTRALBARRIER:
  12252. if (!sce)
  12253. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12254. break;
  12255. case UNT_CLOUD_KILL:
  12256. if(!sce) {
  12257. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  12258. status_change_start(ss, bl, SC_POISON, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  12259. }
  12260. break;
  12261. case UNT_WARMER:
  12262. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  12263. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12264. break;
  12265. case UNT_CATNIPPOWDER:
  12266. if (sg->src_id == bl->id)
  12267. break; // Does not affect the caster or Boss.
  12268. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12269. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12270. break;
  12271. case UNT_GD_LEADERSHIP:
  12272. case UNT_GD_GLORYWOUNDS:
  12273. case UNT_GD_SOULCOLD:
  12274. case UNT_GD_HAWKEYES:
  12275. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12276. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12277. break;
  12278. }
  12279. return skill_id;
  12280. }
  12281. /**
  12282. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  12283. * @param unit Skill unit
  12284. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12285. * @param tick
  12286. */
  12287. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  12288. {
  12289. struct skill_unit_group *sg;
  12290. struct block_list *ss;
  12291. TBL_PC* tsd;
  12292. struct status_data *tstatus;
  12293. struct status_change *sc, *tsc;
  12294. struct skill_unit_group_tickset *ts;
  12295. enum sc_type type;
  12296. uint16 skill_id;
  12297. int diff = 0;
  12298. nullpo_ret(unit);
  12299. nullpo_ret(bl);
  12300. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12301. return 0;
  12302. nullpo_ret(sg = unit->group);
  12303. nullpo_ret(ss = map_id2bl(sg->src_id));
  12304. tsd = BL_CAST(BL_PC, bl);
  12305. tsc = status_get_sc(bl);
  12306. sc = status_get_sc(ss);
  12307. tstatus = status_get_status_data(bl);
  12308. type = status_skill2sc(sg->skill_id);
  12309. skill_id = sg->skill_id;
  12310. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && (skill_get_inf2(skill_id)&INF2_TRAP))
  12311. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  12312. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  12313. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12314. if (sg->interval == -1) {
  12315. switch (sg->unit_id) {
  12316. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12317. case UNT_FIREPILLAR_ACTIVE:
  12318. case UNT_ELECTRICSHOCKER:
  12319. case UNT_MANHOLE:
  12320. return 0;
  12321. default:
  12322. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12323. return 0;
  12324. }
  12325. }
  12326. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12327. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12328. diff = DIFF_TICK(tick,ts->tick);
  12329. if (diff < 0)
  12330. return 0;
  12331. ts->tick = tick+sg->interval;
  12332. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12333. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12334. }
  12335. // Wall of Thorn damaged by Fire element unit [Cydh]
  12336. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12337. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12338. struct skill_unit *su = (struct skill_unit *)bl;
  12339. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12340. 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);
  12341. su->group->limit = sg->limit = 0;
  12342. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12343. return skill_id;
  12344. }
  12345. }
  12346. switch (sg->unit_id) {
  12347. // Units that deals simple attack
  12348. case UNT_GRAVITATION:
  12349. case UNT_EARTHSTRAIN:
  12350. case UNT_FIREWALK:
  12351. case UNT_ELECTRICWALK:
  12352. case UNT_PSYCHIC_WAVE:
  12353. case UNT_MAGMA_ERUPTION:
  12354. case UNT_MAKIBISHI:
  12355. case UNT_VENOMFOG:
  12356. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12357. break;
  12358. case UNT_DUMMYSKILL:
  12359. switch (sg->skill_id) {
  12360. case SG_SUN_WARM: //SG skills [Komurka]
  12361. case SG_MOON_WARM:
  12362. case SG_STAR_WARM: {
  12363. int count = 0;
  12364. const int x = bl->x, y = bl->y;
  12365. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12366. do {
  12367. if( bl->type == BL_PC )
  12368. status_zap(bl, 0, 15); // sp damage to players
  12369. else // mobs
  12370. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12371. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  12372. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12373. } else { //should end when out of sp.
  12374. sg->limit = DIFF_TICK(tick,sg->tick);
  12375. break;
  12376. }
  12377. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12378. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12379. }
  12380. break;
  12381. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12382. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12383. if (tsc)
  12384. tsc->sg_counter++; //SG hit counter.
  12385. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12386. tsc->sg_counter=0; //Attack absorbed.
  12387. break;
  12388. #endif
  12389. case GS_DESPERADO:
  12390. if (rnd()%100 < unit->val1)
  12391. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12392. break;
  12393. case SU_CN_METEOR:
  12394. if (sg->val1)
  12395. skill_area_temp[3] = 1;
  12396. else
  12397. skill_area_temp[3] = 0;
  12398. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12399. break;
  12400. default:
  12401. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12402. }
  12403. break;
  12404. case UNT_FIREWALL:
  12405. case UNT_KAEN: {
  12406. int count = 0;
  12407. const int x = bl->x, y = bl->y;
  12408. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  12409. break;
  12410. //Take into account these hit more times than the timer interval can handle.
  12411. do
  12412. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  12413. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  12414. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  12415. if (unit->val2 <= 0)
  12416. skill_delunit(unit);
  12417. }
  12418. break;
  12419. case UNT_SANCTUARY:
  12420. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  12421. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  12422. 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) )
  12423. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  12424. } else {
  12425. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12426. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12427. #ifdef RENEWAL
  12428. if (md && md->mob_id == MOBID_EMPERIUM)
  12429. break;
  12430. #endif
  12431. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  12432. break;
  12433. if( tstatus->hp >= tstatus->max_hp )
  12434. break;
  12435. if( status_isimmune(bl) )
  12436. heal = 0;
  12437. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12438. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  12439. heal = ~heal + 1;
  12440. status_heal(bl, heal, 0, 0);
  12441. }
  12442. break;
  12443. case UNT_EVILLAND:
  12444. //Will heal demon and undead element monsters, but not players.
  12445. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  12446. { //Damage enemies
  12447. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12448. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12449. } else {
  12450. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12451. if (tstatus->hp >= tstatus->max_hp)
  12452. break;
  12453. if (status_isimmune(bl))
  12454. heal = 0;
  12455. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12456. status_heal(bl, heal, 0, 0);
  12457. }
  12458. break;
  12459. case UNT_MAGNUS:
  12460. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  12461. break;
  12462. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12463. break;
  12464. case UNT_FIREPILLAR_WAITING:
  12465. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  12466. skill_delunit(unit);
  12467. break;
  12468. case UNT_SKIDTRAP: {
  12469. //Knockback away from position of user during placement [Playtester]
  12470. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  12471. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  12472. sg->unit_id = UNT_USED_TRAPS;
  12473. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12474. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12475. //Target will be stopped for 3 seconds
  12476. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  12477. }
  12478. break;
  12479. case UNT_ANKLESNARE:
  12480. case UNT_MANHOLE:
  12481. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  12482. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  12483. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  12484. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12485. if( td )
  12486. sec = DIFF_TICK(td->tick, tick);
  12487. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  12488. || !unit_blown_immune(bl,0x1) )
  12489. {
  12490. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  12491. clif_fixpos(bl);
  12492. }
  12493. sg->val2 = bl->id;
  12494. } else
  12495. sec = 3000; //Couldn't trap it?
  12496. if (sg->unit_id == UNT_ANKLESNARE) {
  12497. clif_skillunit_update(&unit->bl);
  12498. /**
  12499. * If you're snared from a trap that was invisible this makes the trap be
  12500. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  12501. * bugreport:3961
  12502. **/
  12503. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  12504. }
  12505. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  12506. sg->interval = -1;
  12507. unit->range = 0;
  12508. }
  12509. break;
  12510. case UNT_ELECTRICSHOCKER:
  12511. if( bl->id != ss->id ) {
  12512. if( status_bl_has_mode(bl,MD_STATUS_IMMUNE) )
  12513. break;
  12514. 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) ) {
  12515. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12516. clif_fixpos(bl);
  12517. }
  12518. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12519. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12520. }
  12521. break;
  12522. case UNT_VENOMDUST:
  12523. if(tsc && !tsc->data[type])
  12524. 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);
  12525. break;
  12526. case UNT_LANDMINE:
  12527. //Land Mine only hits single target
  12528. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12529. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12530. sg->limit = 1500;
  12531. break;
  12532. case UNT_MAGENTATRAP:
  12533. case UNT_COBALTTRAP:
  12534. case UNT_MAIZETRAP:
  12535. case UNT_VERDURETRAP:
  12536. if( bl->type == BL_PC )// it won't work on players
  12537. break;
  12538. case UNT_FIRINGTRAP:
  12539. case UNT_ICEBOUNDTRAP:
  12540. case UNT_CLUSTERBOMB:
  12541. if( bl->id == ss->id )// it won't trigger on caster
  12542. break;
  12543. case UNT_BLASTMINE:
  12544. case UNT_SHOCKWAVE:
  12545. case UNT_SANDMAN:
  12546. case UNT_FLASHER:
  12547. case UNT_FREEZINGTRAP:
  12548. case UNT_FIREPILLAR_ACTIVE:
  12549. case UNT_CLAYMORETRAP:
  12550. {
  12551. int bl_flag = sg->bl_flag;
  12552. if (tsc && tsc->data[SC__MANHOLE])
  12553. break;
  12554. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  12555. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  12556. if(battle_config.skill_wall_check && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  12557. map_foreachinshootrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  12558. else
  12559. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  12560. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  12561. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  12562. sg->limit = DIFF_TICK(tick, sg->tick) +
  12563. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  12564. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  12565. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  12566. }
  12567. break;
  12568. case UNT_TALKIEBOX:
  12569. if (sg->src_id == bl->id)
  12570. break;
  12571. if (sg->val2 == 0) {
  12572. clif_talkiebox(&unit->bl, sg->valstr);
  12573. sg->unit_id = UNT_USED_TRAPS;
  12574. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12575. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  12576. sg->val2 = -1;
  12577. }
  12578. break;
  12579. case UNT_LULLABY:
  12580. if (ss->id == bl->id)
  12581. break;
  12582. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12583. break;
  12584. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  12585. if (ss->id != bl->id)
  12586. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12587. break;
  12588. case UNT_DISSONANCE:
  12589. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12590. break;
  12591. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  12592. int heal;
  12593. #ifdef RENEWAL
  12594. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12595. if (md && md->mob_id == MOBID_EMPERIUM)
  12596. break;
  12597. #endif
  12598. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12599. break; // affects self only when soullinked
  12600. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  12601. if (tsc->data[SC_AKAITSUKI] && heal)
  12602. heal = ~heal + 1;
  12603. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12604. status_heal(bl, heal, 0, 0);
  12605. }
  12606. break;
  12607. case UNT_TATAMIGAESHI:
  12608. case UNT_DEMONSTRATION:
  12609. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12610. break;
  12611. case UNT_GOSPEL:
  12612. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  12613. break;
  12614. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  12615. { // Support Effect only on party, not guild
  12616. int heal;
  12617. int i = rnd() % 13; // Positive buff count
  12618. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  12619. switch (i)
  12620. {
  12621. case 0: // Heal 1000~9999 HP
  12622. heal = rnd() % 9000 + 1000;
  12623. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  12624. status_heal(bl, heal, 0, 0);
  12625. break;
  12626. case 1: // End all negative status
  12627. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  12628. if (tsd) clif_gospel_info(tsd, 0x15);
  12629. break;
  12630. case 2: // Immunity to all status
  12631. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  12632. if (tsd) clif_gospel_info(tsd, 0x16);
  12633. break;
  12634. case 3: // MaxHP +100%
  12635. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  12636. if (tsd) clif_gospel_info(tsd, 0x17);
  12637. break;
  12638. case 4: // MaxSP +100%
  12639. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  12640. if (tsd) clif_gospel_info(tsd, 0x18);
  12641. break;
  12642. case 5: // All stats +20
  12643. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  12644. if (tsd) clif_gospel_info(tsd, 0x19);
  12645. break;
  12646. case 6: // Level 10 Blessing
  12647. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  12648. break;
  12649. case 7: // Level 10 Increase AGI
  12650. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  12651. break;
  12652. case 8: // Enchant weapon with Holy element
  12653. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  12654. if (tsd) clif_gospel_info(tsd, 0x1c);
  12655. break;
  12656. case 9: // Enchant armor with Holy element
  12657. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  12658. if (tsd) clif_gospel_info(tsd, 0x1d);
  12659. break;
  12660. case 10: // DEF +25%
  12661. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  12662. if (tsd) clif_gospel_info(tsd, 0x1e);
  12663. break;
  12664. case 11: // ATK +100%
  12665. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  12666. if (tsd) clif_gospel_info(tsd, 0x1f);
  12667. break;
  12668. case 12: // HIT/Flee +50
  12669. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  12670. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  12671. if (tsd) clif_gospel_info(tsd, 0x20);
  12672. break;
  12673. }
  12674. }
  12675. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12676. { // Offensive Effect
  12677. int i = rnd() % 10; // Negative buff count
  12678. switch (i)
  12679. {
  12680. case 0: // Deal 3000~7999 damage reduced by DEF
  12681. case 1: // Deal 1500~5499 damage unreducable
  12682. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  12683. break;
  12684. case 2: // Curse
  12685. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  12686. break;
  12687. case 3: // Blind
  12688. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  12689. break;
  12690. case 4: // Poison
  12691. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  12692. break;
  12693. case 5: // Level 10 Provoke
  12694. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, -1)); //Infinite
  12695. break;
  12696. case 6: // DEF -100%
  12697. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  12698. break;
  12699. case 7: // ATK -100%
  12700. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  12701. break;
  12702. case 8: // Flee -100%
  12703. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  12704. break;
  12705. case 9: // Speed/ASPD -25%
  12706. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  12707. break;
  12708. }
  12709. }
  12710. break;
  12711. case UNT_BASILICA:
  12712. {
  12713. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12714. if (i > 0) {
  12715. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12716. break;
  12717. }
  12718. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12719. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12720. }
  12721. break;
  12722. case UNT_GROUNDDRIFT_WIND:
  12723. case UNT_GROUNDDRIFT_DARK:
  12724. case UNT_GROUNDDRIFT_POISON:
  12725. case UNT_GROUNDDRIFT_WATER:
  12726. case UNT_GROUNDDRIFT_FIRE:
  12727. map_foreachinrange(skill_trap_splash,&unit->bl,
  12728. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12729. &unit->bl,tick);
  12730. sg->unit_id = UNT_USED_TRAPS;
  12731. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12732. sg->limit=DIFF_TICK(tick,sg->tick);
  12733. break;
  12734. case UNT_POISONSMOKE:
  12735. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12736. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12737. break;
  12738. case UNT_EPICLESIS:
  12739. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  12740. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12741. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  12742. int hp, sp;
  12743. switch( sg->skill_lv ) {
  12744. case 1: case 2: hp = 3; sp = 2; break;
  12745. case 3: case 4: hp = 4; sp = 3; break;
  12746. case 5: default: hp = 5; sp = 4; break;
  12747. }
  12748. hp = tstatus->max_hp * hp / 100;
  12749. sp = tstatus->max_sp * sp / 100;
  12750. if (tstatus->hp < tstatus->max_hp)
  12751. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12752. if (tstatus->sp < tstatus->max_sp)
  12753. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12754. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12755. hp = ~hp + 1;
  12756. status_heal(bl, hp, sp, 3);
  12757. }
  12758. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  12759. // Doesn't remove Invisibility or Chase Walk.
  12760. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12761. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12762. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12763. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  12764. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12765. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12766. }
  12767. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12768. }
  12769. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12770. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12771. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12772. break;
  12773. case UNT_DIMENSIONDOOR:
  12774. if( tsd && !map[bl->m].flag.noteleport )
  12775. pc_randomwarp(tsd,CLR_TELEPORT);
  12776. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12777. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12778. break;
  12779. case UNT_REVERBERATION:
  12780. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12781. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12782. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  12783. sg->unit_id = UNT_USED_TRAPS;
  12784. break;
  12785. case UNT_SEVERE_RAINSTORM:
  12786. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12787. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12788. break;
  12789. case UNT_NETHERWORLD:
  12790. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12791. if (!(tsc && tsc->data[type])) {
  12792. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12793. sg->limit = DIFF_TICK(tick,sg->tick);
  12794. sg->unit_id = UNT_USED_TRAPS;
  12795. }
  12796. }
  12797. break;
  12798. case UNT_THORNS_TRAP:
  12799. if( tsc ) {
  12800. if( !sg->val2 ) {
  12801. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12802. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12803. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12804. if( td )
  12805. sec = DIFF_TICK(td->tick, tick);
  12806. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12807. clif_fixpos(bl);
  12808. sg->val2 = bl->id;
  12809. } else
  12810. sec = 3000; // Couldn't trap it?
  12811. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12812. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12813. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12814. }
  12815. break;
  12816. case UNT_WALLOFTHORN:
  12817. if (unit->val2-- <= 0) // Max hit reached
  12818. break;
  12819. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  12820. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12821. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, BLOWN_NONE);
  12822. 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);
  12823. break;
  12824. case UNT_DEMONIC_FIRE:
  12825. switch( sg->val2 ) {
  12826. case 1:
  12827. default:
  12828. 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));
  12829. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12830. break;
  12831. }
  12832. break;
  12833. case UNT_HELLS_PLANT:
  12834. if ((tsc && tsc->data[SC__MANHOLE]) || status_isimmune(bl))
  12835. break;
  12836. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12837. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12838. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12839. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12840. break;
  12841. case UNT_ZEPHYR:
  12842. if (ss == bl)
  12843. break; // Doesn't affect the Elemental
  12844. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12845. break;
  12846. case UNT_FIRE_INSIGNIA:
  12847. case UNT_WATER_INSIGNIA:
  12848. case UNT_WIND_INSIGNIA:
  12849. case UNT_EARTH_INSIGNIA:
  12850. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12851. if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
  12852. int hp = tstatus->max_hp / 100; //+1% each 5s
  12853. if ((sg->val3) % 5) { //each 5s
  12854. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  12855. status_heal(bl, hp, 0, 2);
  12856. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  12857. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  12858. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  12859. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  12860. ){
  12861. status_heal(bl, -hp, 0, 0);
  12862. }
  12863. }
  12864. sg->val3++; //timer
  12865. if (sg->val3 > 5) sg->val3 = 0;
  12866. }
  12867. break;
  12868. case UNT_VACUUM_EXTREME:
  12869. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  12870. (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)
  12871. return 0;
  12872. else
  12873. // Apply effect and suck targets one-by-one each n seconds
  12874. sc_start4(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  12875. break;
  12876. case UNT_BANDING:
  12877. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12878. 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));
  12879. break;
  12880. case UNT_FIRE_MANTLE:
  12881. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12882. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12883. break;
  12884. case UNT_ZENKAI_WATER:
  12885. case UNT_ZENKAI_LAND:
  12886. case UNT_ZENKAI_FIRE:
  12887. case UNT_ZENKAI_WIND:
  12888. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12889. switch( sg->unit_id ) {
  12890. case UNT_ZENKAI_WATER:
  12891. switch (rnd()%2 + 1) {
  12892. case 1:
  12893. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12894. break;
  12895. case 2:
  12896. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12897. break;
  12898. }
  12899. break;
  12900. case UNT_ZENKAI_LAND:
  12901. switch (rnd()%2 + 1) {
  12902. case 1:
  12903. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12904. break;
  12905. case 2:
  12906. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12907. break;
  12908. }
  12909. break;
  12910. case UNT_ZENKAI_FIRE:
  12911. 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));
  12912. break;
  12913. case UNT_ZENKAI_WIND:
  12914. switch (rnd()%3 + 1) {
  12915. case 1:
  12916. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12917. break;
  12918. case 2:
  12919. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12920. break;
  12921. case 3:
  12922. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12923. break;
  12924. }
  12925. break;
  12926. }
  12927. } else
  12928. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  12929. break;
  12930. case UNT_LAVA_SLIDE:
  12931. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12932. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12933. sg->limit = DIFF_TICK(tick, sg->tick);
  12934. break;
  12935. case UNT_POISON_MIST:
  12936. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12937. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  12938. break;
  12939. case UNT_CHAOSPANIC:
  12940. if (tsc && tsc->data[type])
  12941. break;
  12942. 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);
  12943. break;
  12944. case UNT_B_TRAP:
  12945. if (tsc && tsc->data[type])
  12946. break;
  12947. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12948. unit->val2++; // Mark as ever been used
  12949. break;
  12950. case UNT_FIRE_RAIN:
  12951. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  12952. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  12953. 1,sg->skill_id,sg->skill_lv,DMG_SKILL);
  12954. break;
  12955. case UNT_SV_ROOTTWIST:
  12956. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  12957. break;
  12958. if (tsc) {
  12959. if (!sg->val2) {
  12960. int sec = skill_get_time(sg->skill_id, sg->skill_lv);
  12961. if (sc_start2(ss, bl, type, 100, sg->skill_lv, sg->group_id, sec)) {
  12962. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12963. if(td)
  12964. sec = DIFF_TICK(td->tick, tick);
  12965. clif_fixpos(bl);
  12966. sg->val2 = bl->id;
  12967. } else // Couldn't trap it?
  12968. sec = 7000;
  12969. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12970. } else if (tsc->data[type] && bl->id == sg->val2)
  12971. skill_attack(skill_get_type(SU_SV_ROOTTWIST_ATK), ss, &unit->bl, bl, SU_SV_ROOTTWIST_ATK, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12972. }
  12973. break;
  12974. }
  12975. if (bl->type == BL_MOB && ss != bl)
  12976. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  12977. return skill_id;
  12978. }
  12979. /**
  12980. * Triggered when a char steps out of a skill unit
  12981. * @param src Skill unit from char moved out
  12982. * @param bl Char
  12983. * @param tick
  12984. */
  12985. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  12986. {
  12987. struct skill_unit_group *sg;
  12988. struct status_change *sc;
  12989. struct status_change_entry *sce;
  12990. enum sc_type type;
  12991. nullpo_ret(src);
  12992. nullpo_ret(bl);
  12993. nullpo_ret(sg=src->group);
  12994. sc = status_get_sc(bl);
  12995. type = status_skill2sc(sg->skill_id);
  12996. sce = (sc && type != -1)?sc->data[type]:NULL;
  12997. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  12998. return 0;
  12999. switch(sg->unit_id){
  13000. case UNT_SAFETYWALL:
  13001. case UNT_PNEUMA:
  13002. case UNT_EPICLESIS://Arch Bishop
  13003. if (sce)
  13004. status_change_end(bl, type, INVALID_TIMER);
  13005. break;
  13006. case UNT_BASILICA:
  13007. if (sce && sce->val4 != bl->id)
  13008. status_change_end(bl, type, INVALID_TIMER);
  13009. break;
  13010. case UNT_HERMODE: //Clear Hermode if the owner moved.
  13011. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  13012. status_change_end(bl, type, INVALID_TIMER);
  13013. break;
  13014. case UNT_DISSONANCE:
  13015. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  13016. {
  13017. short i;
  13018. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  13019. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  13020. type = status_skill2sc(i);
  13021. sce = (sc && type != -1)?sc->data[type]:NULL;
  13022. if(sce)
  13023. return i;
  13024. }
  13025. }
  13026. }
  13027. case UNT_WHISTLE:
  13028. case UNT_ASSASSINCROSS:
  13029. case UNT_POEMBRAGI:
  13030. case UNT_APPLEIDUN:
  13031. case UNT_HUMMING:
  13032. case UNT_DONTFORGETME:
  13033. case UNT_FORTUNEKISS:
  13034. case UNT_SERVICEFORYOU:
  13035. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13036. return -1;
  13037. }
  13038. return sg->skill_id;
  13039. }
  13040. /**
  13041. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  13042. * @param skill_id Skill ID
  13043. * @param bl A char
  13044. * @param tick
  13045. */
  13046. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  13047. {
  13048. struct status_change *sc;
  13049. struct status_change_entry *sce;
  13050. enum sc_type type;
  13051. sc = status_get_sc(bl);
  13052. if (sc && !sc->count)
  13053. sc = NULL;
  13054. type = status_skill2sc(skill_id);
  13055. sce = (sc && type != -1)?sc->data[type]:NULL;
  13056. switch (skill_id)
  13057. {
  13058. case WZ_QUAGMIRE:
  13059. if (bl->type==BL_MOB)
  13060. break;
  13061. if (sce)
  13062. status_change_end(bl, type, INVALID_TIMER);
  13063. break;
  13064. case BD_LULLABY:
  13065. case BD_RICHMANKIM:
  13066. case BD_ETERNALCHAOS:
  13067. case BD_DRUMBATTLEFIELD:
  13068. case BD_RINGNIBELUNGEN:
  13069. case BD_ROKISWEIL:
  13070. case BD_INTOABYSS:
  13071. case BD_SIEGFRIED:
  13072. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  13073. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  13074. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  13075. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  13076. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  13077. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  13078. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  13079. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13080. }
  13081. case MH_STEINWAND:
  13082. case MG_SAFETYWALL:
  13083. case AL_PNEUMA:
  13084. case SA_VOLCANO:
  13085. case SA_DELUGE:
  13086. case SA_VIOLENTGALE:
  13087. case CG_HERMODE:
  13088. case HW_GRAVITATION:
  13089. case HP_BASILICA:
  13090. case NJ_SUITON:
  13091. case SC_MAELSTROM:
  13092. case EL_WATER_BARRIER:
  13093. case EL_ZEPHYR:
  13094. case EL_POWER_OF_GAIA:
  13095. case SO_CLOUD_KILL:
  13096. case SO_WARMER:
  13097. case SO_FIRE_INSIGNIA:
  13098. case SO_WATER_INSIGNIA:
  13099. case SO_WIND_INSIGNIA:
  13100. case SO_EARTH_INSIGNIA:
  13101. case SC_BLOODYLUST:
  13102. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13103. case GN_FIRE_EXPANSION_TEAR_GAS:
  13104. case LG_KINGS_GRACE:
  13105. case NC_STEALTHFIELD:
  13106. case NC_NEUTRALBARRIER:
  13107. if (sce)
  13108. status_change_end(bl, type, INVALID_TIMER);
  13109. break;
  13110. case BA_DISSONANCE:
  13111. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  13112. {
  13113. short i;
  13114. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  13115. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  13116. type = status_skill2sc(i);
  13117. sce = (sc && type != -1)?sc->data[type]:NULL;
  13118. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  13119. delete_timer(sce->timer, status_change_timer);
  13120. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13121. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  13122. }
  13123. }
  13124. }
  13125. }
  13126. break;
  13127. case BA_POEMBRAGI:
  13128. case BA_WHISTLE:
  13129. case BA_ASSASSINCROSS:
  13130. case BA_APPLEIDUN:
  13131. case DC_HUMMING:
  13132. case DC_DONTFORGETME:
  13133. case DC_FORTUNEKISS:
  13134. case DC_SERVICEFORYOU:
  13135. if (sce)
  13136. {
  13137. delete_timer(sce->timer, status_change_timer);
  13138. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  13139. //not possible on our current implementation.
  13140. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13141. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  13142. }
  13143. break;
  13144. case PF_FOGWALL:
  13145. if (sce)
  13146. {
  13147. status_change_end(bl, type, INVALID_TIMER);
  13148. if ((sce=sc->data[SC_BLIND]))
  13149. {
  13150. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  13151. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  13152. else {
  13153. delete_timer(sce->timer, status_change_timer);
  13154. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  13155. }
  13156. }
  13157. }
  13158. break;
  13159. case GD_LEADERSHIP:
  13160. case GD_GLORYWOUNDS:
  13161. case GD_SOULCOLD:
  13162. case GD_HAWKEYES:
  13163. if( !(sce && sce->val4) )
  13164. status_change_end(bl, type, INVALID_TIMER);
  13165. break;
  13166. }
  13167. return skill_id;
  13168. }
  13169. /*==========================================
  13170. * Invoked when a unit cell has been placed/removed/deleted.
  13171. * flag values:
  13172. * flag&1: Invoke onplace function (otherwise invoke onout)
  13173. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  13174. * flag&8: Recursive
  13175. *------------------------------------------*/
  13176. static int skill_unit_effect(struct block_list* bl, va_list ap)
  13177. {
  13178. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  13179. struct skill_unit_group* group = unit->group;
  13180. unsigned int tick = va_arg(ap,unsigned int);
  13181. unsigned int flag = va_arg(ap,unsigned int);
  13182. uint16 skill_id;
  13183. bool dissonance = false;
  13184. bool isTarget = false;
  13185. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  13186. return 0;
  13187. nullpo_ret(group);
  13188. if( !(flag&8) ) {
  13189. dissonance = skill_dance_switch(unit, 0);
  13190. //Target-type check.
  13191. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  13192. }
  13193. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13194. skill_id = group->skill_id;
  13195. if( isTarget ){
  13196. if( flag&1 )
  13197. skill_unit_onplace(unit,bl,tick);
  13198. else {
  13199. if( skill_unit_onout(unit,bl,tick) == -1 )
  13200. return 0; // Don't let a Bard/Dancer update their own song timer
  13201. }
  13202. if( flag&4 )
  13203. skill_unit_onleft(skill_id, bl, tick);
  13204. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  13205. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  13206. if( dissonance ) {
  13207. skill_dance_switch(unit, 1);
  13208. //we placed a dissonance, let's update
  13209. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  13210. }
  13211. return 0;
  13212. }
  13213. /**
  13214. * Check skill unit while receiving damage
  13215. * @param unit Skill unit
  13216. * @param damage Received damage
  13217. * @return Damage
  13218. */
  13219. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  13220. {
  13221. struct skill_unit_group *sg;
  13222. nullpo_ret(unit);
  13223. nullpo_ret(sg = unit->group);
  13224. switch( sg->unit_id ) {
  13225. case UNT_BLASTMINE:
  13226. case UNT_SKIDTRAP:
  13227. case UNT_LANDMINE:
  13228. case UNT_SHOCKWAVE:
  13229. case UNT_SANDMAN:
  13230. case UNT_FLASHER:
  13231. case UNT_CLAYMORETRAP:
  13232. case UNT_FREEZINGTRAP:
  13233. case UNT_ANKLESNARE:
  13234. case UNT_ICEWALL:
  13235. case UNT_WALLOFTHORN:
  13236. case UNT_REVERBERATION:
  13237. case UNT_NETHERWORLD:
  13238. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  13239. break;
  13240. default:
  13241. damage = 0;
  13242. break;
  13243. }
  13244. return damage;
  13245. }
  13246. /**
  13247. * Check char condition around the skill caster
  13248. * @param bl Char around area
  13249. * @param *c Counter for 'valid' condition found
  13250. * @param *p_sd Stores 'rid' of char found
  13251. * @param skill_id Skill ID
  13252. * @param skill_lv Level of used skill
  13253. */
  13254. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  13255. {
  13256. int *c, skill_id, inf2;
  13257. struct block_list *src;
  13258. struct map_session_data *sd;
  13259. struct map_session_data *tsd;
  13260. int *p_sd; //Contains the list of characters found.
  13261. nullpo_ret(bl);
  13262. nullpo_ret(tsd=(struct map_session_data*)bl);
  13263. nullpo_ret(src=va_arg(ap,struct block_list *));
  13264. nullpo_ret(sd=(struct map_session_data*)src);
  13265. c=va_arg(ap,int *);
  13266. p_sd = va_arg(ap, int *);
  13267. skill_id = va_arg(ap,int);
  13268. inf2 = skill_get_inf2(skill_id);
  13269. if (skill_id == PR_BENEDICTIO) {
  13270. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13271. return 0;
  13272. }
  13273. else if ((inf2&INF2_CHORUS_SKILL || skill_id == WL_COMET)) {
  13274. if (*c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for.
  13275. return 0;
  13276. }
  13277. else if (*c >= 1) // Check for one companion for all other cases.
  13278. return 0;
  13279. if (bl == src)
  13280. return 0;
  13281. if(pc_isdead(tsd))
  13282. return 0;
  13283. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13284. return 0;
  13285. if( inf2&INF2_CHORUS_SKILL ) {
  13286. if( tsd->status.party_id && sd->status.party_id &&
  13287. tsd->status.party_id == sd->status.party_id &&
  13288. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13289. p_sd[(*c)++] = tsd->bl.id;
  13290. return 1;
  13291. } else {
  13292. switch(skill_id) {
  13293. case PR_BENEDICTIO: {
  13294. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13295. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13296. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13297. && sd->status.sp >= 10)
  13298. p_sd[(*c)++]=tsd->bl.id;
  13299. return 1;
  13300. }
  13301. case AB_ADORAMUS:
  13302. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13303. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13304. p_sd[(*c)++] = tsd->bl.id;
  13305. return 1;
  13306. case WL_COMET:
  13307. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  13308. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  13309. p_sd[(*c)++] = tsd->bl.id;
  13310. return 1;
  13311. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13312. {
  13313. uint16 skill_lv;
  13314. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13315. return 0;
  13316. if (sd->status.sex != tsd->status.sex &&
  13317. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13318. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13319. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13320. sd->status.party_id && tsd->status.party_id &&
  13321. sd->status.party_id == tsd->status.party_id &&
  13322. !tsd->sc.data[SC_DANCING])
  13323. {
  13324. p_sd[(*c)++]=tsd->bl.id;
  13325. return skill_lv;
  13326. }
  13327. }
  13328. break;
  13329. }
  13330. }
  13331. return 0;
  13332. }
  13333. /**
  13334. * Checks and stores partners for ensemble skills [Skotlex]
  13335. * Max partners is 2.
  13336. * @param sd Caster
  13337. * @param skill_id
  13338. * @param skill_lv
  13339. * @param range Area range to check
  13340. * @param cast_flag Special handle
  13341. */
  13342. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13343. {
  13344. static int c=0;
  13345. static int p_sd[MAX_PARTY];
  13346. int i;
  13347. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  13348. if (!sd)
  13349. return 0;
  13350. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13351. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13352. if (cast_flag) { //Execute the skill on the partners.
  13353. struct map_session_data* tsd;
  13354. switch (skill_id) {
  13355. case PR_BENEDICTIO:
  13356. for (i = 0; i < c; i++) {
  13357. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13358. status_charge(&tsd->bl, 0, 10);
  13359. }
  13360. return c;
  13361. case AB_ADORAMUS:
  13362. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13363. i = 2 * (*skill_lv);
  13364. status_charge(&tsd->bl, 0, i);
  13365. }
  13366. break;
  13367. default: //Warning: Assuming Ensemble skills here (for speed)
  13368. if( is_chorus )
  13369. break;//Chorus skills are not to be parsed as ensambles
  13370. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13371. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13372. 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);
  13373. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13374. tsd->skill_id_dance = skill_id;
  13375. tsd->skill_lv_dance = *skill_lv;
  13376. }
  13377. return c;
  13378. }
  13379. }
  13380. //Else: new search for partners.
  13381. c = 0;
  13382. memset (p_sd, 0, sizeof(p_sd));
  13383. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13384. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  13385. *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.
  13386. return c;
  13387. }
  13388. /**
  13389. * Sub function to count how many spawned mob is around.
  13390. * Some skills check with matched AI.
  13391. * @param rid Source ID
  13392. * @param mob_class Monster ID
  13393. * @param skill_id Used skill
  13394. * @param *c Counter for found monster
  13395. */
  13396. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13397. {
  13398. int *c,src_id,mob_class,skill;
  13399. uint16 ai;
  13400. struct mob_data *md;
  13401. md=(struct mob_data*)bl;
  13402. src_id=va_arg(ap,int);
  13403. mob_class=va_arg(ap,int);
  13404. skill=va_arg(ap,int);
  13405. c=va_arg(ap,int *);
  13406. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  13407. if( md->master_id != src_id || md->special_state.ai != ai)
  13408. return 0; //Non alchemist summoned mobs have nothing to do here.
  13409. if(md->mob_id==mob_class)
  13410. (*c)++;
  13411. return 1;
  13412. }
  13413. /**
  13414. * Determines if a given skill should be made to consume ammo
  13415. * when used by the player. [Skotlex]
  13416. * @param sd Player
  13417. * @param skill_id Skill ID
  13418. * @return True if skill is need ammo; False otherwise.
  13419. */
  13420. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13421. {
  13422. return (
  13423. battle_config.arrow_decrement == 2 &&
  13424. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13425. skill_id != HT_PHANTASMIC &&
  13426. skill_get_type(skill_id) == BF_WEAPON &&
  13427. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  13428. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  13429. );
  13430. }
  13431. /**
  13432. * Check SC required to cast a skill
  13433. * @param sc
  13434. * @param skill_id
  13435. * @return True if condition is met, False otherwise
  13436. **/
  13437. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  13438. uint8 c = 0;
  13439. struct status_change *sc = NULL;
  13440. if (!require->status_count)
  13441. return true;
  13442. nullpo_ret(sd);
  13443. if (!require || !skill_get_index(skill_id))
  13444. return false;
  13445. if (!(sc = &sd->sc)) {
  13446. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13447. return false;
  13448. }
  13449. /* May has multiple requirements */
  13450. for (c = 0; c < require->status_count; c++) {
  13451. enum sc_type req_sc = require->status[c];
  13452. if (req_sc == SC_NONE)
  13453. continue;
  13454. switch (req_sc) {
  13455. /* Official fail msg */
  13456. case SC_PUSH_CART:
  13457. if (!sc->data[SC_PUSH_CART]) {
  13458. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  13459. return false;
  13460. }
  13461. break;
  13462. case SC_POISONINGWEAPON:
  13463. if (!sc->data[SC_POISONINGWEAPON]) {
  13464. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  13465. return false;
  13466. }
  13467. break;
  13468. default:
  13469. if (!sc->data[req_sc]) {
  13470. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13471. return false;
  13472. }
  13473. break;
  13474. }
  13475. }
  13476. return true;
  13477. }
  13478. /**
  13479. * Check skill condition when cast begin
  13480. * For ammo, only check if the skill need ammo
  13481. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  13482. * @param sd Player who uses skill
  13483. * @param skill_id ID of used skill
  13484. * @param skill_lv Level of used skill
  13485. * @return true: All condition passed, false: Failed
  13486. */
  13487. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13488. {
  13489. struct status_data *status;
  13490. struct status_change *sc;
  13491. struct skill_condition require;
  13492. int i;
  13493. uint32 inf2, inf3;
  13494. nullpo_retr(false,sd);
  13495. if (sd->chatID)
  13496. return false;
  13497. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  13498. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13499. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13500. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13501. return true;
  13502. }
  13503. switch( sd->menuskill_id ) {
  13504. case AM_PHARMACY:
  13505. switch( skill_id ) {
  13506. case AM_PHARMACY:
  13507. case AC_MAKINGARROW:
  13508. case BS_REPAIRWEAPON:
  13509. case AM_TWILIGHT1:
  13510. case AM_TWILIGHT2:
  13511. case AM_TWILIGHT3:
  13512. return false;
  13513. }
  13514. break;
  13515. case GN_MIX_COOKING:
  13516. case GN_MAKEBOMB:
  13517. case GN_S_PHARMACY:
  13518. case GN_CHANGEMATERIAL:
  13519. if( sd->menuskill_id != skill_id )
  13520. return false;
  13521. break;
  13522. }
  13523. status = &sd->battle_status;
  13524. sc = &sd->sc;
  13525. if( !sc->count )
  13526. sc = NULL;
  13527. if( sd->skillitem == skill_id )
  13528. {
  13529. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  13530. sd->state.abra_flag = 0;
  13531. else
  13532. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  13533. if( (i = sd->itemindex) == -1 ||
  13534. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  13535. sd->inventory_data[i] == NULL ||
  13536. !sd->inventory_data[i]->flag.delay_consume ||
  13537. sd->inventory.u.items_inventory[i].amount < 1
  13538. )
  13539. { //Something went wrong, item exploit?
  13540. sd->itemid = sd->itemindex = -1;
  13541. return false;
  13542. }
  13543. //Consume
  13544. sd->itemid = sd->itemindex = -1;
  13545. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  13546. ; //Do not consume item.
  13547. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  13548. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  13549. }
  13550. if(!sd->skillitem_keep_requirement)
  13551. return true;
  13552. }
  13553. if( pc_is90overweight(sd) ) {
  13554. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13555. return false;
  13556. }
  13557. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  13558. return false;
  13559. //Checks if disabling skill - in which case no SP requirements are necessary
  13560. if( sc && skill_disable_check(sc,skill_id))
  13561. return true;
  13562. inf3 = skill_get_inf3(skill_id);
  13563. // Check the skills that can be used while mounted on a warg
  13564. if( pc_isridingwug(sd) ) {
  13565. if(!(inf3&INF3_USABLE_WARG))
  13566. return false; // in official there is no message.
  13567. }
  13568. if( pc_ismadogear(sd) ) {
  13569. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  13570. //Only Mechanic exlcusive skill can be used.
  13571. if(inf3&INF3_DIS_MADO){
  13572. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13573. return false;
  13574. }
  13575. }
  13576. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  13577. // return false;
  13578. require = skill_get_requirement(sd,skill_id,skill_lv);
  13579. //Can only update state when weapon/arrow info is checked.
  13580. sd->state.arrow_atk = require.ammo?1:0;
  13581. // perform skill-group checks
  13582. inf2 = skill_get_inf2(skill_id);
  13583. if(inf2&INF2_CHORUS_SKILL) {
  13584. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  13585. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13586. return false;
  13587. }
  13588. }
  13589. else if(inf2&INF2_ENSEMBLE_SKILL) {
  13590. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  13591. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13592. return false;
  13593. }
  13594. }
  13595. // perform skill-specific checks (and actions)
  13596. switch( skill_id ) {
  13597. case RG_GRAFFITI:
  13598. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  13599. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13600. return false;
  13601. }
  13602. break;
  13603. case SO_SPELLFIST:
  13604. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  13605. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13606. return false;
  13607. }
  13608. case SA_CASTCANCEL:
  13609. if(sd->ud.skilltimer == INVALID_TIMER) {
  13610. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13611. return false;
  13612. }
  13613. break;
  13614. case AS_CLOAKING:
  13615. {
  13616. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  13617. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  13618. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13619. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13620. int di;
  13621. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  13622. if( di == 8 ) {
  13623. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13624. return false;
  13625. }
  13626. }
  13627. break;
  13628. }
  13629. case AL_WARP:
  13630. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  13631. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  13632. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  13633. return false;
  13634. }
  13635. break;
  13636. case MO_CALLSPIRITS:
  13637. if(sc && sc->data[SC_RAISINGDRAGON])
  13638. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  13639. if(sd->spiritball >= skill_lv) {
  13640. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13641. return false;
  13642. }
  13643. break;
  13644. case MO_FINGEROFFENSIVE:
  13645. case GS_FLING:
  13646. case SR_RAMPAGEBLASTER:
  13647. case SR_RIDEINLIGHTNING:
  13648. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  13649. sd->spiritball_old = require.spiritball = sd->spiritball;
  13650. else
  13651. sd->spiritball_old = require.spiritball;
  13652. break;
  13653. case MO_CHAINCOMBO:
  13654. if(!sc)
  13655. return false;
  13656. if(sc->data[SC_BLADESTOP])
  13657. break;
  13658. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  13659. break;
  13660. return false;
  13661. case MO_COMBOFINISH:
  13662. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  13663. return false;
  13664. break;
  13665. case CH_TIGERFIST:
  13666. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  13667. return false;
  13668. break;
  13669. case CH_CHAINCRUSH:
  13670. if(!(sc && sc->data[SC_COMBO]))
  13671. return false;
  13672. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  13673. return false;
  13674. break;
  13675. case MO_EXTREMITYFIST:
  13676. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  13677. // return false;
  13678. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  13679. break;
  13680. if( sc && sc->data[SC_COMBO] ) {
  13681. switch(sc->data[SC_COMBO]->val1) {
  13682. case MO_COMBOFINISH:
  13683. case CH_TIGERFIST:
  13684. case CH_CHAINCRUSH:
  13685. break;
  13686. default:
  13687. return false;
  13688. }
  13689. }
  13690. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  13691. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13692. return false;
  13693. }
  13694. break;
  13695. case TK_MISSION:
  13696. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13697. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13698. return false;
  13699. }
  13700. break;
  13701. case TK_READYCOUNTER:
  13702. case TK_READYDOWN:
  13703. case TK_READYSTORM:
  13704. case TK_READYTURN:
  13705. case TK_JUMPKICK:
  13706. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13707. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13708. return false;
  13709. }
  13710. break;
  13711. case TK_TURNKICK:
  13712. case TK_STORMKICK:
  13713. case TK_DOWNKICK:
  13714. case TK_COUNTER:
  13715. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13716. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13717. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13718. return false; //Combo needs to be ready
  13719. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13720. //Do not repeat a kick.
  13721. if (sc->data[SC_COMBO]->val3 != skill_id)
  13722. break;
  13723. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13724. return false;
  13725. }
  13726. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13727. unit_cancel_combo(&sd->bl);
  13728. return false;
  13729. }
  13730. break; //Combo ready.
  13731. case BD_ADAPTATION:
  13732. {
  13733. int time;
  13734. if(!(sc && sc->data[SC_DANCING])) {
  13735. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13736. return false;
  13737. }
  13738. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13739. if (skill_get_time(
  13740. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13741. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13742. - time < skill_get_time2(skill_id,skill_lv))
  13743. {
  13744. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13745. return false;
  13746. }
  13747. }
  13748. break;
  13749. case PR_BENEDICTIO:
  13750. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13751. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13752. return false;
  13753. }
  13754. break;
  13755. case SL_SMA:
  13756. if(!(sc && sc->data[SC_SMA]))
  13757. return false;
  13758. break;
  13759. case HT_POWER:
  13760. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13761. return false;
  13762. break;
  13763. case CG_HERMODE:
  13764. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13765. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13766. return false;
  13767. }
  13768. break;
  13769. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13770. {
  13771. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13772. int size = range*2+1;
  13773. for (s=0;s<size*size;s++) {
  13774. int x = sd->bl.x+(s%size-range);
  13775. int y = sd->bl.y+(s/size-range);
  13776. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13777. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13778. return false;
  13779. }
  13780. }
  13781. }
  13782. break;
  13783. case PR_REDEMPTIO:
  13784. case LG_INSPIRATION:
  13785. {
  13786. unsigned int exp, exp_needp = 0;
  13787. switch (skill_id) {
  13788. case PR_REDEMPTIO:
  13789. exp_needp = battle_config.exp_cost_redemptio;
  13790. break;
  13791. case LG_INSPIRATION:
  13792. exp_needp = battle_config.exp_cost_inspiration;
  13793. break;
  13794. }
  13795. if (exp_needp && ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < exp_needp)) {
  13796. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13797. return false;
  13798. }
  13799. break;
  13800. }
  13801. case HP_BASILICA:
  13802. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13803. if( sd ) {
  13804. // When castbegin, needs 7x7 clear area
  13805. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13806. int size = range*2+1;
  13807. for( s=0;s<size*size;s++ ) {
  13808. int x = sd->bl.x+(s%size-range);
  13809. int y = sd->bl.y+(s/size-range);
  13810. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13811. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13812. return false;
  13813. }
  13814. }
  13815. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13816. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13817. return false;
  13818. }
  13819. }
  13820. }
  13821. break;
  13822. case AM_TWILIGHT2:
  13823. case AM_TWILIGHT3:
  13824. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13825. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13826. return false;
  13827. }
  13828. break;
  13829. case SG_SUN_WARM:
  13830. case SG_MOON_WARM:
  13831. case SG_STAR_WARM:
  13832. if (sc && sc->data[SC_MIRACLE])
  13833. break;
  13834. i = skill_id-SG_SUN_WARM;
  13835. if (sd->bl.m == sd->feel_map[i].m)
  13836. break;
  13837. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13838. return false;
  13839. break;
  13840. case SG_SUN_COMFORT:
  13841. case SG_MOON_COMFORT:
  13842. case SG_STAR_COMFORT:
  13843. if (sc && sc->data[SC_MIRACLE])
  13844. break;
  13845. i = skill_id-SG_SUN_COMFORT;
  13846. if (sd->bl.m == sd->feel_map[i].m &&
  13847. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13848. break;
  13849. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13850. return false;
  13851. case SG_FUSION:
  13852. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13853. break;
  13854. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13855. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13856. if( require.sp > 0 ) {
  13857. if (status->sp < (unsigned int)require.sp)
  13858. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13859. else
  13860. status_zap(&sd->bl, 0, require.sp);
  13861. }
  13862. return false;
  13863. case GD_BATTLEORDER:
  13864. case GD_REGENERATION:
  13865. case GD_RESTORE:
  13866. if (!map_flag_gvg2(sd->bl.m)) {
  13867. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13868. return false;
  13869. }
  13870. case GD_EMERGENCYCALL:
  13871. case GD_ITEMEMERGENCYCALL:
  13872. // other checks were already done in skill_isNotOk()
  13873. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13874. return false;
  13875. break;
  13876. case GS_GLITTERING:
  13877. if(sd->spiritball >= 10) {
  13878. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13879. return false;
  13880. }
  13881. break;
  13882. case NJ_ISSEN:
  13883. #ifdef RENEWAL
  13884. if (status->hp < (status->hp/100)) {
  13885. #else
  13886. if (status->hp < 2) {
  13887. #endif
  13888. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13889. return false;
  13890. }
  13891. case NJ_BUNSINJYUTSU:
  13892. if (!(sc && sc->data[SC_NEN])) {
  13893. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13894. return false;
  13895. }
  13896. break;
  13897. case NJ_ZENYNAGE:
  13898. case KO_MUCHANAGE:
  13899. if(sd->status.zeny < require.zeny) {
  13900. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13901. return false;
  13902. }
  13903. break;
  13904. case PF_HPCONVERSION:
  13905. if (status->sp == status->max_sp)
  13906. return false; //Unusable when at full SP.
  13907. break;
  13908. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13909. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13910. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13911. return false;
  13912. }
  13913. break;
  13914. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13915. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13916. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13917. return false;
  13918. }
  13919. break;
  13920. case AB_ANCILLA: {
  13921. int count = 0;
  13922. for( i = 0; i < MAX_INVENTORY; i++ )
  13923. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  13924. count += sd->inventory.u.items_inventory[i].amount;
  13925. if( count >= 3 ) {
  13926. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13927. return false;
  13928. }
  13929. }
  13930. break;
  13931. /**
  13932. * Keeping as a note:
  13933. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13934. */
  13935. //case AB_LAUDAAGNUS:
  13936. //case AB_LAUDARAMUS:
  13937. // if( !sd->status.party_id ) {
  13938. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13939. // return false;
  13940. // }
  13941. // break;
  13942. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  13943. case WL_COMET:
  13944. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  13945. && sd->special_state.no_gemstone == 0
  13946. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  13947. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  13948. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13949. return false;
  13950. }
  13951. break;
  13952. case WL_SUMMONFB:
  13953. case WL_SUMMONBL:
  13954. case WL_SUMMONWB:
  13955. case WL_SUMMONSTONE:
  13956. if( sc ) {
  13957. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  13958. if( i == SC_SPHERE_5+1 ) { // No more free slots
  13959. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13960. return false;
  13961. }
  13962. }
  13963. break;
  13964. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  13965. if( sc ) {
  13966. int j = 0;
  13967. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  13968. if( sc->data[i] ) {
  13969. j++;
  13970. }
  13971. if( j < 4 ) { // Need 4 spheres minimum
  13972. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13973. return false;
  13974. }
  13975. }
  13976. else { // no status at all? no spheres present
  13977. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13978. return false;
  13979. }
  13980. break;
  13981. case GC_HALLUCINATIONWALK:
  13982. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  13983. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13984. return false;
  13985. }
  13986. break;
  13987. case GC_COUNTERSLASH:
  13988. case GC_WEAPONCRUSH:
  13989. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  13990. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  13991. return false;
  13992. }
  13993. break;
  13994. case RA_WUGMASTERY:
  13995. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  13996. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13997. return false;
  13998. }
  13999. break;
  14000. case RA_WUGSTRIKE:
  14001. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  14002. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14003. return false;
  14004. }
  14005. break;
  14006. case RA_WUGRIDER:
  14007. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  14008. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14009. return false;
  14010. }
  14011. break;
  14012. case RA_WUGDASH:
  14013. if(!pc_isridingwug(sd)) {
  14014. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14015. return false;
  14016. }
  14017. else {
  14018. int16 sx = sd->bl.x;
  14019. int16 sy = sd->bl.y;
  14020. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  14021. switch (dir) {
  14022. case 0: case 8: sy++; break;
  14023. case 1: sx--; sy++; break;
  14024. case 2: sx--; break;
  14025. case 3: sx--; sy--; break;
  14026. case 4: sy--; break;
  14027. case 5: sx++; sy--; break;
  14028. case 6: sx++; break;
  14029. case 7: sx++; sy++; break;
  14030. }
  14031. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  14032. return false;
  14033. }
  14034. }
  14035. break;
  14036. case LG_BANDING:
  14037. if( sc && sc->data[SC_INSPIRATION] ) {
  14038. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14039. return false;
  14040. }
  14041. break;
  14042. case LG_PRESTIGE:
  14043. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  14044. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14045. return false;
  14046. }
  14047. break;
  14048. case LG_RAGEBURST:
  14049. if( sd->spiritball == 0 ) {
  14050. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  14051. return false;
  14052. }
  14053. sd->spiritball_old = require.spiritball = sd->spiritball;
  14054. break;
  14055. case LG_SHIELDSPELL: {
  14056. short index = sd->equip_index[EQI_HAND_L];
  14057. struct item_data *shield_data = NULL;
  14058. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  14059. shield_data = sd->inventory_data[index];
  14060. if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
  14061. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14062. break;
  14063. }
  14064. }
  14065. break;
  14066. case LG_RAYOFGENESIS:
  14067. case LG_HESPERUSLIT:
  14068. if (sc && sc->data[SC_INSPIRATION])
  14069. return true; // Don't check for partner.
  14070. if (!(sc && sc->data[SC_BANDING])) {
  14071. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14072. return false;
  14073. }
  14074. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3))
  14075. return false; // Just fails, no msg here.
  14076. break;
  14077. case SR_FALLENEMPIRE:
  14078. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  14079. return false;
  14080. break;
  14081. case SR_CRESCENTELBOW:
  14082. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  14083. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  14084. return false;
  14085. }
  14086. break;
  14087. case SR_CURSEDCIRCLE:
  14088. if (map_flag_gvg(sd->bl.m)) {
  14089. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  14090. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  14091. char output[128];
  14092. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  14093. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  14094. return false;
  14095. }
  14096. }
  14097. if( sd->spiritball > 0 )
  14098. sd->spiritball_old = require.spiritball = sd->spiritball;
  14099. else {
  14100. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14101. return false;
  14102. }
  14103. break;
  14104. case SR_GATEOFHELL:
  14105. if( sd->spiritball > 0 )
  14106. sd->spiritball_old = require.spiritball;
  14107. break;
  14108. case SC_MANHOLE:
  14109. case SC_DIMENSIONDOOR:
  14110. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  14111. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14112. return false;
  14113. }
  14114. break;
  14115. case SC_FEINTBOMB:
  14116. 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) ) {
  14117. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14118. return false;
  14119. }
  14120. break;
  14121. case WM_GREAT_ECHO: {
  14122. int count;
  14123. count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0);
  14124. if( count < 1 ) {
  14125. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  14126. return false;
  14127. } else
  14128. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  14129. }
  14130. break;
  14131. case SO_FIREWALK:
  14132. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  14133. if( sc && sc->data[SC_PROPERTYWALK] &&
  14134. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  14135. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14136. return false;
  14137. }
  14138. break;
  14139. case SO_EL_CONTROL:
  14140. if( !sd->status.ele_id || !sd->ed ) {
  14141. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14142. return false;
  14143. }
  14144. break;
  14145. case RETURN_TO_ELDICASTES:
  14146. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  14147. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14148. return false;
  14149. }
  14150. break;
  14151. case KO_JYUMONJIKIRI:
  14152. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  14153. return true;
  14154. else {
  14155. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14156. return false;
  14157. }
  14158. break;
  14159. case KO_KAHU_ENTEN:
  14160. case KO_HYOUHU_HUBUKI:
  14161. case KO_KAZEHU_SEIRAN:
  14162. case KO_DOHU_KOUKAI:
  14163. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  14164. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14165. return false;
  14166. }
  14167. break;
  14168. case KO_KAIHOU:
  14169. case KO_ZENKAI:
  14170. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  14171. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  14172. return false;
  14173. }
  14174. break;
  14175. }
  14176. /* check state required */
  14177. switch (require.state) {
  14178. case ST_HIDDEN:
  14179. if(!pc_ishiding(sd)) {
  14180. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14181. return false;
  14182. }
  14183. break;
  14184. case ST_RIDING:
  14185. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  14186. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14187. return false;
  14188. }
  14189. break;
  14190. case ST_FALCON:
  14191. if(!pc_isfalcon(sd)) {
  14192. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14193. return false;
  14194. }
  14195. break;
  14196. case ST_CART:
  14197. if(!pc_iscarton(sd)) {
  14198. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  14199. return false;
  14200. }
  14201. break;
  14202. case ST_SHIELD:
  14203. if(sd->status.shield <= 0) {
  14204. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14205. return false;
  14206. }
  14207. break;
  14208. case ST_RECOV_WEIGHT_RATE:
  14209. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  14210. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14211. return false;
  14212. }
  14213. break;
  14214. case ST_MOVE_ENABLE:
  14215. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  14216. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  14217. if (!unit_can_move(&sd->bl)) {
  14218. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14219. return false;
  14220. }
  14221. break;
  14222. case ST_WATER:
  14223. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  14224. break;
  14225. 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))
  14226. break;
  14227. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14228. return false;
  14229. case ST_RIDINGDRAGON:
  14230. if( !pc_isridingdragon(sd) ) {
  14231. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  14232. return false;
  14233. }
  14234. break;
  14235. case ST_WUG:
  14236. if( !pc_iswug(sd) ) {
  14237. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14238. return false;
  14239. }
  14240. break;
  14241. case ST_RIDINGWUG:
  14242. if( !pc_isridingwug(sd) ) {
  14243. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14244. return false;
  14245. }
  14246. break;
  14247. case ST_MADO:
  14248. if( !pc_ismadogear(sd) ) {
  14249. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  14250. return false;
  14251. }
  14252. break;
  14253. case ST_ELEMENTALSPIRIT:
  14254. case ST_ELEMENTALSPIRIT2:
  14255. if(!sd->ed) {
  14256. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  14257. return false;
  14258. }
  14259. break;
  14260. case ST_PECO:
  14261. if(!pc_isriding(sd)) {
  14262. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14263. return false;
  14264. }
  14265. break;
  14266. }
  14267. /* check the status required */
  14268. if (require.status_count) {
  14269. switch (skill_id) {
  14270. // Being checked later in skill_check_condition_castend()
  14271. case WZ_SIGHTRASHER:
  14272. break;
  14273. default:
  14274. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14275. return false;
  14276. break;
  14277. }
  14278. }
  14279. //check if equipped item
  14280. if (require.eqItem_count) {
  14281. for (i = 0; i < require.eqItem_count; i++) {
  14282. uint16 reqeqit = require.eqItem[i];
  14283. if (!reqeqit)
  14284. break; //no required item; get out of here
  14285. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14286. if (i == require.eqItem_count) {
  14287. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14288. return false;
  14289. }
  14290. } else
  14291. break; // Wearing an applicable item.
  14292. }
  14293. }
  14294. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14295. //mhp is the max-hp-requirement, that is,
  14296. //you must have this % or less of HP to cast it.
  14297. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14298. return false;
  14299. }
  14300. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14301. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14302. return false;
  14303. }
  14304. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14305. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14306. return false;
  14307. }
  14308. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14309. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14310. return false;
  14311. }
  14312. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  14313. (require.spiritball == -1 && sd->spiritball < 1) ) {
  14314. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  14315. return false;
  14316. }
  14317. return true;
  14318. }
  14319. /**
  14320. * Check skill condition when cast end.
  14321. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  14322. * @param sd Player who uses skill
  14323. * @param skill_id ID of used skill
  14324. * @param skill_lv Level of used skill
  14325. * @return true: All condition passed, false: Failed
  14326. */
  14327. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14328. {
  14329. struct skill_condition require;
  14330. struct status_data *status;
  14331. int i;
  14332. short index[MAX_SKILL_ITEM_REQUIRE];
  14333. nullpo_retr(false,sd);
  14334. if( sd->chatID )
  14335. return false;
  14336. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  14337. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14338. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14339. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14340. return true;
  14341. }
  14342. switch( sd->menuskill_id ) { // Cast start or cast end??
  14343. case AM_PHARMACY:
  14344. switch( skill_id ) {
  14345. case AM_PHARMACY:
  14346. case AC_MAKINGARROW:
  14347. case BS_REPAIRWEAPON:
  14348. case AM_TWILIGHT1:
  14349. case AM_TWILIGHT2:
  14350. case AM_TWILIGHT3:
  14351. return false;
  14352. }
  14353. break;
  14354. case GN_MIX_COOKING:
  14355. case GN_MAKEBOMB:
  14356. case GN_S_PHARMACY:
  14357. case GN_CHANGEMATERIAL:
  14358. if( sd->menuskill_id != skill_id )
  14359. return false;
  14360. break;
  14361. }
  14362. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  14363. return true;
  14364. if( pc_is90overweight(sd) ) {
  14365. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14366. return false;
  14367. }
  14368. // perform skill-specific checks (and actions)
  14369. switch( skill_id ) {
  14370. case PR_BENEDICTIO:
  14371. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14372. break;
  14373. case AM_CANNIBALIZE:
  14374. case AM_SPHEREMINE: {
  14375. int c=0;
  14376. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  14377. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  14378. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  14379. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  14380. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14381. if(c >= maxcount ||
  14382. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  14383. { //Fails when: exceed max limit. There are other plant types already out.
  14384. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14385. return false;
  14386. }
  14387. }
  14388. break;
  14389. }
  14390. case NC_SILVERSNIPER:
  14391. case NC_MAGICDECOY: {
  14392. int c = 0;
  14393. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  14394. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  14395. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  14396. if( skill_id == NC_MAGICDECOY ) {
  14397. int j;
  14398. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  14399. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  14400. } else
  14401. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14402. if( c >= maxcount ) {
  14403. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14404. return false;
  14405. }
  14406. }
  14407. }
  14408. break;
  14409. case KO_ZANZOU: {
  14410. int c = 0;
  14411. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  14412. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  14413. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14414. return false;
  14415. }
  14416. }
  14417. break;
  14418. }
  14419. status = &sd->battle_status;
  14420. require = skill_get_requirement(sd,skill_id,skill_lv);
  14421. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  14422. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14423. return false;
  14424. }
  14425. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14426. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14427. return false;
  14428. }
  14429. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  14430. uint8 extra_ammo = 0;
  14431. #ifdef RENEWAL
  14432. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  14433. case WM_SEVERE_RAINSTORM:
  14434. case RL_R_TRIP:
  14435. case RL_FIRE_RAIN:
  14436. extra_ammo = 1;
  14437. break;
  14438. default:
  14439. break;
  14440. }
  14441. #endif
  14442. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  14443. clif_arrow_fail(sd,0);
  14444. return false;
  14445. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  14446. char e_msg[100];
  14447. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  14448. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  14449. return false;
  14450. }
  14451. else if (require.ammo&(1<<AMMO_KUNAI)) {
  14452. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  14453. return false;
  14454. }
  14455. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  14456. skill_get_desc(skill_id),
  14457. require.ammo_qty,
  14458. itemdb_jname(sd->inventory.u.items_inventory[i].nameid));
  14459. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  14460. return false;
  14461. }
  14462. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  14463. //which is the closest we have to wrong ammo type. [Skotlex]
  14464. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  14465. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14466. return false;
  14467. }
  14468. }
  14469. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  14470. if( !require.itemid[i] )
  14471. continue;
  14472. index[i] = pc_search_inventory(sd,require.itemid[i]);
  14473. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  14474. if( require.itemid[i] == ITEMID_HOLY_WATER )
  14475. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  14476. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  14477. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  14478. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  14479. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  14480. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  14481. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  14482. else if( require.itemid[i] == ITEMID_ANCILLA )
  14483. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  14484. else {
  14485. char output[CHAT_SIZE_MAX];
  14486. //Official is using msgstringtable.txt for each requirement failure
  14487. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14488. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  14489. clif_messagecolor(&sd->bl,color_table[COLOR_RED],output,false,SELF);
  14490. }
  14491. return false;
  14492. }
  14493. }
  14494. /* check the status required */
  14495. if (require.status_count) {
  14496. switch (skill_id) {
  14497. case WZ_SIGHTRASHER:
  14498. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14499. return false;
  14500. break;
  14501. default:
  14502. break;
  14503. }
  14504. }
  14505. return true;
  14506. }
  14507. /** Consume skill requirement
  14508. * @param sd Player who uses the skill
  14509. * @param skill_id ID of used skill
  14510. * @param skill_lv Level of used skill
  14511. * @param type Consume type
  14512. * type&1: consume the others (before skill was used);
  14513. * type&2: consume items (after skill was used)
  14514. */
  14515. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  14516. {
  14517. struct skill_condition require;
  14518. nullpo_retv(sd);
  14519. require = skill_get_requirement(sd,skill_id,skill_lv);
  14520. if( type&1 ) {
  14521. switch( skill_id ) {
  14522. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  14523. case MC_IDENTIFY:
  14524. require.sp = 0;
  14525. break;
  14526. case MO_KITRANSLATION:
  14527. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  14528. require.spiritball = 0;
  14529. //Fall through
  14530. default:
  14531. if(sd->state.autocast)
  14532. require.sp = 0;
  14533. break;
  14534. }
  14535. if(require.hp || require.sp)
  14536. status_zap(&sd->bl, require.hp, require.sp);
  14537. if(require.spiritball > 0)
  14538. pc_delspiritball(sd,require.spiritball,0);
  14539. else if(require.spiritball == -1) {
  14540. sd->spiritball_old = sd->spiritball;
  14541. pc_delspiritball(sd,sd->spiritball,0);
  14542. }
  14543. if(require.zeny > 0)
  14544. {
  14545. if( skill_id == NJ_ZENYNAGE )
  14546. require.zeny = 0; //Zeny is reduced on skill_attack.
  14547. if( sd->status.zeny < require.zeny )
  14548. require.zeny = sd->status.zeny;
  14549. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  14550. }
  14551. }
  14552. if( type&2 ) {
  14553. struct status_change *sc = &sd->sc;
  14554. int n,i;
  14555. if( !sc->count )
  14556. sc = NULL;
  14557. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  14558. {
  14559. if( !require.itemid[i] )
  14560. continue;
  14561. 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 )
  14562. continue; //Gemstones are checked, but not substracted from inventory.
  14563. switch( skill_id ){
  14564. case SA_SEISMICWEAPON:
  14565. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  14566. continue;
  14567. break;
  14568. case SA_FLAMELAUNCHER:
  14569. case SA_VOLCANO:
  14570. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  14571. continue;
  14572. break;
  14573. case SA_FROSTWEAPON:
  14574. case SA_DELUGE:
  14575. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  14576. continue;
  14577. break;
  14578. case SA_LIGHTNINGLOADER:
  14579. case SA_VIOLENTGALE:
  14580. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  14581. continue;
  14582. break;
  14583. }
  14584. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  14585. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  14586. }
  14587. }
  14588. }
  14589. /**
  14590. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  14591. * @param sd Player's that will be checked
  14592. * @param skill_id Skill that's being used
  14593. * @param skill_lv Skill level of used skill
  14594. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  14595. */
  14596. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14597. {
  14598. struct skill_condition req;
  14599. struct status_data *status;
  14600. struct status_change *sc;
  14601. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  14602. uint16 idx;
  14603. bool level_dependent = false;
  14604. memset(&req,0,sizeof(req));
  14605. if( !sd )
  14606. return req;
  14607. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  14608. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  14609. sc = &sd->sc;
  14610. if( !sc->count )
  14611. sc = NULL;
  14612. //Checks if disabling skill - in which case no SP requirements are necessary
  14613. if( sc && skill_disable_check(sc,skill_id) )
  14614. return req;
  14615. idx = skill_get_index(skill_id);
  14616. if( idx == 0 ) // invalid skill id
  14617. return req;
  14618. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  14619. status = &sd->battle_status;
  14620. req.hp = skill_db[idx]->require.hp[skill_lv-1];
  14621. hp_rate = skill_db[idx]->require.hp_rate[skill_lv-1];
  14622. if(hp_rate > 0)
  14623. req.hp += (status->hp * hp_rate)/100;
  14624. else
  14625. req.hp += (status->max_hp * (-hp_rate))/100;
  14626. req.sp = skill_db[idx]->require.sp[skill_lv-1];
  14627. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  14628. req.sp /= 2;
  14629. sp_rate = skill_db[idx]->require.sp_rate[skill_lv-1];
  14630. if(sp_rate > 0)
  14631. req.sp += (status->sp * sp_rate)/100;
  14632. else
  14633. req.sp += (status->max_sp * (-sp_rate))/100;
  14634. if( sd->dsprate != 100 )
  14635. req.sp = req.sp * sd->dsprate / 100;
  14636. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  14637. if( i < ARRAYLENGTH(sd->skillusesprate) )
  14638. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  14639. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  14640. if( i < ARRAYLENGTH(sd->skillusesp) )
  14641. req.sp -= sd->skillusesp[i].val;
  14642. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  14643. if( sc ) {
  14644. if( sc->data[SC__LAZINESS] )
  14645. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  14646. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  14647. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  14648. if( sc->data[SC_RECOGNIZEDSPELL] )
  14649. req.sp += req.sp / 4;
  14650. if( sc->data[SC_OFFERTORIUM])
  14651. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  14652. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  14653. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  14654. }
  14655. req.zeny = skill_db[idx]->require.zeny[skill_lv-1];
  14656. if( sc && sc->data[SC__UNLUCKY] ) {
  14657. if(sc->data[SC__UNLUCKY]->val1 < 3)
  14658. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  14659. else
  14660. req.zeny += 1000;
  14661. }
  14662. req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1];
  14663. req.state = skill_db[idx]->require.state;
  14664. req.mhp = skill_db[idx]->require.mhp[skill_lv-1];
  14665. req.weapon = skill_db[idx]->require.weapon;
  14666. req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1];
  14667. if (req.ammo_qty)
  14668. req.ammo = skill_db[idx]->require.ammo;
  14669. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  14670. { //Assume this skill is using the weapon, therefore it requires arrows.
  14671. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  14672. req.ammo_qty = 1;
  14673. }
  14674. req.status_count = skill_db[idx]->require.status_count;
  14675. req.status = skill_db[idx]->require.status;
  14676. req.eqItem_count = skill_db[idx]->require.eqItem_count;
  14677. req.eqItem = skill_db[idx]->require.eqItem;
  14678. switch( skill_id ) {
  14679. /* Skill level-dependent checks */
  14680. case NC_SHAPESHIFT: // NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  14681. case NC_REPAIR: // NOTE: Please make sure Repair_Kit in the last position in skill_require_db.txt
  14682. req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  14683. req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  14684. case KO_MAKIBISHI:
  14685. case GN_FIRE_EXPANSION:
  14686. case SO_SUMMON_AGNI:
  14687. case SO_SUMMON_AQUA:
  14688. case SO_SUMMON_VENTUS:
  14689. case SO_SUMMON_TERA:
  14690. case SO_WATER_INSIGNIA:
  14691. case SO_FIRE_INSIGNIA:
  14692. case SO_WIND_INSIGNIA:
  14693. case SO_EARTH_INSIGNIA:
  14694. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  14695. req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14696. req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14697. level_dependent = true;
  14698. /* Normal skill requirements and gemstone checks */
  14699. default:
  14700. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  14701. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  14702. if (!level_dependent) {
  14703. switch( skill_id ) {
  14704. case AM_POTIONPITCHER:
  14705. case CR_SLIMPITCHER:
  14706. case CR_CULTIVATION:
  14707. if (i != skill_lv%11 - 1)
  14708. continue;
  14709. break;
  14710. case AM_CALLHOMUN:
  14711. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14712. continue;
  14713. break;
  14714. case AB_ADORAMUS:
  14715. if( itemdb_group_item_exists(IG_GEMSTONE, skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  14716. continue;
  14717. break;
  14718. case WL_COMET:
  14719. if( itemdb_group_item_exists(IG_GEMSTONE, skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  14720. continue;
  14721. break;
  14722. }
  14723. req.itemid[i] = skill_db[idx]->require.itemid[i];
  14724. req.amount[i] = skill_db[idx]->require.amount[i];
  14725. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  14726. int16 itIndex;
  14727. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  14728. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  14729. req.itemid[i] = ITEMID_TRAP;
  14730. else
  14731. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14732. req.amount[i] = 1;
  14733. }
  14734. break;
  14735. }
  14736. }
  14737. // Check requirement for gemstone.
  14738. if (itemdb_group_item_exists(IG_GEMSTONE, req.itemid[i])) {
  14739. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14740. req.itemid[i] = req.amount[i] = 0;
  14741. else {
  14742. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  14743. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14744. if( skill_id != SA_ABRACADABRA )
  14745. req.itemid[i] = req.amount[i] = 0;
  14746. else if( --req.amount[i] < 1 )
  14747. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14748. }
  14749. }
  14750. }
  14751. // Check requirement for Magic Gear Fuel
  14752. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL) {
  14753. if (sd->special_state.no_mado_fuel)
  14754. {
  14755. req.itemid[i] = req.amount[i] = 0;
  14756. }
  14757. }
  14758. }
  14759. break;
  14760. }
  14761. // Check for cost reductions due to skills & SCs
  14762. switch(skill_id) {
  14763. case MC_MAMMONITE:
  14764. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14765. req.zeny -= req.zeny*10/100;
  14766. break;
  14767. case AL_HOLYLIGHT:
  14768. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14769. req.sp *= 5;
  14770. break;
  14771. case SL_SMA:
  14772. case SL_STUN:
  14773. case SL_STIN:
  14774. {
  14775. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14776. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14777. break;
  14778. if(sd->status.base_level>=90)
  14779. req.sp -= req.sp*7*kaina_lv/100;
  14780. else if(sd->status.base_level>=80)
  14781. req.sp -= req.sp*5*kaina_lv/100;
  14782. else if(sd->status.base_level>=70)
  14783. req.sp -= req.sp*3*kaina_lv/100;
  14784. }
  14785. break;
  14786. case MO_CHAINCOMBO:
  14787. case MO_COMBOFINISH:
  14788. case CH_TIGERFIST:
  14789. case CH_CHAINCRUSH:
  14790. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14791. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14792. break;
  14793. case MO_BODYRELOCATION:
  14794. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14795. req.spiritball = 0;
  14796. break;
  14797. case MO_EXTREMITYFIST:
  14798. if( sc ) {
  14799. if( sc->data[SC_BLADESTOP] )
  14800. req.spiritball--;
  14801. else if( sc->data[SC_COMBO] ) {
  14802. switch( sc->data[SC_COMBO]->val1 ) {
  14803. case MO_COMBOFINISH:
  14804. req.spiritball = 4;
  14805. break;
  14806. case CH_TIGERFIST:
  14807. req.spiritball = 3;
  14808. break;
  14809. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14810. req.spiritball = sd->spiritball?sd->spiritball:1;
  14811. break;
  14812. }
  14813. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14814. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14815. }
  14816. break;
  14817. case SR_RAMPAGEBLASTER:
  14818. req.spiritball = sd->spiritball?sd->spiritball:15;
  14819. break;
  14820. case LG_RAGEBURST:
  14821. req.spiritball = sd->spiritball?sd->spiritball:1;
  14822. break;
  14823. case SR_GATEOFHELL:
  14824. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14825. req.sp -= req.sp * 10 / 100;
  14826. break;
  14827. case SO_SUMMON_AGNI:
  14828. case SO_SUMMON_AQUA:
  14829. case SO_SUMMON_VENTUS:
  14830. case SO_SUMMON_TERA: {
  14831. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14832. if( spirit_sympathy )
  14833. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14834. }
  14835. break;
  14836. case SO_PSYCHIC_WAVE:
  14837. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14838. req.sp += req.sp / 2; // 1.5x SP cost
  14839. break;
  14840. }
  14841. //Check if player is using the copied skill [Cydh]
  14842. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14843. uint16 req_opt = skill_db[idx]->copyable.req_opt;
  14844. if (req_opt&0x0001) req.hp = 0;
  14845. if (req_opt&0x0002) req.mhp = 0;
  14846. if (req_opt&0x0004) req.sp = 0;
  14847. if (req_opt&0x0008) req.hp_rate = 0;
  14848. if (req_opt&0x0010) req.sp_rate = 0;
  14849. if (req_opt&0x0020) req.zeny = 0;
  14850. if (req_opt&0x0040) req.weapon = 0;
  14851. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14852. if (req_opt&0x0100) req.state = ST_NONE;
  14853. if (req_opt&0x0200) req.status_count = 0;
  14854. if (req_opt&0x0400) req.spiritball = 0;
  14855. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14856. if (req_opt&0x1000) req.eqItem_count = 0;
  14857. }
  14858. return req;
  14859. }
  14860. /*==========================================
  14861. * Does cast-time reductions based on dex, item bonuses and config setting
  14862. *------------------------------------------*/
  14863. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14864. double time = skill_get_cast(skill_id, skill_lv);
  14865. nullpo_ret(bl);
  14866. #ifndef RENEWAL_CAST
  14867. {
  14868. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  14869. struct status_change *sc = status_get_sc(bl);
  14870. int reduce_cast_rate = 0;
  14871. uint8 flag = skill_get_castnodex(skill_id);
  14872. // Calculate base cast time (reduced by dex)
  14873. if (!(flag&1)) {
  14874. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14875. if (scale > 0) // not instant cast
  14876. time = time * (float)scale / battle_config.castrate_dex_scale;
  14877. else
  14878. return 0; // instant cast
  14879. }
  14880. // Calculate cast time reduced by item/card bonuses
  14881. if (sd) {
  14882. int i;
  14883. if (!(flag&4) && sd->castrate != 100)
  14884. reduce_cast_rate += 100 - sd->castrate;
  14885. // Skill-specific reductions work regardless of flag
  14886. for(i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  14887. if (sd->skillcastrate[i].id == skill_id) {
  14888. time += time * sd->skillcastrate[i].val / 100;
  14889. break;
  14890. }
  14891. }
  14892. }
  14893. // These cast time reductions are processed even if the skill fails
  14894. if (sc && sc->count) {
  14895. // Magic Strings stacks additively with item bonuses
  14896. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  14897. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  14898. // Foresight halves the cast time, it does not stack additively
  14899. if (sc->data[SC_MEMORIZE]) {
  14900. if(!(flag&2))
  14901. time -= time * 50 / 100;
  14902. // Foresight counter gets reduced even if the skill is not affected by it
  14903. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14904. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14905. }
  14906. }
  14907. time = time * (1 - (float)reduce_cast_rate / 100);
  14908. }
  14909. #endif
  14910. // config cast time multiplier
  14911. if (battle_config.cast_rate != 100)
  14912. time = time * battle_config.cast_rate / 100;
  14913. // return final cast time
  14914. time = max(time, 0);
  14915. //ShowInfo("Castime castfix = %f\n",time);
  14916. return (int)time;
  14917. }
  14918. #ifndef RENEWAL_CAST
  14919. /**
  14920. * Get the skill cast time for Pre-Re cast
  14921. * @param bl: The caster
  14922. * @param time: Cast time before Status Change addition or reduction
  14923. * @return time: Modified castime after status change addition or reduction
  14924. */
  14925. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  14926. {
  14927. struct status_change *sc = status_get_sc(bl);
  14928. if (time < 0)
  14929. return 0;
  14930. if (bl->type == BL_MOB)
  14931. return (int)time;
  14932. if (sc && sc->count) {
  14933. if (!(flag&2)) {
  14934. if (sc->data[SC_SLOWCAST])
  14935. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  14936. if (sc->data[SC_PARALYSIS])
  14937. time += sc->data[SC_PARALYSIS]->val3;
  14938. if (sc->data[SC_IZAYOI])
  14939. time -= time * 50 / 100;
  14940. }
  14941. if (sc->data[SC_SUFFRAGIUM]) {
  14942. if(!(flag&2))
  14943. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  14944. //Suffragium ends even if the skill is not affected by it
  14945. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14946. }
  14947. }
  14948. time = max(time, 0);
  14949. //ShowInfo("Castime castfix_sc = %f\n",time);
  14950. return (int)time;
  14951. }
  14952. #else
  14953. /**
  14954. * Get the skill cast time for RENEWAL_CAST.
  14955. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  14956. * Additive value:
  14957. * Variable CastTime : time += value
  14958. * Fixed CastTime : fixed += value
  14959. * Multipicative value
  14960. * Variable CastTime : VARCAST_REDUCTION(value)
  14961. * Fixed CastTime : FIXEDCASTRATE2(value)
  14962. * @param bl: The caster
  14963. * @param time: Cast time without reduction
  14964. * @param skill_id: Skill ID of the casted skill
  14965. * @param skill_lv: Skill level of the casted skill
  14966. * @return time: Modified castime after status and bonus addition or reduction
  14967. */
  14968. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  14969. {
  14970. struct status_change *sc = status_get_sc(bl);
  14971. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  14972. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  14973. uint8 i = 0, flag = skill_get_castnodex(skill_id);
  14974. nullpo_ret(bl);
  14975. if (time < 0)
  14976. return 0;
  14977. if (bl->type == BL_MOB)
  14978. return (int)time;
  14979. if (fixed < 0 || !battle_config.default_fixed_castrate) // no fixed cast time
  14980. fixed = 0;
  14981. else if (fixed == 0) {
  14982. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  14983. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  14984. }
  14985. // Additive Variable Cast bonus adjustments by items
  14986. if (sd && !(flag&4)) {
  14987. if (sd->bonus.varcastrate != 0)
  14988. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  14989. if (sd->bonus.fixcastrate != 0)
  14990. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  14991. if (sd->bonus.add_varcast != 0)
  14992. time += sd->bonus.add_varcast; // bonus bVariableCast
  14993. if (sd->bonus.add_fixcast != 0)
  14994. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  14995. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) {
  14996. if (sd->skillfixcast[i].id == skill_id) { // bonus2 bSkillFixedCast
  14997. fixed += sd->skillfixcast[i].val;
  14998. break;
  14999. }
  15000. }
  15001. for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++) {
  15002. if (sd->skillvarcast[i].id == skill_id) { // bonus2 bSkillVariableCast
  15003. time += sd->skillvarcast[i].val;
  15004. break;
  15005. }
  15006. }
  15007. for (i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  15008. if (sd->skillcastrate[i].id == skill_id) { // bonus2 bVariableCastrate
  15009. reduce_cast_rate += sd->skillcastrate[i].val;
  15010. break;
  15011. }
  15012. }
  15013. for (i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++) {
  15014. if (sd->skillfixcastrate[i].id == skill_id) { // bonus2 bFixedCastrate
  15015. fixcast_r = max(fixcast_r, sd->skillfixcastrate[i].val);
  15016. break;
  15017. }
  15018. }
  15019. }
  15020. // Adjusted by active statuses
  15021. if (sc && sc->count && !(flag&2)) {
  15022. // Multiplicative Variable CastTime values
  15023. if (sc->data[SC_SLOWCAST])
  15024. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  15025. if (sc->data[SC__LAZINESS])
  15026. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  15027. if (sc->data[SC_SUFFRAGIUM]) {
  15028. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  15029. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15030. }
  15031. if (sc->data[SC_MEMORIZE]) {
  15032. reduce_cast_rate += 50;
  15033. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15034. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15035. }
  15036. if (sc->data[SC_POEMBRAGI])
  15037. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15038. if (sc->data[SC_IZAYOI])
  15039. VARCAST_REDUCTION(50);
  15040. 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)
  15041. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  15042. if (sc->data[SC_TELEKINESIS_INTENSE])
  15043. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  15044. // Multiplicative Fixed CastTime values
  15045. if (sc->data[SC_SECRAMENT])
  15046. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15047. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  15048. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  15049. if (sc->data[SC_DANCEWITHWUG])
  15050. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  15051. if (sc->data[SC_HEAT_BARREL])
  15052. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  15053. // Additive Fixed CastTime values
  15054. if (sc->data[SC_MANDRAGORA])
  15055. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  15056. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  15057. fixed -= 1000;
  15058. if (sc->data[SC_IZAYOI])
  15059. fixed = 0;
  15060. }
  15061. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  15062. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15063. if (varcast_r < 0)
  15064. time = time * (1 - (float)min(varcast_r, 100) / 100);
  15065. // Apply Variable CastTime calculation by INT & DEX
  15066. if (!(flag&1))
  15067. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  15068. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  15069. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  15070. return (int)time;
  15071. }
  15072. #endif
  15073. /*==========================================
  15074. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  15075. *------------------------------------------*/
  15076. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  15077. {
  15078. int delaynodex = skill_get_delaynodex(skill_id);
  15079. int time = skill_get_delay(skill_id, skill_lv);
  15080. struct map_session_data *sd;
  15081. struct status_change *sc = status_get_sc(bl);
  15082. nullpo_ret(bl);
  15083. sd = BL_CAST(BL_PC, bl);
  15084. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  15085. return 0; //Will use picked skill's delay.
  15086. if (bl->type&battle_config.no_skill_delay)
  15087. return battle_config.min_skill_delay_limit;
  15088. if (time < 0)
  15089. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  15090. // Delay reductions
  15091. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  15092. case MO_TRIPLEATTACK:
  15093. case MO_CHAINCOMBO:
  15094. case MO_COMBOFINISH:
  15095. case CH_TIGERFIST:
  15096. case CH_CHAINCRUSH:
  15097. case SR_DRAGONCOMBO:
  15098. case SR_FALLENEMPIRE:
  15099. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  15100. if (time == 0)
  15101. time = 1000;
  15102. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  15103. break;
  15104. case HP_BASILICA:
  15105. if (sc && !sc->data[SC_BASILICA])
  15106. time = 0; // There is no Delay on Basilica creation, only on cancel
  15107. break;
  15108. default:
  15109. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  15110. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15111. if (scale > 0)
  15112. time = time * scale / battle_config.castrate_dex_scale;
  15113. else //To be capped later to minimum.
  15114. time = 0;
  15115. }
  15116. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  15117. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  15118. if (scale > 0)
  15119. time = time * scale / battle_config.castrate_dex_scale;
  15120. else //To be capped later to minimum.
  15121. time = 0;
  15122. }
  15123. }
  15124. if (sc && sc->data[SC_SPIRIT]) {
  15125. switch (skill_id) {
  15126. case CR_SHIELDBOOMERANG:
  15127. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  15128. time /= 2;
  15129. break;
  15130. case AS_SONICBLOW:
  15131. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  15132. time /= 2;
  15133. break;
  15134. }
  15135. }
  15136. if (!(delaynodex&2)) {
  15137. if (sc && sc->count) {
  15138. if (sc->data[SC_POEMBRAGI])
  15139. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  15140. 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)
  15141. time /= 2; // After Delay of Wind element spells reduced by 50%.
  15142. }
  15143. }
  15144. if (!(delaynodex&4) && sd && sd->delayrate != 100)
  15145. time = time * sd->delayrate / 100;
  15146. if (battle_config.delay_rate != 100)
  15147. time = time * battle_config.delay_rate / 100;
  15148. //ShowInfo("Delay delayfix = %d\n",time);
  15149. return max(time,0);
  15150. }
  15151. /*==========================================
  15152. * Weapon Repair [Celest/DracoRPG]
  15153. *------------------------------------------*/
  15154. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15155. unsigned short material, materials[4] = { ITEMID_IRON_ORE, ITEMID_IRON, ITEMID_STEEL, ITEMID_ORIDECON_STONE };
  15156. struct item *item;
  15157. struct map_session_data *target_sd;
  15158. nullpo_retv(sd);
  15159. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  15160. return;
  15161. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  15162. return;
  15163. if( idx < 0 || idx >= MAX_INVENTORY )
  15164. return; //Invalid index??
  15165. item = &target_sd->inventory.u.items_inventory[idx];
  15166. if( !item->nameid || !item->attribute )
  15167. return; //Again invalid item....
  15168. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  15169. clif_item_repaireffect(sd, idx, 1);
  15170. return;
  15171. }
  15172. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  15173. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  15174. else
  15175. material = materials [2]; // Armors consume 1 Steel
  15176. if ( pc_search_inventory(sd,material) < 0 ) {
  15177. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15178. return;
  15179. }
  15180. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  15181. item->attribute = 0;/* clear broken state */
  15182. clif_equiplist(target_sd);
  15183. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  15184. clif_item_repaireffect(sd,idx,0);
  15185. if( sd != target_sd )
  15186. clif_item_repaireffect(target_sd,idx,0);
  15187. }
  15188. /*==========================================
  15189. * Item Appraisal
  15190. *------------------------------------------*/
  15191. void skill_identify(struct map_session_data *sd, int idx)
  15192. {
  15193. int flag=1;
  15194. nullpo_retv(sd);
  15195. sd->state.workinprogress = WIP_DISABLE_NONE;
  15196. if(idx >= 0 && idx < MAX_INVENTORY) {
  15197. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  15198. flag=0;
  15199. sd->inventory.u.items_inventory[idx].identify = 1;
  15200. }
  15201. }
  15202. clif_item_identified(sd,idx,flag);
  15203. }
  15204. /*==========================================
  15205. * Weapon Refine [Celest]
  15206. *------------------------------------------*/
  15207. void skill_weaponrefine(struct map_session_data *sd, int idx)
  15208. {
  15209. nullpo_retv(sd);
  15210. if (idx >= 0 && idx < MAX_INVENTORY)
  15211. {
  15212. struct item *item;
  15213. struct item_data *ditem = sd->inventory_data[idx];
  15214. item = &sd->inventory.u.items_inventory[idx];
  15215. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  15216. int i = 0, per;
  15217. unsigned short material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON };
  15218. if( ditem->flag.no_refine ) { // if the item isn't refinable
  15219. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15220. return;
  15221. }
  15222. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  15223. clif_upgrademessage(sd->fd, 2, item->nameid);
  15224. return;
  15225. }
  15226. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  15227. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  15228. return;
  15229. }
  15230. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  15231. if( sd->class_&JOBL_THIRD )
  15232. per += 10;
  15233. else
  15234. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  15235. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  15236. if (per > rnd() % 100) {
  15237. int ep=0;
  15238. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  15239. item->refine++;
  15240. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  15241. if(item->equip) {
  15242. ep = item->equip;
  15243. pc_unequipitem(sd,idx,3);
  15244. }
  15245. clif_delitem(sd,idx,1,3);
  15246. clif_upgrademessage(sd->fd, 0, item->nameid);
  15247. clif_inventorylist(sd);
  15248. clif_refine(sd->fd,0,idx,item->refine);
  15249. if (ep)
  15250. pc_equipitem(sd,idx,ep);
  15251. clif_misceffect(&sd->bl,3);
  15252. if(item->refine == 10 &&
  15253. item->card[0] == CARD0_FORGE &&
  15254. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  15255. { // Fame point system [DracoRPG]
  15256. switch(ditem->wlv){
  15257. case 1:
  15258. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  15259. break;
  15260. case 2:
  15261. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  15262. break;
  15263. case 3:
  15264. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  15265. break;
  15266. }
  15267. }
  15268. } else {
  15269. item->refine = 0;
  15270. if(item->equip)
  15271. pc_unequipitem(sd,idx,3);
  15272. clif_upgrademessage(sd->fd, 1, item->nameid);
  15273. clif_refine(sd->fd,1,idx,item->refine);
  15274. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  15275. clif_misceffect(&sd->bl,2);
  15276. clif_emotion(&sd->bl, E_OMG);
  15277. }
  15278. }
  15279. }
  15280. }
  15281. /*==========================================
  15282. *
  15283. *------------------------------------------*/
  15284. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  15285. {
  15286. uint16 skill_lv;
  15287. uint16 idx = 0;
  15288. int maxlv=1,lv;
  15289. nullpo_ret(sd);
  15290. skill_lv = sd->menuskill_val;
  15291. if ((idx = skill_get_index2(skill_id)) == 0)
  15292. return 0;
  15293. if (SKILL_CHK_GUILD(skill_id))
  15294. return 0;
  15295. lv = (sd->status.skill[idx].id == skill_id) ? sd->status.skill[idx].lv : 0;
  15296. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  15297. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  15298. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  15299. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  15300. maxlv = 10; //Soul Linker bonus. [Skotlex]
  15301. else if(skill_lv==2) maxlv=1;
  15302. else if(skill_lv==3) maxlv=2;
  15303. else if(skill_lv>=4) maxlv=3;
  15304. }
  15305. else if(skill_id==MG_SOULSTRIKE){
  15306. if(skill_lv==5) maxlv=1;
  15307. else if(skill_lv==6) maxlv=2;
  15308. else if(skill_lv>=7) maxlv=3;
  15309. }
  15310. else if(skill_id==MG_FIREBALL){
  15311. if(skill_lv==8) maxlv=1;
  15312. else if(skill_lv>=9) maxlv=2;
  15313. }
  15314. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  15315. else return 0;
  15316. if(maxlv > lv)
  15317. maxlv = lv;
  15318. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  15319. skill_get_time(SA_AUTOSPELL,skill_lv));
  15320. return 0;
  15321. }
  15322. /*==========================================
  15323. * Sitting skills functions.
  15324. *------------------------------------------*/
  15325. static int skill_sit_count(struct block_list *bl, va_list ap)
  15326. {
  15327. struct map_session_data *sd;
  15328. int type =va_arg(ap,int);
  15329. sd=(struct map_session_data*)bl;
  15330. if(!pc_issit(sd))
  15331. return 0;
  15332. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15333. return 1;
  15334. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  15335. return 1;
  15336. return 0;
  15337. }
  15338. static int skill_sit_in (struct block_list *bl, va_list ap)
  15339. {
  15340. struct map_session_data *sd;
  15341. int type = va_arg(ap,int);
  15342. sd = (struct map_session_data*)bl;
  15343. if(!pc_issit(sd))
  15344. return 0;
  15345. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15346. sd->state.gangsterparadise = 1;
  15347. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  15348. sd->state.rest = 1;
  15349. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15350. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15351. }
  15352. return 0;
  15353. }
  15354. static int skill_sit_out (struct block_list *bl, va_list ap)
  15355. {
  15356. struct map_session_data *sd;
  15357. int type = va_arg(ap,int);
  15358. sd = (struct map_session_data*)bl;
  15359. if(sd->state.gangsterparadise && type&1)
  15360. sd->state.gangsterparadise = 0;
  15361. if(sd->state.rest && type&2) {
  15362. sd->state.rest = 0;
  15363. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15364. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15365. }
  15366. return 0;
  15367. }
  15368. int skill_sit (struct map_session_data *sd, int type)
  15369. {
  15370. int flag = 0;
  15371. int range = 0, lv;
  15372. nullpo_ret(sd);
  15373. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  15374. flag |= 1;
  15375. range = skill_get_splash(RG_GANGSTER, lv);
  15376. }
  15377. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  15378. flag |= 2;
  15379. range = skill_get_splash(TK_HPTIME, lv);
  15380. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  15381. flag |= 2;
  15382. range = skill_get_splash(TK_SPTIME, lv);
  15383. }
  15384. if (type)
  15385. clif_status_load(&sd->bl, SI_SIT, 1);
  15386. else
  15387. clif_status_load(&sd->bl, SI_SIT, 0);
  15388. if (!flag) return 0;
  15389. if(type) {
  15390. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  15391. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  15392. } else {
  15393. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  15394. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  15395. }
  15396. return 0;
  15397. }
  15398. /*==========================================
  15399. * Do Forstjoke/Scream effect
  15400. *------------------------------------------*/
  15401. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  15402. {
  15403. struct block_list *src;
  15404. uint16 skill_id,skill_lv;
  15405. unsigned int tick;
  15406. nullpo_ret(bl);
  15407. nullpo_ret(src = va_arg(ap,struct block_list*));
  15408. skill_id = va_arg(ap,int);
  15409. skill_lv = va_arg(ap,int);
  15410. if(!skill_lv)
  15411. return 0;
  15412. tick = va_arg(ap,unsigned int);
  15413. if (src == bl || status_isdead(bl))
  15414. return 0;
  15415. if (bl->type == BL_PC) {
  15416. struct map_session_data *sd = (struct map_session_data *)bl;
  15417. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  15418. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  15419. }
  15420. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  15421. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  15422. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15423. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  15424. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15425. return 0;
  15426. }
  15427. /**
  15428. * Set map cell flag as skill unit effect
  15429. * @param src Skill unit
  15430. * @param skill_id
  15431. * @param skill_lv
  15432. * @param cell Cell type cell_t
  15433. * @param flag 0/1
  15434. */
  15435. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  15436. {
  15437. int range = skill_get_unit_range(skill_id,skill_lv);
  15438. int x, y;
  15439. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  15440. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  15441. map_setcell(src->bl.m, x, y, cell, flag);
  15442. }
  15443. /**
  15444. * Do skill attack area (such splash effect) around the 'first' target.
  15445. * First target will skip skill condition, always receive damage. But,
  15446. * around it, still need target/condition validation by
  15447. * battle_check_target and status_check_skilluse
  15448. * @param bl
  15449. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  15450. */
  15451. int skill_attack_area(struct block_list *bl, va_list ap)
  15452. {
  15453. struct block_list *src,*dsrc;
  15454. int atk_type,skill_id,skill_lv,flag,type;
  15455. unsigned int tick;
  15456. if(status_isdead(bl))
  15457. return 0;
  15458. atk_type = va_arg(ap,int);
  15459. src = va_arg(ap,struct block_list*);
  15460. dsrc = va_arg(ap,struct block_list*);
  15461. skill_id = va_arg(ap,int);
  15462. skill_lv = va_arg(ap,int);
  15463. tick = va_arg(ap,unsigned int);
  15464. flag = va_arg(ap,int);
  15465. type = va_arg(ap,int);
  15466. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  15467. switch (skill_id) {
  15468. case LG_CANNONSPEAR:
  15469. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15470. default:
  15471. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15472. }
  15473. }
  15474. if(battle_check_target(dsrc,bl,type) <= 0 ||
  15475. !status_check_skilluse(NULL, bl, skill_id, 2))
  15476. return 0;
  15477. switch (skill_id) {
  15478. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  15479. if (src->x == bl->x && src->y == bl->y)
  15480. return 0; //Does not hit current cell
  15481. //Fall through
  15482. case NPC_ACIDBREATH:
  15483. case NPC_DARKNESSBREATH:
  15484. case NPC_FIREBREATH:
  15485. case NPC_ICEBREATH:
  15486. case NPC_THUNDERBREATH:
  15487. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15488. default:
  15489. //Area-splash, disable skill animation.
  15490. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15491. }
  15492. }
  15493. /**
  15494. * Clear skill unit group
  15495. * @param bl
  15496. * @param flag &1
  15497. */
  15498. int skill_clear_group(struct block_list *bl, int flag)
  15499. {
  15500. struct unit_data *ud = NULL;
  15501. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  15502. int i, count = 0;
  15503. nullpo_ret(bl);
  15504. if (!(ud = unit_bl2ud(bl)))
  15505. return 0;
  15506. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  15507. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15508. switch (ud->skillunit[i]->skill_id) {
  15509. case SA_DELUGE:
  15510. case SA_VOLCANO:
  15511. case SA_VIOLENTGALE:
  15512. case SA_LANDPROTECTOR:
  15513. case NJ_SUITON:
  15514. case NJ_KAENSIN:
  15515. case SC_CHAOSPANIC:
  15516. if (flag&1)
  15517. group[count++] = ud->skillunit[i];
  15518. break;
  15519. case SO_CLOUD_KILL:
  15520. if( flag&4 )
  15521. group[count++] = ud->skillunit[i];
  15522. break;
  15523. case SO_WARMER:
  15524. if( flag&8 )
  15525. group[count++] = ud->skillunit[i];
  15526. break;
  15527. default:
  15528. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  15529. group[count++] = ud->skillunit[i];
  15530. break;
  15531. }
  15532. }
  15533. for (i = 0; i < count; i++)
  15534. skill_delunitgroup(group[i]);
  15535. return count;
  15536. }
  15537. /**
  15538. * Returns the first element field found [Skotlex]
  15539. * @param bl
  15540. * @return skill_unit_group
  15541. */
  15542. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  15543. {
  15544. struct unit_data *ud = NULL;
  15545. int i;
  15546. nullpo_ret(bl);
  15547. if (!(ud = unit_bl2ud(bl)))
  15548. return NULL;
  15549. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15550. switch (ud->skillunit[i]->skill_id) {
  15551. case SA_DELUGE:
  15552. case SA_VOLCANO:
  15553. case SA_VIOLENTGALE:
  15554. case SA_LANDPROTECTOR:
  15555. case NJ_SUITON:
  15556. case SO_CLOUD_KILL:
  15557. case SO_WARMER:
  15558. case SC_CHAOSPANIC:
  15559. return ud->skillunit[i];
  15560. }
  15561. }
  15562. return NULL;
  15563. }
  15564. /// Graffiti cleaner [Valaris]
  15565. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15566. {
  15567. struct skill_unit *unit = NULL;
  15568. int remove = va_arg(ap, int);
  15569. nullpo_retr(0, bl);
  15570. nullpo_retr(0, ap);
  15571. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15572. return 0;
  15573. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  15574. if (remove == 1)
  15575. skill_delunit(unit);
  15576. return 1;
  15577. }
  15578. return 0;
  15579. }
  15580. /// Greed effect
  15581. int skill_greed(struct block_list *bl, va_list ap)
  15582. {
  15583. struct block_list *src;
  15584. struct map_session_data *sd = NULL;
  15585. struct flooritem_data *fitem = NULL;
  15586. nullpo_ret(bl);
  15587. nullpo_ret(src = va_arg(ap, struct block_list *));
  15588. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15589. pc_takeitem(sd, fitem);
  15590. return 0;
  15591. }
  15592. /// Ranger's Detonator [Jobbie/3CeAM]
  15593. int skill_detonator(struct block_list *bl, va_list ap)
  15594. {
  15595. struct skill_unit *unit = NULL;
  15596. struct block_list *src;
  15597. int unit_id;
  15598. nullpo_ret(bl);
  15599. nullpo_ret(ap);
  15600. src = va_arg(ap,struct block_list *);
  15601. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15602. return 0;
  15603. if( unit->group->src_id != src->id )
  15604. return 0;
  15605. unit_id = unit->group->unit_id;
  15606. switch( unit_id )
  15607. { //List of Hunter and Ranger Traps that can be detonate.
  15608. case UNT_BLASTMINE:
  15609. case UNT_SANDMAN:
  15610. case UNT_CLAYMORETRAP:
  15611. case UNT_TALKIEBOX:
  15612. case UNT_CLUSTERBOMB:
  15613. case UNT_FIRINGTRAP:
  15614. case UNT_ICEBOUNDTRAP:
  15615. switch(unit_id) {
  15616. case UNT_TALKIEBOX:
  15617. clif_talkiebox(bl,unit->group->valstr);
  15618. unit->group->val2 = -1;
  15619. break;
  15620. case UNT_CLAYMORETRAP:
  15621. case UNT_FIRINGTRAP:
  15622. case UNT_ICEBOUNDTRAP:
  15623. if (battle_config.skill_wall_check)
  15624. map_foreachinshootrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  15625. else
  15626. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  15627. break;
  15628. default:
  15629. if(battle_config.skill_wall_check && !(skill_get_nk(unit->group->skill_id)&NK_NO_DAMAGE))
  15630. map_foreachinshootrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  15631. else
  15632. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  15633. break;
  15634. }
  15635. clif_changetraplook(bl, UNT_USED_TRAPS);
  15636. unit->group->unit_id = UNT_USED_TRAPS;
  15637. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15638. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15639. break;
  15640. }
  15641. return 0;
  15642. }
  15643. /**
  15644. * Rebellion's Bind Trap explosion
  15645. * @author [Cydh]
  15646. **/
  15647. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15648. struct skill_unit *su = NULL;
  15649. struct block_list *src = NULL;
  15650. nullpo_ret(bl);
  15651. nullpo_ret(ap);
  15652. src = va_arg(ap,struct block_list *);
  15653. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15654. return 0;
  15655. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id )
  15656. return 0;
  15657. map_foreachinrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15658. clif_changetraplook(bl, UNT_USED_TRAPS);
  15659. su->group->unit_id = UNT_USED_TRAPS;
  15660. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15661. return 1;
  15662. }
  15663. /**
  15664. * Release monsters that are targetting the caster and change target.
  15665. * @param bl: Monster data
  15666. * @param src: Player data
  15667. * @param skill: Skill unit group data
  15668. */
  15669. static int skill_mob_releasetarget(struct block_list *bl, va_list ap)
  15670. {
  15671. struct block_list *src = NULL, *skill = NULL;
  15672. struct mob_data *md = NULL;
  15673. nullpo_ret(bl);
  15674. nullpo_ret(ap);
  15675. nullpo_ret(src = va_arg(ap, struct block_list *));
  15676. nullpo_ret(skill = va_arg(ap, struct block_list *));
  15677. if (bl->type != BL_MOB)
  15678. return 0;
  15679. md = map_id2md(bl->id);
  15680. if (md && md->target_id == src->id) {
  15681. struct unit_data *ud = unit_bl2ud(bl);
  15682. md->attacked_id = 0;
  15683. md->target_id = skill->id;
  15684. ud->target_to = skill->id;
  15685. }
  15686. return 1;
  15687. }
  15688. /*==========================================
  15689. * Check new skill unit cell when overlapping in other skill unit cell.
  15690. * Catched skill in cell value pushed to *unit pointer.
  15691. * Set (*alive) to 0 will ends 'new unit' check
  15692. *------------------------------------------*/
  15693. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15694. {
  15695. uint16 skill_id;
  15696. int *alive;
  15697. struct skill_unit *unit;
  15698. skill_id = va_arg(ap,int);
  15699. alive = va_arg(ap,int *);
  15700. unit = (struct skill_unit *)bl;
  15701. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15702. return 0;
  15703. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15704. return 0;
  15705. switch (skill_id) {
  15706. case SA_LANDPROTECTOR:
  15707. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15708. (*alive) = 0;
  15709. skill_delunit(unit);
  15710. return 1;
  15711. }
  15712. //It deletes everything except traps and barriers
  15713. if ((!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP))) || unit->group->skill_id == WZ_FIREPILLAR || unit->group->skill_id == GN_HELLS_PLANT) {
  15714. skill_delunit(unit);
  15715. return 1;
  15716. }
  15717. break;
  15718. case GN_CRAZYWEED_ATK:
  15719. if (skill_get_unit_flag(unit->group->skill_id)&UF_CRAZYWEED_IMMUNE)
  15720. break;
  15721. case HW_GANBANTEIN:
  15722. case LG_EARTHDRIVE:
  15723. // Officially songs/dances are removed
  15724. skill_delunit(unit);
  15725. return 1;
  15726. case SA_VOLCANO:
  15727. case SA_DELUGE:
  15728. case SA_VIOLENTGALE:
  15729. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15730. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15731. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15732. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id, 0) != UNT_DUMMYSKILL)
  15733. {
  15734. (*alive) = 0;
  15735. return 1;
  15736. }
  15737. /*
  15738. switch (unit->group->skill_id)
  15739. { //These cannot override each other.
  15740. case SA_VOLCANO:
  15741. case SA_DELUGE:
  15742. case SA_VIOLENTGALE:
  15743. (*alive) = 0;
  15744. return 1;
  15745. }
  15746. */
  15747. break;
  15748. case PF_FOGWALL:
  15749. switch(unit->group->skill_id) {
  15750. case SA_VOLCANO: //Can't be placed on top of these
  15751. case SA_VIOLENTGALE:
  15752. (*alive) = 0;
  15753. return 1;
  15754. case SA_DELUGE:
  15755. case NJ_SUITON:
  15756. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15757. (*alive) = 2;
  15758. break;
  15759. }
  15760. break;
  15761. case WZ_WATERBALL:
  15762. switch (unit->group->skill_id) {
  15763. case SA_DELUGE:
  15764. case NJ_SUITON:
  15765. //Consumes deluge/suiton
  15766. skill_delunit(unit);
  15767. return 1;
  15768. }
  15769. break;
  15770. case WZ_ICEWALL:
  15771. case HP_BASILICA:
  15772. case HW_GRAVITATION:
  15773. //These can't be placed on top of themselves (duration can't be refreshed)
  15774. if (unit->group->skill_id == skill_id)
  15775. {
  15776. (*alive) = 0;
  15777. return 1;
  15778. }
  15779. break;
  15780. case RL_FIRE_RAIN:
  15781. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15782. skill_delunit(unit);
  15783. return 1;
  15784. }
  15785. break;
  15786. }
  15787. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
  15788. (*alive) = 0;
  15789. return 1;
  15790. }
  15791. return 0;
  15792. }
  15793. /*==========================================
  15794. * Splash effect for skill unit 'trap type'.
  15795. * Chance triggered when damaged, timeout, or char step on it.
  15796. *------------------------------------------*/
  15797. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15798. {
  15799. struct block_list *src = va_arg(ap,struct block_list *);
  15800. struct skill_unit *unit = NULL;
  15801. int tick = va_arg(ap,int);
  15802. struct skill_unit_group *sg;
  15803. struct block_list *ss; //Skill src bl
  15804. nullpo_ret(src);
  15805. unit = (struct skill_unit *)src;
  15806. if (!unit || !unit->alive || bl->prev == NULL)
  15807. return 0;
  15808. nullpo_ret(sg = unit->group);
  15809. nullpo_ret(ss = map_id2bl(sg->src_id));
  15810. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15811. return 0;
  15812. switch (sg->unit_id) {
  15813. case UNT_B_TRAP:
  15814. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15815. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15816. break;
  15817. case UNT_SHOCKWAVE:
  15818. case UNT_SANDMAN:
  15819. case UNT_FLASHER:
  15820. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15821. break;
  15822. case UNT_GROUNDDRIFT_WIND:
  15823. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15824. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  15825. break;
  15826. case UNT_GROUNDDRIFT_DARK:
  15827. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15828. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  15829. break;
  15830. case UNT_GROUNDDRIFT_POISON:
  15831. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15832. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  15833. break;
  15834. case UNT_GROUNDDRIFT_WATER:
  15835. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15836. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  15837. break;
  15838. case UNT_GROUNDDRIFT_FIRE:
  15839. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15840. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  15841. break;
  15842. case UNT_ELECTRICSHOCKER:
  15843. if (bl->id != ss->id) {
  15844. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  15845. break;
  15846. 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)) {
  15847. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15848. clif_fixpos(bl);
  15849. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  15850. }
  15851. }
  15852. break;
  15853. case UNT_MAGENTATRAP:
  15854. case UNT_COBALTTRAP:
  15855. case UNT_MAIZETRAP:
  15856. case UNT_VERDURETRAP:
  15857. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  15858. struct status_data *status = status_get_status_data(bl);
  15859. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  15860. status->ele_lv = (unsigned char)sg->skill_lv;
  15861. }
  15862. break;
  15863. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  15864. skill_addtimerskill(ss, tick + status_get_amotion(ss), bl->id, 0, 0, WM_REVERBERATION_MELEE, sg->skill_lv, BF_WEAPON, 0);
  15865. skill_addtimerskill(ss, tick + status_get_amotion(ss) * 2, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, 0);
  15866. break;
  15867. case UNT_FIRINGTRAP:
  15868. case UNT_ICEBOUNDTRAP:
  15869. if( src->id == bl->id ) break;
  15870. if( bl->type == BL_SKILL ) {
  15871. struct skill_unit *su = (struct skill_unit *)bl;
  15872. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15873. break;
  15874. }
  15875. case UNT_CLUSTERBOMB:
  15876. if( ss != bl )
  15877. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  15878. break;
  15879. case UNT_CLAYMORETRAP:
  15880. if( src->id == bl->id ) break;
  15881. if( bl->type == BL_SKILL ) {
  15882. struct skill_unit *su = (struct skill_unit *)bl;
  15883. if (!su)
  15884. return 0;
  15885. switch(su->group->unit_id) {
  15886. case UNT_CLAYMORETRAP:
  15887. case UNT_LANDMINE:
  15888. case UNT_BLASTMINE:
  15889. case UNT_SHOCKWAVE:
  15890. case UNT_SANDMAN:
  15891. case UNT_FLASHER:
  15892. case UNT_FREEZINGTRAP:
  15893. case UNT_FIRINGTRAP:
  15894. case UNT_ICEBOUNDTRAP:
  15895. clif_changetraplook(bl, UNT_USED_TRAPS);
  15896. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  15897. su->group->unit_id = UNT_USED_TRAPS;
  15898. break;
  15899. }
  15900. }
  15901. default:
  15902. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  15903. break;
  15904. }
  15905. return 1;
  15906. }
  15907. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  15908. {
  15909. uint16 skill_id, skill_lv;
  15910. struct skill_unit *unit;
  15911. nullpo_ret(bl);
  15912. skill_id = va_arg(ap,int);
  15913. skill_lv = va_arg(ap,int);
  15914. unit = (struct skill_unit *)bl;
  15915. if( unit == NULL || unit->group == NULL )
  15916. return 0;
  15917. if( skill_get_inf2(skill_id)&INF2_TRAP )
  15918. return 0;
  15919. if( unit->group->skill_id == SC_MAELSTROM ) {
  15920. struct block_list *src;
  15921. if( (src = map_id2bl(unit->group->src_id)) ){
  15922. int sp = unit->group->skill_lv * skill_lv;
  15923. if( src->type == BL_PC )
  15924. sp += ((TBL_PC*)src)->status.job_level / 5;
  15925. status_heal(src, 0, sp/2, 1);
  15926. }
  15927. }
  15928. return 0;
  15929. }
  15930. /**
  15931. * Remove current enchanted element for new element
  15932. * @param bl Char
  15933. * @param type New element
  15934. */
  15935. void skill_enchant_elemental_end(struct block_list *bl, int type)
  15936. {
  15937. struct status_change *sc;
  15938. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  15939. int i;
  15940. nullpo_retv(bl);
  15941. nullpo_retv(sc= status_get_sc(bl));
  15942. if (!sc->count)
  15943. return;
  15944. for (i = 0; i < ARRAYLENGTH(scs); i++)
  15945. if (type != scs[i] && sc->data[scs[i]])
  15946. status_change_end(bl, scs[i], INVALID_TIMER);
  15947. }
  15948. /**
  15949. * Check cloaking condition
  15950. * @param bl
  15951. * @param sce
  15952. * @return True if near wall; False otherwise
  15953. */
  15954. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  15955. {
  15956. bool wall = true;
  15957. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  15958. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  15959. { //Check for walls.
  15960. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15961. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15962. int i;
  15963. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15964. if( i == 8 )
  15965. wall = false;
  15966. }
  15967. if( sce ) {
  15968. if( !wall ) {
  15969. if( sce->val1 < 3 ) //End cloaking.
  15970. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  15971. else if( sce->val4&1 ) { //Remove wall bonus
  15972. sce->val4&=~1;
  15973. status_calc_bl(bl,SCB_SPEED);
  15974. }
  15975. } else {
  15976. if( !(sce->val4&1) ) { //Add wall speed bonus
  15977. sce->val4|=1;
  15978. status_calc_bl(bl,SCB_SPEED);
  15979. }
  15980. }
  15981. }
  15982. return wall;
  15983. }
  15984. /** Check Shadow Form on the target
  15985. * @param bl: Target
  15986. * @param damage: Damage amount
  15987. * @param hit
  15988. * @return true - in Shadow Form state; false - otherwise
  15989. */
  15990. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  15991. {
  15992. struct status_change *sc;
  15993. nullpo_retr(false,bl);
  15994. if (!damage)
  15995. return false;
  15996. sc = status_get_sc(bl);
  15997. if( sc && sc->data[SC__SHADOWFORM] ) {
  15998. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  15999. if( !src || src->m != bl->m ) {
  16000. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16001. return false;
  16002. }
  16003. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  16004. if( src->type == BL_PC )
  16005. ((TBL_PC*)src)->shadowform_id = 0;
  16006. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16007. return false;
  16008. }
  16009. 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);
  16010. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  16011. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16012. if( src->type == BL_PC )
  16013. ((TBL_PC*)src)->shadowform_id = 0;
  16014. }
  16015. return true;
  16016. }
  16017. return false;
  16018. }
  16019. /**
  16020. * Check camouflage condition
  16021. * @param bl
  16022. * @param sce
  16023. * @return True if near wall; False otherwise
  16024. * @TODO: Seems wrong
  16025. */
  16026. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  16027. {
  16028. bool wall = true;
  16029. if( bl->type == BL_PC ) { //Check for walls.
  16030. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16031. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16032. int i;
  16033. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16034. if( i == 8 )
  16035. wall = false;
  16036. }
  16037. if( sce ) {
  16038. if( !wall && sce->val1 < 3 ) //End camouflage.
  16039. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  16040. status_calc_bl(bl,SCB_SPEED);
  16041. }
  16042. return wall;
  16043. }
  16044. /**
  16045. * Process skill unit visibilty for single BL in area
  16046. * @param bl
  16047. * @param ap
  16048. * @author [Cydh]
  16049. **/
  16050. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  16051. struct skill_unit *su = NULL;
  16052. struct block_list *src = NULL;
  16053. unsigned int party1 = 0;
  16054. bool visible = true;
  16055. nullpo_ret(bl);
  16056. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  16057. nullpo_ret((src = va_arg(ap, struct block_list*)));
  16058. party1 = va_arg(ap, unsigned int);
  16059. if (src != bl) {
  16060. unsigned int party2 = status_get_party_id(bl);
  16061. if (!party1 || !party2 || party1 != party2)
  16062. visible = false;
  16063. }
  16064. clif_getareachar_skillunit(bl, su, SELF, visible);
  16065. return 1;
  16066. }
  16067. /**
  16068. * Check for skill unit visibilty in area on
  16069. * - skill first placement
  16070. * - skill moved (knocked back, moved dance)
  16071. * @param su Skill unit
  16072. * @param target Affected target for this visibility @see enum send_target
  16073. * @author [Cydh]
  16074. **/
  16075. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  16076. nullpo_retv(su);
  16077. if (!su->hidden) // It's not hidden, just do this!
  16078. clif_getareachar_skillunit(&su->bl, su, target, true);
  16079. else {
  16080. struct block_list *src = battle_get_master(&su->bl);
  16081. map_foreachinarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  16082. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  16083. }
  16084. }
  16085. /**
  16086. * Check for skill unit visibilty on single BL on insight/spawn action
  16087. * @param su Skill unit
  16088. * @param bl Block list
  16089. * @author [Cydh]
  16090. **/
  16091. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  16092. bool visible = true;
  16093. struct block_list *src = NULL;
  16094. nullpo_retv(bl);
  16095. nullpo_retv(su);
  16096. nullpo_retv((src = battle_get_master(&su->bl)));
  16097. if (su->hidden && src != bl) {
  16098. unsigned int party1 = status_get_party_id(src);
  16099. unsigned int party2 = status_get_party_id(bl);
  16100. if (!party1 || !party2 || party1 != party2)
  16101. visible = false;
  16102. }
  16103. clif_getareachar_skillunit(bl, su, SELF, visible);
  16104. }
  16105. /**
  16106. * Initialize new skill unit for skill unit group.
  16107. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  16108. * @param group Skill unit group
  16109. * @param idx
  16110. * @param x
  16111. * @param y
  16112. * @param val1
  16113. * @param val2
  16114. */
  16115. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2, bool hidden)
  16116. {
  16117. struct skill_unit *unit;
  16118. nullpo_retr(NULL, group);
  16119. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  16120. nullpo_retr(NULL, (unit = &group->unit[idx]));
  16121. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  16122. return unit;
  16123. if(!unit->alive)
  16124. group->alive_count++;
  16125. unit->bl.id = map_get_new_object_id();
  16126. unit->bl.type = BL_SKILL;
  16127. unit->bl.m = group->map;
  16128. unit->bl.x = x;
  16129. unit->bl.y = y;
  16130. unit->group = group;
  16131. unit->alive = 1;
  16132. unit->val1 = val1;
  16133. unit->val2 = val2;
  16134. unit->hidden = hidden;
  16135. // Stores new skill unit
  16136. idb_put(skillunit_db, unit->bl.id, unit);
  16137. map_addiddb(&unit->bl);
  16138. if(map_addblock(&unit->bl))
  16139. return NULL;
  16140. // Perform oninit actions
  16141. switch (group->skill_id) {
  16142. case WZ_ICEWALL:
  16143. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  16144. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  16145. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  16146. break;
  16147. case SA_LANDPROTECTOR:
  16148. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  16149. break;
  16150. case HP_BASILICA:
  16151. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  16152. break;
  16153. case SC_MAELSTROM:
  16154. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  16155. break;
  16156. default:
  16157. if (group->state.song_dance&0x1) //Check for dissonance.
  16158. skill_dance_overlap(unit, 1);
  16159. break;
  16160. }
  16161. skill_getareachar_skillunit_visibilty(unit, AREA);
  16162. return unit;
  16163. }
  16164. /**
  16165. * Remove unit
  16166. * @param unit
  16167. */
  16168. int skill_delunit(struct skill_unit* unit)
  16169. {
  16170. struct skill_unit_group *group;
  16171. nullpo_ret(unit);
  16172. if( !unit->alive )
  16173. return 0;
  16174. unit->alive = 0;
  16175. nullpo_ret(group = unit->group);
  16176. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  16177. skill_dance_overlap(unit, 0);
  16178. // invoke onout event
  16179. if( !unit->range )
  16180. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  16181. // perform ondelete actions
  16182. switch (group->skill_id) {
  16183. case HT_ANKLESNARE:
  16184. case SC_ESCAPE:
  16185. {
  16186. struct block_list* target = map_id2bl(group->val2);
  16187. enum sc_type type = status_skill2sc(group->skill_id);
  16188. if( target )
  16189. status_change_end(target, type, INVALID_TIMER);
  16190. }
  16191. break;
  16192. case WZ_ICEWALL:
  16193. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  16194. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  16195. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  16196. break;
  16197. case SA_LANDPROTECTOR:
  16198. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  16199. break;
  16200. case HP_BASILICA:
  16201. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  16202. break;
  16203. case RA_ELECTRICSHOCKER: {
  16204. struct block_list* target = map_id2bl(group->val2);
  16205. if( target )
  16206. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  16207. }
  16208. break;
  16209. case SC_MAELSTROM:
  16210. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  16211. break;
  16212. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  16213. if( group->val2 ) { // Someone Traped
  16214. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  16215. if( tsc && tsc->data[SC__MANHOLE] )
  16216. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  16217. }
  16218. break;
  16219. }
  16220. clif_skill_delunit(unit);
  16221. unit->group=NULL;
  16222. map_delblock(&unit->bl); // don't free yet
  16223. map_deliddb(&unit->bl);
  16224. idb_remove(skillunit_db, unit->bl.id);
  16225. if(--group->alive_count==0)
  16226. skill_delunitgroup(group);
  16227. return 0;
  16228. }
  16229. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  16230. /// Returns the target skill_unit_group or NULL if not found.
  16231. struct skill_unit_group* skill_id2group(int group_id) {
  16232. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  16233. }
  16234. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  16235. /**
  16236. * Returns a new group_id that isn't being used in skillunit_group_db.
  16237. * Fatal error if nothing is available.
  16238. */
  16239. static int skill_get_new_group_id(void)
  16240. {
  16241. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  16242. return skill_unit_group_newid++;// available
  16243. {// find next id
  16244. int base_id = skill_unit_group_newid;
  16245. while( base_id != ++skill_unit_group_newid )
  16246. {
  16247. if( skill_unit_group_newid < MAX_SKILL )
  16248. skill_unit_group_newid = MAX_SKILL;
  16249. if( skill_id2group(skill_unit_group_newid) == NULL )
  16250. return skill_unit_group_newid++;// available
  16251. }
  16252. // full loop, nothing available
  16253. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  16254. exit(1);
  16255. }
  16256. }
  16257. /**
  16258. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  16259. * @param src Object that cast the skill
  16260. * @param count How many 'cells' used that needed. Related with skill layout
  16261. * @param skill_id ID of used skill
  16262. * @param skill_lv Skill level of used skill
  16263. * @param unit_id Unit ID (look at skill_unit_db.txt)
  16264. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  16265. * @param interval Time interval
  16266. * @return skill_unit_group
  16267. */
  16268. struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  16269. {
  16270. struct unit_data* ud = unit_bl2ud( src );
  16271. struct skill_unit_group* group;
  16272. int i;
  16273. if(!(skill_id && skill_lv)) return 0;
  16274. nullpo_retr(NULL, src);
  16275. nullpo_retr(NULL, ud);
  16276. // Find a free spot to store the new unit group
  16277. // TODO: Make this flexible maybe by changing this fixed array?
  16278. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  16279. if(i == MAX_SKILLUNITGROUP) {
  16280. // Array is full, make room by discarding oldest group
  16281. int j = 0;
  16282. unsigned maxdiff = 0, tick = gettick();
  16283. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  16284. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  16285. if(x > maxdiff){
  16286. maxdiff = x;
  16287. j = i;
  16288. }
  16289. }
  16290. skill_delunitgroup(ud->skillunit[j]);
  16291. // Since elements must have shifted, we use the last slot.
  16292. i = MAX_SKILLUNITGROUP-1;
  16293. }
  16294. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  16295. group->src_id = src->id;
  16296. group->party_id = status_get_party_id(src);
  16297. group->guild_id = status_get_guild_id(src);
  16298. group->bg_id = bg_team_get_id(src);
  16299. group->group_id = skill_get_new_group_id();
  16300. group->link_group_id = 0;
  16301. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  16302. group->unit_count = count;
  16303. group->alive_count = 0;
  16304. group->val1 = 0;
  16305. group->val2 = 0;
  16306. group->val3 = 0;
  16307. group->skill_id = skill_id;
  16308. group->skill_lv = skill_lv;
  16309. group->unit_id = unit_id;
  16310. group->map = src->m;
  16311. group->limit = limit;
  16312. group->interval = interval;
  16313. group->tick = gettick();
  16314. group->valstr = NULL;
  16315. ud->skillunit[i] = group;
  16316. // Stores this new group to DBMap
  16317. idb_put(skillunit_group_db, group->group_id, group);
  16318. return group;
  16319. }
  16320. /**
  16321. * Remove skill unit group
  16322. * @param group
  16323. * @param file
  16324. * @param line
  16325. * @param *func
  16326. */
  16327. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  16328. {
  16329. struct block_list* src;
  16330. struct unit_data *ud;
  16331. short i, j;
  16332. int link_group_id;
  16333. if( group == NULL ) {
  16334. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  16335. return 0;
  16336. }
  16337. src = map_id2bl(group->src_id);
  16338. ud = unit_bl2ud(src);
  16339. if (!src || !ud) {
  16340. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16341. return 0;
  16342. }
  16343. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  16344. switch( group->skill_id ) {
  16345. case BA_DISSONANCE:
  16346. case BA_POEMBRAGI:
  16347. case BA_WHISTLE:
  16348. case BA_ASSASSINCROSS:
  16349. case BA_APPLEIDUN:
  16350. case DC_UGLYDANCE:
  16351. case DC_HUMMING:
  16352. case DC_DONTFORGETME:
  16353. case DC_FORTUNEKISS:
  16354. case DC_SERVICEFORYOU:
  16355. case NC_NEUTRALBARRIER:
  16356. case NC_STEALTHFIELD:
  16357. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  16358. break;
  16359. }
  16360. }
  16361. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  16362. struct status_change* sc = status_get_sc(src);
  16363. if (sc && sc->data[SC_DANCING]) {
  16364. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  16365. status_change_end(src, SC_DANCING, INVALID_TIMER);
  16366. }
  16367. }
  16368. // End SC from the master when the skill group is deleted
  16369. i = SC_NONE;
  16370. switch (group->unit_id) {
  16371. case UNT_GOSPEL: i = SC_GOSPEL; break;
  16372. case UNT_BASILICA: i = SC_BASILICA; break;
  16373. }
  16374. if (i != SC_NONE) {
  16375. struct status_change *sc = status_get_sc(src);
  16376. if (sc && sc->data[i]) {
  16377. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  16378. status_change_end(src, (sc_type)i, INVALID_TIMER);
  16379. }
  16380. }
  16381. switch( group->skill_id ) {
  16382. case PF_SPIDERWEB:
  16383. {
  16384. struct block_list* target = map_id2bl(group->val2);
  16385. struct status_change *sc;
  16386. bool removed = true;
  16387. //Clear group id from status change
  16388. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  16389. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  16390. sc->data[SC_SPIDERWEB]->val2 = 0;
  16391. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  16392. sc->data[SC_SPIDERWEB]->val3 = 0;
  16393. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  16394. sc->data[SC_SPIDERWEB]->val4 = 0;
  16395. else //Group was already removed in status_change_end, don't call it again!
  16396. removed = false;
  16397. //The last group was cleared, end status change
  16398. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  16399. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  16400. }
  16401. }
  16402. case SG_SUN_WARM:
  16403. case SG_MOON_WARM:
  16404. case SG_STAR_WARM:
  16405. {
  16406. struct status_change *sc = NULL;
  16407. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  16408. sc->data[SC_WARM]->val4 = 0;
  16409. status_change_end(src, SC_WARM, INVALID_TIMER);
  16410. }
  16411. }
  16412. break;
  16413. case NC_NEUTRALBARRIER:
  16414. {
  16415. struct status_change *sc = NULL;
  16416. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  16417. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  16418. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  16419. }
  16420. }
  16421. break;
  16422. case NC_STEALTHFIELD:
  16423. {
  16424. struct status_change *sc = NULL;
  16425. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  16426. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  16427. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  16428. }
  16429. }
  16430. break;
  16431. case LG_BANDING:
  16432. {
  16433. struct status_change *sc = NULL;
  16434. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  16435. sc->data[SC_BANDING]->val4 = 0;
  16436. status_change_end(src,SC_BANDING,INVALID_TIMER);
  16437. }
  16438. }
  16439. break;
  16440. }
  16441. if (src->type==BL_PC && group->state.ammo_consume)
  16442. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  16443. group->alive_count=0;
  16444. // remove all unit cells
  16445. if(group->unit != NULL)
  16446. for( i = 0; i < group->unit_count; i++ )
  16447. skill_delunit(&group->unit[i]);
  16448. // clear Talkie-box string
  16449. if( group->valstr != NULL ) {
  16450. aFree(group->valstr);
  16451. group->valstr = NULL;
  16452. }
  16453. idb_remove(skillunit_group_db, group->group_id);
  16454. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  16455. group->unit = NULL;
  16456. group->group_id = 0;
  16457. group->unit_count = 0;
  16458. link_group_id = group->link_group_id;
  16459. group->link_group_id = 0;
  16460. // locate this group, swap with the last entry and delete it
  16461. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  16462. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  16463. j--;
  16464. if( i < MAX_SKILLUNITGROUP ) {
  16465. ud->skillunit[i] = ud->skillunit[j];
  16466. ud->skillunit[j] = NULL;
  16467. ers_free(skill_unit_ers, group);
  16468. } else
  16469. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16470. if(link_group_id) {
  16471. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  16472. if(group_cur)
  16473. skill_delunitgroup(group_cur);
  16474. }
  16475. return 1;
  16476. }
  16477. /**
  16478. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  16479. * @param src
  16480. */
  16481. void skill_clear_unitgroup(struct block_list *src)
  16482. {
  16483. struct unit_data *ud;
  16484. nullpo_retv(src);
  16485. nullpo_retv((ud = unit_bl2ud(src)));
  16486. while (ud->skillunit[0])
  16487. skill_delunitgroup(ud->skillunit[0]);
  16488. }
  16489. /**
  16490. * Search tickset for skill unit in skill unit group
  16491. * @param bl Block List for skill_unit
  16492. * @param group Skill unit group
  16493. * @param tick
  16494. * @return skill_unit_group_tickset if found
  16495. */
  16496. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  16497. {
  16498. int i, j = -1, s, id;
  16499. struct unit_data *ud;
  16500. struct skill_unit_group_tickset *set;
  16501. nullpo_ret(bl);
  16502. if (group->interval == -1)
  16503. return NULL;
  16504. ud = unit_bl2ud(bl);
  16505. if (!ud)
  16506. return NULL;
  16507. set = ud->skillunittick;
  16508. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  16509. id = s = group->skill_id;
  16510. else
  16511. id = s = group->group_id;
  16512. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  16513. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  16514. if (set[k].id == id)
  16515. return &set[k];
  16516. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  16517. j=k;
  16518. }
  16519. if (j == -1) {
  16520. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  16521. j = id % MAX_SKILLUNITGROUPTICKSET;
  16522. }
  16523. set[j].id = id;
  16524. set[j].tick = tick;
  16525. return &set[j];
  16526. }
  16527. /*==========================================
  16528. * Check for validity skill unit that triggered by skill_unit_timer_sub
  16529. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  16530. *------------------------------------------*/
  16531. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  16532. {
  16533. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  16534. struct skill_unit_group* group = NULL;
  16535. unsigned int tick = va_arg(ap,unsigned int);
  16536. nullpo_ret(unit);
  16537. if( !unit->alive || bl->prev == NULL )
  16538. return 0;
  16539. nullpo_ret(group = unit->group);
  16540. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) )
  16541. return 0; //AoE skills are ineffective. [Skotlex]
  16542. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  16543. return 0;
  16544. skill_unit_onplace_timer(unit,bl,tick);
  16545. return 1;
  16546. }
  16547. /**
  16548. * @see DBApply
  16549. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  16550. */
  16551. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  16552. {
  16553. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  16554. struct skill_unit_group* group = NULL;
  16555. unsigned int tick = va_arg(ap,unsigned int);
  16556. bool dissonance;
  16557. struct block_list* bl = &unit->bl;
  16558. nullpo_ret(unit);
  16559. if( !unit->alive )
  16560. return 0;
  16561. nullpo_ret(group = unit->group);
  16562. // Check for expiration
  16563. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  16564. {// skill unit expired (inlined from skill_unit_onlimit())
  16565. switch( group->unit_id ) {
  16566. case UNT_BLASTMINE:
  16567. #ifdef RENEWAL
  16568. case UNT_CLAYMORETRAP:
  16569. #endif
  16570. case UNT_GROUNDDRIFT_WIND:
  16571. case UNT_GROUNDDRIFT_DARK:
  16572. case UNT_GROUNDDRIFT_POISON:
  16573. case UNT_GROUNDDRIFT_WATER:
  16574. case UNT_GROUNDDRIFT_FIRE:
  16575. group->unit_id = UNT_USED_TRAPS;
  16576. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  16577. group->limit=DIFF_TICK(tick+1500,group->tick);
  16578. unit->limit=DIFF_TICK(tick+1500,group->tick);
  16579. break;
  16580. case UNT_ANKLESNARE:
  16581. case UNT_ELECTRICSHOCKER:
  16582. if (group->val2 > 0) { //Used Trap doesn't return back to item
  16583. skill_delunit(unit);
  16584. break;
  16585. }
  16586. case UNT_SKIDTRAP:
  16587. case UNT_LANDMINE:
  16588. case UNT_SHOCKWAVE:
  16589. case UNT_SANDMAN:
  16590. case UNT_FLASHER:
  16591. case UNT_FREEZINGTRAP:
  16592. #ifndef RENEWAL
  16593. case UNT_CLAYMORETRAP:
  16594. #endif
  16595. case UNT_TALKIEBOX:
  16596. case UNT_CLUSTERBOMB:
  16597. case UNT_MAGENTATRAP:
  16598. case UNT_COBALTTRAP:
  16599. case UNT_MAIZETRAP:
  16600. case UNT_VERDURETRAP:
  16601. case UNT_FIRINGTRAP:
  16602. case UNT_ICEBOUNDTRAP:
  16603. {
  16604. struct block_list* src;
  16605. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  16606. { // revert unit back into a trap
  16607. struct item item_tmp;
  16608. memset(&item_tmp,0,sizeof(item_tmp));
  16609. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  16610. item_tmp.identify = 1;
  16611. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  16612. }
  16613. skill_delunit(unit);
  16614. }
  16615. break;
  16616. case UNT_WARP_ACTIVE:
  16617. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  16618. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  16619. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  16620. // restart timers
  16621. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  16622. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  16623. // apply effect to all units standing on it
  16624. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  16625. break;
  16626. case UNT_CALLFAMILY:
  16627. {
  16628. struct map_session_data *sd = NULL;
  16629. if(group->val1) {
  16630. sd = map_charid2sd(group->val1);
  16631. group->val1 = 0;
  16632. if (sd && !map[sd->bl.m].flag.nowarp && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  16633. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16634. }
  16635. if(group->val2) {
  16636. sd = map_charid2sd(group->val2);
  16637. group->val2 = 0;
  16638. if (sd && !map[sd->bl.m].flag.nowarp && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  16639. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16640. }
  16641. skill_delunit(unit);
  16642. }
  16643. break;
  16644. case UNT_REVERBERATION:
  16645. case UNT_NETHERWORLD:
  16646. if( unit->val1 <= 0 ) { // If it was deactivated.
  16647. skill_delunit(unit);
  16648. break;
  16649. }
  16650. clif_changetraplook(bl,UNT_USED_TRAPS);
  16651. if (group->unit_id == UNT_REVERBERATION)
  16652. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16653. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16654. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16655. group->unit_id = UNT_USED_TRAPS;
  16656. break;
  16657. case UNT_FEINTBOMB: {
  16658. struct block_list *src = map_id2bl(group->src_id);
  16659. if (src)
  16660. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  16661. skill_delunit(unit);
  16662. }
  16663. break;
  16664. case UNT_BANDING:
  16665. {
  16666. struct block_list *src = map_id2bl(group->src_id);
  16667. struct status_change *sc;
  16668. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  16669. skill_delunit(unit);
  16670. break;
  16671. }
  16672. // This unit isn't removed while SC_BANDING is active.
  16673. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16674. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16675. }
  16676. break;
  16677. case UNT_B_TRAP:
  16678. {
  16679. struct block_list* src;
  16680. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16681. struct item item_tmp;
  16682. memset(&item_tmp, 0, sizeof(item_tmp));
  16683. item_tmp.nameid = group->item_id;
  16684. item_tmp.identify = 1;
  16685. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  16686. }
  16687. skill_delunit(unit);
  16688. }
  16689. break;
  16690. default:
  16691. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR)) {
  16692. // Deal damage before expiration
  16693. break;
  16694. }
  16695. skill_delunit(unit);
  16696. break;
  16697. }
  16698. } else {// skill unit is still active
  16699. switch( group->unit_id ) {
  16700. case UNT_ICEWALL:
  16701. // icewall loses 50 hp every second
  16702. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  16703. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  16704. unit->limit = DIFF_TICK(tick+700,group->tick);
  16705. break;
  16706. case UNT_BLASTMINE:
  16707. case UNT_SKIDTRAP:
  16708. case UNT_LANDMINE:
  16709. case UNT_SHOCKWAVE:
  16710. case UNT_SANDMAN:
  16711. case UNT_FLASHER:
  16712. case UNT_CLAYMORETRAP:
  16713. case UNT_FREEZINGTRAP:
  16714. case UNT_TALKIEBOX:
  16715. case UNT_ANKLESNARE:
  16716. case UNT_B_TRAP:
  16717. if( unit->val1 <= 0 ) {
  16718. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16719. skill_delunit(unit);
  16720. else {
  16721. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16722. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16723. group->unit_id = UNT_USED_TRAPS;
  16724. }
  16725. }
  16726. break;
  16727. case UNT_REVERBERATION:
  16728. case UNT_NETHERWORLD:
  16729. if (unit->val1 <= 0) {
  16730. clif_changetraplook(bl,UNT_USED_TRAPS);
  16731. if (group->unit_id == UNT_REVERBERATION)
  16732. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16733. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16734. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16735. group->unit_id = UNT_USED_TRAPS;
  16736. }
  16737. break;
  16738. case UNT_WALLOFTHORN:
  16739. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  16740. skill_delunitgroup(group);
  16741. break;
  16742. }
  16743. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  16744. skill_delunit(unit);
  16745. break;
  16746. case UNT_SANCTUARY:
  16747. if (group->val1 <= 0) {
  16748. skill_delunitgroup(group);
  16749. }
  16750. break;
  16751. default:
  16752. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR) {
  16753. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  16754. // Unit will expire the next interval, start dropping Meteor
  16755. struct block_list* src;
  16756. if ((src = map_id2bl(group->src_id)) != NULL) {
  16757. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  16758. group->val2 = 1;
  16759. }
  16760. }
  16761. // No damage until expiration
  16762. return 0;
  16763. }
  16764. break;
  16765. }
  16766. }
  16767. //Don't continue if unit or even group is expired and has been deleted.
  16768. if( !group || !unit->alive )
  16769. return 0;
  16770. dissonance = skill_dance_switch(unit, 0);
  16771. if( unit->range >= 0 && group->interval != -1 )
  16772. {
  16773. if( battle_config.skill_wall_check )
  16774. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16775. else
  16776. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16777. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  16778. group->unit_id = UNT_USED_TRAPS;
  16779. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  16780. unit->range = -1; //Disable processed cell.
  16781. if (--group->val1 <= 0) { // number of live cells
  16782. //All tiles were processed, disable skill.
  16783. group->target_flag=BCT_NOONE;
  16784. group->bl_flag= BL_NUL;
  16785. }
  16786. }
  16787. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR) {
  16788. skill_delunit(unit);
  16789. return 0;
  16790. }
  16791. }
  16792. if( dissonance )
  16793. skill_dance_switch(unit, 1);
  16794. return 0;
  16795. }
  16796. /*==========================================
  16797. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  16798. *------------------------------------------*/
  16799. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  16800. {
  16801. map_freeblock_lock();
  16802. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  16803. map_freeblock_unlock();
  16804. return 0;
  16805. }
  16806. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16807. /*==========================================
  16808. * flag :
  16809. * 1 : store that skill_unit in array
  16810. * 2 : clear that skill_unit
  16811. * 4 : call_on_left
  16812. *------------------------------------------*/
  16813. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16814. {
  16815. struct skill_unit* unit = (struct skill_unit *)bl;
  16816. struct skill_unit_group* group = NULL;
  16817. struct block_list* target = va_arg(ap,struct block_list*);
  16818. unsigned int tick = va_arg(ap,unsigned int);
  16819. int flag = va_arg(ap,int);
  16820. bool dissonance;
  16821. uint16 skill_id;
  16822. int i;
  16823. nullpo_ret(unit);
  16824. nullpo_ret(target);
  16825. if( !unit->alive || target->prev == NULL )
  16826. return 0;
  16827. nullpo_ret(group = unit->group);
  16828. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  16829. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16830. dissonance = skill_dance_switch(unit, 0);
  16831. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16832. skill_id = group->skill_id;
  16833. if( group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16834. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16835. if( dissonance ) {
  16836. skill_dance_switch(unit, 1);
  16837. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16838. }
  16839. return 0;
  16840. }
  16841. //Target-type check.
  16842. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16843. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16844. if( flag&1 ) {
  16845. if( flag&2 ) { //Clear this skill id.
  16846. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16847. if( i < ARRAYLENGTH(skill_unit_temp) )
  16848. skill_unit_temp[i] = 0;
  16849. }
  16850. } else {
  16851. if( flag&2 ) { //Store this skill id.
  16852. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16853. if( i < ARRAYLENGTH(skill_unit_temp) )
  16854. skill_unit_temp[i] = skill_id;
  16855. else
  16856. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16857. }
  16858. }
  16859. if( flag&4 )
  16860. skill_unit_onleft(skill_id,target,tick);
  16861. }
  16862. if( dissonance )
  16863. skill_dance_switch(unit, 1);
  16864. return 0;
  16865. } else {
  16866. if( flag&1 ) {
  16867. int result = skill_unit_onplace(unit,target,tick);
  16868. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16869. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16870. if( i < ARRAYLENGTH(skill_unit_temp) )
  16871. skill_unit_temp[i] = 0;
  16872. }
  16873. } else {
  16874. int result = skill_unit_onout(unit,target,tick);
  16875. if( flag&2 && result ) { //Store this unit id.
  16876. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16877. if( i < ARRAYLENGTH(skill_unit_temp) )
  16878. skill_unit_temp[i] = skill_id;
  16879. else
  16880. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16881. }
  16882. }
  16883. //TODO: Normally, this is dangerous since the unit and group could be freed
  16884. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  16885. //cells do not get deleted within them. [Skotlex]
  16886. if( dissonance )
  16887. skill_dance_switch(unit, 1);
  16888. if( flag&4 )
  16889. skill_unit_onleft(skill_id,target,tick);
  16890. return 1;
  16891. }
  16892. }
  16893. /*==========================================
  16894. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  16895. * Flag values:
  16896. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  16897. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  16898. * units to figure out when they have left a group.
  16899. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  16900. *------------------------------------------*/
  16901. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  16902. {
  16903. nullpo_ret(bl);
  16904. if( bl->prev == NULL )
  16905. return 0;
  16906. if( flag&2 && !(flag&1) ) //Onout, clear data
  16907. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  16908. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  16909. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  16910. int i;
  16911. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  16912. if( skill_unit_temp[i] )
  16913. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  16914. }
  16915. return 0;
  16916. }
  16917. /*==========================================
  16918. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  16919. * @param bl Skill unit
  16920. * @param m Map
  16921. * @param dx
  16922. * @param dy
  16923. *------------------------------------------*/
  16924. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  16925. unsigned int tick = gettick();
  16926. struct skill_unit *su;
  16927. if (bl->type != BL_SKILL)
  16928. return;
  16929. if (!(su = (struct skill_unit *)bl))
  16930. return;
  16931. if (!su->alive)
  16932. return;
  16933. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  16934. return; //Ensembles may not be moved around.
  16935. if (!bl->prev) {
  16936. bl->x = dx;
  16937. bl->y = dy;
  16938. return;
  16939. }
  16940. map_moveblock(bl, dx, dy, tick);
  16941. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  16942. skill_getareachar_skillunit_visibilty(su, AREA);
  16943. return;
  16944. }
  16945. /**
  16946. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  16947. * @param group Skill Group
  16948. * @param m Map
  16949. * @param dx
  16950. * @param dy
  16951. */
  16952. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  16953. {
  16954. int i, j;
  16955. unsigned int tick = gettick();
  16956. int *m_flag;
  16957. struct skill_unit *unit1;
  16958. struct skill_unit *unit2;
  16959. if (group == NULL)
  16960. return;
  16961. if (group->unit_count <= 0)
  16962. return;
  16963. if (group->unit == NULL)
  16964. return;
  16965. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  16966. return; //Ensembles may not be moved around.
  16967. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  16968. // m_flag
  16969. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  16970. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  16971. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  16972. // 3: Both 1+2.
  16973. for(i = 0; i < group->unit_count; i++) {
  16974. unit1 =& group->unit[i];
  16975. if (!unit1->alive || unit1->bl.m != m)
  16976. continue;
  16977. for(j = 0; j < group->unit_count; j++) {
  16978. unit2 = &group->unit[j];
  16979. if (!unit2->alive)
  16980. continue;
  16981. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  16982. m_flag[i] |= 0x1;
  16983. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  16984. m_flag[i] |= 0x2;
  16985. }
  16986. }
  16987. j = 0;
  16988. for (i = 0; i < group->unit_count; i++) {
  16989. unit1 = &group->unit[i];
  16990. if (!unit1->alive)
  16991. continue;
  16992. if (!(m_flag[i]&0x2)) {
  16993. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  16994. skill_dance_overlap(unit1, 0);
  16995. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  16996. }
  16997. //Move Cell using "smart" criteria (avoid useless moving around)
  16998. switch(m_flag[i]) {
  16999. case 0:
  17000. //Cell moves independently, safely move it.
  17001. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  17002. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  17003. break;
  17004. case 1:
  17005. //Cell moves unto another cell, look for a replacement cell that won't collide
  17006. //and has no cell moving into it (flag == 2)
  17007. for(; j < group->unit_count; j++) {
  17008. int dx2, dy2;
  17009. if(m_flag[j] != 2 || !group->unit[j].alive)
  17010. continue;
  17011. //Move to where this cell would had moved.
  17012. unit2 = &group->unit[j];
  17013. dx2 = unit2->bl.x + dx - unit1->bl.x;
  17014. dy2 = unit2->bl.y + dy - unit1->bl.y;
  17015. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  17016. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  17017. j++; //Skip this cell as we have used it.
  17018. break;
  17019. }
  17020. break;
  17021. case 2:
  17022. case 3:
  17023. break; //Don't move the cell as a cell will end on this tile anyway.
  17024. }
  17025. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  17026. if (group->state.song_dance&0x1) //Check for dissonance effect.
  17027. skill_dance_overlap(unit1, 1);
  17028. skill_getareachar_skillunit_visibilty(unit1, AREA);
  17029. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  17030. }
  17031. }
  17032. aFree(m_flag);
  17033. }
  17034. /**
  17035. * Checking product requirement in player's inventory.
  17036. * Checking if player has the item or not, the amount, and the weight limit.
  17037. * @param sd Player
  17038. * @param nameid Product requested
  17039. * @param trigger Trigger criteria to match will 'ItemLv'
  17040. * @param qty Amount of item will be created
  17041. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  17042. */
  17043. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  17044. {
  17045. short i, j;
  17046. nullpo_ret(sd);
  17047. if (!nameid || !itemdb_exists(nameid))
  17048. return 0;
  17049. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  17050. if (skill_produce_db[i].nameid == nameid) {
  17051. if ((j = skill_produce_db[i].req_skill) > 0 &&
  17052. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  17053. continue; // must iterate again to check other skills that produce it. [malufett]
  17054. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  17055. continue; // special case
  17056. break;
  17057. }
  17058. }
  17059. if (i >= MAX_SKILL_PRODUCE_DB)
  17060. return 0;
  17061. // Cannot carry the produced stuff
  17062. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  17063. return 0;
  17064. // Matching the requested produce list
  17065. if (trigger >= 0) {
  17066. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  17067. if (skill_produce_db[i].itemlv != trigger)
  17068. return 0;
  17069. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  17070. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  17071. return 0;
  17072. } else { // Weapon (itemlv must be higher or equal)
  17073. if (skill_produce_db[i].itemlv > trigger)
  17074. return 0;
  17075. }
  17076. }
  17077. // Check on player's inventory
  17078. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  17079. unsigned short nameid_produce;
  17080. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  17081. continue;
  17082. if (skill_produce_db[i].mat_amount[j] == 0) {
  17083. if (pc_search_inventory(sd,nameid_produce) < 0)
  17084. return 0;
  17085. } else {
  17086. unsigned short idx, amt;
  17087. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  17088. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  17089. amt += sd->inventory.u.items_inventory[idx].amount;
  17090. if (amt < qty * skill_produce_db[i].mat_amount[j])
  17091. return 0;
  17092. }
  17093. }
  17094. return i + 1;
  17095. }
  17096. /**
  17097. * Attempt to produce an item
  17098. * @param sd Player
  17099. * @param skill_id Skill used
  17100. * @param nameid Requested product
  17101. * @param slot1
  17102. * @param slot2
  17103. * @param slot3
  17104. * @param qty Amount of requested item
  17105. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  17106. * @return True is success, False if failed
  17107. */
  17108. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  17109. {
  17110. int slot[3];
  17111. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  17112. int num = -1; // exclude the recipe
  17113. struct status_data *status;
  17114. struct item_data* data;
  17115. nullpo_ret(sd);
  17116. status = status_get_status_data(&sd->bl);
  17117. if( sd->skill_id_old == skill_id )
  17118. skill_lv = sd->skill_lv_old;
  17119. if (produce_idx == -1) {
  17120. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  17121. return false;
  17122. idx--;
  17123. }
  17124. else
  17125. idx = produce_idx;
  17126. if (qty < 1)
  17127. qty = 1;
  17128. if (!skill_id) //A skill can be specified for some override cases.
  17129. skill_id = skill_produce_db[idx].req_skill;
  17130. if( skill_id == GC_RESEARCHNEWPOISON )
  17131. skill_id = GC_CREATENEWPOISON;
  17132. slot[0] = slot1;
  17133. slot[1] = slot2;
  17134. slot[2] = slot3;
  17135. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  17136. short j;
  17137. if (slot[i] <= 0)
  17138. continue;
  17139. j = pc_search_inventory(sd,slot[i]);
  17140. if (j < 0)
  17141. continue;
  17142. if (slot[i] == ITEMID_STAR_CRUMB) {
  17143. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17144. sc++;
  17145. }
  17146. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  17147. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  17148. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17149. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  17150. }
  17151. }
  17152. if (skill_id == RK_RUNEMASTERY) {
  17153. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  17154. data = itemdb_search(nameid);
  17155. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  17156. else if (runemastery_skill_lv > 5) temp_qty = 1 + rnd()%2;
  17157. else temp_qty = 1;
  17158. if (data->stack.inventory) {
  17159. for (i = 0; i < MAX_INVENTORY; i++) {
  17160. if (sd->inventory.u.items_inventory[i].nameid == nameid) {
  17161. if (sd->inventory.u.items_inventory[i].amount >= data->stack.amount) {
  17162. clif_msg(sd,RUNE_CANT_CREATE);
  17163. return 0;
  17164. } else {
  17165. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  17166. if (temp_qty + sd->inventory.u.items_inventory[i].amount >= data->stack.amount)
  17167. temp_qty = data->stack.amount - sd->inventory.u.items_inventory[i].amount;
  17168. }
  17169. break;
  17170. }
  17171. }
  17172. }
  17173. qty = temp_qty;
  17174. }
  17175. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  17176. short id, x, j;
  17177. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  17178. continue;
  17179. num++;
  17180. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  17181. do {
  17182. int y = 0;
  17183. j = pc_search_inventory(sd,id);
  17184. if (j >= 0) {
  17185. y = sd->inventory.u.items_inventory[j].amount;
  17186. if (y > x)
  17187. y = x;
  17188. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  17189. } else {
  17190. ShowError("skill_produce_mix: material item error\n");
  17191. return false;
  17192. }
  17193. x -= y;
  17194. } while( j >= 0 && x > 0 );
  17195. }
  17196. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  17197. wlv = itemdb_wlv(nameid);
  17198. if (!equip) {
  17199. switch (skill_id) {
  17200. case BS_IRON:
  17201. case BS_STEEL:
  17202. case BS_ENCHANTEDSTONE:
  17203. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  17204. i = pc_checkskill(sd,skill_id);
  17205. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  17206. switch (nameid) {
  17207. case ITEMID_IRON:
  17208. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  17209. break;
  17210. case ITEMID_STEEL:
  17211. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  17212. break;
  17213. case ITEMID_STAR_CRUMB:
  17214. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  17215. break;
  17216. default: // Enchanted Stones
  17217. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  17218. break;
  17219. }
  17220. break;
  17221. case ASC_CDP:
  17222. make_per = (2000 + 40*status->dex + 20*status->luk);
  17223. break;
  17224. case AL_HOLYWATER:
  17225. case AB_ANCILLA:
  17226. make_per = 100000; //100% success
  17227. break;
  17228. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  17229. case AM_TWILIGHT1:
  17230. case AM_TWILIGHT2:
  17231. case AM_TWILIGHT3:
  17232. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  17233. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  17234. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  17235. if (hom_is_active(sd->hd)) {//Player got a homun
  17236. int skill;
  17237. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  17238. make_per += skill*100; //+1% bonus per level
  17239. }
  17240. switch(nameid){
  17241. case ITEMID_RED_POTION:
  17242. case ITEMID_YELLOW_POTION:
  17243. case ITEMID_WHITE_POTION:
  17244. make_per += (1+rnd()%100)*10 + 2000;
  17245. break;
  17246. case ITEMID_ALCOHOL:
  17247. make_per += (1+rnd()%100)*10 + 1000;
  17248. break;
  17249. case ITEMID_FIRE_BOTTLE:
  17250. case ITEMID_ACID_BOTTLE:
  17251. case ITEMID_MAN_EATER_BOTTLE:
  17252. case ITEMID_MINI_BOTTLE:
  17253. make_per += (1+rnd()%100)*10;
  17254. break;
  17255. case ITEMID_YELLOW_SLIM_POTION:
  17256. make_per -= (1+rnd()%50)*10;
  17257. break;
  17258. case ITEMID_WHITE_SLIM_POTION:
  17259. case ITEMID_COATING_BOTTLE:
  17260. make_per -= (1+rnd()%100)*10;
  17261. break;
  17262. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  17263. case ITEMID_BLUE_POTION:
  17264. case ITEMID_RED_SLIM_POTION:
  17265. case ITEMID_ANODYNE:
  17266. case ITEMID_ALOEBERA:
  17267. default:
  17268. break;
  17269. }
  17270. if (battle_config.pp_rate != 100)
  17271. make_per = make_per * battle_config.pp_rate / 100;
  17272. break;
  17273. case SA_CREATECON: // Elemental Converter Creation
  17274. make_per = 100000; // should be 100% success rate
  17275. break;
  17276. case RK_RUNEMASTERY: {
  17277. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  17278. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  17279. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  17280. int D = 0;
  17281. switch (nameid) { //rune rank it_diff 9 craftable rune
  17282. case ITEMID_BERKANA:
  17283. D = -2000;
  17284. break; //Rank S
  17285. case ITEMID_NAUTHIZ:
  17286. case ITEMID_URUZ:
  17287. D = -1500;
  17288. break; //Rank A
  17289. case ITEMID_ISA:
  17290. case ITEMID_WYRD:
  17291. D = -1000;
  17292. break; //Rank B
  17293. case ITEMID_RAIDO:
  17294. case ITEMID_THURISAZ:
  17295. case ITEMID_HAGALAZ:
  17296. case ITEMID_OTHILA:
  17297. D = -500;
  17298. break; //Rank C
  17299. default:
  17300. D = -1500;
  17301. break; //not specified =-15%
  17302. }
  17303. make_per = A + B + C + D;
  17304. }
  17305. break;
  17306. case GC_CREATENEWPOISON:
  17307. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17308. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17309. break;
  17310. case GN_CHANGEMATERIAL:
  17311. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17312. if (skill_changematerial_db[i].nameid == nameid) {
  17313. make_per = skill_changematerial_db[i].rate * 10;
  17314. break;
  17315. }
  17316. }
  17317. break;
  17318. case GN_S_PHARMACY:
  17319. {
  17320. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  17321. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  17322. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  17323. switch(nameid){// difficulty factor
  17324. case ITEMID_HP_INCREASE_POTION_SMALL:
  17325. case ITEMID_SP_INCREASE_POTION_SMALL:
  17326. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  17327. difficulty += 10;
  17328. break;
  17329. case ITEMID_BOMB_MUSHROOM_SPORE:
  17330. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  17331. difficulty += 15;
  17332. break;
  17333. case ITEMID_BANANA_BOMB:
  17334. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  17335. case ITEMID_SP_INCREASE_POTION_LARGE:
  17336. case ITEMID_VITATA500:
  17337. difficulty += 20;
  17338. break;
  17339. case ITEMID_SEED_OF_HORNY_PLANT:
  17340. case ITEMID_BLOODSUCK_PLANT_SEED:
  17341. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  17342. difficulty += 30;
  17343. break;
  17344. case ITEMID_HP_INCREASE_POTION_LARGE:
  17345. case ITEMID_CURE_FREE:
  17346. difficulty += 40;
  17347. break;
  17348. }
  17349. if( make_per >= 400 && make_per > difficulty)
  17350. qty = 10;
  17351. else if( make_per >= 300 && make_per > difficulty)
  17352. qty = 7;
  17353. else if( make_per >= 100 && make_per > difficulty)
  17354. qty = 6;
  17355. else if( make_per >= 1 && make_per > difficulty)
  17356. qty = 5;
  17357. else
  17358. qty = 4;
  17359. make_per = 10000;
  17360. }
  17361. break;
  17362. case GN_MAKEBOMB:
  17363. case GN_MIX_COOKING:
  17364. {
  17365. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  17366. 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)
  17367. qty = ~(5 + rnd()%5) + 1;
  17368. switch(nameid){// difficulty factor
  17369. case ITEMID_APPLE_BOMB:
  17370. difficulty += 5;
  17371. break;
  17372. case ITEMID_COCONUT_BOMB:
  17373. case ITEMID_MELON_BOMB:
  17374. difficulty += 10;
  17375. break;
  17376. case ITEMID_SAVAGE_FULL_ROAST:
  17377. case ITEMID_COCKTAIL_WARG_BLOOD:
  17378. case ITEMID_MINOR_STEW:
  17379. case ITEMID_SIROMA_ICED_TEA:
  17380. case ITEMID_DROSERA_HERB_SALAD:
  17381. case ITEMID_PETITE_TAIL_NOODLES:
  17382. case ITEMID_PINEAPPLE_BOMB:
  17383. difficulty += 15;
  17384. break;
  17385. case ITEMID_BANANA_BOMB:
  17386. difficulty += 20;
  17387. break;
  17388. }
  17389. if( make_per >= 30 && make_per > difficulty)
  17390. qty = 10 + rnd()%2;
  17391. else if( make_per >= 10 && make_per > difficulty)
  17392. qty = 10;
  17393. else if( make_per == 10 && make_per > difficulty)
  17394. qty = 8;
  17395. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  17396. ;// Food/Bomb creation fails.
  17397. else if( make_per >= 30 && make_per < difficulty)
  17398. qty = 5;
  17399. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  17400. qty = ~qty + 1;
  17401. make_per = 0;
  17402. }
  17403. else
  17404. make_per = 10000;
  17405. qty = (skill_lv > 1 ? qty : 1);
  17406. }
  17407. break;
  17408. default:
  17409. if (sd->menuskill_id == AM_PHARMACY &&
  17410. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  17411. { //Assume Cooking Dish
  17412. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  17413. make_per = 10000; //100% Success
  17414. else
  17415. make_per = 1200 * (sd->menuskill_val - 10)
  17416. + 20 * (sd->status.base_level + 1)
  17417. + 20 * (status->dex + 1)
  17418. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  17419. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  17420. - 10 * (100 - status->luk + 1)
  17421. - 500 * (num - 1)
  17422. - 100 * (rnd()%4 + 1);
  17423. break;
  17424. }
  17425. make_per = 5000;
  17426. break;
  17427. }
  17428. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  17429. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  17430. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  17431. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  17432. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  17433. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  17434. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  17435. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  17436. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  17437. if (battle_config.wp_rate != 100)
  17438. make_per = make_per * battle_config.wp_rate / 100;
  17439. }
  17440. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  17441. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  17442. if (make_per < 1) make_per = 1;
  17443. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  17444. struct item tmp_item;
  17445. memset(&tmp_item,0,sizeof(tmp_item));
  17446. tmp_item.nameid = nameid;
  17447. tmp_item.amount = 1;
  17448. tmp_item.identify = 1;
  17449. if (equip) {
  17450. tmp_item.card[0] = CARD0_FORGE;
  17451. tmp_item.card[1] = ((sc*5)<<8)+ele;
  17452. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17453. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17454. } else {
  17455. //Flag is only used on the end, so it can be used here. [Skotlex]
  17456. switch (skill_id) {
  17457. case BS_DAGGER:
  17458. case BS_SWORD:
  17459. case BS_TWOHANDSWORD:
  17460. case BS_AXE:
  17461. case BS_MACE:
  17462. case BS_KNUCKLE:
  17463. case BS_SPEAR:
  17464. flag = battle_config.produce_item_name_input&0x1;
  17465. break;
  17466. case AM_PHARMACY:
  17467. case AM_TWILIGHT1:
  17468. case AM_TWILIGHT2:
  17469. case AM_TWILIGHT3:
  17470. flag = battle_config.produce_item_name_input&0x2;
  17471. break;
  17472. case AL_HOLYWATER:
  17473. case AB_ANCILLA:
  17474. flag = battle_config.produce_item_name_input&0x8;
  17475. break;
  17476. case ASC_CDP:
  17477. flag = battle_config.produce_item_name_input&0x10;
  17478. break;
  17479. default:
  17480. flag = battle_config.produce_item_name_input&0x80;
  17481. break;
  17482. }
  17483. if (flag) {
  17484. tmp_item.card[0] = CARD0_CREATE;
  17485. tmp_item.card[1] = 0;
  17486. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17487. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17488. }
  17489. }
  17490. // if(log_config.produce > 0)
  17491. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  17492. //TODO update PICKLOG
  17493. if (equip) {
  17494. clif_produceeffect(sd,0,nameid);
  17495. clif_misceffect(&sd->bl,3);
  17496. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  17497. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  17498. } else {
  17499. int fame = 0;
  17500. tmp_item.amount = 0;
  17501. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  17502. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  17503. tmp_item.amount = qty;
  17504. break;
  17505. }
  17506. if (qty == 1 || rnd()%10000 < make_per) { //Success
  17507. tmp_item.amount++;
  17508. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  17509. continue;
  17510. if (skill_id != AM_PHARMACY &&
  17511. skill_id != AM_TWILIGHT1 &&
  17512. skill_id != AM_TWILIGHT2 &&
  17513. skill_id != AM_TWILIGHT3)
  17514. continue;
  17515. //Add fame as needed.
  17516. switch(++sd->potion_success_counter) {
  17517. case 3:
  17518. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  17519. break;
  17520. case 5:
  17521. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  17522. break;
  17523. case 7:
  17524. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  17525. break;
  17526. case 10:
  17527. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  17528. sd->potion_success_counter = 0;
  17529. break;
  17530. }
  17531. } else //Failure
  17532. sd->potion_success_counter = 0;
  17533. }
  17534. if (fame)
  17535. pc_addfame(sd,fame);
  17536. //Visual effects and the like.
  17537. switch (skill_id) {
  17538. case AM_PHARMACY:
  17539. case AM_TWILIGHT1:
  17540. case AM_TWILIGHT2:
  17541. case AM_TWILIGHT3:
  17542. case ASC_CDP:
  17543. case GC_CREATENEWPOISON:
  17544. clif_produceeffect(sd,2,nameid);
  17545. clif_misceffect(&sd->bl,5);
  17546. break;
  17547. case BS_IRON:
  17548. case BS_STEEL:
  17549. case BS_ENCHANTEDSTONE:
  17550. clif_produceeffect(sd,0,nameid);
  17551. clif_misceffect(&sd->bl,3);
  17552. break;
  17553. case RK_RUNEMASTERY:
  17554. clif_produceeffect(sd,4,nameid);
  17555. clif_misceffect(&sd->bl,5);
  17556. break;
  17557. default: //Those that don't require a skill?
  17558. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  17559. clif_specialeffect(&sd->bl, 608, AREA);
  17560. if (sd->cook_mastery < 1999)
  17561. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  17562. }
  17563. break;
  17564. }
  17565. }
  17566. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  17567. int j, k = 0, l;
  17568. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  17569. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17570. if (skill_changematerial_db[i].nameid == nameid){
  17571. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  17572. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  17573. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  17574. tmp_item.amount = (isStackable ? total_qty : 1);
  17575. for (l = 0; l < total_qty; l += tmp_item.amount) {
  17576. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17577. clif_additem(sd,0,0,flag);
  17578. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17579. }
  17580. }
  17581. k++;
  17582. }
  17583. }
  17584. break;
  17585. }
  17586. }
  17587. if (k) {
  17588. clif_produceeffect(sd,6,nameid);
  17589. clif_misceffect(&sd->bl,5);
  17590. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17591. return true;
  17592. }
  17593. } else if (tmp_item.amount) { //Success
  17594. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17595. clif_additem(sd,0,0,flag);
  17596. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17597. }
  17598. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) {
  17599. clif_produceeffect(sd,6,nameid);
  17600. clif_misceffect(&sd->bl,5);
  17601. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17602. }
  17603. return true;
  17604. }
  17605. }
  17606. //Failure
  17607. // if(log_config.produce)
  17608. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  17609. //TODO update PICKLOG
  17610. if (equip) {
  17611. clif_produceeffect(sd,1,nameid);
  17612. clif_misceffect(&sd->bl,2);
  17613. } else {
  17614. switch (skill_id) {
  17615. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  17616. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  17617. case AM_PHARMACY:
  17618. case AM_TWILIGHT1:
  17619. case AM_TWILIGHT2:
  17620. case AM_TWILIGHT3:
  17621. case GC_CREATENEWPOISON:
  17622. clif_produceeffect(sd,3,nameid);
  17623. clif_misceffect(&sd->bl,6);
  17624. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  17625. break;
  17626. case BS_IRON:
  17627. case BS_STEEL:
  17628. case BS_ENCHANTEDSTONE:
  17629. clif_produceeffect(sd,1,nameid);
  17630. clif_misceffect(&sd->bl,2);
  17631. break;
  17632. case RK_RUNEMASTERY:
  17633. clif_produceeffect(sd,5,nameid);
  17634. clif_misceffect(&sd->bl,6);
  17635. break;
  17636. case GN_MIX_COOKING:
  17637. {
  17638. struct item tmp_item;
  17639. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  17640. int rate = rnd()%500;
  17641. memset(&tmp_item,0,sizeof(tmp_item));
  17642. if (rate < 50) i = 4;
  17643. else if (rate < 100) i = 2+rnd()%1;
  17644. else if (rate < 250) i = 1;
  17645. else if (rate < 500) i = 0;
  17646. tmp_item.nameid = compensation[i];
  17647. tmp_item.amount = qty;
  17648. tmp_item.identify = 1;
  17649. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17650. clif_additem(sd,0,0,flag);
  17651. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17652. }
  17653. clif_produceeffect(sd,7,nameid);
  17654. clif_misceffect(&sd->bl,6);
  17655. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17656. }
  17657. break;
  17658. case GN_MAKEBOMB:
  17659. case GN_S_PHARMACY:
  17660. case GN_CHANGEMATERIAL:
  17661. clif_produceeffect(sd,7,nameid);
  17662. clif_misceffect(&sd->bl,6);
  17663. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17664. break;
  17665. default:
  17666. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  17667. clif_specialeffect(&sd->bl, 609, AREA);
  17668. if (sd->cook_mastery > 0)
  17669. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  17670. }
  17671. break;
  17672. }
  17673. }
  17674. return false;
  17675. }
  17676. /**
  17677. * Attempt to create arrow by specified material
  17678. * @param sd Player
  17679. * @param nameid Item ID of material
  17680. * @return True if created, False is failed
  17681. */
  17682. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  17683. {
  17684. short i, j, idx = -1;
  17685. struct item tmp_item;
  17686. nullpo_ret(sd);
  17687. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  17688. return false;
  17689. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  17690. if (nameid == skill_arrow_db[i].nameid) {
  17691. idx = i;
  17692. break;
  17693. }
  17694. }
  17695. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  17696. return false;
  17697. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  17698. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  17699. char flag = 0;
  17700. if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
  17701. continue;
  17702. memset(&tmp_item,0,sizeof(tmp_item));
  17703. tmp_item.identify = 1;
  17704. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  17705. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  17706. if (battle_config.produce_item_name_input&0x4) {
  17707. tmp_item.card[0] = CARD0_CREATE;
  17708. tmp_item.card[1] = 0;
  17709. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17710. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17711. }
  17712. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17713. clif_additem(sd,0,0,flag);
  17714. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17715. }
  17716. }
  17717. return true;
  17718. }
  17719. /**
  17720. * Enchant weapon with poison
  17721. * @param sd Player
  17722. * @nameid Item ID of poison type
  17723. */
  17724. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17725. {
  17726. sc_type type;
  17727. int chance, i, val4 = 0;
  17728. //uint16 msg = 1443; //Official is using msgstringtable.txt
  17729. char output[CHAT_SIZE_MAX];
  17730. const char *msg;
  17731. nullpo_ret(sd);
  17732. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17733. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17734. return 0;
  17735. }
  17736. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  17737. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  17738. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  17739. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  17740. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; val4 = sd->bl.id; break;
  17741. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  17742. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; val4 = sd->bl.id; break;
  17743. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; val4 = sd->bl.id; break;
  17744. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  17745. default:
  17746. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17747. return 0;
  17748. }
  17749. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  17750. 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
  17751. type, chance, val4, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  17752. sprintf(output, msg_txt(sd,721), msg);
  17753. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  17754. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  17755. clif_msg(sd,msg);
  17756. #endif*/
  17757. return 0;
  17758. }
  17759. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  17760. {
  17761. struct status_change *sc = status_get_sc(bl);
  17762. // non-offensive and non-magic skills do not affect the status
  17763. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  17764. return;
  17765. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  17766. if (sc->data[SC_MAGICPOWER]->val4) {
  17767. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  17768. } else {
  17769. sc->data[SC_MAGICPOWER]->val4 = 1;
  17770. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  17771. #ifndef RENEWAL
  17772. if(bl->type == BL_PC){// update current display.
  17773. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  17774. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  17775. }
  17776. #endif
  17777. }
  17778. }
  17779. }
  17780. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  17781. int x, y, i, class_, skill;
  17782. struct mob_data *md;
  17783. nullpo_ret(sd);
  17784. skill = sd->menuskill_val;
  17785. 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) ) {
  17786. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17787. return 0;
  17788. }
  17789. // Spawn Position
  17790. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  17791. x = sd->sc.comet_x;
  17792. y = sd->sc.comet_y;
  17793. sd->sc.comet_x = 0;
  17794. sd->sc.comet_y = 0;
  17795. sd->menuskill_val = 0;
  17796. // Item picked decides the mob class
  17797. switch(nameid) {
  17798. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  17799. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  17800. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  17801. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  17802. default:
  17803. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17804. return 0;
  17805. }
  17806. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  17807. if( md ) {
  17808. struct unit_data *ud = unit_bl2ud(&md->bl);
  17809. md->master_id = sd->bl.id;
  17810. md->special_state.ai = AI_FAW;
  17811. if(ud) {
  17812. ud->skill_id = NC_MAGICDECOY;
  17813. ud->skill_lv = skill;
  17814. }
  17815. if( md->deletetimer != INVALID_TIMER )
  17816. delete_timer(md->deletetimer, mob_timer_delete);
  17817. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  17818. mob_spawn(md);
  17819. }
  17820. return 0;
  17821. }
  17822. // Warlock Spellbooks. [LimitLine/3CeAM]
  17823. void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
  17824. int i, max_preserve, skill_id, point;
  17825. struct status_change *sc;
  17826. nullpo_retv(sd);
  17827. sc = status_get_sc(&sd->bl);
  17828. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  17829. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17830. if( sc && !sc->data[i] )
  17831. break;
  17832. }
  17833. if( i > SC_MAXSPELLBOOK ) {
  17834. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17835. return;
  17836. }
  17837. if (!skill_spellbook_count)
  17838. return;
  17839. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17840. if( i == MAX_SKILL_SPELLBOOK_DB )
  17841. return;
  17842. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17843. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17844. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17845. return;
  17846. }
  17847. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17848. point = skill_spellbook_db[i].point;
  17849. if( sc && sc->data[SC_FREEZE_SP] ) {
  17850. if( (sc->data[SC_FREEZE_SP]->val2 + point) > max_preserve ) {
  17851. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17852. return;
  17853. }
  17854. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17855. if( !sc->data[i] ){
  17856. sc->data[SC_FREEZE_SP]->val2 += point; // increase points
  17857. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17858. break;
  17859. }
  17860. }
  17861. } else {
  17862. sc_start2(&sd->bl,&sd->bl, SC_FREEZE_SP, 100, 0, point, INVALID_TIMER);
  17863. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17864. }
  17865. // Reading Spell Book SP cost same as the sealed spell.
  17866. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17867. }
  17868. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17869. int lv, prob, aslvl = 0;
  17870. uint16 id, sk_idx = 0;
  17871. nullpo_ret(sd);
  17872. if (sd->sc.data[SC_STOP]) {
  17873. aslvl = sd->sc.data[SC_STOP]->val1;
  17874. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  17875. }
  17876. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  17877. return 0;
  17878. if( !(skill_get_inf2(skill_id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  17879. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  17880. return 0;
  17881. }
  17882. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  17883. lv = min(lv,sd->status.skill[sk_idx].lv);
  17884. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  17885. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  17886. return 0;
  17887. }
  17888. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  17889. int i;
  17890. nullpo_ret(sd);
  17891. nullpo_ret(item_list);
  17892. if( n <= 0 )
  17893. return 1;
  17894. for( i = 0; i < n; i++ ) {
  17895. unsigned short nameid;
  17896. int add_amount, del_amount, idx, product;
  17897. struct item tmp_item;
  17898. idx = item_list[i*2+0]-2;
  17899. del_amount = item_list[i*2+1];
  17900. if( skill_lv == 2 )
  17901. del_amount -= (del_amount % 10);
  17902. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  17903. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  17904. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17905. return 1;
  17906. }
  17907. switch( nameid ) {
  17908. // Level 1
  17909. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  17910. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  17911. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  17912. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  17913. // Level 2
  17914. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  17915. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  17916. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  17917. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  17918. default:
  17919. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17920. return 1;
  17921. }
  17922. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  17923. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17924. return 1;
  17925. }
  17926. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  17927. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17928. return 1;
  17929. }
  17930. memset(&tmp_item,0,sizeof(tmp_item));
  17931. tmp_item.nameid = product;
  17932. tmp_item.amount = add_amount;
  17933. tmp_item.identify = 1;
  17934. if( tmp_item.amount ) {
  17935. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  17936. if( flag != 0 ) {
  17937. clif_additem(sd,0,0,flag);
  17938. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17939. }
  17940. }
  17941. }
  17942. return 0;
  17943. }
  17944. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  17945. int i, j, k, c, p = 0, amount;
  17946. unsigned short nameid;
  17947. nullpo_ret(sd);
  17948. nullpo_ret(item_list);
  17949. // Search for objects that can be created.
  17950. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  17951. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  17952. p = 0;
  17953. do {
  17954. c = 0;
  17955. // Verification of overlap between the objects required and the list submitted.
  17956. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  17957. if( skill_produce_db[i].mat_id[j] > 0 ) {
  17958. for( k = 0; k < n; k++ ) {
  17959. int idx = item_list[k*2+0]-2;
  17960. nameid = sd->inventory.u.items_inventory[idx].nameid;
  17961. amount = item_list[k*2+1];
  17962. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17963. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  17964. return 0;
  17965. }
  17966. 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]
  17967. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  17968. c++; // match
  17969. }
  17970. }
  17971. else
  17972. break; // No more items required
  17973. }
  17974. p++;
  17975. } while(n == j && c == n);
  17976. p--;
  17977. if ( p > 0 ) {
  17978. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  17979. return 1;
  17980. }
  17981. }
  17982. }
  17983. if( p == 0)
  17984. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  17985. return 0;
  17986. }
  17987. /**
  17988. * For Royal Guard's LG_TRAMPLE
  17989. */
  17990. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  17991. {
  17992. struct skill_unit *su = (struct skill_unit *)bl;
  17993. struct skill_unit_group *sg = NULL;
  17994. unsigned int tick;
  17995. nullpo_ret(su);
  17996. tick = va_arg(ap, unsigned int);
  17997. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  17998. switch( sg->unit_id ) {
  17999. case UNT_CLAYMORETRAP:
  18000. case UNT_FIRINGTRAP:
  18001. case UNT_ICEBOUNDTRAP:
  18002. if(battle_config.skill_wall_check)
  18003. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  18004. else
  18005. 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);
  18006. break;
  18007. case UNT_LANDMINE:
  18008. case UNT_BLASTMINE:
  18009. case UNT_SHOCKWAVE:
  18010. case UNT_SANDMAN:
  18011. case UNT_FLASHER:
  18012. case UNT_FREEZINGTRAP:
  18013. case UNT_CLUSTERBOMB:
  18014. if (battle_config.skill_wall_check && !(skill_get_nk(sg->skill_id)&NK_NO_DAMAGE))
  18015. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18016. else
  18017. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18018. break;
  18019. }
  18020. // Traps aren't recovered.
  18021. skill_delunit(su);
  18022. }
  18023. return 0;
  18024. }
  18025. /*==========================================
  18026. *
  18027. *------------------------------------------*/
  18028. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  18029. int i;
  18030. nullpo_retr(-1, sd);
  18031. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  18032. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  18033. }
  18034. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  18035. struct map_session_data *sd = map_id2sd(id);
  18036. int i = (int)data;
  18037. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  18038. return 0;
  18039. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  18040. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  18041. return 0;
  18042. }
  18043. aFree(sd->scd[i]);
  18044. sd->scd[i] = NULL;
  18045. return 1;
  18046. }
  18047. /**
  18048. * Flags a singular skill as being blocked from persistent usage.
  18049. * @param sd the player the skill delay affects
  18050. * @param skill_id the skill which should be delayed
  18051. * @param tick the length of time the delay should last
  18052. * @param load whether this assignment is being loaded upon player login
  18053. * @return 0 if successful, -1 otherwise
  18054. */
  18055. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  18056. int i;
  18057. nullpo_retr(-1, sd);
  18058. if (!skill_id || tick < 1)
  18059. return -1;
  18060. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  18061. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  18062. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18063. aFree(sd->scd[i]);
  18064. sd->scd[i] = NULL;
  18065. }
  18066. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  18067. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  18068. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  18069. sd->scd[i]->skill_id = skill_id;
  18070. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  18071. if (battle_config.display_status_timers && tick > 0)
  18072. clif_skill_cooldown(sd, skill_id, tick);
  18073. return 1;
  18074. } else {
  18075. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  18076. return 0;
  18077. }
  18078. }
  18079. int skill_blockpc_clear(struct map_session_data *sd) {
  18080. int i;
  18081. nullpo_ret(sd);
  18082. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  18083. if (!sd->scd[i])
  18084. continue;
  18085. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18086. aFree(sd->scd[i]);
  18087. sd->scd[i] = NULL;
  18088. }
  18089. return 1;
  18090. }
  18091. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  18092. {
  18093. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  18094. if (data <= 0 || data >= SKILL_MAX_DB())
  18095. return 0;
  18096. if (hd)
  18097. hd->blockskill[data] = 0;
  18098. return 1;
  18099. }
  18100. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  18101. {
  18102. uint16 idx = skill_get_index(skill_id);
  18103. nullpo_retr(-1, hd);
  18104. if (!idx)
  18105. return -1;
  18106. if (tick < 1) {
  18107. hd->blockskill[idx] = 0;
  18108. return -1;
  18109. }
  18110. hd->blockskill[idx] = 1;
  18111. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  18112. }
  18113. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  18114. {
  18115. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  18116. if( data <= 0 || data >= SKILL_MAX_DB() )
  18117. return 0;
  18118. if( md )
  18119. md->blockskill[data] = 0;
  18120. return 1;
  18121. }
  18122. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  18123. {
  18124. uint16 idx = skill_get_index(skill_id);
  18125. nullpo_retr(-1, md);
  18126. if( !idx )
  18127. return -1;
  18128. if( tick < 1 ) {
  18129. md->blockskill[idx] = 0;
  18130. return -1;
  18131. }
  18132. md->blockskill[idx] = 1;
  18133. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  18134. }
  18135. /**
  18136. * Adds a new skill unit entry for this player to recast after map load
  18137. * @param sd: Player
  18138. * @param skill_id: Skill ID to save
  18139. * @param skill_lv: Skill level to save
  18140. */
  18141. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  18142. {
  18143. struct skill_usave *sus = NULL;
  18144. if (idb_exists(skillusave_db,sd->status.char_id))
  18145. idb_remove(skillusave_db,sd->status.char_id);
  18146. CREATE(sus, struct skill_usave, 1);
  18147. idb_put(skillusave_db, sd->status.char_id, sus);
  18148. sus->skill_id = skill_id;
  18149. sus->skill_lv = skill_lv;
  18150. }
  18151. /**
  18152. * Loads saved skill unit entries for this player after map load
  18153. * @param sd: Player
  18154. */
  18155. void skill_usave_trigger(struct map_session_data *sd)
  18156. {
  18157. struct skill_usave *sus = NULL;
  18158. struct skill_unit_group *group = NULL;
  18159. if (!(sus = idb_get(skillusave_db,sd->status.char_id)))
  18160. return;
  18161. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  18162. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  18163. 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));
  18164. idb_remove(skillusave_db, sd->status.char_id);
  18165. }
  18166. /*
  18167. *
  18168. */
  18169. int skill_split_str (char *str, char **val, int num)
  18170. {
  18171. int i;
  18172. for( i = 0; i < num && str; i++ ) {
  18173. val[i] = str;
  18174. str = strchr(str,',');
  18175. if( str )
  18176. *str++ = 0;
  18177. }
  18178. return i;
  18179. }
  18180. /**
  18181. * Split the string with ':' as separator and put each value for a skilllv
  18182. * if no more value found put the latest to fill the array
  18183. * @param str : string to split
  18184. * @param val : array of MAX_SKILL_LEVEL to put value into
  18185. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  18186. */
  18187. int skill_split_atoi (char *str, int *val)
  18188. {
  18189. int i, j, step = 1;
  18190. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  18191. if (!str) break;
  18192. val[i] = atoi(str);
  18193. str = strchr(str,':');
  18194. if (str)
  18195. *str++=0;
  18196. }
  18197. if(i==0) //No data found.
  18198. return 0;
  18199. if(i==1) { //Single value, have the whole range have the same value.
  18200. for (; i < MAX_SKILL_LEVEL; i++)
  18201. val[i] = val[i-1];
  18202. return i;
  18203. }
  18204. //Check for linear change with increasing steps until we reach half of the data acquired.
  18205. for (step = 1; step <= i/2; step++) {
  18206. int diff = val[i-1] - val[i-step-1];
  18207. for(j = i-1; j >= step; j--)
  18208. if ((val[j]-val[j-step]) != diff)
  18209. break;
  18210. if (j>=step) //No match, try next step.
  18211. continue;
  18212. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  18213. val[i] = val[i-step]+diff;
  18214. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  18215. { val[i] = 1; diff = 0; step = 1; }
  18216. }
  18217. return i;
  18218. }
  18219. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  18220. for (;i<MAX_SKILL_LEVEL; i++)
  18221. val[i] = val[i-1];
  18222. return i;
  18223. }
  18224. /*
  18225. *
  18226. */
  18227. void skill_init_unit_layout (void) {
  18228. int i,j,pos = 0;
  18229. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  18230. // standard square layouts go first
  18231. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  18232. int size = i*2+1;
  18233. skill_unit_layout[i].count = size*size;
  18234. for (j=0; j<size*size; j++) {
  18235. skill_unit_layout[i].dx[j] = (j%size-i);
  18236. skill_unit_layout[i].dy[j] = (j/size-i);
  18237. }
  18238. }
  18239. // afterwards add special ones
  18240. pos = i;
  18241. for (i = 0; i < SKILL_MAX_DB(); i++) {
  18242. uint16 skill_id = 0;
  18243. if (!skill_db[i])
  18244. continue;
  18245. if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1)
  18246. continue;
  18247. skill_id = skill_idx2id(i);
  18248. if( skill_id == EL_FIRE_MANTLE ) {
  18249. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  18250. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  18251. skill_unit_layout[pos].count = 8;
  18252. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18253. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18254. } else {
  18255. switch (skill_id) {
  18256. case MG_FIREWALL:
  18257. case WZ_ICEWALL:
  18258. case WL_EARTHSTRAIN:
  18259. case RL_FIRE_RAIN:
  18260. // these will be handled later
  18261. break;
  18262. case PR_SANCTUARY:
  18263. case NPC_EVILLAND: {
  18264. static const int dx[] = {
  18265. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  18266. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  18267. static const int dy[]={
  18268. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  18269. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  18270. skill_unit_layout[pos].count = 21;
  18271. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18272. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18273. }
  18274. break;
  18275. case PR_MAGNUS: {
  18276. static const int dx[] = {
  18277. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18278. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18279. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  18280. static const int dy[] = {
  18281. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18282. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18283. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  18284. skill_unit_layout[pos].count = 33;
  18285. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18286. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18287. }
  18288. break;
  18289. case AS_VENOMDUST: {
  18290. static const int dx[] = {-1, 0, 0, 0, 1};
  18291. static const int dy[] = { 0,-1, 0, 1, 0};
  18292. skill_unit_layout[pos].count = 5;
  18293. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18294. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18295. }
  18296. break;
  18297. case CR_GRANDCROSS:
  18298. case NPC_GRANDDARKNESS: {
  18299. static const int dx[] = {
  18300. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  18301. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  18302. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  18303. static const int dy[] = {
  18304. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  18305. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  18306. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  18307. skill_unit_layout[pos].count = 29;
  18308. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18309. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18310. }
  18311. break;
  18312. case PF_FOGWALL: {
  18313. static const int dx[] = {
  18314. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  18315. static const int dy[] = {
  18316. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  18317. skill_unit_layout[pos].count = 15;
  18318. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18319. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18320. }
  18321. break;
  18322. case PA_GOSPEL: {
  18323. static const int dx[] = {
  18324. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18325. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18326. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  18327. -1, 0, 1};
  18328. static const int dy[] = {
  18329. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18330. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18331. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  18332. 3, 3, 3};
  18333. skill_unit_layout[pos].count = 33;
  18334. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18335. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18336. }
  18337. break;
  18338. case NJ_KAENSIN: {
  18339. 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};
  18340. 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};
  18341. skill_unit_layout[pos].count = 24;
  18342. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18343. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18344. }
  18345. break;
  18346. case NJ_TATAMIGAESHI: {
  18347. //Level 1 (count 4, cross of 3x3)
  18348. static const int dx1[] = {-1, 1, 0, 0};
  18349. static const int dy1[] = { 0, 0,-1, 1};
  18350. //Level 2-3 (count 8, cross of 5x5)
  18351. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  18352. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  18353. //Level 4-5 (count 12, cross of 7x7
  18354. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  18355. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  18356. //lv1
  18357. j = 0;
  18358. skill_unit_layout[pos].count = 4;
  18359. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  18360. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  18361. skill_db[i]->unit_layout_type[j] = pos;
  18362. //lv2/3
  18363. j++;
  18364. pos++;
  18365. skill_unit_layout[pos].count = 8;
  18366. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  18367. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  18368. skill_db[i]->unit_layout_type[j] = pos;
  18369. skill_db[i]->unit_layout_type[++j] = pos;
  18370. //lv4/5
  18371. j++;
  18372. pos++;
  18373. skill_unit_layout[pos].count = 12;
  18374. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  18375. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  18376. skill_db[i]->unit_layout_type[j] = pos;
  18377. skill_db[i]->unit_layout_type[++j] = pos;
  18378. //Fill in the rest using lv 5.
  18379. for (;j<MAX_SKILL_LEVEL;j++)
  18380. skill_db[i]->unit_layout_type[j] = pos;
  18381. //Skip, this way the check below will fail and continue to the next skill.
  18382. pos++;
  18383. }
  18384. break;
  18385. case GN_WALLOFTHORN: {
  18386. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  18387. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  18388. skill_unit_layout[pos].count = 16;
  18389. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18390. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18391. }
  18392. break;
  18393. default:
  18394. ShowError("unknown unit layout at skill %d\n",i);
  18395. break;
  18396. }
  18397. }
  18398. if (!skill_unit_layout[pos].count)
  18399. continue;
  18400. for (j=0;j<MAX_SKILL_LEVEL;j++)
  18401. skill_db[i]->unit_layout_type[j] = pos;
  18402. pos++;
  18403. }
  18404. // firewall and icewall have 8 layouts (direction-dependent)
  18405. firewall_unit_pos = pos;
  18406. for (i=0;i<8;i++) {
  18407. if (i&1) {
  18408. skill_unit_layout[pos].count = 5;
  18409. if (i&0x2) {
  18410. int dx[] = {-1,-1, 0, 0, 1};
  18411. int dy[] = { 1, 0, 0,-1,-1};
  18412. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18413. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18414. } else {
  18415. int dx[] = { 1, 1 ,0, 0,-1};
  18416. int dy[] = { 1, 0, 0,-1,-1};
  18417. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18418. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18419. }
  18420. } else {
  18421. skill_unit_layout[pos].count = 3;
  18422. if (i%4==0) {
  18423. int dx[] = {-1, 0, 1};
  18424. int dy[] = { 0, 0, 0};
  18425. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18426. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18427. } else {
  18428. int dx[] = { 0, 0, 0};
  18429. int dy[] = {-1, 0, 1};
  18430. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18431. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18432. }
  18433. }
  18434. pos++;
  18435. }
  18436. icewall_unit_pos = pos;
  18437. for (i=0;i<8;i++) {
  18438. skill_unit_layout[pos].count = 5;
  18439. if (i&1) {
  18440. if (i&0x2) {
  18441. int dx[] = {-2,-1, 0, 1, 2};
  18442. int dy[] = { 2, 1, 0,-1,-2};
  18443. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18444. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18445. } else {
  18446. int dx[] = { 2, 1 ,0,-1,-2};
  18447. int dy[] = { 2, 1, 0,-1,-2};
  18448. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18449. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18450. }
  18451. } else {
  18452. if (i%4==0) {
  18453. int dx[] = {-2,-1, 0, 1, 2};
  18454. int dy[] = { 0, 0, 0, 0, 0};
  18455. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18456. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18457. } else {
  18458. int dx[] = { 0, 0, 0, 0, 0};
  18459. int dy[] = {-2,-1, 0, 1, 2};
  18460. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18461. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18462. }
  18463. }
  18464. pos++;
  18465. }
  18466. earthstrain_unit_pos = pos;
  18467. for( i = 0; i < 8; i++ )
  18468. { // For each Direction
  18469. skill_unit_layout[pos].count = 15;
  18470. switch( i )
  18471. {
  18472. case 0: case 1: case 3: case 4: case 5: case 7:
  18473. {
  18474. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18475. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18476. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18477. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18478. }
  18479. break;
  18480. case 2:
  18481. case 6:
  18482. {
  18483. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18484. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18485. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18486. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18487. }
  18488. break;
  18489. }
  18490. pos++;
  18491. }
  18492. firerain_unit_pos = pos;
  18493. for( i = 0; i < 8; i++ ) {
  18494. skill_unit_layout[pos].count = 3;
  18495. switch( i ) {
  18496. case 0: case 1: case 3: case 4: case 5: case 7:
  18497. {
  18498. static const int dx[] = {-1, 0, 1};
  18499. static const int dy[] = { 0, 0, 0};
  18500. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18501. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18502. }
  18503. break;
  18504. case 2:
  18505. case 6:
  18506. {
  18507. static const int dx[] = { 0, 0, 0};
  18508. static const int dy[] = {-1, 0, 1};
  18509. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18510. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18511. }
  18512. break;
  18513. }
  18514. pos++;
  18515. }
  18516. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  18517. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18518. }
  18519. void skill_init_nounit_layout (void) {
  18520. int i, pos = 0;
  18521. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  18522. overbrand_nounit_pos = pos;
  18523. for( i = 0; i < 8; i++ ) {
  18524. if( i&1 ) {
  18525. skill_nounit_layout[pos].count = 33;
  18526. if( i&2 ) {
  18527. if( i&4 ) { // 7
  18528. 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};
  18529. 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};
  18530. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18531. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18532. } else { // 3
  18533. 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};
  18534. 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};
  18535. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18536. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18537. }
  18538. } else {
  18539. if( i&4 ) { // 5
  18540. 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};
  18541. 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};
  18542. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18543. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18544. } else { // 1
  18545. 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};
  18546. 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};
  18547. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18548. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18549. }
  18550. }
  18551. } else {
  18552. skill_nounit_layout[pos].count = 21;
  18553. if( i&2 ) {
  18554. if( i&4 ) { // 6
  18555. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  18556. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18557. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18558. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18559. } else { // 2
  18560. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  18561. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18562. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18563. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18564. }
  18565. } else {
  18566. if( i&4 ) { // 4
  18567. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18568. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  18569. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18570. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18571. } else { // 0
  18572. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18573. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  18574. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18575. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18576. }
  18577. }
  18578. }
  18579. pos++;
  18580. }
  18581. overbrand_brandish_nounit_pos = pos;
  18582. for( i = 0; i < 8; i++ ) {
  18583. if( i&1 ) {
  18584. skill_nounit_layout[pos].count = 74;
  18585. if( i&2 ) {
  18586. if( i&4 ) { // 7
  18587. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18588. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  18589. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  18590. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18591. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18592. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18593. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18594. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18595. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18596. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18597. } else { // 3
  18598. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18599. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18600. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18601. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18602. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18603. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18604. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18605. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18606. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18607. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18608. }
  18609. } else {
  18610. if( i&4 ) { // 5
  18611. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18612. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18613. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18614. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18615. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18616. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18617. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18618. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18619. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18620. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18621. } else { // 1
  18622. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18623. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18624. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18625. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18626. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18627. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  18628. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  18629. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18630. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18631. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18632. }
  18633. }
  18634. } else {
  18635. skill_nounit_layout[pos].count = 44;
  18636. if( i&2 ) {
  18637. if( i&4 ) { // 6
  18638. 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};
  18639. 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};
  18640. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18641. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18642. } else { // 2
  18643. 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};
  18644. 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};
  18645. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18646. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18647. }
  18648. } else {
  18649. if( i&4 ) { // 4
  18650. 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};
  18651. 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};
  18652. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18653. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18654. } else { // 0
  18655. 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};
  18656. 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};
  18657. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18658. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18659. }
  18660. }
  18661. }
  18662. pos++;
  18663. }
  18664. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  18665. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18666. }
  18667. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  18668. int inf3 = 0;
  18669. struct status_change *sc = status_get_sc(bl);
  18670. if( !sc || !bl || !skill_id )
  18671. return 0; // Can do it
  18672. inf3 = skill_get_inf3(skill_id);
  18673. switch (type) {
  18674. case SC_ANKLE:
  18675. if (skill_id == AL_TELEPORT)
  18676. return 1;
  18677. break;
  18678. case SC_STASIS:
  18679. if (bl->type == BL_PC && !(inf3&INF3_STASIS_BL))
  18680. return 1; // Can't do it.
  18681. break;
  18682. case SC_KAGEHUMI:
  18683. if( inf3&INF3_KAGEHUMI_BL)
  18684. return 1;
  18685. case SC_BITE:
  18686. if (inf3&INF3_BITE_BLOCK)
  18687. return 1;
  18688. break;
  18689. }
  18690. return 0;
  18691. }
  18692. /* Determines whether a skill is currently active or not
  18693. * Used for purposes of cancelling SP usage when disabling a skill
  18694. */
  18695. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  18696. {
  18697. switch( skill_id ) { //HP & SP Consumption Check
  18698. case BS_MAXIMIZE:
  18699. case NV_TRICKDEAD:
  18700. case TF_HIDING:
  18701. case AS_CLOAKING:
  18702. case GC_CLOAKINGEXCEED:
  18703. case ST_CHASEWALK:
  18704. case CR_DEFENDER:
  18705. case CR_SHRINK:
  18706. case CR_AUTOGUARD:
  18707. case ML_DEFENDER:
  18708. case ML_AUTOGUARD:
  18709. case PA_GOSPEL:
  18710. case GS_GATLINGFEVER:
  18711. case TK_READYCOUNTER:
  18712. case TK_READYDOWN:
  18713. case TK_READYSTORM:
  18714. case TK_READYTURN:
  18715. case TK_RUN:
  18716. case SG_FUSION:
  18717. case KO_YAMIKUMO:
  18718. case RA_WUGDASH:
  18719. case RA_CAMOUFLAGE:
  18720. case SU_HIDE:
  18721. if( sc->data[status_skill2sc(skill_id)] )
  18722. return 1;
  18723. break;
  18724. // These 2 skills contain a master and are not correctly pulled using skill2sc
  18725. case NC_NEUTRALBARRIER:
  18726. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18727. return 1;
  18728. break;
  18729. case NC_STEALTHFIELD:
  18730. if( sc->data[SC_STEALTHFIELD_MASTER] )
  18731. return 1;
  18732. break;
  18733. }
  18734. return 0;
  18735. }
  18736. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  18737. int type = 0;
  18738. switch( skill_id ) {
  18739. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  18740. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  18741. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  18742. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  18743. }
  18744. type += skill_lv - 1;
  18745. return type;
  18746. }
  18747. /**
  18748. * Check before do `unit_movepos` call
  18749. * @param check_flag Flags: 1:Check for BG map, 2:Check for GVG map on WOE, 4:Check for GVG map
  18750. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  18751. **/
  18752. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  18753. nullpo_retr(false, bl);
  18754. if (check_flag&1 && map[bl->m].flag.battleground)
  18755. return false;
  18756. if (check_flag&2 && map_flag_gvg(bl->m))
  18757. return false;
  18758. if (check_flag&4 && map_flag_gvg2(bl->m))
  18759. return false;
  18760. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  18761. }
  18762. /*==========================================
  18763. * sub-function of DB reading.
  18764. * skill_db.txt
  18765. *------------------------------------------*/
  18766. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  18767. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  18768. uint16 skill_id = atoi(split[0]);
  18769. uint16 idx = skill_get_index2(skill_id);
  18770. if (!idx) {
  18771. if (SKILL_MAX_DB() >= MAX_SKILL) {
  18772. ShowError("Cannot add new skill. Limit is reached '%d' (mmo.h::MAX_SKILL).\n", MAX_SKILL);
  18773. return false;
  18774. }
  18775. idx = skill_db_create(skill_id);
  18776. }
  18777. skill_split_atoi(split[1],skill_db[idx]->range);
  18778. skill_db[idx]->hit = atoi(split[2]);
  18779. skill_db[idx]->inf = atoi(split[3]);
  18780. skill_split_atoi(split[4],skill_db[idx]->element);
  18781. skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0);
  18782. skill_split_atoi(split[6],skill_db[idx]->splash);
  18783. skill_db[idx]->max = atoi(split[7]);
  18784. skill_split_atoi(split[8],skill_db[idx]->num);
  18785. if( strcmpi(split[9],"yes") == 0 )
  18786. skill_db[idx]->castcancel = true;
  18787. else
  18788. skill_db[idx]->castcancel = false;
  18789. skill_db[idx]->cast_def_rate = atoi(split[10]);
  18790. skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0);
  18791. skill_split_atoi(split[12],skill_db[idx]->maxcount);
  18792. if( strcmpi(split[13],"weapon") == 0 )
  18793. skill_db[idx]->skill_type = BF_WEAPON;
  18794. else if( strcmpi(split[13],"magic") == 0 )
  18795. skill_db[idx]->skill_type = BF_MAGIC;
  18796. else if( strcmpi(split[13],"misc") == 0 )
  18797. skill_db[idx]->skill_type = BF_MISC;
  18798. else
  18799. skill_db[idx]->skill_type = 0;
  18800. skill_split_atoi(split[14],skill_db[idx]->blewcount);
  18801. skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0);
  18802. safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name));
  18803. safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc));
  18804. strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id);
  18805. return true;
  18806. }
  18807. /**
  18808. * Split string to int by constant value (const.txt) or atoi()
  18809. * @param *str: String input
  18810. * @param *val: Temporary storage
  18811. * @param *delim: Delimiter (for multiple value support)
  18812. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  18813. * @param max: Maximum number that can be allocated
  18814. * @return count: Number of success
  18815. */
  18816. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  18817. uint8 i = 0;
  18818. char *p = strtok(str, delim);
  18819. while (p != NULL) {
  18820. int n = min_value;
  18821. trim(p);
  18822. if (ISDIGIT(p[0])) // If using numeric
  18823. n = atoi(p);
  18824. else if (!script_get_constant(p, &n)) { // If using constant value
  18825. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  18826. p = strtok(NULL, delim);
  18827. continue;
  18828. }
  18829. if (n > min_value) {
  18830. val[i] = n;
  18831. i++;
  18832. if (i >= max)
  18833. break;
  18834. }
  18835. p = strtok(NULL, delim);
  18836. }
  18837. return i;
  18838. }
  18839. /// Clear status data from skill requirement
  18840. static void skill_destroy_requirement(uint16 idx) {
  18841. if (skill_db[idx]->require.status_count)
  18842. aFree(skill_db[idx]->require.status);
  18843. skill_db[idx]->require.status = NULL;
  18844. skill_db[idx]->require.status_count = 0;
  18845. if (skill_db[idx]->require.eqItem_count)
  18846. aFree(skill_db[idx]->require.eqItem);
  18847. skill_db[idx]->require.eqItem = NULL;
  18848. skill_db[idx]->require.eqItem_count = 0;
  18849. }
  18850. /**
  18851. * Read skill requirement from skill_require_db.txt
  18852. * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuses,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10,RequiredEquipment
  18853. */
  18854. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  18855. {
  18856. char* p;
  18857. uint16 idx, i;
  18858. idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18859. skill_split_atoi(split[1],skill_db[idx]->require.hp);
  18860. skill_split_atoi(split[2],skill_db[idx]->require.mhp);
  18861. skill_split_atoi(split[3],skill_db[idx]->require.sp);
  18862. skill_split_atoi(split[4],skill_db[idx]->require.hp_rate);
  18863. skill_split_atoi(split[5],skill_db[idx]->require.sp_rate);
  18864. skill_split_atoi(split[6],skill_db[idx]->require.zeny);
  18865. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18866. p = split[7];
  18867. while (p) {
  18868. int l = atoi(p);
  18869. if( l == 99 ) { // Any weapon
  18870. skill_db[idx]->require.weapon = 0;
  18871. break;
  18872. } else
  18873. skill_db[idx]->require.weapon |= 1<<l;
  18874. p = strchr(p,':');
  18875. if(!p)
  18876. break;
  18877. p++;
  18878. }
  18879. //Ammo type that required, see doc/item_db for ammo types (View column)
  18880. p = split[8];
  18881. while (p) {
  18882. int l = atoi(p);
  18883. if( l == 99 ) { // Any ammo type
  18884. skill_db[idx]->require.ammo = AMMO_TYPE_ALL;
  18885. break;
  18886. } else if( l ) // 0 stands for no requirement
  18887. skill_db[idx]->require.ammo |= 1<<l;
  18888. p = strchr(p,':');
  18889. if( !p )
  18890. break;
  18891. p++;
  18892. }
  18893. skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty);
  18894. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx]->require.state = ST_HIDDEN;
  18895. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx]->require.state = ST_RIDING;
  18896. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx]->require.state = ST_FALCON;
  18897. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx]->require.state = ST_CART;
  18898. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx]->require.state = ST_SHIELD;
  18899. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE;
  18900. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE;
  18901. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx]->require.state = ST_WATER;
  18902. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON;
  18903. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx]->require.state = ST_WUG;
  18904. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG;
  18905. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx]->require.state = ST_MADO;
  18906. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT;
  18907. else if( strcmpi(split[10],"elementalspirit2") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT2;
  18908. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx]->require.state = ST_PECO;
  18909. else skill_db[idx]->require.state = ST_NONE; // Unknown or no state
  18910. //Status requirements
  18911. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  18912. trim(split[11]);
  18913. if (split[11][0] != '\0' || atoi(split[11])) {
  18914. int require[MAX_SKILL_STATUS_REQUIRE];
  18915. if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  18916. CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count);
  18917. for (i = 0; i < skill_db[idx]->require.status_count; i++){
  18918. //todo add a check if possible here
  18919. skill_db[idx]->require.status[i] = (sc_type)require[i];
  18920. }
  18921. }
  18922. }
  18923. skill_split_atoi(split[12],skill_db[idx]->require.spiritball);
  18924. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  18925. uint16 itemid = atoi(split[13 + 2 * i]);
  18926. if (itemid > 0 && !itemdb_exists(itemid) ) {
  18927. ShowError("skill_parse_row_requiredb: Invalid item (in ITEM_REQUIRE list) %d for skill %d.\n", itemid, atoi(split[0]));
  18928. return false;
  18929. }
  18930. skill_db[idx]->require.itemid[i] = itemid;
  18931. skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]);
  18932. }
  18933. //Equipped Item requirements.
  18934. trim(split[33]);
  18935. if (split[33][0] != '\0' || atoi(split[33])) {
  18936. int require[MAX_SKILL_EQUIP_REQUIRE];
  18937. if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  18938. CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count);
  18939. for (i = 0; i < skill_db[idx]->require.eqItem_count; i++){
  18940. if (require[i] > 0 && !itemdb_exists(require[i])) {
  18941. ShowError("skill_parse_row_requiredb: Invalid item (in EQUIP_REQUIRE list) %d for skill %d.\n", require[i], atoi(split[0]));
  18942. aFree(skill_db[idx]->require.eqItem); //don't need to retain this
  18943. skill_db[idx]->require.eqItem_count = 0;
  18944. return false;
  18945. }
  18946. skill_db[idx]->require.eqItem[i] = require[i];
  18947. }
  18948. }
  18949. }
  18950. return true;
  18951. }
  18952. /** Reads skill cast db
  18953. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  18954. */
  18955. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  18956. {
  18957. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18958. skill_split_atoi(split[1],skill_db[idx]->cast);
  18959. skill_split_atoi(split[2],skill_db[idx]->delay);
  18960. skill_split_atoi(split[3],skill_db[idx]->walkdelay);
  18961. skill_split_atoi(split[4],skill_db[idx]->upkeep_time);
  18962. skill_split_atoi(split[5],skill_db[idx]->upkeep_time2);
  18963. skill_split_atoi(split[6],skill_db[idx]->cooldown);
  18964. #ifdef RENEWAL_CAST
  18965. skill_split_atoi(split[7],skill_db[idx]->fixed_cast);
  18966. #endif
  18967. return true;
  18968. }
  18969. /** Reads skill cast no dex db
  18970. * Structure: SkillID,Cast,Delay (optional)
  18971. */
  18972. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  18973. {
  18974. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18975. skill_db[idx]->castnodex = atoi(split[1]);
  18976. if( split[2] ) // optional column
  18977. skill_db[idx]->delaynodex = atoi(split[2]);
  18978. return true;
  18979. }
  18980. /** Reads skill no cast db
  18981. * Structure: SkillID,Flag
  18982. */
  18983. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  18984. {
  18985. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18986. skill_db[idx]->nocast |= atoi(split[1]);
  18987. return true;
  18988. }
  18989. /** Reads skill unit db
  18990. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  18991. */
  18992. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  18993. {
  18994. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18995. skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16);
  18996. skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16);
  18997. skill_split_atoi(split[3],skill_db[idx]->unit_layout_type);
  18998. skill_split_atoi(split[4],skill_db[idx]->unit_range);
  18999. skill_db[idx]->unit_interval = atoi(split[5]);
  19000. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  19001. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  19002. else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY;
  19003. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD;
  19004. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD;
  19005. else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL;
  19006. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY;
  19007. else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF;
  19008. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD;
  19009. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE;
  19010. else skill_db[idx]->unit_target = strtol(split[6],NULL,16);
  19011. skill_db[idx]->unit_flag = strtol(split[7],NULL,16);
  19012. if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  19013. skill_db[idx]->unit_target = BCT_NOENEMY;
  19014. //By default, target just characters.
  19015. skill_db[idx]->unit_target |= BL_CHAR;
  19016. if (skill_db[idx]->unit_flag&UF_NOPC)
  19017. skill_db[idx]->unit_target &= ~BL_PC;
  19018. if (skill_db[idx]->unit_flag&UF_NOMOB)
  19019. skill_db[idx]->unit_target &= ~BL_MOB;
  19020. if (skill_db[idx]->unit_flag&UF_SKILL)
  19021. skill_db[idx]->unit_target |= BL_SKILL;
  19022. return true;
  19023. }
  19024. /** Reads Produce db
  19025. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  19026. */
  19027. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  19028. {
  19029. unsigned short x, y;
  19030. unsigned short id = atoi(split[0]);
  19031. unsigned short nameid = 0;
  19032. bool found = false;
  19033. if (id >= ARRAYLENGTH(skill_produce_db)) {
  19034. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  19035. return false;
  19036. }
  19037. // Clear previous data, for importing support
  19038. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  19039. // Import just for clearing/disabling from original data
  19040. if (!(nameid = atoi(split[1]))) {
  19041. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  19042. return true;
  19043. }
  19044. if (!itemdb_exists(nameid)) {
  19045. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  19046. return false;
  19047. }
  19048. skill_produce_db[id].nameid = nameid;
  19049. skill_produce_db[id].itemlv = atoi(split[2]);
  19050. skill_produce_db[id].req_skill = atoi(split[3]);
  19051. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  19052. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  19053. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  19054. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  19055. }
  19056. if (!found)
  19057. skill_produce_count++;
  19058. return true;
  19059. }
  19060. /** Reads create arrow db
  19061. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  19062. */
  19063. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  19064. {
  19065. unsigned short x, y, i, material_id = atoi(split[0]);
  19066. if (!(itemdb_exists(material_id))) {
  19067. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  19068. return false;
  19069. }
  19070. //search if we override something, (if not i=last idx)
  19071. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  19072. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  19073. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  19074. return false;
  19075. }
  19076. // Import just for clearing/disabling from original data
  19077. if (atoi(split[1]) == 0) {
  19078. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  19079. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  19080. return true;
  19081. }
  19082. skill_arrow_db[i].nameid = material_id;
  19083. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  19084. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  19085. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  19086. }
  19087. if (i == skill_arrow_count)
  19088. skill_arrow_count++;
  19089. return true;
  19090. }
  19091. /** Reads Spell book db
  19092. * Structure: SkillID,PreservePoints,RequiredBook
  19093. */
  19094. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  19095. {
  19096. unsigned short skill_id = atoi(split[0]), points = atoi(split[1]), nameid = atoi(split[2]);
  19097. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  19098. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  19099. if (!skill_get_inf(skill_id))
  19100. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19101. else {
  19102. unsigned short i;
  19103. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  19104. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  19105. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  19106. return false;
  19107. }
  19108. // Import just for clearing/disabling from original data
  19109. if (points == 0) {
  19110. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  19111. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  19112. return true;
  19113. }
  19114. skill_spellbook_db[i].skill_id = skill_id;
  19115. skill_spellbook_db[i].point = points;
  19116. skill_spellbook_db[i].nameid = nameid;
  19117. if (i == skill_spellbook_count)
  19118. skill_spellbook_count++;
  19119. return true;
  19120. }
  19121. return false;
  19122. }
  19123. /** Reads improvise db
  19124. * Structure: SkillID,Rate
  19125. */
  19126. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  19127. {
  19128. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  19129. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  19130. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  19131. return false;
  19132. }
  19133. if ( !skill_get_inf(skill_id) ) {
  19134. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19135. return false;
  19136. }
  19137. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  19138. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  19139. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  19140. return false;
  19141. }
  19142. // Import just for clearing/disabling from original data
  19143. if (per == 0) {
  19144. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  19145. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  19146. return true;
  19147. }
  19148. skill_improvise_db[i].skill_id = skill_id;
  19149. skill_improvise_db[i].per = per; // Still need confirm it.
  19150. if (i == skill_improvise_count)
  19151. skill_improvise_count++;
  19152. return true;
  19153. }
  19154. /** Reads Magic mushroom db
  19155. * Structure: SkillID
  19156. */
  19157. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  19158. {
  19159. unsigned short i, skill_id = atoi(split[0]);
  19160. bool rem = (atoi(split[1]) == 1 ? true : false);
  19161. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  19162. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  19163. return false;
  19164. }
  19165. if (!skill_get_inf(skill_id)) {
  19166. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19167. return false;
  19168. }
  19169. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  19170. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  19171. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  19172. return false;
  19173. }
  19174. // Import just for clearing/disabling from original data
  19175. if (rem) {
  19176. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  19177. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  19178. return true;
  19179. }
  19180. skill_magicmushroom_db[i].skill_id = skill_id;
  19181. if (i == skill_magicmushroom_count)
  19182. skill_magicmushroom_count++;
  19183. return true;
  19184. }
  19185. /** Reads db of copyable skill
  19186. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  19187. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  19188. */
  19189. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  19190. {
  19191. int16 id = 0;
  19192. uint8 option = 0;
  19193. trim(split[0]);
  19194. if (ISDIGIT(split[0][0]))
  19195. id = atoi(split[0]);
  19196. else
  19197. id = skill_name2id(split[0]);
  19198. id = skill_db_isset(id, __FUNCTION__);
  19199. if ((option = atoi(split[1])) > 3) {
  19200. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  19201. return false;
  19202. }
  19203. // Import just for clearing/disabling from original data
  19204. if (option == 0) {
  19205. memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable));
  19206. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  19207. return true;
  19208. }
  19209. skill_db[id]->copyable.option = option;
  19210. skill_db[id]->copyable.joballowed = 63;
  19211. if (atoi(split[2]))
  19212. skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63);
  19213. skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  19214. return true;
  19215. }
  19216. /** Reads additional range for distance checking from NPC [Cydh]
  19217. * Structure: SkillName,AdditionalRange{,NPC Type}
  19218. * SkillID,AdditionalRange{,NPC Type}
  19219. */
  19220. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  19221. {
  19222. uint16 id = 0;
  19223. trim(split[0]);
  19224. if (ISDIGIT(split[0][0]))
  19225. id = atoi(split[0]);
  19226. else
  19227. id = skill_name2id(split[0]);
  19228. id = skill_db_isset(id, __FUNCTION__);
  19229. skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0);
  19230. skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  19231. return true;
  19232. }
  19233. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  19234. * Structure: SkillID,DummyName,RatePerLvl
  19235. */
  19236. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  19237. {
  19238. unsigned short i, skill_id = atoi(split[0]);
  19239. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  19240. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  19241. return false;
  19242. }
  19243. if (!skill_get_inf(skill_id)) {
  19244. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19245. return false;
  19246. }
  19247. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  19248. if (i >= ARRAYLENGTH(skill_abra_db)) {
  19249. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  19250. return false;
  19251. }
  19252. // Import just for clearing/disabling from original data
  19253. if (strcmp(split[1],"clear") == 0) {
  19254. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  19255. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  19256. return true;
  19257. }
  19258. skill_abra_db[i].skill_id = skill_id;
  19259. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  19260. skill_split_atoi(split[2],skill_abra_db[i].per);
  19261. if (i == skill_abra_count)
  19262. skill_abra_count++;
  19263. return true;
  19264. }
  19265. /** Reads change material db
  19266. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  19267. */
  19268. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  19269. {
  19270. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  19271. short rate = atoi(split[2]);
  19272. bool found = false;
  19273. int x, y;
  19274. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  19275. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  19276. return false;
  19277. }
  19278. // Clear previous data, for importing support
  19279. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  19280. found = true;
  19281. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  19282. }
  19283. // Import just for clearing/disabling from original data
  19284. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  19285. if (nameid == 0) {
  19286. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  19287. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  19288. return true;
  19289. }
  19290. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  19291. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  19292. if (skill_produce_db[x].nameid == nameid)
  19293. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  19294. break;
  19295. }
  19296. if (x >= MAX_SKILL_PRODUCE_DB) {
  19297. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  19298. return false;
  19299. }
  19300. skill_changematerial_db[id].nameid = nameid;
  19301. skill_changematerial_db[id].rate = rate;
  19302. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  19303. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  19304. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  19305. }
  19306. if (!found)
  19307. skill_changematerial_count++;
  19308. return true;
  19309. }
  19310. #ifdef ADJUST_SKILL_DAMAGE
  19311. /**
  19312. * Reads skill damage adjustment
  19313. * @author [Lilith]
  19314. */
  19315. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  19316. {
  19317. uint16 id = 0;
  19318. trim(split[0]);
  19319. if (ISDIGIT(split[0][0]))
  19320. id = atoi(split[0]);
  19321. else
  19322. id = skill_name2id(split[0]);
  19323. id = skill_db_isset(id, __FUNCTION__);
  19324. memset(&skill_db[id]->damage,0,sizeof(struct s_skill_damage));
  19325. skill_db[id]->damage.caster |= atoi(split[1]);
  19326. skill_db[id]->damage.map |= atoi(split[2]);
  19327. skill_db[id]->damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  19328. if (split[3])
  19329. skill_db[id]->damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  19330. if (split[4])
  19331. skill_db[id]->damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  19332. if (split[5])
  19333. skill_db[id]->damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  19334. return true;
  19335. }
  19336. #endif
  19337. /**
  19338. * Init dummy skill db also init Skill DB allocation
  19339. * @param skill_id
  19340. * @return Skill Index
  19341. **/
  19342. static uint16 skill_db_create(uint16 skill_id) {
  19343. if (skill_num >= MAX_SKILL) {
  19344. ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.h\n", MAX_SKILL);
  19345. return 0;
  19346. }
  19347. if (!skill_num)
  19348. CREATE(skill_db, struct s_skill_db *, 1);
  19349. else
  19350. RECREATE(skill_db, struct s_skill_db *, skill_num+1);
  19351. CREATE(skill_db[skill_num], struct s_skill_db, 1);
  19352. if (skill_id > 0) {
  19353. safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name));
  19354. safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc));
  19355. }
  19356. skill_db[skill_num]->nameid = skill_id;
  19357. skilldb_id2idx[skill_id] = skill_num;
  19358. return skill_next_idx();
  19359. }
  19360. static void skill_db_destroy(void) {
  19361. uint16 i;
  19362. for (i = 0; i < SKILL_MAX_DB(); i++) {
  19363. if (skill_db[i]) {
  19364. skill_destroy_requirement(i);
  19365. aFree(skill_db[i]);
  19366. }
  19367. skill_db[i] = NULL;
  19368. }
  19369. skill_num = 0;
  19370. aFree(skill_db);
  19371. skill_db = NULL;
  19372. }
  19373. /*===============================
  19374. * DB reading.
  19375. * skill_db.txt
  19376. * skill_require_db.txt
  19377. * skill_cast_db.txt
  19378. * skill_castnodex_db.txt
  19379. * skill_nocast_db.txt
  19380. * skill_unit_db.txt
  19381. * produce_db.txt
  19382. * create_arrow_db.txt
  19383. * abra_db.txt
  19384. *------------------------------*/
  19385. static void skill_readdb(void)
  19386. {
  19387. int i;
  19388. const char* dbsubpath[] = {
  19389. "",
  19390. "/"DBIMPORT,
  19391. //add other path here
  19392. };
  19393. db_clear(skilldb_name2id);
  19394. for(i = 0; i < (UINT16_MAX+1); i++)
  19395. skilldb_id2idx[i] = 0;
  19396. skill_db_destroy();
  19397. skill_db_create(0);
  19398. memset(skill_produce_db,0,sizeof(skill_produce_db));
  19399. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  19400. memset(skill_abra_db,0,sizeof(skill_abra_db));
  19401. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  19402. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  19403. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  19404. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  19405. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  19406. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  19407. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  19408. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  19409. char* dbsubpath1 = (char*)aMalloc(n1+1);
  19410. char* dbsubpath2 = (char*)aMalloc(n2+1);
  19411. if (i == 0) {
  19412. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19413. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  19414. } else {
  19415. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19416. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  19417. }
  19418. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, -1, skill_parse_row_skilldb, i);
  19419. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, -1, skill_parse_row_requiredb, i);
  19420. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, -1, skill_parse_row_castdb, i);
  19421. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, i);
  19422. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, -1, skill_parse_row_unitdb, i);
  19423. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i);
  19424. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  19425. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  19426. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  19427. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i);
  19428. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i);
  19429. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, -1, skill_parse_row_copyabledb, i);
  19430. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  19431. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i);
  19432. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, i);
  19433. #ifdef ADJUST_SKILL_DAMAGE
  19434. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, -1, skill_parse_row_skilldamage, i);
  19435. #endif
  19436. aFree(dbsubpath1);
  19437. aFree(dbsubpath2);
  19438. }
  19439. skill_init_unit_layout();
  19440. skill_init_nounit_layout();
  19441. }
  19442. void skill_reload (void) {
  19443. struct s_mapiterator *iter;
  19444. struct map_session_data *sd;
  19445. skill_readdb();
  19446. initChangeTables(); // Re-init Status Change tables
  19447. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  19448. iter = mapit_getallusers();
  19449. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  19450. pc_validate_skill(sd);
  19451. clif_skillinfoblock(sd);
  19452. }
  19453. mapit_free(iter);
  19454. }
  19455. /*==========================================
  19456. *
  19457. *------------------------------------------*/
  19458. void do_init_skill(void)
  19459. {
  19460. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  19461. skill_readdb();
  19462. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  19463. skillunit_db = idb_alloc(DB_OPT_BASE);
  19464. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  19465. bowling_db = idb_alloc(DB_OPT_BASE);
  19466. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_CACHE_OPTIONS);
  19467. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_CACHE_OPTIONS);
  19468. ers_chunk_size(skill_unit_ers, 150);
  19469. ers_chunk_size(skill_timer_ers, 150);
  19470. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  19471. add_timer_func_list(skill_castend_id,"skill_castend_id");
  19472. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  19473. add_timer_func_list(skill_timerskill,"skill_timerskill");
  19474. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  19475. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  19476. }
  19477. void do_final_skill(void)
  19478. {
  19479. db_destroy(skilldb_name2id);
  19480. db_destroy(skillunit_group_db);
  19481. db_destroy(skillunit_db);
  19482. db_destroy(skillusave_db);
  19483. db_destroy(bowling_db);
  19484. skill_db_destroy();
  19485. ers_destroy(skill_unit_ers);
  19486. ers_destroy(skill_timer_ers);
  19487. }