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- // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
- // For more information, see LICENCE in the main folder
- #include "../common/cbasetypes.h"
- #include "../common/timer.h"
- #include "../common/nullpo.h"
- #include "../common/malloc.h"
- #include "../common/showmsg.h"
- #include "../common/strlib.h"
- #include "../common/utils.h"
- #include "../common/ers.h"
- #include "skill.h"
- #include "map.h"
- #include "path.h"
- #include "clif.h"
- #include "pc.h"
- #include "status.h"
- #include "pet.h"
- #include "homunculus.h"
- #include "mercenary.h"
- #include "mob.h"
- #include "npc.h"
- #include "battle.h"
- #include "battleground.h"
- #include "party.h"
- #include "itemdb.h"
- #include "script.h"
- #include "intif.h"
- #include "log.h"
- #include "chrif.h"
- #include "guild.h"
- #include "date.h"
- #include "unit.h"
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <time.h>
- #define SKILLUNITTIMER_INTERVAL 100
- // ranges reserved for mapping skill ids to skilldb offsets
- #define GD_SKILLRANGEMIN 900
- #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
- #define MC_SKILLRANGEMIN 800
- #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN+MAX_MERCSKILL
- #define HM_SKILLRANGEMIN 700
- #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
- static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
- static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
- DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
- DBMap* skilldb_name2id = NULL;
- struct s_skill_db skill_db[MAX_SKILL_DB];
- struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
- struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
- struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
- struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
- int firewall_unit_pos;
- int icewall_unit_pos;
- //Since only mob-casted splash skills can hit ice-walls
- #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
- /// Returns the id of the skill, or 0 if not found.
- int skill_name2id(const char* name)
- {
- if( name == NULL )
- return 0;
- return (int)strdb_get(skilldb_name2id, name);
- }
- /// Maps skill ids to skill db offsets.
- /// Returns the skill's array index, or 0 (Unknown Skill).
- int skill_get_index( int id )
- {
- // avoid ranges reserved for mapping guild/homun/mercenary skills
- if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
- || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
- || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
- return 0;
- // map skill id to skill db index
- if( id >= GD_SKILLBASE )
- id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
- else
- if( id >= MC_SKILLBASE )
- id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
- else
- if( id >= HM_SKILLBASE )
- id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
- else
- ; // identity
- // validate result
- if( id <= 0 || id >= MAX_SKILL_DB )
- return 0;
- return id;
- }
- const char* skill_get_name( int id )
- {
- return skill_db[skill_get_index(id)].name;
- }
- const char* skill_get_desc( int id )
- {
- return skill_db[skill_get_index(id)].desc;
- }
- // out of bounds error checking [celest]
- static void skill_chk(int* id, int lv)
- {
- *id = skill_get_index(*id); // checks/adjusts id
- if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
- }
- #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
- // Skill DB
- int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
- int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
- int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
- int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
- int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
- int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
- int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
- int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
- int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
- int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
- int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
- int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
- int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
- int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
- int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
- int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
- int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
- int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
- int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
- int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
- int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
- int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
- int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
- int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
- int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
- int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
- int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
- int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
- int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
- int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
- int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
- int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
- int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
- int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
- int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
- int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
- int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
- int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
- int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
- int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
- int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
- int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
- int skill_tree_get_max(int id, int b_class)
- {
- int i;
- b_class = pc_class2idx(b_class);
- ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
- if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
- return skill_tree[b_class][i].max;
- else
- return skill_get_max(id);
- }
- int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
- int skill_frostjoke_scream(struct block_list *bl,va_list ap);
- int status_change_timer_sub(struct block_list *bl, va_list ap);
- int skill_attack_area(struct block_list *bl,va_list ap);
- struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
- int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
- int skill_greed(struct block_list *bl, va_list ap);
- static int skill_cell_overlap(struct block_list *bl, va_list ap);
- static int skill_trap_splash(struct block_list *bl, va_list ap);
- struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
- static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
- static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
- static int skill_unit_effect(struct block_list *bl,va_list ap);
- int enchant_eff[5] = { 10, 14, 17, 19, 20 };
- int deluge_eff[5] = { 5, 9, 12, 14, 15 };
- int skill_get_casttype (int id)
- {
- int inf = skill_get_inf(id);
- if (inf&(INF_GROUND_SKILL))
- return CAST_GROUND;
- if (inf&INF_SUPPORT_SKILL)
- return CAST_NODAMAGE;
- if (inf&INF_SELF_SKILL) {
- if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
- return CAST_DAMAGE; //Combo skill.
- return CAST_NODAMAGE;
- }
- if (skill_get_nk(id)&NK_NO_DAMAGE)
- return CAST_NODAMAGE;
- return CAST_DAMAGE;
- };
- //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
- int skill_get_range2 (struct block_list *bl, int id, int lv)
- {
- int range;
- if( bl->type == BL_MOB && !(battle_config.mob_ai&0x400) )
- return 9; //Mobs have a range of 9 regardless of skill used.
- range = skill_get_range(id, lv);
- if( range < 0 )
- {
- if( battle_config.use_weapon_skill_range&bl->type )
- return status_get_range(bl);
- range *=-1;
- }
- //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
- switch( id )
- {
- case AC_SHOWER: case MA_SHOWER:
- case AC_DOUBLE: case MA_DOUBLE:
- case HT_BLITZBEAT:
- case AC_CHARGEARROW:
- case MA_CHARGEARROW:
- case SN_FALCONASSAULT:
- case SN_SHARPSHOOTING:
- case MA_SHARPSHOOTING:
- case HT_POWER:
- if( bl->type == BL_PC )
- range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
- else
- range += 10; //Assume level 10?
- break;
- // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
- case GS_RAPIDSHOWER:
- case GS_PIERCINGSHOT:
- case GS_FULLBUSTER:
- case GS_SPREADATTACK:
- case GS_GROUNDDRIFT:
- if (bl->type == BL_PC)
- range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
- else
- range += 10; //Assume level 10?
- break;
- case NJ_KIRIKAGE:
- if (bl->type == BL_PC)
- range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
- break;
- }
- if( !range && bl->type != BL_PC )
- return 9; // Enable non players to use self skills on others. [Skotlex]
- return range;
- }
- int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal)
- {
- int skill, hp;
- struct map_session_data *sd = map_id2sd(src->id);
- struct map_session_data *tsd = map_id2sd(target->id);
- struct status_change* sc;
- switch( skill_id )
- {
- case BA_APPLEIDUN:
- hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
- if( sd )
- hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
- break;
- case PR_SANCTUARY:
- hp = (skill_lv>6)?777:skill_lv*100;
- break;
- case NPC_EVILLAND:
- hp = (skill_lv>6)?666:skill_lv*100;
- break;
- default:
- if (skill_lv >= battle_config.max_heal_lv)
- return battle_config.max_heal;
- hp = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
- if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
- hp += hp * skill * 2 / 100;
- else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
- hp += hp * skill * 2 / 100;
- break;
- }
- if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
- hp >>= 1;
- if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
- hp += hp*skill/100;
-
- if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
- hp += hp*skill/100;
- sc = status_get_sc(target);
- if( sc && sc->count )
- {
- if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
- hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
- if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
- hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
- }
- return hp;
- }
- // Making plagiarize check its own function [Aru]
- int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
- {
- struct status_change* sc;
- sc = status_get_sc(bl);
- // Never copy NPC/Wedding Skills
- if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
- return 0;
- // High-class skills
- if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
- {
- if(battle_config.copyskill_restrict == 2)
- return 0;
- else if(battle_config.copyskill_restrict)
- return (sd->status.class_ == JOB_STALKER);
- }
- //Added so plagarize can't copy agi/bless if you're undead since it damages you
- if ((skillid == AL_INCAGI || skillid == AL_BLESSING || skillid == CASH_BLESSING || skillid == CASH_INCAGI))
- return 0;
- return 1;
- }
- // [MouseJstr] - skill ok to cast? and when?
- int skillnotok (int skillid, struct map_session_data *sd)
- {
- int i,m;
- nullpo_retr (1, sd);
- m = sd->bl.m;
- i = skill_get_index(skillid);
- if (i == 0)
- return 1; // invalid skill id
- if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
- return 0; // GMs can do any damn thing they want
- if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
- return 0; // Teleport lv 3 bypasses this check.[Inkfish]
- if (sd->blockskill[i] > 0)
- return 1;
- // Check skill restrictions [Celest]
- if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
- return 1;
- if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
- return 1;
- if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
- return 1;
- if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
- return 1;
- if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
- return 1;
- switch (skillid) {
- case AL_WARP:
- if(map[m].flag.nowarp) {
- clif_skill_teleportmessage(sd,0);
- return 1;
- }
- return 0;
- case AL_TELEPORT:
- if(map[m].flag.noteleport) {
- clif_skill_teleportmessage(sd,0);
- return 1;
- }
- return 0; // gonna be checked in 'skill_castend_nodamage_id'
- case WE_CALLPARTNER:
- case WE_CALLPARENT:
- case WE_CALLBABY:
- if (map[m].flag.nomemo) {
- clif_skill_teleportmessage(sd,1);
- return 1;
- }
- break;
- case MC_VENDING:
- case MC_IDENTIFY:
- return 0; // always allowed
- case WZ_ICEWALL:
- // noicewall flag [Valaris]
- if (map[m].flag.noicewall) {
- clif_skill_fail(sd,skillid,0,0);
- return 1;
- }
- break;
- case GD_EMERGENCYCALL:
- if (
- !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
- !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
- (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
- ) {
- clif_skill_fail(sd,skillid,0,0);
- return 1;
- }
- break;
- }
- return (map[m].flag.noskill);
- }
- int skillnotok_hom(int skillid, struct homun_data *hd)
- {
- int i = skill_get_index(skillid);
- nullpo_retr(1,hd);
- if (i == 0)
- return 1; // invalid skill id
- if (hd->blockskill[i] > 0)
- return 1;
- //Use master's criteria.
- return skillnotok(skillid, hd->master);
- }
- int skillnotok_mercenary(int skillid, struct mercenary_data *md)
- {
- int i = skill_get_index(skillid);
- nullpo_retr(1,md);
- if( i == 0 )
- return 1; // Invalid Skill ID
- if( md->blockskill[i] > 0 )
- return 1;
- return skillnotok(skillid, md->master);
- }
- struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
- {
- int pos = skill_get_unit_layout_type(skillid,skilllv);
- int dir;
- if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
- ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
- pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
- }
- if (pos != -1) // simple single-definition layout
- return &skill_unit_layout[pos];
- dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
- if (skillid == MG_FIREWALL)
- return &skill_unit_layout [firewall_unit_pos + dir];
- else if (skillid == WZ_ICEWALL)
- return &skill_unit_layout [icewall_unit_pos + dir];
- ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
- return &skill_unit_layout[0]; // default 1x1 layout
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
- {
- struct map_session_data *sd, *dstsd;
- struct mob_data *md, *dstmd;
- struct status_data *sstatus, *tstatus;
- struct status_change *sc, *tsc;
- enum sc_type status;
- int skill;
- int rate;
- nullpo_retr(0, src);
- nullpo_retr(0, bl);
- if(skillid < 0) return 0;
- if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
- if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
- return 0;
- sd = BL_CAST(BL_PC, src);
- md = BL_CAST(BL_MOB, src);
- dstsd = BL_CAST(BL_PC, bl);
- dstmd = BL_CAST(BL_MOB, bl);
- sc = status_get_sc(src);
- tsc = status_get_sc(bl);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(bl);
- if (!tsc) //skill additional effect is about adding effects to the target...
- //So if the target can't be inflicted with statuses, this is pointless.
- return 0;
- if( sd )
- { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
- if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
- { // Trigger status effects
- enum sc_type type;
- int i;
- for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
- {
- rate = sd->addeff[i].rate;
- if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
- rate += sd->addeff[i].arrow_rate;
- if( !rate ) continue;
- if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_SKILL)) != (ATF_WEAPON|ATF_SKILL) )
- { // Trigger has attack type consideration.
- if( (sd->addeff[i].flag&ATF_WEAPON && !(attack_type&BF_WEAPON)) || (sd->addeff[i].flag&ATF_SKILL && !(attack_type&(BF_MAGIC|BF_MISC))) )
- continue;
- }
- if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
- { // Trigger has range consideration.
- if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
- (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
- continue; //Range Failed.
- }
- type = sd->addeff[i].id;
- skill = skill_get_time2(status_sc2skill(type),7);
- if (sd->addeff[i].flag&ATF_TARGET)
- status_change_start(bl,type,rate,7,0,0,0,skill,0);
- if (sd->addeff[i].flag&ATF_SELF)
- status_change_start(src,type,rate,7,0,0,0,skill,0);
- }
- }
- if( skillid )
- { // Trigger status effects on skills
- enum sc_type type;
- int i;
- for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
- {
- if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
- continue;
- type = sd->addeff3[i].id;
- skill = skill_get_time2(status_sc2skill(type),7);
- if( sd->addeff3[i].target&ATF_TARGET )
- status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
- if( sd->addeff3[i].target&ATF_SELF )
- status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
- }
- }
- }
- if( dmg_lv < ATK_DEF ) // no damage, return;
- return 0;
- switch(skillid)
- {
- case 0: // Normal attacks (no skill used)
- {
- if( attack_type&BF_SKILL )
- break; // If a normal attack is a skill, it's splash damage. [Inkfish]
- if(sd) {
- // Automatic trigger of Blitz Beat
- if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
- rand()%1000 <= sstatus->luk*10/3+1 ) {
- rate=(sd->status.job_level+9)/10;
- skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
- }
- // Gank
- if(dstmd && sd->status.weapon != W_BOW &&
- (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
- (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
- if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
- clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
- else
- clif_skill_fail(sd,RG_SNATCHER,0,0);
- }
- // Chance to trigger Taekwon kicks [Dralnu]
- if(sc && !sc->data[SC_COMBO]) {
- if(sc->data[SC_READYSTORM] &&
- sc_start(src,SC_COMBO, 15, TK_STORMKICK,
- (2000 - 4*sstatus->agi - 2*sstatus->dex)))
- ; //Stance triggered
- else if(sc->data[SC_READYDOWN] &&
- sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
- (2000 - 4*sstatus->agi - 2*sstatus->dex)))
- ; //Stance triggered
- else if(sc->data[SC_READYTURN] &&
- sc_start(src,SC_COMBO, 15, TK_TURNKICK,
- (2000 - 4*sstatus->agi - 2*sstatus->dex)))
- ; //Stance triggered
- else if(sc->data[SC_READYCOUNTER])
- { //additional chance from SG_FRIEND [Komurka]
- rate = 20;
- if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
- rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
- status_change_end(src,SC_SKILLRATE_UP,-1);
- }
- sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
- (2000 - 4*sstatus->agi - 2*sstatus->dex));
- }
- }
- }
- if (sc) {
- struct status_change_entry *sce;
- // Enchant Poison gives a chance to poison attacked enemies
- if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
- status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
- skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
- // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
- if((sce=sc->data[SC_EDP]))
- sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
- skill_get_time2(ASC_EDP,sce->val1));
- }
- }
- break;
- case SM_BASH:
- if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
- //TODO: How much % per base level it actually is?
- sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
- skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
- }
- break;
- case MER_CRASH:
- sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
- break;
- case AS_VENOMKNIFE:
- if (sd) //Poison chance must be that of Envenom. [Skotlex]
- skilllv = pc_checkskill(sd, TF_POISON);
- case TF_POISON:
- case AS_SPLASHER:
- if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
- && sd && skillid==TF_POISON
- )
- clif_skill_fail(sd,skillid,0,0);
- break;
- case AS_SONICBLOW:
- sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
- break;
- case WZ_FIREPILLAR:
- unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
- break;
- case MG_FROSTDIVER:
- case WZ_FROSTNOVA:
- sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case WZ_STORMGUST:
- //Tharis pointed out that this is normal freeze chance with a base of 300%
- if(tsc->sg_counter >= 3 &&
- sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
- tsc->sg_counter = 0;
- break;
- case WZ_METEOR:
- sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case WZ_VERMILION:
- sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
- break;
- case HT_FLASHER:
- sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
- break;
- case HT_LANDMINE:
- case MA_LANDMINE:
- sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
- break;
- case HT_SHOCKWAVE:
- status_percent_damage(src, bl, 0, 15*skilllv+5, false);
- break;
- case HT_SANDMAN:
- case MA_SANDMAN:
- sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
- break;
- case TF_SPRINKLESAND:
- sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case TF_THROWSTONE:
- sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
- sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case NPC_DARKCROSS:
- case CR_HOLYCROSS:
- sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- //Chance to cause blind status vs demon and undead element, but not against players
- if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
- sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
- attack_type |= BF_WEAPON;
- break;
- case AM_ACIDTERROR:
- sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
- if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
- clif_emotion(bl,23);
- break;
- case AM_DEMONSTRATION:
- skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
- break;
- case CR_SHIELDCHARGE:
- sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
- break;
- case PA_PRESSURE:
- status_percent_damage(src, bl, 0, 15+5*skilllv, false);
- break;
- case RG_RAID:
- sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
- sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
- break;
- case BA_FROSTJOKER:
- sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
- break;
- case DC_SCREAM:
- sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
- break;
- case BD_LULLABY:
- sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case DC_UGLYDANCE:
- rate = 5+5*skilllv;
- if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
- rate += 5+skill;
- status_zap(bl, 0, rate);
- break;
- case SL_STUN:
- if (tstatus->size==1) //Only stuns mid-sized mobs.
- sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
- break;
- case NPC_PETRIFYATTACK:
- sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
- skilllv,0,0,skill_get_time(skillid,skilllv),
- skill_get_time2(skillid,skilllv));
- break;
- case NPC_CURSEATTACK:
- case NPC_SLEEPATTACK:
- case NPC_BLINDATTACK:
- case NPC_POISON:
- case NPC_SILENCEATTACK:
- case NPC_STUNATTACK:
- case NPC_HELLPOWER:
- sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case NPC_ACIDBREATH:
- case NPC_ICEBREATH:
- sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case NPC_BLEEDING:
- sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
- break;
- case NPC_MENTALBREAKER:
- { //Based on observations by Tharis, Mental Breaker should do SP damage
- //equal to Matk*skLevel.
- rate = sstatus->matk_min;
- if (rate < sstatus->matk_max)
- rate += rand()%(sstatus->matk_max - sstatus->matk_min);
- rate*=skilllv;
- status_zap(bl, 0, rate);
- break;
- }
- // Equipment breaking monster skills [Celest]
- case NPC_WEAPONBRAKER:
- skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
- break;
- case NPC_ARMORBRAKE:
- skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
- break;
- case NPC_HELMBRAKE:
- skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
- break;
- case NPC_SHIELDBRAKE:
- skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
- break;
- case CH_TIGERFIST:
- sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
- break;
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
- break;
- case ST_REJECTSWORD:
- sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
- break;
- case PF_FOGWALL:
- if (src != bl && !tsc->data[SC_DELUGE])
- status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
- break;
- case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
- if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
- sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
- break;
- case LK_JOINTBEAT:
- status = status_skill2sc(skillid);
- if (tsc->jb_flag) {
- sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
- tsc->jb_flag = 0;
- }
- break;
- case ASC_METEORASSAULT:
- //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
- switch(rand()%3) {
- case 0:
- sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
- break;
- case 1:
- sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
- break;
- default:
- sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
- }
- break;
- case HW_NAPALMVULCAN:
- sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case WS_CARTTERMINATION: // Cart termination
- sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case CR_ACIDDEMONSTRATION:
- skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
- break;
- case TK_DOWNKICK:
- sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case TK_JUMPKICK:
- if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
- {// debuff the following statuses
- status_change_end(bl, SC_SPIRIT, -1);
- status_change_end(bl, SC_ADRENALINE2, -1);
- status_change_end(bl, SC_KAITE, -1);
- status_change_end(bl, SC_KAAHI, -1);
- status_change_end(bl, SC_ONEHAND, -1);
- status_change_end(bl, SC_ASPDPOTION2, -1);
- }
- break;
- case TK_TURNKICK:
- case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
- if(attack_type&BF_MISC) //70% base stun chance...
- sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case GS_BULLSEYE: //0.1% coma rate.
- if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
- status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
- break;
- case GS_PIERCINGSHOT:
- sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
- break;
- case NJ_HYOUSYOURAKU:
- sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
- break;
- case GS_FLING:
- sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
- break;
- case GS_DISARM:
- rate = 3*skilllv;
- if (sstatus->dex > tstatus->dex)
- rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
- skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case NPC_EVILLAND:
- sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case NPC_HELLJUDGEMENT:
- sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case NPC_CRITICALWOUND:
- sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
- break;
- }
- if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
- { //Pass heritage to Master for status causing effects. [Skotlex]
- sd = map_id2sd(md->master_id);
- src = sd?&sd->bl:src;
- }
- if( attack_type&BF_WEAPON )
- { // Coma, Breaking Equipment
- if( sd && sd->special_state.bonus_coma )
- {
- rate = sd->weapon_coma_ele[tstatus->def_ele];
- rate += sd->weapon_coma_race[tstatus->race];
- rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
- if (rate)
- status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
- }
- if( sd && battle_config.equip_self_break_rate )
- { // Self weapon breaking
- rate = battle_config.equip_natural_break_rate;
- if( sc )
- {
- if(sc->data[SC_OVERTHRUST])
- rate += 10;
- if(sc->data[SC_MAXOVERTHRUST])
- rate += 10;
- }
- if( rate )
- skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
- }
- if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
- { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
- // Target weapon breaking
- rate = 0;
- if( sd )
- rate += sd->break_weapon_rate;
- if( sc && sc->data[SC_MELTDOWN] )
- rate += sc->data[SC_MELTDOWN]->val2;
- if( rate )
- skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
- // Target armor breaking
- rate = 0;
- if( sd )
- rate += sd->break_armor_rate;
- if( sc && sc->data[SC_MELTDOWN] )
- rate += sc->data[SC_MELTDOWN]->val3;
- if( rate )
- skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
- }
- }
- // Autospell when attacking
- if( sd && !status_isdead(bl) && sd->autospell[0].id )
- {
- struct block_list *tbl;
- struct unit_data *ud;
- int i, skilllv;
- for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
- if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
- sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
- sd->autospell[i].flag&attack_type&BF_SKILLMASK))
- continue; // one or more trigger conditions were not fulfilled
- skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
- if (skillnotok(skill, sd))
- continue;
- skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
- if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
- rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
- if (rand()%1000 > rate)
- continue;
- if( !battle_check_range(src, bl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
- continue; //Autocasts should always fail if the target is outside the skill range or an obstacle is in between.[Inkfish]
- if (sd->autospell[i].id < 0)
- tbl = src;
- else
- tbl = bl;
- sd->state.autocast = 1;
- skill_consume_requirement(sd,skill,skilllv,1);
- switch (skill_get_casttype(skill)) {
- case CAST_GROUND:
- skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
- break;
- }
- sd->state.autocast = 0;
- //Set canact delay. [Skotlex]
- ud = unit_bl2ud(src);
- if (ud) {
- rate = skill_delayfix(src, skill, skilllv);
- if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
- ud->canact_tick = tick+rate;
- if ( battle_config.display_status_timers && sd )
- clif_status_change(src, SI_ACTIONDELAY, 1, rate);
- }
- }
- }
- }
- //Autobonus when attacking
- if( sd && sd->autobonus[0].rate )
- {
- int i;
- for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
- {
- if( rand()%1000 > sd->autobonus[i].rate )
- continue;
- if( sd->autobonus[i].active != INVALID_TIMER )
- continue;
- if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
- sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
- sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
- continue; // one or more trigger conditions were not fulfilled
- pc_exeautobonus(sd,&sd->autobonus[i]);
- }
- }
- //Polymorph
- if(sd && sd->classchange && attack_type&BF_WEAPON &&
- dstmd && !(tstatus->mode&MD_BOSS) &&
- (rand()%10000 < sd->classchange))
- {
- struct mob_db *mob;
- int class_;
- skill = 0;
- do {
- do {
- class_ = rand() % MAX_MOB_DB;
- } while (!mobdb_checkid(class_));
- rate = rand() % 1000000;
- mob = mob_db(class_);
- } while (
- (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
- (skill++) < 2000);
- if (skill < 2000)
- mob_class_change(dstmd,class_);
- }
- return 0;
- }
- int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick)
- {
- int skill, skilllv, i;
- struct block_list *tbl;
- if( sd == NULL || skillid <= 0 )
- return 0;
- sd->state.skillonskill = 1;
- for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ )
- {
- if( sd->autospell3[i].flag != skillid )
- continue;
- skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
- if( skillnotok(skill, sd) )
- continue;
- skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
- if( skilllv < 0 ) skilllv = 1 + rand()%(-skilllv);
- if( sd->autospell3[i].id >= 0 && bl == NULL )
- continue; // No target
- if( rand()%1000 > sd->autospell3[i].rate )
- continue;
- if( !battle_check_range(&sd->bl, bl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
- continue;
- if( sd->autospell3[i].id < 0 )
- tbl = &sd->bl;
- else
- tbl = bl;
- sd->state.autocast = 1;
- skill_consume_requirement(sd,skill,skilllv,1);
- switch( skill_get_casttype(skill) )
- {
- case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
- case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
- case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
- }
- sd->state.autocast = 0;
- }
- if( sd && sd->autobonus3[0].rate )
- {
- for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
- {
- if( rand()%1000 > sd->autobonus3[i].rate )
- continue;
- if( sd->autobonus3[i].active != INVALID_TIMER )
- continue;
- if( sd->autobonus3[i].atk_type != skillid )
- continue;
- pc_exeautobonus(sd,&sd->autobonus3[i]);
- }
- }
- sd->state.skillonskill = 0;
- return 1;
- }
- /* Splitted off from skill_additional_effect, which is never called when the
- * attack skill kills the enemy. Place in this function counter status effects
- * when using skills (eg: Asura's sp regen penalty, or counter-status effects
- * from cards) that will take effect on the source, not the target. [Skotlex]
- * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
- * type of skills, so not every instance of skill_additional_effect needs a call
- * to this one.
- */
- int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
- {
- int rate;
- struct map_session_data *sd=NULL;
- struct map_session_data *dstsd=NULL;
- struct status_change *tsc;
- nullpo_retr(0, src);
- nullpo_retr(0, bl);
- if(skillid < 0) return 0;
- if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
- tsc = status_get_sc(bl);
- if (tsc && !tsc->count)
- tsc = NULL;
- sd = BL_CAST(BL_PC, src);
- dstsd = BL_CAST(BL_PC, bl);
- if(dstsd && attack_type&BF_WEAPON)
- { //Counter effects.
- enum sc_type type;
- int i, time;
- for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
- {
- rate = dstsd->addeff2[i].rate;
- if (attack_type&BF_LONG)
- rate+=dstsd->addeff2[i].arrow_rate;
- if (!rate) continue;
- if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
- { //Trigger has range consideration.
- if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
- (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
- continue; //Range Failed.
- }
- type = dstsd->addeff2[i].id;
- time = skill_get_time2(status_sc2skill(type),7);
- if (dstsd->addeff2[i].flag&ATF_TARGET)
- status_change_start(src,type,rate,7,0,0,0,time,0);
- if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
- status_change_start(bl,type,rate,7,0,0,0,time,0);
- }
- }
- switch(skillid){
- case 0: //Normal Attack
- if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1)
- tsc->data[SC_KAAHI]->val4 = add_timer(
- tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1),
- kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
- break;
- case MO_EXTREMITYFIST:
- sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case GS_FULLBUSTER:
- sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case HFLI_SBR44: //[orn]
- case HVAN_EXPLOSION:
- if(src->type == BL_HOM){
- TBL_HOM *hd = (TBL_HOM*)src;
- hd->homunculus.intimacy = 200;
- if (hd->master)
- clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
- }
- break;
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- attack_type |= BF_WEAPON;
- break;
- }
- if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
- rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
- sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
- if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
- !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
- (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
- ){ //Soul Drain should only work on targetted spells [Skotlex]
- if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
- clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
- status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
- }
- if( sd && status_isdead(bl) && attack_type&BF_WEAPON )
- {
- int sp = 0, hp = 0;
- sp += sd->sp_gain_value;
- sp += sd->sp_gain_race[status_get_race(bl)];
- sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
- hp += sd->hp_gain_value;
- if( hp || sp )
- status_heal(src, hp, sp, battle_config.show_hp_sp_gain?2:0);
- }
- // Trigger counter-spells to retaliate against damage causing skills.
- if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
- !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
- {
- struct block_list *tbl;
- struct unit_data *ud;
- int i, skillid, skilllv, rate;
- for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
- if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
- dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
- dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
- continue; // one or more trigger conditions were not fulfilled
- skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
- skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
- if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
- rate = dstsd->autospell2[i].rate;
- if (attack_type&BF_LONG)
- rate>>=1;
- if (skillnotok(skillid, dstsd))
- continue;
- if (rand()%1000 > rate)
- continue;
- if( !battle_check_range(src, bl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) )
- continue;
- if (dstsd->autospell2[i].id < 0)
- tbl = bl;
- else
- tbl = src;
- dstsd->state.autocast = 1;
- skill_consume_requirement(dstsd,skillid,skilllv,1);
- switch (skill_get_casttype(skillid)) {
- case CAST_GROUND:
- skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
- break;
- }
- dstsd->state.autocast = 0;
- //Set canact delay. [Skotlex]
- ud = unit_bl2ud(bl);
- if (ud) {
- rate = skill_delayfix(bl, skillid, skilllv);
- if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
- ud->canact_tick = tick+rate;
- if ( battle_config.display_status_timers && dstsd )
- clif_status_change(bl, SI_ACTIONDELAY, 1, rate);
- }
- }
- }
- }
- //Autobonus when attacked
- if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
- {
- int i;
- for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
- {
- if( rand()%1000 > dstsd->autobonus2[i].rate )
- continue;
- if( dstsd->autobonus2[i].active != INVALID_TIMER )
- continue;
- if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
- dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
- dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
- continue; // one or more trigger conditions were not fulfilled
- pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
- }
- }
- return 0;
- }
- /*=========================================================================
- Breaks equipment. On-non players causes the corresponding strip effect.
- - rate goes from 0 to 10000 (100.00%)
- - flag is a BCT_ flag to indicate which type of adjustment should be used
- (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
- --------------------------------------------------------------------------*/
- int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
- {
- const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
- const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
- const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
- struct status_change *sc = status_get_sc(bl);
- int i,j;
- TBL_PC *sd;
- sd = BL_CAST(BL_PC, bl);
- if (sc && !sc->count)
- sc = NULL;
- if (sd) {
- if (sd->unbreakable_equip)
- where &= ~sd->unbreakable_equip;
- if (sd->unbreakable)
- rate -= rate*sd->unbreakable/100;
- if (where&EQP_WEAPON) {
- switch (sd->status.weapon) {
- case W_FIST: //Bare fists should not break :P
- case W_1HAXE:
- case W_2HAXE:
- case W_MACE: // Axes and Maces can't be broken [DracoRPG]
- case W_2HMACE:
- case W_STAFF:
- case W_2HSTAFF:
- case W_BOOK: //Rods and Books can't be broken [Skotlex]
- case W_HUUMA:
- where &= ~EQP_WEAPON;
- }
- }
- }
- if (flag&BCT_ENEMY) {
- if (battle_config.equip_skill_break_rate != 100)
- rate = rate*battle_config.equip_skill_break_rate/100;
- } else if (flag&(BCT_PARTY|BCT_SELF)) {
- if (battle_config.equip_self_break_rate != 100)
- rate = rate*battle_config.equip_self_break_rate/100;
- }
- for (i = 0; i < 4; i++) {
- if (where&where_list[i]) {
- if (sc && sc->count && sc->data[scdef[i]])
- where&=~where_list[i];
- else if (rand()%10000 >= rate)
- where&=~where_list[i];
- else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
- sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
- }
- }
- if (!where) //Nothing to break.
- return 0;
- if (sd) {
- for (i = 0; i < EQI_MAX; i++) {
- j = sd->equip_index[i];
- if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
- continue;
- flag = 0;
- switch(i) {
- case EQI_HEAD_TOP: //Upper Head
- flag = (where&EQP_HELM);
- break;
- case EQI_ARMOR: //Body
- flag = (where&EQP_ARMOR);
- break;
- case EQI_HAND_R: //Left/Right hands
- case EQI_HAND_L:
- flag = (
- (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
- (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
- break;
- case EQI_SHOES:
- flag = (where&EQP_SHOES);
- break;
- case EQI_GARMENT:
- flag = (where&EQP_GARMENT);
- break;
- default:
- continue;
- }
- if (flag) {
- sd->status.inventory[j].attribute = 1;
- pc_unequipitem(sd, j, 3);
- }
- }
- clif_equiplist(sd);
- }
- return where; //Return list of pieces broken.
- }
- int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
- {
- struct status_change *sc;
- const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
- const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
- const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
- int i;
- if (rand()%100 >= rate)
- return 0;
- sc = status_get_sc(bl);
- if (!sc)
- return 0;
- for (i = 0; i < ARRAYLENGTH(pos); i++) {
- if (where&pos[i] && sc->data[sc_def[i]])
- where&=~pos[i];
- }
- if (!where) return 0;
- for (i = 0; i < ARRAYLENGTH(pos); i++) {
- if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
- where&=~pos[i];
- }
- return where?1:0;
- }
- /*=========================================================================
- Used to knock back players, monsters, traps, etc
- - 'count' is the number of squares to knock back
- - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
- - if 'flag&0x1', position update packets must not be sent.
- -------------------------------------------------------------------------*/
- int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
- {
- int dx = 0, dy = 0, nx, ny;
- int ret;
- struct skill_unit* su = NULL;
- nullpo_retr(0, src);
- if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
- return 0; //No knocking back in WoE
- if (count == 0)
- return 0; //Actual knockback distance is 0.
- switch (target->type)
- {
- case BL_MOB:
- {
- struct mob_data* md = BL_CAST(BL_MOB, target);
- if( md->class_ == MOBID_EMPERIUM )
- return 0;
- if(src != target && is_boss(target)) //Bosses can't be knocked-back
- return 0;
- }
- break;
- case BL_PC:
- {
- struct map_session_data *sd = BL_CAST(BL_PC, target);
- if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id )
- return 0; // Basilica caster can't be knocked-back
- if( src != target && sd->special_state.no_knockback )
- return 0;
- }
- break;
- case BL_SKILL:
- su = (struct skill_unit *)target;
- if( su->group->unit_id == UNT_ANKLESNARE )
- return 0; // ankle snare cannot be knocked back
- break;
- }
- if (direction == -1) // <optimized>: do the computation here instead of outside
- direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
- if (direction >= 0 && direction < 8)
- { // take the reversed 'direction' and reverse it
- dx = -dirx[direction];
- dy = -diry[direction];
- }
- ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
- nx = ret>>16;
- ny = ret&0xffff;
- if (!su)
- unit_stop_walking(target,0);
- dx = nx - target->x;
- dy = ny - target->y;
- if (!dx && !dy) //Could not knockback.
- return 0;
- map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
- if(su)
- skill_unit_move_unit_group(su->group,target->m,dx,dy);
- else
- map_moveblock(target, nx, ny, gettick());
- map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
- if(!(flag&0x1))
- clif_blown(target);
- if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
- npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
- return count; //Return amount of knocked back cells.
- }
- //Checks if 'bl' should reflect back a spell cast by 'src'.
- //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
- static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
- {
- struct status_change *sc = status_get_sc(bl);
- struct map_session_data* sd = BL_CAST(BL_PC, bl);
- // item-based reflection
- if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
- return 1;
- if( is_boss(src) )
- return 0;
- // status-based reflection
- if( !sc || sc->count == 0 )
- return 0;
- if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
- return 1;
- if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
- {// Kaite only works against non-players if they are low-level.
- clif_specialeffect(bl, 438, AREA);
- if( --sc->data[SC_KAITE]->val2 <= 0 )
- status_change_end(bl, SC_KAITE, -1);
- return 2;
- }
- return 0;
- }
- /*
- * =========================================================================
- * Does a skill attack with the given properties.
- * src is the master behind the attack (player/mob/pet)
- * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
- * bl is the target to be attacked.
- * flag can hold a bunch of information:
- * flag&0xFFF is passed to the underlying battle_calc_attack for processing
- * (usually holds number of targets, or just 1 for simple splash attacks)
- * flag&0x1000 is used to tag that this is a splash-attack (so the damage
- * packet shouldn't display a skill animation)
- * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
- * client (causes player characters to not scream skill name)
- *-------------------------------------------------------------------------*/
- int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
- {
- struct Damage dmg;
- struct status_data *sstatus, *tstatus;
- struct status_change *sc;
- struct map_session_data *sd, *tsd;
- int type,damage,rdamage=0;
- if(skillid > 0 && skilllv <= 0) return 0;
- nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
- nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
- nullpo_retr(0, bl); //Target to be attacked.
- if (src != dsrc) {
- //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
- if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
- return 0;
- } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
- //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]
- if (!status_check_skilluse(src, bl, skillid, 2))
- return 0;
- }
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, bl);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(bl);
- sc= status_get_sc(bl);
- if (sc && !sc->count) sc = NULL; //Don't need it.
- // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
- if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
- return 0;
- //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
- if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
- return 0;
- dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
- //Skotlex: Adjusted to the new system
- if(src->type==BL_PET)
- { // [Valaris]
- struct pet_data *pd = (TBL_PET*)src;
- if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
- {
- int element = skill_get_ele(skillid, skilllv);
- if (skillid == -1)
- element = sstatus->rhw.ele;
- if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
- dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
- else
- dmg.damage= skilllv;
- dmg.damage2=0;
- dmg.div_= pd->a_skill->div_;
- }
- }
- if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
- { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
- if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
- { //Magic reflection, switch caster/target
- struct block_list *tbl = bl;
- bl = src;
- src = tbl;
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, bl);
- sc = status_get_sc(bl);
- if (sc && !sc->count)
- sc = NULL; //Don't need it.
- //Spirit of Wizard blocks Kaite's reflection
- if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
- { //It should only consume once per skill casted. Val3 is the skill id and val4 is the ID of the damage src.
- //This should account for ground spells (and single target spells will be completed on castend_id) [Skotlex]
- if (tsd && !(sc->data[SC_SPIRIT]->val3 == skillid && sc->data[SC_SPIRIT]->val4 == dsrc->id) )
- { //Check if you have stone to consume.
- type = pc_search_inventory (tsd, 7321);
- if (type >= 0)
- pc_delitem(tsd, type, 1, 0);
- } else
- type = 0;
- if (type >= 0) {
- dmg.damage = dmg.damage2 = 0;
- dmg.dmg_lv = ATK_MISS;
- sc->data[SC_SPIRIT]->val3 = skillid;
- sc->data[SC_SPIRIT]->val4 = dsrc->id;
- }
- }
- }
- if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
- int sp = skill_get_sp(skillid,skilllv);
- dmg.damage = dmg.damage2 = 0;
- dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
- sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
- if(skillid == WZ_WATERBALL && skilllv > 1)
- sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
- status_heal(bl, 0, sp, 2);
- clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
- }
- }
- damage = dmg.damage + dmg.damage2;
- if( (skillid == AL_INCAGI || skillid == AL_BLESSING || skillid == CASH_BLESSING || skillid == CASH_INCAGI) && tsd->sc.data[SC_CHANGEUNDEAD] )
- damage = 1;
- if( damage > 0 && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) )
- && skillid != WS_CARTTERMINATION )
- rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
- //Skill hit type
- type=(skillid==0)?5:skill_get_hit(skillid);
- if(damage < dmg.div_
- //Only skills that knockback even when they miss. [Skotlex]
- && skillid != CH_PALMSTRIKE)
- dmg.blewcount = 0;
- if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
- if(battle_config.gx_disptype) dsrc = src;
- if(src == bl) type = 4;
- else flag|=SD_ANIMATION;
- }
- if(skillid == NJ_TATAMIGAESHI) {
- dsrc = src; //For correct knockback.
- flag|=SD_ANIMATION;
- }
- if(sd) {
- int flag = 0; //Used to signal if this skill can be combo'ed later on.
- if (sd->sc.data[SC_COMBO])
- { //End combo state after skill is invoked. [Skotlex]
- switch (skillid) {
- case TK_TURNKICK:
- case TK_STORMKICK:
- case TK_DOWNKICK:
- case TK_COUNTER:
- if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
- { //Extend combo time.
- sd->skillid_old = skillid; //Set as previous so you can't repeat
- sd->skilllv_old = skilllv;
- sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
- delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
- sd->sc.data[SC_COMBO]->timer = add_timer(
- tick+sd->sc.data[SC_COMBO]->val4,
- status_change_timer, src->id, SC_COMBO);
- break;
- }
- unit_cancel_combo(src); // Cancel combo wait
- break;
- default:
- status_change_end(src,SC_COMBO,-1);
- }
- }
- switch(skillid)
- {
- case MO_TRIPLEATTACK:
- if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
- flag=1;
- break;
- case MO_CHAINCOMBO:
- if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
- flag=1;
- break;
- case MO_COMBOFINISH:
- if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
- party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
- if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
- flag=1;
- case CH_TIGERFIST:
- if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
- flag=1;
- case CH_CHAINCRUSH:
- if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
- flag=1;
- break;
- case AC_DOUBLE:
- if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
- {
- //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
- sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
- clif_combo_delay(src,2000);
- }
- break;
- case TK_COUNTER:
- { //bonus from SG_FRIEND [Komurka]
- int level;
- if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
- party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
- }
- break;
- case SL_STIN:
- case SL_STUN:
- if (skilllv >= 7 && !sd->sc.data[SC_SMA])
- sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
- break;
- case GS_FULLBUSTER:
- //Can't attack nor use items until skill's delay expires. [Skotlex]
- sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
- break;
- } //Switch End
- if (flag) { //Possible to chain
- flag = DIFF_TICK(sd->ud.canact_tick, tick);
- if (flag < 0) flag = 0;
- flag += 300 * battle_config.combo_delay_rate/100;
- sc_start(src,SC_COMBO,100,skillid,flag);
- clif_combo_delay(src, flag);
- }
- }
- //Display damage.
- switch( skillid )
- {
- case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
- break;
- //Skills that need be passed as a normal attack for the client to display correctly.
- case HVAN_EXPLOSION:
- case NPC_SELFDESTRUCTION:
- if(src->type==BL_PC)
- dmg.blewcount = 10;
- dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
- // fall through
- case KN_AUTOCOUNTER:
- case NPC_CRITICALSLASH:
- case TF_DOUBLE:
- case GS_CHAINACTION:
- dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
- break;
- case AS_SPLASHER:
- if( flag&SD_ANIMATION ) // the surrounding targets
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
- else // the central target doesn't display an animation
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
- break;
- default:
- if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
- type = 5;
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
- break;
- }
- map_freeblock_lock();
- if(damage > 0 && dmg.flag&BF_SKILL && tsd
- && pc_checkskill(tsd,RG_PLAGIARISM)
- && (!sc || !sc->data[SC_PRESERVE])
- && damage < tsd->battle_status.hp)
- { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
- if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
- can_copy(tsd,skillid,bl)) // Split all the check into their own function [Aru]
- {
- int lv = skilllv;
- if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
- tsd->status.skill[tsd->cloneskill_id].id = 0;
- tsd->status.skill[tsd->cloneskill_id].lv = 0;
- tsd->status.skill[tsd->cloneskill_id].flag = 0;
- }
- if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
- lv = type;
- tsd->cloneskill_id = skillid;
- tsd->status.skill[skillid].id = skillid;
- tsd->status.skill[skillid].lv = lv;
- tsd->status.skill[skillid].flag = 13;//cloneskill flag
- pc_setglobalreg(tsd, "CLONE_SKILL", skillid);
- pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
- clif_skillinfoblock(tsd);
- }
- }
- if( skillid != WZ_SIGHTRASHER &&
- skillid != WZ_SIGHTBLASTER &&
- skillid != AC_SHOWER && skillid != MA_SHOWER &&
- skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
- bl->type == BL_SKILL && damage > 0 )
- {
- struct skill_unit* su = (struct skill_unit*)bl;
- if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
- damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
- }
- if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
- { //Skills with can't walk delay also stop normal attacking for that
- //duration when the attack connects. [Skotlex]
- struct unit_data *ud = unit_bl2ud(src);
- if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
- ud->attackabletime = tick + type;
- }
- if( !dmg.amotion )
- { //Instant damage
- status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
- if( !status_isdead(bl) )
- skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
- if( damage > 0 ) //Counter status effects [Skotlex]
- skill_counter_additional_effect(dsrc,bl,skillid,skilllv,dmg.flag,tick);
- }
- //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
- //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
- if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
- {
- int direction = -1; // default
- switch(skillid)
- {
- case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
- case WZ_STORMGUST: direction = rand()%8; break; // randomly
- case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
- }
- skill_blown(dsrc,bl,dmg.blewcount,direction,0);
- }
- //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
- if (dmg.amotion)
- battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
- if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
- int rate = 50 + skilllv * 5;
- rate = rate + (status_get_lv(src) - status_get_lv(bl));
- if(rand()%100 < rate)
- skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
- }
- if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
- dmg.flag |= BF_WEAPON;
- if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
- if (battle_config.left_cardfix_to_right)
- battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
- else
- battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
- }
- if( rdamage > 0 )
- {
- if( dmg.amotion )
- battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
- else
- status_fix_damage(bl,src,rdamage,0);
- clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
- //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
- if( tsd && src != bl )
- battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
- skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
- }
- if (!(flag&2) &&
- (
- skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
- ) &&
- (sc = status_get_sc(src)) &&
- sc->data[SC_DOUBLECAST] &&
- rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
- {
- // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
- skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
- }
- map_freeblock_unlock();
- return damage;
- }
- /*==========================================
- * スキル範??U?用(map_foreachinareaから呼ばれる)
- * flagについて?F16?i?を確認
- * MSB <- 00fTffff ->LSB
- * T =タ?ゲット選?用(BCT_*)
- * ffff=自由に使用可能
- * 0 =予約?B0に固定
- *------------------------------------------*/
- static int skill_area_temp[8];
- typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
- int skill_area_sub (struct block_list *bl, va_list ap)
- {
- struct block_list *src;
- int skill_id,skill_lv,flag;
- unsigned int tick;
- SkillFunc func;
- nullpo_retr(0, bl);
- src=va_arg(ap,struct block_list *);
- skill_id=va_arg(ap,int);
- skill_lv=va_arg(ap,int);
- tick=va_arg(ap,unsigned int);
- flag=va_arg(ap,int);
- func=va_arg(ap,SkillFunc);
- if(battle_check_target(src,bl,flag) > 0)
- {
- // several splash skills need this initial dummy packet to display correctly
- if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- if (flag&(SD_SPLASH|SD_PREAMBLE))
- skill_area_temp[2]++;
- return func(src,bl,skill_id,skill_lv,tick,flag);
- }
- return 0;
- }
- static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
- {
- struct skill_unit *unit;
- int skillid,g_skillid;
- unit = (struct skill_unit *)bl;
- if(bl->prev == NULL || bl->type != BL_SKILL)
- return 0;
- if(!unit->alive)
- return 0;
- skillid = va_arg(ap,int);
- g_skillid = unit->group->skill_id;
- switch (skillid)
- {
- case MG_SAFETYWALL:
- case AL_PNEUMA:
- if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
- return 0;
- break;
- case AL_WARP:
- case HT_SKIDTRAP:
- case MA_SKIDTRAP:
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_ANKLESNARE:
- case HT_SHOCKWAVE:
- case HT_SANDMAN:
- case MA_SANDMAN:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- case HT_BLASTMINE:
- case HT_CLAYMORETRAP:
- case HT_TALKIEBOX:
- case HP_BASILICA:
- //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
- if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
- return 0;
- break;
- default: //Avoid stacking with same kind of trap. [Skotlex]
- if (g_skillid != skillid)
- return 0;
- break;
- }
- return 1;
- }
- static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
- {
- //Non players do not check for the skill's splash-trigger area.
- int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
- int layout_type = skill_get_unit_layout_type(skillid,skilllv);
- if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
- ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
- return 0;
- }
- range += layout_type;
- return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
- }
- static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
- {
- int skillid;
- if(bl->prev == NULL)
- return 0;
- skillid = va_arg(ap,int);
- if( status_isdead(bl) && skillid != AL_WARP )
- return 0;
- if( skillid == HP_BASILICA && bl->type == BL_PC )
- return 0;
- if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
- return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
- return 1;
- }
- static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
- {
- int range, type;
- switch (skillid) { // to be expanded later
- case WZ_ICEWALL:
- range = 2;
- break;
- default:
- {
- int layout_type = skill_get_unit_layout_type(skillid,skilllv);
- if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
- ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
- return 0;
- }
- range = skill_get_unit_range(skillid,skilllv) + layout_type;
- }
- break;
- }
- // if the caster is a monster/NPC, only check for players
- // otherwise just check characters
- if (bl->type == BL_PC)
- type = BL_CHAR;
- else
- type = BL_PC;
- return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
- x - range, y - range, x + range, y + range,
- type, skillid);
- }
- int skill_guildaura_sub (struct block_list *bl, va_list ap)
- {
- struct map_session_data *sd;
- int gid, id, strvit, agidex;
- sd = (struct map_session_data *)bl;
- id = va_arg(ap,int);
- gid = va_arg(ap,int);
- if (sd->status.guild_id != gid)
- return 0;
- if(id == sd->bl.id && battle_config.guild_aura&16)
- return 0;
- strvit = va_arg(ap,int);
- agidex = va_arg(ap,int);
- if (sd->sc.data[SC_GUILDAURA]) {
- struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
- if (sce->val3 != strvit || sce->val4 != agidex) {
- sce->val3 = strvit;
- sce->val4 = agidex;
- status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
- }
- return 0;
- }
- sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
- return 1;
- }
- /*==========================================
- * Checks that you have the requirements for casting a skill for homunculus/mercenary.
- * Flag:
- * &1: finished casting the skill (invoke hp/sp/item consumption)
- * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
- *------------------------------------------*/
- static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
- {
- struct status_data *status;
- struct map_session_data *sd = NULL;
- int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
- int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
- if( lv < 1 || lv > MAX_SKILL_LEVEL )
- return 0;
- nullpo_retr(0,bl);
- switch( bl->type )
- {
- case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
- case BL_MER: sd = ((TBL_MER*)bl)->master; break;
- }
- status = status_get_status_data(bl);
- if( (j = skill_get_index(skill)) == 0 )
- return 0;
- // Requeriments
- for( i = 0; i < ARRAYLENGTH(itemid); i++ )
- {
- itemid[i] = skill_db[j].itemid[i];
- amount[i] = skill_db[j].amount[i];
- }
- hp = skill_db[j].hp[lv-1];
- sp = skill_db[j].sp[lv-1];
- hp_rate = skill_db[j].hp_rate[lv-1];
- sp_rate = skill_db[j].sp_rate[lv-1];
- state = skill_db[j].state;
- if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
- hp += (status->max_hp * mhp) / 100;
- if( hp_rate > 0 )
- hp += (status->hp * hp_rate) / 100;
- else
- hp += (status->max_hp * (-hp_rate)) / 100;
- if( sp_rate > 0 )
- sp += (status->sp * sp_rate) / 100;
- else
- sp += (status->max_sp * (-sp_rate)) / 100;
- if( bl->type == BL_HOM )
- { // Intimacy Requeriments
- struct homun_data *hd = BL_CAST(BL_HOM, bl);
- switch( skill )
- {
- case HFLI_SBR44:
- if( hd->homunculus.intimacy <= 200 )
- return 0;
- break;
- case HVAN_EXPLOSION:
- if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
- return 0;
- break;
- }
- }
- if( !(type&2) )
- {
- if( hp > 0 && status->hp <= (unsigned int)hp )
- {
- clif_skill_fail(sd, skill, 2, 0);
- return 0;
- }
- if( sp > 0 && status->sp <= (unsigned int)sp )
- {
- clif_skill_fail(sd, skill, 1, 0);
- return 0;
- }
- }
- if( !type )
- switch( state )
- {
- case ST_MOVE_ENABLE:
- if( !unit_can_move(bl) )
- {
- clif_skill_fail(sd, skill, 0, 0);
- return 0;
- }
- break;
- }
- if( !(type&1) )
- return 1;
- // Check item existences
- for( i = 0; i < ARRAYLENGTH(itemid); i++ )
- {
- index[i] = -1;
- if( itemid[i] < 1 ) continue; // No item
- index[i] = pc_search_inventory(sd, itemid[i]);
- if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
- {
- clif_skill_fail(sd, skill, 0, 0);
- return 0;
- }
- }
- // Consume items
- for( i = 0; i < ARRAYLENGTH(itemid); i++ )
- {
- if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0);
- }
- if( type&2 )
- return 1;
- if( sp || hp )
- status_zap(bl, hp, sp);
- return 1;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
- {
- return 1;
- }
- /*==========================================
- *
- *------------------------------------------*/
- static int skill_timerskill(int tid, unsigned int tick, int id, intptr data)
- {
- struct block_list *src = map_id2bl(id),*target;
- struct unit_data *ud = unit_bl2ud(src);
- struct skill_timerskill *skl = NULL;
- int range;
- nullpo_retr(0, src);
- nullpo_retr(0, ud);
- skl = ud->skilltimerskill[data];
- nullpo_retr(0, skl);
- ud->skilltimerskill[data] = NULL;
- do {
- if(src->prev == NULL)
- break;
- if(skl->target_id) {
- target = map_id2bl(skl->target_id);
- if(!target && skl->skill_id == RG_INTIMIDATE)
- target = src; //Required since it has to warp.
- if(target == NULL)
- break;
- if(target->prev == NULL)
- break;
- if(src->m != target->m)
- break;
- if(status_isdead(src))
- break;
- if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
- break;
- switch(skl->skill_id) {
- case RG_INTIMIDATE:
- if (unit_warp(src,-1,-1,-1,3) == 0) {
- short x,y;
- map_search_freecell(src, 0, &x, &y, 1, 1, 0);
- if (target != src && !status_isdead(target))
- unit_warp(target, -1, x, y, 3);
- }
- break;
- case BA_FROSTJOKER:
- case DC_SCREAM:
- range= skill_get_splash(skl->skill_id, skl->skill_lv);
- map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
- skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
- break;
- case NPC_EARTHQUAKE:
- 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);
- skill_area_temp[1] = src->id;
- skill_area_temp[2] = 0;
- 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);
- if( skl->type > 1 )
- skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
- break;
- case WZ_WATERBALL:
- if (!status_isdead(target))
- skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- if (skl->type>1 && !status_isdead(target)) {
- skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
- } else {
- struct status_change *sc = status_get_sc(src);
- if(sc) {
- if(sc->data[SC_MAGICPOWER])
- status_change_end(src,SC_MAGICPOWER,-1);
- if(sc->data[SC_SPIRIT] &&
- sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
- sc->data[SC_SPIRIT]->val3 == skl->skill_id)
- sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
- }
- }
- break;
- default:
- skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- break;
- }
- }
- else {
- if(src->m != skl->map)
- break;
- switch( skl->skill_id )
- {
- case WZ_METEOR:
- if( skl->type >= 0 )
- {
- int x = skl->type>>16, y = skl->type&0xFFFF;
- if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
- skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
- if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
- clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
- }
- else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
- skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
- break;
- }
- }
- } while (0);
- //Free skl now that it is no longer needed.
- ers_free(skill_timer_ers, skl);
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
- {
- int i;
- struct unit_data *ud;
- nullpo_retr(1, src);
- ud = unit_bl2ud(src);
- nullpo_retr(1, ud);
- ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
- if( i == MAX_SKILLTIMERSKILL ) return 1;
- ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
- ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
- ud->skilltimerskill[i]->src_id = src->id;
- ud->skilltimerskill[i]->target_id = target;
- ud->skilltimerskill[i]->skill_id = skill_id;
- ud->skilltimerskill[i]->skill_lv = skill_lv;
- ud->skilltimerskill[i]->map = src->m;
- ud->skilltimerskill[i]->x = x;
- ud->skilltimerskill[i]->y = y;
- ud->skilltimerskill[i]->type = type;
- ud->skilltimerskill[i]->flag = flag;
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_cleartimerskill (struct block_list *src)
- {
- int i;
- struct unit_data *ud;
- nullpo_retr(0, src);
- ud = unit_bl2ud(src);
- nullpo_retr(0, ud);
- for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
- if(ud->skilltimerskill[i]) {
- delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
- ers_free(skill_timer_ers, ud->skilltimerskill[i]);
- ud->skilltimerskill[i]=NULL;
- }
- }
- return 1;
- }
- static int skill_reveal_trap (struct block_list *bl, va_list ap)
- {
- TBL_SKILL *su = (TBL_SKILL*)bl;
- if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
- { //Reveal trap.
- //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
- //clif_changetraplook(bl, su->group->unit_id);
- clif_skill_setunit(su);
- return 1;
- }
- return 0;
- }
- /*==========================================
- *
- *
- *------------------------------------------*/
- int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
- {
- struct map_session_data *sd = NULL, *tsd = NULL;
- struct status_data *tstatus;
- struct status_change *sc;
- if (skillid > 0 && skilllv <= 0) return 0;
- nullpo_retr(1, src);
- nullpo_retr(1, bl);
- if (src->m != bl->m)
- return 1;
- if (bl->prev == NULL)
- return 1;
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, bl);
- if (status_isdead(bl))
- return 1;
- if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
- { //GTB makes all targetted magic display miss with a single bolt.
- sc_type sct = status_skill2sc(skillid);
- if(sct != SC_NONE)
- status_change_end(bl, sct, -1);
- clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
- return 1;
- }
- sc = status_get_sc(src);
- if (sc && !sc->count)
- sc = NULL; //Unneeded
- tstatus = status_get_status_data(bl);
- map_freeblock_lock();
- switch(skillid)
- {
- case MER_CRASH:
- case SM_BASH:
- case MS_BASH:
- case MC_MAMMONITE:
- case TF_DOUBLE:
- case AC_DOUBLE:
- case MA_DOUBLE:
- case AS_SONICBLOW:
- case KN_PIERCE:
- case ML_PIERCE:
- case KN_SPEARBOOMERANG:
- case TF_POISON:
- case TF_SPRINKLESAND:
- case AC_CHARGEARROW:
- case MA_CHARGEARROW:
- case RG_INTIMIDATE:
- case AM_ACIDTERROR:
- case BA_MUSICALSTRIKE:
- case DC_THROWARROW:
- case BA_DISSONANCE:
- case CR_HOLYCROSS:
- case NPC_DARKCROSS:
- case CR_SHIELDCHARGE:
- case CR_SHIELDBOOMERANG:
- case NPC_PIERCINGATT:
- case NPC_MENTALBREAKER:
- case NPC_RANGEATTACK:
- case NPC_CRITICALSLASH:
- case NPC_COMBOATTACK:
- case NPC_GUIDEDATTACK:
- case NPC_POISON:
- case NPC_RANDOMATTACK:
- case NPC_WATERATTACK:
- case NPC_GROUNDATTACK:
- case NPC_FIREATTACK:
- case NPC_WINDATTACK:
- case NPC_POISONATTACK:
- case NPC_HOLYATTACK:
- case NPC_DARKNESSATTACK:
- case NPC_TELEKINESISATTACK:
- case NPC_UNDEADATTACK:
- case NPC_ARMORBRAKE:
- case NPC_WEAPONBRAKER:
- case NPC_HELMBRAKE:
- case NPC_SHIELDBRAKE:
- case NPC_BLINDATTACK:
- case NPC_SILENCEATTACK:
- case NPC_STUNATTACK:
- case NPC_PETRIFYATTACK:
- case NPC_CURSEATTACK:
- case NPC_SLEEPATTACK:
- case LK_AURABLADE:
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- case LK_HEADCRUSH:
- case CG_ARROWVULCAN:
- case HW_MAGICCRASHER:
- case ITM_TOMAHAWK:
- case MO_TRIPLEATTACK:
- case CH_CHAINCRUSH:
- case CH_TIGERFIST:
- case PA_SHIELDCHAIN: // Shield Chain
- case PA_SACRIFICE:
- case WS_CARTTERMINATION: // Cart Termination
- case AS_VENOMKNIFE:
- case HT_PHANTASMIC:
- case HT_POWER:
- case TK_DOWNKICK:
- case TK_COUNTER:
- case GS_CHAINACTION:
- case GS_TRIPLEACTION:
- case GS_MAGICALBULLET:
- case GS_TRACKING:
- case GS_PIERCINGSHOT:
- case GS_RAPIDSHOWER:
- case GS_DUST:
- case GS_DISARM: // Added disarm. [Reddozen]
- case GS_FULLBUSTER:
- case NJ_SYURIKEN:
- case NJ_KUNAI:
- case ASC_BREAKER:
- case HFLI_MOON: //[orn]
- case HFLI_SBR44: //[orn]
- case NPC_BLEEDING:
- case NPC_CRITICALWOUND:
- case NPC_HELLPOWER:
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
- switch( rand()%6 ){
- case 0: flag |= BREAK_ANKLE; break;
- case 1: flag |= BREAK_WRIST; break;
- case 2: flag |= BREAK_KNEE; break;
- case 3: flag |= BREAK_SHOULDER; break;
- case 4: flag |= BREAK_WAIST; break;
- case 5: flag |= BREAK_NECK; break;
- }
- //TODO: is there really no cleaner way to do this?
- sc = status_get_sc(bl);
- if (sc) sc->jb_flag = flag;
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case MO_COMBOFINISH:
- if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
- { //Becomes a splash attack when Soul Linked.
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv),splash_target(src),
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- } else
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case TK_STORMKICK: // Taekwon kicks [Dralnu]
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_area_temp[1] = 0;
- map_foreachinrange(skill_attack_area, src,
- skill_get_splash(skillid, skilllv), splash_target(src),
- BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
- break;
- case KN_CHARGEATK:
- {
- bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
- unsigned int dist = distance_bl(src, bl);
- unsigned int dir = map_calc_dir(bl, src->x, src->y);
- // teleport to target (if not on WoE grounds)
- if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
- clif_slide(src, bl->x, bl->y);
- // cause damage and knockback if the path to target was a straight one
- if( path )
- {
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
- skill_blown(src, bl, dist, dir, 0);
- //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
- // make the caster look in the direction of the target
- unit_setdir(src, (dir+4)%8);
- }
- }
- break;
- case TK_JUMPKICK:
- if( unit_movepos(src, bl->x, bl->y, 1, 1) )
- {
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- clif_slide(src,bl->x,bl->y);
- }
- break;
- case SN_SHARPSHOOTING:
- case MA_SHARPSHOOTING:
- case NJ_KAMAITACHI:
- //It won't shoot through walls since on castend there has to be a direct
- //line of sight between caster and target.
- skill_area_temp[1] = bl->id;
- map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
- skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
- skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
- break;
- case NPC_ACIDBREATH:
- case NPC_DARKNESSBREATH:
- case NPC_FIREBREATH:
- case NPC_ICEBREATH:
- case NPC_THUNDERBREATH:
- skill_area_temp[1] = bl->id;
- map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
- skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
- skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
- break;
- case MO_INVESTIGATE:
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- if (sc && sc->data[SC_BLADESTOP])
- status_change_end(src,SC_BLADESTOP,-1);
- break;
- case RG_BACKSTAP:
- {
- int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
- if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
- if (sc && sc->data[SC_HIDING])
- status_change_end(src, SC_HIDING, -1);
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
- dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
- unit_setdir(bl,dir);
- }
- else if (sd)
- clif_skill_fail(sd,skillid,0,0);
- }
- break;
- case MO_FINGEROFFENSIVE:
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- if (battle_config.finger_offensive_type && sd) {
- int i;
- for (i = 1; i < sd->spiritball_old; i++)
- skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
- }
- if (sc && sc->data[SC_BLADESTOP])
- status_change_end(src,SC_BLADESTOP,-1);
- break;
- case MO_CHAINCOMBO:
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- if (sc && sc->data[SC_BLADESTOP])
- status_change_end(src,SC_BLADESTOP,-1);
- break;
- case NJ_ISSEN:
- status_change_end(src,SC_NEN,-1);
- status_change_end(src,SC_HIDING,-1);
- // fall through
- case MO_EXTREMITYFIST:
- if( skillid == MO_EXTREMITYFIST )
- {
- status_change_end(src,SC_EXPLOSIONSPIRITS,-1);
- status_change_end(src,SC_BLADESTOP,-1);
- }
- //Client expects you to move to target regardless of distance
- {
- struct unit_data *ud = unit_bl2ud(src);
- short dx,dy;
- int i,speed;
- i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
- dx = bl->x - src->x;
- dy = bl->y - src->y;
- if (dx < 0) dx-=i;
- else if (dx > 0) dx+=i;
- if (dy < 0) dy-=i;
- else if (dy > 0) dy+=i;
- if (!dx && !dy) dy++;
- if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
- {
- dx = bl->x;
- dy = bl->y;
- } else {
- dx = src->x + dx;
- dy = src->y + dy;
- }
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- if(unit_walktoxy(src, dx, dy, 2) && ud) {
- //Increase can't walk delay to not alter your walk path
- ud->canmove_tick = tick;
- speed = status_get_speed(src);
- for (i = 0; i < ud->walkpath.path_len; i ++)
- {
- if(ud->walkpath.path[i]&1)
- ud->canmove_tick+=7*speed/5;
- else
- ud->canmove_tick+=speed;
- }
- }
- }
- break;
- //Splash attack skills.
- case AS_GRIMTOOTH:
- case MC_CARTREVOLUTION:
- case NPC_SPLASHATTACK:
- flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
- case AS_SPLASHER:
- case SM_MAGNUM:
- case MS_MAGNUM:
- case HT_BLITZBEAT:
- case AC_SHOWER:
- case MA_SHOWER:
- case MG_NAPALMBEAT:
- case MG_FIREBALL:
- case RG_RAID:
- case HW_NAPALMVULCAN:
- case NJ_HUUMA:
- case NJ_BAKUENRYU:
- case ASC_METEORASSAULT:
- case GS_DESPERADO:
- case GS_SPREADATTACK:
- case NPC_EARTHQUAKE:
- case NPC_PULSESTRIKE:
- case NPC_HELLJUDGEMENT:
- if( flag&1 )
- { //Recursive invocation
- // skill_area_temp[0] holds number of targets in area
- // skill_area_temp[1] holds the id of the original target
- // skill_area_temp[2] counts how many targets have already been processed
- int sflag = skill_area_temp[0] & 0xFFF;
- if( flag&SD_LEVEL )
- sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
- if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
- sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
- skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
- }
- else
- {
- if ( skillid == NJ_BAKUENRYU )
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_area_temp[0] = 0;
- skill_area_temp[1] = bl->id;
- skill_area_temp[2] = 0;
- // if skill damage should be split among targets, count them
- //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
- //special case: Venom Splasher uses a different range for searching than for splashing
- if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
- skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
- // recursive invocation of skill_castend_damage_id() with flag|1
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- //FIXME: Isn't EarthQuake a ground skill after all?
- if( skillid == NPC_EARTHQUAKE )
- skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
- //FIXME: move this to skill_additional_effect or some such? [ultramage]
- if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
- { // Initiate 10% of your damage becomes fire element.
- sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
- if( sd )
- skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
- if( bl->type == BL_MER )
- skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
- }
- }
- break;
- case KN_BRANDISHSPEAR:
- case ML_BRANDISH:
- //Coded apart for it needs the flag passed to the damage calculation.
- if (skill_area_temp[1] != bl->id)
- skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
- else
- skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
- break;
- case KN_BOWLINGBASH:
- case MS_BOWLINGBASH:
- if(flag&1){
- if(bl->id==skill_area_temp[1])
- break;
- //two hits for 500%
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
- } else {
- int i,c;
- c = skill_get_blewcount(skillid,skilllv);
- // keep moving target in the direction that src is looking, square by square
- for(i=0;i<c;i++){
- if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
- break; //Can't knockback
- skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
- if( skill_area_temp[0] > 1 ) break; // collision
- }
- clif_blown(bl); //Update target pos.
- if (i!=c) { //Splash
- skill_area_temp[1] = bl->id;
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
- }
- //Weirdo dual-hit property, two attacks for 500%
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
- }
- break;
- case KN_SPEARSTAB:
- if(flag&1) {
- if (bl->id==skill_area_temp[1])
- break;
- if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
- skill_blown(src,bl,skill_area_temp[2],-1,0);
- } else {
- int x=bl->x,y=bl->y,i,dir;
- dir = map_calc_dir(bl,src->x,src->y);
- skill_area_temp[1] = bl->id;
- skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
- // all the enemies between the caster and the target are hit, as well as the target
- if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
- skill_blown(src,bl,skill_area_temp[2],-1,0);
- for (i=0;i<4;i++) {
- map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- x += dirx[dir];
- y += diry[dir];
- }
- }
- break;
- case TK_TURNKICK:
- case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
- {
- skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
- if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
- map_foreachinrange(skill_area_sub,bl,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
- skill_castend_nodamage_id);
- }
- break;
- case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
- // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
- clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
- skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
- break;
- case PR_TURNUNDEAD:
- case ALL_RESURRECTION:
- if (!battle_check_undead(tstatus->race, tstatus->def_ele))
- break;
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case MG_SOULSTRIKE:
- case NPC_DARKSTRIKE:
- case MG_COLDBOLT:
- case MG_FIREBOLT:
- case MG_LIGHTNINGBOLT:
- case WZ_EARTHSPIKE:
- case AL_HEAL:
- case AL_HOLYLIGHT:
- case WZ_JUPITEL:
- case NPC_DARKTHUNDER:
- case PR_ASPERSIO:
- case MG_FROSTDIVER:
- case WZ_SIGHTBLASTER:
- case WZ_SIGHTRASHER:
- case NJ_KOUENKA:
- case NJ_HYOUSENSOU:
- case NJ_HUUJIN:
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case NPC_MAGICALATTACK:
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
- break;
- case HVAN_CAPRICE: //[blackhole89]
- {
- int ran=rand()%4;
- int sid = 0;
- switch(ran)
- {
- case 0: sid=MG_COLDBOLT; break;
- case 1: sid=MG_FIREBOLT; break;
- case 2: sid=MG_LIGHTNINGBOLT; break;
- case 3: sid=WZ_EARTHSPIKE; break;
- }
- skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
- }
- break;
- case WZ_WATERBALL:
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- {
- int range = skilllv / 2;
- int maxlv = skill_get_max(skillid); // learnable level
- int count = 0;
- int x, y;
- struct skill_unit* unit;
- if( skilllv > maxlv )
- {
- if( src->type == BL_MOB && skilllv == 10 )
- range = 4;
- else
- range = maxlv / 2;
- }
- for( y = src->y - range; y <= src->y + range; ++y )
- for( x = src->x - range; x <= src->x + range; ++x )
- {
- if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL) )
- {
- if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
- count++; // natural water cell
- else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
- {
- count++; // skill-induced water cell
- skill_delunit(unit); // consume cell
- }
- }
- }
- if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
- skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
- }
- break;
- case PR_BENEDICTIO:
- //Should attack undead and demons. [Skotlex]
- if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
- skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
- break;
- case SL_SMA:
- if (sc && sc->data[SC_SMA])
- status_change_end(src,SC_SMA,-1);
- case SL_STIN:
- case SL_STUN:
- if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case NPC_DARKBREATH:
- clif_emotion(src,7);
- case SN_FALCONASSAULT:
- case PA_PRESSURE:
- case CR_ACIDDEMONSTRATION:
- case TF_THROWSTONE:
- case NPC_SMOKING:
- case GS_FLING:
- case NJ_ZENYNAGE:
- skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case HVAN_EXPLOSION:
- case NPC_SELFDESTRUCTION:
- if (src != bl)
- skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- // Celest
- case PF_SOULBURN:
- if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (skilllv == 5)
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- status_percent_damage(src, bl, 0, 100, false);
- } else {
- clif_skill_nodamage(src,src,skillid,skilllv,1);
- if (skilllv == 5)
- skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
- status_percent_damage(src, src, 0, 100, false);
- }
- if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
- break;
- case NPC_BLOODDRAIN:
- case NPC_ENERGYDRAIN:
- {
- int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
- src, src, bl, skillid, skilllv, tick, flag);
- if (heal > 0){
- clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- status_heal(src, heal, 0, 0);
- }
- }
- break;
- case GS_BULLSEYE:
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case NJ_KASUMIKIRI:
- if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
- sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
- break;
- case NJ_KIRIKAGE:
- if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
- { //You don't move on GVG grounds.
- short x, y;
- map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
- if (unit_movepos(src, x, y, 0, 0))
- clif_slide(src,src->x,src->y);
- }
- if (sc && sc->data[SC_HIDING])
- status_change_end(src, SC_HIDING, -1);
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case 0:
- if(sd) {
- if (flag & 3){
- if (bl->id != skill_area_temp[1])
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
- } else {
- skill_area_temp[1] = bl->id;
- map_foreachinrange(skill_area_sub, bl,
- sd->splash_range, BL_CHAR,
- src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
- skill_castend_damage_id);
- flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
- }
- }
- break;
- default:
- ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
- clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
- 0, abs(skill_get_num(skillid, skilllv)),
- skillid, skilllv, skill_get_hit(skillid));
- map_freeblock_unlock();
- return 1;
- }
- map_freeblock_unlock();
- if( sd && !(flag&1) )
- {
- if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
- battle_consume_ammo(sd, skillid, skilllv);
- if( !sd->state.skillonskill )
- skill_onskillusage(sd, bl, skillid, tick);
- skill_consume_requirement(sd,skillid,skilllv,2);
- }
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
- {
- struct map_session_data *sd, *dstsd;
- struct mob_data *md, *dstmd;
- struct homun_data *hd;
- struct mercenary_data *mer;
- struct status_data *sstatus, *tstatus;
- struct status_change *tsc;
- struct status_change_entry *tsce;
- int i;
- enum sc_type type;
- if(skillid > 0 && skilllv <= 0) return 0; // celest
- nullpo_retr(1, src);
- nullpo_retr(1, bl);
- if (src->m != bl->m)
- return 1;
- sd = BL_CAST(BL_PC, src);
- hd = BL_CAST(BL_HOM, src);
- md = BL_CAST(BL_MOB, src);
- mer = BL_CAST(BL_MER, src);
- dstsd = BL_CAST(BL_PC, bl);
- dstmd = BL_CAST(BL_MOB, bl);
- if(bl->prev == NULL)
- return 1;
- if(status_isdead(src))
- return 1;
- if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
- return 1;
- tstatus = status_get_status_data(bl);
- sstatus = status_get_status_data(src);
- //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
- switch (skillid) {
- case HLIF_HEAL: //[orn]
- if (bl->type != BL_HOM) {
- if (sd) clif_skill_fail(sd,skillid,0,0) ;
- break ;
- }
- case AL_HEAL:
- case ALL_RESURRECTION:
- case PR_ASPERSIO:
- //Apparently only player casted skills can be offensive like this.
- if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
- if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
- //Offensive heal does not works on non-enemies. [Skotlex]
- clif_skill_fail(sd,skillid,0,0);
- return 0;
- }
- return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
- }
- break;
- case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
- return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
- default:
- //Skill is actually ground placed.
- if (src == bl && skill_get_unit_id(skillid,0))
- return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
- }
- type = status_skill2sc(skillid);
- tsc = status_get_sc(bl);
- tsce = (tsc && type != -1)?tsc->data[type]:NULL;
- if (src!=bl && type > -1 &&
- (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
- skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
- battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
- return 1; //Skills that cause an status should be blocked if the target element blocks its element.
- map_freeblock_lock();
- switch(skillid)
- {
- case HLIF_HEAL: //[orn]
- case AL_HEAL:
- {
- int heal = skill_calc_heal(src, bl, skillid, skilllv, true);
- int heal_get_jobexp;
- if( status_isimmune(bl) || (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) )
- heal=0;
- if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
- heal = heal*2;
- if( tsc && tsc->count )
- {
- if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
- { //Bounce back heal
- if (--tsc->data[SC_KAITE]->val2 <= 0)
- status_change_end(bl, SC_KAITE, -1);
- if (src == bl)
- heal=0; //When you try to heal yourself under Kaite, the heal is voided.
- else {
- bl = src;
- dstsd = sd;
- }
- } else
- if (tsc->data[SC_BERSERK])
- heal = 0; //Needed so that it actually displays 0 when healing.
- }
- heal_get_jobexp = status_heal(bl,heal,0,0);
- clif_skill_nodamage (src, bl, skillid, heal, 1);
- if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
- heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
- if (heal_get_jobexp <= 0)
- heal_get_jobexp = 1;
- pc_gainexp (sd, bl, 0, heal_get_jobexp);
- }
- }
- break;
- case PR_REDEMPTIO:
- if (sd && !(flag&1)) {
- if (sd->status.party_id == 0) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- skill_area_temp[0] = 0;
- party_foreachsamemap(skill_area_sub,
- sd,skill_get_splash(skillid, skilllv),
- src,skillid,skilllv,tick, flag|BCT_PARTY|1,
- skill_castend_nodamage_id);
- if (skill_area_temp[0] == 0) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
- if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
- sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
- sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
- clif_updatestatus(sd,SP_BASEEXP);
- clif_updatestatus(sd,SP_JOBEXP);
- }
- status_set_hp(src, 1, 0);
- status_set_sp(src, 0, 0);
- break;
- } else if (status_isdead(bl) && flag&1) { //Revive
- skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
- skilllv = 3; //Resurrection level 3 is used
- } else //Invalid target, skip resurrection.
- break;
- case ALL_RESURRECTION:
- if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
- { //No reviving in WoE grounds!
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- if (!status_isdead(bl))
- break;
- {
- int per = 0, sper = 0;
- if (status_get_sc(bl)->data[SC_HELLPOWER])
- break;
- if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
- break;
- switch(skilllv){
- case 1: per=10; break;
- case 2: per=30; break;
- case 3: per=50; break;
- case 4: per=80; break;
- }
- if(dstsd && dstsd->special_state.restart_full_recover)
- per = sper = 100;
- if (status_revive(bl, per, sper))
- {
- clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
- if(sd && dstsd && battle_config.resurrection_exp > 0)
- {
- int exp = 0,jexp = 0;
- int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
- if(lv > 0 && pc_nextbaseexp(dstsd)) {
- exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
- if (exp < 1) exp = 1;
- }
- if(jlv > 0 && pc_nextjobexp(dstsd)) {
- jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
- if (jexp < 1) jexp = 1;
- }
- if(exp > 0 || jexp > 0)
- pc_gainexp (sd, bl, exp, jexp);
- }
- }
- }
- break;
- case AL_DECAGI:
- case MER_DECAGI:
- clif_skill_nodamage (src, bl, skillid, skilllv,
- sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
- break;
- case AL_CRUCIS:
- if (flag&1)
- sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
- else {
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
- }
- break;
- case PR_LEXDIVINA:
- case MER_LEXDIVINA:
- if( tsce )
- status_change_end(bl,type, -1);
- else
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- break;
- case SA_ABRACADABRA:
- {
- int abra_skillid = 0, abra_skilllv;
- do {
- i = rand() % MAX_SKILL_ABRA_DB;
- abra_skillid = skill_abra_db[i].skillid;
- } while (abra_skillid == 0 ||
- skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
- rand()%10000 >= skill_abra_db[i].per
- );
- abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if( sd )
- {// player-casted
- sd->state.abra_flag = 1;
- sd->skillitem = abra_skillid;
- sd->skillitemlv = abra_skilllv;
- clif_item_skill(sd, abra_skillid, abra_skilllv);
- }
- else
- {// mob-casted
- struct unit_data *ud = unit_bl2ud(src);
- int inf = skill_get_inf(abra_skillid);
- int target_id = 0;
- if (!ud) break;
- if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
- if (src->type == BL_PET)
- bl = (struct block_list*)((TBL_PET*)src)->msd;
- if (!bl) bl = src;
- unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
- } else { //Assume offensive skills
- if (ud->target)
- target_id = ud->target;
- else switch (src->type) {
- case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
- case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
- }
- if (!target_id)
- break;
- if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
- bl = map_id2bl(target_id);
- if (!bl) bl = src;
- unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
- } else
- unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
- }
- }
- }
- break;
- case SA_COMA:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
- break;
- case SA_FULLRECOVERY:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (status_isimmune(bl))
- break;
- status_percent_heal(bl, 100, 100);
- break;
- case NPC_ALLHEAL:
- {
- int heal;
- if( status_isimmune(bl) )
- break;
- heal = status_percent_heal(bl, 100, 0);
- clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
- if( skillid == NPC_ALLHEAL && dstmd )
- { // Reset Damage Logs
- memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
- dstmd->tdmg = 0;
- }
- }
- break;
- case SA_SUMMONMONSTER:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
- break;
- case SA_LEVELUP:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
- break;
- case SA_INSTANTDEATH:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_set_hp(bl,1,0);
- break;
- case SA_QUESTION:
- case SA_GRAVITY:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case SA_CLASSCHANGE:
- case SA_MONOCELL:
- if (dstmd)
- {
- int class_;
- if ( sd && dstmd->status.mode&MD_BOSS )
- {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- mob_class_change(dstmd,class_);
- if( tsc && dstmd->status.mode&MD_BOSS )
- {
- 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 };
- for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
- if (tsc->data[i]) status_change_end(bl, (sc_type)i, -1);
- for (i = 0; i < ARRAYLENGTH(scs); i++)
- if (tsc->data[scs[i]]) status_change_end(bl, scs[i], -1);
- }
- }
- break;
- case SA_DEATH:
- if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
- {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_kill(bl);
- break;
- case SA_REVERSEORCISH:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
- break;
- case SA_FORTUNE:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
- break;
- case SA_TAMINGMONSTER:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (sd && dstmd) {
- ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
- if( i < MAX_PET_DB )
- pet_catch_process1(sd, dstmd->class_);
- }
- break;
- case CR_PROVIDENCE:
- if(sd && dstsd){ //Check they are not another crusader [Skotlex]
- if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- break;
- case CG_MARIONETTE:
- {
- struct status_change* sc = status_get_sc(src);
- if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
- {// Cannot cast on another bard/dancer-type class of the same gender as caster
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- if( sc && tsc )
- {
- if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
- {
- sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
- sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- else
- if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
- tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
- {
- status_change_end(src, SC_MARIONETTE, -1);
- status_change_end(bl, SC_MARIONETTE2, -1);
- }
- else
- {
- if( sd )
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- }
- }
- break;
- case RG_CLOSECONFINE:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
- break;
- case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
- case SA_FROSTWEAPON:
- case SA_LIGHTNINGLOADER:
- case SA_SEISMICWEAPON:
- if (dstsd) {
- if(dstsd->status.weapon == W_FIST ||
- (dstsd->sc.count && !dstsd->sc.data[type] &&
- ( //Allow re-enchanting to lenghten time. [Skotlex]
- dstsd->sc.data[SC_FIREWEAPON] ||
- dstsd->sc.data[SC_WATERWEAPON] ||
- dstsd->sc.data[SC_WINDWEAPON] ||
- dstsd->sc.data[SC_EARTHWEAPON] ||
- dstsd->sc.data[SC_SHADOWWEAPON] ||
- dstsd->sc.data[SC_GHOSTWEAPON] ||
- dstsd->sc.data[SC_ENCPOISON]
- ))
- ) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- }
- // 100% success rate at lv4 & 5, but lasts longer at lv5
- if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
- if (sd)
- clif_skill_fail(sd,skillid,0,0);
- if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
- clif_displaymessage(sd->fd,"You broke target's weapon");
- }
- break;
- case PR_ASPERSIO:
- if (sd && dstmd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- break;
- case ITEM_ENCHANTARMS:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start2(bl,type,100,skilllv,
- skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
- break;
- case TK_SEVENWIND:
- switch(skill_get_ele(skillid,skilllv)) {
- case ELE_EARTH : type = SC_EARTHWEAPON; break;
- case ELE_WIND : type = SC_WINDWEAPON; break;
- case ELE_WATER : type = SC_WATERWEAPON; break;
- case ELE_FIRE : type = SC_FIREWEAPON; break;
- case ELE_GHOST : type = SC_GHOSTWEAPON; break;
- case ELE_DARK : type = SC_SHADOWWEAPON; break;
- case ELE_HOLY : type = SC_ASPERSIO; break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
- break;
- case PR_KYRIE:
- clif_skill_nodamage(bl,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- break;
- //Passive Magnum, should had been casted on yourself.
- case SM_MAGNUM:
- case MS_MAGNUM:
- skill_area_temp[1] = 0;
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
- clif_skill_nodamage (src,src,skillid,skilllv,1);
- //Initiate 10% of your damage becomes fire element.
- sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
- if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
- break;
- case AL_INCAGI:
- case AL_BLESSING:
- if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
- skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- }
- case PR_SLOWPOISON:
- case PR_IMPOSITIO:
- case PR_LEXAETERNA:
- case PR_SUFFRAGIUM:
- case PR_BENEDICTIO:
- case LK_BERSERK:
- case MS_BERSERK:
- case KN_AUTOCOUNTER:
- case KN_TWOHANDQUICKEN:
- case KN_ONEHAND:
- case MER_QUICKEN:
- case CR_SPEARQUICKEN:
- case CR_REFLECTSHIELD:
- case MS_REFLECTSHIELD:
- case AS_POISONREACT:
- case MC_LOUD:
- case MG_ENERGYCOAT:
- case MO_EXPLOSIONSPIRITS:
- case MO_STEELBODY:
- case MO_BLADESTOP:
- case LK_AURABLADE:
- case LK_PARRYING:
- case MS_PARRYING:
- case LK_CONCENTRATION:
- case WS_CARTBOOST:
- case SN_SIGHT:
- case WS_MELTDOWN:
- case WS_OVERTHRUSTMAX:
- case ST_REJECTSWORD:
- case HW_MAGICPOWER:
- case PF_MEMORIZE:
- case PA_SACRIFICE:
- case ASC_EDP:
- case PF_DOUBLECASTING:
- case SG_SUN_COMFORT:
- case SG_MOON_COMFORT:
- case SG_STAR_COMFORT:
- case NPC_HALLUCINATION:
- case GS_MADNESSCANCEL:
- case GS_ADJUSTMENT:
- case GS_INCREASING:
- case NJ_KASUMIKIRI:
- case NJ_UTSUSEMI:
- case NJ_NEN:
- case NPC_DEFENDER:
- case NPC_MAGICMIRROR:
- case ST_PRESERVE:
- case NPC_INVINCIBLE:
- case NPC_INVINCIBLEOFF:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- break;
- case NPC_STOP:
- if( clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
- sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
- break;
- case HP_ASSUMPTIO:
- if( sd && dstmd )
- clif_skill_fail(sd,skillid,0,0);
- else
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- break;
- case MG_SIGHT:
- case MER_SIGHT:
- case AL_RUWACH:
- case WZ_SIGHTBLASTER:
- case NPC_WIDESIGHT:
- case NPC_STONESKIN:
- case NPC_ANTIMAGIC:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
- break;
- case HLIF_AVOID:
- case HAMI_DEFENCE:
- i = skill_get_time(skillid,skilllv);
- clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
- clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
- break;
- case NJ_BUNSINJYUTSU:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- if (tsc && tsc->data[SC_NEN])
- status_change_end(bl,SC_NEN,-1);
- break;
- /* Was modified to only affect targetted char. [Skotlex]
- case HP_ASSUMPTIO:
- if (flag&1)
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- else
- {
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_PC,
- src, skillid, skilllv, tick, flag|BCT_ALL|1,
- skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- */
- case SM_ENDURE:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- if (sd)
- skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
- break;
- case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
- if (sd && dstsd && dstsd->sc.count) {
- if (dstsd->sc.data[SC_FIREWEAPON] ||
- dstsd->sc.data[SC_WATERWEAPON] ||
- dstsd->sc.data[SC_WINDWEAPON] ||
- dstsd->sc.data[SC_EARTHWEAPON] ||
- dstsd->sc.data[SC_SHADOWWEAPON] ||
- dstsd->sc.data[SC_GHOSTWEAPON]
- // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
- ) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- break;
- case LK_TENSIONRELAX:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
- skill_get_time(skillid,skilllv)));
- break;
- case MC_CHANGECART:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case TK_MISSION:
- if (sd) {
- int id;
- if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
- clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- id = mob_get_random_id(0,0xE, sd->status.base_level);
- if (!id) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- sd->mission_mobid = id;
- sd->mission_count = 0;
- pc_setglobalreg(sd,"TK_MISSION_ID", id);
- clif_mission_info(sd, id, 0);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case AC_CONCENTRATION:
- {
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- map_foreachinrange( status_change_timer_sub, src,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src,NULL,type,tick);
- }
- break;
- case SM_PROVOKE:
- case SM_SELFPROVOKE:
- case MER_PROVOKE:
- if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
- {
- map_freeblock_unlock();
- return 1;
- }
- //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
- clif_skill_nodamage(src,bl,skillid,skilllv,
- (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
- if( !i )
- {
- if( sd )
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- unit_skillcastcancel(bl, 2);
- if( tsc && tsc->count )
- {
- if( tsc->data[SC_FREEZE] )
- status_change_end(bl,SC_FREEZE,-1);
- if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
- status_change_end(bl,SC_STONE,-1);
- if( tsc->data[SC_SLEEP] )
- status_change_end(bl,SC_SLEEP,-1);
- }
- if( dstmd )
- {
- dstmd->state.provoke_flag = src->id;
- mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
- }
- break;
- case ML_DEVOTION:
- case CR_DEVOTION:
- {
- int count, lv;
- if( !dstsd )
- { // Only players can be devoted
- if( sd )
- clif_skill_fail(sd, skillid, 0, 0);
- break;
- }
- if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
- lv = -lv;
- if( lv > battle_config.devotion_level_difference || // Level difference requeriments
- (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
- (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
- (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER ) // Crusader Cannot be devoted
- {
- if( sd )
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- i = 0;
- count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
- if( sd )
- { // Player Devoting Player
- ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
- if( i == count )
- {
- ARR_FIND(0, count, i, sd->devotion[i] == 0 );
- if( i == count )
- { // No free slots, skill Fail
- clif_skill_fail(sd, skillid, 0, 0);
- map_freeblock_unlock();
- return 1;
- }
- }
- sd->devotion[i] = bl->id;
- }
- else
- mer->devotion_flag = 1; // Mercenary Devoting Owner
- clif_skill_nodamage(src, bl, skillid, skilllv,
- sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv), skill_get_time2(skillid, skilllv), 1000));
- clif_devotion(src, NULL);
- }
- break;
- case MO_CALLSPIRITS:
- if(sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
- }
- break;
- case CH_SOULCOLLECT:
- if(sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- for (i = 0; i < 5; i++)
- pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
- }
- break;
- case MO_KITRANSLATION:
- if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
- pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
- }
- break;
- case TK_TURNKICK:
- case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
- if (skill_area_temp[1] != bl->id) {
- skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
- skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
- }
- break;
- case MO_ABSORBSPIRITS:
- i = 0;
- if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
- { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
- i = dstsd->spiritball * 7;
- pc_delspiritball(dstsd,dstsd->spiritball,0);
- } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
- { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
- i = 2 * dstmd->level;
- mob_target(dstmd,src,0);
- }
- if (i) status_heal(src, 0, i, 3);
- clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
- break;
- case AC_MAKINGARROW:
- if(sd) {
- clif_arrow_create_list(sd);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case AM_PHARMACY:
- if(sd) {
- clif_skill_produce_mix_list(sd,22);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case SA_CREATECON:
- if(sd) {
- clif_skill_produce_mix_list(sd,23);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case BS_HAMMERFALL:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
- break;
- case RG_RAID:
- skill_area_temp[1] = 0;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), splash_target(src),
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- status_change_end(src, SC_HIDING, -1);
- break;
- case ASC_METEORASSAULT:
- case GS_SPREADATTACK:
- case NPC_EARTHQUAKE:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- case NPC_HELLJUDGEMENT:
- case NPC_PULSESTRIKE:
- skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
- break;
- case KN_BRANDISHSPEAR:
- case ML_BRANDISH:
- {
- int c,n=4;
- int dir = map_calc_dir(src,bl->x,bl->y);
- struct square tc;
- int x=bl->x,y=bl->y;
- skill_brandishspear_first(&tc,dir,x,y);
- skill_brandishspear_dir(&tc,dir,4);
- skill_area_temp[1] = bl->id;
- if(skilllv > 9){
- for(c=1;c<4;c++){
- map_foreachincell(skill_area_sub,
- bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
- skill_castend_damage_id);
- }
- }
- if(skilllv > 6){
- skill_brandishspear_dir(&tc,dir,-1);
- n--;
- }else{
- skill_brandishspear_dir(&tc,dir,-2);
- n-=2;
- }
- if(skilllv > 3){
- for(c=0;c<5;c++){
- map_foreachincell(skill_area_sub,
- bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
- skill_castend_damage_id);
- if(skilllv > 6 && n==3 && c==4){
- skill_brandishspear_dir(&tc,dir,-1);
- n--;c=-1;
- }
- }
- }
- for(c=0;c<10;c++){
- if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
- map_foreachincell(skill_area_sub,
- bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- }
- break;
- case WZ_SIGHTRASHER:
- //Passive side of the attack.
- status_change_end(src,SC_SIGHT,-1);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub,src,
- skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- break;
- case NJ_HYOUSYOURAKU:
- case NJ_RAIGEKISAI:
- case WZ_FROSTNOVA:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_area_temp[1] = 0;
- map_foreachinrange(skill_attack_area, src,
- skill_get_splash(skillid, skilllv), splash_target(src),
- BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
- break;
- case HVAN_EXPLOSION: //[orn]
- case NPC_SELFDESTRUCTION:
- //Self Destruction hits everyone in range (allies+enemies)
- //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
- i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
- BCT_ENEMY:BCT_ALL;
- clif_skill_nodamage(src, src, skillid, -1, 1);
- map_delblock(src); //Required to prevent chain-self-destructions hitting back.
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), splash_target(src),
- src, skillid, skilllv, tick, flag|i,
- skill_castend_damage_id);
- map_addblock(src);
- status_damage(src, src, sstatus->max_hp,0,0,1);
- break;
- case AL_ANGELUS:
- case PR_MAGNIFICAT:
- case PR_GLORIA:
- case SN_WINDWALK:
- case CASH_BLESSING:
- case CASH_INCAGI:
- case CASH_ASSUMPTIO:
- if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
- clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- else if( sd )
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
- break;
- case MER_MAGNIFICAT:
- if( mer != NULL )
- {
- clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
- party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
- else if( mer->master && !(flag&1) )
- clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- }
- break;
- case BS_ADRENALINE:
- case BS_ADRENALINE2:
- case BS_WEAPONPERFECT:
- case BS_OVERTHRUST:
- if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
- clif_skill_nodamage(bl,bl,skillid,skilllv,
- sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
- } else if (sd) {
- party_foreachsamemap(skill_area_sub,
- sd,skill_get_splash(skillid, skilllv),
- src,skillid,skilllv,tick, flag|BCT_PARTY|1,
- skill_castend_nodamage_id);
- }
- break;
- case BS_MAXIMIZE:
- case NV_TRICKDEAD:
- case CR_DEFENDER:
- case ML_DEFENDER:
- case CR_AUTOGUARD:
- case ML_AUTOGUARD:
- case TK_READYSTORM:
- case TK_READYDOWN:
- case TK_READYTURN:
- case TK_READYCOUNTER:
- case TK_DODGE:
- case CR_SHRINK:
- case SG_FUSION:
- case GS_GATLINGFEVER:
- if( tsce )
- {
- clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
- map_freeblock_unlock();
- return 0;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- break;
- case SL_KAITE:
- case SL_KAAHI:
- case SL_KAIZEL:
- case SL_KAUPE:
- if (sd) {
- if (!dstsd || !(
- (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
- (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
- dstsd->status.char_id == sd->status.char_id ||
- dstsd->status.char_id == sd->status.partner_id ||
- dstsd->status.char_id == sd->status.child
- )) {
- status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
- break;
- case SM_AUTOBERSERK:
- case MER_AUTOBERSERK:
- if( tsce )
- i = status_change_end(bl, type, -1);
- else
- i = sc_start(bl,type,100,skilllv,60000);
- clif_skill_nodamage(src,bl,skillid,skilllv,i);
- break;
- case TF_HIDING:
- case ST_CHASEWALK:
- if (tsce)
- {
- clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, -1)); //Hide skill-scream animation.
- map_freeblock_unlock();
- return 0;
- }
- clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- break;
- case TK_RUN:
- if (tsce)
- {
- clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
- map_freeblock_unlock();
- return 0;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
- if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
- clif_walkok(sd); // So aegis has to resend the walk ok.
- break;
- case AS_CLOAKING:
- if (tsce)
- {
- i = status_change_end(bl, type, -1);
- if( i )
- clif_skill_nodamage(src,bl,skillid,-1,i);
- else if( sd )
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- if( i )
- clif_skill_nodamage(src,bl,skillid,-1,i);
- else if( sd )
- clif_skill_fail(sd,skillid,0,0);
- break;
- case BD_ADAPTATION:
- if(tsc && tsc->data[SC_DANCING]){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_change_end(bl, SC_DANCING, -1);
- }
- break;
- case BA_FROSTJOKER:
- case DC_SCREAM:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
- if (md) {
- // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
- //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
- char temp[70];
- snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
- clif_message(&md->bl,temp);
- }
- break;
- case BA_PANGVOICE:
- clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
- break;
- case DC_WINKCHARM:
- if( dstsd )
- clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
- else
- if( dstmd )
- {
- if( status_get_lv(src) > status_get_lv(bl)
- && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
- && !(tstatus->mode&MD_BOSS) )
- clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
- else
- {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- if(sd) clif_skill_fail(sd,skillid,0,0);
- }
- }
- break;
- case TF_STEAL:
- if(sd) {
- if(pc_steal_item(sd,bl,skilllv))
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- else
- clif_skill_fail(sd,skillid,0x0a,0);
- }
- break;
- case RG_STEALCOIN:
- if(sd) {
- if(pc_steal_coin(sd,bl))
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- else
- clif_skill_fail(sd,skillid,0,0);
- }
- break;
- case MG_STONECURSE:
- {
- if (tstatus->mode&MD_BOSS) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- break;
- }
- if(status_isimmune(bl) || !tsc)
- break;
- if (dstmd)
- mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
- if (tsc->data[SC_STONE]) {
- status_change_end(bl,SC_STONE,-1);
- if (sd) clif_skill_fail(sd,skillid,0,0);
- break;
- }
- if (sc_start4(bl,SC_STONE,(skilllv*4+20),
- skilllv, 0, 0, skill_get_time(skillid, skilllv),
- skill_get_time2(skillid,skilllv)))
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- else if(sd) {
- clif_skill_fail(sd,skillid,0,0);
- // Level 6-10 doesn't consume a red gem if it fails [celest]
- if (skilllv > 5)
- { // not to consume items
- map_freeblock_unlock();
- return 0;
- }
- }
- }
- break;
- case NV_FIRSTAID:
- clif_skill_nodamage(src,bl,skillid,5,1);
- status_heal(bl,5,0,0);
- break;
- case AL_CURE:
- if(status_isimmune(bl)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- status_change_end(bl, SC_SILENCE , -1 );
- status_change_end(bl, SC_BLIND , -1 );
- status_change_end(bl, SC_CONFUSION, -1 );
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case TF_DETOXIFY:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_change_end(bl, SC_POISON , -1 );
- status_change_end(bl, SC_DPOISON , -1 );
- break;
- case PR_STRECOVERY:
- if(status_isimmune(bl)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- if (tsc && tsc->opt1) {
- status_change_end(bl, SC_FREEZE, -1 );
- status_change_end(bl, SC_STONE, -1 );
- status_change_end(bl, SC_SLEEP, -1 );
- status_change_end(bl, SC_STUN, -1 );
- }
- //Is this equation really right? It looks so... special.
- if(battle_check_undead(tstatus->race,tstatus->def_ele))
- {
- status_change_start(bl, SC_BLIND,
- 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
- 1,0,0,0,
- skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(dstmd)
- mob_unlocktarget(dstmd,tick);
- break;
- // Mercenary Supportive Skills
- case MER_BENEDICTION:
- status_change_end(bl, SC_CURSE, -1);
- status_change_end(bl, SC_BLIND, -1);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case MER_COMPRESS:
- status_change_end(bl, SC_BLEEDING, -1);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case MER_MENTALCURE:
- status_change_end(bl, SC_CONFUSION, -1);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case MER_RECUPERATE:
- status_change_end(bl, SC_POISON, -1);
- status_change_end(bl, SC_SILENCE, -1);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case MER_REGAIN:
- status_change_end(bl, SC_SLEEP, -1);
- status_change_end(bl, SC_STUN, -1);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case MER_TENDER:
- status_change_end(bl, SC_FREEZE, -1);
- status_change_end(bl, SC_STONE, -1);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case MER_SCAPEGOAT:
- if( mer && mer->master )
- {
- status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
- status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
- }
- break;
- case MER_ESTIMATION:
- if( !mer )
- break;
- sd = mer->master;
- case WZ_ESTIMATION:
- if( sd == NULL )
- break;
- if( dstsd )
- { // Fail on Players
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
- break; // Cannot be Used on Emperium
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
- clif_skill_estimation(sd, bl);
- if( skillid == MER_ESTIMATION )
- sd = NULL;
- break;
- case BS_REPAIRWEAPON:
- if(sd && dstsd)
- clif_item_repair_list(sd,dstsd);
- break;
- case MC_IDENTIFY:
- if(sd)
- clif_item_identify_list(sd);
- break;
- // Weapon Refining [Celest]
- case WS_WEAPONREFINE:
- if(sd)
- clif_item_refine_list(sd);
- break;
- case MC_VENDING:
- if(sd)
- { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
- if ( !pc_can_give_items(pc_isGM(sd)) )
- clif_skill_fail(sd,skillid,0,0);
- else
- clif_openvendingreq(sd,2+skilllv);
- }
- break;
- case AL_TELEPORT:
- if(sd)
- {
- if (map[bl->m].flag.noteleport && skilllv <= 2) {
- clif_skill_teleportmessage(sd,0);
- break;
- }
- if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
- clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
- break;
- }
- if( sd->state.autocast || sd->skillitem == AL_TELEPORT || (battle_config.skip_teleport_lv1_menu && skilllv == 1) || skilllv > 2 )
- {
- if( skilllv == 1 )
- pc_randomwarp(sd,3);
- else
- pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( skilllv == 1 )
- clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
- else
- clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
- } else
- unit_warp(bl,-1,-1,-1,3);
- break;
- case NPC_EXPULSION:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- unit_warp(bl,-1,-1,-1,3);
- break;
- case AL_HOLYWATER:
- if(sd) {
- if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- else
- clif_skill_fail(sd,skillid,0,0);
- }
- break;
- case TF_PICKSTONE:
- if(sd) {
- int eflag;
- struct item item_tmp;
- struct block_list tbl;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- memset(&item_tmp,0,sizeof(item_tmp));
- memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
- item_tmp.nameid = ITEMID_STONE;
- item_tmp.identify = 1;
- tbl.id = 0;
- clif_takeitem(&sd->bl,&tbl);
- eflag = pc_additem(sd,&item_tmp,1);
- if(eflag) {
- clif_additem(sd,0,0,eflag);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
- }
- }
- break;
- case ASC_CDP:
- if(sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
- }
- break;
- case RG_STRIPWEAPON:
- case RG_STRIPSHIELD:
- case RG_STRIPARMOR:
- case RG_STRIPHELM:
- case ST_FULLSTRIP:
- {
- unsigned short location = 0;
- int d = 0;
-
- //Rate in percent
- if ( skillid == ST_FULLSTRIP ) {
- i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
- } else {
- i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
- }
- if (i < 5) i = 5; //Minimum rate 5%
- //Duration in ms
- d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
- if (d < 0) d = 0; //Minimum duration 0ms
- switch (skillid) {
- case RG_STRIPWEAPON:
- location = EQP_WEAPON;
- break;
- case RG_STRIPSHIELD:
- location = EQP_SHIELD;
- break;
- case RG_STRIPARMOR:
- location = EQP_ARMOR;
- break;
- case RG_STRIPHELM:
- location = EQP_HELM;
- break;
- case ST_FULLSTRIP:
- location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
- break;
- }
- //Attempts to strip at rate i and duration d
- if (!clif_skill_nodamage(src,bl,skillid,skilllv,skill_strip_equip(bl, location, i, skilllv, d)) && sd)
- clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
- }
- break;
- case AM_BERSERKPITCHER:
- case AM_POTIONPITCHER:
- {
- int i,x,hp = 0,sp = 0,bonus=100;
- if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
- {
- map_freeblock_unlock();
- return 1;
- }
- if( sd )
- {
- x = skilllv%11 - 1;
- i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
- if(i < 0 || skill_db[skillid].itemid[x] <= 0)
- {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x])
- {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- if( skillid == AM_BERSERKPITCHER )
- {
- if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv )
- {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- }
- potion_flag = 1;
- potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
- potion_target = bl->id;
- run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
- potion_flag = potion_target = 0;
- if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
- bonus += sd->status.base_level;
- if( potion_per_hp > 0 || potion_per_sp > 0 )
- {
- hp = tstatus->max_hp * potion_per_hp / 100;
- hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- if( dstsd )
- {
- sp = dstsd->status.max_sp * potion_per_sp / 100;
- sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- }
- }
- else
- {
- if( potion_hp > 0 )
- {
- hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- hp = hp * (100 + (tstatus->vit<<1)) / 100;
- if( dstsd )
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
- }
- if( potion_sp > 0 )
- {
- sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- sp = sp * (100 + (tstatus->int_<<1)) / 100;
- if( dstsd )
- sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
- }
- }
- if (sd->itemgrouphealrate[IG_POTION]>0)
- {
- hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
- sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
- }
- if( (i = pc_skillheal_bonus(sd, skillid)) )
- {
- hp += hp * i / 100;
- sp += sp * i / 100;
- }
- }
- else
- {
- hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
- hp = hp * (100 + (tstatus->vit<<1)) / 100;
- if( dstsd )
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
- }
- if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
- {
- hp += hp * i / 100;
- sp += sp * i / 100;
- }
- if( tsc && tsc->data[SC_CRITICALWOUND] )
- {
- hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
- sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
- clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
- if( sp > 0 )
- clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
- status_heal(bl,hp,sp,0);
- }
- break;
- case AM_CP_WEAPON:
- case AM_CP_SHIELD:
- case AM_CP_ARMOR:
- case AM_CP_HELM:
- {
- enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
- if(tsc && tsc->data[scid])
- status_change_end(bl, scid, -1 );
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- }
- break;
- case AM_TWILIGHT1:
- if (sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- //Prepare 200 White Potions.
- if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
- clif_skill_fail(sd,skillid,0,0);
- }
- break;
- case AM_TWILIGHT2:
- if (sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- //Prepare 200 Slim White Potions.
- if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
- clif_skill_fail(sd,skillid,0,0);
- }
- break;
- case AM_TWILIGHT3:
- if (sd) {
- //check if you can produce all three, if not, then fail:
- if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
- || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
- || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
- ) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
- skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
- skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
- }
- break;
- case SA_DISPELL:
- if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
- {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
- || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
- || rand()%100 >= 50+10*skilllv)
- {
- if (sd)
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- if(status_isimmune(bl) || !tsc || !tsc->count)
- break;
- for(i=0;i<SC_MAX;i++)
- {
- if (!tsc->data[i])
- continue;
- switch (i) {
- case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
- case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
- case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
- case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
- case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
- case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
- case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
- case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
- case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
- case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
- case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
- case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
- case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
- case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
- case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
- case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
- case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
- case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
- case SC_JEXPBOOST:
- continue;
- case SC_ASSUMPTIO:
- if( bl->type == BL_MOB )
- continue;
- break;
- }
- 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.
- status_change_end(bl,(sc_type)i,-1);
- }
- break;
- }
- //Affect all targets on splash area.
- map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
- src, skillid, skilllv, tick, flag|1,
- skill_castend_damage_id);
- break;
- case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
- break;
- case TK_HIGHJUMP:
- {
- int x,y, dir = unit_getdir(src);
- //Fails on noteleport maps, except for vs maps [Skotlex]
- if(map[src->m].flag.noteleport &&
- !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
- ) {
- x = src->x;
- y = src->y;
- } else {
- x = src->x + dirx[dir]*skilllv*2;
- y = src->y + diry[dir]*skilllv*2;
- }
- clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
- if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
- clif_slide(src,x,y);
- unit_movepos(src, x, y, 1, 0);
- }
- }
- break;
- case SA_CASTCANCEL:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- unit_skillcastcancel(src,1);
- if(sd) {
- int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
- sp = sp * (90 - (skilllv-1)*20) / 100;
- if(sp < 0) sp = 0;
- status_zap(src, 0, sp);
- }
- break;
- case SA_SPELLBREAKER:
- {
- int sp;
- if(tsc && tsc->data[SC_MAGICROD]) {
- sp = skill_get_sp(skillid,skilllv);
- sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
- if(sp < 1) sp = 1;
- status_heal(bl,0,sp,2);
- clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
- status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
- } else {
- struct unit_data *ud = unit_bl2ud(bl);
- int bl_skillid=0,bl_skilllv=0,hp = 0;
- if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
- bl_skillid = ud->skillid;
- bl_skilllv = ud->skilllv;
- if (tstatus->mode & MD_BOSS)
- { //Only 10% success chance against bosses. [Skotlex]
- if (rand()%100 < 90)
- {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- break;
- }
- } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
- hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- unit_skillcastcancel(bl,0);
- sp = skill_get_sp(bl_skillid,bl_skilllv);
- status_zap(bl, hp, sp);
- if (hp && skilllv >= 5)
- hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
- else
- hp = 0;
- if (sp) //Recover some of the SP used
- sp = sp*(25*(skilllv-1))/100;
- if(hp || sp)
- status_heal(src, hp, sp, 2);
- }
- }
- break;
- case SA_MAGICROD:
- //It activates silently, no use animation.
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- break;
- case SA_AUTOSPELL:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(sd)
- clif_autospell(sd,skilllv);
- else {
- int maxlv=1,spellid=0;
- static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
- if(skilllv >= 10) {
- spellid = MG_FROSTDIVER;
- // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
- // maxlv = 10;
- // else
- maxlv = skilllv - 9;
- }
- else if(skilllv >=8) {
- spellid = MG_FIREBALL;
- maxlv = skilllv - 7;
- }
- else if(skilllv >=5) {
- spellid = MG_SOULSTRIKE;
- maxlv = skilllv - 4;
- }
- else if(skilllv >=2) {
- int i = rand()%3;
- spellid = spellarray[i];
- maxlv = skilllv - 1;
- }
- else if(skilllv > 0) {
- spellid = MG_NAPALMBEAT;
- maxlv = 3;
- }
- if(spellid > 0)
- sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
- skill_get_time(SA_AUTOSPELL,skilllv));
- }
- break;
- case BS_GREED:
- if(sd){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_greed,bl,
- skill_get_splash(skillid, skilllv),BL_ITEM,bl);
- }
- break;
- case SA_ELEMENTWATER:
- case SA_ELEMENTFIRE:
- case SA_ELEMENTGROUND:
- case SA_ELEMENTWIND:
- if(sd && !dstmd) //Only works on monsters.
- break;
- if(tstatus->mode&MD_BOSS)
- break;
- case NPC_ATTRICHANGE:
- case NPC_CHANGEWATER:
- case NPC_CHANGEGROUND:
- case NPC_CHANGEFIRE:
- case NPC_CHANGEWIND:
- case NPC_CHANGEPOISON:
- case NPC_CHANGEHOLY:
- case NPC_CHANGEDARKNESS:
- case NPC_CHANGETELEKINESIS:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
- skill_get_time(skillid, skilllv)));
- break;
- case NPC_CHANGEUNDEAD:
- //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
- //TO-DO This is ugly, fix it
- if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
- skill_get_time(skillid, skilllv)));
- break;
- case NPC_PROVOCATION:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (md) mob_unlocktarget(md, tick);
- break;
- case NPC_KEEPING:
- case NPC_BARRIER:
- {
- int skill_time = skill_get_time(skillid,skilllv);
- struct unit_data *ud = unit_bl2ud(bl);
- if (clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_time))
- && ud) { //Disable attacking/acting/moving for skill's duration.
- ud->attackabletime =
- ud->canact_tick =
- ud->canmove_tick = tick + skill_time;
- }
- }
- break;
- case NPC_REBIRTH:
- if( md && md->state.rebirth )
- break; // only works once
- sc_start(bl,type,100,skilllv,-1);
- break;
- case NPC_DARKBLESSING:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
- break;
- case NPC_LICK:
- status_zap(bl, 0, 100);
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
- break;
- case NPC_SUICIDE:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_kill(src); //When suiciding, neither exp nor drops is given.
- break;
- case NPC_SUMMONSLAVE:
- case NPC_SUMMONMONSTER:
- if(md && md->skillidx >= 0)
- mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
- break;
- case NPC_CALLSLAVE:
- mob_warpslave(src,MOB_SLAVEDISTANCE);
- break;
- case NPC_RANDOMMOVE:
- if (md) {
- md->next_walktime = tick - 1;
- mob_randomwalk(md,tick);
- }
- break;
- case NPC_SPEEDUP:
- {
- // or does it increase casting rate? just a guess xD
- int i = SC_ASPDPOTION0 + skilllv - 1;
- if (i > SC_ASPDPOTION3)
- i = SC_ASPDPOTION3;
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
- }
- break;
- case NPC_REVENGE:
- // not really needed... but adding here anyway ^^
- if (md && md->master_id > 0) {
- struct block_list *mbl, *tbl;
- if ((mbl = map_id2bl(md->master_id)) == NULL ||
- (tbl = battle_gettargeted(mbl)) == NULL)
- break;
- md->state.provoke_flag = tbl->id;
- mob_target(md, tbl, sstatus->rhw.range);
- }
- break;
- case NPC_RUN:
- {
- const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
- int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
- unit_stop_attack(src);
- //Run skillv tiles overriding the can-move check.
- if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
- md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
- }
- break;
- case NPC_TRANSFORMATION:
- case NPC_METAMORPHOSIS:
- if(md && md->skillidx >= 0) {
- int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
- if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
- mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
- if (class_) mob_class_change(md, class_);
- }
- break;
- case NPC_EMOTION_ON:
- case NPC_EMOTION:
- //va[0] is the emotion to use.
- //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
- //val[1] 'sets' the mode
- //val[2] adds to the current mode
- //val[3] removes from the current mode
- //val[4] if set, asks to delete the previous mode change.
- if(md && md->skillidx >= 0 && tsc)
- {
- clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
- if(md->db->skill[md->skillidx].val[4] && tsce)
- status_change_end(bl, type, -1);
- if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
- sc_start4(src, type, 100, skilllv,
- md->db->skill[md->skillidx].val[1],
- md->db->skill[md->skillidx].val[2],
- md->db->skill[md->skillidx].val[3],
- skill_get_time(skillid, skilllv));
- }
- break;
- case NPC_POWERUP:
- sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
- break;
- case NPC_AGIUP:
- sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
- break;
- case NPC_INVISIBLE:
- //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
- break;
- case NPC_SIEGEMODE:
- // not sure what it does
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case WE_MALE:
- {
- int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
- int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
- clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
- }
- break;
- case WE_FEMALE:
- {
- int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
- int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
- clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
- }
- break;
- // parent-baby skills
- case WE_BABY:
- if(sd){
- struct map_session_data *f_sd = pc_get_father(sd);
- struct map_session_data *m_sd = pc_get_mother(sd);
- // if neither was found
- if(!f_sd && !m_sd){
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
- if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- }
- break;
- case PF_HPCONVERSION:
- {
- int hp, sp;
- hp = sstatus->max_hp/10;
- sp = hp * 10 * skilllv / 100;
- if (!status_charge(src,hp,0)) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- break;
- }
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
- status_heal(bl,0,sp,2);
- }
- break;
- case MA_REMOVETRAP:
- case HT_REMOVETRAP:
- //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
- {
- struct skill_unit* su;
- struct skill_unit_group* sg;
- su = BL_CAST(BL_SKILL, bl);
- // Mercenaries can remove any trap
- // Players can only remove their own traps or traps on Vs maps.
- 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) )
- {
- if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
- { // prevent picking up expired traps
- if( battle_config.skill_removetrap_type )
- { // get back all items used to deploy the trap
- for( i = 0; i < 10; i++ )
- {
- if( skill_db[su->group->skill_id].itemid[i] > 0 )
- {
- int flag;
- struct item item_tmp;
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
- item_tmp.identify = 1;
- if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i])) )
- {
- clif_additem(sd,0,0,flag);
- map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
- }
- }
- }
- }
- else
- { // get back 1 trap
- struct item item_tmp;
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = ITEMID_TRAP;
- item_tmp.identify = 1;
- if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1)) )
- {
- clif_additem(sd,0,0,flag);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
- }
- }
- }
- skill_delunit(su);
- }
- }
- break;
- case HT_SPRINGTRAP:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- {
- struct skill_unit *su=NULL;
- if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
- switch(su->group->unit_id){
- case UNT_ANKLESNARE: // ankle snare
- if (su->group->val2 != 0)
- // if it is already trapping something don't spring it,
- // remove trap should be used instead
- break;
- // otherwise fallthrough to below
- case UNT_BLASTMINE:
- case UNT_SKIDTRAP:
- case UNT_LANDMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
- case UNT_CLAYMORETRAP:
- case UNT_TALKIEBOX:
- su->group->unit_id = UNT_USED_TRAPS;
- clif_changetraplook(bl, UNT_USED_TRAPS);
- su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
- su->limit=DIFF_TICK(tick+1500,su->group->tick);
- }
- }
- }
- break;
- case BD_ENCORE:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(sd)
- unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
- break;
- case AS_SPLASHER:
- if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
- if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
- break;
- case PF_MINDBREAKER:
- {
- if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
- {
- map_freeblock_unlock();
- return 1;
- }
- if (tsce)
- { //HelloKitty2 (?) explained that this silently fails when target is
- //already inflicted. [Skotlex]
- map_freeblock_unlock();
- return 1;
- }
- //Has a 55% + skilllv*5% success chance.
- if (!clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
- {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- unit_skillcastcancel(bl,0);
- if(tsc && tsc->count){
- if(tsc->data[SC_FREEZE])
- status_change_end(bl,SC_FREEZE,-1);
- if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
- status_change_end(bl,SC_STONE,-1);
- if(tsc->data[SC_SLEEP])
- status_change_end(bl,SC_SLEEP,-1);
- }
- if(dstmd)
- mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
- }
- break;
- case PF_SOULCHANGE:
- {
- unsigned int sp1 = 0, sp2 = 0;
- if (dstmd) {
- if (dstmd->state.soul_change_flag) {
- if(sd) clif_skill_fail(sd,skillid,0,0);
- break;
- }
- dstmd->state.soul_change_flag = 1;
- sp2 = sstatus->max_sp * 3 /100;
- status_heal(src, 0, sp2, 2);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- }
- sp1 = sstatus->sp;
- sp2 = tstatus->sp;
- status_set_sp(src, sp2, 3);
- status_set_sp(bl, sp1, 3);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- // Slim Pitcher
- case CR_SLIMPITCHER:
- if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
- break;
- if (potion_hp || potion_sp) {
- int hp = potion_hp, sp = potion_sp;
- hp = hp * (100 + (tstatus->vit<<1))/100;
- sp = sp * (100 + (tstatus->int_<<1))/100;
- if (dstsd) {
- if (hp)
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
- if (sp)
- sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
- }
- if (tsc && tsc->data[SC_CRITICALWOUND])
- {
- hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
- sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
- }
- if(hp > 0)
- clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
- if(sp > 0)
- clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
- status_heal(bl,hp,sp,0);
- }
- break;
- // Full Chemical Protection
- case CR_FULLPROTECTION:
- {
- int i, skilltime;
- skilltime = skill_get_time(skillid,skilllv);
- if (!tsc) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- for (i=0; i<4; i++) {
- if(tsc->data[SC_STRIPWEAPON + i])
- status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), -1 );
- sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case RG_CLEANER: //AppleGirl
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case CG_LONGINGFREEDOM:
- {
- if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
- && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
- {
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- }
- }
- break;
- case CG_TAROTCARD:
- {
- int eff, count = -1;
- if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
- {
- if( sd )
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
- do {
- eff = rand() % 14;
- clif_specialeffect(bl, 523 + eff, AREA);
- switch (eff)
- {
- case 0: // heals SP to 0
- status_percent_damage(src, bl, 0, 100, false);
- break;
- case 1: // matk halved
- sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
- break;
- case 2: // all buffs removed
- status_change_clear_buffs(bl,1);
- break;
- case 3: // 1000 damage, random armor destroyed
- {
- int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
- status_fix_damage(src, bl, 1000, 0);
- clif_damage(src,bl,tick,0,0,1000,0,0,0);
- if( !status_isdead(bl) )
- skill_break_equip(bl, where[rand()%5], 10000, BCT_ENEMY);
- }
- break;
- case 4: // atk halved
- sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
- break;
- case 5: // 2000HP heal, random teleported
- status_heal(bl, 2000, 0, 0);
- unit_warp(bl, -1,-1,-1, 3);
- break;
- case 6: // random 2 other effects
- if (count == -1)
- count = 3;
- else
- count++; //Should not retrigger this one.
- break;
- case 7: // stop freeze or stoned
- {
- enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
- sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
- }
- break;
- case 8: // curse coma and poison
- sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case 9: // confusion
- sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case 10: // 6666 damage, atk matk halved, cursed
- status_fix_damage(src, bl, 6666, 0);
- clif_damage(src,bl,tick,0,0,6666,0,0,0);
- sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
- break;
- case 11: // 4444 damage
- status_fix_damage(src, bl, 4444, 0);
- clif_damage(src,bl,tick,0,0,4444,0,0,0);
- break;
- case 12: // stun
- sc_start(bl,SC_STUN,100,skilllv,5000);
- break;
- case 13: // atk,matk,hit,flee,def reduced
- sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
- break;
- default:
- break;
- }
- } while ((--count) > 0);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case SL_ALCHEMIST:
- case SL_ASSASIN:
- case SL_BARDDANCER:
- case SL_BLACKSMITH:
- case SL_CRUSADER:
- case SL_HUNTER:
- case SL_KNIGHT:
- case SL_MONK:
- case SL_PRIEST:
- case SL_ROGUE:
- case SL_SAGE:
- case SL_SOULLINKER:
- case SL_STAR:
- case SL_SUPERNOVICE:
- case SL_WIZARD:
- //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
- if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
- { //Erase death count 1% of the casts
- dstsd->die_counter = 0;
- pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
- clif_misceffect2(bl, 0x152);
- //SC_SPIRIT invokes status_calc_pc for us.
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
- sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
- break;
- case SL_HIGH:
- if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
- sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
- break;
- case SL_SWOO:
- if (tsce) {
- sc_start(src,SC_STUN,100,skilllv,10000);
- break;
- }
- case SL_SKA: // [marquis007]
- case SL_SKE:
- if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- clif_skill_fail(sd,skillid,0,0);
- status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- if (skillid == SL_SKE)
- sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
- break;
- // New guild skills [Celest]
- case GD_BATTLEORDER:
- if(flag&1) {
- if (status_get_guild_id(src) == status_get_guild_id(bl))
- sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
- } else if (status_get_guild_id(src)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid, skilllv), BL_PC,
- src,skillid,skilllv,tick, flag|BCT_GUILD|1,
- skill_castend_nodamage_id);
- if (sd)
- guild_block_skill(sd,skill_get_time2(skillid,skilllv));
- }
- break;
- case GD_REGENERATION:
- if(flag&1) {
- if (status_get_guild_id(src) == status_get_guild_id(bl))
- sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
- } else if (status_get_guild_id(src)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid, skilllv), BL_PC,
- src,skillid,skilllv,tick, flag|BCT_GUILD|1,
- skill_castend_nodamage_id);
- if (sd)
- guild_block_skill(sd,skill_get_time2(skillid,skilllv));
- }
- break;
- case GD_RESTORE:
- if(flag&1) {
- if (status_get_guild_id(src) == status_get_guild_id(bl))
- clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
- } else if (status_get_guild_id(src)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid, skilllv), BL_PC,
- src,skillid,skilllv,tick, flag|BCT_GUILD|1,
- skill_castend_nodamage_id);
- if (sd)
- guild_block_skill(sd,skill_get_time2(skillid,skilllv));
- }
- break;
- case GD_EMERGENCYCALL:
- {
- int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
- int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
- int j = 0;
- struct guild *g = NULL;
- // i don't know if it actually summons in a circle, but oh well. ;P
- g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
- if (!g)
- break;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- for(i = 0; i < g->max_member; i++, j++) {
- if (j>8) j=0;
- if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade) {
- if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
- continue;
- if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
- dx[j] = dy[j] = 0;
- pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
- }
- }
- if (sd)
- guild_block_skill(sd,skill_get_time2(skillid,skilllv));
- }
- break;
- case SG_FEEL:
- //AuronX reported you CAN memorize the same map as all three. [Skotlex]
- if (sd) {
- if(!sd->feel_map[skilllv-1].index)
- clif_parse_ReqFeel(sd->fd,sd, skilllv);
- else
- clif_feel_info(sd, skilllv-1, 1);
- }
- break;
- case SG_HATE:
- if (sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (!pc_set_hate_mob(sd, skilllv-1, bl))
- clif_skill_fail(sd,skillid,0,0);
- }
- break;
- case GS_GLITTERING:
- if(sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(rand()%100 < (20+10*skilllv))
- pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
- else if(sd->spiritball > 0)
- pc_delspiritball(sd,1,0);
- }
- break;
- case GS_CRACKER:
- if (!dstsd) // according to latest patch, should not work on players [Reddozen]
- {
- i =65 -5*distance_bl(src,bl); //Base rate
- if (i < 30) i = 30;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
- }
- else if (sd)
- clif_skill_fail(sd,skillid,0,0);
- break;
- case AM_CALLHOMUN: //[orn]
- if (sd && !merc_call_homunculus(sd))
- clif_skill_fail(sd,skillid,0,0);
- break;
- case AM_REST:
- if (sd)
- {
- if (merc_hom_vaporize(sd,1))
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
- else
- clif_skill_fail(sd,skillid,0,0);
- }
- break;
- case HAMI_CASTLE: //[orn]
- if(rand()%100 < 20*skilllv && src != bl)
- {
- int x,y;
- x = src->x;
- y = src->y;
- if (hd)
- skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
- if (unit_movepos(src,bl->x,bl->y,0,0)) {
- clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
- clif_slide(src,bl->x,bl->y) ;
- if (unit_movepos(bl,x,y,0,0))
- {
- clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
- clif_slide(bl,x,y) ;
- }
- //TODO: Shouldn't also players and the like switch targets?
- map_foreachinrange(skill_chastle_mob_changetarget,src,
- AREA_SIZE, BL_MOB, bl, src);
- }
- }
- // Failed
- else if (hd && hd->master)
- clif_skill_fail(hd->master, skillid, 0, 0);
- else if (sd)
- clif_skill_fail(sd, skillid, 0, 0);
- break;
- case HVAN_CHAOTIC: //[orn]
- {
- static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
- int rnd = rand()%100;
- i = (skilllv-1)%5;
- if(rnd<per[i][0]) //Self
- bl = src;
- else if(rnd<per[i][1]) //Master
- bl = battle_get_master(src);
- else //Enemy
- bl = map_id2bl(battle_gettarget(src));
- if (!bl) bl = src;
- i = skill_calc_heal(src, bl, skillid, 1+rand()%skilllv, true);
- //Eh? why double skill packet?
- clif_skill_nodamage(src,bl,AL_HEAL,i,1);
- clif_skill_nodamage(src,bl,skillid,i,1);
- status_heal(bl, i, 0, 0);
- }
- break;
- //Homun single-target support skills [orn]
- case HAMI_BLOODLUST:
- case HFLI_FLEET:
- case HFLI_SPEED:
- case HLIF_CHANGE:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- if (hd)
- skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
- break;
- case NPC_DRAGONFEAR:
- if (flag&1) {
- const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
- int j;
- j = i = rand()%ARRAYLENGTH(sc);
- while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
- i++;
- if ( i == ARRAYLENGTH(sc) )
- i = 0;
- if (i == j)
- break;
- }
- break;
- }
- case NPC_WIDEBLEEDING:
- case NPC_WIDECONFUSE:
- case NPC_WIDECURSE:
- case NPC_WIDEFREEZE:
- case NPC_WIDESLEEP:
- case NPC_WIDESILENCE:
- case NPC_WIDESTONE:
- case NPC_WIDESTUN:
- case NPC_SLOWCAST:
- case NPC_WIDEHELLDIGNITY:
- if (flag&1)
- sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
- else {
- skill_area_temp[2] = 0; //For SD_PREAMBLE
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
- skill_castend_nodamage_id);
- }
- break;
- default:
- ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_freeblock_unlock();
- return 1;
- }
- if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
- mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
- mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
- }
- if( sd && !(flag&1) )
- {
- if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
- battle_consume_ammo(sd, skillid, skilllv);
- if( !sd->state.skillonskill )
- skill_onskillusage(sd, bl, skillid, tick);
- skill_consume_requirement(sd,skillid,skilllv,2);
- }
- map_freeblock_unlock();
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
- {
- struct block_list *target, *src;
- struct map_session_data *sd;
- struct mob_data *md;
- struct unit_data *ud;
- struct status_change *sc = NULL;
- int inf,inf2,flag = 0;
- src = map_id2bl(id);
- if( src == NULL )
- {
- ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
- return 0;// not found
- }
- ud = unit_bl2ud(src);
- if( ud == NULL )
- {
- ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
- return 0;// ???
- }
- sd = BL_CAST(BL_PC, src);
- md = BL_CAST(BL_MOB, src);
- if( src->prev == NULL ) {
- ud->skilltimer = INVALID_TIMER;
- return 0;
- }
- if(ud->skillid != SA_CASTCANCEL )
- {// otherwise handled in unit_skillcastcancel()
- if( ud->skilltimer != tid ) {
- ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
- ud->skilltimer = INVALID_TIMER;
- return 0;
- }
- if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
- {// restore original walk speed
- ud->skilltimer = INVALID_TIMER;
- status_calc_bl(&sd->bl, SCB_SPEED);
- }
- ud->skilltimer = INVALID_TIMER;
- }
- if (ud->skilltarget == id)
- target = src;
- else
- target = map_id2bl(ud->skilltarget);
- // Use a do so that you can break out of it when the skill fails.
- do {
- if(!target || target->prev==NULL) break;
- if(src->m != target->m || status_isdead(src)) break;
- switch (ud->skillid) {
- //These should become skill_castend_pos
- case WE_CALLPARTNER:
- case WE_CALLPARENT:
- case WE_CALLBABY:
- case AM_RESURRECTHOMUN:
- case PF_SPIDERWEB:
- //Find a random spot to place the skill. [Skotlex]
- inf2 = skill_get_splash(ud->skillid, ud->skilllv);
- ud->skillx = target->x + inf2;
- ud->skilly = target->y + inf2;
- if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
- ud->skillx = target->x;
- ud->skilly = target->y;
- }
- ud->skilltimer=tid;
- return skill_castend_pos(tid,tick,id,data);
- }
- if(ud->skillid == RG_BACKSTAP) {
- int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
- if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
- break;
- }
- }
- if( ud->skillid == PR_TURNUNDEAD )
- {
- struct status_data *tstatus = status_get_status_data(target);
- if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
- break;
- }
- if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
- {
- sc = status_get_sc(target);
- if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
- { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
- clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
- break;
- }
- }
- else
- { // Check target validity.
- inf = skill_get_inf(ud->skillid);
- inf2 = skill_get_inf2(ud->skillid);
- if(inf&INF_ATTACK_SKILL ||
- (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
- inf = BCT_ENEMY; //Offensive skill.
- else if(inf2&INF2_NO_ENEMY)
- inf = BCT_NOENEMY;
- else
- inf = 0;
- if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
- {
- inf |=
- (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
- (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
- //Remove neutral targets (but allow enemy if skill is designed to be so)
- inf &= ~BCT_NEUTRAL;
- }
- if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
- {
- if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
- break;
- }
- else
- if (inf && battle_check_target(src, target, inf) <= 0)
- break;
- if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
- sc->data[SC_FOGWALL] &&
- rand()%100 < 75)
- { //Fogwall makes all offensive-type targetted skills fail at 75%
- if (sd) clif_skill_fail(sd,ud->skillid,0,0);
- break;
- }
- }
- //Avoid doing double checks for instant-cast skills.
- if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
- break;
- if(md) {
- md->last_thinktime=tick +MIN_MOBTHINKTIME;
- if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
- clif_emotion(src, md->db->skill[md->skillidx].emotion);
- }
- if(src != target && battle_config.skill_add_range &&
- !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
- {
- if (sd) {
- clif_skill_fail(sd,ud->skillid,0,0);
- if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
- skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
- }
- break;
- }
- if( sd )
- {
- if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
- break;
- else
- skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
- }
- if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
- break;
- if (ud->state.running && ud->skillid == TK_JUMPKICK)
- flag = 1;
- if (ud->walktimer != -1 && ud->skillid != TK_RUN)
- unit_stop_walking(src,1);
- if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
- ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
- if( battle_config.display_status_timers && sd )
- clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
- if( sd )
- {
- switch( ud->skillid )
- {
- case GS_DESPERADO:
- sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
- break;
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
- {
- const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
- if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
- break;
- }
- sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
- break;
- }
- }
- if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
- unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
- if(battle_config.skill_log && battle_config.skill_log&src->type)
- ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
- src->type, src->id, ud->skillid, ud->skilllv, target->id);
- map_freeblock_lock();
- if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
- skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
- else
- skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
- sc = status_get_sc(src);
- if(sc && sc->count) {
- if(sc->data[SC_MAGICPOWER] &&
- ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
- status_change_end(src,SC_MAGICPOWER,-1);
- if(sc->data[SC_SPIRIT] &&
- sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
- sc->data[SC_SPIRIT]->val3 == ud->skillid &&
- ud->skillid != WZ_WATERBALL)
- sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
- }
- if( sd && ud->skillid != SA_ABRACADABRA ) // Hocus-Pocus has just set the data so leave it as it is.[Inkfish]
- sd->skillitem = sd->skillitemlv = 0;
- if (ud->skilltimer == -1) {
- if(md) md->skillidx = -1;
- else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
- ud->skilllv = ud->skilltarget = 0;
- }
- map_freeblock_unlock();
- return 1;
- } while(0);
- //Skill failed.
- if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
- { //When Asura fails... (except when it fails from Fog of Wall)
- //Consume SP/spheres
- skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
- status_set_sp(src, 0, 0);
- sc = &sd->sc;
- if (sc->count)
- { //End states
- if (sc->data[SC_EXPLOSIONSPIRITS])
- status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
- if (sc->data[SC_BLADESTOP])
- status_change_end(src,SC_BLADESTOP,-1);
- }
- if (target && target->m == src->m)
- { //Move character to target anyway.
- int dx,dy;
- dx = target->x - src->x;
- dy = target->y - src->y;
- if(dx > 0) dx++;
- else if(dx < 0) dx--;
- if (dy > 0) dy++;
- else if(dy < 0) dy--;
- if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
- { //Display movement + animation.
- clif_slide(src,src->x,src->y);
- clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
- }
- clif_skill_fail(sd,ud->skillid,0,0);
- }
- }
- ud->skillid = ud->skilllv = ud->skilltarget = 0;
- if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
- ud->canact_tick = tick;
- //You can't place a skill failed packet here because it would be
- //sent in ALL cases, even cases where skill_check_condition fails
- //which would lead to double 'skill failed' messages u.u [Skotlex]
- if(sd)
- sd->skillitem = sd->skillitemlv = 0;
- else if(md)
- md->skillidx = -1;
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_castend_pos(int tid, unsigned int tick, int id, intptr data)
- {
- struct block_list* src = map_id2bl(id);
- int maxcount;
- struct map_session_data *sd;
- struct unit_data *ud = unit_bl2ud(src);
- struct mob_data *md;
- nullpo_retr(0, ud);
- sd = BL_CAST(BL_PC , src);
- md = BL_CAST(BL_MOB, src);
- if( src->prev == NULL ) {
- ud->skilltimer = INVALID_TIMER;
- return 0;
- }
- if( ud->skilltimer != tid )
- {
- ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
- ud->skilltimer = INVALID_TIMER;
- return 0;
- }
- if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
- {// restore original walk speed
- ud->skilltimer = INVALID_TIMER;
- status_calc_bl(&sd->bl, SCB_SPEED);
- }
- ud->skilltimer = INVALID_TIMER;
- do {
- if( status_isdead(src) )
- break;
- if( !(src->type&battle_config.skill_reiteration) &&
- skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
- skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
- )
- {
- if (sd) clif_skill_fail(sd,ud->skillid,0,0);
- break;
- }
- if( src->type&battle_config.skill_nofootset &&
- skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
- skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
- )
- {
- if (sd) clif_skill_fail(sd,ud->skillid,0,0);
- break;
- }
- if( src->type&battle_config.land_skill_limit &&
- (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
- ) {
- int i;
- for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
- if(ud->skillunit[i]->skill_id == ud->skillid)
- maxcount--;
- }
- if( maxcount == 0 )
- {
- if (sd) clif_skill_fail(sd,ud->skillid,0,0);
- break;
- }
- }
- if(tid != -1)
- { //Avoid double checks on instant cast skills. [Skotlex]
- if (!status_check_skilluse(src, NULL, ud->skillid, 1))
- break;
- if(battle_config.skill_add_range &&
- !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
- if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
- skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
- break;
- }
- }
- if( sd )
- {
- if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
- break;
- else
- skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
- }
- if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
- break;
- if(md) {
- md->last_thinktime=tick +MIN_MOBTHINKTIME;
- if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
- clif_emotion(src, md->db->skill[md->skillidx].emotion);
- }
- if(battle_config.skill_log && battle_config.skill_log&src->type)
- ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
- src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
- if (ud->walktimer != -1)
- unit_stop_walking(src,1);
- if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
- ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
- if( battle_config.display_status_timers && sd )
- clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
- // if( sd )
- // {
- // switch( ud->skillid )
- // {
- // case ????:
- // sd->canequip_tick = tick + ????;
- // break;
- // }
- // }
- unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
- map_freeblock_lock();
- skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
- if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
- sd->skillitem = sd->skillitemlv = 0;
- if (ud->skilltimer == -1) {
- if (md) md->skillidx = -1;
- else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
- ud->skilllv = ud->skillx = ud->skilly = 0;
- }
- map_freeblock_unlock();
- return 1;
- } while(0);
- if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
- ud->canact_tick = tick;
- ud->skillid = ud->skilllv = 0;
- if(sd)
- sd->skillitem = sd->skillitemlv = 0;
- else if(md)
- md->skillidx = -1;
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
- {
- struct map_session_data* sd;
- struct status_change* sc;
- struct status_change_entry *sce;
- struct skill_unit_group* sg;
- enum sc_type type;
- int i;
- //if(skilllv <= 0) return 0;
- if(skillid > 0 && skilllv <= 0) return 0; // celest
- nullpo_retr(0, src);
- if(status_isdead(src))
- return 0;
- sd = BL_CAST(BL_PC, src);
- sc = status_get_sc(src);
- type = status_skill2sc(skillid);
- sce = (sc && type != -1)?sc->data[type]:NULL;
- switch (skillid) { //Skill effect.
- case WZ_METEOR:
- case MO_BODYRELOCATION:
- case CR_CULTIVATION:
- case HW_GANBANTEIN:
- break; //Effect is displayed on respective switch case.
- default:
- if(skill_get_inf(skillid)&INF_SELF_SKILL)
- clif_skill_nodamage(src,src,skillid,skilllv,1);
- else
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- }
- switch(skillid)
- {
- case PR_BENEDICTIO:
- skill_area_temp[1] = src->id;
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea(skill_area_sub,
- src->m, x-i, y-i, x+i, y+i, BL_PC,
- src, skillid, skilllv, tick, flag|BCT_ALL|1,
- skill_castend_nodamage_id);
- map_foreachinarea(skill_area_sub,
- src->m, x-i, y-i, x+i, y+i, BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- break;
- case BS_HAMMERFALL:
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea (skill_area_sub,
- src->m, x-i, y-i, x+i, y+i, BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
- skill_castend_nodamage_id);
- break;
- case HT_DETECTING:
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea( status_change_timer_sub,
- src->m, x-i, y-i, x+i,y+i,BL_CHAR,
- src,NULL,SC_SIGHT,tick);
- if(battle_config.traps_setting&1)
- map_foreachinarea( skill_reveal_trap,
- src->m, x-i, y-i, x+i,y+i,BL_SKILL);
- break;
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- { //Does not consumes if the skill is already active. [Skotlex]
- struct skill_unit_group *sg;
- if ((sg= skill_locate_element_field(&sd->bl)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
- {
- if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
- {
- skill_unitsetting(src,skillid,skilllv,x,y,0);
- return 0; // not to consume items
- }
- else
- sg->limit = 0; //Disable it.
- }
- skill_unitsetting(src,skillid,skilllv,x,y,0);
- break;
- }
- case MG_SAFETYWALL:
- case MG_FIREWALL:
- case MG_THUNDERSTORM:
- case AL_PNEUMA:
- case WZ_ICEWALL:
- case WZ_FIREPILLAR:
- case WZ_QUAGMIRE:
- case WZ_VERMILION:
- case WZ_STORMGUST:
- case WZ_HEAVENDRIVE:
- case PR_SANCTUARY:
- case PR_MAGNUS:
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- case HT_SKIDTRAP:
- case MA_SKIDTRAP:
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_ANKLESNARE:
- case HT_SHOCKWAVE:
- case HT_SANDMAN:
- case MA_SANDMAN:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- case HT_BLASTMINE:
- case HT_CLAYMORETRAP:
- case AS_VENOMDUST:
- case AM_DEMONSTRATION:
- case PF_FOGWALL:
- case PF_SPIDERWEB:
- case HT_TALKIEBOX:
- case WE_CALLPARTNER:
- case WE_CALLPARENT:
- case WE_CALLBABY:
- case AC_SHOWER: //Ground-placed skill implementation.
- case MA_SHOWER:
- case SA_LANDPROTECTOR:
- case BD_LULLABY:
- case BD_RICHMANKIM:
- case BD_ETERNALCHAOS:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_ROKISWEIL:
- case BD_INTOABYSS:
- case BD_SIEGFRIED:
- case BA_DISSONANCE:
- case BA_POEMBRAGI:
- case BA_WHISTLE:
- case BA_ASSASSINCROSS:
- case BA_APPLEIDUN:
- case DC_UGLYDANCE:
- case DC_HUMMING:
- case DC_DONTFORGETME:
- case DC_FORTUNEKISS:
- case DC_SERVICEFORYOU:
- case CG_MOONLIT:
- case GS_DESPERADO:
- case NJ_KAENSIN:
- case NJ_BAKUENRYU:
- case NJ_SUITON:
- case NJ_HYOUSYOURAKU:
- case NJ_RAIGEKISAI:
- case NJ_KAMAITACHI:
- case NPC_EVILLAND:
- flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
- case GS_GROUNDDRIFT: //Ammo should be deleted right away.
- skill_unitsetting(src,skillid,skilllv,x,y,0);
- break;
- case RG_GRAFFITI: /* Graffiti [Valaris] */
- skill_clear_unitgroup(src);
- skill_unitsetting(src,skillid,skilllv,x,y,0);
- flag|=1;
- break;
- case HP_BASILICA:
- if( sc->data[SC_BASILICA] )
- status_change_end(src, SC_BASILICA, -1); // Cancel Basilica
- else
- { // Create Basilica. Start SC on caster. Unit timer start SC on others.
- skill_clear_unitgroup(src);
- if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
- sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
- flag|=1;
- }
- break;
- case CG_HERMODE:
- skill_clear_unitgroup(src);
- if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
- sc_start4(src,SC_DANCING,100,
- skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
- flag|=1;
- break;
- case RG_CLEANER: // [Valaris]
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
- break;
- case WZ_METEOR:
- {
- int flag = 0, area = skill_get_splash(skillid, skilllv);
- short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
- if( sc && sc->data[SC_MAGICPOWER] )
- flag = flag|2; //Store the magic power flag for future use. [Skotlex]
- for( i = 0; i < 2 + (skilllv>>1); i++ )
- {
- // Creates a random Cell in the Splash Area
- tmpx = x - area + rand()%(area * 2 + 1);
- tmpy = y - area + rand()%(area * 2 + 1);
- if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
- clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
- if( i > 0 )
- skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
- x1 = tmpx;
- y1 = tmpy;
- }
- skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
- }
- break;
- case AL_WARP:
- if(sd)
- {
- clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
- (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
- (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
- (skilllv >= 4) ? sd->status.memo_point[2].map : 0
- );
- }
- return 0; // not to consume item.
- case MO_BODYRELOCATION:
- if (unit_movepos(src, x, y, 1, 1)) {
- clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
- // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
- if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
- }
- break;
- case NJ_SHADOWJUMP:
- if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
- { //You don't move on GVG grounds.
- unit_movepos(src, x, y, 1, 0);
- clif_slide(src,x,y);
- }
- if (sc && sc->data[SC_HIDING])
- status_change_end(src, SC_HIDING, -1);
- break;
- case AM_SPHEREMINE:
- case AM_CANNIBALIZE:
- {
- int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
- //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
- int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
- struct mob_data *md;
- // Correct info, don't change any of this! [celest]
- md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
- if (md) {
- md->master_id = src->id;
- md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
- if( md->deletetimer != INVALID_TIMER )
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
- mob_spawn (md); //Now it is ready for spawning.
- }
- }
- break;
- // Slim Pitcher [Celest]
- case CR_SLIMPITCHER:
- if (sd) {
- int i = skilllv%11 - 1;
- int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
- if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
- {
- clif_skill_fail(sd,skillid,0,0);
- return 1;
- }
- potion_flag = 1;
- potion_hp = 0;
- potion_sp = 0;
- run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
- potion_flag = 0;
- //Apply skill bonuses
- i = pc_checkskill(sd,CR_SLIMPITCHER)*10
- + pc_checkskill(sd,AM_POTIONPITCHER)*10
- + pc_checkskill(sd,AM_LEARNINGPOTION)*5
- + pc_skillheal_bonus(sd, skillid);
- potion_hp = potion_hp * (100+i)/100;
- potion_sp = potion_sp * (100+i)/100;
- if(potion_hp > 0 || potion_sp > 0) {
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea(skill_area_sub,
- src->m,x-i,y-i,x+i,y+i,BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
- skill_castend_nodamage_id);
- }
- } else {
- int i = skilllv%11 - 1;
- struct item_data *item = itemdb_search(i);
- i = skill_db[skillid].itemid[i];
- item = itemdb_search(i);
- potion_flag = 1;
- potion_hp = 0;
- potion_sp = 0;
- run_script(item->script,0,src->id,0);
- potion_flag = 0;
- i = skill_get_max(CR_SLIMPITCHER)*10;
- potion_hp = potion_hp * (100+i)/100;
- potion_sp = potion_sp * (100+i)/100;
- if(potion_hp > 0 || potion_sp > 0) {
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea(skill_area_sub,
- src->m,x-i,y-i,x+i,y+i,BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
- skill_castend_nodamage_id);
- }
- }
- break;
- case HW_GANBANTEIN:
- if (rand()%100 < 80) {
- int dummy = 1;
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
- } else {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- return 1;
- }
- break;
- case HW_GRAVITATION:
- if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
- sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
- flag|=1;
- break;
- // Plant Cultivation [Celest]
- case CR_CULTIVATION:
- if (sd) {
- int i;
- if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
- {
- clif_skill_fail(sd,skillid,0,0);
- return 1;
- }
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- if (rand()%100 < 50) {
- clif_skill_fail(sd,skillid,0,0);
- } else {
- TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
- if (!md) break;
- if ((i = skill_get_time(skillid, skilllv)) > 0)
- {
- if( md->deletetimer != INVALID_TIMER )
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
- }
- mob_spawn (md);
- }
- }
- break;
- case SG_SUN_WARM:
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- skill_clear_unitgroup(src);
- if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
- sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
- flag|=1;
- break;
- case PA_GOSPEL:
- if (sce && sce->val4 == BCT_SELF)
- {
- status_change_end(src,SC_GOSPEL,-1);
- return 0;
- }
- else
- {
- sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
- if (!sg) break;
- if (sce)
- status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
- sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
- clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
- }
- break;
- case NJ_TATAMIGAESHI:
- if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
- sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case AM_RESURRECTHOMUN: //[orn]
- if (sd)
- {
- if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
- {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- }
- break;
- default:
- ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
- return 1;
- }
- if (sc && sc->data[SC_MAGICPOWER])
- status_change_end(src,SC_MAGICPOWER,-1);
- if( sd )
- {
- if( sd->state.arrow_atk && !(flag&1) ) //Consume arrow if a ground skill was not invoked. [Skotlex]
- battle_consume_ammo(sd, skillid, skilllv);
- if( !sd->state.skillonskill )
- skill_onskillusage(sd, NULL, skillid, tick);
- skill_consume_requirement(sd,skillid,skilllv,2);
- }
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
- {
- nullpo_retr(0, sd);
- //Simplify skill_failed code.
- #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
- if(skill_num != sd->menuskill_id)
- return 0;
- if( sd->bl.prev == NULL || pc_isdead(sd) ) {
- skill_failed(sd);
- return 0;
- }
- if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
- skill_failed(sd);
- return 0;
- }
- if(sd->sc.count && (
- sd->sc.data[SC_SILENCE] ||
- sd->sc.data[SC_ROKISWEIL] ||
- sd->sc.data[SC_AUTOCOUNTER] ||
- sd->sc.data[SC_STEELBODY] ||
- sd->sc.data[SC_DANCING] ||
- sd->sc.data[SC_BERSERK] ||
- sd->sc.data[SC_BASILICA] ||
- sd->sc.data[SC_MARIONETTE]
- )) {
- skill_failed(sd);
- return 0;
- }
- pc_stop_attack(sd);
- pc_stop_walking(sd,0);
- if(battle_config.skill_log && battle_config.skill_log&BL_PC)
- ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
- if(strcmp(map,"cancel")==0) {
- skill_failed(sd);
- return 0;
- }
- switch(skill_num)
- {
- case AL_TELEPORT:
- if(strcmp(map,"Random")==0)
- pc_randomwarp(sd,3);
- else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
- pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
- break;
- case AL_WARP:
- {
- const struct point *p[4];
- struct skill_unit_group *group;
- int i, lv, wx, wy;
- int maxcount=0;
- int x,y;
- unsigned short mapindex;
- mapindex = mapindex_name2id((char*)map);
- if(!mapindex) { //Given map not found?
- clif_skill_fail(sd,skill_num,0,0);
- skill_failed(sd);
- return 0;
- }
- p[0] = &sd->status.save_point;
- p[1] = &sd->status.memo_point[0];
- p[2] = &sd->status.memo_point[1];
- p[3] = &sd->status.memo_point[2];
- if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
- for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
- if(sd->ud.skillunit[i]->skill_id == skill_num)
- maxcount--;
- }
- if(!maxcount) {
- clif_skill_fail(sd,skill_num,0,0);
- skill_failed(sd);
- return 0;
- }
- }
- lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
- wx = sd->menuskill_val>>16;
- wy = sd->menuskill_val&0xffff;
- if( lv <= 0 ) return 0;
- if( lv > 4 ) lv = 4; // crash prevention
- // check if the chosen map exists in the memo list
- ARR_FIND( 0, lv, i, mapindex == p[i]->map );
- if( i < lv ) {
- x=p[i]->x;
- y=p[i]->y;
- } else {
- skill_failed(sd);
- return 0;
- }
- if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
- { // This checks versus skillid/skilllv...
- skill_failed(sd);
- return 0;
- }
- skill_consume_requirement(sd,sd->menuskill_id,lv,2);
- sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
- if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
- skill_failed(sd);
- return 0;
- }
- // record the destination coordinates
- group->val2 = (x<<16)|y;
- group->val3 = mapindex;
- }
- break;
- }
- sd->menuskill_id = sd->menuskill_val = 0;
- return 0;
- #undef skill_failed
- }
- /// transforms 'target' skill unit into dissonance (if conditions are met)
- static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
- {
- struct skill_unit* target = (struct skill_unit*)bl;
- struct skill_unit* src = va_arg(ap, struct skill_unit*);
- int flag = va_arg(ap, int);
- if (src == target)
- return 0;
- if (!target->group || !(target->group->state.song_dance&0x1))
- return 0;
- if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
- return 0;
- if (flag) //Set dissonance
- target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
- else //Remove dissonance
- target->val2 &= ~UF_ENSEMBLE;
- clif_skill_setunit(target); //Update look of affected cell.
- return 1;
- }
- //Does the song/dance overlapping -> dissonance check. [Skotlex]
- //When flag is 0, this unit is about to be removed, cancel the dissonance effect
- //When 1, this unit has been positioned, so start the cancel effect.
- int skill_dance_overlap(struct skill_unit* unit, int flag)
- {
- if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
- return 0;
- if (!flag && !(unit->val2&UF_ENSEMBLE))
- return 0; //Nothing to remove, this unit is not overlapped.
- if (unit->val1 != unit->group->skill_id)
- { //Reset state
- unit->val1 = unit->group->skill_id;
- unit->val2 &= ~UF_ENSEMBLE;
- }
- return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
- }
- /*==========================================
- * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
- * Flag: 0 - Convert, 1 - Revert.
- *------------------------------------------*/
- static bool skill_dance_switch(struct skill_unit* unit, int flag)
- {
- static struct skill_unit_group backup;
- struct skill_unit_group* group = unit->group;
- //TODO: add protection against attempts to read an empty backup / write to a full backup
- // val2&UF_ENSEMBLE is a hack to indicate dissonance
- if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
- return false;
- if( !flag )
- { //Transform
- int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
- // backup
- backup.skill_id = group->skill_id;
- backup.skill_lv = group->skill_lv;
- backup.unit_id = group->unit_id;
- backup.target_flag = group->target_flag;
- backup.bl_flag = group->bl_flag;
- backup.interval = group->interval;
- // replace
- group->skill_id = skillid;
- group->skill_lv = 1;
- group->unit_id = skill_get_unit_id(skillid,0);
- group->target_flag = skill_get_unit_target(skillid);
- group->bl_flag = skill_get_unit_bl_target(skillid);
- group->interval = skill_get_unit_interval(skillid);
- }
- else
- { //Restore
- group->skill_id = backup.skill_id;
- group->skill_lv = backup.skill_lv;
- group->unit_id = backup.unit_id;
- group->target_flag = backup.target_flag;
- group->bl_flag = backup.bl_flag;
- group->interval = backup.interval;
- }
- return true;
- }
- /*==========================================
- * Initializes and sets a ground skill.
- * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
- * flag&2 is used to determine if this skill was casted with Magic Power active.
- *------------------------------------------*/
- struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
- {
- struct skill_unit_group *group;
- int i,limit,val1=0,val2=0,val3=0;
- int target,interval,range,unit_flag;
- struct s_skill_unit_layout *layout;
- struct map_session_data *sd;
- struct status_data *status;
- struct status_change *sc;
- int active_flag=1;
- int subunt=0;
- nullpo_retr(NULL, src);
- limit = skill_get_time(skillid,skilllv);
- range = skill_get_unit_range(skillid,skilllv);
- interval = skill_get_unit_interval(skillid);
- target = skill_get_unit_target(skillid);
- unit_flag = skill_get_unit_flag(skillid);
- layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
- sd = BL_CAST(BL_PC, src);
- status = status_get_status_data(src);
- sc = status_get_sc(src); // for traps, firewall and fogwall - celest
- switch( skillid )
- {
- case MG_SAFETYWALL:
- val2=skilllv+1;
- break;
- case MG_FIREWALL:
- if(sc && sc->data[SC_VIOLENTGALE])
- limit = limit*3/2;
- val2=4+skilllv;
- break;
- case AL_WARP:
- val1=skilllv+6;
- if(!(flag&1))
- limit=2000;
- else // previous implementation (not used anymore)
- { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
- if( src->type != BL_SKILL ) return NULL;
- group = ((TBL_SKILL*)src)->group;
- src = map_id2bl(group->src_id);
- if( !src ) return NULL;
- val2 = group->val2; //Copy the (x,y) position you warp to
- val3 = group->val3; //as well as the mapindex to warp to.
- }
- break;
- case HP_BASILICA:
- val1 = src->id; // Store caster id.
- break;
- case PR_SANCTUARY:
- case NPC_EVILLAND:
- val1=(skilllv+3)*2;
- break;
- case WZ_FIREPILLAR:
- if((flag&1)!=0)
- limit=1000;
- val1=skilllv+2;
- break;
- case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
- case AM_DEMONSTRATION:
- if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
- && (src->type&battle_config.vs_traps_bctall))
- target = BCT_ALL;
- break;
- case HT_SHOCKWAVE:
- val1=skilllv*15+10;
- case HT_SANDMAN:
- case MA_SANDMAN:
- case HT_CLAYMORETRAP:
- case HT_SKIDTRAP:
- case MA_SKIDTRAP:
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_ANKLESNARE:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- case HT_BLASTMINE:
- if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
- limit *= 4; // longer trap times in WOE [celest]
- if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
- target = BCT_ALL;
- break;
- case SA_LANDPROTECTOR:
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- {
- struct skill_unit_group *old_sg;
- if ((old_sg = skill_locate_element_field(src)) != NULL)
- { //HelloKitty confirmed that these are interchangeable,
- //so you can change element and not consume gemstones.
- if ((
- old_sg->skill_id == SA_VOLCANO ||
- old_sg->skill_id == SA_DELUGE ||
- old_sg->skill_id == SA_VIOLENTGALE
- ) && old_sg->limit > 0)
- { //Use the previous limit (minus the elapsed time) [Skotlex]
- limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
- if (limit < 0) //This can happen...
- limit = skill_get_time(skillid,skilllv);
- }
- skill_clear_group(src,1);
- }
- break;
- }
- case BA_DISSONANCE:
- case DC_UGLYDANCE:
- val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
- break;
- case BA_WHISTLE:
- val1 = skilllv +status->agi/10; // Flee increase
- val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
- if(sd){
- val1 += pc_checkskill(sd,BA_MUSICALLESSON);
- val2 += pc_checkskill(sd,BA_MUSICALLESSON);
- }
- break;
- case DC_HUMMING:
- val1 = 2*skilllv+status->dex/10; // Hit increase
- if(sd)
- val1 += pc_checkskill(sd,DC_DANCINGLESSON);
- break;
- case BA_POEMBRAGI:
- val1 = 3*skilllv+status->dex/10; // Casting time reduction
- //For some reason at level 10 the base delay reduction is 50%.
- val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
- if(sd){
- val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
- val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
- }
- break;
- case DC_DONTFORGETME:
- val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
- val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
- if(sd){
- val1 += pc_checkskill(sd,DC_DANCINGLESSON);
- val2 += pc_checkskill(sd,DC_DANCINGLESSON);
- }
- break;
- case BA_APPLEIDUN:
- val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
- if(sd)
- val1 += pc_checkskill(sd,BA_MUSICALLESSON);
- break;
- case DC_SERVICEFORYOU:
- val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
- val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
- if(sd){
- val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
- val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
- }
- break;
- case BA_ASSASSINCROSS:
- val1 = 100+10*skilllv+status->agi; // ASPD increase
- if(sd)
- val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
- break;
- case DC_FORTUNEKISS:
- val1 = 10+skilllv+(status->luk/10); // Critical increase
- if(sd)
- val1 += pc_checkskill(sd,DC_DANCINGLESSON);
- val1*=10; //Because every 10 crit is an actual cri point.
- break;
- case BD_DRUMBATTLEFIELD:
- val1 = (skilllv+1)*25; //Watk increase
- val2 = (skilllv+1)*2; //Def increase
- break;
- case BD_RINGNIBELUNGEN:
- val1 = (skilllv+2)*25; //Watk increase
- break;
- case BD_RICHMANKIM:
- val1 = 25 + 11*skilllv; //Exp increase bonus.
- break;
- case BD_SIEGFRIED:
- val1 = 55 + skilllv*5; //Elemental Resistance
- val2 = skilllv*10; //Status ailment resistance
- break;
- case WE_CALLPARTNER:
- if (sd) val1 = sd->status.partner_id;
- break;
- case WE_CALLPARENT:
- if (sd) {
- val1 = sd->status.father;
- val2 = sd->status.mother;
- }
- break;
- case WE_CALLBABY:
- if (sd) val1 = sd->status.child;
- break;
- case NJ_KAENSIN:
- skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
- val2 = (skilllv+1)/2 + 4;
- break;
- case NJ_SUITON:
- skill_clear_group(src, 1);
- break;
- case GS_GROUNDDRIFT:
- {
- int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
- val1 = status->rhw.ele;
- if (!val1)
- val1=element[rand()%5];
- switch (val1)
- {
- case ELE_FIRE:
- subunt++;
- case ELE_WATER:
- subunt++;
- case ELE_POISON:
- subunt++;
- case ELE_DARK:
- subunt++;
- case ELE_WIND:
- break;
- default:
- subunt=rand()%5;
- break;
- }
- break;
- }
- }
- nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
- group->val1=val1;
- group->val2=val2;
- group->val3=val3;
- group->target_flag=target;
- group->bl_flag= skill_get_unit_bl_target(skillid);
- group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
- group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
- 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
- //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
- if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
- active_flag = 0;
- if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
- group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
- if (sd)
- safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
- else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
- safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
- }
- if (group->state.song_dance) {
- if(sd){
- sd->skillid_dance = skillid;
- sd->skilllv_dance = skilllv;
- }
- if (
- sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
- (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
- sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
- )
- skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
- }
- limit = group->limit;
- for( i = 0; i < layout->count; i++ )
- {
- struct skill_unit *unit;
- int ux = x + layout->dx[i];
- int uy = y + layout->dy[i];
- int val1 = skilllv;
- int val2 = 0;
- int alive = 1;
- if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
- continue; // don't place skill units on walls (except for songs/dances/encores)
- if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
- continue; // no path between cell and center of casting.
- switch( skillid )
- {
- case MG_FIREWALL:
- case NJ_KAENSIN:
- val2=group->val2;
- break;
- case WZ_ICEWALL:
- val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
- val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
- break;
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_ANKLESNARE:
- case HT_SHOCKWAVE:
- case HT_SANDMAN:
- case MA_SANDMAN:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- case HT_TALKIEBOX:
- case HT_SKIDTRAP:
- case MA_SKIDTRAP:
- val1 = 3500;
- break;
- case GS_DESPERADO:
- val1 = abs(layout->dx[i]);
- val2 = abs(layout->dy[i]);
- if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
- if (val2 > val1) val1 = val2;
- if (val1) val1--;
- val1 = 36 -12*val1;
- } else //Diagonal edges
- val1 = 28 -4*val1 -4*val2;
- if (val1 < 1) val1 = 1;
- val2 = 0;
- break;
- default:
- if (group->state.song_dance&0x1)
- val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
- break;
- }
- if( range <= 0 )
- map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
- if( !alive )
- continue;
- nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
- unit->limit=limit;
- unit->range=range;
- if (skillid == PF_FOGWALL && alive == 2)
- { //Double duration of cells on top of Deluge/Suiton
- unit->limit *= 2;
- group->limit = unit->limit;
- }
- // execute on all targets standing on this cell
- if (range==0 && active_flag)
- map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
- }
- if (!group->alive_count)
- { //No cells? Something that was blocked completely by Land Protector?
- skill_delunitgroup(group);
- return NULL;
- }
- if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
- group->val1 = group->alive_count;
- return group;
- }
- /*==========================================
- *
- *------------------------------------------*/
- static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
- {
- struct skill_unit_group *sg;
- struct block_list *ss;
- struct status_change *sc;
- struct status_change_entry *sce;
- enum sc_type type;
- int skillid;
- nullpo_retr(0, src);
- nullpo_retr(0, bl);
- if(bl->prev==NULL || !src->alive || status_isdead(bl))
- return 0;
- nullpo_retr(0, sg=src->group);
- nullpo_retr(0, ss=map_id2bl(sg->src_id));
- if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
- return 0; //AoE skills are ineffective. [Skotlex]
- sc = status_get_sc(bl);
- if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
- return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
- type = status_skill2sc(sg->skill_id);
- sce = (sc && type != -1)?sc->data[type]:NULL;
- skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
- switch (sg->unit_id)
- {
- case UNT_SPIDERWEB:
- if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
- { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
- sc->data[SC_SPIDERWEB]->val2++;
- break;
- }
- else if( sc )
- {
- int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
- if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec,8) )
- {
- const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
- if( td )
- sec = DIFF_TICK(td->tick, tick);
- map_moveblock(bl, src->bl.x, src->bl.y, tick);
- clif_fixpos(bl);
- sg->val2 = bl->id;
- }
- else
- sec = 3000; //Couldn't trap it?
- sg->limit = DIFF_TICK(tick,sg->tick)+sec;
- }
- break;
- case UNT_SAFETYWALL:
- //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
- if (!sce)
- sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
- break;
- case UNT_PNEUMA:
- if (!sce)
- sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
- break;
- case UNT_WARP_WAITING:
- if(bl->type==BL_PC){
- struct map_session_data *sd = (struct map_session_data *)bl;
- if((!sd->chatID || battle_config.chat_warpportal)
- && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
- {
- int x = sg->val2>>16;
- int y = sg->val2&0xffff;
- unsigned short m = sg->val3;
- if( --sg->val1 <= 0 )
- skill_delunitgroup(sg);
- pc_setpos(sd,m,x,y,3);
- sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
- }
- } else
- if(bl->type == BL_MOB && battle_config.mob_warp&2)
- {
- int m = map_mapindex2mapid(sg->val3);
- if (m < 0) break; //Map not available on this map-server.
- unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
- }
- break;
- case UNT_QUAGMIRE:
- if(!sce)
- sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
- break;
- case UNT_VOLCANO:
- case UNT_DELUGE:
- case UNT_VIOLENTGALE:
- if(!sce)
- sc_start(bl,type,100,sg->skill_lv,sg->limit);
- break;
- case UNT_SUITON:
- if(!sce)
- sc_start4(bl,type,100,sg->skill_lv,
- map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
- 0,0,sg->limit);
- break;
- case UNT_HERMODE:
- if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
- status_change_clear_buffs(bl,1); //Should dispell only allies.
- case UNT_RICHMANKIM:
- case UNT_ETERNALCHAOS:
- case UNT_DRUMBATTLEFIELD:
- case UNT_RINGNIBELUNGEN:
- case UNT_ROKISWEIL:
- case UNT_INTOABYSS:
- case UNT_SIEGFRIED:
- //Needed to check when a dancer/bard leaves their ensemble area.
- if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
- return skillid;
- if (!sce)
- sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
- break;
- case UNT_WHISTLE:
- case UNT_ASSASSINCROSS:
- case UNT_POEMBRAGI:
- case UNT_APPLEIDUN:
- case UNT_HUMMING:
- case UNT_DONTFORGETME:
- case UNT_FORTUNEKISS:
- case UNT_SERVICEFORYOU:
- if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
- return 0;
- if (!sc) return 0;
- if (!sce)
- sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
- else if (sce->val4 == 1) {
- //Readjust timers since the effect will not last long.
- sce->val4 = 0;
- delete_timer(sce->timer, status_change_timer);
- sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
- }
- break;
- case UNT_FOGWALL:
- if (!sce)
- {
- sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
- if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
- skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
- }
- break;
- case UNT_GRAVITATION:
- if (!sce)
- sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
- break;
- // officially, icewall has no problems existing on occupied cells [ultramage]
- // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
- // src->val1 = 0;
- // if(src->limit + sg->tick > tick + 700)
- // src->limit = DIFF_TICK(tick+700,sg->tick);
- // break;
- case UNT_MOONLIT:
- //Knockback out of area if affected char isn't in Moonlit effect
- if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
- break;
- if (ss == bl) //Also needed to prevent infinite loop crash.
- break;
- skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
- break;
- }
- return skillid;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
- {
- struct skill_unit_group *sg;
- struct block_list *ss;
- TBL_PC* sd;
- TBL_PC* tsd;
- struct status_data *tstatus, *sstatus;
- struct status_change *tsc, *sc;
- struct skill_unit_group_tickset *ts;
- enum sc_type type;
- int skillid;
- int diff=0;
- nullpo_retr(0, src);
- nullpo_retr(0, bl);
- if (bl->prev==NULL || !src->alive || status_isdead(bl))
- return 0;
- nullpo_retr(0, sg=src->group);
- nullpo_retr(0, ss=map_id2bl(sg->src_id));
- sd = BL_CAST(BL_PC, ss);
- tsd = BL_CAST(BL_PC, bl);
- tsc = status_get_sc(bl);
- tstatus = status_get_status_data(bl);
- if (sg->state.magic_power) //For magic power.
- {
- sc = status_get_sc(ss);
- sstatus = status_get_status_data(ss);
- } else {
- sc = NULL;
- sstatus = NULL;
- }
- type = status_skill2sc(sg->skill_id);
- skillid = sg->skill_id;
- if (sg->interval == -1) {
- switch (sg->unit_id) {
- case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
- case UNT_FIREPILLAR_ACTIVE:
- return 0;
- default:
- ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
- return 0;
- }
- }
- if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
- { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
- diff = DIFF_TICK(tick,ts->tick);
- if (diff < 0)
- return 0;
- ts->tick = tick+sg->interval;
- if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
- ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
- }
- //Temporarily set magic power to have it take effect. [Skotlex]
- if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
- { //Store previous values.
- swap(sstatus->matk_min, sc->mp_matk_min);
- swap(sstatus->matk_max, sc->mp_matk_max);
- //Note to NOT return from the function until this is unset!
- }
- switch (sg->unit_id)
- {
- case UNT_FIREWALL:
- case UNT_KAEN:
- {
- int count=0;
- const int x = bl->x, y = bl->y;
- //Take into account these hit more times than the timer interval can handle.
- do
- skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
- while(--src->val2 && x == bl->x && y == bl->y &&
- ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
- if (src->val2<=0)
- skill_delunit(src);
- }
- break;
- case UNT_SANCTUARY:
- if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
- { //Only damage enemies with offensive Sanctuary. [Skotlex]
- if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
- sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
- }
- else
- {
- int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
- struct mob_data *md = BL_CAST(BL_MOB, bl);
- if( md && mob_is_battleground(md) )
- break;
- if( tstatus->hp >= tstatus->max_hp )
- break;
- if( status_isimmune(bl) )
- heal = 0;
- clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
- status_heal(bl, heal, 0, 0);
- if( diff >= 500 )
- sg->val1--;
- }
- if( sg->val1 <= 0 )
- skill_delunitgroup(sg);
- break;
- case UNT_EVILLAND:
- //Will heal demon and undead element monsters, but not players.
- if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
- { //Damage enemies
- if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
- skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- } else {
- int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
- if (tstatus->hp >= tstatus->max_hp)
- break;
- if (status_isimmune(bl))
- heal = 0;
- clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
- status_heal(bl, heal, 0, 0);
- }
- break;
- case UNT_MAGNUS:
- if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
- break;
- skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- case UNT_DUMMYSKILL:
- switch (sg->skill_id)
- {
- case SG_SUN_WARM: //SG skills [Komurka]
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- {
- int count = 0;
- const int x = bl->x, y = bl->y;
- //If target isn't knocked back it should hit every "interval" ms [Playtester]
- do
- {
- if( bl->type == BL_PC )
- status_zap(bl, 0, 15); // sp damage to players
- else // mobs
- if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
- skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
- else { //should end when out of sp.
- sg->limit = DIFF_TICK(tick,sg->tick);
- break;
- }
- } while( x == bl->x && y == bl->y &&
- ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
- }
- break;
- case WZ_STORMGUST:
- if (tsc)
- { //Reset hit counter when under new storm gust.
- if (tsc->sg_id != sg->group_id) {
- tsc->sg_id = sg->group_id;
- tsc->sg_counter = 0;
- }
- tsc->sg_counter++; //SG hit counter.
- }
- if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
- tsc->sg_counter=0; //Attack absorbed.
- break;
- case GS_DESPERADO:
- if (rand()%100 < src->val1)
- skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- default:
- skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- }
- break;
- case UNT_FIREPILLAR_WAITING:
- skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
- skill_delunit(src);
- break;
- case UNT_SKIDTRAP:
- {
- skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
- sg->unit_id = UNT_USED_TRAPS;
- clif_changetraplook(&src->bl, UNT_USED_TRAPS);
- sg->limit=DIFF_TICK(tick,sg->tick)+1500;
- }
- break;
- case UNT_ANKLESNARE:
- if( sg->val2 == 0 && tsc )
- {
- int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
- if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) )
- {
- const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
- if( td )
- sec = DIFF_TICK(td->tick, tick);
- map_moveblock(bl, src->bl.x, src->bl.y, tick);
- clif_fixpos(bl);
- sg->val2 = bl->id;
- }
- else
- sec = 3000; //Couldn't trap it?
- clif_01ac(&src->bl); // mysterious packet
- sg->limit = DIFF_TICK(tick,sg->tick)+sec;
- sg->interval = -1;
- src->range = 0;
- }
- break;
- case UNT_VENOMDUST:
- if(tsc && !tsc->data[type])
- status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
- break;
- case UNT_LANDMINE:
- case UNT_CLAYMORETRAP:
- case UNT_BLASTMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
- case UNT_FIREPILLAR_ACTIVE:
- map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
- if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
- clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
- src->range = -1; //Disable range so it does not invoke a for each in area again.
- sg->limit=DIFF_TICK(tick,sg->tick)+1500;
- break;
- case UNT_TALKIEBOX:
- if (sg->src_id == bl->id)
- break;
- if (sg->val2 == 0){
- clif_talkiebox(&src->bl, sg->valstr);
- sg->unit_id = UNT_USED_TRAPS;
- clif_changetraplook(&src->bl, UNT_USED_TRAPS);
- sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
- sg->val2 = -1;
- }
- break;
- case UNT_LULLABY:
- if (ss->id == bl->id)
- break;
- skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
- break;
- case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
- if (ss->id != bl->id)
- skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
- break;
- case UNT_DISSONANCE:
- skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- break;
- case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
- {
- int heal;
- if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
- break; // affects self only when soullinked
- heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
- clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
- status_heal(bl, heal, 0, 0);
- break;
- }
- case UNT_TATAMIGAESHI:
- case UNT_DEMONSTRATION:
- skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- case UNT_GOSPEL:
- if (rand()%100 > sg->skill_lv*10 || ss == bl)
- break;
- if (battle_check_target(ss,bl,BCT_PARTY)>0)
- { // Support Effect only on party, not guild
- int heal;
- int i = rand()%13; // Positive buff count
- int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
- switch (i)
- {
- case 0: // Heal 1~9999 HP
- heal = rand() %9999+1;
- clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
- status_heal(bl,heal,0,0);
- break;
- case 1: // End all negative status
- status_change_clear_buffs(bl,2);
- if (tsd) clif_gospel_info(tsd, 0x15);
- break;
- case 2: // Immunity to all status
- sc_start(bl,SC_SCRESIST,100,100,time);
- if (tsd) clif_gospel_info(tsd, 0x16);
- break;
- case 3: // MaxHP +100%
- sc_start(bl,SC_INCMHPRATE,100,100,time);
- if (tsd) clif_gospel_info(tsd, 0x17);
- break;
- case 4: // MaxSP +100%
- sc_start(bl,SC_INCMSPRATE,100,100,time);
- if (tsd) clif_gospel_info(tsd, 0x18);
- break;
- case 5: // All stats +20
- sc_start(bl,SC_INCALLSTATUS,100,20,time);
- if (tsd) clif_gospel_info(tsd, 0x19);
- break;
- case 6: // Level 10 Blessing
- sc_start(bl,SC_BLESSING,100,10,time);
- break;
- case 7: // Level 10 Increase AGI
- sc_start(bl,SC_INCREASEAGI,100,10,time);
- break;
- case 8: // Enchant weapon with Holy element
- sc_start(bl,SC_ASPERSIO,100,1,time);
- if (tsd) clif_gospel_info(tsd, 0x1c);
- break;
- case 9: // Enchant armor with Holy element
- sc_start(bl,SC_BENEDICTIO,100,1,time);
- if (tsd) clif_gospel_info(tsd, 0x1d);
- break;
- case 10: // DEF +25%
- sc_start(bl,SC_INCDEFRATE,100,25,time);
- if (tsd) clif_gospel_info(tsd, 0x1e);
- break;
- case 11: // ATK +100%
- sc_start(bl,SC_INCATKRATE,100,100,time);
- if (tsd) clif_gospel_info(tsd, 0x1f);
- break;
- case 12: // HIT/Flee +50
- sc_start(bl,SC_INCHIT,100,50,time);
- sc_start(bl,SC_INCFLEE,100,50,time);
- if (tsd) clif_gospel_info(tsd, 0x20);
- break;
- }
- }
- else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
- { // Offensive Effect
- int i = rand()%9; // Negative buff count
- int time = skill_get_time2(sg->skill_id, sg->skill_lv);
- switch (i)
- {
- case 0: // Deal 1~9999 damage
- skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- case 1: // Curse
- sc_start(bl,SC_CURSE,100,1,time);
- break;
- case 2: // Blind
- sc_start(bl,SC_BLIND,100,1,time);
- break;
- case 3: // Poison
- sc_start(bl,SC_POISON,100,1,time);
- break;
- case 4: // Level 10 Provoke
- sc_start(bl,SC_PROVOKE,100,10,time);
- break;
- case 5: // DEF -100%
- sc_start(bl,SC_INCDEFRATE,100,-100,time);
- break;
- case 6: // ATK -100%
- sc_start(bl,SC_INCATKRATE,100,-100,time);
- break;
- case 7: // Flee -100%
- sc_start(bl,SC_INCFLEERATE,100,-100,time);
- break;
- case 8: // Speed/ASPD -25%
- sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
- break;
- }
- }
- break;
- case UNT_BASILICA:
- {
- int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
- if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
- { // knock-back any enemy except Boss
- skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
- clif_fixpos(bl);
- }
- if( sg->src_id != bl->id && i <= 0 )
- sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
- }
- break;
- case UNT_GRAVITATION:
- skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- case UNT_GROUNDDRIFT_WIND:
- case UNT_GROUNDDRIFT_DARK:
- case UNT_GROUNDDRIFT_POISON:
- case UNT_GROUNDDRIFT_WATER:
- case UNT_GROUNDDRIFT_FIRE:
- map_foreachinrange(skill_trap_splash,&src->bl,
- skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
- &src->bl,tick);
- sg->unit_id = UNT_USED_TRAPS;
- //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
- sg->limit=DIFF_TICK(tick,sg->tick)+1500;
- break;
- }
- if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
- { //Unset magic power.
- swap(sstatus->matk_min, sc->mp_matk_min);
- swap(sstatus->matk_max, sc->mp_matk_max);
- }
- if (bl->type == BL_MOB && ss != bl)
- mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
- return skillid;
- }
- /*==========================================
- * Triggered when a char steps out of a skill cell
- *------------------------------------------*/
- int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
- {
- struct skill_unit_group *sg;
- struct status_change *sc;
- struct status_change_entry *sce;
- enum sc_type type;
- nullpo_retr(0, src);
- nullpo_retr(0, bl);
- nullpo_retr(0, sg=src->group);
- sc = status_get_sc(bl);
- type = status_skill2sc(sg->skill_id);
- sce = (sc && type != -1)?sc->data[type]:NULL;
- if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
- (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
- return 0;
- switch(sg->unit_id){
- case UNT_SAFETYWALL:
- case UNT_PNEUMA:
- if (sce)
- status_change_end(bl,type,-1);
- break;
- case UNT_BASILICA:
- if( sce && sce->val4 == src->bl.id )
- status_change_end(bl,type,-1);
- break;
- case UNT_HERMODE: //Clear Hermode if the owner moved.
- if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
- status_change_end(bl,type,-1);
- break;
- case UNT_SPIDERWEB:
- {
- struct block_list *target = map_id2bl(sg->val2);
- if (target && target==bl)
- {
- if (sce && sce->val2 == sg->group_id)
- status_change_end(bl,type,-1);
- sg->limit = DIFF_TICK(tick,sg->tick)+1000;
- }
- break;
- }
- }
- return sg->skill_id;
- }
- /*==========================================
- * Triggered when a char steps out of a skill group (entirely) [Skotlex]
- *------------------------------------------*/
- static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
- {
- struct status_change *sc;
- struct status_change_entry *sce;
- enum sc_type type;
- sc = status_get_sc(bl);
- if (sc && !sc->count)
- sc = NULL;
- type = status_skill2sc(skill_id);
- sce = (sc && type != -1)?sc->data[type]:NULL;
- switch (skill_id)
- {
- case WZ_QUAGMIRE:
- if (bl->type==BL_MOB)
- break;
- if (sce)
- status_change_end(bl, type, -1);
- break;
- case BD_LULLABY:
- case BD_RICHMANKIM:
- case BD_ETERNALCHAOS:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_ROKISWEIL:
- case BD_INTOABYSS:
- case BD_SIEGFRIED:
- if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
- { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
- //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
- //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
- //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
- //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
- //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
- status_change_end(bl, SC_DANCING, -1);
- }
- case MG_SAFETYWALL:
- case AL_PNEUMA:
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- case CG_HERMODE:
- case HW_GRAVITATION:
- case NJ_SUITON:
- if (sce)
- status_change_end(bl, type, -1);
- break;
- case BA_POEMBRAGI:
- case BA_WHISTLE:
- case BA_ASSASSINCROSS:
- case BA_APPLEIDUN:
- case DC_HUMMING:
- case DC_DONTFORGETME:
- case DC_FORTUNEKISS:
- case DC_SERVICEFORYOU:
- if (sce)
- {
- delete_timer(sce->timer, status_change_timer);
- //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
- //not possible on our current implementation.
- sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
- sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
- }
- break;
- case PF_FOGWALL:
- if (sce)
- {
- status_change_end(bl,type,-1);
- if ((sce=sc->data[SC_BLIND]))
- {
- if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
- status_change_end(bl, SC_BLIND, -1);
- else {
- delete_timer(sce->timer, status_change_timer);
- sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
- }
- }
- }
- break;
- }
- return skill_id;
- }
- /*==========================================
- * Invoked when a unit cell has been placed/removed/deleted.
- * flag values:
- * flag&1: Invoke onplace function (otherwise invoke onout)
- * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
- *------------------------------------------*/
- static int skill_unit_effect (struct block_list* bl, va_list ap)
- {
- struct skill_unit* unit = va_arg(ap,struct skill_unit*);
- struct skill_unit_group* group = unit->group;
- unsigned int tick = va_arg(ap,unsigned int);
- unsigned int flag = va_arg(ap,unsigned int);
- int skill_id;
- bool dissonance;
- if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
- return 0;
- nullpo_retr(0, group);
- dissonance = skill_dance_switch(unit, 0);
- //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
- skill_id = group->skill_id;
- //Target-type check.
- if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
- {
- if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
- skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
- }
- else
- {
- if( flag&1 )
- skill_unit_onplace(unit,bl,tick);
- else
- skill_unit_onout(unit,bl,tick);
- if( flag&4 )
- skill_unit_onleft(skill_id, bl, tick);
- }
- if( dissonance ) skill_dance_switch(unit, 1);
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
- {
- struct skill_unit_group *sg;
- nullpo_retr(0, src);
- nullpo_retr(0, sg=src->group);
- switch( sg->unit_id )
- {
- case UNT_SKIDTRAP:
- case UNT_LANDMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
- case UNT_TALKIEBOX:
- case UNT_ANKLESNARE:
- case UNT_ICEWALL:
- src->val1-=damage;
- break;
- case UNT_BLASTMINE:
- case UNT_CLAYMORETRAP:
- skill_blown(bl, &src->bl, 2, -1, 0);
- break;
- default:
- damage = 0;
- break;
- }
- return damage;
- }
- /*==========================================
- *
- *------------------------------------------*/
- static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
- {
- int *c, skillid;
- struct block_list *src;
- struct map_session_data *sd;
- struct map_session_data *tsd;
- int *p_sd; //Contains the list of characters found.
- nullpo_retr(0, bl);
- nullpo_retr(0, tsd=(struct map_session_data*)bl);
- nullpo_retr(0, src=va_arg(ap,struct block_list *));
- nullpo_retr(0, sd=(struct map_session_data*)src);
- c=va_arg(ap,int *);
- p_sd = va_arg(ap, int *);
- skillid = va_arg(ap,int);
- if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
- return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
- if (bl == src)
- return 0;
- if(pc_isdead(tsd))
- return 0;
- if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
- return 0;
- switch(skillid)
- {
- case PR_BENEDICTIO:
- {
- int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
- dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
- if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
- && sd->status.sp >= 10)
- p_sd[(*c)++]=tsd->bl.id;
- return 1;
- }
- default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
- {
- int skilllv;
- if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
- return 0;
- if (sd->status.sex != tsd->status.sex &&
- (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
- (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
- (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
- sd->status.party_id && tsd->status.party_id &&
- sd->status.party_id == tsd->status.party_id &&
- !tsd->sc.data[SC_DANCING])
- {
- p_sd[(*c)++]=tsd->bl.id;
- return skilllv;
- } else {
- return 0;
- }
- }
- break;
- }
- return 0;
- }
- /*==========================================
- * Checks and stores partners for ensemble skills [Skotlex]
- *------------------------------------------*/
- int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
- {
- static int c=0;
- static int p_sd[2] = { 0, 0 };
- int i;
- if (!battle_config.player_skill_partner_check ||
- (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
- return 99; //As if there were infinite partners.
- if (cast_flag)
- { //Execute the skill on the partners.
- struct map_session_data* tsd;
- switch (skill_id)
- {
- case PR_BENEDICTIO:
- for (i = 0; i < c; i++)
- {
- if ((tsd = map_id2sd(p_sd[i])) != NULL)
- status_charge(&tsd->bl, 0, 10);
- }
- return c;
- default: //Warning: Assuming Ensemble skills here (for speed)
- if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
- {
- sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
- sc_start4(&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);
- clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
- tsd->skillid_dance = skill_id;
- tsd->skilllv_dance = *skill_lv;
- }
- return c;
- }
- }
- //Else: new search for partners.
- c = 0;
- memset (p_sd, 0, sizeof(p_sd));
- i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
- if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
- *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.
- return c;
- }
- /*==========================================
- *
- *------------------------------------------*/
- static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
- {
- int *c,src_id,mob_class,skill;
- struct mob_data *md;
- md=(struct mob_data*)bl;
- src_id=va_arg(ap,int);
- mob_class=va_arg(ap,int);
- skill=va_arg(ap,int);
- c=va_arg(ap,int *);
- if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
- return 0; //Non alchemist summoned mobs have nothing to do here.
- if(md->class_==mob_class)
- (*c)++;
- return 1;
- }
- /*==========================================
- * Determines if a given skill should be made to consume ammo
- * when used by the player. [Skotlex]
- *------------------------------------------*/
- int skill_isammotype (struct map_session_data *sd, int skill)
- {
- return (
- battle_config.arrow_decrement==2 &&
- (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
- skill != HT_PHANTASMIC &&
- skill_get_type(skill) == BF_WEAPON &&
- !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
- !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
- );
- }
- int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv)
- {
- struct status_data *status;
- struct status_change *sc;
- struct skill_condition require;
- int i;
- nullpo_retr(0, sd);
- if (lv <= 0 || sd->chatID) return 0;
- if( battle_config.gm_skilluncond && pc_isGM(sd)>= battle_config.gm_skilluncond && sd->skillitem != skill )
- { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
- sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
- sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
- return 1;
- }
- if( sd->menuskill_id == AM_PHARMACY )
- {
- switch( skill )
- {
- case AM_PHARMACY:
- case AC_MAKINGARROW:
- case BS_REPAIRWEAPON:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- return 0;
- }
- }
- status = &sd->battle_status;
- sc = &sd->sc;
- if( !sc->count )
- sc = NULL;
- if( sd->skillitem == skill )
- {
- if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
- sd->state.abra_flag = 0;
- else
- { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
- if( (i = sd->itemindex) == -1 ||
- sd->status.inventory[i].nameid != sd->itemid ||
- sd->inventory_data[i] == NULL ||
- !sd->inventory_data[i]->flag.delay_consume ||
- sd->status.inventory[i].amount < 1
- )
- { //Something went wrong, item exploit?
- sd->itemid = sd->itemindex = -1;
- return 0;
- }
- //Consume
- sd->itemid = sd->itemindex = -1;
- if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rand()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
- ; //Do not consume item.
- else if( sd->status.inventory[i].expire_time == 0 )
- pc_delitem(sd,i,1,0); // Rental usable items are not consumed until expiration
- }
- return 1;
- }
- if( pc_is90overweight(sd) )
- {
- clif_skill_fail(sd,skill,9,0);
- return 0;
- }
- switch( skill )
- { // Turn off check.
- case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
- case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
- case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
- case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
- if( sc && sc->data[status_skill2sc(skill)] )
- return 1;
- }
- if( lv < 1 || lv > MAX_SKILL_LEVEL )
- return 0;
- require = skill_get_requirement(sd,skill,lv);
- //Can only update state when weapon/arrow info is checked.
- if (require.weapon) sd->state.arrow_atk = require.ammo?1:0;
- // perform skill-specific checks (and actions)
- switch( skill )
- {
- case SA_CASTCANCEL:
- if(sd->ud.skilltimer == -1) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case AL_WARP:
- if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
- clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
- return 0;
- }
- break;
- case MO_CALLSPIRITS:
- if(sd->spiritball >= lv) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case MO_FINGEROFFENSIVE:
- case GS_FLING:
- if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
- sd->spiritball_old = require.spiritball = sd->spiritball;
- else
- sd->spiritball_old = require.spiritball;
- break;
- case MO_CHAINCOMBO:
- if(!sc)
- return 0;
- if(sc->data[SC_BLADESTOP])
- break;
- if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
- break;
- return 0;
- case MO_COMBOFINISH:
- if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
- return 0;
- break;
- case CH_TIGERFIST:
- if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
- return 0;
- break;
- case CH_CHAINCRUSH:
- if(!(sc && sc->data[SC_COMBO]))
- return 0;
- if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
- return 0;
- break;
- case MO_EXTREMITYFIST:
- // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
- // return 0;
- if( sc && sc->data[SC_BLADESTOP] )
- break;
- if( sc && sc->data[SC_COMBO] )
- {
- switch(sc->data[SC_COMBO]->val1) {
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- break;
- default:
- return 0;
- }
- }
- else if( !unit_can_move(&sd->bl) )
- { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case TK_MISSION:
- if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
- {// Cannot be used by Non-Taekwon classes
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case TK_READYCOUNTER:
- case TK_READYDOWN:
- case TK_READYSTORM:
- case TK_READYTURN:
- case TK_JUMPKICK:
- if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
- {// Soul Linkers cannot use this skill
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case TK_TURNKICK:
- case TK_STORMKICK:
- case TK_DOWNKICK:
- case TK_COUNTER:
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
- return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
- if(!(sc && sc->data[SC_COMBO]))
- return 0; //Combo needs to be ready
- if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
- { //Unlimited Combo
- if (skill == sd->skillid_old) {
- status_change_end(&sd->bl, SC_COMBO, -1);
- sd->skillid_old = sd->skilllv_old = 0;
- return 0; //Can't repeat previous combo skill.
- }
- break;
- }
- if(sc->data[SC_COMBO]->val1 != skill)
- { //Cancel combo wait.
- unit_cancel_combo(&sd->bl);
- return 0;
- }
- break; //Combo ready.
- case BD_ADAPTATION:
- {
- int time;
- if(!(sc && sc->data[SC_DANCING]))
- {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- time = 1000*(sc->data[SC_DANCING]->val3>>16);
- if (skill_get_time(
- (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
- (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
- - time <= skill_get_time2(skill,lv))
- {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- break;
- case PR_BENEDICTIO:
- if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
- {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case SL_SMA:
- if(!(sc && sc->data[SC_SMA]))
- return 0;
- break;
- case HT_POWER:
- if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
- return 0;
- break;
- case CG_HERMODE:
- if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
- {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
- {
- int i,x,y,range = skill_get_splash(skill, lv)+1;
- int size = range*2+1;
- for (i=0;i<size*size;i++) {
- x = sd->bl.x+(i%size-range);
- y = sd->bl.y+(i/size-range);
- if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- }
- break;
- case PR_REDEMPTIO:
- {
- int exp;
- if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
- ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
- clif_skill_fail(sd,skill,0,0); //Not enough exp.
- return 0;
- }
- break;
- }
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- if (!party_skill_check(sd, sd->status.party_id, skill, lv))
- {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case SG_SUN_WARM:
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- if (sc && sc->data[SC_MIRACLE])
- break;
- i = skill-SG_SUN_WARM;
- if (sd->bl.m == sd->feel_map[i].m)
- break;
- clif_skill_fail(sd,skill,0,0);
- return 0;
- break;
- case SG_SUN_COMFORT:
- case SG_MOON_COMFORT:
- case SG_STAR_COMFORT:
- if (sc && sc->data[SC_MIRACLE])
- break;
- i = skill-SG_SUN_COMFORT;
- if (sd->bl.m == sd->feel_map[i].m &&
- (battle_config.allow_skill_without_day || sg_info[i].day_func()))
- break;
- clif_skill_fail(sd,skill,0,0);
- return 0;
- case SG_FUSION:
- if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
- break;
- //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
- //Only invoke on skill begin cast (instant cast skill). [Kevin]
- if( require.sp > 0 )
- {
- if (status->sp < (unsigned int)require.sp)
- clif_skill_fail(sd,skill,1,0);
- else
- status_zap(&sd->bl, 0, require.sp);
- }
- return 0;
- case GD_BATTLEORDER:
- case GD_REGENERATION:
- case GD_RESTORE:
- if (!map_flag_gvg2(sd->bl.m)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- case GD_EMERGENCYCALL:
- // other checks were already done in skillnotok()
- if (!sd->status.guild_id || !sd->state.gmaster_flag)
- return 0;
- break;
- case GS_GLITTERING:
- if(sd->spiritball >= 10) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case NJ_ISSEN:
- if (status->hp < 2) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- case NJ_BUNSINJYUTSU:
- if (!(sc && sc->data[SC_NEN])) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case NJ_ZENYNAGE:
- if(sd->status.zeny < require.zeny) {
- clif_skill_fail(sd,skill,5,0);
- return 0;
- }
- break;
- case PF_HPCONVERSION:
- if (status->sp == status->max_sp)
- return 0; //Unusable when at full SP.
- break;
- case AM_CALLHOMUN: //Can't summon if a hom is already out
- if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
- if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
- {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- }
- switch(require.state) {
- case ST_HIDING:
- if(!(sc && sc->option&OPTION_HIDE)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_CLOAKING:
- if(!pc_iscloaking(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_HIDDEN:
- if(!pc_ishiding(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_RIDING:
- if(!pc_isriding(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_FALCON:
- if(!pc_isfalcon(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_CARTBOOST:
- if(!(sc && sc->data[SC_CARTBOOST])) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- case ST_CART:
- if(!pc_iscarton(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_SHIELD:
- if(sd->status.shield <= 0) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_SIGHT:
- if(!(sc && sc->data[SC_SIGHT])) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_EXPLOSIONSPIRITS:
- if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_RECOV_WEIGHT_RATE:
- if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_MOVE_ENABLE:
- if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
- sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
- if (!unit_can_move(&sd->bl)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_WATER:
- if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
- break;
- if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
- break;
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
- //mhp is the max-hp-requirement, that is,
- //you must have this % or less of HP to cast it.
- clif_skill_fail(sd,skill,2,0);
- return 0;
- }
- if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
- clif_skill_fail(sd,skill,6,0);
- return 0;
- }
- if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
- clif_skill_fail(sd,skill,1,0);
- return 0;
- }
- if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
- clif_skill_fail(sd,skill,5,0);
- return 0;
- }
- if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- return 1;
- }
- int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
- {
- struct skill_condition require;
- struct status_data *status;
- int i;
- int index[MAX_SKILL_ITEM_REQUIRE];
- nullpo_retr(0, sd);
- if( lv <= 0 || sd->chatID )
- return 0;
- if( battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond && sd->skillitem != skill )
- { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
- sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
- sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
- return 1;
- }
- if( sd->menuskill_id == AM_PHARMACY )
- { // Cast start or cast end??
- switch( skill )
- {
- case AM_PHARMACY:
- case AC_MAKINGARROW:
- case BS_REPAIRWEAPON:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- return 0;
- }
- }
-
- if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
- return 1;
- if( pc_is90overweight(sd) )
- {
- clif_skill_fail(sd,skill,9,0);
- return 0;
- }
- // perform skill-specific checks (and actions)
- switch( skill )
- {
- case PR_BENEDICTIO:
- skill_check_pc_partner(sd, skill, &lv, 1, 1);
- break;
- case AM_CANNIBALIZE:
- case AM_SPHEREMINE:
- {
- int c=0;
- int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
- //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
- int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
- int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
- if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
- i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
- if(c >= maxcount ||
- (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
- { //Fails when: exceed max limit. There are other plant types already out.
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- break;
- }
- }
- status = &sd->battle_status;
- require = skill_get_requirement(sd,skill,lv);
- if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
- clif_skill_fail(sd,skill,2,0);
- return 0;
- }
- if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
- if((i=sd->equip_index[EQI_AMMO]) < 0 ||
- !sd->inventory_data[i] ||
- sd->status.inventory[i].amount < require.ammo_qty
- ) {
- clif_arrow_fail(sd,0);
- return 0;
- }
- if (!(require.ammo&1<<sd->inventory_data[i]->look))
- { //Ammo type check. Send the "wrong weapon type" message
- //which is the closest we have to wrong ammo type. [Skotlex]
- clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
- //clif_skill_fail(sd,skill,6,0);
- return 0;
- }
- }
- for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
- {
- if( !require.itemid[i] )
- continue;
- index[i] = pc_search_inventory(sd,require.itemid[i]);
- if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
- if( require.itemid[i] == ITEMID_RED_GEMSTONE )
- clif_skill_fail(sd,skill,7,0);// red gemstone required
- else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
- clif_skill_fail(sd,skill,8,0);// blue gemstone required
- else
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- return 1;
- }
- // type&2: consume items (after skill was used)
- // type&1: consume the others (before skill was used)
- int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
- {
- int n,i;
- struct skill_condition req;
- nullpo_retr(0, sd);
- req = skill_get_requirement(sd,skill,lv);
- if( type&1 )
- {
- if( skill == CG_TAROTCARD || sd->state.autocast )
- req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
- if(req.hp || req.sp)
- status_zap(&sd->bl, req.hp, req.sp);
- if(req.spiritball > 0)
- pc_delspiritball(sd,req.spiritball,0);
- if(req.zeny > 0)
- {
- if( skill == NJ_ZENYNAGE )
- req.zeny = 0; //Zeny is reduced on skill_attack.
- if( sd->status.zeny < req.zeny )
- req.zeny = sd->status.zeny;
- pc_payzeny(sd,req.zeny);
- }
- }
- if( type&2 )
- {
- struct status_change *sc = &sd->sc;
- if( !sc->count )
- sc = NULL;
- for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
- {
- if( !req.itemid[i] )
- continue;
- if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
- continue; //Gemstones are checked, but not substracted from inventory.
- if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
- pc_delitem(sd,n,req.amount[i],0);
- }
- }
- return 1;
- }
- struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
- {
- struct skill_condition req;
- struct status_data *status;
- struct status_change *sc;
- int i,j,hp_rate,sp_rate;
- memset(&req,0,sizeof(req));
- if( !sd )
- return req;
- if( sd->skillitem == skill )
- return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
- sc = &sd->sc;
- if( !sc->count )
- sc = NULL;
- switch( skill )
- { // Turn off check.
- case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
- case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
- case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
- case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
- if( sc && sc->data[status_skill2sc(skill)] )
- return req;
- }
- j = skill_get_index(skill);
- if( j == 0 ) // invalid skill id
- return req;
- if( lv < 1 || lv > MAX_SKILL_LEVEL )
- return req;
- status = &sd->battle_status;
- req.hp = skill_db[j].hp[lv-1];
- hp_rate = skill_db[j].hp_rate[lv-1];
- if(hp_rate > 0)
- req.hp += (status->hp * hp_rate)/100;
- else
- req.hp += (status->max_hp * (-hp_rate))/100;
- req.sp = skill_db[j].sp[lv-1];
- if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
- req.sp /= 2;
- sp_rate = skill_db[j].sp_rate[lv-1];
- if(sp_rate > 0)
- req.sp += (status->sp * sp_rate)/100;
- else
- req.sp += (status->max_sp * (-sp_rate))/100;
- if( sd->dsprate!=100 )
- req.sp = req.sp * sd->dsprate / 100;
- req.zeny = skill_db[j].zeny[lv-1];
- req.spiritball = skill_db[j].spiritball[lv-1];
- req.state = skill_db[j].state;
- req.mhp = skill_db[j].mhp[lv-1];
- req.weapon = skill_db[j].weapon;
- req.ammo = skill_db[j].ammo;
- req.ammo_qty = skill_db[j].ammo_qty[lv-1];
- if (req.weapon && !req.ammo && skill && skill_isammotype(sd, skill))
- { //Assume this skill is using the weapon, therefore it requires arrows.
- req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
- req.ammo_qty = 1;
- }
- for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
- {
- if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
- continue;
- switch( skill )
- {
- case AM_CALLHOMUN:
- if (sd->status.hom_id) //Don't delete items when hom is already out.
- continue;
- break;
- case WZ_FIREPILLAR: // celest
- if (lv <= 5) // no gems required at level 1-5
- continue;
- break;
- }
- req.itemid[i] = skill_db[j].itemid[i];
- req.amount[i] = skill_db[j].amount[i];
- if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
- {
- if( sd->special_state.no_gemstone )
- { //Make it substract 1 gem rather than skipping the cost.
- if( --req.amount[i] < 1 )
- req.itemid[i] = 0;
- }
- if(sc && sc->data[SC_INTOABYSS])
- {
- if( skill != SA_ABRACADABRA )
- req.itemid[i] = req.amount[i] = 0;
- else if( --req.amount[i] < 1 )
- req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
- }
- }
- }
- // Check for cost reductions due to skills & SCs
- switch(skill) {
- case MC_MAMMONITE:
- if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
- req.zeny -= req.zeny*10/100;
- break;
- case AL_HOLYLIGHT:
- if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
- req.sp *= 5;
- break;
- case SL_SMA:
- case SL_STUN:
- case SL_STIN:
- {
- int kaina_lv = pc_checkskill(sd,SL_KAINA);
- if(kaina_lv==0 || sd->status.base_level<70)
- break;
- if(sd->status.base_level>=90)
- req.sp -= req.sp*7*kaina_lv/100;
- else if(sd->status.base_level>=80)
- req.sp -= req.sp*5*kaina_lv/100;
- else if(sd->status.base_level>=70)
- req.sp -= req.sp*3*kaina_lv/100;
- }
- break;
- case MO_TRIPLEATTACK:
- case MO_CHAINCOMBO:
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
- req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
- break;
- case MO_BODYRELOCATION:
- if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
- req.spiritball = 0;
- break;
- case MO_EXTREMITYFIST:
- if( sc )
- {
- if( sc->data[SC_BLADESTOP] )
- req.spiritball--;
- else if( sc->data[SC_COMBO] )
- {
- switch( sc->data[SC_COMBO]->val1 )
- {
- case MO_COMBOFINISH:
- req.spiritball = 4;
- break;
- case CH_TIGERFIST:
- req.spiritball = 3;
- break;
- case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
- req.spiritball = sd->spiritball?sd->spiritball:1;
- break;
- }
- }
- }
- break;
- }
-
- return req;
- }
- /*==========================================
- * Does cast-time reductions based on dex, item bonuses and config setting
- *------------------------------------------*/
- int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
- {
- int time = skill_get_cast(skill_id, skill_lv);
- struct map_session_data *sd;
- struct status_change *sc;
- nullpo_retr(0, bl);
- sd = BL_CAST(BL_PC, bl);
- sc = status_get_sc(bl);
- // calculate base cast time (reduced by dex)
- if( !(skill_get_castnodex(skill_id, skill_lv)&1) )
- {
- int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
- if( scale > 0 ) // not instant cast
- time = time * scale / battle_config.castrate_dex_scale;
- else return 0; // instant cast
- }
- // calculate cast time reduced by item/card bonuses
- if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
- {
- int i;
- if( sd->castrate != 100 )
- time = time * sd->castrate / 100;
- for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
- {
- if( sd->skillcast[i].id == skill_id )
- {
- time+= time * sd->skillcast[i].val / 100;
- break;
- }
- }
- }
- // config cast time multiplier
- if (battle_config.cast_rate != 100)
- time = time * battle_config.cast_rate / 100;
- // return final cast time
- return (time > 0) ? time : 0;
- }
- /*==========================================
- * Does cast-time reductions based on sc data.
- *------------------------------------------*/
- int skill_castfix_sc (struct block_list *bl, int time)
- {
- struct status_change *sc = status_get_sc(bl);
- if (sc && sc->count) {
- if (sc->data[SC_SLOWCAST])
- time += time * sc->data[SC_SLOWCAST]->val2 / 100;
- if (sc->data[SC_SUFFRAGIUM]) {
- time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
- status_change_end(bl, SC_SUFFRAGIUM, -1);
- }
- if (sc->data[SC_MEMORIZE]) {
- time>>=1;
- if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
- status_change_end(bl, SC_MEMORIZE, -1);
- }
- if (sc->data[SC_POEMBRAGI])
- time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
- }
- return (time > 0) ? time : 0;
- }
- /*==========================================
- * Does delay reductions based on dex/agi, sc data, item bonuses, ...
- *------------------------------------------*/
- int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
- {
- int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
- int time = skill_get_delay(skill_id, skill_lv);
- struct map_session_data *sd;
- struct status_change *sc = status_get_sc(bl);
- nullpo_retr(0, bl);
- sd = BL_CAST(BL_PC, bl);
- if (skill_id == SA_ABRACADABRA)
- return 0; //Will use picked skill's delay.
- if (bl->type&battle_config.no_skill_delay)
- return battle_config.min_skill_delay_limit;
- if (time < 0)
- time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
- // Delay reductions
- switch (skill_id)
- { //Monk combo skills have their delay reduced by agi/dex.
- case MO_TRIPLEATTACK:
- case MO_CHAINCOMBO:
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
- break;
- case HP_BASILICA:
- if( sc && !sc->data[SC_BASILICA] )
- time = 0; // There is no Delay on Basilica creation, only on cancel
- break;
- default:
- if (battle_config.delay_dependon_dex && !(delaynodex&1))
- { // if skill delay is allowed to be reduced by dex
- int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
- if (scale > 0)
- time = time * scale / battle_config.castrate_dex_scale;
- else //To be capped later to minimum.
- time = 0;
- }
- if (battle_config.delay_dependon_agi && !(delaynodex&1))
- { // if skill delay is allowed to be reduced by agi
- int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
- if (scale > 0)
- time = time * scale / battle_config.castrate_dex_scale;
- else //To be capped later to minimum.
- time = 0;
- }
- }
- if ( sc && sc->data[SC_SPIRIT] )
- {
- switch (skill_id) {
- case CR_SHIELDBOOMERANG:
- if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
- time /= 2;
- break;
- case AS_SONICBLOW:
- if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
- time /= 2;
- break;
- }
- }
- if (!(delaynodex&2))
- {
- if (sc && sc->count) {
- if (sc->data[SC_POEMBRAGI])
- time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
- }
- }
- if( !(delaynodex&4) && sd && sd->delayrate != 100 )
- time = time * sd->delayrate / 100;
- if (battle_config.delay_rate != 100)
- time = time * battle_config.delay_rate / 100;
- if (time < status_get_amotion(bl))
- time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
- return max(time, battle_config.min_skill_delay_limit);
- }
- /*=========================================
- *
- *-----------------------------------------*/
- void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
- {
- nullpo_retv(tc);
- if(dir == 0){
- tc->val1[0]=x-2;
- tc->val1[1]=x-1;
- tc->val1[2]=x;
- tc->val1[3]=x+1;
- tc->val1[4]=x+2;
- tc->val2[0]=
- tc->val2[1]=
- tc->val2[2]=
- tc->val2[3]=
- tc->val2[4]=y-1;
- }
- else if(dir==2){
- tc->val1[0]=
- tc->val1[1]=
- tc->val1[2]=
- tc->val1[3]=
- tc->val1[4]=x+1;
- tc->val2[0]=y+2;
- tc->val2[1]=y+1;
- tc->val2[2]=y;
- tc->val2[3]=y-1;
- tc->val2[4]=y-2;
- }
- else if(dir==4){
- tc->val1[0]=x-2;
- tc->val1[1]=x-1;
- tc->val1[2]=x;
- tc->val1[3]=x+1;
- tc->val1[4]=x+2;
- tc->val2[0]=
- tc->val2[1]=
- tc->val2[2]=
- tc->val2[3]=
- tc->val2[4]=y+1;
- }
- else if(dir==6){
- tc->val1[0]=
- tc->val1[1]=
- tc->val1[2]=
- tc->val1[3]=
- tc->val1[4]=x-1;
- tc->val2[0]=y+2;
- tc->val2[1]=y+1;
- tc->val2[2]=y;
- tc->val2[3]=y-1;
- tc->val2[4]=y-2;
- }
- else if(dir==1){
- tc->val1[0]=x-1;
- tc->val1[1]=x;
- tc->val1[2]=x+1;
- tc->val1[3]=x+2;
- tc->val1[4]=x+3;
- tc->val2[0]=y-4;
- tc->val2[1]=y-3;
- tc->val2[2]=y-1;
- tc->val2[3]=y;
- tc->val2[4]=y+1;
- }
- else if(dir==3){
- tc->val1[0]=x+3;
- tc->val1[1]=x+2;
- tc->val1[2]=x+1;
- tc->val1[3]=x;
- tc->val1[4]=x-1;
- tc->val2[0]=y-1;
- tc->val2[1]=y;
- tc->val2[2]=y+1;
- tc->val2[3]=y+2;
- tc->val2[4]=y+3;
- }
- else if(dir==5){
- tc->val1[0]=x+1;
- tc->val1[1]=x;
- tc->val1[2]=x-1;
- tc->val1[3]=x-2;
- tc->val1[4]=x-3;
- tc->val2[0]=y+3;
- tc->val2[1]=y+2;
- tc->val2[2]=y+1;
- tc->val2[3]=y;
- tc->val2[4]=y-1;
- }
- else if(dir==7){
- tc->val1[0]=x-3;
- tc->val1[1]=x-2;
- tc->val1[2]=x-1;
- tc->val1[3]=x;
- tc->val1[4]=x+1;
- tc->val2[1]=y;
- tc->val2[0]=y+1;
- tc->val2[2]=y-1;
- tc->val2[3]=y-2;
- tc->val2[4]=y-3;
- }
- }
- /*=========================================
- *
- *-----------------------------------------*/
- void skill_brandishspear_dir (struct square* tc, int dir, int are)
- {
- int c;
- nullpo_retv(tc);
- for( c = 0; c < 5; c++ )
- {
- switch( dir )
- {
- case 0: tc->val2[c]+=are; break;
- case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
- case 2: tc->val1[c]-=are; break;
- case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
- case 4: tc->val2[c]-=are; break;
- case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
- case 6: tc->val1[c]+=are; break;
- case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
- }
- }
- }
- /*==========================================
- * Weapon Repair [Celest/DracoRPG]
- *------------------------------------------*/
- void skill_repairweapon (struct map_session_data *sd, int idx)
- {
- int material;
- int materials[4] = { 1002, 998, 999, 756 };
- struct item *item;
- struct map_session_data *target_sd;
- nullpo_retv(sd);
- target_sd = map_id2sd(sd->menuskill_val);
- if (!target_sd) //Failed....
- return;
- if(idx==0xFFFF) // No item selected ('Cancel' clicked)
- return;
- if(idx < 0 || idx >= MAX_INVENTORY)
- return; //Invalid index??
- item = &target_sd->status.inventory[idx];
- if(item->nameid <= 0 || item->attribute == 0)
- return; //Again invalid item....
- if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
- clif_item_repaireffect(sd,item->nameid,1);
- return;
- }
- if (itemdb_type(item->nameid)==4)
- material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
- else
- material = materials [2]; // Armors consume 1 Steel
- if (pc_search_inventory(sd,material) < 0 ) {
- clif_skill_fail(sd,sd->menuskill_id,0,0);
- return;
- }
- clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
- item->attribute=0;
- clif_equiplist(target_sd);
- pc_delitem(sd,pc_search_inventory(sd,material),1,0);
- clif_item_repaireffect(sd,item->nameid,0);
- if(sd!=target_sd)
- clif_item_repaireffect(target_sd,item->nameid,0);
- }
- /*==========================================
- * Item Appraisal
- *------------------------------------------*/
- void skill_identify (struct map_session_data *sd, int idx)
- {
- int flag=1;
- nullpo_retv(sd);
- if(idx >= 0 && idx < MAX_INVENTORY) {
- if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
- flag=0;
- sd->status.inventory[idx].identify=1;
- }
- }
- clif_item_identified(sd,idx,flag);
- }
- /*==========================================
- * Weapon Refine [Celest]
- *------------------------------------------*/
- void skill_weaponrefine (struct map_session_data *sd, int idx)
- {
- int i = 0, ep = 0, per;
- int material[5] = { 0, 1010, 1011, 984, 984 };
- struct item *item;
- nullpo_retv(sd);
- if (idx >= 0 && idx < MAX_INVENTORY)
- {
- struct item_data *ditem = sd->inventory_data[idx];
- item = &sd->status.inventory[idx];
- if(item->nameid > 0 && ditem->type == 4)
- {
- if( item->refine >= sd->menuskill_val
- || item->refine >= MAX_REFINE // if it's no longer refineable
- || ditem->flag.no_refine // if the item isn't refinable
- || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
- {
- clif_skill_fail(sd,sd->menuskill_id,0,0);
- return;
- }
- per = percentrefinery [ditem->wlv][(int)item->refine];
- per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
- pc_delitem(sd, i, 1, 0);
- if (per > rand() % 100) {
- item->refine++;
- if(item->equip) {
- ep = item->equip;
- pc_unequipitem(sd,idx,3);
- }
- clif_refine(sd->fd,0,idx,item->refine);
- clif_delitem(sd,idx,1);
- clif_additem(sd,idx,1,0);
- if (ep)
- pc_equipitem(sd,idx,ep);
- clif_misceffect(&sd->bl,3);
- if(item->refine == MAX_REFINE &&
- item->card[0] == CARD0_FORGE &&
- (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
- { // Fame point system [DracoRPG]
- switch(ditem->wlv){
- case 1:
- pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
- break;
- case 2:
- pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
- break;
- case 3:
- pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
- break;
- }
- }
- } else {
- item->refine = 0;
- if(item->equip)
- pc_unequipitem(sd,idx,3);
- clif_refine(sd->fd,1,idx,item->refine);
- pc_delitem(sd,idx,1,0);
- clif_misceffect(&sd->bl,2);
- clif_emotion(&sd->bl, 23);
- }
- }
- }
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_autospell (struct map_session_data *sd, int skillid)
- {
- int skilllv;
- int maxlv=1,lv;
- nullpo_retr(0, sd);
- skilllv = sd->menuskill_val;
- lv=pc_checkskill(sd,skillid);
- if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
- if(skillid==MG_NAPALMBEAT) maxlv=3;
- else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
- if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
- maxlv =10; //Soul Linker bonus. [Skotlex]
- else if(skilllv==2) maxlv=1;
- else if(skilllv==3) maxlv=2;
- else if(skilllv>=4) maxlv=3;
- }
- else if(skillid==MG_SOULSTRIKE){
- if(skilllv==5) maxlv=1;
- else if(skilllv==6) maxlv=2;
- else if(skilllv>=7) maxlv=3;
- }
- else if(skillid==MG_FIREBALL){
- if(skilllv==8) maxlv=1;
- else if(skilllv>=9) maxlv=2;
- }
- else if(skillid==MG_FROSTDIVER) maxlv=1;
- else return 0;
- if(maxlv > lv)
- maxlv = lv;
- sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
- skill_get_time(SA_AUTOSPELL,skilllv));
- return 0;
- }
- /*==========================================
- * Sitting skills functions.
- *------------------------------------------*/
- static int skill_sit_count (struct block_list *bl, va_list ap)
- {
- struct map_session_data *sd;
- int type =va_arg(ap,int);
- sd=(struct map_session_data*)bl;
- if(!pc_issit(sd))
- return 0;
- if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
- return 1;
- if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
- return 1;
- return 0;
- }
- static int skill_sit_in (struct block_list *bl, va_list ap)
- {
- struct map_session_data *sd;
- int type =va_arg(ap,int);
- sd=(struct map_session_data*)bl;
- if(!pc_issit(sd))
- return 0;
- if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
- sd->state.gangsterparadise=1;
- if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
- {
- sd->state.rest=1;
- status_calc_regen(bl, &sd->battle_status, &sd->regen);
- status_calc_regen_rate(bl, &sd->regen, &sd->sc);
- }
- return 0;
- }
- static int skill_sit_out (struct block_list *bl, va_list ap)
- {
- struct map_session_data *sd;
- int type =va_arg(ap,int);
- sd=(struct map_session_data*)bl;
- if(sd->state.gangsterparadise && type&1)
- sd->state.gangsterparadise=0;
- if(sd->state.rest && type&2) {
- sd->state.rest=0;
- status_calc_regen(bl, &sd->battle_status, &sd->regen);
- status_calc_regen_rate(bl, &sd->regen, &sd->sc);
- }
- return 0;
- }
- int skill_sit (struct map_session_data *sd, int type)
- {
- int flag = 0;
- int range = 0, lv;
- nullpo_retr(0, sd);
- if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
- flag|=1;
- range = skill_get_splash(RG_GANGSTER, lv);
- }
- if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
- flag|=2;
- range = skill_get_splash(TK_HPTIME, lv);
- }
- else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
- flag|=2;
- range = skill_get_splash(TK_SPTIME, lv);
- }
- if (!flag) return 0;
- if(type) {
- if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
- map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
- } else {
- if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
- map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
- }
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_frostjoke_scream (struct block_list *bl, va_list ap)
- {
- struct block_list *src;
- int skillnum,skilllv;
- unsigned int tick;
- nullpo_retr(0, bl);
- nullpo_retr(0, src=va_arg(ap,struct block_list*));
- skillnum=va_arg(ap,int);
- skilllv=va_arg(ap,int);
- if(skilllv <= 0) return 0;
- tick=va_arg(ap,unsigned int);
- if (src == bl || status_isdead(bl))
- return 0;
- if (bl->type == BL_PC) {
- struct map_session_data *sd = (struct map_session_data *)bl;
- if (sd && sd->sc.option&OPTION_INVISIBLE)
- return 0;
- }
- //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
- if(battle_check_target(src,bl,BCT_ENEMY) > 0)
- skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
- else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
- skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
- {
- int range = skill_get_unit_range(skill_num,skill_lv);
- int x,y;
- for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
- for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
- map_setcell(src->bl.m, x, y, cell, flag);
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_attack_area (struct block_list *bl, va_list ap)
- {
- struct block_list *src,*dsrc;
- int atk_type,skillid,skilllv,flag,type;
- unsigned int tick;
- if(status_isdead(bl))
- return 0;
- atk_type = va_arg(ap,int);
- src=va_arg(ap,struct block_list*);
- dsrc=va_arg(ap,struct block_list*);
- skillid=va_arg(ap,int);
- skilllv=va_arg(ap,int);
- tick=va_arg(ap,unsigned int);
- flag=va_arg(ap,int);
- type=va_arg(ap,int);
- if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
- return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
- if(battle_check_target(dsrc,bl,type) <= 0 ||
- !status_check_skilluse(NULL, bl, skillid, 2))
- return 0;
- switch (skillid) {
- case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
- case NPC_ACIDBREATH:
- case NPC_DARKNESSBREATH:
- case NPC_FIREBREATH:
- case NPC_ICEBREATH:
- case NPC_THUNDERBREATH:
- return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
- default:
- //Area-splash, disable skill animation.
- return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
- }
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_clear_group (struct block_list *bl, int flag)
- {
- struct unit_data *ud = unit_bl2ud(bl);
- struct skill_unit_group *group[MAX_SKILLUNITGROUP];
- int i, count=0;
- nullpo_retr(0, bl);
- if (!ud) return 0;
- //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
- for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
- {
- switch (ud->skillunit[i]->skill_id) {
- case SA_DELUGE:
- case SA_VOLCANO:
- case SA_VIOLENTGALE:
- case SA_LANDPROTECTOR:
- case NJ_SUITON:
- case NJ_KAENSIN:
- if (flag&1)
- group[count++]= ud->skillunit[i];
- break;
- default:
- if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
- group[count++]= ud->skillunit[i];
- break;
- }
- }
- for (i=0;i<count;i++)
- skill_delunitgroup(group[i]);
- return count;
- }
- /*==========================================
- * Returns the first element field found [Skotlex]
- *------------------------------------------*/
- struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
- {
- struct unit_data *ud = unit_bl2ud(bl);
- int i;
- nullpo_retr(0, bl);
- if (!ud) return NULL;
- for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
- switch (ud->skillunit[i]->skill_id) {
- case SA_DELUGE:
- case SA_VOLCANO:
- case SA_VIOLENTGALE:
- case SA_LANDPROTECTOR:
- case NJ_SUITON:
- return ud->skillunit[i];
- }
- }
- return NULL;
- }
- // for graffiti cleaner [Valaris]
- int skill_graffitiremover (struct block_list *bl, va_list ap)
- {
- struct skill_unit *unit=NULL;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
- return 0;
- if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
- skill_delunit(unit);
- return 0;
- }
- int skill_greed (struct block_list *bl, va_list ap)
- {
- struct block_list *src;
- struct map_session_data *sd=NULL;
- struct flooritem_data *fitem=NULL;
- nullpo_retr(0, bl);
- nullpo_retr(0, src = va_arg(ap, struct block_list *));
- if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
- pc_takeitem(sd, fitem);
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- static int skill_cell_overlap(struct block_list *bl, va_list ap)
- {
- int skillid;
- int *alive;
- struct skill_unit *unit;
- struct block_list *src;
- skillid = va_arg(ap,int);
- alive = va_arg(ap,int *);
- src = va_arg(ap,struct block_list *);
- unit = (struct skill_unit *)bl;
- if (unit == NULL || unit->group == NULL || (*alive) == 0)
- return 0;
- switch (skillid)
- {
- case SA_LANDPROTECTOR:
- if( unit->group->skill_id == SA_LANDPROTECTOR )
- { //Check for offensive Land Protector to delete both. [Skotlex]
- (*alive) = 0;
- skill_delunit(unit);
- return 1;
- }
- if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
- { //It deletes everything except songs/dances and traps
- skill_delunit(unit);
- return 1;
- }
- break;
- case HW_GANBANTEIN:
- if( !(unit->group->state.song_dance&0x1) )
- {// Don't touch song/dance.
- skill_delunit(unit);
- return 1;
- }
- break;
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- // The official implementation makes them fail to appear when casted on top of ANYTHING
- // but I wonder if they didn't actually meant to fail when casted on top of each other?
- // hence, I leave the alternate implementation here, commented. [Skotlex]
- if (unit->range <= 0)
- {
- (*alive) = 0;
- return 1;
- }
- /*
- switch (unit->group->skill_id)
- { //These cannot override each other.
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- (*alive) = 0;
- return 1;
- }
- */
- break;
- case PF_FOGWALL:
- switch(unit->group->skill_id)
- {
- case SA_VOLCANO: //Can't be placed on top of these
- case SA_VIOLENTGALE:
- (*alive) = 0;
- return 1;
- case SA_DELUGE:
- case NJ_SUITON:
- //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
- (*alive) = 2;
- break;
- }
- break;
- case HP_BASILICA:
- if (unit->group->skill_id == HP_BASILICA)
- { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
- (*alive) = 0;
- return 1;
- }
- break;
- }
- if (unit->group->skill_id == SA_LANDPROTECTOR &&
- !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
- { //It deletes everything except songs/dances/traps
- (*alive) = 0;
- return 1;
- }
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
- {
- struct mob_data* md;
- struct unit_data*ud = unit_bl2ud(bl);
- struct block_list *from_bl;
- struct block_list *to_bl;
- md = (struct mob_data*)bl;
- from_bl = va_arg(ap,struct block_list *);
- to_bl = va_arg(ap,struct block_list *);
- if(ud && ud->target == from_bl->id)
- ud->target = to_bl->id;
- if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
- md->target_id = to_bl->id;
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- static int skill_trap_splash (struct block_list *bl, va_list ap)
- {
- struct block_list *src;
- int tick;
- struct skill_unit *unit;
- struct skill_unit_group *sg;
- struct block_list *ss;
- src = va_arg(ap,struct block_list *);
- unit = (struct skill_unit *)src;
- tick = va_arg(ap,int);
- nullpo_retr(0, sg = unit->group);
- nullpo_retr(0, ss = map_id2bl(sg->src_id));
- if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
- return 0;
- switch(sg->unit_id){
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
- break;
- case UNT_GROUNDDRIFT_WIND:
- if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case UNT_GROUNDDRIFT_DARK:
- if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case UNT_GROUNDDRIFT_POISON:
- if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case UNT_GROUNDDRIFT_WATER:
- if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case UNT_GROUNDDRIFT_FIRE:
- if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
- break;
- default:
- skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- }
- return 1;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_enchant_elemental_end (struct block_list *bl, int type)
- {
- struct status_change *sc;
- const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
- int i;
- nullpo_retr(0, bl);
- nullpo_retr(0, sc= status_get_sc(bl));
- if (!sc->count) return 0;
- for (i = 0; i < ARRAYLENGTH(scs); i++)
- if (type != scs[i] && sc->data[scs[i]])
- status_change_end(bl, scs[i], -1);
- return 0;
- }
- bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
- {
- static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
- static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
- bool wall = true;
- int i;
- if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
- || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
- { //Check for walls.
- ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
- if( i == 8 )
- wall = false;
- }
- if( sce )
- {
- if( !wall )
- {
- if( sce->val1 < 3 ) //End cloaking.
- status_change_end(bl, SC_CLOAKING, -1);
- else
- if( sce->val4&1 )
- { //Remove wall bonus
- sce->val4&=~1;
- status_calc_bl(bl,SCB_SPEED);
- }
- }
- else
- {
- if( !(sce->val4&1) )
- { //Add wall speed bonus
- sce->val4|=1;
- status_calc_bl(bl,SCB_SPEED);
- }
- }
- }
- return wall;
- }
- /*==========================================
- *
- *------------------------------------------*/
- struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
- {
- struct skill_unit *unit;
- nullpo_retr(NULL, group);
- nullpo_retr(NULL, group->unit); // crash-protection against poor coding
- nullpo_retr(NULL, unit=&group->unit[idx]);
- if(!unit->alive)
- group->alive_count++;
- unit->bl.id=map_get_new_object_id();
- unit->bl.type=BL_SKILL;
- unit->bl.m=group->map;
- unit->bl.x=x;
- unit->bl.y=y;
- unit->group=group;
- unit->alive=1;
- unit->val1=val1;
- unit->val2=val2;
- idb_put(skillunit_db, unit->bl.id, unit);
- map_addiddb(&unit->bl);
- map_addblock(&unit->bl);
- // perform oninit actions
- switch (group->skill_id) {
- case WZ_ICEWALL:
- map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
- clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
- break;
- case SA_LANDPROTECTOR:
- skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
- break;
- case HP_BASILICA:
- skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
- break;
- default:
- if (group->state.song_dance&0x1) //Check for dissonance.
- skill_dance_overlap(unit, 1);
- break;
- }
- clif_skill_setunit(unit);
- return unit;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_delunit (struct skill_unit* unit)
- {
- struct skill_unit_group *group;
- nullpo_retr(0, unit);
- if( !unit->alive )
- return 0;
- unit->alive=0;
- nullpo_retr(0, group=unit->group);
- if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
- skill_dance_overlap(unit, 0);
- // invoke onout event
- if( !unit->range )
- map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
- // perform ondelete actions
- switch (group->skill_id) {
- case HT_ANKLESNARE:
- {
- struct block_list* target = map_id2bl(group->val2);
- if( target )
- status_change_end(target,SC_ANKLE,-1);
- }
- break;
- case WZ_ICEWALL:
- map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
- clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
- break;
- case SA_LANDPROTECTOR:
- skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
- break;
- case HP_BASILICA:
- skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
- break;
- }
- clif_skill_delunit(unit);
- unit->group=NULL;
- map_delblock(&unit->bl); // don't free yet
- map_deliddb(&unit->bl);
- idb_remove(skillunit_db, unit->bl.id);
- if(--group->alive_count==0)
- skill_delunitgroup(group);
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
- /// Returns the target skill_unit_group or NULL if not found.
- struct skill_unit_group* skill_id2group(int group_id)
- {
- return (struct skill_unit_group*)idb_get(group_db, group_id);
- }
- static int skill_unit_group_newid = MAX_SKILL_DB;
- /// Returns a new group_id that isn't being used in group_db.
- /// Fatal error if nothing is available.
- static int skill_get_new_group_id(void)
- {
- if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
- return skill_unit_group_newid++;// available
- {// find next id
- int base_id = skill_unit_group_newid;
- while( base_id != ++skill_unit_group_newid )
- {
- if( skill_unit_group_newid < MAX_SKILL_DB )
- skill_unit_group_newid = MAX_SKILL_DB;
- if( skill_id2group(skill_unit_group_newid) == NULL )
- return skill_unit_group_newid++;// available
- }
- // full loop, nothing available
- ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
- exit(1);
- }
- }
- struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
- {
- struct unit_data* ud = unit_bl2ud( src );
- struct skill_unit_group* group;
- int i;
- if(skillid <= 0 || skilllv <= 0) return 0;
- nullpo_retr(NULL, src);
- nullpo_retr(NULL, ud);
- // find a free spot to store the new unit group
- ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
- if(i == MAX_SKILLUNITGROUP)
- {
- // array is full, make room by discarding oldest group
- int j=0;
- unsigned maxdiff=0,x,tick=gettick();
- for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
- if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
- maxdiff=x;
- j=i;
- }
- skill_delunitgroup(ud->skillunit[j]);
- //Since elements must have shifted, we use the last slot.
- i = MAX_SKILLUNITGROUP-1;
- }
- group = ers_alloc(skill_unit_ers, struct skill_unit_group);
- group->src_id = src->id;
- group->party_id = status_get_party_id(src);
- group->guild_id = status_get_guild_id(src);
- group->bg_id = bg_team_get_id(src);
- group->group_id = skill_get_new_group_id();
- group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
- group->unit_count = count;
- group->alive_count = 0;
- group->val1 = 0;
- group->val2 = 0;
- group->val3 = 0;
- group->skill_id = skillid;
- group->skill_lv = skilllv;
- group->unit_id = unit_id;
- group->map = src->m;
- group->limit = limit;
- group->interval = interval;
- group->tick = gettick();
- group->valstr = NULL;
- ud->skillunit[i] = group;
- if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
- group->tick += 1500;
- idb_put(group_db, group->group_id, group);
- return group;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_delunitgroup (struct skill_unit_group *group)
- {
- struct block_list* src;
- struct unit_data *ud;
- int i,j;
- nullpo_retr(0, group);
- src=map_id2bl(group->src_id);
- ud = unit_bl2ud(src);
- if(!src || !ud) {
- ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
- return 0;
- }
- if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
- {
- struct status_change* sc = status_get_sc(src);
- if (sc && sc->data[SC_DANCING])
- {
- sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
- status_change_end(src,SC_DANCING,-1);
- }
- }
- // end Gospel's status change on 'src'
- // (needs to be done when the group is deleted by other means than skill deactivation)
- if (group->unit_id == UNT_GOSPEL) {
- struct status_change *sc = status_get_sc(src);
- if(sc && sc->data[SC_GOSPEL]) {
- sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
- status_change_end(src,SC_GOSPEL,-1);
- }
- }
- if (group->skill_id == SG_SUN_WARM ||
- group->skill_id == SG_MOON_WARM ||
- group->skill_id == SG_STAR_WARM) {
- struct status_change *sc = status_get_sc(src);
- if(sc && sc->data[SC_WARM]) {
- sc->data[SC_WARM]->val4 = 0;
- status_change_end(src,SC_WARM,-1);
- }
- }
- if (src->type==BL_PC && group->state.ammo_consume)
- battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
- group->alive_count=0;
- // remove all unit cells
- if(group->unit != NULL)
- for( i = 0; i < group->unit_count; i++ )
- skill_delunit(&group->unit[i]);
- // clear Talkie-box string
- if( group->valstr != NULL )
- {
- aFree(group->valstr);
- group->valstr = NULL;
- }
- idb_remove(group_db, group->group_id);
- map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
- group->unit=NULL;
- group->group_id=0;
- group->unit_count=0;
- // locate this group, swap with the last entry and delete it
- ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
- ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
- if( i < MAX_SKILLUNITGROUP )
- {
- ud->skillunit[i] = ud->skillunit[j];
- ud->skillunit[j] = NULL;
- ers_free(skill_unit_ers, group);
- }
- else
- ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
- return 1;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_clear_unitgroup (struct block_list *src)
- {
- struct unit_data *ud = unit_bl2ud(src);
- nullpo_retr(0, ud);
- while (ud->skillunit[0])
- skill_delunitgroup(ud->skillunit[0]);
- return 1;
- }
- /*==========================================
- *
- *------------------------------------------*/
- struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
- {
- int i,j=-1,k,s,id;
- struct unit_data *ud;
- struct skill_unit_group_tickset *set;
- nullpo_retr(0, bl);
- if (group->interval==-1)
- return NULL;
- ud = unit_bl2ud(bl);
- if (!ud) return NULL;
- set = ud->skillunittick;
- if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
- id = s = group->skill_id;
- else
- id = s = group->group_id;
- for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
- k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
- if (set[k].id == id)
- return &set[k];
- else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
- j=k;
- }
- if (j == -1) {
- ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
- j = id % MAX_SKILLUNITGROUPTICKSET;
- }
- set[j].id = id;
- set[j].tick = tick;
- return &set[j];
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
- {
- struct skill_unit* unit = va_arg(ap,struct skill_unit *);
- struct skill_unit_group* group = unit->group;
- unsigned int tick = va_arg(ap,unsigned int);
- if( !unit->alive || bl->prev == NULL )
- return 0;
- nullpo_retr(0, group);
- if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
- return 0; //AoE skills are ineffective. [Skotlex]
- if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
- return 0;
- skill_unit_onplace_timer(unit,bl,tick);
- return 1;
- }
- /*==========================================
- *
- *------------------------------------------*/
- static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
- {
- struct skill_unit* unit = (struct skill_unit*)data;
- struct skill_unit_group* group = unit->group;
- unsigned int tick = va_arg(ap,unsigned int);
- bool dissonance;
- struct block_list* bl = &unit->bl;
- if( !unit->alive )
- return 0;
- nullpo_retr(0, group);
- // check for expiration
- if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
- {// skill unit expired (inlined from skill_unit_onlimit())
- switch( group->unit_id )
- {
- case UNT_BLASTMINE:
- case UNT_GROUNDDRIFT_WIND:
- case UNT_GROUNDDRIFT_DARK:
- case UNT_GROUNDDRIFT_POISON:
- case UNT_GROUNDDRIFT_WATER:
- case UNT_GROUNDDRIFT_FIRE:
- group->unit_id = UNT_USED_TRAPS;
- //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
- group->limit=DIFF_TICK(tick+1500,group->tick);
- unit->limit=DIFF_TICK(tick+1500,group->tick);
- break;
- case UNT_ANKLESNARE:
- if( group->val2 > 0 ) {
- // Used Trap don't returns back to item
- skill_delunit(unit);
- break;
- }
- case UNT_SKIDTRAP:
- case UNT_LANDMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
- case UNT_CLAYMORETRAP:
- case UNT_TALKIEBOX:
- {
- struct block_list* src;
- if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
- { // revert unit back into a trap
- struct item item_tmp;
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = ITEMID_TRAP;
- item_tmp.identify = 1;
- map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
- }
- skill_delunit(unit);
- }
- break;
- case UNT_WARP_ACTIVE:
- // warp portal opens (morph to a UNT_WARP_WAITING cell)
- group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
- clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
- // restart timers
- group->limit = skill_get_time(group->skill_id,group->skill_lv);
- unit->limit = skill_get_time(group->skill_id,group->skill_lv);
- // apply effect to all units standing on it
- map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
- break;
- case UNT_CALLFAMILY:
- {
- struct map_session_data *sd = NULL;
- if(group->val1) {
- sd = map_charid2sd(group->val1);
- group->val1 = 0;
- if (sd && !map[sd->bl.m].flag.nowarp)
- pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
- }
- if(group->val2) {
- sd = map_charid2sd(group->val2);
- group->val2 = 0;
- if (sd && !map[sd->bl.m].flag.nowarp)
- pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
- }
- skill_delunit(unit);
- }
- break;
- default:
- skill_delunit(unit);
- }
- }
- else
- {// skill unit is still active
- switch( group->unit_id )
- {
- case UNT_ICEWALL:
- // icewall loses 50 hp every second
- unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
- if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
- unit->limit = DIFF_TICK(tick+700,group->tick);
- break;
- case UNT_SKIDTRAP:
- case UNT_LANDMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
- case UNT_TALKIEBOX:
- case UNT_ANKLESNARE:
- if( unit->val1 <= 0 ) {
- if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
- skill_delunit(unit);
- else {
- group->unit_id = UNT_USED_TRAPS;
- group->limit = DIFF_TICK(tick, group->tick) + 1500;
- }
- }
- break;
- }
- }
- //Don't continue if unit or even group is expired and has been deleted.
- if( !group || !unit->alive )
- return 0;
- dissonance = skill_dance_switch(unit, 0);
- if( unit->range >= 0 && group->interval != -1 )
- {
- if( battle_config.skill_wall_check )
- map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
- else
- map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
- if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
- group->unit_id = UNT_USED_TRAPS;
- if( group->unit_id == UNT_TATAMIGAESHI )
- {
- unit->range = -1; //Disable processed cell.
- if (--group->val1 <= 0) // number of live cells
- { //All tiles were processed, disable skill.
- group->target_flag=BCT_NOONE;
- group->bl_flag= BL_NUL;
- }
- }
- }
- if( dissonance ) skill_dance_switch(unit, 1);
- return 0;
- }
- /*==========================================
- * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
- *------------------------------------------*/
- int skill_unit_timer(int tid, unsigned int tick, int id, intptr data)
- {
- map_freeblock_lock();
- skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
- map_freeblock_unlock();
- return 0;
- }
- static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
- /*==========================================
- *
- *------------------------------------------*/
- int skill_unit_move_sub (struct block_list* bl, va_list ap)
- {
- struct skill_unit* unit = (struct skill_unit *)bl;
- struct skill_unit_group* group = unit->group;
- struct block_list* target = va_arg(ap,struct block_list*);
- unsigned int tick = va_arg(ap,unsigned int);
- int flag = va_arg(ap,int);
- bool dissonance;
- int skill_id;
- int i;
- nullpo_retr(0, group);
- if( !unit->alive || target->prev == NULL )
- return 0;
- if( unit->group->skill_id == PF_SPIDERWEB && flag&1 )
- return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
- dissonance = skill_dance_switch(unit, 0);
- //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
- skill_id = unit->group->skill_id;
- if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
- { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
- if( dissonance ) skill_dance_switch(unit, 1);
- return 0;
- }
- //Target-type check.
- if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
- {
- if( group->src_id == target->id && group->state.song_dance&0x2 )
- { //Ensemble check to see if they went out/in of the area [Skotlex]
- if( flag&1 )
- {
- if( flag&2 )
- { //Clear this skill id.
- ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
- if( i < ARRAYLENGTH(skill_unit_temp) )
- skill_unit_temp[i] = 0;
- }
- }
- else
- {
- if( flag&2 )
- { //Store this skill id.
- ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
- if( i < ARRAYLENGTH(skill_unit_temp) )
- skill_unit_temp[i] = skill_id;
- else
- ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
- }
- }
- if( flag&4 )
- skill_unit_onleft(skill_id,target,tick);
- }
- if( dissonance ) skill_dance_switch(unit, 1);
- return 0;
- }
- else
- {
- if( flag&1 )
- {
- int result = skill_unit_onplace(unit,target,tick);
- if( flag&2 && result )
- { //Clear skill ids we have stored in onout.
- ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
- if( i < ARRAYLENGTH(skill_unit_temp) )
- skill_unit_temp[i] = 0;
- }
- }
- else
- {
- int result = skill_unit_onout(unit,target,tick);
- if( flag&2 && result )
- { //Store this unit id.
- ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
- if( i < ARRAYLENGTH(skill_unit_temp) )
- skill_unit_temp[i] = skill_id;
- else
- ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
- }
- }
- //TODO: Normally, this is dangerous since the unit and group could be freed
- //inside the onout/onplace functions. Currently it is safe because we know song/dance
- //cells do not get deleted within them. [Skotlex]
- if( dissonance ) skill_dance_switch(unit, 1);
- if( flag&4 )
- skill_unit_onleft(skill_id,target,tick);
- return 1;
- }
- }
- /*==========================================
- * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
- * Flag values:
- * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
- * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
- * units to figure out when they have left a group.
- * flag&4: Force a onleft event (triggered when the bl is killed, for example)
- *------------------------------------------*/
- int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
- {
- nullpo_retr(0, bl);
- if( bl->prev == NULL )
- return 0;
- if( flag&2 && !(flag&1) )
- { //Onout, clear data
- memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
- }
- map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
- if( flag&2 && flag&1 )
- { //Onplace, check any skill units you have left.
- int i;
- for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
- if( skill_unit_temp[i] )
- skill_unit_onleft(skill_unit_temp[i], bl, tick);
- }
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
- {
- int i,j;
- unsigned int tick = gettick();
- int *m_flag;
- struct skill_unit *unit1;
- struct skill_unit *unit2;
- if (group == NULL)
- return 0;
- if (group->unit_count<=0)
- return 0;
- if (group->unit==NULL)
- return 0;
- if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
- return 0; //Ensembles may not be moved around.
- if( group->unit_id == UNT_ICEWALL )
- return 0; //Icewalls don't get knocked back
- m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
- // m_flag
- // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
- // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
- // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
- // 3: Both 1+2.
- for(i=0;i<group->unit_count;i++){
- unit1=&group->unit[i];
- if (!unit1->alive || unit1->bl.m!=m)
- continue;
- for(j=0;j<group->unit_count;j++){
- unit2=&group->unit[j];
- if (!unit2->alive)
- continue;
- if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
- m_flag[i] |= 0x1;
- }
- if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
- m_flag[i] |= 0x2;
- }
- }
- }
- j = 0;
- for (i=0;i<group->unit_count;i++) {
- unit1=&group->unit[i];
- if (!unit1->alive)
- continue;
- if (!(m_flag[i]&0x2)) {
- if (group->state.song_dance&0x1) //Cancel dissonance effect.
- skill_dance_overlap(unit1, 0);
- map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
- }
- //Move Cell using "smart" criteria (avoid useless moving around)
- switch(m_flag[i])
- {
- case 0:
- //Cell moves independently, safely move it.
- map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
- break;
- case 1:
- //Cell moves unto another cell, look for a replacement cell that won't collide
- //and has no cell moving into it (flag == 2)
- for(;j<group->unit_count;j++)
- {
- if(m_flag[j]!=2 || !group->unit[j].alive)
- continue;
- //Move to where this cell would had moved.
- unit2 = &group->unit[j];
- map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
- j++; //Skip this cell as we have used it.
- break;
- }
- break;
- case 2:
- case 3:
- break; //Don't move the cell as a cell will end on this tile anyway.
- }
- if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
- if (group->state.song_dance&0x1) //Check for dissonance effect.
- skill_dance_overlap(unit1, 1);
- clif_skill_setunit(unit1);
- map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
- }
- }
- aFree(m_flag);
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
- {
- int i,j;
- nullpo_retr(0, sd);
- if(nameid<=0)
- return 0;
- for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
- if(skill_produce_db[i].nameid == nameid )
- break;
- }
- if( i >= MAX_SKILL_PRODUCE_DB )
- return 0;
- if(trigger>=0){
- if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
- if(skill_produce_db[i].itemlv!=trigger)
- return 0;
- } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
- if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
- return 0;
- } else { // Weapon (itemlv must be higher or equal)
- if(skill_produce_db[i].itemlv>trigger)
- return 0;
- }
- }
- if((j=skill_produce_db[i].req_skill)>0 &&
- pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
- return 0;
- for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
- int id,x,y;
- if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
- continue;
- if(skill_produce_db[i].mat_amount[j] <= 0) {
- if(pc_search_inventory(sd,id) < 0)
- return 0;
- }
- else {
- for(y=0,x=0;y<MAX_INVENTORY;y++)
- if( sd->status.inventory[y].nameid == id )
- x+=sd->status.inventory[y].amount;
- if(x<qty*skill_produce_db[i].mat_amount[j])
- return 0;
- }
- }
- return i+1;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
- {
- int slot[3];
- int i,sc,ele,idx,equip,wlv,make_per,flag;
- int num = -1; // exclude the recipe
- struct status_data *status;
- nullpo_retr(0, sd);
- status = status_get_status_data(&sd->bl);
- if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
- return 0;
- idx--;
- if (qty < 1)
- qty = 1;
- if (!skill_id) //A skill can be specified for some override cases.
- skill_id = skill_produce_db[idx].req_skill;
- slot[0]=slot1;
- slot[1]=slot2;
- slot[2]=slot3;
- for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
- int j;
- if( slot[i]<=0 )
- continue;
- j = pc_search_inventory(sd,slot[i]);
- if(j < 0)
- continue;
- if(slot[i]==1000){ /* Star Crumb */
- pc_delitem(sd,j,1,1);
- sc++;
- }
- if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
- static const int ele_table[4]={3,1,4,2};
- pc_delitem(sd,j,1,1);
- ele=ele_table[slot[i]-994];
- }
- }
- for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
- int j,id,x;
- if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
- continue;
- num++;
- x=qty*skill_produce_db[idx].mat_amount[i];
- do{
- int y=0;
- j = pc_search_inventory(sd,id);
- if(j >= 0){
- y = sd->status.inventory[j].amount;
- if(y>x)y=x;
- pc_delitem(sd,j,y,0);
- } else
- ShowError("skill_produce_mix: material item error\n");
- x-=y;
- }while( j>=0 && x>0 );
- }
- if((equip=itemdb_isequip(nameid)))
- wlv = itemdb_wlv(nameid);
- if(!equip) {
- switch(skill_id){
- case BS_IRON:
- case BS_STEEL:
- case BS_ENCHANTEDSTONE:
- // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
- i = pc_checkskill(sd,skill_id);
- make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
- switch(nameid){
- case 998: // Iron
- make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
- break;
- case 999: // Steel
- make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
- break;
- case 1000: //Star Crumb
- make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
- break;
- default: // Enchanted Stones
- make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
- break;
- }
- break;
- case ASC_CDP:
- make_per = (2000 + 40*status->dex + 20*status->luk);
- break;
- case AL_HOLYWATER:
- make_per = 100000; //100% success
- break;
- case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
- + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
- + (status->int_/2)*10 + status->dex*10+status->luk*10;
- if(merc_is_hom_active(sd->hd)) {//Player got a homun
- int skill;
- if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
- make_per += skill*100; //+1% bonus per level
- }
- switch(nameid){
- case 501: // Red Potion
- case 503: // Yellow Potion
- case 504: // White Potion
- make_per += (1+rand()%100)*10 + 2000;
- break;
- case 970: // Alcohol
- make_per += (1+rand()%100)*10 + 1000;
- break;
- case 7135: // Bottle Grenade
- case 7136: // Acid Bottle
- case 7137: // Plant Bottle
- case 7138: // Marine Sphere Bottle
- make_per += (1+rand()%100)*10;
- break;
- case 546: // Condensed Yellow Potion
- make_per -= (1+rand()%50)*10;
- break;
- case 547: // Condensed White Potion
- case 7139: // Glistening Coat
- make_per -= (1+rand()%100)*10;
- break;
- //Common items, recieve no bonus or penalty, listed just because they are commonly produced
- case 505: // Blue Potion
- case 545: // Condensed Red Potion
- case 605: // Anodyne
- case 606: // Aloevera
- default:
- break;
- }
- if(battle_config.pp_rate != 100)
- make_per = make_per * battle_config.pp_rate / 100;
- break;
- case SA_CREATECON: // Elemental Converter Creation
- make_per = 100000; // should be 100% success rate
- break;
- default:
- if (sd->menuskill_id == AM_PHARMACY &&
- sd->menuskill_val > 10 && sd->menuskill_val <= 20)
- { //Assume Cooking Dish
- if (sd->menuskill_val >= 15) //Legendary Cooking Set.
- make_per = 10000; //100% Success
- else
- make_per = 1200 * (sd->menuskill_val - 10)
- + 20 * (sd->status.base_level + 1)
- + 20 * (status->dex + 1)
- + 100 * (rand()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
- - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
- - 10 * (100 - status->luk + 1)
- - 500 * (num - 1)
- - 100 * (rand()%4 + 1);
- break;
- }
- make_per = 5000;
- break;
- }
- } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
- make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
- make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
- 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
- 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
- if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
- else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
- else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
- else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
- if(battle_config.wp_rate != 100)
- make_per = make_per * battle_config.wp_rate / 100;
- }
- if (sd->class_&JOBL_BABY) //if it's a Baby Class
- make_per = (make_per * 70) / 100; //Baby penalty is 30%
- if(make_per < 1) make_per = 1;
- if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
- struct item tmp_item;
- memset(&tmp_item,0,sizeof(tmp_item));
- tmp_item.nameid=nameid;
- tmp_item.amount=1;
- tmp_item.identify=1;
- if(equip){
- tmp_item.card[0]=CARD0_FORGE;
- tmp_item.card[1]=((sc*5)<<8)+ele;
- tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
- tmp_item.card[3]=GetWord(sd->status.char_id,1);
- } else {
- //Flag is only used on the end, so it can be used here. [Skotlex]
- switch (skill_id) {
- case BS_DAGGER:
- case BS_SWORD:
- case BS_TWOHANDSWORD:
- case BS_AXE:
- case BS_MACE:
- case BS_KNUCKLE:
- case BS_SPEAR:
- flag = battle_config.produce_item_name_input&0x1;
- break;
- case AM_PHARMACY:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- flag = battle_config.produce_item_name_input&0x2;
- break;
- case AL_HOLYWATER:
- flag = battle_config.produce_item_name_input&0x8;
- break;
- case ASC_CDP:
- flag = battle_config.produce_item_name_input&0x10;
- break;
- default:
- flag = battle_config.produce_item_name_input&0x80;
- break;
- }
- if (flag) {
- tmp_item.card[0]=CARD0_CREATE;
- tmp_item.card[1]=0;
- tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
- tmp_item.card[3]=GetWord(sd->status.char_id,1);
- }
- }
- // if(log_config.produce > 0)
- // log_produce(sd,nameid,slot1,slot2,slot3,1);
- //TODO update PICKLOG
- if(equip){
- clif_produceeffect(sd,0,nameid);
- clif_misceffect(&sd->bl,3);
- if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
- pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
- } else {
- int fame = 0;
- tmp_item.amount = 0;
- for (i=0; i< qty; i++)
- { //Apply quantity modifiers.
- if (rand()%10000 < make_per || qty == 1)
- { //Success
- tmp_item.amount++;
- if(nameid < 545 || nameid > 547)
- continue;
- if(skill_id != AM_PHARMACY &&
- skill_id != AM_TWILIGHT1 &&
- skill_id != AM_TWILIGHT2 &&
- skill_id != AM_TWILIGHT3)
- continue;
- //Add fame as needed.
- switch(++sd->potion_success_counter) {
- case 3:
- fame+=1; // Success to prepare 3 Condensed Potions in a row
- break;
- case 5:
- fame+=3; // Success to prepare 5 Condensed Potions in a row
- break;
- case 7:
- fame+=10; // Success to prepare 7 Condensed Potions in a row
- break;
- case 10:
- fame+=50; // Success to prepare 10 Condensed Potions in a row
- sd->potion_success_counter = 0;
- break;
- }
- } else //Failure
- sd->potion_success_counter = 0;
- }
- if (fame)
- pc_addfame(sd,fame);
- //Visual effects and the like.
- switch (skill_id) {
- case AM_PHARMACY:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- case ASC_CDP:
- clif_produceeffect(sd,2,nameid);
- clif_misceffect(&sd->bl,5);
- break;
- case BS_IRON:
- case BS_STEEL:
- case BS_ENCHANTEDSTONE:
- clif_produceeffect(sd,0,nameid);
- clif_misceffect(&sd->bl,3);
- break;
- default: //Those that don't require a skill?
- if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
- { //Cooking items.
- clif_specialeffect(&sd->bl, 608, AREA);
- if( sd->cook_mastery < 1999 )
- pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
- }
- break;
- }
- }
- if (tmp_item.amount) { //Success
- if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
- clif_additem(sd,0,0,flag);
- map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
- }
- return 1;
- }
- }
- //Failure
- // if(log_config.produce)
- // log_produce(sd,nameid,slot1,slot2,slot3,0);
- //TODO update PICKLOG
- if(equip){
- clif_produceeffect(sd,1,nameid);
- clif_misceffect(&sd->bl,2);
- } else {
- switch (skill_id) {
- case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
- status_percent_damage(NULL, &sd->bl, -25, 0, true);
- case AM_PHARMACY:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- clif_produceeffect(sd,3,nameid);
- clif_misceffect(&sd->bl,6);
- sd->potion_success_counter = 0; // Fame point system [DracoRPG]
- break;
- case BS_IRON:
- case BS_STEEL:
- case BS_ENCHANTEDSTONE:
- clif_produceeffect(sd,1,nameid);
- clif_misceffect(&sd->bl,2);
- break;
- default:
- if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
- { //Cooking items.
- clif_specialeffect(&sd->bl, 609, AREA);
- if( sd->cook_mastery > 0 )
- pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
- }
- }
- }
- return 0;
- }
- int skill_arrow_create (struct map_session_data *sd, int nameid)
- {
- int i,j,flag,index=-1;
- struct item tmp_item;
- nullpo_retr(0, sd);
- if(nameid <= 0)
- return 1;
- for(i=0;i<MAX_SKILL_ARROW_DB;i++)
- if(nameid == skill_arrow_db[i].nameid) {
- index = i;
- break;
- }
- if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
- return 1;
- pc_delitem(sd,j,1,0);
- for(i=0;i<MAX_ARROW_RESOURCE;i++) {
- memset(&tmp_item,0,sizeof(tmp_item));
- tmp_item.identify = 1;
- tmp_item.nameid = skill_arrow_db[index].cre_id[i];
- tmp_item.amount = skill_arrow_db[index].cre_amount[i];
- if(battle_config.produce_item_name_input&0x4) {
- tmp_item.card[0]=CARD0_CREATE;
- tmp_item.card[1]=0;
- tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
- tmp_item.card[3]=GetWord(sd->status.char_id,1);
- }
- if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
- continue;
- if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
- clif_additem(sd,0,0,flag);
- map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
- }
- }
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int skill_blockpc_end(int tid, unsigned int tick, int id, intptr data)
- {
- struct map_session_data *sd = map_id2sd(id);
- if (data <= 0 || data >= MAX_SKILL)
- return 0;
- if (!sd) return 0;
- if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
- sd->blockskill[data] = 0;
- return 1;
- }
- int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
- {
- nullpo_retr (-1, sd);
- skillid = skill_get_index(skillid);
- if (skillid == 0)
- return -1;
- if (tick < 1) {
- sd->blockskill[skillid] = 0;
- return -1;
- }
- sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
- return 0;
- }
- int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr data) //[orn]
- {
- struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
- if (data <= 0 || data >= MAX_SKILL)
- return 0;
- if (hd) hd->blockskill[data] = 0;
- return 1;
- }
- int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
- {
- nullpo_retr (-1, hd);
- skillid = skill_get_index(skillid);
- if (skillid == 0)
- return -1;
- if (tick < 1) {
- hd->blockskill[skillid] = 0;
- return -1;
- }
- hd->blockskill[skillid] = 1;
- return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
- }
- int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr data) //[orn]
- {
- struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
- if( data <= 0 || data >= MAX_SKILL )
- return 0;
- if( md ) md->blockskill[data] = 0;
- return 1;
- }
- int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
- {
- nullpo_retr (-1, md);
- if( (skillid = skill_get_index(skillid)) == 0 )
- return -1;
- if( tick < 1 )
- {
- md->blockskill[skillid] = 0;
- return -1;
- }
- md->blockskill[skillid] = 1;
- return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
- }
- /*
- *
- */
- int skill_split_str (char *str, char **val, int num)
- {
- int i;
- for( i = 0; i < num && str; i++ )
- {
- val[i] = str;
- str = strchr(str,',');
- if( str )
- *str++=0;
- }
- return i;
- }
- /*
- *
- */
- int skill_split_atoi (char *str, int *val)
- {
- int i, j, diff, step = 1;
- for (i=0; i<MAX_SKILL_LEVEL; i++) {
- if (!str) break;
- val[i] = atoi(str);
- str = strchr(str,':');
- if (str)
- *str++=0;
- }
- if(i==0) //No data found.
- return 0;
- if(i==1)
- { //Single value, have the whole range have the same value.
- for (; i < MAX_SKILL_LEVEL; i++)
- val[i] = val[i-1];
- return i;
- }
- //Check for linear change with increasing steps until we reach half of the data acquired.
- for (step = 1; step <= i/2; step++)
- {
- diff = val[i-1] - val[i-step-1];
- for(j = i-1; j >= step; j--)
- if ((val[j]-val[j-step]) != diff)
- break;
- if (j>=step) //No match, try next step.
- continue;
- for(; i < MAX_SKILL_LEVEL; i++)
- { //Apply linear increase
- val[i] = val[i-step]+diff;
- if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
- { val[i] = 1; diff = 0; step = 1; }
- }
- return i;
- }
- //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
- for (;i<MAX_SKILL_LEVEL; i++)
- val[i] = val[i-1];
- return i;
- }
- /*
- *
- */
- void skill_init_unit_layout (void)
- {
- int i,j,size,pos = 0;
- memset(skill_unit_layout,0,sizeof(skill_unit_layout));
- // standard square layouts go first
- for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
- size = i*2+1;
- skill_unit_layout[i].count = size*size;
- for (j=0; j<size*size; j++) {
- skill_unit_layout[i].dx[j] = (j%size-i);
- skill_unit_layout[i].dy[j] = (j/size-i);
- }
- }
- // afterwards add special ones
- pos = i;
- for (i=0;i<MAX_SKILL_DB;i++) {
- if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
- continue;
- switch (i) {
- case MG_FIREWALL:
- case WZ_ICEWALL:
- // these will be handled later
- break;
- case PR_SANCTUARY:
- case NPC_EVILLAND:
- {
- static const int dx[] = {
- -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
- 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
- static const int dy[]={
- -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
- 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
- skill_unit_layout[pos].count = 21;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- case PR_MAGNUS:
- {
- static const int dx[] = {
- -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
- 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
- -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
- static const int dy[] = {
- -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
- -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
- 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
- skill_unit_layout[pos].count = 33;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- case AS_VENOMDUST:
- {
- static const int dx[] = {-1, 0, 0, 0, 1};
- static const int dy[] = { 0,-1, 0, 1, 0};
- skill_unit_layout[pos].count = 5;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- {
- static const int dx[] = {
- 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
- -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
- -1, 0, 1, 2,-1, 0, 1, 0, 0};
- static const int dy[] = {
- -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
- 1, 1, 1, 1, 2, 2, 2, 3, 4};
- skill_unit_layout[pos].count = 29;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- case PF_FOGWALL:
- {
- static const int dx[] = {
- -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
- static const int dy[] = {
- -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
- skill_unit_layout[pos].count = 15;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- case PA_GOSPEL:
- {
- static const int dx[] = {
- -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
- 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
- -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
- -1, 0, 1};
- static const int dy[] = {
- -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
- -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
- 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
- 3, 3, 3};
- skill_unit_layout[pos].count = 33;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- case NJ_KAENSIN:
- {
- 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};
- 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};
- skill_unit_layout[pos].count = 24;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- case NJ_TATAMIGAESHI:
- {
- //Level 1 (count 4, cross of 3x3)
- static const int dx1[] = {-1, 1, 0, 0};
- static const int dy1[] = { 0, 0,-1, 1};
- //Level 2-3 (count 8, cross of 5x5)
- static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
- static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
- //Level 4-5 (count 12, cross of 7x7
- static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
- static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
- //lv1
- j = 0;
- skill_unit_layout[pos].count = 4;
- memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
- memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
- skill_db[i].unit_layout_type[j] = pos;
- //lv2/3
- j++;
- pos++;
- skill_unit_layout[pos].count = 8;
- memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
- memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
- skill_db[i].unit_layout_type[j] = pos;
- skill_db[i].unit_layout_type[++j] = pos;
- //lv4/5
- j++;
- pos++;
- skill_unit_layout[pos].count = 12;
- memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
- memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
- skill_db[i].unit_layout_type[j] = pos;
- skill_db[i].unit_layout_type[++j] = pos;
- //Fill in the rest using lv 5.
- for (;j<MAX_SKILL_LEVEL;j++)
- skill_db[i].unit_layout_type[j] = pos;
- //Skip, this way the check below will fail and continue to the next skill.
- pos++;
- break;
- }
- default:
- ShowError("unknown unit layout at skill %d\n",i);
- break;
- }
- if (!skill_unit_layout[pos].count)
- continue;
- for (j=0;j<MAX_SKILL_LEVEL;j++)
- skill_db[i].unit_layout_type[j] = pos;
- pos++;
- }
- // firewall and icewall have 8 layouts (direction-dependent)
- firewall_unit_pos = pos;
- for (i=0;i<8;i++) {
- if (i&1) {
- skill_unit_layout[pos].count = 5;
- if (i&0x2) {
- int dx[] = {-1,-1, 0, 0, 1};
- int dy[] = { 1, 0, 0,-1,-1};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else {
- int dx[] = { 1, 1 ,0, 0,-1};
- int dy[] = { 1, 0, 0,-1,-1};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- } else {
- skill_unit_layout[pos].count = 3;
- if (i%4==0) {
- int dx[] = {-1, 0, 1};
- int dy[] = { 0, 0, 0};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else {
- int dx[] = { 0, 0, 0};
- int dy[] = {-1, 0, 1};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- }
- pos++;
- }
- icewall_unit_pos = pos;
- for (i=0;i<8;i++) {
- skill_unit_layout[pos].count = 5;
- if (i&1) {
- if (i&0x2) {
- int dx[] = {-2,-1, 0, 1, 2};
- int dy[] = { 2, 1, 0,-1,-2};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else {
- int dx[] = { 2, 1 ,0,-1,-2};
- int dy[] = { 2, 1, 0,-1,-2};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- } else {
- if (i%4==0) {
- int dx[] = {-2,-1, 0, 1, 2};
- int dy[] = { 0, 0, 0, 0, 0};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else {
- int dx[] = { 0, 0, 0, 0, 0};
- int dy[] = {-2,-1, 0, 1, 2};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- }
- pos++;
- }
- }
- /*==========================================
- * DB reading.
- * skill_db.txt
- * skill_require_db.txt
- * skill_cast_db.txt
- * skill_castnodex_db.txt
- * skill_nocast_db.txt
- * skill_unit_db.txt
- * produce_db.txt
- * create_arrow_db.txt
- * abra_db.txt
- *------------------------------------------*/
- static bool skill_parse_row_skilldb(char* split[], int columns, int current)
- {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
- int id = atoi(split[0]);
- int i;
- if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
- || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
- || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
- {
- ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
- return false;
- }
- i = skill_get_index(id);
- if( !i ) // invalid skill id
- return false;
- skill_split_atoi(split[1],skill_db[i].range);
- skill_db[i].hit = atoi(split[2]);
- skill_db[i].inf = atoi(split[3]);
- skill_split_atoi(split[4],skill_db[i].element);
- skill_db[i].nk = (int)strtol(split[5], NULL, 0);
- skill_split_atoi(split[6],skill_db[i].splash);
- skill_db[i].max = atoi(split[7]);
- skill_split_atoi(split[8],skill_db[i].num);
- if( strcmpi(split[9],"yes") == 0 )
- skill_db[i].castcancel = 1;
- else
- skill_db[i].castcancel = 0;
- skill_db[i].cast_def_rate = atoi(split[10]);
- skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
- skill_split_atoi(split[12],skill_db[i].maxcount);
- if( strcmpi(split[13],"weapon") == 0 )
- skill_db[i].skill_type = BF_WEAPON;
- else if( strcmpi(split[13],"magic") == 0 )
- skill_db[i].skill_type = BF_MAGIC;
- else if( strcmpi(split[13],"misc") == 0 )
- skill_db[i].skill_type = BF_MISC;
- else
- skill_db[i].skill_type = 0;
- skill_split_atoi(split[14],skill_db[i].blewcount);
- safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
- safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
- strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
- return true;
- }
- static bool skill_parse_row_requiredb(char* split[], int columns, int current)
- {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
- char* p;
- int j;
- int i = atoi(split[0]);
- i = skill_get_index(i);
- if( !i ) // invalid skill id
- return false;
- skill_split_atoi(split[1],skill_db[i].hp);
- skill_split_atoi(split[2],skill_db[i].mhp);
- skill_split_atoi(split[3],skill_db[i].sp);
- skill_split_atoi(split[4],skill_db[i].hp_rate);
- skill_split_atoi(split[5],skill_db[i].sp_rate);
- skill_split_atoi(split[6],skill_db[i].zeny);
- //FIXME: document this
- p = split[7];
- for( j = 0; j < 32; j++ )
- {
- int l = atoi(p);
- if( l == 99 ) // magic value?
- {
- skill_db[i].weapon = 0xffffffff;
- break;
- }
- else
- skill_db[i].weapon |= 1<<l;
- p = strchr(p,':');
- if(!p)
- break;
- p++;
- }
- //FIXME: document this
- p = split[8];
- for( j = 0; j < 32; j++ )
- {
- int l = atoi(p);
- if( l == 99 ) // magic value?
- {
- skill_db[i].ammo = 0xffffffff;
- break;
- }
- else if( l ) // 0 not allowed?
- skill_db[i].ammo |= 1<<l;
- p = strchr(p,':');
- if( !p )
- break;
- p++;
- }
- skill_split_atoi(split[9],skill_db[i].ammo_qty);
- if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
- else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
- else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
- else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
- else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
- else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
- else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
- else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
- else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
- else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
- else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
- else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
- else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
- else skill_db[i].state = ST_NONE;
- skill_split_atoi(split[11],skill_db[i].spiritball);
- for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
- skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
- skill_db[i].amount[j] = atoi(split[13+ 2*j]);
- }
- return true;
- }
- static bool skill_parse_row_castdb(char* split[], int columns, int current)
- {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
- int i = atoi(split[0]);
- i = skill_get_index(i);
- if( !i ) // invalid skill id
- return false;
- skill_split_atoi(split[1],skill_db[i].cast);
- skill_split_atoi(split[2],skill_db[i].delay);
- skill_split_atoi(split[3],skill_db[i].walkdelay);
- skill_split_atoi(split[4],skill_db[i].upkeep_time);
- skill_split_atoi(split[5],skill_db[i].upkeep_time2);
- return true;
- }
- static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
- {// Skill id,Cast,Delay (optional)
- int i = atoi(split[0]);
- i = skill_get_index(i);
- if( !i ) // invalid skill id
- return false;
- skill_split_atoi(split[1],skill_db[i].castnodex);
- if( split[2] ) // optional column
- skill_split_atoi(split[2],skill_db[i].delaynodex);
- return true;
- }
- static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
- {// SkillID,Flag
- int i = atoi(split[0]);
- i = skill_get_index(i);
- if( !i ) // invalid skill id
- return false;
- skill_db[i].nocast |= atoi(split[1]);
- return true;
- }
- static bool skill_parse_row_unitdb(char* split[], int columns, int current)
- {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
- int i = atoi(split[0]);
- i = skill_get_index(i);
- if( !i ) // invalid skill id
- return false;
- skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
- skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
- skill_split_atoi(split[3],skill_db[i].unit_layout_type);
- skill_split_atoi(split[4],skill_db[i].unit_range);
- skill_db[i].unit_interval = atoi(split[5]);
- if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
- else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
- else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
- else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
- else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
- else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
- else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
- else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
- else skill_db[i].unit_target = strtol(split[6],NULL,16);
- skill_db[i].unit_flag = strtol(split[7],NULL,16);
- if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
- skill_db[i].unit_target = BCT_NOENEMY;
- //By default, target just characters.
- skill_db[i].unit_target |= BL_CHAR;
- if (skill_db[i].unit_flag&UF_NOPC)
- skill_db[i].unit_target &= ~BL_PC;
- if (skill_db[i].unit_flag&UF_NOMOB)
- skill_db[i].unit_target &= ~BL_MOB;
- if (skill_db[i].unit_flag&UF_SKILL)
- skill_db[i].unit_target |= BL_SKILL;
- return true;
- }
- static bool skill_parse_row_producedb(char* split[], int columns, int current)
- {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
- int x,y;
- int i = atoi(split[0]);
- if( !i )
- return false;
- skill_produce_db[current].nameid = i;
- skill_produce_db[current].itemlv = atoi(split[1]);
- skill_produce_db[current].req_skill = atoi(split[2]);
- skill_produce_db[current].req_skill_lv = atoi(split[3]);
- for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
- {
- skill_produce_db[current].mat_id[y] = atoi(split[x]);
- skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
- }
- return true;
- }
- static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
- {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
- int x,y;
- int i = atoi(split[0]);
- if( !i )
- return false;
- skill_arrow_db[current].nameid = i;
- for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
- {
- skill_arrow_db[current].cre_id[y] = atoi(split[x]);
- skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
- }
- return true;
- }
- static bool skill_parse_row_abradb(char* split[], int columns, int current)
- {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
- int i = atoi(split[0]);
- if( !skill_get_index(i) || !skill_get_max(i) )
- {
- ShowError("abra_db: Invalid skill ID %d\n", i);
- return false;
- }
- if ( !skill_get_inf(i) )
- {
- ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
- return false;
- }
- skill_abra_db[current].skillid = i;
- skill_abra_db[current].req_lv = atoi(split[2]);
- skill_abra_db[current].per = atoi(split[3]);
- return true;
- }
- static void skill_readdb(void)
- {
- // init skill db structures
- db_clear(skilldb_name2id);
- memset(skill_db,0,sizeof(skill_db));
- memset(skill_produce_db,0,sizeof(skill_produce_db));
- memset(skill_arrow_db,0,sizeof(skill_arrow_db));
- memset(skill_abra_db,0,sizeof(skill_abra_db));
- // load skill databases
- safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
- safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
- sv_readdb(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
- sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
- sv_readdb(db_path, "skill_cast_db.txt" , ',', 6, 6, MAX_SKILL_DB, skill_parse_row_castdb);
- sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
- sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
- sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
- skill_init_unit_layout();
- sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
- sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
- sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
- }
- void skill_reload (void)
- {
- skill_readdb();
- }
- /*==========================================
- *
- *------------------------------------------*/
- int do_init_skill (void)
- {
- skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
- skill_readdb();
- group_db = idb_alloc(DB_OPT_BASE);
- skillunit_db = idb_alloc(DB_OPT_BASE);
- skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
- skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
- add_timer_func_list(skill_unit_timer,"skill_unit_timer");
- add_timer_func_list(skill_castend_id,"skill_castend_id");
- add_timer_func_list(skill_castend_pos,"skill_castend_pos");
- add_timer_func_list(skill_timerskill,"skill_timerskill");
- add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
- add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
- return 0;
- }
- int do_final_skill(void)
- {
- db_destroy(skilldb_name2id);
- db_destroy(group_db);
- db_destroy(skillunit_db);
- ers_destroy(skill_unit_ers);
- ers_destroy(skill_timer_ers);
- return 0;
- }
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