skill.c 347 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "mob.h"
  21. #include "npc.h"
  22. #include "battle.h"
  23. #include "battleground.h"
  24. #include "party.h"
  25. #include "itemdb.h"
  26. #include "script.h"
  27. #include "intif.h"
  28. #include "log.h"
  29. #include "chrif.h"
  30. #include "guild.h"
  31. #include "date.h"
  32. #include "unit.h"
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <string.h>
  36. #include <time.h>
  37. #define SKILLUNITTIMER_INTERVAL 100
  38. // ranges reserved for mapping skill ids to skilldb offsets
  39. #define GD_SKILLRANGEMIN 900
  40. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  41. #define MC_SKILLRANGEMIN 800
  42. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN+MAX_MERCSKILL
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  45. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  46. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  47. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  48. DBMap* skilldb_name2id = NULL;
  49. struct s_skill_db skill_db[MAX_SKILL_DB];
  50. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  51. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  52. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  53. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  54. int firewall_unit_pos;
  55. int icewall_unit_pos;
  56. //Since only mob-casted splash skills can hit ice-walls
  57. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  58. /// Returns the id of the skill, or 0 if not found.
  59. int skill_name2id(const char* name)
  60. {
  61. if( name == NULL )
  62. return 0;
  63. return (int)strdb_get(skilldb_name2id, name);
  64. }
  65. /// Maps skill ids to skill db offsets.
  66. /// Returns the skill's array index, or 0 (Unknown Skill).
  67. int skill_get_index( int id )
  68. {
  69. // avoid ranges reserved for mapping guild/homun/mercenary skills
  70. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  71. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  72. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  73. return 0;
  74. // map skill id to skill db index
  75. if( id >= GD_SKILLBASE )
  76. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  77. else
  78. if( id >= MC_SKILLBASE )
  79. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  80. else
  81. if( id >= HM_SKILLBASE )
  82. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  83. else
  84. ; // identity
  85. // validate result
  86. if( id <= 0 || id >= MAX_SKILL_DB )
  87. return 0;
  88. return id;
  89. }
  90. const char* skill_get_name( int id )
  91. {
  92. return skill_db[skill_get_index(id)].name;
  93. }
  94. const char* skill_get_desc( int id )
  95. {
  96. return skill_db[skill_get_index(id)].desc;
  97. }
  98. // out of bounds error checking [celest]
  99. static void skill_chk(int* id, int lv)
  100. {
  101. *id = skill_get_index(*id); // checks/adjusts id
  102. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  103. }
  104. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  105. // Skill DB
  106. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  107. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  108. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  109. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  110. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  111. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  112. 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); }
  113. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  114. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  115. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  116. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  117. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  118. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  119. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  120. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  121. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  122. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  123. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  124. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  125. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  126. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  127. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  128. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  129. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  130. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  131. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  132. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  133. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  134. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  135. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  136. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  137. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  138. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  139. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  140. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  141. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  142. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  143. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  144. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  145. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  146. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  147. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  148. int skill_tree_get_max(int id, int b_class)
  149. {
  150. int i;
  151. b_class = pc_class2idx(b_class);
  152. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  153. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  154. return skill_tree[b_class][i].max;
  155. else
  156. return skill_get_max(id);
  157. }
  158. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  159. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  160. int status_change_timer_sub(struct block_list *bl, va_list ap);
  161. int skill_attack_area(struct block_list *bl,va_list ap);
  162. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  163. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  164. int skill_greed(struct block_list *bl, va_list ap);
  165. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  166. static int skill_trap_splash(struct block_list *bl, va_list ap);
  167. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  168. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  169. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  170. static int skill_unit_effect(struct block_list *bl,va_list ap);
  171. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  172. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  173. int skill_get_casttype (int id)
  174. {
  175. int inf = skill_get_inf(id);
  176. if (inf&(INF_GROUND_SKILL))
  177. return CAST_GROUND;
  178. if (inf&INF_SUPPORT_SKILL)
  179. return CAST_NODAMAGE;
  180. if (inf&INF_SELF_SKILL) {
  181. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  182. return CAST_DAMAGE; //Combo skill.
  183. return CAST_NODAMAGE;
  184. }
  185. if (skill_get_nk(id)&NK_NO_DAMAGE)
  186. return CAST_NODAMAGE;
  187. return CAST_DAMAGE;
  188. };
  189. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  190. int skill_get_range2 (struct block_list *bl, int id, int lv)
  191. {
  192. int range;
  193. if( bl->type == BL_MOB && !(battle_config.mob_ai&0x400) )
  194. return 9; //Mobs have a range of 9 regardless of skill used.
  195. range = skill_get_range(id, lv);
  196. if( range < 0 )
  197. {
  198. if( battle_config.use_weapon_skill_range&bl->type )
  199. return status_get_range(bl);
  200. range *=-1;
  201. }
  202. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  203. switch( id )
  204. {
  205. case AC_SHOWER: case MA_SHOWER:
  206. case AC_DOUBLE: case MA_DOUBLE:
  207. case HT_BLITZBEAT:
  208. case AC_CHARGEARROW:
  209. case MA_CHARGEARROW:
  210. case SN_FALCONASSAULT:
  211. case SN_SHARPSHOOTING:
  212. case MA_SHARPSHOOTING:
  213. case HT_POWER:
  214. if( bl->type == BL_PC )
  215. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  216. else
  217. range += 10; //Assume level 10?
  218. break;
  219. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  220. case GS_RAPIDSHOWER:
  221. case GS_PIERCINGSHOT:
  222. case GS_FULLBUSTER:
  223. case GS_SPREADATTACK:
  224. case GS_GROUNDDRIFT:
  225. if (bl->type == BL_PC)
  226. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  227. else
  228. range += 10; //Assume level 10?
  229. break;
  230. case NJ_KIRIKAGE:
  231. if (bl->type == BL_PC)
  232. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  233. break;
  234. }
  235. if( !range && bl->type != BL_PC )
  236. return 9; // Enable non players to use self skills on others. [Skotlex]
  237. return range;
  238. }
  239. int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal)
  240. {
  241. int skill, hp;
  242. struct map_session_data *sd = map_id2sd(src->id);
  243. struct map_session_data *tsd = map_id2sd(target->id);
  244. struct status_change* sc;
  245. switch( skill_id )
  246. {
  247. case BA_APPLEIDUN:
  248. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  249. if( sd )
  250. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  251. break;
  252. case PR_SANCTUARY:
  253. hp = (skill_lv>6)?777:skill_lv*100;
  254. break;
  255. case NPC_EVILLAND:
  256. hp = (skill_lv>6)?666:skill_lv*100;
  257. break;
  258. default:
  259. if (skill_lv >= battle_config.max_heal_lv)
  260. return battle_config.max_heal;
  261. hp = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  262. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  263. hp += hp * skill * 2 / 100;
  264. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  265. hp += hp * skill * 2 / 100;
  266. break;
  267. }
  268. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  269. hp >>= 1;
  270. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  271. hp += hp*skill/100;
  272. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  273. hp += hp*skill/100;
  274. sc = status_get_sc(target);
  275. if( sc && sc->count )
  276. {
  277. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  278. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  279. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  280. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  281. }
  282. return hp;
  283. }
  284. // Making plagiarize check its own function [Aru]
  285. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  286. {
  287. struct status_change* sc;
  288. sc = status_get_sc(bl);
  289. // Never copy NPC/Wedding Skills
  290. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  291. return 0;
  292. // High-class skills
  293. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  294. {
  295. if(battle_config.copyskill_restrict == 2)
  296. return 0;
  297. else if(battle_config.copyskill_restrict)
  298. return (sd->status.class_ == JOB_STALKER);
  299. }
  300. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  301. if ((skillid == AL_INCAGI || skillid == AL_BLESSING || skillid == CASH_BLESSING || skillid == CASH_INCAGI))
  302. return 0;
  303. return 1;
  304. }
  305. // [MouseJstr] - skill ok to cast? and when?
  306. int skillnotok (int skillid, struct map_session_data *sd)
  307. {
  308. int i,m;
  309. nullpo_retr (1, sd);
  310. m = sd->bl.m;
  311. i = skill_get_index(skillid);
  312. if (i == 0)
  313. return 1; // invalid skill id
  314. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  315. return 0; // GMs can do any damn thing they want
  316. if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
  317. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  318. if (sd->blockskill[i] > 0)
  319. return 1;
  320. // Check skill restrictions [Celest]
  321. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  322. return 1;
  323. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  324. return 1;
  325. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  326. return 1;
  327. if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
  328. return 1;
  329. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  330. return 1;
  331. switch (skillid) {
  332. case AL_WARP:
  333. if(map[m].flag.nowarp) {
  334. clif_skill_teleportmessage(sd,0);
  335. return 1;
  336. }
  337. return 0;
  338. case AL_TELEPORT:
  339. if(map[m].flag.noteleport) {
  340. clif_skill_teleportmessage(sd,0);
  341. return 1;
  342. }
  343. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  344. case WE_CALLPARTNER:
  345. case WE_CALLPARENT:
  346. case WE_CALLBABY:
  347. if (map[m].flag.nomemo) {
  348. clif_skill_teleportmessage(sd,1);
  349. return 1;
  350. }
  351. break;
  352. case MC_VENDING:
  353. case MC_IDENTIFY:
  354. return 0; // always allowed
  355. case WZ_ICEWALL:
  356. // noicewall flag [Valaris]
  357. if (map[m].flag.noicewall) {
  358. clif_skill_fail(sd,skillid,0,0);
  359. return 1;
  360. }
  361. break;
  362. case GD_EMERGENCYCALL:
  363. if (
  364. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  365. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  366. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  367. ) {
  368. clif_skill_fail(sd,skillid,0,0);
  369. return 1;
  370. }
  371. break;
  372. }
  373. return (map[m].flag.noskill);
  374. }
  375. int skillnotok_hom(int skillid, struct homun_data *hd)
  376. {
  377. int i = skill_get_index(skillid);
  378. nullpo_retr(1,hd);
  379. if (i == 0)
  380. return 1; // invalid skill id
  381. if (hd->blockskill[i] > 0)
  382. return 1;
  383. //Use master's criteria.
  384. return skillnotok(skillid, hd->master);
  385. }
  386. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  387. {
  388. int i = skill_get_index(skillid);
  389. nullpo_retr(1,md);
  390. if( i == 0 )
  391. return 1; // Invalid Skill ID
  392. if( md->blockskill[i] > 0 )
  393. return 1;
  394. return skillnotok(skillid, md->master);
  395. }
  396. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  397. {
  398. int pos = skill_get_unit_layout_type(skillid,skilllv);
  399. int dir;
  400. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  401. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  402. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  403. }
  404. if (pos != -1) // simple single-definition layout
  405. return &skill_unit_layout[pos];
  406. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  407. if (skillid == MG_FIREWALL)
  408. return &skill_unit_layout [firewall_unit_pos + dir];
  409. else if (skillid == WZ_ICEWALL)
  410. return &skill_unit_layout [icewall_unit_pos + dir];
  411. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  412. return &skill_unit_layout[0]; // default 1x1 layout
  413. }
  414. /*==========================================
  415. *
  416. *------------------------------------------*/
  417. 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)
  418. {
  419. struct map_session_data *sd, *dstsd;
  420. struct mob_data *md, *dstmd;
  421. struct status_data *sstatus, *tstatus;
  422. struct status_change *sc, *tsc;
  423. enum sc_type status;
  424. int skill;
  425. int rate;
  426. nullpo_retr(0, src);
  427. nullpo_retr(0, bl);
  428. if(skillid < 0) return 0;
  429. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  430. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  431. return 0;
  432. sd = BL_CAST(BL_PC, src);
  433. md = BL_CAST(BL_MOB, src);
  434. dstsd = BL_CAST(BL_PC, bl);
  435. dstmd = BL_CAST(BL_MOB, bl);
  436. sc = status_get_sc(src);
  437. tsc = status_get_sc(bl);
  438. sstatus = status_get_status_data(src);
  439. tstatus = status_get_status_data(bl);
  440. if (!tsc) //skill additional effect is about adding effects to the target...
  441. //So if the target can't be inflicted with statuses, this is pointless.
  442. return 0;
  443. if( sd )
  444. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  445. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  446. { // Trigger status effects
  447. enum sc_type type;
  448. int i;
  449. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  450. {
  451. rate = sd->addeff[i].rate;
  452. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  453. rate += sd->addeff[i].arrow_rate;
  454. if( !rate ) continue;
  455. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_SKILL)) != (ATF_WEAPON|ATF_SKILL) )
  456. { // Trigger has attack type consideration.
  457. if( (sd->addeff[i].flag&ATF_WEAPON && !(attack_type&BF_WEAPON)) || (sd->addeff[i].flag&ATF_SKILL && !(attack_type&(BF_MAGIC|BF_MISC))) )
  458. continue;
  459. }
  460. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  461. { // Trigger has range consideration.
  462. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  463. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  464. continue; //Range Failed.
  465. }
  466. type = sd->addeff[i].id;
  467. skill = skill_get_time2(status_sc2skill(type),7);
  468. if (sd->addeff[i].flag&ATF_TARGET)
  469. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  470. if (sd->addeff[i].flag&ATF_SELF)
  471. status_change_start(src,type,rate,7,0,0,0,skill,0);
  472. }
  473. }
  474. if( skillid )
  475. { // Trigger status effects on skills
  476. enum sc_type type;
  477. int i;
  478. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  479. {
  480. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  481. continue;
  482. type = sd->addeff3[i].id;
  483. skill = skill_get_time2(status_sc2skill(type),7);
  484. if( sd->addeff3[i].target&ATF_TARGET )
  485. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  486. if( sd->addeff3[i].target&ATF_SELF )
  487. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  488. }
  489. }
  490. }
  491. if( dmg_lv < ATK_DEF ) // no damage, return;
  492. return 0;
  493. switch(skillid)
  494. {
  495. case 0: // Normal attacks (no skill used)
  496. {
  497. if( attack_type&BF_SKILL )
  498. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  499. if(sd) {
  500. // Automatic trigger of Blitz Beat
  501. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  502. rand()%1000 <= sstatus->luk*10/3+1 ) {
  503. rate=(sd->status.job_level+9)/10;
  504. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  505. }
  506. // Gank
  507. if(dstmd && sd->status.weapon != W_BOW &&
  508. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  509. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  510. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  511. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  512. else
  513. clif_skill_fail(sd,RG_SNATCHER,0,0);
  514. }
  515. // Chance to trigger Taekwon kicks [Dralnu]
  516. if(sc && !sc->data[SC_COMBO]) {
  517. if(sc->data[SC_READYSTORM] &&
  518. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  519. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  520. ; //Stance triggered
  521. else if(sc->data[SC_READYDOWN] &&
  522. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  523. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  524. ; //Stance triggered
  525. else if(sc->data[SC_READYTURN] &&
  526. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  527. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  528. ; //Stance triggered
  529. else if(sc->data[SC_READYCOUNTER])
  530. { //additional chance from SG_FRIEND [Komurka]
  531. rate = 20;
  532. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  533. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  534. status_change_end(src,SC_SKILLRATE_UP,-1);
  535. }
  536. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  537. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  538. }
  539. }
  540. }
  541. if (sc) {
  542. struct status_change_entry *sce;
  543. // Enchant Poison gives a chance to poison attacked enemies
  544. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  545. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  546. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  547. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  548. if((sce=sc->data[SC_EDP]))
  549. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  550. skill_get_time2(ASC_EDP,sce->val1));
  551. }
  552. }
  553. break;
  554. case SM_BASH:
  555. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  556. //TODO: How much % per base level it actually is?
  557. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  558. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  559. }
  560. break;
  561. case MER_CRASH:
  562. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  563. break;
  564. case AS_VENOMKNIFE:
  565. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  566. skilllv = pc_checkskill(sd, TF_POISON);
  567. case TF_POISON:
  568. case AS_SPLASHER:
  569. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  570. && sd && skillid==TF_POISON
  571. )
  572. clif_skill_fail(sd,skillid,0,0);
  573. break;
  574. case AS_SONICBLOW:
  575. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  576. break;
  577. case WZ_FIREPILLAR:
  578. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  579. break;
  580. case MG_FROSTDIVER:
  581. case WZ_FROSTNOVA:
  582. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  583. break;
  584. case WZ_STORMGUST:
  585. //Tharis pointed out that this is normal freeze chance with a base of 300%
  586. if(tsc->sg_counter >= 3 &&
  587. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  588. tsc->sg_counter = 0;
  589. break;
  590. case WZ_METEOR:
  591. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  592. break;
  593. case WZ_VERMILION:
  594. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  595. break;
  596. case HT_FREEZINGTRAP:
  597. case MA_FREEZINGTRAP:
  598. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  599. break;
  600. case HT_FLASHER:
  601. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  602. break;
  603. case HT_LANDMINE:
  604. case MA_LANDMINE:
  605. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  606. break;
  607. case HT_SHOCKWAVE:
  608. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  609. break;
  610. case HT_SANDMAN:
  611. case MA_SANDMAN:
  612. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  613. break;
  614. case TF_SPRINKLESAND:
  615. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  616. break;
  617. case TF_THROWSTONE:
  618. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  619. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  620. break;
  621. case NPC_DARKCROSS:
  622. case CR_HOLYCROSS:
  623. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  624. break;
  625. case CR_GRANDCROSS:
  626. case NPC_GRANDDARKNESS:
  627. //Chance to cause blind status vs demon and undead element, but not against players
  628. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  629. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  630. attack_type |= BF_WEAPON;
  631. break;
  632. case AM_ACIDTERROR:
  633. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  634. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  635. clif_emotion(bl,23);
  636. break;
  637. case AM_DEMONSTRATION:
  638. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  639. break;
  640. case CR_SHIELDCHARGE:
  641. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  642. break;
  643. case PA_PRESSURE:
  644. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  645. break;
  646. case RG_RAID:
  647. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  648. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  649. break;
  650. case BA_FROSTJOKER:
  651. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  652. break;
  653. case DC_SCREAM:
  654. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  655. break;
  656. case BD_LULLABY:
  657. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  658. break;
  659. case DC_UGLYDANCE:
  660. rate = 5+5*skilllv;
  661. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  662. rate += 5+skill;
  663. status_zap(bl, 0, rate);
  664. break;
  665. case SL_STUN:
  666. if (tstatus->size==1) //Only stuns mid-sized mobs.
  667. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  668. break;
  669. case NPC_PETRIFYATTACK:
  670. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  671. skilllv,0,0,skill_get_time(skillid,skilllv),
  672. skill_get_time2(skillid,skilllv));
  673. break;
  674. case NPC_CURSEATTACK:
  675. case NPC_SLEEPATTACK:
  676. case NPC_BLINDATTACK:
  677. case NPC_POISON:
  678. case NPC_SILENCEATTACK:
  679. case NPC_STUNATTACK:
  680. case NPC_HELLPOWER:
  681. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  682. break;
  683. case NPC_ACIDBREATH:
  684. case NPC_ICEBREATH:
  685. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  686. break;
  687. case NPC_BLEEDING:
  688. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  689. break;
  690. case NPC_MENTALBREAKER:
  691. { //Based on observations by Tharis, Mental Breaker should do SP damage
  692. //equal to Matk*skLevel.
  693. rate = sstatus->matk_min;
  694. if (rate < sstatus->matk_max)
  695. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  696. rate*=skilllv;
  697. status_zap(bl, 0, rate);
  698. break;
  699. }
  700. // Equipment breaking monster skills [Celest]
  701. case NPC_WEAPONBRAKER:
  702. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  703. break;
  704. case NPC_ARMORBRAKE:
  705. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  706. break;
  707. case NPC_HELMBRAKE:
  708. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  709. break;
  710. case NPC_SHIELDBRAKE:
  711. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  712. break;
  713. case CH_TIGERFIST:
  714. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  715. break;
  716. case LK_SPIRALPIERCE:
  717. case ML_SPIRALPIERCE:
  718. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  719. break;
  720. case ST_REJECTSWORD:
  721. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  722. break;
  723. case PF_FOGWALL:
  724. if (src != bl && !tsc->data[SC_DELUGE])
  725. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  726. break;
  727. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  728. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  729. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  730. break;
  731. case LK_JOINTBEAT:
  732. status = status_skill2sc(skillid);
  733. if (tsc->jb_flag) {
  734. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  735. tsc->jb_flag = 0;
  736. }
  737. break;
  738. case ASC_METEORASSAULT:
  739. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  740. switch(rand()%3) {
  741. case 0:
  742. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  743. break;
  744. case 1:
  745. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  746. break;
  747. default:
  748. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  749. }
  750. break;
  751. case HW_NAPALMVULCAN:
  752. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  753. break;
  754. case WS_CARTTERMINATION: // Cart termination
  755. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  756. break;
  757. case CR_ACIDDEMONSTRATION:
  758. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  759. break;
  760. case TK_DOWNKICK:
  761. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  762. break;
  763. case TK_JUMPKICK:
  764. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  765. {// debuff the following statuses
  766. status_change_end(bl, SC_SPIRIT, -1);
  767. status_change_end(bl, SC_ADRENALINE2, -1);
  768. status_change_end(bl, SC_KAITE, -1);
  769. status_change_end(bl, SC_KAAHI, -1);
  770. status_change_end(bl, SC_ONEHAND, -1);
  771. status_change_end(bl, SC_ASPDPOTION2, -1);
  772. }
  773. break;
  774. case TK_TURNKICK:
  775. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  776. if(attack_type&BF_MISC) //70% base stun chance...
  777. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  778. break;
  779. case GS_BULLSEYE: //0.1% coma rate.
  780. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  781. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  782. break;
  783. case GS_PIERCINGSHOT:
  784. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  785. break;
  786. case NJ_HYOUSYOURAKU:
  787. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  788. break;
  789. case GS_FLING:
  790. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  791. break;
  792. case GS_DISARM:
  793. rate = 3*skilllv;
  794. if (sstatus->dex > tstatus->dex)
  795. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  796. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  797. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  798. break;
  799. case NPC_EVILLAND:
  800. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  801. break;
  802. case NPC_HELLJUDGEMENT:
  803. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  804. break;
  805. case NPC_CRITICALWOUND:
  806. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  807. break;
  808. }
  809. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  810. { //Pass heritage to Master for status causing effects. [Skotlex]
  811. sd = map_id2sd(md->master_id);
  812. src = sd?&sd->bl:src;
  813. }
  814. if( attack_type&BF_WEAPON )
  815. { // Coma, Breaking Equipment
  816. if( sd && sd->special_state.bonus_coma )
  817. {
  818. rate = sd->weapon_coma_ele[tstatus->def_ele];
  819. rate += sd->weapon_coma_race[tstatus->race];
  820. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  821. if (rate)
  822. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  823. }
  824. if( sd && battle_config.equip_self_break_rate )
  825. { // Self weapon breaking
  826. rate = battle_config.equip_natural_break_rate;
  827. if( sc )
  828. {
  829. if(sc->data[SC_OVERTHRUST])
  830. rate += 10;
  831. if(sc->data[SC_MAXOVERTHRUST])
  832. rate += 10;
  833. }
  834. if( rate )
  835. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  836. }
  837. if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
  838. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  839. // Target weapon breaking
  840. rate = 0;
  841. if( sd )
  842. rate += sd->break_weapon_rate;
  843. if( sc && sc->data[SC_MELTDOWN] )
  844. rate += sc->data[SC_MELTDOWN]->val2;
  845. if( rate )
  846. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  847. // Target armor breaking
  848. rate = 0;
  849. if( sd )
  850. rate += sd->break_armor_rate;
  851. if( sc && sc->data[SC_MELTDOWN] )
  852. rate += sc->data[SC_MELTDOWN]->val3;
  853. if( rate )
  854. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  855. }
  856. }
  857. // Autospell when attacking
  858. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  859. {
  860. struct block_list *tbl;
  861. struct unit_data *ud;
  862. int i, skilllv;
  863. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  864. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  865. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  866. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  867. continue; // one or more trigger conditions were not fulfilled
  868. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  869. if (skillnotok(skill, sd))
  870. continue;
  871. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  872. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  873. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  874. if (rand()%1000 > rate)
  875. continue;
  876. if( !battle_check_range(src, bl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  877. continue; //Autocasts should always fail if the target is outside the skill range or an obstacle is in between.[Inkfish]
  878. if (sd->autospell[i].id < 0)
  879. tbl = src;
  880. else
  881. tbl = bl;
  882. sd->state.autocast = 1;
  883. skill_consume_requirement(sd,skill,skilllv,1);
  884. switch (skill_get_casttype(skill)) {
  885. case CAST_GROUND:
  886. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  887. break;
  888. case CAST_NODAMAGE:
  889. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  890. break;
  891. case CAST_DAMAGE:
  892. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  893. break;
  894. }
  895. sd->state.autocast = 0;
  896. //Set canact delay. [Skotlex]
  897. ud = unit_bl2ud(src);
  898. if (ud) {
  899. rate = skill_delayfix(src, skill, skilllv);
  900. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  901. ud->canact_tick = tick+rate;
  902. if ( battle_config.display_status_timers && sd )
  903. clif_status_change(src, SI_ACTIONDELAY, 1, rate);
  904. }
  905. }
  906. }
  907. }
  908. //Autobonus when attacking
  909. if( sd && sd->autobonus[0].rate )
  910. {
  911. int i;
  912. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  913. {
  914. if( rand()%1000 > sd->autobonus[i].rate )
  915. continue;
  916. if( sd->autobonus[i].active != INVALID_TIMER )
  917. continue;
  918. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  919. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  920. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  921. continue; // one or more trigger conditions were not fulfilled
  922. pc_exeautobonus(sd,&sd->autobonus[i]);
  923. }
  924. }
  925. //Polymorph
  926. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  927. dstmd && !(tstatus->mode&MD_BOSS) &&
  928. (rand()%10000 < sd->classchange))
  929. {
  930. struct mob_db *mob;
  931. int class_;
  932. skill = 0;
  933. do {
  934. do {
  935. class_ = rand() % MAX_MOB_DB;
  936. } while (!mobdb_checkid(class_));
  937. rate = rand() % 1000000;
  938. mob = mob_db(class_);
  939. } while (
  940. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  941. (skill++) < 2000);
  942. if (skill < 2000)
  943. mob_class_change(dstmd,class_);
  944. }
  945. return 0;
  946. }
  947. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick)
  948. {
  949. int skill, skilllv, i;
  950. struct block_list *tbl;
  951. if( sd == NULL || skillid <= 0 )
  952. return 0;
  953. sd->state.skillonskill = 1;
  954. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ )
  955. {
  956. if( sd->autospell3[i].flag != skillid )
  957. continue;
  958. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  959. if( skillnotok(skill, sd) )
  960. continue;
  961. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  962. if( skilllv < 0 ) skilllv = 1 + rand()%(-skilllv);
  963. if( sd->autospell3[i].id >= 0 && bl == NULL )
  964. continue; // No target
  965. if( rand()%1000 > sd->autospell3[i].rate )
  966. continue;
  967. if( !battle_check_range(&sd->bl, bl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  968. continue;
  969. if( sd->autospell3[i].id < 0 )
  970. tbl = &sd->bl;
  971. else
  972. tbl = bl;
  973. sd->state.autocast = 1;
  974. skill_consume_requirement(sd,skill,skilllv,1);
  975. switch( skill_get_casttype(skill) )
  976. {
  977. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  978. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  979. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  980. }
  981. sd->state.autocast = 0;
  982. }
  983. if( sd && sd->autobonus3[0].rate )
  984. {
  985. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
  986. {
  987. if( rand()%1000 > sd->autobonus3[i].rate )
  988. continue;
  989. if( sd->autobonus3[i].active != INVALID_TIMER )
  990. continue;
  991. if( sd->autobonus3[i].atk_type != skillid )
  992. continue;
  993. pc_exeautobonus(sd,&sd->autobonus3[i]);
  994. }
  995. }
  996. sd->state.skillonskill = 0;
  997. return 1;
  998. }
  999. /* Splitted off from skill_additional_effect, which is never called when the
  1000. * attack skill kills the enemy. Place in this function counter status effects
  1001. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1002. * from cards) that will take effect on the source, not the target. [Skotlex]
  1003. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1004. * type of skills, so not every instance of skill_additional_effect needs a call
  1005. * to this one.
  1006. */
  1007. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1008. {
  1009. int rate;
  1010. struct map_session_data *sd=NULL;
  1011. struct map_session_data *dstsd=NULL;
  1012. struct status_change *tsc;
  1013. nullpo_retr(0, src);
  1014. nullpo_retr(0, bl);
  1015. if(skillid < 0) return 0;
  1016. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1017. tsc = status_get_sc(bl);
  1018. if (tsc && !tsc->count)
  1019. tsc = NULL;
  1020. sd = BL_CAST(BL_PC, src);
  1021. dstsd = BL_CAST(BL_PC, bl);
  1022. if(dstsd && attack_type&BF_WEAPON)
  1023. { //Counter effects.
  1024. enum sc_type type;
  1025. int i, time;
  1026. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1027. {
  1028. rate = dstsd->addeff2[i].rate;
  1029. if (attack_type&BF_LONG)
  1030. rate+=dstsd->addeff2[i].arrow_rate;
  1031. if (!rate) continue;
  1032. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1033. { //Trigger has range consideration.
  1034. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1035. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1036. continue; //Range Failed.
  1037. }
  1038. type = dstsd->addeff2[i].id;
  1039. time = skill_get_time2(status_sc2skill(type),7);
  1040. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1041. status_change_start(src,type,rate,7,0,0,0,time,0);
  1042. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1043. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1044. }
  1045. }
  1046. switch(skillid){
  1047. case 0: //Normal Attack
  1048. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1)
  1049. tsc->data[SC_KAAHI]->val4 = add_timer(
  1050. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1),
  1051. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1052. break;
  1053. case MO_EXTREMITYFIST:
  1054. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1055. break;
  1056. case GS_FULLBUSTER:
  1057. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1058. break;
  1059. case HFLI_SBR44: //[orn]
  1060. case HVAN_EXPLOSION:
  1061. if(src->type == BL_HOM){
  1062. TBL_HOM *hd = (TBL_HOM*)src;
  1063. hd->homunculus.intimacy = 200;
  1064. if (hd->master)
  1065. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  1066. }
  1067. break;
  1068. case CR_GRANDCROSS:
  1069. case NPC_GRANDDARKNESS:
  1070. attack_type |= BF_WEAPON;
  1071. break;
  1072. }
  1073. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1074. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1075. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1076. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1077. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1078. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1079. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1080. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1081. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1082. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1083. }
  1084. if( sd && status_isdead(bl) && attack_type&BF_WEAPON )
  1085. {
  1086. int sp = 0, hp = 0;
  1087. sp += sd->sp_gain_value;
  1088. sp += sd->sp_gain_race[status_get_race(bl)];
  1089. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1090. hp += sd->hp_gain_value;
  1091. if( hp || sp )
  1092. status_heal(src, hp, sp, battle_config.show_hp_sp_gain?2:0);
  1093. }
  1094. // Trigger counter-spells to retaliate against damage causing skills.
  1095. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1096. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1097. {
  1098. struct block_list *tbl;
  1099. struct unit_data *ud;
  1100. int i, skillid, skilllv, rate;
  1101. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1102. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1103. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1104. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1105. continue; // one or more trigger conditions were not fulfilled
  1106. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1107. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1108. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1109. rate = dstsd->autospell2[i].rate;
  1110. if (attack_type&BF_LONG)
  1111. rate>>=1;
  1112. if (skillnotok(skillid, dstsd))
  1113. continue;
  1114. if (rand()%1000 > rate)
  1115. continue;
  1116. if( !battle_check_range(src, bl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) )
  1117. continue;
  1118. if (dstsd->autospell2[i].id < 0)
  1119. tbl = bl;
  1120. else
  1121. tbl = src;
  1122. dstsd->state.autocast = 1;
  1123. skill_consume_requirement(dstsd,skillid,skilllv,1);
  1124. switch (skill_get_casttype(skillid)) {
  1125. case CAST_GROUND:
  1126. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1127. break;
  1128. case CAST_NODAMAGE:
  1129. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1130. break;
  1131. case CAST_DAMAGE:
  1132. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1133. break;
  1134. }
  1135. dstsd->state.autocast = 0;
  1136. //Set canact delay. [Skotlex]
  1137. ud = unit_bl2ud(bl);
  1138. if (ud) {
  1139. rate = skill_delayfix(bl, skillid, skilllv);
  1140. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1141. ud->canact_tick = tick+rate;
  1142. if ( battle_config.display_status_timers && dstsd )
  1143. clif_status_change(bl, SI_ACTIONDELAY, 1, rate);
  1144. }
  1145. }
  1146. }
  1147. }
  1148. //Autobonus when attacked
  1149. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1150. {
  1151. int i;
  1152. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
  1153. {
  1154. if( rand()%1000 > dstsd->autobonus2[i].rate )
  1155. continue;
  1156. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1157. continue;
  1158. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1159. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1160. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1161. continue; // one or more trigger conditions were not fulfilled
  1162. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1163. }
  1164. }
  1165. return 0;
  1166. }
  1167. /*=========================================================================
  1168. Breaks equipment. On-non players causes the corresponding strip effect.
  1169. - rate goes from 0 to 10000 (100.00%)
  1170. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1171. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1172. --------------------------------------------------------------------------*/
  1173. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1174. {
  1175. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1176. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1177. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1178. struct status_change *sc = status_get_sc(bl);
  1179. int i,j;
  1180. TBL_PC *sd;
  1181. sd = BL_CAST(BL_PC, bl);
  1182. if (sc && !sc->count)
  1183. sc = NULL;
  1184. if (sd) {
  1185. if (sd->unbreakable_equip)
  1186. where &= ~sd->unbreakable_equip;
  1187. if (sd->unbreakable)
  1188. rate -= rate*sd->unbreakable/100;
  1189. if (where&EQP_WEAPON) {
  1190. switch (sd->status.weapon) {
  1191. case W_FIST: //Bare fists should not break :P
  1192. case W_1HAXE:
  1193. case W_2HAXE:
  1194. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1195. case W_2HMACE:
  1196. case W_STAFF:
  1197. case W_2HSTAFF:
  1198. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1199. case W_HUUMA:
  1200. where &= ~EQP_WEAPON;
  1201. }
  1202. }
  1203. }
  1204. if (flag&BCT_ENEMY) {
  1205. if (battle_config.equip_skill_break_rate != 100)
  1206. rate = rate*battle_config.equip_skill_break_rate/100;
  1207. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1208. if (battle_config.equip_self_break_rate != 100)
  1209. rate = rate*battle_config.equip_self_break_rate/100;
  1210. }
  1211. for (i = 0; i < 4; i++) {
  1212. if (where&where_list[i]) {
  1213. if (sc && sc->count && sc->data[scdef[i]])
  1214. where&=~where_list[i];
  1215. else if (rand()%10000 >= rate)
  1216. where&=~where_list[i];
  1217. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1218. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1219. }
  1220. }
  1221. if (!where) //Nothing to break.
  1222. return 0;
  1223. if (sd) {
  1224. for (i = 0; i < EQI_MAX; i++) {
  1225. j = sd->equip_index[i];
  1226. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1227. continue;
  1228. flag = 0;
  1229. switch(i) {
  1230. case EQI_HEAD_TOP: //Upper Head
  1231. flag = (where&EQP_HELM);
  1232. break;
  1233. case EQI_ARMOR: //Body
  1234. flag = (where&EQP_ARMOR);
  1235. break;
  1236. case EQI_HAND_R: //Left/Right hands
  1237. case EQI_HAND_L:
  1238. flag = (
  1239. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1240. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1241. break;
  1242. case EQI_SHOES:
  1243. flag = (where&EQP_SHOES);
  1244. break;
  1245. case EQI_GARMENT:
  1246. flag = (where&EQP_GARMENT);
  1247. break;
  1248. default:
  1249. continue;
  1250. }
  1251. if (flag) {
  1252. sd->status.inventory[j].attribute = 1;
  1253. pc_unequipitem(sd, j, 3);
  1254. }
  1255. }
  1256. clif_equiplist(sd);
  1257. }
  1258. return where; //Return list of pieces broken.
  1259. }
  1260. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1261. {
  1262. struct status_change *sc;
  1263. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1264. const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1265. const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1266. int i;
  1267. if (rand()%100 >= rate)
  1268. return 0;
  1269. sc = status_get_sc(bl);
  1270. if (!sc)
  1271. return 0;
  1272. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1273. if (where&pos[i] && sc->data[sc_def[i]])
  1274. where&=~pos[i];
  1275. }
  1276. if (!where) return 0;
  1277. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1278. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1279. where&=~pos[i];
  1280. }
  1281. return where?1:0;
  1282. }
  1283. /*=========================================================================
  1284. Used to knock back players, monsters, traps, etc
  1285. - 'count' is the number of squares to knock back
  1286. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1287. - if 'flag&0x1', position update packets must not be sent.
  1288. -------------------------------------------------------------------------*/
  1289. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1290. {
  1291. int dx = 0, dy = 0, nx, ny;
  1292. int ret;
  1293. struct skill_unit* su = NULL;
  1294. nullpo_retr(0, src);
  1295. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1296. return 0; //No knocking back in WoE
  1297. if (count == 0)
  1298. return 0; //Actual knockback distance is 0.
  1299. switch (target->type)
  1300. {
  1301. case BL_MOB:
  1302. {
  1303. struct mob_data* md = BL_CAST(BL_MOB, target);
  1304. if( md->class_ == MOBID_EMPERIUM )
  1305. return 0;
  1306. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1307. return 0;
  1308. }
  1309. break;
  1310. case BL_PC:
  1311. {
  1312. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1313. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id )
  1314. return 0; // Basilica caster can't be knocked-back
  1315. if( src != target && sd->special_state.no_knockback )
  1316. return 0;
  1317. }
  1318. break;
  1319. case BL_SKILL:
  1320. su = (struct skill_unit *)target;
  1321. if( su->group->unit_id == UNT_ANKLESNARE )
  1322. return 0; // ankle snare cannot be knocked back
  1323. break;
  1324. }
  1325. if (direction == -1) // <optimized>: do the computation here instead of outside
  1326. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1327. if (direction >= 0 && direction < 8)
  1328. { // take the reversed 'direction' and reverse it
  1329. dx = -dirx[direction];
  1330. dy = -diry[direction];
  1331. }
  1332. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1333. nx = ret>>16;
  1334. ny = ret&0xffff;
  1335. if (!su)
  1336. unit_stop_walking(target,0);
  1337. dx = nx - target->x;
  1338. dy = ny - target->y;
  1339. if (!dx && !dy) //Could not knockback.
  1340. return 0;
  1341. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1342. if(su)
  1343. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1344. else
  1345. map_moveblock(target, nx, ny, gettick());
  1346. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1347. if(!(flag&0x1))
  1348. clif_blown(target);
  1349. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1350. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1351. return count; //Return amount of knocked back cells.
  1352. }
  1353. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1354. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1355. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1356. {
  1357. struct status_change *sc = status_get_sc(bl);
  1358. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1359. // item-based reflection
  1360. if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
  1361. return 1;
  1362. if( is_boss(src) )
  1363. return 0;
  1364. // status-based reflection
  1365. if( !sc || sc->count == 0 )
  1366. return 0;
  1367. if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1368. return 1;
  1369. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1370. {// Kaite only works against non-players if they are low-level.
  1371. clif_specialeffect(bl, 438, AREA);
  1372. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1373. status_change_end(bl, SC_KAITE, -1);
  1374. return 2;
  1375. }
  1376. return 0;
  1377. }
  1378. /*
  1379. * =========================================================================
  1380. * Does a skill attack with the given properties.
  1381. * src is the master behind the attack (player/mob/pet)
  1382. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1383. * bl is the target to be attacked.
  1384. * flag can hold a bunch of information:
  1385. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1386. * (usually holds number of targets, or just 1 for simple splash attacks)
  1387. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1388. * packet shouldn't display a skill animation)
  1389. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1390. * client (causes player characters to not scream skill name)
  1391. *-------------------------------------------------------------------------*/
  1392. 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)
  1393. {
  1394. struct Damage dmg;
  1395. struct status_data *sstatus, *tstatus;
  1396. struct status_change *sc;
  1397. struct map_session_data *sd, *tsd;
  1398. int type,damage,rdamage=0;
  1399. if(skillid > 0 && skilllv <= 0) return 0;
  1400. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1401. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1402. nullpo_retr(0, bl); //Target to be attacked.
  1403. if (src != dsrc) {
  1404. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1405. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1406. return 0;
  1407. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1408. //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]
  1409. if (!status_check_skilluse(src, bl, skillid, 2))
  1410. return 0;
  1411. }
  1412. sd = BL_CAST(BL_PC, src);
  1413. tsd = BL_CAST(BL_PC, bl);
  1414. sstatus = status_get_status_data(src);
  1415. tstatus = status_get_status_data(bl);
  1416. sc= status_get_sc(bl);
  1417. if (sc && !sc->count) sc = NULL; //Don't need it.
  1418. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1419. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1420. return 0;
  1421. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1422. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1423. return 0;
  1424. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1425. //Skotlex: Adjusted to the new system
  1426. if(src->type==BL_PET)
  1427. { // [Valaris]
  1428. struct pet_data *pd = (TBL_PET*)src;
  1429. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1430. {
  1431. int element = skill_get_ele(skillid, skilllv);
  1432. if (skillid == -1)
  1433. element = sstatus->rhw.ele;
  1434. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1435. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1436. else
  1437. dmg.damage= skilllv;
  1438. dmg.damage2=0;
  1439. dmg.div_= pd->a_skill->div_;
  1440. }
  1441. }
  1442. if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  1443. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  1444. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  1445. { //Magic reflection, switch caster/target
  1446. struct block_list *tbl = bl;
  1447. bl = src;
  1448. src = tbl;
  1449. sd = BL_CAST(BL_PC, src);
  1450. tsd = BL_CAST(BL_PC, bl);
  1451. sc = status_get_sc(bl);
  1452. if (sc && !sc->count)
  1453. sc = NULL; //Don't need it.
  1454. //Spirit of Wizard blocks Kaite's reflection
  1455. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  1456. { //It should only consume once per skill casted. Val3 is the skill id and val4 is the ID of the damage src.
  1457. //This should account for ground spells (and single target spells will be completed on castend_id) [Skotlex]
  1458. if (tsd && !(sc->data[SC_SPIRIT]->val3 == skillid && sc->data[SC_SPIRIT]->val4 == dsrc->id) )
  1459. { //Check if you have stone to consume.
  1460. type = pc_search_inventory (tsd, 7321);
  1461. if (type >= 0)
  1462. pc_delitem(tsd, type, 1, 0);
  1463. } else
  1464. type = 0;
  1465. if (type >= 0) {
  1466. dmg.damage = dmg.damage2 = 0;
  1467. dmg.dmg_lv = ATK_MISS;
  1468. sc->data[SC_SPIRIT]->val3 = skillid;
  1469. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1470. }
  1471. }
  1472. }
  1473. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1474. int sp = skill_get_sp(skillid,skilllv);
  1475. dmg.damage = dmg.damage2 = 0;
  1476. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  1477. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1478. if(skillid == WZ_WATERBALL && skilllv > 1)
  1479. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1480. status_heal(bl, 0, sp, 2);
  1481. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1482. }
  1483. }
  1484. damage = dmg.damage + dmg.damage2;
  1485. if( (skillid == AL_INCAGI || skillid == AL_BLESSING || skillid == CASH_BLESSING || skillid == CASH_INCAGI) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1486. damage = 1;
  1487. 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 ) ) )
  1488. && skillid != WS_CARTTERMINATION )
  1489. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1490. //Skill hit type
  1491. type=(skillid==0)?5:skill_get_hit(skillid);
  1492. if(damage < dmg.div_
  1493. //Only skills that knockback even when they miss. [Skotlex]
  1494. && skillid != CH_PALMSTRIKE)
  1495. dmg.blewcount = 0;
  1496. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1497. if(battle_config.gx_disptype) dsrc = src;
  1498. if(src == bl) type = 4;
  1499. else flag|=SD_ANIMATION;
  1500. }
  1501. if(skillid == NJ_TATAMIGAESHI) {
  1502. dsrc = src; //For correct knockback.
  1503. flag|=SD_ANIMATION;
  1504. }
  1505. if(sd) {
  1506. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1507. if (sd->sc.data[SC_COMBO])
  1508. { //End combo state after skill is invoked. [Skotlex]
  1509. switch (skillid) {
  1510. case TK_TURNKICK:
  1511. case TK_STORMKICK:
  1512. case TK_DOWNKICK:
  1513. case TK_COUNTER:
  1514. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1515. { //Extend combo time.
  1516. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1517. sd->skilllv_old = skilllv;
  1518. sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
  1519. delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
  1520. sd->sc.data[SC_COMBO]->timer = add_timer(
  1521. tick+sd->sc.data[SC_COMBO]->val4,
  1522. status_change_timer, src->id, SC_COMBO);
  1523. break;
  1524. }
  1525. unit_cancel_combo(src); // Cancel combo wait
  1526. break;
  1527. default:
  1528. status_change_end(src,SC_COMBO,-1);
  1529. }
  1530. }
  1531. switch(skillid)
  1532. {
  1533. case MO_TRIPLEATTACK:
  1534. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1535. flag=1;
  1536. break;
  1537. case MO_CHAINCOMBO:
  1538. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1539. flag=1;
  1540. break;
  1541. case MO_COMBOFINISH:
  1542. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1543. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1544. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1545. flag=1;
  1546. case CH_TIGERFIST:
  1547. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1548. flag=1;
  1549. case CH_CHAINCRUSH:
  1550. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1551. flag=1;
  1552. break;
  1553. case AC_DOUBLE:
  1554. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  1555. {
  1556. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1557. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1558. clif_combo_delay(src,2000);
  1559. }
  1560. break;
  1561. case TK_COUNTER:
  1562. { //bonus from SG_FRIEND [Komurka]
  1563. int level;
  1564. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1565. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1566. }
  1567. break;
  1568. case SL_STIN:
  1569. case SL_STUN:
  1570. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1571. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1572. break;
  1573. case GS_FULLBUSTER:
  1574. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1575. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1576. break;
  1577. } //Switch End
  1578. if (flag) { //Possible to chain
  1579. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1580. if (flag < 0) flag = 0;
  1581. flag += 300 * battle_config.combo_delay_rate/100;
  1582. sc_start(src,SC_COMBO,100,skillid,flag);
  1583. clif_combo_delay(src, flag);
  1584. }
  1585. }
  1586. //Display damage.
  1587. switch( skillid )
  1588. {
  1589. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1590. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1591. break;
  1592. //Skills that need be passed as a normal attack for the client to display correctly.
  1593. case HVAN_EXPLOSION:
  1594. case NPC_SELFDESTRUCTION:
  1595. if(src->type==BL_PC)
  1596. dmg.blewcount = 10;
  1597. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1598. // fall through
  1599. case KN_AUTOCOUNTER:
  1600. case NPC_CRITICALSLASH:
  1601. case TF_DOUBLE:
  1602. case GS_CHAINACTION:
  1603. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1604. break;
  1605. case AS_SPLASHER:
  1606. if( flag&SD_ANIMATION ) // the surrounding targets
  1607. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1608. else // the central target doesn't display an animation
  1609. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1610. break;
  1611. default:
  1612. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1613. type = 5;
  1614. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1615. break;
  1616. }
  1617. map_freeblock_lock();
  1618. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1619. && pc_checkskill(tsd,RG_PLAGIARISM)
  1620. && (!sc || !sc->data[SC_PRESERVE])
  1621. && damage < tsd->battle_status.hp)
  1622. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1623. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1624. can_copy(tsd,skillid,bl)) // Split all the check into their own function [Aru]
  1625. {
  1626. int lv = skilllv;
  1627. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1628. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1629. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1630. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1631. }
  1632. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  1633. lv = type;
  1634. tsd->cloneskill_id = skillid;
  1635. tsd->status.skill[skillid].id = skillid;
  1636. tsd->status.skill[skillid].lv = lv;
  1637. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1638. pc_setglobalreg(tsd, "CLONE_SKILL", skillid);
  1639. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  1640. clif_skillinfoblock(tsd);
  1641. }
  1642. }
  1643. if( skillid != WZ_SIGHTRASHER &&
  1644. skillid != WZ_SIGHTBLASTER &&
  1645. skillid != AC_SHOWER && skillid != MA_SHOWER &&
  1646. skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
  1647. bl->type == BL_SKILL && damage > 0 )
  1648. {
  1649. struct skill_unit* su = (struct skill_unit*)bl;
  1650. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1651. damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
  1652. }
  1653. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1654. { //Skills with can't walk delay also stop normal attacking for that
  1655. //duration when the attack connects. [Skotlex]
  1656. struct unit_data *ud = unit_bl2ud(src);
  1657. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1658. ud->attackabletime = tick + type;
  1659. }
  1660. if( !dmg.amotion )
  1661. { //Instant damage
  1662. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1663. if( !status_isdead(bl) )
  1664. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  1665. if( damage > 0 ) //Counter status effects [Skotlex]
  1666. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,dmg.flag,tick);
  1667. }
  1668. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1669. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  1670. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  1671. {
  1672. int direction = -1; // default
  1673. switch(skillid)
  1674. {
  1675. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1676. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1677. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1678. }
  1679. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1680. }
  1681. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1682. if (dmg.amotion)
  1683. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1684. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1685. int rate = 50 + skilllv * 5;
  1686. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1687. if(rand()%100 < rate)
  1688. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1689. }
  1690. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  1691. dmg.flag |= BF_WEAPON;
  1692. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1693. if (battle_config.left_cardfix_to_right)
  1694. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1695. else
  1696. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1697. }
  1698. if( rdamage > 0 )
  1699. {
  1700. if( dmg.amotion )
  1701. battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1702. else
  1703. status_fix_damage(bl,src,rdamage,0);
  1704. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1705. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1706. if( tsd && src != bl )
  1707. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1708. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  1709. }
  1710. if (!(flag&2) &&
  1711. (
  1712. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1713. ) &&
  1714. (sc = status_get_sc(src)) &&
  1715. sc->data[SC_DOUBLECAST] &&
  1716. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  1717. {
  1718. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1719. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1720. }
  1721. map_freeblock_unlock();
  1722. return damage;
  1723. }
  1724. /*==========================================
  1725. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1726. * flagについて?F16?i?を確認
  1727. * MSB <- 00fTffff ->LSB
  1728. * T =タ?ゲット選?用(BCT_*)
  1729. * ffff=自由に使用可能
  1730. * 0 =予約?B0に固定
  1731. *------------------------------------------*/
  1732. static int skill_area_temp[8];
  1733. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1734. int skill_area_sub (struct block_list *bl, va_list ap)
  1735. {
  1736. struct block_list *src;
  1737. int skill_id,skill_lv,flag;
  1738. unsigned int tick;
  1739. SkillFunc func;
  1740. nullpo_retr(0, bl);
  1741. src=va_arg(ap,struct block_list *);
  1742. skill_id=va_arg(ap,int);
  1743. skill_lv=va_arg(ap,int);
  1744. tick=va_arg(ap,unsigned int);
  1745. flag=va_arg(ap,int);
  1746. func=va_arg(ap,SkillFunc);
  1747. if(battle_check_target(src,bl,flag) > 0)
  1748. {
  1749. // several splash skills need this initial dummy packet to display correctly
  1750. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  1751. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  1752. if (flag&(SD_SPLASH|SD_PREAMBLE))
  1753. skill_area_temp[2]++;
  1754. return func(src,bl,skill_id,skill_lv,tick,flag);
  1755. }
  1756. return 0;
  1757. }
  1758. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1759. {
  1760. struct skill_unit *unit;
  1761. int skillid,g_skillid;
  1762. unit = (struct skill_unit *)bl;
  1763. if(bl->prev == NULL || bl->type != BL_SKILL)
  1764. return 0;
  1765. if(!unit->alive)
  1766. return 0;
  1767. skillid = va_arg(ap,int);
  1768. g_skillid = unit->group->skill_id;
  1769. switch (skillid)
  1770. {
  1771. case MG_SAFETYWALL:
  1772. case AL_PNEUMA:
  1773. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1774. return 0;
  1775. break;
  1776. case AL_WARP:
  1777. case HT_SKIDTRAP:
  1778. case MA_SKIDTRAP:
  1779. case HT_LANDMINE:
  1780. case MA_LANDMINE:
  1781. case HT_ANKLESNARE:
  1782. case HT_SHOCKWAVE:
  1783. case HT_SANDMAN:
  1784. case MA_SANDMAN:
  1785. case HT_FLASHER:
  1786. case HT_FREEZINGTRAP:
  1787. case MA_FREEZINGTRAP:
  1788. case HT_BLASTMINE:
  1789. case HT_CLAYMORETRAP:
  1790. case HT_TALKIEBOX:
  1791. case HP_BASILICA:
  1792. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1793. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1794. return 0;
  1795. break;
  1796. default: //Avoid stacking with same kind of trap. [Skotlex]
  1797. if (g_skillid != skillid)
  1798. return 0;
  1799. break;
  1800. }
  1801. return 1;
  1802. }
  1803. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1804. {
  1805. //Non players do not check for the skill's splash-trigger area.
  1806. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1807. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1808. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1809. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1810. return 0;
  1811. }
  1812. range += layout_type;
  1813. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1814. }
  1815. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  1816. {
  1817. int skillid;
  1818. if(bl->prev == NULL)
  1819. return 0;
  1820. skillid = va_arg(ap,int);
  1821. if( status_isdead(bl) && skillid != AL_WARP )
  1822. return 0;
  1823. if( skillid == HP_BASILICA && bl->type == BL_PC )
  1824. return 0;
  1825. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  1826. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1827. return 1;
  1828. }
  1829. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1830. {
  1831. int range, type;
  1832. switch (skillid) { // to be expanded later
  1833. case WZ_ICEWALL:
  1834. range = 2;
  1835. break;
  1836. default:
  1837. {
  1838. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1839. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1840. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1841. return 0;
  1842. }
  1843. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1844. }
  1845. break;
  1846. }
  1847. // if the caster is a monster/NPC, only check for players
  1848. // otherwise just check characters
  1849. if (bl->type == BL_PC)
  1850. type = BL_CHAR;
  1851. else
  1852. type = BL_PC;
  1853. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  1854. x - range, y - range, x + range, y + range,
  1855. type, skillid);
  1856. }
  1857. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  1858. {
  1859. struct map_session_data *sd;
  1860. int gid, id, strvit, agidex;
  1861. sd = (struct map_session_data *)bl;
  1862. id = va_arg(ap,int);
  1863. gid = va_arg(ap,int);
  1864. if (sd->status.guild_id != gid)
  1865. return 0;
  1866. if(id == sd->bl.id && battle_config.guild_aura&16)
  1867. return 0;
  1868. strvit = va_arg(ap,int);
  1869. agidex = va_arg(ap,int);
  1870. if (sd->sc.data[SC_GUILDAURA]) {
  1871. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  1872. if (sce->val3 != strvit || sce->val4 != agidex) {
  1873. sce->val3 = strvit;
  1874. sce->val4 = agidex;
  1875. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  1876. }
  1877. return 0;
  1878. }
  1879. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  1880. return 1;
  1881. }
  1882. /*==========================================
  1883. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  1884. * Flag:
  1885. * &1: finished casting the skill (invoke hp/sp/item consumption)
  1886. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  1887. *------------------------------------------*/
  1888. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  1889. {
  1890. struct status_data *status;
  1891. struct map_session_data *sd = NULL;
  1892. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  1893. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  1894. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  1895. return 0;
  1896. nullpo_retr(0,bl);
  1897. switch( bl->type )
  1898. {
  1899. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  1900. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  1901. }
  1902. status = status_get_status_data(bl);
  1903. if( (j = skill_get_index(skill)) == 0 )
  1904. return 0;
  1905. // Requeriments
  1906. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1907. {
  1908. itemid[i] = skill_db[j].itemid[i];
  1909. amount[i] = skill_db[j].amount[i];
  1910. }
  1911. hp = skill_db[j].hp[lv-1];
  1912. sp = skill_db[j].sp[lv-1];
  1913. hp_rate = skill_db[j].hp_rate[lv-1];
  1914. sp_rate = skill_db[j].sp_rate[lv-1];
  1915. state = skill_db[j].state;
  1916. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  1917. hp += (status->max_hp * mhp) / 100;
  1918. if( hp_rate > 0 )
  1919. hp += (status->hp * hp_rate) / 100;
  1920. else
  1921. hp += (status->max_hp * (-hp_rate)) / 100;
  1922. if( sp_rate > 0 )
  1923. sp += (status->sp * sp_rate) / 100;
  1924. else
  1925. sp += (status->max_sp * (-sp_rate)) / 100;
  1926. if( bl->type == BL_HOM )
  1927. { // Intimacy Requeriments
  1928. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  1929. switch( skill )
  1930. {
  1931. case HFLI_SBR44:
  1932. if( hd->homunculus.intimacy <= 200 )
  1933. return 0;
  1934. break;
  1935. case HVAN_EXPLOSION:
  1936. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  1937. return 0;
  1938. break;
  1939. }
  1940. }
  1941. if( !(type&2) )
  1942. {
  1943. if( hp > 0 && status->hp <= (unsigned int)hp )
  1944. {
  1945. clif_skill_fail(sd, skill, 2, 0);
  1946. return 0;
  1947. }
  1948. if( sp > 0 && status->sp <= (unsigned int)sp )
  1949. {
  1950. clif_skill_fail(sd, skill, 1, 0);
  1951. return 0;
  1952. }
  1953. }
  1954. if( !type )
  1955. switch( state )
  1956. {
  1957. case ST_MOVE_ENABLE:
  1958. if( !unit_can_move(bl) )
  1959. {
  1960. clif_skill_fail(sd, skill, 0, 0);
  1961. return 0;
  1962. }
  1963. break;
  1964. }
  1965. if( !(type&1) )
  1966. return 1;
  1967. // Check item existences
  1968. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1969. {
  1970. index[i] = -1;
  1971. if( itemid[i] < 1 ) continue; // No item
  1972. index[i] = pc_search_inventory(sd, itemid[i]);
  1973. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  1974. {
  1975. clif_skill_fail(sd, skill, 0, 0);
  1976. return 0;
  1977. }
  1978. }
  1979. // Consume items
  1980. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1981. {
  1982. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0);
  1983. }
  1984. if( type&2 )
  1985. return 1;
  1986. if( sp || hp )
  1987. status_zap(bl, hp, sp);
  1988. return 1;
  1989. }
  1990. /*==========================================
  1991. *
  1992. *------------------------------------------*/
  1993. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  1994. {
  1995. return 1;
  1996. }
  1997. /*==========================================
  1998. *
  1999. *------------------------------------------*/
  2000. static int skill_timerskill(int tid, unsigned int tick, int id, intptr data)
  2001. {
  2002. struct block_list *src = map_id2bl(id),*target;
  2003. struct unit_data *ud = unit_bl2ud(src);
  2004. struct skill_timerskill *skl = NULL;
  2005. int range;
  2006. nullpo_retr(0, src);
  2007. nullpo_retr(0, ud);
  2008. skl = ud->skilltimerskill[data];
  2009. nullpo_retr(0, skl);
  2010. ud->skilltimerskill[data] = NULL;
  2011. do {
  2012. if(src->prev == NULL)
  2013. break;
  2014. if(skl->target_id) {
  2015. target = map_id2bl(skl->target_id);
  2016. if(!target && skl->skill_id == RG_INTIMIDATE)
  2017. target = src; //Required since it has to warp.
  2018. if(target == NULL)
  2019. break;
  2020. if(target->prev == NULL)
  2021. break;
  2022. if(src->m != target->m)
  2023. break;
  2024. if(status_isdead(src))
  2025. break;
  2026. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2027. break;
  2028. switch(skl->skill_id) {
  2029. case RG_INTIMIDATE:
  2030. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2031. short x,y;
  2032. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2033. if (target != src && !status_isdead(target))
  2034. unit_warp(target, -1, x, y, 3);
  2035. }
  2036. break;
  2037. case BA_FROSTJOKER:
  2038. case DC_SCREAM:
  2039. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2040. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2041. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2042. break;
  2043. case NPC_EARTHQUAKE:
  2044. 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);
  2045. skill_area_temp[1] = src->id;
  2046. skill_area_temp[2] = 0;
  2047. 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);
  2048. if( skl->type > 1 )
  2049. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2050. break;
  2051. case WZ_WATERBALL:
  2052. if (!status_isdead(target))
  2053. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2054. if (skl->type>1 && !status_isdead(target)) {
  2055. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2056. } else {
  2057. struct status_change *sc = status_get_sc(src);
  2058. if(sc) {
  2059. if(sc->data[SC_MAGICPOWER])
  2060. status_change_end(src,SC_MAGICPOWER,-1);
  2061. if(sc->data[SC_SPIRIT] &&
  2062. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2063. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2064. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2065. }
  2066. }
  2067. break;
  2068. default:
  2069. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2070. break;
  2071. }
  2072. }
  2073. else {
  2074. if(src->m != skl->map)
  2075. break;
  2076. switch( skl->skill_id )
  2077. {
  2078. case WZ_METEOR:
  2079. if( skl->type >= 0 )
  2080. {
  2081. int x = skl->type>>16, y = skl->type&0xFFFF;
  2082. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2083. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2084. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2085. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2086. }
  2087. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2088. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2089. break;
  2090. }
  2091. }
  2092. } while (0);
  2093. //Free skl now that it is no longer needed.
  2094. ers_free(skill_timer_ers, skl);
  2095. return 0;
  2096. }
  2097. /*==========================================
  2098. *
  2099. *------------------------------------------*/
  2100. 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)
  2101. {
  2102. int i;
  2103. struct unit_data *ud;
  2104. nullpo_retr(1, src);
  2105. ud = unit_bl2ud(src);
  2106. nullpo_retr(1, ud);
  2107. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2108. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2109. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2110. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2111. ud->skilltimerskill[i]->src_id = src->id;
  2112. ud->skilltimerskill[i]->target_id = target;
  2113. ud->skilltimerskill[i]->skill_id = skill_id;
  2114. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2115. ud->skilltimerskill[i]->map = src->m;
  2116. ud->skilltimerskill[i]->x = x;
  2117. ud->skilltimerskill[i]->y = y;
  2118. ud->skilltimerskill[i]->type = type;
  2119. ud->skilltimerskill[i]->flag = flag;
  2120. return 0;
  2121. }
  2122. /*==========================================
  2123. *
  2124. *------------------------------------------*/
  2125. int skill_cleartimerskill (struct block_list *src)
  2126. {
  2127. int i;
  2128. struct unit_data *ud;
  2129. nullpo_retr(0, src);
  2130. ud = unit_bl2ud(src);
  2131. nullpo_retr(0, ud);
  2132. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2133. if(ud->skilltimerskill[i]) {
  2134. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2135. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2136. ud->skilltimerskill[i]=NULL;
  2137. }
  2138. }
  2139. return 1;
  2140. }
  2141. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2142. {
  2143. TBL_SKILL *su = (TBL_SKILL*)bl;
  2144. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2145. { //Reveal trap.
  2146. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2147. //clif_changetraplook(bl, su->group->unit_id);
  2148. clif_skill_setunit(su);
  2149. return 1;
  2150. }
  2151. return 0;
  2152. }
  2153. /*==========================================
  2154. *
  2155. *
  2156. *------------------------------------------*/
  2157. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2158. {
  2159. struct map_session_data *sd = NULL, *tsd = NULL;
  2160. struct status_data *tstatus;
  2161. struct status_change *sc;
  2162. if (skillid > 0 && skilllv <= 0) return 0;
  2163. nullpo_retr(1, src);
  2164. nullpo_retr(1, bl);
  2165. if (src->m != bl->m)
  2166. return 1;
  2167. if (bl->prev == NULL)
  2168. return 1;
  2169. sd = BL_CAST(BL_PC, src);
  2170. tsd = BL_CAST(BL_PC, bl);
  2171. if (status_isdead(bl))
  2172. return 1;
  2173. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2174. { //GTB makes all targetted magic display miss with a single bolt.
  2175. sc_type sct = status_skill2sc(skillid);
  2176. if(sct != SC_NONE)
  2177. status_change_end(bl, sct, -1);
  2178. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2179. return 1;
  2180. }
  2181. sc = status_get_sc(src);
  2182. if (sc && !sc->count)
  2183. sc = NULL; //Unneeded
  2184. tstatus = status_get_status_data(bl);
  2185. map_freeblock_lock();
  2186. switch(skillid)
  2187. {
  2188. case MER_CRASH:
  2189. case SM_BASH:
  2190. case MS_BASH:
  2191. case MC_MAMMONITE:
  2192. case TF_DOUBLE:
  2193. case AC_DOUBLE:
  2194. case MA_DOUBLE:
  2195. case AS_SONICBLOW:
  2196. case KN_PIERCE:
  2197. case ML_PIERCE:
  2198. case KN_SPEARBOOMERANG:
  2199. case TF_POISON:
  2200. case TF_SPRINKLESAND:
  2201. case AC_CHARGEARROW:
  2202. case MA_CHARGEARROW:
  2203. case RG_INTIMIDATE:
  2204. case AM_ACIDTERROR:
  2205. case BA_MUSICALSTRIKE:
  2206. case DC_THROWARROW:
  2207. case BA_DISSONANCE:
  2208. case CR_HOLYCROSS:
  2209. case NPC_DARKCROSS:
  2210. case CR_SHIELDCHARGE:
  2211. case CR_SHIELDBOOMERANG:
  2212. case NPC_PIERCINGATT:
  2213. case NPC_MENTALBREAKER:
  2214. case NPC_RANGEATTACK:
  2215. case NPC_CRITICALSLASH:
  2216. case NPC_COMBOATTACK:
  2217. case NPC_GUIDEDATTACK:
  2218. case NPC_POISON:
  2219. case NPC_RANDOMATTACK:
  2220. case NPC_WATERATTACK:
  2221. case NPC_GROUNDATTACK:
  2222. case NPC_FIREATTACK:
  2223. case NPC_WINDATTACK:
  2224. case NPC_POISONATTACK:
  2225. case NPC_HOLYATTACK:
  2226. case NPC_DARKNESSATTACK:
  2227. case NPC_TELEKINESISATTACK:
  2228. case NPC_UNDEADATTACK:
  2229. case NPC_ARMORBRAKE:
  2230. case NPC_WEAPONBRAKER:
  2231. case NPC_HELMBRAKE:
  2232. case NPC_SHIELDBRAKE:
  2233. case NPC_BLINDATTACK:
  2234. case NPC_SILENCEATTACK:
  2235. case NPC_STUNATTACK:
  2236. case NPC_PETRIFYATTACK:
  2237. case NPC_CURSEATTACK:
  2238. case NPC_SLEEPATTACK:
  2239. case LK_AURABLADE:
  2240. case LK_SPIRALPIERCE:
  2241. case ML_SPIRALPIERCE:
  2242. case LK_HEADCRUSH:
  2243. case CG_ARROWVULCAN:
  2244. case HW_MAGICCRASHER:
  2245. case ITM_TOMAHAWK:
  2246. case MO_TRIPLEATTACK:
  2247. case CH_CHAINCRUSH:
  2248. case CH_TIGERFIST:
  2249. case PA_SHIELDCHAIN: // Shield Chain
  2250. case PA_SACRIFICE:
  2251. case WS_CARTTERMINATION: // Cart Termination
  2252. case AS_VENOMKNIFE:
  2253. case HT_PHANTASMIC:
  2254. case HT_POWER:
  2255. case TK_DOWNKICK:
  2256. case TK_COUNTER:
  2257. case GS_CHAINACTION:
  2258. case GS_TRIPLEACTION:
  2259. case GS_MAGICALBULLET:
  2260. case GS_TRACKING:
  2261. case GS_PIERCINGSHOT:
  2262. case GS_RAPIDSHOWER:
  2263. case GS_DUST:
  2264. case GS_DISARM: // Added disarm. [Reddozen]
  2265. case GS_FULLBUSTER:
  2266. case NJ_SYURIKEN:
  2267. case NJ_KUNAI:
  2268. case ASC_BREAKER:
  2269. case HFLI_MOON: //[orn]
  2270. case HFLI_SBR44: //[orn]
  2271. case NPC_BLEEDING:
  2272. case NPC_CRITICALWOUND:
  2273. case NPC_HELLPOWER:
  2274. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2275. break;
  2276. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2277. switch( rand()%6 ){
  2278. case 0: flag |= BREAK_ANKLE; break;
  2279. case 1: flag |= BREAK_WRIST; break;
  2280. case 2: flag |= BREAK_KNEE; break;
  2281. case 3: flag |= BREAK_SHOULDER; break;
  2282. case 4: flag |= BREAK_WAIST; break;
  2283. case 5: flag |= BREAK_NECK; break;
  2284. }
  2285. //TODO: is there really no cleaner way to do this?
  2286. sc = status_get_sc(bl);
  2287. if (sc) sc->jb_flag = flag;
  2288. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2289. break;
  2290. case MO_COMBOFINISH:
  2291. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2292. { //Becomes a splash attack when Soul Linked.
  2293. map_foreachinrange(skill_area_sub, bl,
  2294. skill_get_splash(skillid, skilllv),splash_target(src),
  2295. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2296. skill_castend_damage_id);
  2297. } else
  2298. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2299. break;
  2300. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2301. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2302. skill_area_temp[1] = 0;
  2303. map_foreachinrange(skill_attack_area, src,
  2304. skill_get_splash(skillid, skilllv), splash_target(src),
  2305. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2306. break;
  2307. case KN_CHARGEATK:
  2308. {
  2309. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2310. unsigned int dist = distance_bl(src, bl);
  2311. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2312. // teleport to target (if not on WoE grounds)
  2313. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2314. clif_slide(src, bl->x, bl->y);
  2315. // cause damage and knockback if the path to target was a straight one
  2316. if( path )
  2317. {
  2318. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2319. skill_blown(src, bl, dist, dir, 0);
  2320. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2321. // make the caster look in the direction of the target
  2322. unit_setdir(src, (dir+4)%8);
  2323. }
  2324. }
  2325. break;
  2326. case TK_JUMPKICK:
  2327. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  2328. {
  2329. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2330. clif_slide(src,bl->x,bl->y);
  2331. }
  2332. break;
  2333. case SN_SHARPSHOOTING:
  2334. case MA_SHARPSHOOTING:
  2335. case NJ_KAMAITACHI:
  2336. //It won't shoot through walls since on castend there has to be a direct
  2337. //line of sight between caster and target.
  2338. skill_area_temp[1] = bl->id;
  2339. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2340. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2341. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2342. break;
  2343. case NPC_ACIDBREATH:
  2344. case NPC_DARKNESSBREATH:
  2345. case NPC_FIREBREATH:
  2346. case NPC_ICEBREATH:
  2347. case NPC_THUNDERBREATH:
  2348. skill_area_temp[1] = bl->id;
  2349. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2350. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2351. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2352. break;
  2353. case MO_INVESTIGATE:
  2354. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2355. if (sc && sc->data[SC_BLADESTOP])
  2356. status_change_end(src,SC_BLADESTOP,-1);
  2357. break;
  2358. case RG_BACKSTAP:
  2359. {
  2360. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2361. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2362. if (sc && sc->data[SC_HIDING])
  2363. status_change_end(src, SC_HIDING, -1);
  2364. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2365. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2366. unit_setdir(bl,dir);
  2367. }
  2368. else if (sd)
  2369. clif_skill_fail(sd,skillid,0,0);
  2370. }
  2371. break;
  2372. case MO_FINGEROFFENSIVE:
  2373. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2374. if (battle_config.finger_offensive_type && sd) {
  2375. int i;
  2376. for (i = 1; i < sd->spiritball_old; i++)
  2377. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2378. }
  2379. if (sc && sc->data[SC_BLADESTOP])
  2380. status_change_end(src,SC_BLADESTOP,-1);
  2381. break;
  2382. case MO_CHAINCOMBO:
  2383. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2384. if (sc && sc->data[SC_BLADESTOP])
  2385. status_change_end(src,SC_BLADESTOP,-1);
  2386. break;
  2387. case NJ_ISSEN:
  2388. status_change_end(src,SC_NEN,-1);
  2389. status_change_end(src,SC_HIDING,-1);
  2390. // fall through
  2391. case MO_EXTREMITYFIST:
  2392. if( skillid == MO_EXTREMITYFIST )
  2393. {
  2394. status_change_end(src,SC_EXPLOSIONSPIRITS,-1);
  2395. status_change_end(src,SC_BLADESTOP,-1);
  2396. }
  2397. //Client expects you to move to target regardless of distance
  2398. {
  2399. struct unit_data *ud = unit_bl2ud(src);
  2400. short dx,dy;
  2401. int i,speed;
  2402. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2403. dx = bl->x - src->x;
  2404. dy = bl->y - src->y;
  2405. if (dx < 0) dx-=i;
  2406. else if (dx > 0) dx+=i;
  2407. if (dy < 0) dy-=i;
  2408. else if (dy > 0) dy+=i;
  2409. if (!dx && !dy) dy++;
  2410. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2411. {
  2412. dx = bl->x;
  2413. dy = bl->y;
  2414. } else {
  2415. dx = src->x + dx;
  2416. dy = src->y + dy;
  2417. }
  2418. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2419. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2420. //Increase can't walk delay to not alter your walk path
  2421. ud->canmove_tick = tick;
  2422. speed = status_get_speed(src);
  2423. for (i = 0; i < ud->walkpath.path_len; i ++)
  2424. {
  2425. if(ud->walkpath.path[i]&1)
  2426. ud->canmove_tick+=7*speed/5;
  2427. else
  2428. ud->canmove_tick+=speed;
  2429. }
  2430. }
  2431. }
  2432. break;
  2433. //Splash attack skills.
  2434. case AS_GRIMTOOTH:
  2435. case MC_CARTREVOLUTION:
  2436. case NPC_SPLASHATTACK:
  2437. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2438. case AS_SPLASHER:
  2439. case SM_MAGNUM:
  2440. case MS_MAGNUM:
  2441. case HT_BLITZBEAT:
  2442. case AC_SHOWER:
  2443. case MA_SHOWER:
  2444. case MG_NAPALMBEAT:
  2445. case MG_FIREBALL:
  2446. case RG_RAID:
  2447. case HW_NAPALMVULCAN:
  2448. case NJ_HUUMA:
  2449. case NJ_BAKUENRYU:
  2450. case ASC_METEORASSAULT:
  2451. case GS_DESPERADO:
  2452. case GS_SPREADATTACK:
  2453. case NPC_EARTHQUAKE:
  2454. case NPC_PULSESTRIKE:
  2455. case NPC_HELLJUDGEMENT:
  2456. if( flag&1 )
  2457. { //Recursive invocation
  2458. // skill_area_temp[0] holds number of targets in area
  2459. // skill_area_temp[1] holds the id of the original target
  2460. // skill_area_temp[2] counts how many targets have already been processed
  2461. int sflag = skill_area_temp[0] & 0xFFF;
  2462. if( flag&SD_LEVEL )
  2463. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2464. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2465. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2466. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2467. }
  2468. else
  2469. {
  2470. if ( skillid == NJ_BAKUENRYU )
  2471. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2472. skill_area_temp[0] = 0;
  2473. skill_area_temp[1] = bl->id;
  2474. skill_area_temp[2] = 0;
  2475. // if skill damage should be split among targets, count them
  2476. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2477. //special case: Venom Splasher uses a different range for searching than for splashing
  2478. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2479. 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);
  2480. // recursive invocation of skill_castend_damage_id() with flag|1
  2481. 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);
  2482. //FIXME: Isn't EarthQuake a ground skill after all?
  2483. if( skillid == NPC_EARTHQUAKE )
  2484. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  2485. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2486. if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
  2487. { // Initiate 10% of your damage becomes fire element.
  2488. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2489. if( sd )
  2490. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  2491. if( bl->type == BL_MER )
  2492. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  2493. }
  2494. }
  2495. break;
  2496. case KN_BRANDISHSPEAR:
  2497. case ML_BRANDISH:
  2498. //Coded apart for it needs the flag passed to the damage calculation.
  2499. if (skill_area_temp[1] != bl->id)
  2500. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2501. else
  2502. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2503. break;
  2504. case KN_BOWLINGBASH:
  2505. case MS_BOWLINGBASH:
  2506. if(flag&1){
  2507. if(bl->id==skill_area_temp[1])
  2508. break;
  2509. //two hits for 500%
  2510. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2511. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2512. } else {
  2513. int i,c;
  2514. c = skill_get_blewcount(skillid,skilllv);
  2515. // keep moving target in the direction that src is looking, square by square
  2516. for(i=0;i<c;i++){
  2517. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2518. break; //Can't knockback
  2519. 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);
  2520. if( skill_area_temp[0] > 1 ) break; // collision
  2521. }
  2522. clif_blown(bl); //Update target pos.
  2523. if (i!=c) { //Splash
  2524. skill_area_temp[1] = bl->id;
  2525. 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);
  2526. }
  2527. //Weirdo dual-hit property, two attacks for 500%
  2528. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2529. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2530. }
  2531. break;
  2532. case KN_SPEARSTAB:
  2533. if(flag&1) {
  2534. if (bl->id==skill_area_temp[1])
  2535. break;
  2536. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2537. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2538. } else {
  2539. int x=bl->x,y=bl->y,i,dir;
  2540. dir = map_calc_dir(bl,src->x,src->y);
  2541. skill_area_temp[1] = bl->id;
  2542. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2543. // all the enemies between the caster and the target are hit, as well as the target
  2544. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2545. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2546. for (i=0;i<4;i++) {
  2547. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2548. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2549. x += dirx[dir];
  2550. y += diry[dir];
  2551. }
  2552. }
  2553. break;
  2554. case TK_TURNKICK:
  2555. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2556. {
  2557. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2558. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2559. map_foreachinrange(skill_area_sub,bl,
  2560. skill_get_splash(skillid, skilllv),BL_CHAR,
  2561. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2562. skill_castend_nodamage_id);
  2563. }
  2564. break;
  2565. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2566. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2567. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2568. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2569. break;
  2570. case PR_TURNUNDEAD:
  2571. case ALL_RESURRECTION:
  2572. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2573. break;
  2574. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2575. break;
  2576. case MG_SOULSTRIKE:
  2577. case NPC_DARKSTRIKE:
  2578. case MG_COLDBOLT:
  2579. case MG_FIREBOLT:
  2580. case MG_LIGHTNINGBOLT:
  2581. case WZ_EARTHSPIKE:
  2582. case AL_HEAL:
  2583. case AL_HOLYLIGHT:
  2584. case WZ_JUPITEL:
  2585. case NPC_DARKTHUNDER:
  2586. case PR_ASPERSIO:
  2587. case MG_FROSTDIVER:
  2588. case WZ_SIGHTBLASTER:
  2589. case WZ_SIGHTRASHER:
  2590. case NJ_KOUENKA:
  2591. case NJ_HYOUSENSOU:
  2592. case NJ_HUUJIN:
  2593. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2594. break;
  2595. case NPC_MAGICALATTACK:
  2596. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2597. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2598. break;
  2599. case HVAN_CAPRICE: //[blackhole89]
  2600. {
  2601. int ran=rand()%4;
  2602. int sid = 0;
  2603. switch(ran)
  2604. {
  2605. case 0: sid=MG_COLDBOLT; break;
  2606. case 1: sid=MG_FIREBOLT; break;
  2607. case 2: sid=MG_LIGHTNINGBOLT; break;
  2608. case 3: sid=WZ_EARTHSPIKE; break;
  2609. }
  2610. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2611. }
  2612. break;
  2613. case WZ_WATERBALL:
  2614. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2615. {
  2616. int range = skilllv / 2;
  2617. int maxlv = skill_get_max(skillid); // learnable level
  2618. int count = 0;
  2619. int x, y;
  2620. struct skill_unit* unit;
  2621. if( skilllv > maxlv )
  2622. {
  2623. if( src->type == BL_MOB && skilllv == 10 )
  2624. range = 4;
  2625. else
  2626. range = maxlv / 2;
  2627. }
  2628. for( y = src->y - range; y <= src->y + range; ++y )
  2629. for( x = src->x - range; x <= src->x + range; ++x )
  2630. {
  2631. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL) )
  2632. {
  2633. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  2634. count++; // natural water cell
  2635. 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 )
  2636. {
  2637. count++; // skill-induced water cell
  2638. skill_delunit(unit); // consume cell
  2639. }
  2640. }
  2641. }
  2642. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  2643. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  2644. }
  2645. break;
  2646. case PR_BENEDICTIO:
  2647. //Should attack undead and demons. [Skotlex]
  2648. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2649. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2650. break;
  2651. case SL_SMA:
  2652. if (sc && sc->data[SC_SMA])
  2653. status_change_end(src,SC_SMA,-1);
  2654. case SL_STIN:
  2655. case SL_STUN:
  2656. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2657. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2658. clif_skill_fail(sd,skillid,0,0);
  2659. break;
  2660. }
  2661. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2662. break;
  2663. case NPC_DARKBREATH:
  2664. clif_emotion(src,7);
  2665. case SN_FALCONASSAULT:
  2666. case PA_PRESSURE:
  2667. case CR_ACIDDEMONSTRATION:
  2668. case TF_THROWSTONE:
  2669. case NPC_SMOKING:
  2670. case GS_FLING:
  2671. case NJ_ZENYNAGE:
  2672. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2673. break;
  2674. case HVAN_EXPLOSION:
  2675. case NPC_SELFDESTRUCTION:
  2676. if (src != bl)
  2677. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2678. break;
  2679. // Celest
  2680. case PF_SOULBURN:
  2681. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2682. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2683. if (skilllv == 5)
  2684. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2685. status_percent_damage(src, bl, 0, 100, false);
  2686. } else {
  2687. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2688. if (skilllv == 5)
  2689. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2690. status_percent_damage(src, src, 0, 100, false);
  2691. }
  2692. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2693. break;
  2694. case NPC_BLOODDRAIN:
  2695. case NPC_ENERGYDRAIN:
  2696. {
  2697. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2698. src, src, bl, skillid, skilllv, tick, flag);
  2699. if (heal > 0){
  2700. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2701. status_heal(src, heal, 0, 0);
  2702. }
  2703. }
  2704. break;
  2705. case GS_BULLSEYE:
  2706. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2707. break;
  2708. case NJ_KASUMIKIRI:
  2709. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2710. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2711. break;
  2712. case NJ_KIRIKAGE:
  2713. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  2714. { //You don't move on GVG grounds.
  2715. short x, y;
  2716. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2717. if (unit_movepos(src, x, y, 0, 0))
  2718. clif_slide(src,src->x,src->y);
  2719. }
  2720. if (sc && sc->data[SC_HIDING])
  2721. status_change_end(src, SC_HIDING, -1);
  2722. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2723. break;
  2724. case 0:
  2725. if(sd) {
  2726. if (flag & 3){
  2727. if (bl->id != skill_area_temp[1])
  2728. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  2729. } else {
  2730. skill_area_temp[1] = bl->id;
  2731. map_foreachinrange(skill_area_sub, bl,
  2732. sd->splash_range, BL_CHAR,
  2733. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2734. skill_castend_damage_id);
  2735. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2736. }
  2737. }
  2738. break;
  2739. default:
  2740. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2741. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2742. 0, abs(skill_get_num(skillid, skilllv)),
  2743. skillid, skilllv, skill_get_hit(skillid));
  2744. map_freeblock_unlock();
  2745. return 1;
  2746. }
  2747. map_freeblock_unlock();
  2748. if( sd && !(flag&1) )
  2749. {
  2750. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  2751. battle_consume_ammo(sd, skillid, skilllv);
  2752. if( !sd->state.skillonskill )
  2753. skill_onskillusage(sd, bl, skillid, tick);
  2754. skill_consume_requirement(sd,skillid,skilllv,2);
  2755. }
  2756. return 0;
  2757. }
  2758. /*==========================================
  2759. *
  2760. *------------------------------------------*/
  2761. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2762. {
  2763. struct map_session_data *sd, *dstsd;
  2764. struct mob_data *md, *dstmd;
  2765. struct homun_data *hd;
  2766. struct mercenary_data *mer;
  2767. struct status_data *sstatus, *tstatus;
  2768. struct status_change *tsc;
  2769. struct status_change_entry *tsce;
  2770. int i;
  2771. enum sc_type type;
  2772. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2773. nullpo_retr(1, src);
  2774. nullpo_retr(1, bl);
  2775. if (src->m != bl->m)
  2776. return 1;
  2777. sd = BL_CAST(BL_PC, src);
  2778. hd = BL_CAST(BL_HOM, src);
  2779. md = BL_CAST(BL_MOB, src);
  2780. mer = BL_CAST(BL_MER, src);
  2781. dstsd = BL_CAST(BL_PC, bl);
  2782. dstmd = BL_CAST(BL_MOB, bl);
  2783. if(bl->prev == NULL)
  2784. return 1;
  2785. if(status_isdead(src))
  2786. return 1;
  2787. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2788. return 1;
  2789. tstatus = status_get_status_data(bl);
  2790. sstatus = status_get_status_data(src);
  2791. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2792. switch (skillid) {
  2793. case HLIF_HEAL: //[orn]
  2794. if (bl->type != BL_HOM) {
  2795. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2796. break ;
  2797. }
  2798. case AL_HEAL:
  2799. case ALL_RESURRECTION:
  2800. case PR_ASPERSIO:
  2801. //Apparently only player casted skills can be offensive like this.
  2802. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2803. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2804. //Offensive heal does not works on non-enemies. [Skotlex]
  2805. clif_skill_fail(sd,skillid,0,0);
  2806. return 0;
  2807. }
  2808. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2809. }
  2810. break;
  2811. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2812. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2813. default:
  2814. //Skill is actually ground placed.
  2815. if (src == bl && skill_get_unit_id(skillid,0))
  2816. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2817. }
  2818. type = status_skill2sc(skillid);
  2819. tsc = status_get_sc(bl);
  2820. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  2821. if (src!=bl && type > -1 &&
  2822. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  2823. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  2824. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  2825. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  2826. map_freeblock_lock();
  2827. switch(skillid)
  2828. {
  2829. case HLIF_HEAL: //[orn]
  2830. case AL_HEAL:
  2831. {
  2832. int heal = skill_calc_heal(src, bl, skillid, skilllv, true);
  2833. int heal_get_jobexp;
  2834. if( status_isimmune(bl) || (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) )
  2835. heal=0;
  2836. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  2837. heal = heal*2;
  2838. if( tsc && tsc->count )
  2839. {
  2840. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  2841. { //Bounce back heal
  2842. if (--tsc->data[SC_KAITE]->val2 <= 0)
  2843. status_change_end(bl, SC_KAITE, -1);
  2844. if (src == bl)
  2845. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  2846. else {
  2847. bl = src;
  2848. dstsd = sd;
  2849. }
  2850. } else
  2851. if (tsc->data[SC_BERSERK])
  2852. heal = 0; //Needed so that it actually displays 0 when healing.
  2853. }
  2854. heal_get_jobexp = status_heal(bl,heal,0,0);
  2855. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2856. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2857. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2858. if (heal_get_jobexp <= 0)
  2859. heal_get_jobexp = 1;
  2860. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  2861. }
  2862. }
  2863. break;
  2864. case PR_REDEMPTIO:
  2865. if (sd && !(flag&1)) {
  2866. if (sd->status.party_id == 0) {
  2867. clif_skill_fail(sd,skillid,0,0);
  2868. break;
  2869. }
  2870. skill_area_temp[0] = 0;
  2871. party_foreachsamemap(skill_area_sub,
  2872. sd,skill_get_splash(skillid, skilllv),
  2873. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2874. skill_castend_nodamage_id);
  2875. if (skill_area_temp[0] == 0) {
  2876. clif_skill_fail(sd,skillid,0,0);
  2877. break;
  2878. }
  2879. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2880. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  2881. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  2882. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  2883. clif_updatestatus(sd,SP_BASEEXP);
  2884. clif_updatestatus(sd,SP_JOBEXP);
  2885. }
  2886. status_set_hp(src, 1, 0);
  2887. status_set_sp(src, 0, 0);
  2888. break;
  2889. } else if (status_isdead(bl) && flag&1) { //Revive
  2890. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2891. skilllv = 3; //Resurrection level 3 is used
  2892. } else //Invalid target, skip resurrection.
  2893. break;
  2894. case ALL_RESURRECTION:
  2895. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  2896. { //No reviving in WoE grounds!
  2897. clif_skill_fail(sd,skillid,0,0);
  2898. break;
  2899. }
  2900. if (!status_isdead(bl))
  2901. break;
  2902. {
  2903. int per = 0, sper = 0;
  2904. if (status_get_sc(bl)->data[SC_HELLPOWER])
  2905. break;
  2906. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2907. break;
  2908. switch(skilllv){
  2909. case 1: per=10; break;
  2910. case 2: per=30; break;
  2911. case 3: per=50; break;
  2912. case 4: per=80; break;
  2913. }
  2914. if(dstsd && dstsd->special_state.restart_full_recover)
  2915. per = sper = 100;
  2916. if (status_revive(bl, per, sper))
  2917. {
  2918. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  2919. if(sd && dstsd && battle_config.resurrection_exp > 0)
  2920. {
  2921. int exp = 0,jexp = 0;
  2922. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2923. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  2924. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2925. if (exp < 1) exp = 1;
  2926. }
  2927. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  2928. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2929. if (jexp < 1) jexp = 1;
  2930. }
  2931. if(exp > 0 || jexp > 0)
  2932. pc_gainexp (sd, bl, exp, jexp);
  2933. }
  2934. }
  2935. }
  2936. break;
  2937. case AL_DECAGI:
  2938. case MER_DECAGI:
  2939. clif_skill_nodamage (src, bl, skillid, skilllv,
  2940. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  2941. break;
  2942. case AL_CRUCIS:
  2943. if (flag&1)
  2944. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  2945. else {
  2946. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  2947. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  2948. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  2949. }
  2950. break;
  2951. case PR_LEXDIVINA:
  2952. case MER_LEXDIVINA:
  2953. if( tsce )
  2954. status_change_end(bl,type, -1);
  2955. else
  2956. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  2957. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2958. break;
  2959. case SA_ABRACADABRA:
  2960. {
  2961. int abra_skillid = 0, abra_skilllv;
  2962. do {
  2963. i = rand() % MAX_SKILL_ABRA_DB;
  2964. abra_skillid = skill_abra_db[i].skillid;
  2965. } while (abra_skillid == 0 ||
  2966. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  2967. rand()%10000 >= skill_abra_db[i].per
  2968. );
  2969. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  2970. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2971. if( sd )
  2972. {// player-casted
  2973. sd->state.abra_flag = 1;
  2974. sd->skillitem = abra_skillid;
  2975. sd->skillitemlv = abra_skilllv;
  2976. clif_item_skill(sd, abra_skillid, abra_skilllv);
  2977. }
  2978. else
  2979. {// mob-casted
  2980. struct unit_data *ud = unit_bl2ud(src);
  2981. int inf = skill_get_inf(abra_skillid);
  2982. int target_id = 0;
  2983. if (!ud) break;
  2984. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  2985. if (src->type == BL_PET)
  2986. bl = (struct block_list*)((TBL_PET*)src)->msd;
  2987. if (!bl) bl = src;
  2988. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  2989. } else { //Assume offensive skills
  2990. if (ud->target)
  2991. target_id = ud->target;
  2992. else switch (src->type) {
  2993. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  2994. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  2995. }
  2996. if (!target_id)
  2997. break;
  2998. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  2999. bl = map_id2bl(target_id);
  3000. if (!bl) bl = src;
  3001. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3002. } else
  3003. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3004. }
  3005. }
  3006. }
  3007. break;
  3008. case SA_COMA:
  3009. clif_skill_nodamage(src,bl,skillid,skilllv,
  3010. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3011. break;
  3012. case SA_FULLRECOVERY:
  3013. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3014. if (status_isimmune(bl))
  3015. break;
  3016. status_percent_heal(bl, 100, 100);
  3017. break;
  3018. case NPC_ALLHEAL:
  3019. {
  3020. int heal;
  3021. if( status_isimmune(bl) )
  3022. break;
  3023. heal = status_percent_heal(bl, 100, 0);
  3024. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  3025. if( skillid == NPC_ALLHEAL && dstmd )
  3026. { // Reset Damage Logs
  3027. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  3028. dstmd->tdmg = 0;
  3029. }
  3030. }
  3031. break;
  3032. case SA_SUMMONMONSTER:
  3033. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3034. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  3035. break;
  3036. case SA_LEVELUP:
  3037. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3038. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3039. break;
  3040. case SA_INSTANTDEATH:
  3041. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3042. status_set_hp(bl,1,0);
  3043. break;
  3044. case SA_QUESTION:
  3045. case SA_GRAVITY:
  3046. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3047. break;
  3048. case SA_CLASSCHANGE:
  3049. case SA_MONOCELL:
  3050. if (dstmd)
  3051. {
  3052. int class_;
  3053. if ( sd && dstmd->status.mode&MD_BOSS )
  3054. {
  3055. clif_skill_fail(sd,skillid,0,0);
  3056. break;
  3057. }
  3058. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  3059. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3060. mob_class_change(dstmd,class_);
  3061. if( tsc && dstmd->status.mode&MD_BOSS )
  3062. {
  3063. 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 };
  3064. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  3065. if (tsc->data[i]) status_change_end(bl, (sc_type)i, -1);
  3066. for (i = 0; i < ARRAYLENGTH(scs); i++)
  3067. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], -1);
  3068. }
  3069. }
  3070. break;
  3071. case SA_DEATH:
  3072. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  3073. {
  3074. clif_skill_fail(sd,skillid,0,0);
  3075. break;
  3076. }
  3077. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3078. status_kill(bl);
  3079. break;
  3080. case SA_REVERSEORCISH:
  3081. clif_skill_nodamage(src,bl,skillid,skilllv,
  3082. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3083. break;
  3084. case SA_FORTUNE:
  3085. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3086. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3087. break;
  3088. case SA_TAMINGMONSTER:
  3089. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3090. if (sd && dstmd) {
  3091. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  3092. if( i < MAX_PET_DB )
  3093. pet_catch_process1(sd, dstmd->class_);
  3094. }
  3095. break;
  3096. case CR_PROVIDENCE:
  3097. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3098. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3099. clif_skill_fail(sd,skillid,0,0);
  3100. map_freeblock_unlock();
  3101. return 1;
  3102. }
  3103. }
  3104. clif_skill_nodamage(src,bl,skillid,skilllv,
  3105. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3106. break;
  3107. case CG_MARIONETTE:
  3108. {
  3109. struct status_change* sc = status_get_sc(src);
  3110. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  3111. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  3112. clif_skill_fail(sd,skillid,0,0);
  3113. map_freeblock_unlock();
  3114. return 1;
  3115. }
  3116. if( sc && tsc )
  3117. {
  3118. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  3119. {
  3120. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  3121. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  3122. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3123. }
  3124. else
  3125. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  3126. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  3127. {
  3128. status_change_end(src, SC_MARIONETTE, -1);
  3129. status_change_end(bl, SC_MARIONETTE2, -1);
  3130. }
  3131. else
  3132. {
  3133. if( sd )
  3134. clif_skill_fail(sd,skillid,0,0);
  3135. map_freeblock_unlock();
  3136. return 1;
  3137. }
  3138. }
  3139. }
  3140. break;
  3141. case RG_CLOSECONFINE:
  3142. clif_skill_nodamage(src,bl,skillid,skilllv,
  3143. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3144. break;
  3145. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3146. case SA_FROSTWEAPON:
  3147. case SA_LIGHTNINGLOADER:
  3148. case SA_SEISMICWEAPON:
  3149. if (dstsd) {
  3150. if(dstsd->status.weapon == W_FIST ||
  3151. (dstsd->sc.count && !dstsd->sc.data[type] &&
  3152. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3153. dstsd->sc.data[SC_FIREWEAPON] ||
  3154. dstsd->sc.data[SC_WATERWEAPON] ||
  3155. dstsd->sc.data[SC_WINDWEAPON] ||
  3156. dstsd->sc.data[SC_EARTHWEAPON] ||
  3157. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3158. dstsd->sc.data[SC_GHOSTWEAPON] ||
  3159. dstsd->sc.data[SC_ENCPOISON]
  3160. ))
  3161. ) {
  3162. if (sd) clif_skill_fail(sd,skillid,0,0);
  3163. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3164. break;
  3165. }
  3166. }
  3167. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3168. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3169. if (sd)
  3170. clif_skill_fail(sd,skillid,0,0);
  3171. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3172. clif_displaymessage(sd->fd,"You broke target's weapon");
  3173. }
  3174. break;
  3175. case PR_ASPERSIO:
  3176. if (sd && dstmd) {
  3177. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3178. break;
  3179. }
  3180. clif_skill_nodamage(src,bl,skillid,skilllv,
  3181. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3182. break;
  3183. case ITEM_ENCHANTARMS:
  3184. clif_skill_nodamage(src,bl,skillid,skilllv,
  3185. sc_start2(bl,type,100,skilllv,
  3186. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  3187. break;
  3188. case TK_SEVENWIND:
  3189. switch(skill_get_ele(skillid,skilllv)) {
  3190. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  3191. case ELE_WIND : type = SC_WINDWEAPON; break;
  3192. case ELE_WATER : type = SC_WATERWEAPON; break;
  3193. case ELE_FIRE : type = SC_FIREWEAPON; break;
  3194. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  3195. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  3196. case ELE_HOLY : type = SC_ASPERSIO; break;
  3197. }
  3198. clif_skill_nodamage(src,bl,skillid,skilllv,
  3199. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3200. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  3201. break;
  3202. case PR_KYRIE:
  3203. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3204. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3205. break;
  3206. //Passive Magnum, should had been casted on yourself.
  3207. case SM_MAGNUM:
  3208. case MS_MAGNUM:
  3209. skill_area_temp[1] = 0;
  3210. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  3211. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3212. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3213. //Initiate 10% of your damage becomes fire element.
  3214. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3215. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3216. break;
  3217. case AL_INCAGI:
  3218. case AL_BLESSING:
  3219. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  3220. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3221. break;
  3222. }
  3223. case PR_SLOWPOISON:
  3224. case PR_IMPOSITIO:
  3225. case PR_LEXAETERNA:
  3226. case PR_SUFFRAGIUM:
  3227. case PR_BENEDICTIO:
  3228. case LK_BERSERK:
  3229. case MS_BERSERK:
  3230. case KN_AUTOCOUNTER:
  3231. case KN_TWOHANDQUICKEN:
  3232. case KN_ONEHAND:
  3233. case MER_QUICKEN:
  3234. case CR_SPEARQUICKEN:
  3235. case CR_REFLECTSHIELD:
  3236. case MS_REFLECTSHIELD:
  3237. case AS_POISONREACT:
  3238. case MC_LOUD:
  3239. case MG_ENERGYCOAT:
  3240. case MO_EXPLOSIONSPIRITS:
  3241. case MO_STEELBODY:
  3242. case MO_BLADESTOP:
  3243. case LK_AURABLADE:
  3244. case LK_PARRYING:
  3245. case MS_PARRYING:
  3246. case LK_CONCENTRATION:
  3247. case WS_CARTBOOST:
  3248. case SN_SIGHT:
  3249. case WS_MELTDOWN:
  3250. case WS_OVERTHRUSTMAX:
  3251. case ST_REJECTSWORD:
  3252. case HW_MAGICPOWER:
  3253. case PF_MEMORIZE:
  3254. case PA_SACRIFICE:
  3255. case ASC_EDP:
  3256. case PF_DOUBLECASTING:
  3257. case SG_SUN_COMFORT:
  3258. case SG_MOON_COMFORT:
  3259. case SG_STAR_COMFORT:
  3260. case NPC_HALLUCINATION:
  3261. case GS_MADNESSCANCEL:
  3262. case GS_ADJUSTMENT:
  3263. case GS_INCREASING:
  3264. case NJ_KASUMIKIRI:
  3265. case NJ_UTSUSEMI:
  3266. case NJ_NEN:
  3267. case NPC_DEFENDER:
  3268. case NPC_MAGICMIRROR:
  3269. case ST_PRESERVE:
  3270. case NPC_INVINCIBLE:
  3271. case NPC_INVINCIBLEOFF:
  3272. clif_skill_nodamage(src,bl,skillid,skilllv,
  3273. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3274. break;
  3275. case NPC_STOP:
  3276. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  3277. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  3278. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  3279. break;
  3280. case HP_ASSUMPTIO:
  3281. if( sd && dstmd )
  3282. clif_skill_fail(sd,skillid,0,0);
  3283. else
  3284. clif_skill_nodamage(src,bl,skillid,skilllv,
  3285. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3286. break;
  3287. case MG_SIGHT:
  3288. case MER_SIGHT:
  3289. case AL_RUWACH:
  3290. case WZ_SIGHTBLASTER:
  3291. case NPC_WIDESIGHT:
  3292. case NPC_STONESKIN:
  3293. case NPC_ANTIMAGIC:
  3294. clif_skill_nodamage(src,bl,skillid,skilllv,
  3295. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  3296. break;
  3297. case HLIF_AVOID:
  3298. case HAMI_DEFENCE:
  3299. i = skill_get_time(skillid,skilllv);
  3300. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3301. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3302. break;
  3303. case NJ_BUNSINJYUTSU:
  3304. clif_skill_nodamage(src,bl,skillid,skilllv,
  3305. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3306. if (tsc && tsc->data[SC_NEN])
  3307. status_change_end(bl,SC_NEN,-1);
  3308. break;
  3309. /* Was modified to only affect targetted char. [Skotlex]
  3310. case HP_ASSUMPTIO:
  3311. if (flag&1)
  3312. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3313. else
  3314. {
  3315. map_foreachinrange(skill_area_sub, bl,
  3316. skill_get_splash(skillid, skilllv), BL_PC,
  3317. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3318. skill_castend_nodamage_id);
  3319. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3320. }
  3321. break;
  3322. */
  3323. case SM_ENDURE:
  3324. clif_skill_nodamage(src,bl,skillid,skilllv,
  3325. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3326. if (sd)
  3327. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3328. break;
  3329. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3330. if (sd && dstsd && dstsd->sc.count) {
  3331. if (dstsd->sc.data[SC_FIREWEAPON] ||
  3332. dstsd->sc.data[SC_WATERWEAPON] ||
  3333. dstsd->sc.data[SC_WINDWEAPON] ||
  3334. dstsd->sc.data[SC_EARTHWEAPON] ||
  3335. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3336. dstsd->sc.data[SC_GHOSTWEAPON]
  3337. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  3338. ) {
  3339. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3340. clif_skill_fail(sd,skillid,0,0);
  3341. break;
  3342. }
  3343. }
  3344. clif_skill_nodamage(src,bl,skillid,skilllv,
  3345. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3346. break;
  3347. case LK_TENSIONRELAX:
  3348. clif_skill_nodamage(src,bl,skillid,skilllv,
  3349. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3350. skill_get_time(skillid,skilllv)));
  3351. break;
  3352. case MC_CHANGECART:
  3353. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3354. break;
  3355. case TK_MISSION:
  3356. if (sd) {
  3357. int id;
  3358. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3359. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3360. clif_skill_fail(sd,skillid,0,0);
  3361. break;
  3362. }
  3363. id = mob_get_random_id(0,0xE, sd->status.base_level);
  3364. if (!id) {
  3365. clif_skill_fail(sd,skillid,0,0);
  3366. break;
  3367. }
  3368. sd->mission_mobid = id;
  3369. sd->mission_count = 0;
  3370. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3371. clif_mission_info(sd, id, 0);
  3372. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3373. }
  3374. break;
  3375. case AC_CONCENTRATION:
  3376. {
  3377. clif_skill_nodamage(src,bl,skillid,skilllv,
  3378. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3379. map_foreachinrange( status_change_timer_sub, src,
  3380. skill_get_splash(skillid, skilllv), BL_CHAR,
  3381. src,NULL,type,tick);
  3382. }
  3383. break;
  3384. case SM_PROVOKE:
  3385. case SM_SELFPROVOKE:
  3386. case MER_PROVOKE:
  3387. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  3388. {
  3389. map_freeblock_unlock();
  3390. return 1;
  3391. }
  3392. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3393. clif_skill_nodamage(src,bl,skillid,skilllv,
  3394. (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))));
  3395. if( !i )
  3396. {
  3397. if( sd )
  3398. clif_skill_fail(sd,skillid,0,0);
  3399. map_freeblock_unlock();
  3400. return 0;
  3401. }
  3402. unit_skillcastcancel(bl, 2);
  3403. if( tsc && tsc->count )
  3404. {
  3405. if( tsc->data[SC_FREEZE] )
  3406. status_change_end(bl,SC_FREEZE,-1);
  3407. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  3408. status_change_end(bl,SC_STONE,-1);
  3409. if( tsc->data[SC_SLEEP] )
  3410. status_change_end(bl,SC_SLEEP,-1);
  3411. }
  3412. if( dstmd )
  3413. {
  3414. dstmd->state.provoke_flag = src->id;
  3415. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  3416. }
  3417. break;
  3418. case ML_DEVOTION:
  3419. case CR_DEVOTION:
  3420. {
  3421. int count, lv;
  3422. if( !dstsd )
  3423. { // Only players can be devoted
  3424. if( sd )
  3425. clif_skill_fail(sd, skillid, 0, 0);
  3426. break;
  3427. }
  3428. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  3429. lv = -lv;
  3430. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  3431. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  3432. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  3433. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER ) // Crusader Cannot be devoted
  3434. {
  3435. if( sd )
  3436. clif_skill_fail(sd,skillid,0,0);
  3437. map_freeblock_unlock();
  3438. return 1;
  3439. }
  3440. i = 0;
  3441. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  3442. if( sd )
  3443. { // Player Devoting Player
  3444. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  3445. if( i == count )
  3446. {
  3447. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  3448. if( i == count )
  3449. { // No free slots, skill Fail
  3450. clif_skill_fail(sd, skillid, 0, 0);
  3451. map_freeblock_unlock();
  3452. return 1;
  3453. }
  3454. }
  3455. sd->devotion[i] = bl->id;
  3456. }
  3457. else
  3458. mer->devotion_flag = 1; // Mercenary Devoting Owner
  3459. clif_skill_nodamage(src, bl, skillid, skilllv,
  3460. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv), skill_get_time2(skillid, skilllv), 1000));
  3461. clif_devotion(src, NULL);
  3462. }
  3463. break;
  3464. case MO_CALLSPIRITS:
  3465. if(sd) {
  3466. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3467. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3468. }
  3469. break;
  3470. case CH_SOULCOLLECT:
  3471. if(sd) {
  3472. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3473. for (i = 0; i < 5; i++)
  3474. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3475. }
  3476. break;
  3477. case MO_KITRANSLATION:
  3478. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3479. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3480. }
  3481. break;
  3482. case TK_TURNKICK:
  3483. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3484. if (skill_area_temp[1] != bl->id) {
  3485. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3486. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  3487. }
  3488. break;
  3489. case MO_ABSORBSPIRITS:
  3490. i = 0;
  3491. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3492. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3493. i = dstsd->spiritball * 7;
  3494. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3495. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3496. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3497. i = 2 * dstmd->level;
  3498. mob_target(dstmd,src,0);
  3499. }
  3500. if (i) status_heal(src, 0, i, 3);
  3501. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3502. break;
  3503. case AC_MAKINGARROW:
  3504. if(sd) {
  3505. clif_arrow_create_list(sd);
  3506. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3507. }
  3508. break;
  3509. case AM_PHARMACY:
  3510. if(sd) {
  3511. clif_skill_produce_mix_list(sd,22);
  3512. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3513. }
  3514. break;
  3515. case SA_CREATECON:
  3516. if(sd) {
  3517. clif_skill_produce_mix_list(sd,23);
  3518. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3519. }
  3520. break;
  3521. case BS_HAMMERFALL:
  3522. clif_skill_nodamage(src,bl,skillid,skilllv,
  3523. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3524. break;
  3525. case RG_RAID:
  3526. skill_area_temp[1] = 0;
  3527. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3528. map_foreachinrange(skill_area_sub, bl,
  3529. skill_get_splash(skillid, skilllv), splash_target(src),
  3530. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3531. skill_castend_damage_id);
  3532. status_change_end(src, SC_HIDING, -1);
  3533. break;
  3534. case ASC_METEORASSAULT:
  3535. case GS_SPREADATTACK:
  3536. case NPC_EARTHQUAKE:
  3537. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3538. case NPC_HELLJUDGEMENT:
  3539. case NPC_PULSESTRIKE:
  3540. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  3541. break;
  3542. case KN_BRANDISHSPEAR:
  3543. case ML_BRANDISH:
  3544. {
  3545. int c,n=4;
  3546. int dir = map_calc_dir(src,bl->x,bl->y);
  3547. struct square tc;
  3548. int x=bl->x,y=bl->y;
  3549. skill_brandishspear_first(&tc,dir,x,y);
  3550. skill_brandishspear_dir(&tc,dir,4);
  3551. skill_area_temp[1] = bl->id;
  3552. if(skilllv > 9){
  3553. for(c=1;c<4;c++){
  3554. map_foreachincell(skill_area_sub,
  3555. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3556. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3557. skill_castend_damage_id);
  3558. }
  3559. }
  3560. if(skilllv > 6){
  3561. skill_brandishspear_dir(&tc,dir,-1);
  3562. n--;
  3563. }else{
  3564. skill_brandishspear_dir(&tc,dir,-2);
  3565. n-=2;
  3566. }
  3567. if(skilllv > 3){
  3568. for(c=0;c<5;c++){
  3569. map_foreachincell(skill_area_sub,
  3570. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3571. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3572. skill_castend_damage_id);
  3573. if(skilllv > 6 && n==3 && c==4){
  3574. skill_brandishspear_dir(&tc,dir,-1);
  3575. n--;c=-1;
  3576. }
  3577. }
  3578. }
  3579. for(c=0;c<10;c++){
  3580. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3581. map_foreachincell(skill_area_sub,
  3582. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3583. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3584. skill_castend_damage_id);
  3585. }
  3586. }
  3587. break;
  3588. case WZ_SIGHTRASHER:
  3589. //Passive side of the attack.
  3590. status_change_end(src,SC_SIGHT,-1);
  3591. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3592. map_foreachinrange(skill_area_sub,src,
  3593. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  3594. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3595. skill_castend_damage_id);
  3596. break;
  3597. case NJ_HYOUSYOURAKU:
  3598. case NJ_RAIGEKISAI:
  3599. case WZ_FROSTNOVA:
  3600. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3601. skill_area_temp[1] = 0;
  3602. map_foreachinrange(skill_attack_area, src,
  3603. skill_get_splash(skillid, skilllv), splash_target(src),
  3604. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3605. break;
  3606. case HVAN_EXPLOSION: //[orn]
  3607. case NPC_SELFDESTRUCTION:
  3608. //Self Destruction hits everyone in range (allies+enemies)
  3609. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3610. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3611. BCT_ENEMY:BCT_ALL;
  3612. clif_skill_nodamage(src, src, skillid, -1, 1);
  3613. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3614. map_foreachinrange(skill_area_sub, bl,
  3615. skill_get_splash(skillid, skilllv), splash_target(src),
  3616. src, skillid, skilllv, tick, flag|i,
  3617. skill_castend_damage_id);
  3618. map_addblock(src);
  3619. status_damage(src, src, sstatus->max_hp,0,0,1);
  3620. break;
  3621. case AL_ANGELUS:
  3622. case PR_MAGNIFICAT:
  3623. case PR_GLORIA:
  3624. case SN_WINDWALK:
  3625. case CASH_BLESSING:
  3626. case CASH_INCAGI:
  3627. case CASH_ASSUMPTIO:
  3628. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  3629. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3630. else if( sd )
  3631. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3632. break;
  3633. case MER_MAGNIFICAT:
  3634. if( mer != NULL )
  3635. {
  3636. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3637. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  3638. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3639. else if( mer->master && !(flag&1) )
  3640. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3641. }
  3642. break;
  3643. case BS_ADRENALINE:
  3644. case BS_ADRENALINE2:
  3645. case BS_WEAPONPERFECT:
  3646. case BS_OVERTHRUST:
  3647. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3648. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3649. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  3650. } else if (sd) {
  3651. party_foreachsamemap(skill_area_sub,
  3652. sd,skill_get_splash(skillid, skilllv),
  3653. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3654. skill_castend_nodamage_id);
  3655. }
  3656. break;
  3657. case BS_MAXIMIZE:
  3658. case NV_TRICKDEAD:
  3659. case CR_DEFENDER:
  3660. case ML_DEFENDER:
  3661. case CR_AUTOGUARD:
  3662. case ML_AUTOGUARD:
  3663. case TK_READYSTORM:
  3664. case TK_READYDOWN:
  3665. case TK_READYTURN:
  3666. case TK_READYCOUNTER:
  3667. case TK_DODGE:
  3668. case CR_SHRINK:
  3669. case SG_FUSION:
  3670. case GS_GATLINGFEVER:
  3671. if( tsce )
  3672. {
  3673. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
  3674. map_freeblock_unlock();
  3675. return 0;
  3676. }
  3677. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3678. break;
  3679. case SL_KAITE:
  3680. case SL_KAAHI:
  3681. case SL_KAIZEL:
  3682. case SL_KAUPE:
  3683. if (sd) {
  3684. if (!dstsd || !(
  3685. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  3686. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3687. dstsd->status.char_id == sd->status.char_id ||
  3688. dstsd->status.char_id == sd->status.partner_id ||
  3689. dstsd->status.char_id == sd->status.child
  3690. )) {
  3691. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3692. clif_skill_fail(sd,skillid,0,0);
  3693. break;
  3694. }
  3695. }
  3696. clif_skill_nodamage(src,bl,skillid,skilllv,
  3697. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3698. break;
  3699. case SM_AUTOBERSERK:
  3700. case MER_AUTOBERSERK:
  3701. if( tsce )
  3702. i = status_change_end(bl, type, -1);
  3703. else
  3704. i = sc_start(bl,type,100,skilllv,60000);
  3705. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3706. break;
  3707. case TF_HIDING:
  3708. case ST_CHASEWALK:
  3709. if (tsce)
  3710. {
  3711. clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, -1)); //Hide skill-scream animation.
  3712. map_freeblock_unlock();
  3713. return 0;
  3714. }
  3715. clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3716. break;
  3717. case TK_RUN:
  3718. if (tsce)
  3719. {
  3720. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
  3721. map_freeblock_unlock();
  3722. return 0;
  3723. }
  3724. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3725. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  3726. clif_walkok(sd); // So aegis has to resend the walk ok.
  3727. break;
  3728. case AS_CLOAKING:
  3729. if (tsce)
  3730. {
  3731. i = status_change_end(bl, type, -1);
  3732. if( i )
  3733. clif_skill_nodamage(src,bl,skillid,-1,i);
  3734. else if( sd )
  3735. clif_skill_fail(sd,skillid,0,0);
  3736. map_freeblock_unlock();
  3737. return 0;
  3738. }
  3739. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3740. if( i )
  3741. clif_skill_nodamage(src,bl,skillid,-1,i);
  3742. else if( sd )
  3743. clif_skill_fail(sd,skillid,0,0);
  3744. break;
  3745. case BD_ADAPTATION:
  3746. if(tsc && tsc->data[SC_DANCING]){
  3747. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3748. status_change_end(bl, SC_DANCING, -1);
  3749. }
  3750. break;
  3751. case BA_FROSTJOKER:
  3752. case DC_SCREAM:
  3753. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3754. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3755. if (md) {
  3756. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  3757. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  3758. char temp[70];
  3759. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  3760. clif_message(&md->bl,temp);
  3761. }
  3762. break;
  3763. case BA_PANGVOICE:
  3764. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3765. break;
  3766. case DC_WINKCHARM:
  3767. if( dstsd )
  3768. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3769. else
  3770. if( dstmd )
  3771. {
  3772. if( status_get_lv(src) > status_get_lv(bl)
  3773. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  3774. && !(tstatus->mode&MD_BOSS) )
  3775. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3776. else
  3777. {
  3778. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3779. if(sd) clif_skill_fail(sd,skillid,0,0);
  3780. }
  3781. }
  3782. break;
  3783. case TF_STEAL:
  3784. if(sd) {
  3785. if(pc_steal_item(sd,bl,skilllv))
  3786. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3787. else
  3788. clif_skill_fail(sd,skillid,0x0a,0);
  3789. }
  3790. break;
  3791. case RG_STEALCOIN:
  3792. if(sd) {
  3793. if(pc_steal_coin(sd,bl))
  3794. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3795. else
  3796. clif_skill_fail(sd,skillid,0,0);
  3797. }
  3798. break;
  3799. case MG_STONECURSE:
  3800. {
  3801. if (tstatus->mode&MD_BOSS) {
  3802. if (sd) clif_skill_fail(sd,skillid,0,0);
  3803. break;
  3804. }
  3805. if(status_isimmune(bl) || !tsc)
  3806. break;
  3807. if (dstmd)
  3808. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3809. if (tsc->data[SC_STONE]) {
  3810. status_change_end(bl,SC_STONE,-1);
  3811. if (sd) clif_skill_fail(sd,skillid,0,0);
  3812. break;
  3813. }
  3814. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3815. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3816. skill_get_time2(skillid,skilllv)))
  3817. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3818. else if(sd) {
  3819. clif_skill_fail(sd,skillid,0,0);
  3820. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3821. if (skilllv > 5)
  3822. { // not to consume items
  3823. map_freeblock_unlock();
  3824. return 0;
  3825. }
  3826. }
  3827. }
  3828. break;
  3829. case NV_FIRSTAID:
  3830. clif_skill_nodamage(src,bl,skillid,5,1);
  3831. status_heal(bl,5,0,0);
  3832. break;
  3833. case AL_CURE:
  3834. if(status_isimmune(bl)) {
  3835. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3836. break;
  3837. }
  3838. status_change_end(bl, SC_SILENCE , -1 );
  3839. status_change_end(bl, SC_BLIND , -1 );
  3840. status_change_end(bl, SC_CONFUSION, -1 );
  3841. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3842. break;
  3843. case TF_DETOXIFY:
  3844. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3845. status_change_end(bl, SC_POISON , -1 );
  3846. status_change_end(bl, SC_DPOISON , -1 );
  3847. break;
  3848. case PR_STRECOVERY:
  3849. if(status_isimmune(bl)) {
  3850. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3851. break;
  3852. }
  3853. if (tsc && tsc->opt1) {
  3854. status_change_end(bl, SC_FREEZE, -1 );
  3855. status_change_end(bl, SC_STONE, -1 );
  3856. status_change_end(bl, SC_SLEEP, -1 );
  3857. status_change_end(bl, SC_STUN, -1 );
  3858. }
  3859. //Is this equation really right? It looks so... special.
  3860. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3861. {
  3862. status_change_start(bl, SC_BLIND,
  3863. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3864. 1,0,0,0,
  3865. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3866. }
  3867. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3868. if(dstmd)
  3869. mob_unlocktarget(dstmd,tick);
  3870. break;
  3871. // Mercenary Supportive Skills
  3872. case MER_BENEDICTION:
  3873. status_change_end(bl, SC_CURSE, -1);
  3874. status_change_end(bl, SC_BLIND, -1);
  3875. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3876. break;
  3877. case MER_COMPRESS:
  3878. status_change_end(bl, SC_BLEEDING, -1);
  3879. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3880. break;
  3881. case MER_MENTALCURE:
  3882. status_change_end(bl, SC_CONFUSION, -1);
  3883. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3884. break;
  3885. case MER_RECUPERATE:
  3886. status_change_end(bl, SC_POISON, -1);
  3887. status_change_end(bl, SC_SILENCE, -1);
  3888. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3889. break;
  3890. case MER_REGAIN:
  3891. status_change_end(bl, SC_SLEEP, -1);
  3892. status_change_end(bl, SC_STUN, -1);
  3893. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3894. break;
  3895. case MER_TENDER:
  3896. status_change_end(bl, SC_FREEZE, -1);
  3897. status_change_end(bl, SC_STONE, -1);
  3898. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3899. break;
  3900. case MER_SCAPEGOAT:
  3901. if( mer && mer->master )
  3902. {
  3903. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  3904. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  3905. }
  3906. break;
  3907. case MER_ESTIMATION:
  3908. if( !mer )
  3909. break;
  3910. sd = mer->master;
  3911. case WZ_ESTIMATION:
  3912. if( sd == NULL )
  3913. break;
  3914. if( dstsd )
  3915. { // Fail on Players
  3916. clif_skill_fail(sd,skillid,0,0);
  3917. break;
  3918. }
  3919. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  3920. break; // Cannot be Used on Emperium
  3921. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3922. clif_skill_estimation(sd, bl);
  3923. if( skillid == MER_ESTIMATION )
  3924. sd = NULL;
  3925. break;
  3926. case BS_REPAIRWEAPON:
  3927. if(sd && dstsd)
  3928. clif_item_repair_list(sd,dstsd);
  3929. break;
  3930. case MC_IDENTIFY:
  3931. if(sd)
  3932. clif_item_identify_list(sd);
  3933. break;
  3934. // Weapon Refining [Celest]
  3935. case WS_WEAPONREFINE:
  3936. if(sd)
  3937. clif_item_refine_list(sd);
  3938. break;
  3939. case MC_VENDING:
  3940. if(sd)
  3941. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3942. if ( !pc_can_give_items(pc_isGM(sd)) )
  3943. clif_skill_fail(sd,skillid,0,0);
  3944. else
  3945. clif_openvendingreq(sd,2+skilllv);
  3946. }
  3947. break;
  3948. case AL_TELEPORT:
  3949. if(sd)
  3950. {
  3951. if (map[bl->m].flag.noteleport && skilllv <= 2) {
  3952. clif_skill_teleportmessage(sd,0);
  3953. break;
  3954. }
  3955. if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
  3956. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3957. break;
  3958. }
  3959. if( sd->state.autocast || sd->skillitem == AL_TELEPORT || (battle_config.skip_teleport_lv1_menu && skilllv == 1) || skilllv > 2 )
  3960. {
  3961. if( skilllv == 1 )
  3962. pc_randomwarp(sd,3);
  3963. else
  3964. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  3965. break;
  3966. }
  3967. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3968. if( skilllv == 1 )
  3969. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  3970. else
  3971. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  3972. } else
  3973. unit_warp(bl,-1,-1,-1,3);
  3974. break;
  3975. case NPC_EXPULSION:
  3976. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3977. unit_warp(bl,-1,-1,-1,3);
  3978. break;
  3979. case AL_HOLYWATER:
  3980. if(sd) {
  3981. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3982. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3983. else
  3984. clif_skill_fail(sd,skillid,0,0);
  3985. }
  3986. break;
  3987. case TF_PICKSTONE:
  3988. if(sd) {
  3989. int eflag;
  3990. struct item item_tmp;
  3991. struct block_list tbl;
  3992. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3993. memset(&item_tmp,0,sizeof(item_tmp));
  3994. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3995. item_tmp.nameid = ITEMID_STONE;
  3996. item_tmp.identify = 1;
  3997. tbl.id = 0;
  3998. clif_takeitem(&sd->bl,&tbl);
  3999. eflag = pc_additem(sd,&item_tmp,1);
  4000. if(eflag) {
  4001. clif_additem(sd,0,0,eflag);
  4002. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4003. }
  4004. }
  4005. break;
  4006. case ASC_CDP:
  4007. if(sd) {
  4008. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4009. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4010. }
  4011. break;
  4012. case RG_STRIPWEAPON:
  4013. case RG_STRIPSHIELD:
  4014. case RG_STRIPARMOR:
  4015. case RG_STRIPHELM:
  4016. case ST_FULLSTRIP:
  4017. {
  4018. unsigned short location = 0;
  4019. int d = 0;
  4020. //Rate in percent
  4021. if ( skillid == ST_FULLSTRIP ) {
  4022. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  4023. } else {
  4024. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  4025. }
  4026. if (i < 5) i = 5; //Minimum rate 5%
  4027. //Duration in ms
  4028. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  4029. if (d < 0) d = 0; //Minimum duration 0ms
  4030. switch (skillid) {
  4031. case RG_STRIPWEAPON:
  4032. location = EQP_WEAPON;
  4033. break;
  4034. case RG_STRIPSHIELD:
  4035. location = EQP_SHIELD;
  4036. break;
  4037. case RG_STRIPARMOR:
  4038. location = EQP_ARMOR;
  4039. break;
  4040. case RG_STRIPHELM:
  4041. location = EQP_HELM;
  4042. break;
  4043. case ST_FULLSTRIP:
  4044. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4045. break;
  4046. }
  4047. //Attempts to strip at rate i and duration d
  4048. if (!clif_skill_nodamage(src,bl,skillid,skilllv,skill_strip_equip(bl, location, i, skilllv, d)) && sd)
  4049. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  4050. }
  4051. break;
  4052. case AM_BERSERKPITCHER:
  4053. case AM_POTIONPITCHER:
  4054. {
  4055. int i,x,hp = 0,sp = 0,bonus=100;
  4056. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4057. {
  4058. map_freeblock_unlock();
  4059. return 1;
  4060. }
  4061. if( sd )
  4062. {
  4063. x = skilllv%11 - 1;
  4064. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4065. if(i < 0 || skill_db[skillid].itemid[x] <= 0)
  4066. {
  4067. clif_skill_fail(sd,skillid,0,0);
  4068. map_freeblock_unlock();
  4069. return 1;
  4070. }
  4071. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x])
  4072. {
  4073. clif_skill_fail(sd,skillid,0,0);
  4074. map_freeblock_unlock();
  4075. return 1;
  4076. }
  4077. if( skillid == AM_BERSERKPITCHER )
  4078. {
  4079. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv )
  4080. {
  4081. clif_skill_fail(sd,skillid,0,0);
  4082. map_freeblock_unlock();
  4083. return 1;
  4084. }
  4085. }
  4086. potion_flag = 1;
  4087. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4088. potion_target = bl->id;
  4089. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4090. potion_flag = potion_target = 0;
  4091. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  4092. bonus += sd->status.base_level;
  4093. if( potion_per_hp > 0 || potion_per_sp > 0 )
  4094. {
  4095. hp = tstatus->max_hp * potion_per_hp / 100;
  4096. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4097. if( dstsd )
  4098. {
  4099. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4100. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4101. }
  4102. }
  4103. else
  4104. {
  4105. if( potion_hp > 0 )
  4106. {
  4107. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4108. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4109. if( dstsd )
  4110. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4111. }
  4112. if( potion_sp > 0 )
  4113. {
  4114. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4115. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4116. if( dstsd )
  4117. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4118. }
  4119. }
  4120. if (sd->itemgrouphealrate[IG_POTION]>0)
  4121. {
  4122. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  4123. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  4124. }
  4125. if( (i = pc_skillheal_bonus(sd, skillid)) )
  4126. {
  4127. hp += hp * i / 100;
  4128. sp += sp * i / 100;
  4129. }
  4130. }
  4131. else
  4132. {
  4133. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4134. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4135. if( dstsd )
  4136. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4137. }
  4138. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
  4139. {
  4140. hp += hp * i / 100;
  4141. sp += sp * i / 100;
  4142. }
  4143. if( tsc && tsc->data[SC_CRITICALWOUND] )
  4144. {
  4145. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4146. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4147. }
  4148. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4149. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  4150. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4151. if( sp > 0 )
  4152. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4153. status_heal(bl,hp,sp,0);
  4154. }
  4155. break;
  4156. case AM_CP_WEAPON:
  4157. case AM_CP_SHIELD:
  4158. case AM_CP_ARMOR:
  4159. case AM_CP_HELM:
  4160. {
  4161. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  4162. if(tsc && tsc->data[scid])
  4163. status_change_end(bl, scid, -1 );
  4164. clif_skill_nodamage(src,bl,skillid,skilllv,
  4165. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4166. }
  4167. break;
  4168. case AM_TWILIGHT1:
  4169. if (sd) {
  4170. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4171. //Prepare 200 White Potions.
  4172. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4173. clif_skill_fail(sd,skillid,0,0);
  4174. }
  4175. break;
  4176. case AM_TWILIGHT2:
  4177. if (sd) {
  4178. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4179. //Prepare 200 Slim White Potions.
  4180. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4181. clif_skill_fail(sd,skillid,0,0);
  4182. }
  4183. break;
  4184. case AM_TWILIGHT3:
  4185. if (sd) {
  4186. //check if you can produce all three, if not, then fail:
  4187. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4188. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4189. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4190. ) {
  4191. clif_skill_fail(sd,skillid,0,0);
  4192. break;
  4193. }
  4194. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4195. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4196. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4197. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4198. }
  4199. break;
  4200. case SA_DISPELL:
  4201. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  4202. {
  4203. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4204. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  4205. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  4206. || rand()%100 >= 50+10*skilllv)
  4207. {
  4208. if (sd)
  4209. clif_skill_fail(sd,skillid,0,0);
  4210. break;
  4211. }
  4212. if(status_isimmune(bl) || !tsc || !tsc->count)
  4213. break;
  4214. for(i=0;i<SC_MAX;i++)
  4215. {
  4216. if (!tsc->data[i])
  4217. continue;
  4218. switch (i) {
  4219. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  4220. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  4221. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  4222. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  4223. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  4224. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  4225. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  4226. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  4227. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  4228. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  4229. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  4230. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  4231. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  4232. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  4233. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  4234. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  4235. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  4236. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  4237. case SC_JEXPBOOST:
  4238. continue;
  4239. case SC_ASSUMPTIO:
  4240. if( bl->type == BL_MOB )
  4241. continue;
  4242. break;
  4243. }
  4244. 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.
  4245. status_change_end(bl,(sc_type)i,-1);
  4246. }
  4247. break;
  4248. }
  4249. //Affect all targets on splash area.
  4250. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  4251. src, skillid, skilllv, tick, flag|1,
  4252. skill_castend_damage_id);
  4253. break;
  4254. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4255. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4256. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  4257. break;
  4258. case TK_HIGHJUMP:
  4259. {
  4260. int x,y, dir = unit_getdir(src);
  4261. //Fails on noteleport maps, except for vs maps [Skotlex]
  4262. if(map[src->m].flag.noteleport &&
  4263. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  4264. ) {
  4265. x = src->x;
  4266. y = src->y;
  4267. } else {
  4268. x = src->x + dirx[dir]*skilllv*2;
  4269. y = src->y + diry[dir]*skilllv*2;
  4270. }
  4271. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4272. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  4273. clif_slide(src,x,y);
  4274. unit_movepos(src, x, y, 1, 0);
  4275. }
  4276. }
  4277. break;
  4278. case SA_CASTCANCEL:
  4279. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4280. unit_skillcastcancel(src,1);
  4281. if(sd) {
  4282. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4283. sp = sp * (90 - (skilllv-1)*20) / 100;
  4284. if(sp < 0) sp = 0;
  4285. status_zap(src, 0, sp);
  4286. }
  4287. break;
  4288. case SA_SPELLBREAKER:
  4289. {
  4290. int sp;
  4291. if(tsc && tsc->data[SC_MAGICROD]) {
  4292. sp = skill_get_sp(skillid,skilllv);
  4293. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  4294. if(sp < 1) sp = 1;
  4295. status_heal(bl,0,sp,2);
  4296. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  4297. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  4298. } else {
  4299. struct unit_data *ud = unit_bl2ud(bl);
  4300. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4301. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4302. bl_skillid = ud->skillid;
  4303. bl_skilllv = ud->skilllv;
  4304. if (tstatus->mode & MD_BOSS)
  4305. { //Only 10% success chance against bosses. [Skotlex]
  4306. if (rand()%100 < 90)
  4307. {
  4308. if (sd) clif_skill_fail(sd,skillid,0,0);
  4309. break;
  4310. }
  4311. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4312. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4313. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4314. unit_skillcastcancel(bl,0);
  4315. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4316. status_zap(bl, hp, sp);
  4317. if (hp && skilllv >= 5)
  4318. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4319. else
  4320. hp = 0;
  4321. if (sp) //Recover some of the SP used
  4322. sp = sp*(25*(skilllv-1))/100;
  4323. if(hp || sp)
  4324. status_heal(src, hp, sp, 2);
  4325. }
  4326. }
  4327. break;
  4328. case SA_MAGICROD:
  4329. //It activates silently, no use animation.
  4330. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4331. break;
  4332. case SA_AUTOSPELL:
  4333. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4334. if(sd)
  4335. clif_autospell(sd,skilllv);
  4336. else {
  4337. int maxlv=1,spellid=0;
  4338. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4339. if(skilllv >= 10) {
  4340. spellid = MG_FROSTDIVER;
  4341. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  4342. // maxlv = 10;
  4343. // else
  4344. maxlv = skilllv - 9;
  4345. }
  4346. else if(skilllv >=8) {
  4347. spellid = MG_FIREBALL;
  4348. maxlv = skilllv - 7;
  4349. }
  4350. else if(skilllv >=5) {
  4351. spellid = MG_SOULSTRIKE;
  4352. maxlv = skilllv - 4;
  4353. }
  4354. else if(skilllv >=2) {
  4355. int i = rand()%3;
  4356. spellid = spellarray[i];
  4357. maxlv = skilllv - 1;
  4358. }
  4359. else if(skilllv > 0) {
  4360. spellid = MG_NAPALMBEAT;
  4361. maxlv = 3;
  4362. }
  4363. if(spellid > 0)
  4364. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4365. skill_get_time(SA_AUTOSPELL,skilllv));
  4366. }
  4367. break;
  4368. case BS_GREED:
  4369. if(sd){
  4370. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4371. map_foreachinrange(skill_greed,bl,
  4372. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4373. }
  4374. break;
  4375. case SA_ELEMENTWATER:
  4376. case SA_ELEMENTFIRE:
  4377. case SA_ELEMENTGROUND:
  4378. case SA_ELEMENTWIND:
  4379. if(sd && !dstmd) //Only works on monsters.
  4380. break;
  4381. if(tstatus->mode&MD_BOSS)
  4382. break;
  4383. case NPC_ATTRICHANGE:
  4384. case NPC_CHANGEWATER:
  4385. case NPC_CHANGEGROUND:
  4386. case NPC_CHANGEFIRE:
  4387. case NPC_CHANGEWIND:
  4388. case NPC_CHANGEPOISON:
  4389. case NPC_CHANGEHOLY:
  4390. case NPC_CHANGEDARKNESS:
  4391. case NPC_CHANGETELEKINESIS:
  4392. clif_skill_nodamage(src,bl,skillid,skilllv,
  4393. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  4394. skill_get_time(skillid, skilllv)));
  4395. break;
  4396. case NPC_CHANGEUNDEAD:
  4397. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  4398. //TO-DO This is ugly, fix it
  4399. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  4400. clif_skill_nodamage(src,bl,skillid,skilllv,
  4401. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  4402. skill_get_time(skillid, skilllv)));
  4403. break;
  4404. case NPC_PROVOCATION:
  4405. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4406. if (md) mob_unlocktarget(md, tick);
  4407. break;
  4408. case NPC_KEEPING:
  4409. case NPC_BARRIER:
  4410. {
  4411. int skill_time = skill_get_time(skillid,skilllv);
  4412. struct unit_data *ud = unit_bl2ud(bl);
  4413. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4414. sc_start(bl,type,100,skilllv,skill_time))
  4415. && ud) { //Disable attacking/acting/moving for skill's duration.
  4416. ud->attackabletime =
  4417. ud->canact_tick =
  4418. ud->canmove_tick = tick + skill_time;
  4419. }
  4420. }
  4421. break;
  4422. case NPC_REBIRTH:
  4423. if( md && md->state.rebirth )
  4424. break; // only works once
  4425. sc_start(bl,type,100,skilllv,-1);
  4426. break;
  4427. case NPC_DARKBLESSING:
  4428. clif_skill_nodamage(src,bl,skillid,skilllv,
  4429. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  4430. break;
  4431. case NPC_LICK:
  4432. status_zap(bl, 0, 100);
  4433. clif_skill_nodamage(src,bl,skillid,skilllv,
  4434. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4435. break;
  4436. case NPC_SUICIDE:
  4437. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4438. status_kill(src); //When suiciding, neither exp nor drops is given.
  4439. break;
  4440. case NPC_SUMMONSLAVE:
  4441. case NPC_SUMMONMONSTER:
  4442. if(md && md->skillidx >= 0)
  4443. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4444. break;
  4445. case NPC_CALLSLAVE:
  4446. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4447. break;
  4448. case NPC_RANDOMMOVE:
  4449. if (md) {
  4450. md->next_walktime = tick - 1;
  4451. mob_randomwalk(md,tick);
  4452. }
  4453. break;
  4454. case NPC_SPEEDUP:
  4455. {
  4456. // or does it increase casting rate? just a guess xD
  4457. int i = SC_ASPDPOTION0 + skilllv - 1;
  4458. if (i > SC_ASPDPOTION3)
  4459. i = SC_ASPDPOTION3;
  4460. clif_skill_nodamage(src,bl,skillid,skilllv,
  4461. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  4462. }
  4463. break;
  4464. case NPC_REVENGE:
  4465. // not really needed... but adding here anyway ^^
  4466. if (md && md->master_id > 0) {
  4467. struct block_list *mbl, *tbl;
  4468. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4469. (tbl = battle_gettargeted(mbl)) == NULL)
  4470. break;
  4471. md->state.provoke_flag = tbl->id;
  4472. mob_target(md, tbl, sstatus->rhw.range);
  4473. }
  4474. break;
  4475. case NPC_RUN:
  4476. {
  4477. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4478. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4479. unit_stop_attack(src);
  4480. //Run skillv tiles overriding the can-move check.
  4481. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4482. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4483. }
  4484. break;
  4485. case NPC_TRANSFORMATION:
  4486. case NPC_METAMORPHOSIS:
  4487. if(md && md->skillidx >= 0) {
  4488. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4489. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4490. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4491. if (class_) mob_class_change(md, class_);
  4492. }
  4493. break;
  4494. case NPC_EMOTION_ON:
  4495. case NPC_EMOTION:
  4496. //va[0] is the emotion to use.
  4497. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4498. //val[1] 'sets' the mode
  4499. //val[2] adds to the current mode
  4500. //val[3] removes from the current mode
  4501. //val[4] if set, asks to delete the previous mode change.
  4502. if(md && md->skillidx >= 0 && tsc)
  4503. {
  4504. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4505. if(md->db->skill[md->skillidx].val[4] && tsce)
  4506. status_change_end(bl, type, -1);
  4507. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4508. sc_start4(src, type, 100, skilllv,
  4509. md->db->skill[md->skillidx].val[1],
  4510. md->db->skill[md->skillidx].val[2],
  4511. md->db->skill[md->skillidx].val[3],
  4512. skill_get_time(skillid, skilllv));
  4513. }
  4514. break;
  4515. case NPC_POWERUP:
  4516. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  4517. clif_skill_nodamage(src,bl,skillid,skilllv,
  4518. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4519. break;
  4520. case NPC_AGIUP:
  4521. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4522. clif_skill_nodamage(src,bl,skillid,skilllv,
  4523. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4524. break;
  4525. case NPC_INVISIBLE:
  4526. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4527. clif_skill_nodamage(src,bl,skillid,skilllv,
  4528. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4529. break;
  4530. case NPC_SIEGEMODE:
  4531. // not sure what it does
  4532. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4533. break;
  4534. case WE_MALE:
  4535. {
  4536. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4537. 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]
  4538. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4539. }
  4540. break;
  4541. case WE_FEMALE:
  4542. {
  4543. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4544. 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]
  4545. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4546. }
  4547. break;
  4548. // parent-baby skills
  4549. case WE_BABY:
  4550. if(sd){
  4551. struct map_session_data *f_sd = pc_get_father(sd);
  4552. struct map_session_data *m_sd = pc_get_mother(sd);
  4553. // if neither was found
  4554. if(!f_sd && !m_sd){
  4555. clif_skill_fail(sd,skillid,0,0);
  4556. map_freeblock_unlock();
  4557. return 0;
  4558. }
  4559. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4560. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4561. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4562. }
  4563. break;
  4564. case PF_HPCONVERSION:
  4565. {
  4566. int hp, sp;
  4567. hp = sstatus->max_hp/10;
  4568. sp = hp * 10 * skilllv / 100;
  4569. if (!status_charge(src,hp,0)) {
  4570. if (sd) clif_skill_fail(sd,skillid,0,0);
  4571. break;
  4572. }
  4573. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4574. status_heal(bl,0,sp,2);
  4575. }
  4576. break;
  4577. case MA_REMOVETRAP:
  4578. case HT_REMOVETRAP:
  4579. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4580. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4581. {
  4582. struct skill_unit* su;
  4583. struct skill_unit_group* sg;
  4584. su = BL_CAST(BL_SKILL, bl);
  4585. // Mercenaries can remove any trap
  4586. // Players can only remove their own traps or traps on Vs maps.
  4587. 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) )
  4588. {
  4589. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4590. { // prevent picking up expired traps
  4591. if( battle_config.skill_removetrap_type )
  4592. { // get back all items used to deploy the trap
  4593. for( i = 0; i < 10; i++ )
  4594. {
  4595. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  4596. {
  4597. int flag;
  4598. struct item item_tmp;
  4599. memset(&item_tmp,0,sizeof(item_tmp));
  4600. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4601. item_tmp.identify = 1;
  4602. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i])) )
  4603. {
  4604. clif_additem(sd,0,0,flag);
  4605. 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);
  4606. }
  4607. }
  4608. }
  4609. }
  4610. else
  4611. { // get back 1 trap
  4612. struct item item_tmp;
  4613. memset(&item_tmp,0,sizeof(item_tmp));
  4614. item_tmp.nameid = ITEMID_TRAP;
  4615. item_tmp.identify = 1;
  4616. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1)) )
  4617. {
  4618. clif_additem(sd,0,0,flag);
  4619. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4620. }
  4621. }
  4622. }
  4623. skill_delunit(su);
  4624. }
  4625. }
  4626. break;
  4627. case HT_SPRINGTRAP:
  4628. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4629. {
  4630. struct skill_unit *su=NULL;
  4631. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4632. switch(su->group->unit_id){
  4633. case UNT_ANKLESNARE: // ankle snare
  4634. if (su->group->val2 != 0)
  4635. // if it is already trapping something don't spring it,
  4636. // remove trap should be used instead
  4637. break;
  4638. // otherwise fallthrough to below
  4639. case UNT_BLASTMINE:
  4640. case UNT_SKIDTRAP:
  4641. case UNT_LANDMINE:
  4642. case UNT_SHOCKWAVE:
  4643. case UNT_SANDMAN:
  4644. case UNT_FLASHER:
  4645. case UNT_FREEZINGTRAP:
  4646. case UNT_CLAYMORETRAP:
  4647. case UNT_TALKIEBOX:
  4648. su->group->unit_id = UNT_USED_TRAPS;
  4649. clif_changetraplook(bl, UNT_USED_TRAPS);
  4650. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4651. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4652. }
  4653. }
  4654. }
  4655. break;
  4656. case BD_ENCORE:
  4657. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4658. if(sd)
  4659. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4660. break;
  4661. case AS_SPLASHER:
  4662. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4663. if (sd) clif_skill_fail(sd,skillid,0,0);
  4664. map_freeblock_unlock();
  4665. return 1;
  4666. }
  4667. clif_skill_nodamage(src,bl,skillid,skilllv,
  4668. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4669. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  4670. break;
  4671. case PF_MINDBREAKER:
  4672. {
  4673. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4674. {
  4675. map_freeblock_unlock();
  4676. return 1;
  4677. }
  4678. if (tsce)
  4679. { //HelloKitty2 (?) explained that this silently fails when target is
  4680. //already inflicted. [Skotlex]
  4681. map_freeblock_unlock();
  4682. return 1;
  4683. }
  4684. //Has a 55% + skilllv*5% success chance.
  4685. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4686. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4687. {
  4688. if (sd) clif_skill_fail(sd,skillid,0,0);
  4689. map_freeblock_unlock();
  4690. return 0;
  4691. }
  4692. unit_skillcastcancel(bl,0);
  4693. if(tsc && tsc->count){
  4694. if(tsc->data[SC_FREEZE])
  4695. status_change_end(bl,SC_FREEZE,-1);
  4696. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  4697. status_change_end(bl,SC_STONE,-1);
  4698. if(tsc->data[SC_SLEEP])
  4699. status_change_end(bl,SC_SLEEP,-1);
  4700. }
  4701. if(dstmd)
  4702. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4703. }
  4704. break;
  4705. case PF_SOULCHANGE:
  4706. {
  4707. unsigned int sp1 = 0, sp2 = 0;
  4708. if (dstmd) {
  4709. if (dstmd->state.soul_change_flag) {
  4710. if(sd) clif_skill_fail(sd,skillid,0,0);
  4711. break;
  4712. }
  4713. dstmd->state.soul_change_flag = 1;
  4714. sp2 = sstatus->max_sp * 3 /100;
  4715. status_heal(src, 0, sp2, 2);
  4716. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4717. break;
  4718. }
  4719. sp1 = sstatus->sp;
  4720. sp2 = tstatus->sp;
  4721. status_set_sp(src, sp2, 3);
  4722. status_set_sp(bl, sp1, 3);
  4723. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4724. }
  4725. break;
  4726. // Slim Pitcher
  4727. case CR_SLIMPITCHER:
  4728. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4729. break;
  4730. if (potion_hp || potion_sp) {
  4731. int hp = potion_hp, sp = potion_sp;
  4732. hp = hp * (100 + (tstatus->vit<<1))/100;
  4733. sp = sp * (100 + (tstatus->int_<<1))/100;
  4734. if (dstsd) {
  4735. if (hp)
  4736. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  4737. if (sp)
  4738. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  4739. }
  4740. if (tsc && tsc->data[SC_CRITICALWOUND])
  4741. {
  4742. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4743. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4744. }
  4745. if(hp > 0)
  4746. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4747. if(sp > 0)
  4748. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4749. status_heal(bl,hp,sp,0);
  4750. }
  4751. break;
  4752. // Full Chemical Protection
  4753. case CR_FULLPROTECTION:
  4754. {
  4755. int i, skilltime;
  4756. skilltime = skill_get_time(skillid,skilllv);
  4757. if (!tsc) {
  4758. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4759. break;
  4760. }
  4761. for (i=0; i<4; i++) {
  4762. if(tsc->data[SC_STRIPWEAPON + i])
  4763. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), -1 );
  4764. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  4765. }
  4766. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4767. }
  4768. break;
  4769. case RG_CLEANER: //AppleGirl
  4770. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4771. break;
  4772. case CG_LONGINGFREEDOM:
  4773. {
  4774. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  4775. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4776. {
  4777. clif_skill_nodamage(src,bl,skillid,skilllv,
  4778. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4779. }
  4780. }
  4781. break;
  4782. case CG_TAROTCARD:
  4783. {
  4784. int eff, count = -1;
  4785. if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  4786. {
  4787. if( sd )
  4788. clif_skill_fail(sd,skillid,0,0);
  4789. map_freeblock_unlock();
  4790. return 0;
  4791. }
  4792. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  4793. do {
  4794. eff = rand() % 14;
  4795. clif_specialeffect(bl, 523 + eff, AREA);
  4796. switch (eff)
  4797. {
  4798. case 0: // heals SP to 0
  4799. status_percent_damage(src, bl, 0, 100, false);
  4800. break;
  4801. case 1: // matk halved
  4802. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4803. break;
  4804. case 2: // all buffs removed
  4805. status_change_clear_buffs(bl,1);
  4806. break;
  4807. case 3: // 1000 damage, random armor destroyed
  4808. {
  4809. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  4810. status_fix_damage(src, bl, 1000, 0);
  4811. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4812. if( !status_isdead(bl) )
  4813. skill_break_equip(bl, where[rand()%5], 10000, BCT_ENEMY);
  4814. }
  4815. break;
  4816. case 4: // atk halved
  4817. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4818. break;
  4819. case 5: // 2000HP heal, random teleported
  4820. status_heal(bl, 2000, 0, 0);
  4821. unit_warp(bl, -1,-1,-1, 3);
  4822. break;
  4823. case 6: // random 2 other effects
  4824. if (count == -1)
  4825. count = 3;
  4826. else
  4827. count++; //Should not retrigger this one.
  4828. break;
  4829. case 7: // stop freeze or stoned
  4830. {
  4831. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4832. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4833. }
  4834. break;
  4835. case 8: // curse coma and poison
  4836. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4837. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4838. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4839. break;
  4840. case 9: // confusion
  4841. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4842. break;
  4843. case 10: // 6666 damage, atk matk halved, cursed
  4844. status_fix_damage(src, bl, 6666, 0);
  4845. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4846. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4847. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4848. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4849. break;
  4850. case 11: // 4444 damage
  4851. status_fix_damage(src, bl, 4444, 0);
  4852. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4853. break;
  4854. case 12: // stun
  4855. sc_start(bl,SC_STUN,100,skilllv,5000);
  4856. break;
  4857. case 13: // atk,matk,hit,flee,def reduced
  4858. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4859. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4860. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4861. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4862. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4863. break;
  4864. default:
  4865. break;
  4866. }
  4867. } while ((--count) > 0);
  4868. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4869. }
  4870. break;
  4871. case SL_ALCHEMIST:
  4872. case SL_ASSASIN:
  4873. case SL_BARDDANCER:
  4874. case SL_BLACKSMITH:
  4875. case SL_CRUSADER:
  4876. case SL_HUNTER:
  4877. case SL_KNIGHT:
  4878. case SL_MONK:
  4879. case SL_PRIEST:
  4880. case SL_ROGUE:
  4881. case SL_SAGE:
  4882. case SL_SOULLINKER:
  4883. case SL_STAR:
  4884. case SL_SUPERNOVICE:
  4885. case SL_WIZARD:
  4886. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  4887. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4888. clif_skill_fail(sd,skillid,0,0);
  4889. break;
  4890. }
  4891. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  4892. { //Erase death count 1% of the casts
  4893. dstsd->die_counter = 0;
  4894. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  4895. clif_misceffect2(bl, 0x152);
  4896. //SC_SPIRIT invokes status_calc_pc for us.
  4897. }
  4898. clif_skill_nodamage(src,bl,skillid,skilllv,
  4899. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4900. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4901. break;
  4902. case SL_HIGH:
  4903. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4904. clif_skill_fail(sd,skillid,0,0);
  4905. break;
  4906. }
  4907. clif_skill_nodamage(src,bl,skillid,skilllv,
  4908. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4909. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4910. break;
  4911. case SL_SWOO:
  4912. if (tsce) {
  4913. sc_start(src,SC_STUN,100,skilllv,10000);
  4914. break;
  4915. }
  4916. case SL_SKA: // [marquis007]
  4917. case SL_SKE:
  4918. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4919. clif_skill_fail(sd,skillid,0,0);
  4920. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4921. break;
  4922. }
  4923. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4924. if (skillid == SL_SKE)
  4925. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4926. break;
  4927. // New guild skills [Celest]
  4928. case GD_BATTLEORDER:
  4929. if(flag&1) {
  4930. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4931. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4932. } else if (status_get_guild_id(src)) {
  4933. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4934. map_foreachinrange(skill_area_sub, src,
  4935. skill_get_splash(skillid, skilllv), BL_PC,
  4936. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4937. skill_castend_nodamage_id);
  4938. if (sd)
  4939. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4940. }
  4941. break;
  4942. case GD_REGENERATION:
  4943. if(flag&1) {
  4944. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4945. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4946. } else if (status_get_guild_id(src)) {
  4947. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4948. map_foreachinrange(skill_area_sub, src,
  4949. skill_get_splash(skillid, skilllv), BL_PC,
  4950. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4951. skill_castend_nodamage_id);
  4952. if (sd)
  4953. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4954. }
  4955. break;
  4956. case GD_RESTORE:
  4957. if(flag&1) {
  4958. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4959. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4960. } else if (status_get_guild_id(src)) {
  4961. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4962. map_foreachinrange(skill_area_sub, src,
  4963. skill_get_splash(skillid, skilllv), BL_PC,
  4964. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4965. skill_castend_nodamage_id);
  4966. if (sd)
  4967. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4968. }
  4969. break;
  4970. case GD_EMERGENCYCALL:
  4971. {
  4972. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4973. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4974. int j = 0;
  4975. struct guild *g = NULL;
  4976. // i don't know if it actually summons in a circle, but oh well. ;P
  4977. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4978. if (!g)
  4979. break;
  4980. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4981. for(i = 0; i < g->max_member; i++, j++) {
  4982. if (j>8) j=0;
  4983. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade) {
  4984. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  4985. continue;
  4986. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4987. dx[j] = dy[j] = 0;
  4988. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
  4989. }
  4990. }
  4991. if (sd)
  4992. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4993. }
  4994. break;
  4995. case SG_FEEL:
  4996. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4997. if (sd) {
  4998. if(!sd->feel_map[skilllv-1].index)
  4999. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5000. else
  5001. clif_feel_info(sd, skilllv-1, 1);
  5002. }
  5003. break;
  5004. case SG_HATE:
  5005. if (sd) {
  5006. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5007. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  5008. clif_skill_fail(sd,skillid,0,0);
  5009. }
  5010. break;
  5011. case GS_GLITTERING:
  5012. if(sd) {
  5013. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5014. if(rand()%100 < (20+10*skilllv))
  5015. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5016. else if(sd->spiritball > 0)
  5017. pc_delspiritball(sd,1,0);
  5018. }
  5019. break;
  5020. case GS_CRACKER:
  5021. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  5022. {
  5023. i =65 -5*distance_bl(src,bl); //Base rate
  5024. if (i < 30) i = 30;
  5025. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5026. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  5027. }
  5028. else if (sd)
  5029. clif_skill_fail(sd,skillid,0,0);
  5030. break;
  5031. case AM_CALLHOMUN: //[orn]
  5032. if (sd && !merc_call_homunculus(sd))
  5033. clif_skill_fail(sd,skillid,0,0);
  5034. break;
  5035. case AM_REST:
  5036. if (sd)
  5037. {
  5038. if (merc_hom_vaporize(sd,1))
  5039. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5040. else
  5041. clif_skill_fail(sd,skillid,0,0);
  5042. }
  5043. break;
  5044. case HAMI_CASTLE: //[orn]
  5045. if(rand()%100 < 20*skilllv && src != bl)
  5046. {
  5047. int x,y;
  5048. x = src->x;
  5049. y = src->y;
  5050. if (hd)
  5051. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5052. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5053. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5054. clif_slide(src,bl->x,bl->y) ;
  5055. if (unit_movepos(bl,x,y,0,0))
  5056. {
  5057. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5058. clif_slide(bl,x,y) ;
  5059. }
  5060. //TODO: Shouldn't also players and the like switch targets?
  5061. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5062. AREA_SIZE, BL_MOB, bl, src);
  5063. }
  5064. }
  5065. // Failed
  5066. else if (hd && hd->master)
  5067. clif_skill_fail(hd->master, skillid, 0, 0);
  5068. else if (sd)
  5069. clif_skill_fail(sd, skillid, 0, 0);
  5070. break;
  5071. case HVAN_CHAOTIC: //[orn]
  5072. {
  5073. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  5074. int rnd = rand()%100;
  5075. i = (skilllv-1)%5;
  5076. if(rnd<per[i][0]) //Self
  5077. bl = src;
  5078. else if(rnd<per[i][1]) //Master
  5079. bl = battle_get_master(src);
  5080. else //Enemy
  5081. bl = map_id2bl(battle_gettarget(src));
  5082. if (!bl) bl = src;
  5083. i = skill_calc_heal(src, bl, skillid, 1+rand()%skilllv, true);
  5084. //Eh? why double skill packet?
  5085. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5086. clif_skill_nodamage(src,bl,skillid,i,1);
  5087. status_heal(bl, i, 0, 0);
  5088. }
  5089. break;
  5090. //Homun single-target support skills [orn]
  5091. case HAMI_BLOODLUST:
  5092. case HFLI_FLEET:
  5093. case HFLI_SPEED:
  5094. case HLIF_CHANGE:
  5095. clif_skill_nodamage(src,bl,skillid,skilllv,
  5096. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5097. if (hd)
  5098. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5099. break;
  5100. case NPC_DRAGONFEAR:
  5101. if (flag&1) {
  5102. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  5103. int j;
  5104. j = i = rand()%ARRAYLENGTH(sc);
  5105. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  5106. i++;
  5107. if ( i == ARRAYLENGTH(sc) )
  5108. i = 0;
  5109. if (i == j)
  5110. break;
  5111. }
  5112. break;
  5113. }
  5114. case NPC_WIDEBLEEDING:
  5115. case NPC_WIDECONFUSE:
  5116. case NPC_WIDECURSE:
  5117. case NPC_WIDEFREEZE:
  5118. case NPC_WIDESLEEP:
  5119. case NPC_WIDESILENCE:
  5120. case NPC_WIDESTONE:
  5121. case NPC_WIDESTUN:
  5122. case NPC_SLOWCAST:
  5123. case NPC_WIDEHELLDIGNITY:
  5124. if (flag&1)
  5125. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5126. else {
  5127. skill_area_temp[2] = 0; //For SD_PREAMBLE
  5128. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5129. map_foreachinrange(skill_area_sub, bl,
  5130. skill_get_splash(skillid, skilllv),BL_CHAR,
  5131. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  5132. skill_castend_nodamage_id);
  5133. }
  5134. break;
  5135. default:
  5136. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5137. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5138. map_freeblock_unlock();
  5139. return 1;
  5140. }
  5141. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5142. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  5143. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5144. }
  5145. if( sd && !(flag&1) )
  5146. {
  5147. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  5148. battle_consume_ammo(sd, skillid, skilllv);
  5149. if( !sd->state.skillonskill )
  5150. skill_onskillusage(sd, bl, skillid, tick);
  5151. skill_consume_requirement(sd,skillid,skilllv,2);
  5152. }
  5153. map_freeblock_unlock();
  5154. return 0;
  5155. }
  5156. /*==========================================
  5157. *
  5158. *------------------------------------------*/
  5159. int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
  5160. {
  5161. struct block_list *target, *src;
  5162. struct map_session_data *sd;
  5163. struct mob_data *md;
  5164. struct unit_data *ud;
  5165. struct status_change *sc = NULL;
  5166. int inf,inf2,flag = 0;
  5167. src = map_id2bl(id);
  5168. if( src == NULL )
  5169. {
  5170. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  5171. return 0;// not found
  5172. }
  5173. ud = unit_bl2ud(src);
  5174. if( ud == NULL )
  5175. {
  5176. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  5177. return 0;// ???
  5178. }
  5179. sd = BL_CAST(BL_PC, src);
  5180. md = BL_CAST(BL_MOB, src);
  5181. if( src->prev == NULL ) {
  5182. ud->skilltimer = INVALID_TIMER;
  5183. return 0;
  5184. }
  5185. if(ud->skillid != SA_CASTCANCEL )
  5186. {// otherwise handled in unit_skillcastcancel()
  5187. if( ud->skilltimer != tid ) {
  5188. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5189. ud->skilltimer = INVALID_TIMER;
  5190. return 0;
  5191. }
  5192. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  5193. {// restore original walk speed
  5194. ud->skilltimer = INVALID_TIMER;
  5195. status_calc_bl(&sd->bl, SCB_SPEED);
  5196. }
  5197. ud->skilltimer = INVALID_TIMER;
  5198. }
  5199. if (ud->skilltarget == id)
  5200. target = src;
  5201. else
  5202. target = map_id2bl(ud->skilltarget);
  5203. // Use a do so that you can break out of it when the skill fails.
  5204. do {
  5205. if(!target || target->prev==NULL) break;
  5206. if(src->m != target->m || status_isdead(src)) break;
  5207. switch (ud->skillid) {
  5208. //These should become skill_castend_pos
  5209. case WE_CALLPARTNER:
  5210. case WE_CALLPARENT:
  5211. case WE_CALLBABY:
  5212. case AM_RESURRECTHOMUN:
  5213. case PF_SPIDERWEB:
  5214. //Find a random spot to place the skill. [Skotlex]
  5215. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5216. ud->skillx = target->x + inf2;
  5217. ud->skilly = target->y + inf2;
  5218. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  5219. ud->skillx = target->x;
  5220. ud->skilly = target->y;
  5221. }
  5222. ud->skilltimer=tid;
  5223. return skill_castend_pos(tid,tick,id,data);
  5224. }
  5225. if(ud->skillid == RG_BACKSTAP) {
  5226. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5227. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5228. break;
  5229. }
  5230. }
  5231. if( ud->skillid == PR_TURNUNDEAD )
  5232. {
  5233. struct status_data *tstatus = status_get_status_data(target);
  5234. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  5235. break;
  5236. }
  5237. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  5238. {
  5239. sc = status_get_sc(target);
  5240. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  5241. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5242. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5243. break;
  5244. }
  5245. }
  5246. else
  5247. { // Check target validity.
  5248. inf = skill_get_inf(ud->skillid);
  5249. inf2 = skill_get_inf2(ud->skillid);
  5250. if(inf&INF_ATTACK_SKILL ||
  5251. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5252. inf = BCT_ENEMY; //Offensive skill.
  5253. else if(inf2&INF2_NO_ENEMY)
  5254. inf = BCT_NOENEMY;
  5255. else
  5256. inf = 0;
  5257. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5258. {
  5259. inf |=
  5260. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5261. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  5262. //Remove neutral targets (but allow enemy if skill is designed to be so)
  5263. inf &= ~BCT_NEUTRAL;
  5264. }
  5265. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  5266. {
  5267. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  5268. break;
  5269. }
  5270. else
  5271. if (inf && battle_check_target(src, target, inf) <= 0)
  5272. break;
  5273. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5274. sc->data[SC_FOGWALL] &&
  5275. rand()%100 < 75)
  5276. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5277. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5278. break;
  5279. }
  5280. }
  5281. //Avoid doing double checks for instant-cast skills.
  5282. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5283. break;
  5284. if(md) {
  5285. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5286. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5287. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5288. }
  5289. if(src != target && battle_config.skill_add_range &&
  5290. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5291. {
  5292. if (sd) {
  5293. clif_skill_fail(sd,ud->skillid,0,0);
  5294. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5295. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  5296. }
  5297. break;
  5298. }
  5299. if( sd )
  5300. {
  5301. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  5302. break;
  5303. else
  5304. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  5305. }
  5306. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5307. break;
  5308. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  5309. flag = 1;
  5310. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5311. unit_stop_walking(src,1);
  5312. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  5313. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  5314. if( battle_config.display_status_timers && sd )
  5315. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5316. if( sd )
  5317. {
  5318. switch( ud->skillid )
  5319. {
  5320. case GS_DESPERADO:
  5321. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  5322. break;
  5323. case CR_GRANDCROSS:
  5324. case NPC_GRANDDARKNESS:
  5325. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  5326. {
  5327. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  5328. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  5329. break;
  5330. }
  5331. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  5332. break;
  5333. }
  5334. }
  5335. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5336. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5337. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5338. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  5339. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5340. map_freeblock_lock();
  5341. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5342. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5343. else
  5344. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5345. sc = status_get_sc(src);
  5346. if(sc && sc->count) {
  5347. if(sc->data[SC_MAGICPOWER] &&
  5348. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5349. status_change_end(src,SC_MAGICPOWER,-1);
  5350. if(sc->data[SC_SPIRIT] &&
  5351. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  5352. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  5353. ud->skillid != WZ_WATERBALL)
  5354. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  5355. }
  5356. if( sd && ud->skillid != SA_ABRACADABRA ) // Hocus-Pocus has just set the data so leave it as it is.[Inkfish]
  5357. sd->skillitem = sd->skillitemlv = 0;
  5358. if (ud->skilltimer == -1) {
  5359. if(md) md->skillidx = -1;
  5360. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5361. ud->skilllv = ud->skilltarget = 0;
  5362. }
  5363. map_freeblock_unlock();
  5364. return 1;
  5365. } while(0);
  5366. //Skill failed.
  5367. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  5368. { //When Asura fails... (except when it fails from Fog of Wall)
  5369. //Consume SP/spheres
  5370. skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
  5371. status_set_sp(src, 0, 0);
  5372. sc = &sd->sc;
  5373. if (sc->count)
  5374. { //End states
  5375. if (sc->data[SC_EXPLOSIONSPIRITS])
  5376. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5377. if (sc->data[SC_BLADESTOP])
  5378. status_change_end(src,SC_BLADESTOP,-1);
  5379. }
  5380. if (target && target->m == src->m)
  5381. { //Move character to target anyway.
  5382. int dx,dy;
  5383. dx = target->x - src->x;
  5384. dy = target->y - src->y;
  5385. if(dx > 0) dx++;
  5386. else if(dx < 0) dx--;
  5387. if (dy > 0) dy++;
  5388. else if(dy < 0) dy--;
  5389. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5390. { //Display movement + animation.
  5391. clif_slide(src,src->x,src->y);
  5392. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5393. }
  5394. clif_skill_fail(sd,ud->skillid,0,0);
  5395. }
  5396. }
  5397. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5398. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  5399. ud->canact_tick = tick;
  5400. //You can't place a skill failed packet here because it would be
  5401. //sent in ALL cases, even cases where skill_check_condition fails
  5402. //which would lead to double 'skill failed' messages u.u [Skotlex]
  5403. if(sd)
  5404. sd->skillitem = sd->skillitemlv = 0;
  5405. else if(md)
  5406. md->skillidx = -1;
  5407. return 0;
  5408. }
  5409. /*==========================================
  5410. *
  5411. *------------------------------------------*/
  5412. int skill_castend_pos(int tid, unsigned int tick, int id, intptr data)
  5413. {
  5414. struct block_list* src = map_id2bl(id);
  5415. int maxcount;
  5416. struct map_session_data *sd;
  5417. struct unit_data *ud = unit_bl2ud(src);
  5418. struct mob_data *md;
  5419. nullpo_retr(0, ud);
  5420. sd = BL_CAST(BL_PC , src);
  5421. md = BL_CAST(BL_MOB, src);
  5422. if( src->prev == NULL ) {
  5423. ud->skilltimer = INVALID_TIMER;
  5424. return 0;
  5425. }
  5426. if( ud->skilltimer != tid )
  5427. {
  5428. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5429. ud->skilltimer = INVALID_TIMER;
  5430. return 0;
  5431. }
  5432. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  5433. {// restore original walk speed
  5434. ud->skilltimer = INVALID_TIMER;
  5435. status_calc_bl(&sd->bl, SCB_SPEED);
  5436. }
  5437. ud->skilltimer = INVALID_TIMER;
  5438. do {
  5439. if( status_isdead(src) )
  5440. break;
  5441. if( !(src->type&battle_config.skill_reiteration) &&
  5442. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5443. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5444. )
  5445. {
  5446. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5447. break;
  5448. }
  5449. if( src->type&battle_config.skill_nofootset &&
  5450. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5451. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5452. )
  5453. {
  5454. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5455. break;
  5456. }
  5457. if( src->type&battle_config.land_skill_limit &&
  5458. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  5459. ) {
  5460. int i;
  5461. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5462. if(ud->skillunit[i]->skill_id == ud->skillid)
  5463. maxcount--;
  5464. }
  5465. if( maxcount == 0 )
  5466. {
  5467. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5468. break;
  5469. }
  5470. }
  5471. if(tid != -1)
  5472. { //Avoid double checks on instant cast skills. [Skotlex]
  5473. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5474. break;
  5475. if(battle_config.skill_add_range &&
  5476. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5477. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5478. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  5479. break;
  5480. }
  5481. }
  5482. if( sd )
  5483. {
  5484. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  5485. break;
  5486. else
  5487. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  5488. }
  5489. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5490. break;
  5491. if(md) {
  5492. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5493. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5494. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5495. }
  5496. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5497. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5498. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5499. if (ud->walktimer != -1)
  5500. unit_stop_walking(src,1);
  5501. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  5502. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5503. if( battle_config.display_status_timers && sd )
  5504. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5505. // if( sd )
  5506. // {
  5507. // switch( ud->skillid )
  5508. // {
  5509. // case ????:
  5510. // sd->canequip_tick = tick + ????;
  5511. // break;
  5512. // }
  5513. // }
  5514. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5515. map_freeblock_lock();
  5516. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5517. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  5518. sd->skillitem = sd->skillitemlv = 0;
  5519. if (ud->skilltimer == -1) {
  5520. if (md) md->skillidx = -1;
  5521. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5522. ud->skilllv = ud->skillx = ud->skilly = 0;
  5523. }
  5524. map_freeblock_unlock();
  5525. return 1;
  5526. } while(0);
  5527. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  5528. ud->canact_tick = tick;
  5529. ud->skillid = ud->skilllv = 0;
  5530. if(sd)
  5531. sd->skillitem = sd->skillitemlv = 0;
  5532. else if(md)
  5533. md->skillidx = -1;
  5534. return 0;
  5535. }
  5536. /*==========================================
  5537. *
  5538. *------------------------------------------*/
  5539. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5540. {
  5541. struct map_session_data* sd;
  5542. struct status_change* sc;
  5543. struct status_change_entry *sce;
  5544. struct skill_unit_group* sg;
  5545. enum sc_type type;
  5546. int i;
  5547. //if(skilllv <= 0) return 0;
  5548. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5549. nullpo_retr(0, src);
  5550. if(status_isdead(src))
  5551. return 0;
  5552. sd = BL_CAST(BL_PC, src);
  5553. sc = status_get_sc(src);
  5554. type = status_skill2sc(skillid);
  5555. sce = (sc && type != -1)?sc->data[type]:NULL;
  5556. switch (skillid) { //Skill effect.
  5557. case WZ_METEOR:
  5558. case MO_BODYRELOCATION:
  5559. case CR_CULTIVATION:
  5560. case HW_GANBANTEIN:
  5561. break; //Effect is displayed on respective switch case.
  5562. default:
  5563. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5564. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5565. else
  5566. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5567. }
  5568. switch(skillid)
  5569. {
  5570. case PR_BENEDICTIO:
  5571. skill_area_temp[1] = src->id;
  5572. i = skill_get_splash(skillid, skilllv);
  5573. map_foreachinarea(skill_area_sub,
  5574. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5575. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5576. skill_castend_nodamage_id);
  5577. map_foreachinarea(skill_area_sub,
  5578. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5579. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5580. skill_castend_damage_id);
  5581. break;
  5582. case BS_HAMMERFALL:
  5583. i = skill_get_splash(skillid, skilllv);
  5584. map_foreachinarea (skill_area_sub,
  5585. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5586. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5587. skill_castend_nodamage_id);
  5588. break;
  5589. case HT_DETECTING:
  5590. i = skill_get_splash(skillid, skilllv);
  5591. map_foreachinarea( status_change_timer_sub,
  5592. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5593. src,NULL,SC_SIGHT,tick);
  5594. if(battle_config.traps_setting&1)
  5595. map_foreachinarea( skill_reveal_trap,
  5596. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5597. break;
  5598. case SA_VOLCANO:
  5599. case SA_DELUGE:
  5600. case SA_VIOLENTGALE:
  5601. { //Does not consumes if the skill is already active. [Skotlex]
  5602. struct skill_unit_group *sg;
  5603. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  5604. {
  5605. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  5606. {
  5607. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5608. return 0; // not to consume items
  5609. }
  5610. else
  5611. sg->limit = 0; //Disable it.
  5612. }
  5613. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5614. break;
  5615. }
  5616. case MG_SAFETYWALL:
  5617. case MG_FIREWALL:
  5618. case MG_THUNDERSTORM:
  5619. case AL_PNEUMA:
  5620. case WZ_ICEWALL:
  5621. case WZ_FIREPILLAR:
  5622. case WZ_QUAGMIRE:
  5623. case WZ_VERMILION:
  5624. case WZ_STORMGUST:
  5625. case WZ_HEAVENDRIVE:
  5626. case PR_SANCTUARY:
  5627. case PR_MAGNUS:
  5628. case CR_GRANDCROSS:
  5629. case NPC_GRANDDARKNESS:
  5630. case HT_SKIDTRAP:
  5631. case MA_SKIDTRAP:
  5632. case HT_LANDMINE:
  5633. case MA_LANDMINE:
  5634. case HT_ANKLESNARE:
  5635. case HT_SHOCKWAVE:
  5636. case HT_SANDMAN:
  5637. case MA_SANDMAN:
  5638. case HT_FLASHER:
  5639. case HT_FREEZINGTRAP:
  5640. case MA_FREEZINGTRAP:
  5641. case HT_BLASTMINE:
  5642. case HT_CLAYMORETRAP:
  5643. case AS_VENOMDUST:
  5644. case AM_DEMONSTRATION:
  5645. case PF_FOGWALL:
  5646. case PF_SPIDERWEB:
  5647. case HT_TALKIEBOX:
  5648. case WE_CALLPARTNER:
  5649. case WE_CALLPARENT:
  5650. case WE_CALLBABY:
  5651. case AC_SHOWER: //Ground-placed skill implementation.
  5652. case MA_SHOWER:
  5653. case SA_LANDPROTECTOR:
  5654. case BD_LULLABY:
  5655. case BD_RICHMANKIM:
  5656. case BD_ETERNALCHAOS:
  5657. case BD_DRUMBATTLEFIELD:
  5658. case BD_RINGNIBELUNGEN:
  5659. case BD_ROKISWEIL:
  5660. case BD_INTOABYSS:
  5661. case BD_SIEGFRIED:
  5662. case BA_DISSONANCE:
  5663. case BA_POEMBRAGI:
  5664. case BA_WHISTLE:
  5665. case BA_ASSASSINCROSS:
  5666. case BA_APPLEIDUN:
  5667. case DC_UGLYDANCE:
  5668. case DC_HUMMING:
  5669. case DC_DONTFORGETME:
  5670. case DC_FORTUNEKISS:
  5671. case DC_SERVICEFORYOU:
  5672. case CG_MOONLIT:
  5673. case GS_DESPERADO:
  5674. case NJ_KAENSIN:
  5675. case NJ_BAKUENRYU:
  5676. case NJ_SUITON:
  5677. case NJ_HYOUSYOURAKU:
  5678. case NJ_RAIGEKISAI:
  5679. case NJ_KAMAITACHI:
  5680. case NPC_EVILLAND:
  5681. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5682. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5683. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5684. break;
  5685. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5686. skill_clear_unitgroup(src);
  5687. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5688. flag|=1;
  5689. break;
  5690. case HP_BASILICA:
  5691. if( sc->data[SC_BASILICA] )
  5692. status_change_end(src, SC_BASILICA, -1); // Cancel Basilica
  5693. else
  5694. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  5695. skill_clear_unitgroup(src);
  5696. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  5697. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  5698. flag|=1;
  5699. }
  5700. break;
  5701. case CG_HERMODE:
  5702. skill_clear_unitgroup(src);
  5703. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5704. sc_start4(src,SC_DANCING,100,
  5705. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5706. flag|=1;
  5707. break;
  5708. case RG_CLEANER: // [Valaris]
  5709. i = skill_get_splash(skillid, skilllv);
  5710. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5711. break;
  5712. case WZ_METEOR:
  5713. {
  5714. int flag = 0, area = skill_get_splash(skillid, skilllv);
  5715. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5716. if( sc && sc->data[SC_MAGICPOWER] )
  5717. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5718. for( i = 0; i < 2 + (skilllv>>1); i++ )
  5719. {
  5720. // Creates a random Cell in the Splash Area
  5721. tmpx = x - area + rand()%(area * 2 + 1);
  5722. tmpy = y - area + rand()%(area * 2 + 1);
  5723. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  5724. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5725. if( i > 0 )
  5726. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5727. x1 = tmpx;
  5728. y1 = tmpy;
  5729. }
  5730. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
  5731. }
  5732. break;
  5733. case AL_WARP:
  5734. if(sd)
  5735. {
  5736. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5737. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5738. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5739. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5740. );
  5741. }
  5742. return 0; // not to consume item.
  5743. case MO_BODYRELOCATION:
  5744. if (unit_movepos(src, x, y, 1, 1)) {
  5745. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5746. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5747. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5748. }
  5749. break;
  5750. case NJ_SHADOWJUMP:
  5751. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  5752. { //You don't move on GVG grounds.
  5753. unit_movepos(src, x, y, 1, 0);
  5754. clif_slide(src,x,y);
  5755. }
  5756. if (sc && sc->data[SC_HIDING])
  5757. status_change_end(src, SC_HIDING, -1);
  5758. break;
  5759. case AM_SPHEREMINE:
  5760. case AM_CANNIBALIZE:
  5761. {
  5762. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5763. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5764. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5765. struct mob_data *md;
  5766. // Correct info, don't change any of this! [celest]
  5767. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5768. if (md) {
  5769. md->master_id = src->id;
  5770. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5771. if( md->deletetimer != INVALID_TIMER )
  5772. delete_timer(md->deletetimer, mob_timer_delete);
  5773. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5774. mob_spawn (md); //Now it is ready for spawning.
  5775. }
  5776. }
  5777. break;
  5778. // Slim Pitcher [Celest]
  5779. case CR_SLIMPITCHER:
  5780. if (sd) {
  5781. int i = skilllv%11 - 1;
  5782. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5783. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  5784. {
  5785. clif_skill_fail(sd,skillid,0,0);
  5786. return 1;
  5787. }
  5788. potion_flag = 1;
  5789. potion_hp = 0;
  5790. potion_sp = 0;
  5791. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5792. potion_flag = 0;
  5793. //Apply skill bonuses
  5794. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5795. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5796. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5797. + pc_skillheal_bonus(sd, skillid);
  5798. potion_hp = potion_hp * (100+i)/100;
  5799. potion_sp = potion_sp * (100+i)/100;
  5800. if(potion_hp > 0 || potion_sp > 0) {
  5801. i = skill_get_splash(skillid, skilllv);
  5802. map_foreachinarea(skill_area_sub,
  5803. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5804. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5805. skill_castend_nodamage_id);
  5806. }
  5807. } else {
  5808. int i = skilllv%11 - 1;
  5809. struct item_data *item = itemdb_search(i);
  5810. i = skill_db[skillid].itemid[i];
  5811. item = itemdb_search(i);
  5812. potion_flag = 1;
  5813. potion_hp = 0;
  5814. potion_sp = 0;
  5815. run_script(item->script,0,src->id,0);
  5816. potion_flag = 0;
  5817. i = skill_get_max(CR_SLIMPITCHER)*10;
  5818. potion_hp = potion_hp * (100+i)/100;
  5819. potion_sp = potion_sp * (100+i)/100;
  5820. if(potion_hp > 0 || potion_sp > 0) {
  5821. i = skill_get_splash(skillid, skilllv);
  5822. map_foreachinarea(skill_area_sub,
  5823. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5824. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5825. skill_castend_nodamage_id);
  5826. }
  5827. }
  5828. break;
  5829. case HW_GANBANTEIN:
  5830. if (rand()%100 < 80) {
  5831. int dummy = 1;
  5832. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5833. i = skill_get_splash(skillid, skilllv);
  5834. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  5835. } else {
  5836. if (sd) clif_skill_fail(sd,skillid,0,0);
  5837. return 1;
  5838. }
  5839. break;
  5840. case HW_GRAVITATION:
  5841. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5842. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  5843. flag|=1;
  5844. break;
  5845. // Plant Cultivation [Celest]
  5846. case CR_CULTIVATION:
  5847. if (sd) {
  5848. int i;
  5849. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  5850. {
  5851. clif_skill_fail(sd,skillid,0,0);
  5852. return 1;
  5853. }
  5854. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5855. if (rand()%100 < 50) {
  5856. clif_skill_fail(sd,skillid,0,0);
  5857. } else {
  5858. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  5859. if (!md) break;
  5860. if ((i = skill_get_time(skillid, skilllv)) > 0)
  5861. {
  5862. if( md->deletetimer != INVALID_TIMER )
  5863. delete_timer(md->deletetimer, mob_timer_delete);
  5864. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  5865. }
  5866. mob_spawn (md);
  5867. }
  5868. }
  5869. break;
  5870. case SG_SUN_WARM:
  5871. case SG_MOON_WARM:
  5872. case SG_STAR_WARM:
  5873. skill_clear_unitgroup(src);
  5874. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5875. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  5876. flag|=1;
  5877. break;
  5878. case PA_GOSPEL:
  5879. if (sce && sce->val4 == BCT_SELF)
  5880. {
  5881. status_change_end(src,SC_GOSPEL,-1);
  5882. return 0;
  5883. }
  5884. else
  5885. {
  5886. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5887. if (!sg) break;
  5888. if (sce)
  5889. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5890. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  5891. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5892. }
  5893. break;
  5894. case NJ_TATAMIGAESHI:
  5895. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5896. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5897. break;
  5898. case AM_RESURRECTHOMUN: //[orn]
  5899. if (sd)
  5900. {
  5901. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5902. {
  5903. clif_skill_fail(sd,skillid,0,0);
  5904. break;
  5905. }
  5906. }
  5907. break;
  5908. default:
  5909. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5910. return 1;
  5911. }
  5912. if (sc && sc->data[SC_MAGICPOWER])
  5913. status_change_end(src,SC_MAGICPOWER,-1);
  5914. if( sd )
  5915. {
  5916. if( sd->state.arrow_atk && !(flag&1) ) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5917. battle_consume_ammo(sd, skillid, skilllv);
  5918. if( !sd->state.skillonskill )
  5919. skill_onskillusage(sd, NULL, skillid, tick);
  5920. skill_consume_requirement(sd,skillid,skilllv,2);
  5921. }
  5922. return 0;
  5923. }
  5924. /*==========================================
  5925. *
  5926. *------------------------------------------*/
  5927. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  5928. {
  5929. nullpo_retr(0, sd);
  5930. //Simplify skill_failed code.
  5931. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5932. if(skill_num != sd->menuskill_id)
  5933. return 0;
  5934. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5935. skill_failed(sd);
  5936. return 0;
  5937. }
  5938. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5939. skill_failed(sd);
  5940. return 0;
  5941. }
  5942. if(sd->sc.count && (
  5943. sd->sc.data[SC_SILENCE] ||
  5944. sd->sc.data[SC_ROKISWEIL] ||
  5945. sd->sc.data[SC_AUTOCOUNTER] ||
  5946. sd->sc.data[SC_STEELBODY] ||
  5947. sd->sc.data[SC_DANCING] ||
  5948. sd->sc.data[SC_BERSERK] ||
  5949. sd->sc.data[SC_BASILICA] ||
  5950. sd->sc.data[SC_MARIONETTE]
  5951. )) {
  5952. skill_failed(sd);
  5953. return 0;
  5954. }
  5955. pc_stop_attack(sd);
  5956. pc_stop_walking(sd,0);
  5957. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5958. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5959. if(strcmp(map,"cancel")==0) {
  5960. skill_failed(sd);
  5961. return 0;
  5962. }
  5963. switch(skill_num)
  5964. {
  5965. case AL_TELEPORT:
  5966. if(strcmp(map,"Random")==0)
  5967. pc_randomwarp(sd,3);
  5968. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  5969. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  5970. break;
  5971. case AL_WARP:
  5972. {
  5973. const struct point *p[4];
  5974. struct skill_unit_group *group;
  5975. int i, lv, wx, wy;
  5976. int maxcount=0;
  5977. int x,y;
  5978. unsigned short mapindex;
  5979. mapindex = mapindex_name2id((char*)map);
  5980. if(!mapindex) { //Given map not found?
  5981. clif_skill_fail(sd,skill_num,0,0);
  5982. skill_failed(sd);
  5983. return 0;
  5984. }
  5985. p[0] = &sd->status.save_point;
  5986. p[1] = &sd->status.memo_point[0];
  5987. p[2] = &sd->status.memo_point[1];
  5988. p[3] = &sd->status.memo_point[2];
  5989. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  5990. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5991. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5992. maxcount--;
  5993. }
  5994. if(!maxcount) {
  5995. clif_skill_fail(sd,skill_num,0,0);
  5996. skill_failed(sd);
  5997. return 0;
  5998. }
  5999. }
  6000. lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
  6001. wx = sd->menuskill_val>>16;
  6002. wy = sd->menuskill_val&0xffff;
  6003. if( lv <= 0 ) return 0;
  6004. if( lv > 4 ) lv = 4; // crash prevention
  6005. // check if the chosen map exists in the memo list
  6006. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  6007. if( i < lv ) {
  6008. x=p[i]->x;
  6009. y=p[i]->y;
  6010. } else {
  6011. skill_failed(sd);
  6012. return 0;
  6013. }
  6014. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  6015. { // This checks versus skillid/skilllv...
  6016. skill_failed(sd);
  6017. return 0;
  6018. }
  6019. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  6020. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  6021. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  6022. skill_failed(sd);
  6023. return 0;
  6024. }
  6025. // record the destination coordinates
  6026. group->val2 = (x<<16)|y;
  6027. group->val3 = mapindex;
  6028. }
  6029. break;
  6030. }
  6031. sd->menuskill_id = sd->menuskill_val = 0;
  6032. return 0;
  6033. #undef skill_failed
  6034. }
  6035. /// transforms 'target' skill unit into dissonance (if conditions are met)
  6036. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  6037. {
  6038. struct skill_unit* target = (struct skill_unit*)bl;
  6039. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  6040. int flag = va_arg(ap, int);
  6041. if (src == target)
  6042. return 0;
  6043. if (!target->group || !(target->group->state.song_dance&0x1))
  6044. return 0;
  6045. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  6046. return 0;
  6047. if (flag) //Set dissonance
  6048. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  6049. else //Remove dissonance
  6050. target->val2 &= ~UF_ENSEMBLE;
  6051. clif_skill_setunit(target); //Update look of affected cell.
  6052. return 1;
  6053. }
  6054. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  6055. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  6056. //When 1, this unit has been positioned, so start the cancel effect.
  6057. int skill_dance_overlap(struct skill_unit* unit, int flag)
  6058. {
  6059. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  6060. return 0;
  6061. if (!flag && !(unit->val2&UF_ENSEMBLE))
  6062. return 0; //Nothing to remove, this unit is not overlapped.
  6063. if (unit->val1 != unit->group->skill_id)
  6064. { //Reset state
  6065. unit->val1 = unit->group->skill_id;
  6066. unit->val2 &= ~UF_ENSEMBLE;
  6067. }
  6068. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  6069. }
  6070. /*==========================================
  6071. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  6072. * Flag: 0 - Convert, 1 - Revert.
  6073. *------------------------------------------*/
  6074. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  6075. {
  6076. static struct skill_unit_group backup;
  6077. struct skill_unit_group* group = unit->group;
  6078. //TODO: add protection against attempts to read an empty backup / write to a full backup
  6079. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  6080. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  6081. return false;
  6082. if( !flag )
  6083. { //Transform
  6084. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  6085. // backup
  6086. backup.skill_id = group->skill_id;
  6087. backup.skill_lv = group->skill_lv;
  6088. backup.unit_id = group->unit_id;
  6089. backup.target_flag = group->target_flag;
  6090. backup.bl_flag = group->bl_flag;
  6091. backup.interval = group->interval;
  6092. // replace
  6093. group->skill_id = skillid;
  6094. group->skill_lv = 1;
  6095. group->unit_id = skill_get_unit_id(skillid,0);
  6096. group->target_flag = skill_get_unit_target(skillid);
  6097. group->bl_flag = skill_get_unit_bl_target(skillid);
  6098. group->interval = skill_get_unit_interval(skillid);
  6099. }
  6100. else
  6101. { //Restore
  6102. group->skill_id = backup.skill_id;
  6103. group->skill_lv = backup.skill_lv;
  6104. group->unit_id = backup.unit_id;
  6105. group->target_flag = backup.target_flag;
  6106. group->bl_flag = backup.bl_flag;
  6107. group->interval = backup.interval;
  6108. }
  6109. return true;
  6110. }
  6111. /*==========================================
  6112. * Initializes and sets a ground skill.
  6113. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  6114. * flag&2 is used to determine if this skill was casted with Magic Power active.
  6115. *------------------------------------------*/
  6116. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  6117. {
  6118. struct skill_unit_group *group;
  6119. int i,limit,val1=0,val2=0,val3=0;
  6120. int target,interval,range,unit_flag;
  6121. struct s_skill_unit_layout *layout;
  6122. struct map_session_data *sd;
  6123. struct status_data *status;
  6124. struct status_change *sc;
  6125. int active_flag=1;
  6126. int subunt=0;
  6127. nullpo_retr(NULL, src);
  6128. limit = skill_get_time(skillid,skilllv);
  6129. range = skill_get_unit_range(skillid,skilllv);
  6130. interval = skill_get_unit_interval(skillid);
  6131. target = skill_get_unit_target(skillid);
  6132. unit_flag = skill_get_unit_flag(skillid);
  6133. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  6134. sd = BL_CAST(BL_PC, src);
  6135. status = status_get_status_data(src);
  6136. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  6137. switch( skillid )
  6138. {
  6139. case MG_SAFETYWALL:
  6140. val2=skilllv+1;
  6141. break;
  6142. case MG_FIREWALL:
  6143. if(sc && sc->data[SC_VIOLENTGALE])
  6144. limit = limit*3/2;
  6145. val2=4+skilllv;
  6146. break;
  6147. case AL_WARP:
  6148. val1=skilllv+6;
  6149. if(!(flag&1))
  6150. limit=2000;
  6151. else // previous implementation (not used anymore)
  6152. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  6153. if( src->type != BL_SKILL ) return NULL;
  6154. group = ((TBL_SKILL*)src)->group;
  6155. src = map_id2bl(group->src_id);
  6156. if( !src ) return NULL;
  6157. val2 = group->val2; //Copy the (x,y) position you warp to
  6158. val3 = group->val3; //as well as the mapindex to warp to.
  6159. }
  6160. break;
  6161. case HP_BASILICA:
  6162. val1 = src->id; // Store caster id.
  6163. break;
  6164. case PR_SANCTUARY:
  6165. case NPC_EVILLAND:
  6166. val1=(skilllv+3)*2;
  6167. break;
  6168. case WZ_FIREPILLAR:
  6169. if((flag&1)!=0)
  6170. limit=1000;
  6171. val1=skilllv+2;
  6172. break;
  6173. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6174. case AM_DEMONSTRATION:
  6175. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6176. && (src->type&battle_config.vs_traps_bctall))
  6177. target = BCT_ALL;
  6178. break;
  6179. case HT_SHOCKWAVE:
  6180. val1=skilllv*15+10;
  6181. case HT_SANDMAN:
  6182. case MA_SANDMAN:
  6183. case HT_CLAYMORETRAP:
  6184. case HT_SKIDTRAP:
  6185. case MA_SKIDTRAP:
  6186. case HT_LANDMINE:
  6187. case MA_LANDMINE:
  6188. case HT_ANKLESNARE:
  6189. case HT_FLASHER:
  6190. case HT_FREEZINGTRAP:
  6191. case MA_FREEZINGTRAP:
  6192. case HT_BLASTMINE:
  6193. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  6194. limit *= 4; // longer trap times in WOE [celest]
  6195. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  6196. target = BCT_ALL;
  6197. break;
  6198. case SA_LANDPROTECTOR:
  6199. case SA_VOLCANO:
  6200. case SA_DELUGE:
  6201. case SA_VIOLENTGALE:
  6202. {
  6203. struct skill_unit_group *old_sg;
  6204. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6205. { //HelloKitty confirmed that these are interchangeable,
  6206. //so you can change element and not consume gemstones.
  6207. if ((
  6208. old_sg->skill_id == SA_VOLCANO ||
  6209. old_sg->skill_id == SA_DELUGE ||
  6210. old_sg->skill_id == SA_VIOLENTGALE
  6211. ) && old_sg->limit > 0)
  6212. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6213. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6214. if (limit < 0) //This can happen...
  6215. limit = skill_get_time(skillid,skilllv);
  6216. }
  6217. skill_clear_group(src,1);
  6218. }
  6219. break;
  6220. }
  6221. case BA_DISSONANCE:
  6222. case DC_UGLYDANCE:
  6223. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6224. break;
  6225. case BA_WHISTLE:
  6226. val1 = skilllv +status->agi/10; // Flee increase
  6227. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6228. if(sd){
  6229. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6230. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6231. }
  6232. break;
  6233. case DC_HUMMING:
  6234. val1 = 2*skilllv+status->dex/10; // Hit increase
  6235. if(sd)
  6236. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6237. break;
  6238. case BA_POEMBRAGI:
  6239. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6240. //For some reason at level 10 the base delay reduction is 50%.
  6241. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  6242. if(sd){
  6243. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6244. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6245. }
  6246. break;
  6247. case DC_DONTFORGETME:
  6248. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  6249. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  6250. if(sd){
  6251. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6252. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6253. }
  6254. break;
  6255. case BA_APPLEIDUN:
  6256. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6257. if(sd)
  6258. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6259. break;
  6260. case DC_SERVICEFORYOU:
  6261. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  6262. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  6263. if(sd){
  6264. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  6265. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  6266. }
  6267. break;
  6268. case BA_ASSASSINCROSS:
  6269. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6270. if(sd)
  6271. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6272. break;
  6273. case DC_FORTUNEKISS:
  6274. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6275. if(sd)
  6276. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6277. val1*=10; //Because every 10 crit is an actual cri point.
  6278. break;
  6279. case BD_DRUMBATTLEFIELD:
  6280. val1 = (skilllv+1)*25; //Watk increase
  6281. val2 = (skilllv+1)*2; //Def increase
  6282. break;
  6283. case BD_RINGNIBELUNGEN:
  6284. val1 = (skilllv+2)*25; //Watk increase
  6285. break;
  6286. case BD_RICHMANKIM:
  6287. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6288. break;
  6289. case BD_SIEGFRIED:
  6290. val1 = 55 + skilllv*5; //Elemental Resistance
  6291. val2 = skilllv*10; //Status ailment resistance
  6292. break;
  6293. case WE_CALLPARTNER:
  6294. if (sd) val1 = sd->status.partner_id;
  6295. break;
  6296. case WE_CALLPARENT:
  6297. if (sd) {
  6298. val1 = sd->status.father;
  6299. val2 = sd->status.mother;
  6300. }
  6301. break;
  6302. case WE_CALLBABY:
  6303. if (sd) val1 = sd->status.child;
  6304. break;
  6305. case NJ_KAENSIN:
  6306. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6307. val2 = (skilllv+1)/2 + 4;
  6308. break;
  6309. case NJ_SUITON:
  6310. skill_clear_group(src, 1);
  6311. break;
  6312. case GS_GROUNDDRIFT:
  6313. {
  6314. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  6315. val1 = status->rhw.ele;
  6316. if (!val1)
  6317. val1=element[rand()%5];
  6318. switch (val1)
  6319. {
  6320. case ELE_FIRE:
  6321. subunt++;
  6322. case ELE_WATER:
  6323. subunt++;
  6324. case ELE_POISON:
  6325. subunt++;
  6326. case ELE_DARK:
  6327. subunt++;
  6328. case ELE_WIND:
  6329. break;
  6330. default:
  6331. subunt=rand()%5;
  6332. break;
  6333. }
  6334. break;
  6335. }
  6336. }
  6337. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  6338. group->val1=val1;
  6339. group->val2=val2;
  6340. group->val3=val3;
  6341. group->target_flag=target;
  6342. group->bl_flag= skill_get_unit_bl_target(skillid);
  6343. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  6344. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  6345. 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
  6346. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6347. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  6348. active_flag = 0;
  6349. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  6350. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  6351. if (sd)
  6352. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  6353. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  6354. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  6355. }
  6356. if (group->state.song_dance) {
  6357. if(sd){
  6358. sd->skillid_dance = skillid;
  6359. sd->skilllv_dance = skilllv;
  6360. }
  6361. if (
  6362. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  6363. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  6364. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  6365. )
  6366. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  6367. }
  6368. limit = group->limit;
  6369. for( i = 0; i < layout->count; i++ )
  6370. {
  6371. struct skill_unit *unit;
  6372. int ux = x + layout->dx[i];
  6373. int uy = y + layout->dy[i];
  6374. int val1 = skilllv;
  6375. int val2 = 0;
  6376. int alive = 1;
  6377. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  6378. continue; // don't place skill units on walls (except for songs/dances/encores)
  6379. 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) )
  6380. continue; // no path between cell and center of casting.
  6381. switch( skillid )
  6382. {
  6383. case MG_FIREWALL:
  6384. case NJ_KAENSIN:
  6385. val2=group->val2;
  6386. break;
  6387. case WZ_ICEWALL:
  6388. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  6389. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  6390. break;
  6391. case HT_LANDMINE:
  6392. case MA_LANDMINE:
  6393. case HT_ANKLESNARE:
  6394. case HT_SHOCKWAVE:
  6395. case HT_SANDMAN:
  6396. case MA_SANDMAN:
  6397. case HT_FLASHER:
  6398. case HT_FREEZINGTRAP:
  6399. case MA_FREEZINGTRAP:
  6400. case HT_TALKIEBOX:
  6401. case HT_SKIDTRAP:
  6402. case MA_SKIDTRAP:
  6403. val1 = 3500;
  6404. break;
  6405. case GS_DESPERADO:
  6406. val1 = abs(layout->dx[i]);
  6407. val2 = abs(layout->dy[i]);
  6408. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  6409. if (val2 > val1) val1 = val2;
  6410. if (val1) val1--;
  6411. val1 = 36 -12*val1;
  6412. } else //Diagonal edges
  6413. val1 = 28 -4*val1 -4*val2;
  6414. if (val1 < 1) val1 = 1;
  6415. val2 = 0;
  6416. break;
  6417. default:
  6418. if (group->state.song_dance&0x1)
  6419. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6420. break;
  6421. }
  6422. if( range <= 0 )
  6423. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6424. if( !alive )
  6425. continue;
  6426. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6427. unit->limit=limit;
  6428. unit->range=range;
  6429. if (skillid == PF_FOGWALL && alive == 2)
  6430. { //Double duration of cells on top of Deluge/Suiton
  6431. unit->limit *= 2;
  6432. group->limit = unit->limit;
  6433. }
  6434. // execute on all targets standing on this cell
  6435. if (range==0 && active_flag)
  6436. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6437. }
  6438. if (!group->alive_count)
  6439. { //No cells? Something that was blocked completely by Land Protector?
  6440. skill_delunitgroup(group);
  6441. return NULL;
  6442. }
  6443. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6444. group->val1 = group->alive_count;
  6445. return group;
  6446. }
  6447. /*==========================================
  6448. *
  6449. *------------------------------------------*/
  6450. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6451. {
  6452. struct skill_unit_group *sg;
  6453. struct block_list *ss;
  6454. struct status_change *sc;
  6455. struct status_change_entry *sce;
  6456. enum sc_type type;
  6457. int skillid;
  6458. nullpo_retr(0, src);
  6459. nullpo_retr(0, bl);
  6460. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6461. return 0;
  6462. nullpo_retr(0, sg=src->group);
  6463. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6464. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  6465. return 0; //AoE skills are ineffective. [Skotlex]
  6466. sc = status_get_sc(bl);
  6467. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6468. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  6469. type = status_skill2sc(sg->skill_id);
  6470. sce = (sc && type != -1)?sc->data[type]:NULL;
  6471. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6472. switch (sg->unit_id)
  6473. {
  6474. case UNT_SPIDERWEB:
  6475. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  6476. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  6477. sc->data[SC_SPIDERWEB]->val2++;
  6478. break;
  6479. }
  6480. else if( sc )
  6481. {
  6482. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6483. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec,8) )
  6484. {
  6485. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  6486. if( td )
  6487. sec = DIFF_TICK(td->tick, tick);
  6488. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6489. clif_fixpos(bl);
  6490. sg->val2 = bl->id;
  6491. }
  6492. else
  6493. sec = 3000; //Couldn't trap it?
  6494. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6495. }
  6496. break;
  6497. case UNT_SAFETYWALL:
  6498. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6499. if (!sce)
  6500. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  6501. break;
  6502. case UNT_PNEUMA:
  6503. if (!sce)
  6504. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6505. break;
  6506. case UNT_WARP_WAITING:
  6507. if(bl->type==BL_PC){
  6508. struct map_session_data *sd = (struct map_session_data *)bl;
  6509. if((!sd->chatID || battle_config.chat_warpportal)
  6510. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  6511. {
  6512. int x = sg->val2>>16;
  6513. int y = sg->val2&0xffff;
  6514. unsigned short m = sg->val3;
  6515. if( --sg->val1 <= 0 )
  6516. skill_delunitgroup(sg);
  6517. pc_setpos(sd,m,x,y,3);
  6518. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  6519. }
  6520. } else
  6521. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6522. {
  6523. int m = map_mapindex2mapid(sg->val3);
  6524. if (m < 0) break; //Map not available on this map-server.
  6525. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6526. }
  6527. break;
  6528. case UNT_QUAGMIRE:
  6529. if(!sce)
  6530. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6531. break;
  6532. case UNT_VOLCANO:
  6533. case UNT_DELUGE:
  6534. case UNT_VIOLENTGALE:
  6535. if(!sce)
  6536. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6537. break;
  6538. case UNT_SUITON:
  6539. if(!sce)
  6540. sc_start4(bl,type,100,sg->skill_lv,
  6541. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  6542. 0,0,sg->limit);
  6543. break;
  6544. case UNT_HERMODE:
  6545. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  6546. status_change_clear_buffs(bl,1); //Should dispell only allies.
  6547. case UNT_RICHMANKIM:
  6548. case UNT_ETERNALCHAOS:
  6549. case UNT_DRUMBATTLEFIELD:
  6550. case UNT_RINGNIBELUNGEN:
  6551. case UNT_ROKISWEIL:
  6552. case UNT_INTOABYSS:
  6553. case UNT_SIEGFRIED:
  6554. //Needed to check when a dancer/bard leaves their ensemble area.
  6555. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6556. return skillid;
  6557. if (!sce)
  6558. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6559. break;
  6560. case UNT_WHISTLE:
  6561. case UNT_ASSASSINCROSS:
  6562. case UNT_POEMBRAGI:
  6563. case UNT_APPLEIDUN:
  6564. case UNT_HUMMING:
  6565. case UNT_DONTFORGETME:
  6566. case UNT_FORTUNEKISS:
  6567. case UNT_SERVICEFORYOU:
  6568. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6569. return 0;
  6570. if (!sc) return 0;
  6571. if (!sce)
  6572. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6573. else if (sce->val4 == 1) {
  6574. //Readjust timers since the effect will not last long.
  6575. sce->val4 = 0;
  6576. delete_timer(sce->timer, status_change_timer);
  6577. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6578. }
  6579. break;
  6580. case UNT_FOGWALL:
  6581. if (!sce)
  6582. {
  6583. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6584. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6585. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  6586. }
  6587. break;
  6588. case UNT_GRAVITATION:
  6589. if (!sce)
  6590. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6591. break;
  6592. // officially, icewall has no problems existing on occupied cells [ultramage]
  6593. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6594. // src->val1 = 0;
  6595. // if(src->limit + sg->tick > tick + 700)
  6596. // src->limit = DIFF_TICK(tick+700,sg->tick);
  6597. // break;
  6598. case UNT_MOONLIT:
  6599. //Knockback out of area if affected char isn't in Moonlit effect
  6600. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  6601. break;
  6602. if (ss == bl) //Also needed to prevent infinite loop crash.
  6603. break;
  6604. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6605. break;
  6606. }
  6607. return skillid;
  6608. }
  6609. /*==========================================
  6610. *
  6611. *------------------------------------------*/
  6612. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6613. {
  6614. struct skill_unit_group *sg;
  6615. struct block_list *ss;
  6616. TBL_PC* sd;
  6617. TBL_PC* tsd;
  6618. struct status_data *tstatus, *sstatus;
  6619. struct status_change *tsc, *sc;
  6620. struct skill_unit_group_tickset *ts;
  6621. enum sc_type type;
  6622. int skillid;
  6623. int diff=0;
  6624. nullpo_retr(0, src);
  6625. nullpo_retr(0, bl);
  6626. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6627. return 0;
  6628. nullpo_retr(0, sg=src->group);
  6629. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6630. sd = BL_CAST(BL_PC, ss);
  6631. tsd = BL_CAST(BL_PC, bl);
  6632. tsc = status_get_sc(bl);
  6633. tstatus = status_get_status_data(bl);
  6634. if (sg->state.magic_power) //For magic power.
  6635. {
  6636. sc = status_get_sc(ss);
  6637. sstatus = status_get_status_data(ss);
  6638. } else {
  6639. sc = NULL;
  6640. sstatus = NULL;
  6641. }
  6642. type = status_skill2sc(sg->skill_id);
  6643. skillid = sg->skill_id;
  6644. if (sg->interval == -1) {
  6645. switch (sg->unit_id) {
  6646. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6647. case UNT_FIREPILLAR_ACTIVE:
  6648. return 0;
  6649. default:
  6650. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6651. return 0;
  6652. }
  6653. }
  6654. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6655. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6656. diff = DIFF_TICK(tick,ts->tick);
  6657. if (diff < 0)
  6658. return 0;
  6659. ts->tick = tick+sg->interval;
  6660. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6661. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6662. }
  6663. //Temporarily set magic power to have it take effect. [Skotlex]
  6664. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6665. { //Store previous values.
  6666. swap(sstatus->matk_min, sc->mp_matk_min);
  6667. swap(sstatus->matk_max, sc->mp_matk_max);
  6668. //Note to NOT return from the function until this is unset!
  6669. }
  6670. switch (sg->unit_id)
  6671. {
  6672. case UNT_FIREWALL:
  6673. case UNT_KAEN:
  6674. {
  6675. int count=0;
  6676. const int x = bl->x, y = bl->y;
  6677. //Take into account these hit more times than the timer interval can handle.
  6678. do
  6679. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6680. while(--src->val2 && x == bl->x && y == bl->y &&
  6681. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  6682. if (src->val2<=0)
  6683. skill_delunit(src);
  6684. }
  6685. break;
  6686. case UNT_SANCTUARY:
  6687. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  6688. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6689. 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) )
  6690. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  6691. }
  6692. else
  6693. {
  6694. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  6695. struct mob_data *md = BL_CAST(BL_MOB, bl);
  6696. if( md && mob_is_battleground(md) )
  6697. break;
  6698. if( tstatus->hp >= tstatus->max_hp )
  6699. break;
  6700. if( status_isimmune(bl) )
  6701. heal = 0;
  6702. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6703. status_heal(bl, heal, 0, 0);
  6704. if( diff >= 500 )
  6705. sg->val1--;
  6706. }
  6707. if( sg->val1 <= 0 )
  6708. skill_delunitgroup(sg);
  6709. break;
  6710. case UNT_EVILLAND:
  6711. //Will heal demon and undead element monsters, but not players.
  6712. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  6713. { //Damage enemies
  6714. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6715. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6716. } else {
  6717. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  6718. if (tstatus->hp >= tstatus->max_hp)
  6719. break;
  6720. if (status_isimmune(bl))
  6721. heal = 0;
  6722. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6723. status_heal(bl, heal, 0, 0);
  6724. }
  6725. break;
  6726. case UNT_MAGNUS:
  6727. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6728. break;
  6729. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6730. break;
  6731. case UNT_DUMMYSKILL:
  6732. switch (sg->skill_id)
  6733. {
  6734. case SG_SUN_WARM: //SG skills [Komurka]
  6735. case SG_MOON_WARM:
  6736. case SG_STAR_WARM:
  6737. {
  6738. int count = 0;
  6739. const int x = bl->x, y = bl->y;
  6740. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  6741. do
  6742. {
  6743. if( bl->type == BL_PC )
  6744. status_zap(bl, 0, 15); // sp damage to players
  6745. else // mobs
  6746. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  6747. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6748. else { //should end when out of sp.
  6749. sg->limit = DIFF_TICK(tick,sg->tick);
  6750. break;
  6751. }
  6752. } while( x == bl->x && y == bl->y &&
  6753. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  6754. }
  6755. break;
  6756. case WZ_STORMGUST:
  6757. if (tsc)
  6758. { //Reset hit counter when under new storm gust.
  6759. if (tsc->sg_id != sg->group_id) {
  6760. tsc->sg_id = sg->group_id;
  6761. tsc->sg_counter = 0;
  6762. }
  6763. tsc->sg_counter++; //SG hit counter.
  6764. }
  6765. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  6766. tsc->sg_counter=0; //Attack absorbed.
  6767. break;
  6768. case GS_DESPERADO:
  6769. if (rand()%100 < src->val1)
  6770. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6771. break;
  6772. default:
  6773. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6774. }
  6775. break;
  6776. case UNT_FIREPILLAR_WAITING:
  6777. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6778. skill_delunit(src);
  6779. break;
  6780. case UNT_SKIDTRAP:
  6781. {
  6782. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6783. sg->unit_id = UNT_USED_TRAPS;
  6784. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6785. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6786. }
  6787. break;
  6788. case UNT_ANKLESNARE:
  6789. if( sg->val2 == 0 && tsc )
  6790. {
  6791. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6792. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) )
  6793. {
  6794. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  6795. if( td )
  6796. sec = DIFF_TICK(td->tick, tick);
  6797. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6798. clif_fixpos(bl);
  6799. sg->val2 = bl->id;
  6800. }
  6801. else
  6802. sec = 3000; //Couldn't trap it?
  6803. clif_01ac(&src->bl); // mysterious packet
  6804. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6805. sg->interval = -1;
  6806. src->range = 0;
  6807. }
  6808. break;
  6809. case UNT_VENOMDUST:
  6810. if(tsc && !tsc->data[type])
  6811. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6812. break;
  6813. case UNT_LANDMINE:
  6814. case UNT_CLAYMORETRAP:
  6815. case UNT_BLASTMINE:
  6816. case UNT_SHOCKWAVE:
  6817. case UNT_SANDMAN:
  6818. case UNT_FLASHER:
  6819. case UNT_FREEZINGTRAP:
  6820. case UNT_FIREPILLAR_ACTIVE:
  6821. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  6822. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  6823. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  6824. src->range = -1; //Disable range so it does not invoke a for each in area again.
  6825. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6826. break;
  6827. case UNT_TALKIEBOX:
  6828. if (sg->src_id == bl->id)
  6829. break;
  6830. if (sg->val2 == 0){
  6831. clif_talkiebox(&src->bl, sg->valstr);
  6832. sg->unit_id = UNT_USED_TRAPS;
  6833. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6834. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6835. sg->val2 = -1;
  6836. }
  6837. break;
  6838. case UNT_LULLABY:
  6839. if (ss->id == bl->id)
  6840. break;
  6841. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  6842. break;
  6843. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6844. if (ss->id != bl->id)
  6845. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  6846. break;
  6847. case UNT_DISSONANCE:
  6848. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6849. break;
  6850. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6851. {
  6852. int heal;
  6853. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  6854. break; // affects self only when soullinked
  6855. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  6856. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6857. status_heal(bl, heal, 0, 0);
  6858. break;
  6859. }
  6860. case UNT_TATAMIGAESHI:
  6861. case UNT_DEMONSTRATION:
  6862. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6863. break;
  6864. case UNT_GOSPEL:
  6865. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6866. break;
  6867. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6868. { // Support Effect only on party, not guild
  6869. int heal;
  6870. int i = rand()%13; // Positive buff count
  6871. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6872. switch (i)
  6873. {
  6874. case 0: // Heal 1~9999 HP
  6875. heal = rand() %9999+1;
  6876. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6877. status_heal(bl,heal,0,0);
  6878. break;
  6879. case 1: // End all negative status
  6880. status_change_clear_buffs(bl,2);
  6881. if (tsd) clif_gospel_info(tsd, 0x15);
  6882. break;
  6883. case 2: // Immunity to all status
  6884. sc_start(bl,SC_SCRESIST,100,100,time);
  6885. if (tsd) clif_gospel_info(tsd, 0x16);
  6886. break;
  6887. case 3: // MaxHP +100%
  6888. sc_start(bl,SC_INCMHPRATE,100,100,time);
  6889. if (tsd) clif_gospel_info(tsd, 0x17);
  6890. break;
  6891. case 4: // MaxSP +100%
  6892. sc_start(bl,SC_INCMSPRATE,100,100,time);
  6893. if (tsd) clif_gospel_info(tsd, 0x18);
  6894. break;
  6895. case 5: // All stats +20
  6896. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  6897. if (tsd) clif_gospel_info(tsd, 0x19);
  6898. break;
  6899. case 6: // Level 10 Blessing
  6900. sc_start(bl,SC_BLESSING,100,10,time);
  6901. break;
  6902. case 7: // Level 10 Increase AGI
  6903. sc_start(bl,SC_INCREASEAGI,100,10,time);
  6904. break;
  6905. case 8: // Enchant weapon with Holy element
  6906. sc_start(bl,SC_ASPERSIO,100,1,time);
  6907. if (tsd) clif_gospel_info(tsd, 0x1c);
  6908. break;
  6909. case 9: // Enchant armor with Holy element
  6910. sc_start(bl,SC_BENEDICTIO,100,1,time);
  6911. if (tsd) clif_gospel_info(tsd, 0x1d);
  6912. break;
  6913. case 10: // DEF +25%
  6914. sc_start(bl,SC_INCDEFRATE,100,25,time);
  6915. if (tsd) clif_gospel_info(tsd, 0x1e);
  6916. break;
  6917. case 11: // ATK +100%
  6918. sc_start(bl,SC_INCATKRATE,100,100,time);
  6919. if (tsd) clif_gospel_info(tsd, 0x1f);
  6920. break;
  6921. case 12: // HIT/Flee +50
  6922. sc_start(bl,SC_INCHIT,100,50,time);
  6923. sc_start(bl,SC_INCFLEE,100,50,time);
  6924. if (tsd) clif_gospel_info(tsd, 0x20);
  6925. break;
  6926. }
  6927. }
  6928. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6929. { // Offensive Effect
  6930. int i = rand()%9; // Negative buff count
  6931. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  6932. switch (i)
  6933. {
  6934. case 0: // Deal 1~9999 damage
  6935. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6936. break;
  6937. case 1: // Curse
  6938. sc_start(bl,SC_CURSE,100,1,time);
  6939. break;
  6940. case 2: // Blind
  6941. sc_start(bl,SC_BLIND,100,1,time);
  6942. break;
  6943. case 3: // Poison
  6944. sc_start(bl,SC_POISON,100,1,time);
  6945. break;
  6946. case 4: // Level 10 Provoke
  6947. sc_start(bl,SC_PROVOKE,100,10,time);
  6948. break;
  6949. case 5: // DEF -100%
  6950. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  6951. break;
  6952. case 6: // ATK -100%
  6953. sc_start(bl,SC_INCATKRATE,100,-100,time);
  6954. break;
  6955. case 7: // Flee -100%
  6956. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  6957. break;
  6958. case 8: // Speed/ASPD -25%
  6959. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  6960. break;
  6961. }
  6962. }
  6963. break;
  6964. case UNT_BASILICA:
  6965. {
  6966. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  6967. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  6968. { // knock-back any enemy except Boss
  6969. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  6970. clif_fixpos(bl);
  6971. }
  6972. if( sg->src_id != bl->id && i <= 0 )
  6973. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  6974. }
  6975. break;
  6976. case UNT_GRAVITATION:
  6977. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6978. break;
  6979. case UNT_GROUNDDRIFT_WIND:
  6980. case UNT_GROUNDDRIFT_DARK:
  6981. case UNT_GROUNDDRIFT_POISON:
  6982. case UNT_GROUNDDRIFT_WATER:
  6983. case UNT_GROUNDDRIFT_FIRE:
  6984. map_foreachinrange(skill_trap_splash,&src->bl,
  6985. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6986. &src->bl,tick);
  6987. sg->unit_id = UNT_USED_TRAPS;
  6988. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6989. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6990. break;
  6991. }
  6992. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6993. { //Unset magic power.
  6994. swap(sstatus->matk_min, sc->mp_matk_min);
  6995. swap(sstatus->matk_max, sc->mp_matk_max);
  6996. }
  6997. if (bl->type == BL_MOB && ss != bl)
  6998. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6999. return skillid;
  7000. }
  7001. /*==========================================
  7002. * Triggered when a char steps out of a skill cell
  7003. *------------------------------------------*/
  7004. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  7005. {
  7006. struct skill_unit_group *sg;
  7007. struct status_change *sc;
  7008. struct status_change_entry *sce;
  7009. enum sc_type type;
  7010. nullpo_retr(0, src);
  7011. nullpo_retr(0, bl);
  7012. nullpo_retr(0, sg=src->group);
  7013. sc = status_get_sc(bl);
  7014. type = status_skill2sc(sg->skill_id);
  7015. sce = (sc && type != -1)?sc->data[type]:NULL;
  7016. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  7017. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  7018. return 0;
  7019. switch(sg->unit_id){
  7020. case UNT_SAFETYWALL:
  7021. case UNT_PNEUMA:
  7022. if (sce)
  7023. status_change_end(bl,type,-1);
  7024. break;
  7025. case UNT_BASILICA:
  7026. if( sce && sce->val4 == src->bl.id )
  7027. status_change_end(bl,type,-1);
  7028. break;
  7029. case UNT_HERMODE: //Clear Hermode if the owner moved.
  7030. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  7031. status_change_end(bl,type,-1);
  7032. break;
  7033. case UNT_SPIDERWEB:
  7034. {
  7035. struct block_list *target = map_id2bl(sg->val2);
  7036. if (target && target==bl)
  7037. {
  7038. if (sce && sce->val2 == sg->group_id)
  7039. status_change_end(bl,type,-1);
  7040. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  7041. }
  7042. break;
  7043. }
  7044. }
  7045. return sg->skill_id;
  7046. }
  7047. /*==========================================
  7048. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  7049. *------------------------------------------*/
  7050. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  7051. {
  7052. struct status_change *sc;
  7053. struct status_change_entry *sce;
  7054. enum sc_type type;
  7055. sc = status_get_sc(bl);
  7056. if (sc && !sc->count)
  7057. sc = NULL;
  7058. type = status_skill2sc(skill_id);
  7059. sce = (sc && type != -1)?sc->data[type]:NULL;
  7060. switch (skill_id)
  7061. {
  7062. case WZ_QUAGMIRE:
  7063. if (bl->type==BL_MOB)
  7064. break;
  7065. if (sce)
  7066. status_change_end(bl, type, -1);
  7067. break;
  7068. case BD_LULLABY:
  7069. case BD_RICHMANKIM:
  7070. case BD_ETERNALCHAOS:
  7071. case BD_DRUMBATTLEFIELD:
  7072. case BD_RINGNIBELUNGEN:
  7073. case BD_ROKISWEIL:
  7074. case BD_INTOABYSS:
  7075. case BD_SIEGFRIED:
  7076. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  7077. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  7078. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  7079. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  7080. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  7081. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  7082. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  7083. status_change_end(bl, SC_DANCING, -1);
  7084. }
  7085. case MG_SAFETYWALL:
  7086. case AL_PNEUMA:
  7087. case SA_VOLCANO:
  7088. case SA_DELUGE:
  7089. case SA_VIOLENTGALE:
  7090. case CG_HERMODE:
  7091. case HW_GRAVITATION:
  7092. case NJ_SUITON:
  7093. if (sce)
  7094. status_change_end(bl, type, -1);
  7095. break;
  7096. case BA_POEMBRAGI:
  7097. case BA_WHISTLE:
  7098. case BA_ASSASSINCROSS:
  7099. case BA_APPLEIDUN:
  7100. case DC_HUMMING:
  7101. case DC_DONTFORGETME:
  7102. case DC_FORTUNEKISS:
  7103. case DC_SERVICEFORYOU:
  7104. if (sce)
  7105. {
  7106. delete_timer(sce->timer, status_change_timer);
  7107. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  7108. //not possible on our current implementation.
  7109. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  7110. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  7111. }
  7112. break;
  7113. case PF_FOGWALL:
  7114. if (sce)
  7115. {
  7116. status_change_end(bl,type,-1);
  7117. if ((sce=sc->data[SC_BLIND]))
  7118. {
  7119. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  7120. status_change_end(bl, SC_BLIND, -1);
  7121. else {
  7122. delete_timer(sce->timer, status_change_timer);
  7123. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  7124. }
  7125. }
  7126. }
  7127. break;
  7128. }
  7129. return skill_id;
  7130. }
  7131. /*==========================================
  7132. * Invoked when a unit cell has been placed/removed/deleted.
  7133. * flag values:
  7134. * flag&1: Invoke onplace function (otherwise invoke onout)
  7135. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  7136. *------------------------------------------*/
  7137. static int skill_unit_effect (struct block_list* bl, va_list ap)
  7138. {
  7139. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  7140. struct skill_unit_group* group = unit->group;
  7141. unsigned int tick = va_arg(ap,unsigned int);
  7142. unsigned int flag = va_arg(ap,unsigned int);
  7143. int skill_id;
  7144. bool dissonance;
  7145. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  7146. return 0;
  7147. nullpo_retr(0, group);
  7148. dissonance = skill_dance_switch(unit, 0);
  7149. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  7150. skill_id = group->skill_id;
  7151. //Target-type check.
  7152. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  7153. {
  7154. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  7155. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  7156. }
  7157. else
  7158. {
  7159. if( flag&1 )
  7160. skill_unit_onplace(unit,bl,tick);
  7161. else
  7162. skill_unit_onout(unit,bl,tick);
  7163. if( flag&4 )
  7164. skill_unit_onleft(skill_id, bl, tick);
  7165. }
  7166. if( dissonance ) skill_dance_switch(unit, 1);
  7167. return 0;
  7168. }
  7169. /*==========================================
  7170. *
  7171. *------------------------------------------*/
  7172. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  7173. {
  7174. struct skill_unit_group *sg;
  7175. nullpo_retr(0, src);
  7176. nullpo_retr(0, sg=src->group);
  7177. switch( sg->unit_id )
  7178. {
  7179. case UNT_SKIDTRAP:
  7180. case UNT_LANDMINE:
  7181. case UNT_SHOCKWAVE:
  7182. case UNT_SANDMAN:
  7183. case UNT_FLASHER:
  7184. case UNT_FREEZINGTRAP:
  7185. case UNT_TALKIEBOX:
  7186. case UNT_ANKLESNARE:
  7187. case UNT_ICEWALL:
  7188. src->val1-=damage;
  7189. break;
  7190. case UNT_BLASTMINE:
  7191. case UNT_CLAYMORETRAP:
  7192. skill_blown(bl, &src->bl, 2, -1, 0);
  7193. break;
  7194. default:
  7195. damage = 0;
  7196. break;
  7197. }
  7198. return damage;
  7199. }
  7200. /*==========================================
  7201. *
  7202. *------------------------------------------*/
  7203. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7204. {
  7205. int *c, skillid;
  7206. struct block_list *src;
  7207. struct map_session_data *sd;
  7208. struct map_session_data *tsd;
  7209. int *p_sd; //Contains the list of characters found.
  7210. nullpo_retr(0, bl);
  7211. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7212. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7213. nullpo_retr(0, sd=(struct map_session_data*)src);
  7214. c=va_arg(ap,int *);
  7215. p_sd = va_arg(ap, int *);
  7216. skillid = va_arg(ap,int);
  7217. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7218. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7219. if (bl == src)
  7220. return 0;
  7221. if(pc_isdead(tsd))
  7222. return 0;
  7223. if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
  7224. return 0;
  7225. switch(skillid)
  7226. {
  7227. case PR_BENEDICTIO:
  7228. {
  7229. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7230. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7231. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7232. && sd->status.sp >= 10)
  7233. p_sd[(*c)++]=tsd->bl.id;
  7234. return 1;
  7235. }
  7236. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7237. {
  7238. int skilllv;
  7239. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7240. return 0;
  7241. if (sd->status.sex != tsd->status.sex &&
  7242. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7243. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7244. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7245. sd->status.party_id && tsd->status.party_id &&
  7246. sd->status.party_id == tsd->status.party_id &&
  7247. !tsd->sc.data[SC_DANCING])
  7248. {
  7249. p_sd[(*c)++]=tsd->bl.id;
  7250. return skilllv;
  7251. } else {
  7252. return 0;
  7253. }
  7254. }
  7255. break;
  7256. }
  7257. return 0;
  7258. }
  7259. /*==========================================
  7260. * Checks and stores partners for ensemble skills [Skotlex]
  7261. *------------------------------------------*/
  7262. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  7263. {
  7264. static int c=0;
  7265. static int p_sd[2] = { 0, 0 };
  7266. int i;
  7267. if (!battle_config.player_skill_partner_check ||
  7268. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  7269. return 99; //As if there were infinite partners.
  7270. if (cast_flag)
  7271. { //Execute the skill on the partners.
  7272. struct map_session_data* tsd;
  7273. switch (skill_id)
  7274. {
  7275. case PR_BENEDICTIO:
  7276. for (i = 0; i < c; i++)
  7277. {
  7278. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7279. status_charge(&tsd->bl, 0, 10);
  7280. }
  7281. return c;
  7282. default: //Warning: Assuming Ensemble skills here (for speed)
  7283. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  7284. {
  7285. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  7286. 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);
  7287. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7288. tsd->skillid_dance = skill_id;
  7289. tsd->skilllv_dance = *skill_lv;
  7290. }
  7291. return c;
  7292. }
  7293. }
  7294. //Else: new search for partners.
  7295. c = 0;
  7296. memset (p_sd, 0, sizeof(p_sd));
  7297. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7298. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7299. *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.
  7300. return c;
  7301. }
  7302. /*==========================================
  7303. *
  7304. *------------------------------------------*/
  7305. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7306. {
  7307. int *c,src_id,mob_class,skill;
  7308. struct mob_data *md;
  7309. md=(struct mob_data*)bl;
  7310. src_id=va_arg(ap,int);
  7311. mob_class=va_arg(ap,int);
  7312. skill=va_arg(ap,int);
  7313. c=va_arg(ap,int *);
  7314. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  7315. return 0; //Non alchemist summoned mobs have nothing to do here.
  7316. if(md->class_==mob_class)
  7317. (*c)++;
  7318. return 1;
  7319. }
  7320. /*==========================================
  7321. * Determines if a given skill should be made to consume ammo
  7322. * when used by the player. [Skotlex]
  7323. *------------------------------------------*/
  7324. int skill_isammotype (struct map_session_data *sd, int skill)
  7325. {
  7326. return (
  7327. battle_config.arrow_decrement==2 &&
  7328. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7329. skill != HT_PHANTASMIC &&
  7330. skill_get_type(skill) == BF_WEAPON &&
  7331. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  7332. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  7333. );
  7334. }
  7335. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv)
  7336. {
  7337. struct status_data *status;
  7338. struct status_change *sc;
  7339. struct skill_condition require;
  7340. int i;
  7341. nullpo_retr(0, sd);
  7342. if (lv <= 0 || sd->chatID) return 0;
  7343. if( battle_config.gm_skilluncond && pc_isGM(sd)>= battle_config.gm_skilluncond && sd->skillitem != skill )
  7344. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7345. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  7346. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  7347. return 1;
  7348. }
  7349. if( sd->menuskill_id == AM_PHARMACY )
  7350. {
  7351. switch( skill )
  7352. {
  7353. case AM_PHARMACY:
  7354. case AC_MAKINGARROW:
  7355. case BS_REPAIRWEAPON:
  7356. case AM_TWILIGHT1:
  7357. case AM_TWILIGHT2:
  7358. case AM_TWILIGHT3:
  7359. return 0;
  7360. }
  7361. }
  7362. status = &sd->battle_status;
  7363. sc = &sd->sc;
  7364. if( !sc->count )
  7365. sc = NULL;
  7366. if( sd->skillitem == skill )
  7367. {
  7368. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  7369. sd->state.abra_flag = 0;
  7370. else
  7371. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  7372. if( (i = sd->itemindex) == -1 ||
  7373. sd->status.inventory[i].nameid != sd->itemid ||
  7374. sd->inventory_data[i] == NULL ||
  7375. !sd->inventory_data[i]->flag.delay_consume ||
  7376. sd->status.inventory[i].amount < 1
  7377. )
  7378. { //Something went wrong, item exploit?
  7379. sd->itemid = sd->itemindex = -1;
  7380. return 0;
  7381. }
  7382. //Consume
  7383. sd->itemid = sd->itemindex = -1;
  7384. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rand()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  7385. ; //Do not consume item.
  7386. else if( sd->status.inventory[i].expire_time == 0 )
  7387. pc_delitem(sd,i,1,0); // Rental usable items are not consumed until expiration
  7388. }
  7389. return 1;
  7390. }
  7391. if( pc_is90overweight(sd) )
  7392. {
  7393. clif_skill_fail(sd,skill,9,0);
  7394. return 0;
  7395. }
  7396. switch( skill )
  7397. { // Turn off check.
  7398. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  7399. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  7400. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  7401. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  7402. if( sc && sc->data[status_skill2sc(skill)] )
  7403. return 1;
  7404. }
  7405. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  7406. return 0;
  7407. require = skill_get_requirement(sd,skill,lv);
  7408. //Can only update state when weapon/arrow info is checked.
  7409. if (require.weapon) sd->state.arrow_atk = require.ammo?1:0;
  7410. // perform skill-specific checks (and actions)
  7411. switch( skill )
  7412. {
  7413. case SA_CASTCANCEL:
  7414. if(sd->ud.skilltimer == -1) {
  7415. clif_skill_fail(sd,skill,0,0);
  7416. return 0;
  7417. }
  7418. break;
  7419. case AL_WARP:
  7420. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7421. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7422. return 0;
  7423. }
  7424. break;
  7425. case MO_CALLSPIRITS:
  7426. if(sd->spiritball >= lv) {
  7427. clif_skill_fail(sd,skill,0,0);
  7428. return 0;
  7429. }
  7430. break;
  7431. case MO_FINGEROFFENSIVE:
  7432. case GS_FLING:
  7433. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  7434. sd->spiritball_old = require.spiritball = sd->spiritball;
  7435. else
  7436. sd->spiritball_old = require.spiritball;
  7437. break;
  7438. case MO_CHAINCOMBO:
  7439. if(!sc)
  7440. return 0;
  7441. if(sc->data[SC_BLADESTOP])
  7442. break;
  7443. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  7444. break;
  7445. return 0;
  7446. case MO_COMBOFINISH:
  7447. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  7448. return 0;
  7449. break;
  7450. case CH_TIGERFIST:
  7451. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  7452. return 0;
  7453. break;
  7454. case CH_CHAINCRUSH:
  7455. if(!(sc && sc->data[SC_COMBO]))
  7456. return 0;
  7457. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  7458. return 0;
  7459. break;
  7460. case MO_EXTREMITYFIST:
  7461. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  7462. // return 0;
  7463. if( sc && sc->data[SC_BLADESTOP] )
  7464. break;
  7465. if( sc && sc->data[SC_COMBO] )
  7466. {
  7467. switch(sc->data[SC_COMBO]->val1) {
  7468. case MO_COMBOFINISH:
  7469. case CH_TIGERFIST:
  7470. case CH_CHAINCRUSH:
  7471. break;
  7472. default:
  7473. return 0;
  7474. }
  7475. }
  7476. else if( !unit_can_move(&sd->bl) )
  7477. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7478. clif_skill_fail(sd,skill,0,0);
  7479. return 0;
  7480. }
  7481. break;
  7482. case TK_MISSION:
  7483. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  7484. {// Cannot be used by Non-Taekwon classes
  7485. clif_skill_fail(sd,skill,0,0);
  7486. return 0;
  7487. }
  7488. break;
  7489. case TK_READYCOUNTER:
  7490. case TK_READYDOWN:
  7491. case TK_READYSTORM:
  7492. case TK_READYTURN:
  7493. case TK_JUMPKICK:
  7494. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  7495. {// Soul Linkers cannot use this skill
  7496. clif_skill_fail(sd,skill,0,0);
  7497. return 0;
  7498. }
  7499. break;
  7500. case TK_TURNKICK:
  7501. case TK_STORMKICK:
  7502. case TK_DOWNKICK:
  7503. case TK_COUNTER:
  7504. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7505. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7506. if(!(sc && sc->data[SC_COMBO]))
  7507. return 0; //Combo needs to be ready
  7508. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7509. { //Unlimited Combo
  7510. if (skill == sd->skillid_old) {
  7511. status_change_end(&sd->bl, SC_COMBO, -1);
  7512. sd->skillid_old = sd->skilllv_old = 0;
  7513. return 0; //Can't repeat previous combo skill.
  7514. }
  7515. break;
  7516. }
  7517. if(sc->data[SC_COMBO]->val1 != skill)
  7518. { //Cancel combo wait.
  7519. unit_cancel_combo(&sd->bl);
  7520. return 0;
  7521. }
  7522. break; //Combo ready.
  7523. case BD_ADAPTATION:
  7524. {
  7525. int time;
  7526. if(!(sc && sc->data[SC_DANCING]))
  7527. {
  7528. clif_skill_fail(sd,skill,0,0);
  7529. return 0;
  7530. }
  7531. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  7532. if (skill_get_time(
  7533. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  7534. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  7535. - time <= skill_get_time2(skill,lv))
  7536. {
  7537. clif_skill_fail(sd,skill,0,0);
  7538. return 0;
  7539. }
  7540. }
  7541. break;
  7542. case PR_BENEDICTIO:
  7543. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7544. {
  7545. clif_skill_fail(sd,skill,0,0);
  7546. return 0;
  7547. }
  7548. break;
  7549. case SL_SMA:
  7550. if(!(sc && sc->data[SC_SMA]))
  7551. return 0;
  7552. break;
  7553. case HT_POWER:
  7554. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  7555. return 0;
  7556. break;
  7557. case CG_HERMODE:
  7558. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7559. {
  7560. clif_skill_fail(sd,skill,0,0);
  7561. return 0;
  7562. }
  7563. break;
  7564. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7565. {
  7566. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7567. int size = range*2+1;
  7568. for (i=0;i<size*size;i++) {
  7569. x = sd->bl.x+(i%size-range);
  7570. y = sd->bl.y+(i/size-range);
  7571. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7572. clif_skill_fail(sd,skill,0,0);
  7573. return 0;
  7574. }
  7575. }
  7576. }
  7577. break;
  7578. case PR_REDEMPTIO:
  7579. {
  7580. int exp;
  7581. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  7582. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  7583. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7584. return 0;
  7585. }
  7586. break;
  7587. }
  7588. case AM_TWILIGHT2:
  7589. case AM_TWILIGHT3:
  7590. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7591. {
  7592. clif_skill_fail(sd,skill,0,0);
  7593. return 0;
  7594. }
  7595. break;
  7596. case SG_SUN_WARM:
  7597. case SG_MOON_WARM:
  7598. case SG_STAR_WARM:
  7599. if (sc && sc->data[SC_MIRACLE])
  7600. break;
  7601. i = skill-SG_SUN_WARM;
  7602. if (sd->bl.m == sd->feel_map[i].m)
  7603. break;
  7604. clif_skill_fail(sd,skill,0,0);
  7605. return 0;
  7606. break;
  7607. case SG_SUN_COMFORT:
  7608. case SG_MOON_COMFORT:
  7609. case SG_STAR_COMFORT:
  7610. if (sc && sc->data[SC_MIRACLE])
  7611. break;
  7612. i = skill-SG_SUN_COMFORT;
  7613. if (sd->bl.m == sd->feel_map[i].m &&
  7614. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  7615. break;
  7616. clif_skill_fail(sd,skill,0,0);
  7617. return 0;
  7618. case SG_FUSION:
  7619. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  7620. break;
  7621. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7622. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  7623. if( require.sp > 0 )
  7624. {
  7625. if (status->sp < (unsigned int)require.sp)
  7626. clif_skill_fail(sd,skill,1,0);
  7627. else
  7628. status_zap(&sd->bl, 0, require.sp);
  7629. }
  7630. return 0;
  7631. case GD_BATTLEORDER:
  7632. case GD_REGENERATION:
  7633. case GD_RESTORE:
  7634. if (!map_flag_gvg2(sd->bl.m)) {
  7635. clif_skill_fail(sd,skill,0,0);
  7636. return 0;
  7637. }
  7638. case GD_EMERGENCYCALL:
  7639. // other checks were already done in skillnotok()
  7640. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7641. return 0;
  7642. break;
  7643. case GS_GLITTERING:
  7644. if(sd->spiritball >= 10) {
  7645. clif_skill_fail(sd,skill,0,0);
  7646. return 0;
  7647. }
  7648. break;
  7649. case NJ_ISSEN:
  7650. if (status->hp < 2) {
  7651. clif_skill_fail(sd,skill,0,0);
  7652. return 0;
  7653. }
  7654. case NJ_BUNSINJYUTSU:
  7655. if (!(sc && sc->data[SC_NEN])) {
  7656. clif_skill_fail(sd,skill,0,0);
  7657. return 0;
  7658. }
  7659. break;
  7660. case NJ_ZENYNAGE:
  7661. if(sd->status.zeny < require.zeny) {
  7662. clif_skill_fail(sd,skill,5,0);
  7663. return 0;
  7664. }
  7665. break;
  7666. case PF_HPCONVERSION:
  7667. if (status->sp == status->max_sp)
  7668. return 0; //Unusable when at full SP.
  7669. break;
  7670. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7671. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7672. clif_skill_fail(sd,skill,0,0);
  7673. return 0;
  7674. }
  7675. break;
  7676. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7677. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7678. {
  7679. clif_skill_fail(sd,skill,0,0);
  7680. return 0;
  7681. }
  7682. break;
  7683. }
  7684. switch(require.state) {
  7685. case ST_HIDING:
  7686. if(!(sc && sc->option&OPTION_HIDE)) {
  7687. clif_skill_fail(sd,skill,0,0);
  7688. return 0;
  7689. }
  7690. break;
  7691. case ST_CLOAKING:
  7692. if(!pc_iscloaking(sd)) {
  7693. clif_skill_fail(sd,skill,0,0);
  7694. return 0;
  7695. }
  7696. break;
  7697. case ST_HIDDEN:
  7698. if(!pc_ishiding(sd)) {
  7699. clif_skill_fail(sd,skill,0,0);
  7700. return 0;
  7701. }
  7702. break;
  7703. case ST_RIDING:
  7704. if(!pc_isriding(sd)) {
  7705. clif_skill_fail(sd,skill,0,0);
  7706. return 0;
  7707. }
  7708. break;
  7709. case ST_FALCON:
  7710. if(!pc_isfalcon(sd)) {
  7711. clif_skill_fail(sd,skill,0,0);
  7712. return 0;
  7713. }
  7714. break;
  7715. case ST_CARTBOOST:
  7716. if(!(sc && sc->data[SC_CARTBOOST])) {
  7717. clif_skill_fail(sd,skill,0,0);
  7718. return 0;
  7719. }
  7720. case ST_CART:
  7721. if(!pc_iscarton(sd)) {
  7722. clif_skill_fail(sd,skill,0,0);
  7723. return 0;
  7724. }
  7725. break;
  7726. case ST_SHIELD:
  7727. if(sd->status.shield <= 0) {
  7728. clif_skill_fail(sd,skill,0,0);
  7729. return 0;
  7730. }
  7731. break;
  7732. case ST_SIGHT:
  7733. if(!(sc && sc->data[SC_SIGHT])) {
  7734. clif_skill_fail(sd,skill,0,0);
  7735. return 0;
  7736. }
  7737. break;
  7738. case ST_EXPLOSIONSPIRITS:
  7739. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  7740. clif_skill_fail(sd,skill,0,0);
  7741. return 0;
  7742. }
  7743. break;
  7744. case ST_RECOV_WEIGHT_RATE:
  7745. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7746. clif_skill_fail(sd,skill,0,0);
  7747. return 0;
  7748. }
  7749. break;
  7750. case ST_MOVE_ENABLE:
  7751. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  7752. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7753. if (!unit_can_move(&sd->bl)) {
  7754. clif_skill_fail(sd,skill,0,0);
  7755. return 0;
  7756. }
  7757. break;
  7758. case ST_WATER:
  7759. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  7760. break;
  7761. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7762. break;
  7763. clif_skill_fail(sd,skill,0,0);
  7764. return 0;
  7765. }
  7766. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  7767. //mhp is the max-hp-requirement, that is,
  7768. //you must have this % or less of HP to cast it.
  7769. clif_skill_fail(sd,skill,2,0);
  7770. return 0;
  7771. }
  7772. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  7773. clif_skill_fail(sd,skill,6,0);
  7774. return 0;
  7775. }
  7776. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  7777. clif_skill_fail(sd,skill,1,0);
  7778. return 0;
  7779. }
  7780. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  7781. clif_skill_fail(sd,skill,5,0);
  7782. return 0;
  7783. }
  7784. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  7785. clif_skill_fail(sd,skill,0,0);
  7786. return 0;
  7787. }
  7788. return 1;
  7789. }
  7790. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  7791. {
  7792. struct skill_condition require;
  7793. struct status_data *status;
  7794. int i;
  7795. int index[MAX_SKILL_ITEM_REQUIRE];
  7796. nullpo_retr(0, sd);
  7797. if( lv <= 0 || sd->chatID )
  7798. return 0;
  7799. if( battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond && sd->skillitem != skill )
  7800. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7801. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  7802. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  7803. return 1;
  7804. }
  7805. if( sd->menuskill_id == AM_PHARMACY )
  7806. { // Cast start or cast end??
  7807. switch( skill )
  7808. {
  7809. case AM_PHARMACY:
  7810. case AC_MAKINGARROW:
  7811. case BS_REPAIRWEAPON:
  7812. case AM_TWILIGHT1:
  7813. case AM_TWILIGHT2:
  7814. case AM_TWILIGHT3:
  7815. return 0;
  7816. }
  7817. }
  7818. if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
  7819. return 1;
  7820. if( pc_is90overweight(sd) )
  7821. {
  7822. clif_skill_fail(sd,skill,9,0);
  7823. return 0;
  7824. }
  7825. // perform skill-specific checks (and actions)
  7826. switch( skill )
  7827. {
  7828. case PR_BENEDICTIO:
  7829. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7830. break;
  7831. case AM_CANNIBALIZE:
  7832. case AM_SPHEREMINE:
  7833. {
  7834. int c=0;
  7835. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7836. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7837. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7838. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7839. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7840. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7841. if(c >= maxcount ||
  7842. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7843. { //Fails when: exceed max limit. There are other plant types already out.
  7844. clif_skill_fail(sd,skill,0,0);
  7845. return 0;
  7846. }
  7847. }
  7848. break;
  7849. }
  7850. }
  7851. status = &sd->battle_status;
  7852. require = skill_get_requirement(sd,skill,lv);
  7853. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  7854. clif_skill_fail(sd,skill,2,0);
  7855. return 0;
  7856. }
  7857. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  7858. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7859. !sd->inventory_data[i] ||
  7860. sd->status.inventory[i].amount < require.ammo_qty
  7861. ) {
  7862. clif_arrow_fail(sd,0);
  7863. return 0;
  7864. }
  7865. if (!(require.ammo&1<<sd->inventory_data[i]->look))
  7866. { //Ammo type check. Send the "wrong weapon type" message
  7867. //which is the closest we have to wrong ammo type. [Skotlex]
  7868. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7869. //clif_skill_fail(sd,skill,6,0);
  7870. return 0;
  7871. }
  7872. }
  7873. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  7874. {
  7875. if( !require.itemid[i] )
  7876. continue;
  7877. index[i] = pc_search_inventory(sd,require.itemid[i]);
  7878. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  7879. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  7880. clif_skill_fail(sd,skill,7,0);// red gemstone required
  7881. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  7882. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  7883. else
  7884. clif_skill_fail(sd,skill,0,0);
  7885. return 0;
  7886. }
  7887. }
  7888. return 1;
  7889. }
  7890. // type&2: consume items (after skill was used)
  7891. // type&1: consume the others (before skill was used)
  7892. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  7893. {
  7894. int n,i;
  7895. struct skill_condition req;
  7896. nullpo_retr(0, sd);
  7897. req = skill_get_requirement(sd,skill,lv);
  7898. if( type&1 )
  7899. {
  7900. if( skill == CG_TAROTCARD || sd->state.autocast )
  7901. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  7902. if(req.hp || req.sp)
  7903. status_zap(&sd->bl, req.hp, req.sp);
  7904. if(req.spiritball > 0)
  7905. pc_delspiritball(sd,req.spiritball,0);
  7906. if(req.zeny > 0)
  7907. {
  7908. if( skill == NJ_ZENYNAGE )
  7909. req.zeny = 0; //Zeny is reduced on skill_attack.
  7910. if( sd->status.zeny < req.zeny )
  7911. req.zeny = sd->status.zeny;
  7912. pc_payzeny(sd,req.zeny);
  7913. }
  7914. }
  7915. if( type&2 )
  7916. {
  7917. struct status_change *sc = &sd->sc;
  7918. if( !sc->count )
  7919. sc = NULL;
  7920. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  7921. {
  7922. if( !req.itemid[i] )
  7923. continue;
  7924. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  7925. continue; //Gemstones are checked, but not substracted from inventory.
  7926. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  7927. pc_delitem(sd,n,req.amount[i],0);
  7928. }
  7929. }
  7930. return 1;
  7931. }
  7932. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  7933. {
  7934. struct skill_condition req;
  7935. struct status_data *status;
  7936. struct status_change *sc;
  7937. int i,j,hp_rate,sp_rate;
  7938. memset(&req,0,sizeof(req));
  7939. if( !sd )
  7940. return req;
  7941. if( sd->skillitem == skill )
  7942. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  7943. sc = &sd->sc;
  7944. if( !sc->count )
  7945. sc = NULL;
  7946. switch( skill )
  7947. { // Turn off check.
  7948. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  7949. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  7950. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  7951. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  7952. if( sc && sc->data[status_skill2sc(skill)] )
  7953. return req;
  7954. }
  7955. j = skill_get_index(skill);
  7956. if( j == 0 ) // invalid skill id
  7957. return req;
  7958. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  7959. return req;
  7960. status = &sd->battle_status;
  7961. req.hp = skill_db[j].hp[lv-1];
  7962. hp_rate = skill_db[j].hp_rate[lv-1];
  7963. if(hp_rate > 0)
  7964. req.hp += (status->hp * hp_rate)/100;
  7965. else
  7966. req.hp += (status->max_hp * (-hp_rate))/100;
  7967. req.sp = skill_db[j].sp[lv-1];
  7968. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7969. req.sp /= 2;
  7970. sp_rate = skill_db[j].sp_rate[lv-1];
  7971. if(sp_rate > 0)
  7972. req.sp += (status->sp * sp_rate)/100;
  7973. else
  7974. req.sp += (status->max_sp * (-sp_rate))/100;
  7975. if( sd->dsprate!=100 )
  7976. req.sp = req.sp * sd->dsprate / 100;
  7977. req.zeny = skill_db[j].zeny[lv-1];
  7978. req.spiritball = skill_db[j].spiritball[lv-1];
  7979. req.state = skill_db[j].state;
  7980. req.mhp = skill_db[j].mhp[lv-1];
  7981. req.weapon = skill_db[j].weapon;
  7982. req.ammo = skill_db[j].ammo;
  7983. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  7984. if (req.weapon && !req.ammo && skill && skill_isammotype(sd, skill))
  7985. { //Assume this skill is using the weapon, therefore it requires arrows.
  7986. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  7987. req.ammo_qty = 1;
  7988. }
  7989. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  7990. {
  7991. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  7992. continue;
  7993. switch( skill )
  7994. {
  7995. case AM_CALLHOMUN:
  7996. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7997. continue;
  7998. break;
  7999. case WZ_FIREPILLAR: // celest
  8000. if (lv <= 5) // no gems required at level 1-5
  8001. continue;
  8002. break;
  8003. }
  8004. req.itemid[i] = skill_db[j].itemid[i];
  8005. req.amount[i] = skill_db[j].amount[i];
  8006. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  8007. {
  8008. if( sd->special_state.no_gemstone )
  8009. { //Make it substract 1 gem rather than skipping the cost.
  8010. if( --req.amount[i] < 1 )
  8011. req.itemid[i] = 0;
  8012. }
  8013. if(sc && sc->data[SC_INTOABYSS])
  8014. {
  8015. if( skill != SA_ABRACADABRA )
  8016. req.itemid[i] = req.amount[i] = 0;
  8017. else if( --req.amount[i] < 1 )
  8018. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  8019. }
  8020. }
  8021. }
  8022. // Check for cost reductions due to skills & SCs
  8023. switch(skill) {
  8024. case MC_MAMMONITE:
  8025. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  8026. req.zeny -= req.zeny*10/100;
  8027. break;
  8028. case AL_HOLYLIGHT:
  8029. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  8030. req.sp *= 5;
  8031. break;
  8032. case SL_SMA:
  8033. case SL_STUN:
  8034. case SL_STIN:
  8035. {
  8036. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  8037. if(kaina_lv==0 || sd->status.base_level<70)
  8038. break;
  8039. if(sd->status.base_level>=90)
  8040. req.sp -= req.sp*7*kaina_lv/100;
  8041. else if(sd->status.base_level>=80)
  8042. req.sp -= req.sp*5*kaina_lv/100;
  8043. else if(sd->status.base_level>=70)
  8044. req.sp -= req.sp*3*kaina_lv/100;
  8045. }
  8046. break;
  8047. case MO_TRIPLEATTACK:
  8048. case MO_CHAINCOMBO:
  8049. case MO_COMBOFINISH:
  8050. case CH_TIGERFIST:
  8051. case CH_CHAINCRUSH:
  8052. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  8053. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  8054. break;
  8055. case MO_BODYRELOCATION:
  8056. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  8057. req.spiritball = 0;
  8058. break;
  8059. case MO_EXTREMITYFIST:
  8060. if( sc )
  8061. {
  8062. if( sc->data[SC_BLADESTOP] )
  8063. req.spiritball--;
  8064. else if( sc->data[SC_COMBO] )
  8065. {
  8066. switch( sc->data[SC_COMBO]->val1 )
  8067. {
  8068. case MO_COMBOFINISH:
  8069. req.spiritball = 4;
  8070. break;
  8071. case CH_TIGERFIST:
  8072. req.spiritball = 3;
  8073. break;
  8074. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  8075. req.spiritball = sd->spiritball?sd->spiritball:1;
  8076. break;
  8077. }
  8078. }
  8079. }
  8080. break;
  8081. }
  8082. return req;
  8083. }
  8084. /*==========================================
  8085. * Does cast-time reductions based on dex, item bonuses and config setting
  8086. *------------------------------------------*/
  8087. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  8088. {
  8089. int time = skill_get_cast(skill_id, skill_lv);
  8090. struct map_session_data *sd;
  8091. struct status_change *sc;
  8092. nullpo_retr(0, bl);
  8093. sd = BL_CAST(BL_PC, bl);
  8094. sc = status_get_sc(bl);
  8095. // calculate base cast time (reduced by dex)
  8096. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )
  8097. {
  8098. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8099. if( scale > 0 ) // not instant cast
  8100. time = time * scale / battle_config.castrate_dex_scale;
  8101. else return 0; // instant cast
  8102. }
  8103. // calculate cast time reduced by item/card bonuses
  8104. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  8105. {
  8106. int i;
  8107. if( sd->castrate != 100 )
  8108. time = time * sd->castrate / 100;
  8109. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  8110. {
  8111. if( sd->skillcast[i].id == skill_id )
  8112. {
  8113. time+= time * sd->skillcast[i].val / 100;
  8114. break;
  8115. }
  8116. }
  8117. }
  8118. // config cast time multiplier
  8119. if (battle_config.cast_rate != 100)
  8120. time = time * battle_config.cast_rate / 100;
  8121. // return final cast time
  8122. return (time > 0) ? time : 0;
  8123. }
  8124. /*==========================================
  8125. * Does cast-time reductions based on sc data.
  8126. *------------------------------------------*/
  8127. int skill_castfix_sc (struct block_list *bl, int time)
  8128. {
  8129. struct status_change *sc = status_get_sc(bl);
  8130. if (sc && sc->count) {
  8131. if (sc->data[SC_SLOWCAST])
  8132. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  8133. if (sc->data[SC_SUFFRAGIUM]) {
  8134. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  8135. status_change_end(bl, SC_SUFFRAGIUM, -1);
  8136. }
  8137. if (sc->data[SC_MEMORIZE]) {
  8138. time>>=1;
  8139. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  8140. status_change_end(bl, SC_MEMORIZE, -1);
  8141. }
  8142. if (sc->data[SC_POEMBRAGI])
  8143. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  8144. }
  8145. return (time > 0) ? time : 0;
  8146. }
  8147. /*==========================================
  8148. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  8149. *------------------------------------------*/
  8150. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  8151. {
  8152. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  8153. int time = skill_get_delay(skill_id, skill_lv);
  8154. struct map_session_data *sd;
  8155. struct status_change *sc = status_get_sc(bl);
  8156. nullpo_retr(0, bl);
  8157. sd = BL_CAST(BL_PC, bl);
  8158. if (skill_id == SA_ABRACADABRA)
  8159. return 0; //Will use picked skill's delay.
  8160. if (bl->type&battle_config.no_skill_delay)
  8161. return battle_config.min_skill_delay_limit;
  8162. if (time < 0)
  8163. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  8164. // Delay reductions
  8165. switch (skill_id)
  8166. { //Monk combo skills have their delay reduced by agi/dex.
  8167. case MO_TRIPLEATTACK:
  8168. case MO_CHAINCOMBO:
  8169. case MO_COMBOFINISH:
  8170. case CH_TIGERFIST:
  8171. case CH_CHAINCRUSH:
  8172. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  8173. break;
  8174. case HP_BASILICA:
  8175. if( sc && !sc->data[SC_BASILICA] )
  8176. time = 0; // There is no Delay on Basilica creation, only on cancel
  8177. break;
  8178. default:
  8179. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  8180. { // if skill delay is allowed to be reduced by dex
  8181. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8182. if (scale > 0)
  8183. time = time * scale / battle_config.castrate_dex_scale;
  8184. else //To be capped later to minimum.
  8185. time = 0;
  8186. }
  8187. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  8188. { // if skill delay is allowed to be reduced by agi
  8189. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  8190. if (scale > 0)
  8191. time = time * scale / battle_config.castrate_dex_scale;
  8192. else //To be capped later to minimum.
  8193. time = 0;
  8194. }
  8195. }
  8196. if ( sc && sc->data[SC_SPIRIT] )
  8197. {
  8198. switch (skill_id) {
  8199. case CR_SHIELDBOOMERANG:
  8200. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  8201. time /= 2;
  8202. break;
  8203. case AS_SONICBLOW:
  8204. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  8205. time /= 2;
  8206. break;
  8207. }
  8208. }
  8209. if (!(delaynodex&2))
  8210. {
  8211. if (sc && sc->count) {
  8212. if (sc->data[SC_POEMBRAGI])
  8213. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  8214. }
  8215. }
  8216. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  8217. time = time * sd->delayrate / 100;
  8218. if (battle_config.delay_rate != 100)
  8219. time = time * battle_config.delay_rate / 100;
  8220. if (time < status_get_amotion(bl))
  8221. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  8222. return max(time, battle_config.min_skill_delay_limit);
  8223. }
  8224. /*=========================================
  8225. *
  8226. *-----------------------------------------*/
  8227. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  8228. {
  8229. nullpo_retv(tc);
  8230. if(dir == 0){
  8231. tc->val1[0]=x-2;
  8232. tc->val1[1]=x-1;
  8233. tc->val1[2]=x;
  8234. tc->val1[3]=x+1;
  8235. tc->val1[4]=x+2;
  8236. tc->val2[0]=
  8237. tc->val2[1]=
  8238. tc->val2[2]=
  8239. tc->val2[3]=
  8240. tc->val2[4]=y-1;
  8241. }
  8242. else if(dir==2){
  8243. tc->val1[0]=
  8244. tc->val1[1]=
  8245. tc->val1[2]=
  8246. tc->val1[3]=
  8247. tc->val1[4]=x+1;
  8248. tc->val2[0]=y+2;
  8249. tc->val2[1]=y+1;
  8250. tc->val2[2]=y;
  8251. tc->val2[3]=y-1;
  8252. tc->val2[4]=y-2;
  8253. }
  8254. else if(dir==4){
  8255. tc->val1[0]=x-2;
  8256. tc->val1[1]=x-1;
  8257. tc->val1[2]=x;
  8258. tc->val1[3]=x+1;
  8259. tc->val1[4]=x+2;
  8260. tc->val2[0]=
  8261. tc->val2[1]=
  8262. tc->val2[2]=
  8263. tc->val2[3]=
  8264. tc->val2[4]=y+1;
  8265. }
  8266. else if(dir==6){
  8267. tc->val1[0]=
  8268. tc->val1[1]=
  8269. tc->val1[2]=
  8270. tc->val1[3]=
  8271. tc->val1[4]=x-1;
  8272. tc->val2[0]=y+2;
  8273. tc->val2[1]=y+1;
  8274. tc->val2[2]=y;
  8275. tc->val2[3]=y-1;
  8276. tc->val2[4]=y-2;
  8277. }
  8278. else if(dir==1){
  8279. tc->val1[0]=x-1;
  8280. tc->val1[1]=x;
  8281. tc->val1[2]=x+1;
  8282. tc->val1[3]=x+2;
  8283. tc->val1[4]=x+3;
  8284. tc->val2[0]=y-4;
  8285. tc->val2[1]=y-3;
  8286. tc->val2[2]=y-1;
  8287. tc->val2[3]=y;
  8288. tc->val2[4]=y+1;
  8289. }
  8290. else if(dir==3){
  8291. tc->val1[0]=x+3;
  8292. tc->val1[1]=x+2;
  8293. tc->val1[2]=x+1;
  8294. tc->val1[3]=x;
  8295. tc->val1[4]=x-1;
  8296. tc->val2[0]=y-1;
  8297. tc->val2[1]=y;
  8298. tc->val2[2]=y+1;
  8299. tc->val2[3]=y+2;
  8300. tc->val2[4]=y+3;
  8301. }
  8302. else if(dir==5){
  8303. tc->val1[0]=x+1;
  8304. tc->val1[1]=x;
  8305. tc->val1[2]=x-1;
  8306. tc->val1[3]=x-2;
  8307. tc->val1[4]=x-3;
  8308. tc->val2[0]=y+3;
  8309. tc->val2[1]=y+2;
  8310. tc->val2[2]=y+1;
  8311. tc->val2[3]=y;
  8312. tc->val2[4]=y-1;
  8313. }
  8314. else if(dir==7){
  8315. tc->val1[0]=x-3;
  8316. tc->val1[1]=x-2;
  8317. tc->val1[2]=x-1;
  8318. tc->val1[3]=x;
  8319. tc->val1[4]=x+1;
  8320. tc->val2[1]=y;
  8321. tc->val2[0]=y+1;
  8322. tc->val2[2]=y-1;
  8323. tc->val2[3]=y-2;
  8324. tc->val2[4]=y-3;
  8325. }
  8326. }
  8327. /*=========================================
  8328. *
  8329. *-----------------------------------------*/
  8330. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  8331. {
  8332. int c;
  8333. nullpo_retv(tc);
  8334. for( c = 0; c < 5; c++ )
  8335. {
  8336. switch( dir )
  8337. {
  8338. case 0: tc->val2[c]+=are; break;
  8339. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  8340. case 2: tc->val1[c]-=are; break;
  8341. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  8342. case 4: tc->val2[c]-=are; break;
  8343. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  8344. case 6: tc->val1[c]+=are; break;
  8345. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  8346. }
  8347. }
  8348. }
  8349. /*==========================================
  8350. * Weapon Repair [Celest/DracoRPG]
  8351. *------------------------------------------*/
  8352. void skill_repairweapon (struct map_session_data *sd, int idx)
  8353. {
  8354. int material;
  8355. int materials[4] = { 1002, 998, 999, 756 };
  8356. struct item *item;
  8357. struct map_session_data *target_sd;
  8358. nullpo_retv(sd);
  8359. target_sd = map_id2sd(sd->menuskill_val);
  8360. if (!target_sd) //Failed....
  8361. return;
  8362. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8363. return;
  8364. if(idx < 0 || idx >= MAX_INVENTORY)
  8365. return; //Invalid index??
  8366. item = &target_sd->status.inventory[idx];
  8367. if(item->nameid <= 0 || item->attribute == 0)
  8368. return; //Again invalid item....
  8369. 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)))){
  8370. clif_item_repaireffect(sd,item->nameid,1);
  8371. return;
  8372. }
  8373. if (itemdb_type(item->nameid)==4)
  8374. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8375. else
  8376. material = materials [2]; // Armors consume 1 Steel
  8377. if (pc_search_inventory(sd,material) < 0 ) {
  8378. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8379. return;
  8380. }
  8381. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  8382. item->attribute=0;
  8383. clif_equiplist(target_sd);
  8384. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8385. clif_item_repaireffect(sd,item->nameid,0);
  8386. if(sd!=target_sd)
  8387. clif_item_repaireffect(target_sd,item->nameid,0);
  8388. }
  8389. /*==========================================
  8390. * Item Appraisal
  8391. *------------------------------------------*/
  8392. void skill_identify (struct map_session_data *sd, int idx)
  8393. {
  8394. int flag=1;
  8395. nullpo_retv(sd);
  8396. if(idx >= 0 && idx < MAX_INVENTORY) {
  8397. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8398. flag=0;
  8399. sd->status.inventory[idx].identify=1;
  8400. }
  8401. }
  8402. clif_item_identified(sd,idx,flag);
  8403. }
  8404. /*==========================================
  8405. * Weapon Refine [Celest]
  8406. *------------------------------------------*/
  8407. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8408. {
  8409. int i = 0, ep = 0, per;
  8410. int material[5] = { 0, 1010, 1011, 984, 984 };
  8411. struct item *item;
  8412. nullpo_retv(sd);
  8413. if (idx >= 0 && idx < MAX_INVENTORY)
  8414. {
  8415. struct item_data *ditem = sd->inventory_data[idx];
  8416. item = &sd->status.inventory[idx];
  8417. if(item->nameid > 0 && ditem->type == 4)
  8418. {
  8419. if( item->refine >= sd->menuskill_val
  8420. || item->refine >= MAX_REFINE // if it's no longer refineable
  8421. || ditem->flag.no_refine // if the item isn't refinable
  8422. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  8423. {
  8424. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8425. return;
  8426. }
  8427. per = percentrefinery [ditem->wlv][(int)item->refine];
  8428. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8429. pc_delitem(sd, i, 1, 0);
  8430. if (per > rand() % 100) {
  8431. item->refine++;
  8432. if(item->equip) {
  8433. ep = item->equip;
  8434. pc_unequipitem(sd,idx,3);
  8435. }
  8436. clif_refine(sd->fd,0,idx,item->refine);
  8437. clif_delitem(sd,idx,1);
  8438. clif_additem(sd,idx,1,0);
  8439. if (ep)
  8440. pc_equipitem(sd,idx,ep);
  8441. clif_misceffect(&sd->bl,3);
  8442. if(item->refine == MAX_REFINE &&
  8443. item->card[0] == CARD0_FORGE &&
  8444. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  8445. { // Fame point system [DracoRPG]
  8446. switch(ditem->wlv){
  8447. case 1:
  8448. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8449. break;
  8450. case 2:
  8451. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8452. break;
  8453. case 3:
  8454. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8455. break;
  8456. }
  8457. }
  8458. } else {
  8459. item->refine = 0;
  8460. if(item->equip)
  8461. pc_unequipitem(sd,idx,3);
  8462. clif_refine(sd->fd,1,idx,item->refine);
  8463. pc_delitem(sd,idx,1,0);
  8464. clif_misceffect(&sd->bl,2);
  8465. clif_emotion(&sd->bl, 23);
  8466. }
  8467. }
  8468. }
  8469. }
  8470. /*==========================================
  8471. *
  8472. *------------------------------------------*/
  8473. int skill_autospell (struct map_session_data *sd, int skillid)
  8474. {
  8475. int skilllv;
  8476. int maxlv=1,lv;
  8477. nullpo_retr(0, sd);
  8478. skilllv = sd->menuskill_val;
  8479. lv=pc_checkskill(sd,skillid);
  8480. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8481. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8482. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8483. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  8484. maxlv =10; //Soul Linker bonus. [Skotlex]
  8485. else if(skilllv==2) maxlv=1;
  8486. else if(skilllv==3) maxlv=2;
  8487. else if(skilllv>=4) maxlv=3;
  8488. }
  8489. else if(skillid==MG_SOULSTRIKE){
  8490. if(skilllv==5) maxlv=1;
  8491. else if(skilllv==6) maxlv=2;
  8492. else if(skilllv>=7) maxlv=3;
  8493. }
  8494. else if(skillid==MG_FIREBALL){
  8495. if(skilllv==8) maxlv=1;
  8496. else if(skilllv>=9) maxlv=2;
  8497. }
  8498. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8499. else return 0;
  8500. if(maxlv > lv)
  8501. maxlv = lv;
  8502. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8503. skill_get_time(SA_AUTOSPELL,skilllv));
  8504. return 0;
  8505. }
  8506. /*==========================================
  8507. * Sitting skills functions.
  8508. *------------------------------------------*/
  8509. static int skill_sit_count (struct block_list *bl, va_list ap)
  8510. {
  8511. struct map_session_data *sd;
  8512. int type =va_arg(ap,int);
  8513. sd=(struct map_session_data*)bl;
  8514. if(!pc_issit(sd))
  8515. return 0;
  8516. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8517. return 1;
  8518. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  8519. return 1;
  8520. return 0;
  8521. }
  8522. static int skill_sit_in (struct block_list *bl, va_list ap)
  8523. {
  8524. struct map_session_data *sd;
  8525. int type =va_arg(ap,int);
  8526. sd=(struct map_session_data*)bl;
  8527. if(!pc_issit(sd))
  8528. return 0;
  8529. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8530. sd->state.gangsterparadise=1;
  8531. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8532. {
  8533. sd->state.rest=1;
  8534. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8535. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8536. }
  8537. return 0;
  8538. }
  8539. static int skill_sit_out (struct block_list *bl, va_list ap)
  8540. {
  8541. struct map_session_data *sd;
  8542. int type =va_arg(ap,int);
  8543. sd=(struct map_session_data*)bl;
  8544. if(sd->state.gangsterparadise && type&1)
  8545. sd->state.gangsterparadise=0;
  8546. if(sd->state.rest && type&2) {
  8547. sd->state.rest=0;
  8548. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8549. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8550. }
  8551. return 0;
  8552. }
  8553. int skill_sit (struct map_session_data *sd, int type)
  8554. {
  8555. int flag = 0;
  8556. int range = 0, lv;
  8557. nullpo_retr(0, sd);
  8558. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  8559. flag|=1;
  8560. range = skill_get_splash(RG_GANGSTER, lv);
  8561. }
  8562. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  8563. flag|=2;
  8564. range = skill_get_splash(TK_HPTIME, lv);
  8565. }
  8566. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  8567. flag|=2;
  8568. range = skill_get_splash(TK_SPTIME, lv);
  8569. }
  8570. if (!flag) return 0;
  8571. if(type) {
  8572. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  8573. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  8574. } else {
  8575. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  8576. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  8577. }
  8578. return 0;
  8579. }
  8580. /*==========================================
  8581. *
  8582. *------------------------------------------*/
  8583. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8584. {
  8585. struct block_list *src;
  8586. int skillnum,skilllv;
  8587. unsigned int tick;
  8588. nullpo_retr(0, bl);
  8589. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8590. skillnum=va_arg(ap,int);
  8591. skilllv=va_arg(ap,int);
  8592. if(skilllv <= 0) return 0;
  8593. tick=va_arg(ap,unsigned int);
  8594. if (src == bl || status_isdead(bl))
  8595. return 0;
  8596. if (bl->type == BL_PC) {
  8597. struct map_session_data *sd = (struct map_session_data *)bl;
  8598. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8599. return 0;
  8600. }
  8601. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8602. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8603. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  8604. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8605. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  8606. return 0;
  8607. }
  8608. /*==========================================
  8609. *
  8610. *------------------------------------------*/
  8611. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  8612. {
  8613. int range = skill_get_unit_range(skill_num,skill_lv);
  8614. int x,y;
  8615. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  8616. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  8617. map_setcell(src->bl.m, x, y, cell, flag);
  8618. }
  8619. /*==========================================
  8620. *
  8621. *------------------------------------------*/
  8622. int skill_attack_area (struct block_list *bl, va_list ap)
  8623. {
  8624. struct block_list *src,*dsrc;
  8625. int atk_type,skillid,skilllv,flag,type;
  8626. unsigned int tick;
  8627. if(status_isdead(bl))
  8628. return 0;
  8629. atk_type = va_arg(ap,int);
  8630. src=va_arg(ap,struct block_list*);
  8631. dsrc=va_arg(ap,struct block_list*);
  8632. skillid=va_arg(ap,int);
  8633. skilllv=va_arg(ap,int);
  8634. tick=va_arg(ap,unsigned int);
  8635. flag=va_arg(ap,int);
  8636. type=va_arg(ap,int);
  8637. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8638. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8639. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8640. !status_check_skilluse(NULL, bl, skillid, 2))
  8641. return 0;
  8642. switch (skillid) {
  8643. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  8644. case NPC_ACIDBREATH:
  8645. case NPC_DARKNESSBREATH:
  8646. case NPC_FIREBREATH:
  8647. case NPC_ICEBREATH:
  8648. case NPC_THUNDERBREATH:
  8649. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8650. default:
  8651. //Area-splash, disable skill animation.
  8652. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8653. }
  8654. }
  8655. /*==========================================
  8656. *
  8657. *------------------------------------------*/
  8658. int skill_clear_group (struct block_list *bl, int flag)
  8659. {
  8660. struct unit_data *ud = unit_bl2ud(bl);
  8661. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8662. int i, count=0;
  8663. nullpo_retr(0, bl);
  8664. if (!ud) return 0;
  8665. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8666. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8667. {
  8668. switch (ud->skillunit[i]->skill_id) {
  8669. case SA_DELUGE:
  8670. case SA_VOLCANO:
  8671. case SA_VIOLENTGALE:
  8672. case SA_LANDPROTECTOR:
  8673. case NJ_SUITON:
  8674. case NJ_KAENSIN:
  8675. if (flag&1)
  8676. group[count++]= ud->skillunit[i];
  8677. break;
  8678. default:
  8679. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8680. group[count++]= ud->skillunit[i];
  8681. break;
  8682. }
  8683. }
  8684. for (i=0;i<count;i++)
  8685. skill_delunitgroup(group[i]);
  8686. return count;
  8687. }
  8688. /*==========================================
  8689. * Returns the first element field found [Skotlex]
  8690. *------------------------------------------*/
  8691. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8692. {
  8693. struct unit_data *ud = unit_bl2ud(bl);
  8694. int i;
  8695. nullpo_retr(0, bl);
  8696. if (!ud) return NULL;
  8697. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8698. switch (ud->skillunit[i]->skill_id) {
  8699. case SA_DELUGE:
  8700. case SA_VOLCANO:
  8701. case SA_VIOLENTGALE:
  8702. case SA_LANDPROTECTOR:
  8703. case NJ_SUITON:
  8704. return ud->skillunit[i];
  8705. }
  8706. }
  8707. return NULL;
  8708. }
  8709. // for graffiti cleaner [Valaris]
  8710. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8711. {
  8712. struct skill_unit *unit=NULL;
  8713. nullpo_retr(0, bl);
  8714. nullpo_retr(0, ap);
  8715. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8716. return 0;
  8717. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8718. skill_delunit(unit);
  8719. return 0;
  8720. }
  8721. int skill_greed (struct block_list *bl, va_list ap)
  8722. {
  8723. struct block_list *src;
  8724. struct map_session_data *sd=NULL;
  8725. struct flooritem_data *fitem=NULL;
  8726. nullpo_retr(0, bl);
  8727. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8728. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8729. pc_takeitem(sd, fitem);
  8730. return 0;
  8731. }
  8732. /*==========================================
  8733. *
  8734. *------------------------------------------*/
  8735. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  8736. {
  8737. int skillid;
  8738. int *alive;
  8739. struct skill_unit *unit;
  8740. struct block_list *src;
  8741. skillid = va_arg(ap,int);
  8742. alive = va_arg(ap,int *);
  8743. src = va_arg(ap,struct block_list *);
  8744. unit = (struct skill_unit *)bl;
  8745. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8746. return 0;
  8747. switch (skillid)
  8748. {
  8749. case SA_LANDPROTECTOR:
  8750. if( unit->group->skill_id == SA_LANDPROTECTOR )
  8751. { //Check for offensive Land Protector to delete both. [Skotlex]
  8752. (*alive) = 0;
  8753. skill_delunit(unit);
  8754. return 1;
  8755. }
  8756. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  8757. { //It deletes everything except songs/dances and traps
  8758. skill_delunit(unit);
  8759. return 1;
  8760. }
  8761. break;
  8762. case HW_GANBANTEIN:
  8763. if( !(unit->group->state.song_dance&0x1) )
  8764. {// Don't touch song/dance.
  8765. skill_delunit(unit);
  8766. return 1;
  8767. }
  8768. break;
  8769. case SA_VOLCANO:
  8770. case SA_DELUGE:
  8771. case SA_VIOLENTGALE:
  8772. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8773. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8774. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8775. if (unit->range <= 0)
  8776. {
  8777. (*alive) = 0;
  8778. return 1;
  8779. }
  8780. /*
  8781. switch (unit->group->skill_id)
  8782. { //These cannot override each other.
  8783. case SA_VOLCANO:
  8784. case SA_DELUGE:
  8785. case SA_VIOLENTGALE:
  8786. (*alive) = 0;
  8787. return 1;
  8788. }
  8789. */
  8790. break;
  8791. case PF_FOGWALL:
  8792. switch(unit->group->skill_id)
  8793. {
  8794. case SA_VOLCANO: //Can't be placed on top of these
  8795. case SA_VIOLENTGALE:
  8796. (*alive) = 0;
  8797. return 1;
  8798. case SA_DELUGE:
  8799. case NJ_SUITON:
  8800. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8801. (*alive) = 2;
  8802. break;
  8803. }
  8804. break;
  8805. case HP_BASILICA:
  8806. if (unit->group->skill_id == HP_BASILICA)
  8807. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8808. (*alive) = 0;
  8809. return 1;
  8810. }
  8811. break;
  8812. }
  8813. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8814. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8815. { //It deletes everything except songs/dances/traps
  8816. (*alive) = 0;
  8817. return 1;
  8818. }
  8819. return 0;
  8820. }
  8821. /*==========================================
  8822. *
  8823. *------------------------------------------*/
  8824. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8825. {
  8826. struct mob_data* md;
  8827. struct unit_data*ud = unit_bl2ud(bl);
  8828. struct block_list *from_bl;
  8829. struct block_list *to_bl;
  8830. md = (struct mob_data*)bl;
  8831. from_bl = va_arg(ap,struct block_list *);
  8832. to_bl = va_arg(ap,struct block_list *);
  8833. if(ud && ud->target == from_bl->id)
  8834. ud->target = to_bl->id;
  8835. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8836. md->target_id = to_bl->id;
  8837. return 0;
  8838. }
  8839. /*==========================================
  8840. *
  8841. *------------------------------------------*/
  8842. static int skill_trap_splash (struct block_list *bl, va_list ap)
  8843. {
  8844. struct block_list *src;
  8845. int tick;
  8846. struct skill_unit *unit;
  8847. struct skill_unit_group *sg;
  8848. struct block_list *ss;
  8849. src = va_arg(ap,struct block_list *);
  8850. unit = (struct skill_unit *)src;
  8851. tick = va_arg(ap,int);
  8852. nullpo_retr(0, sg = unit->group);
  8853. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8854. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8855. return 0;
  8856. switch(sg->unit_id){
  8857. case UNT_SHOCKWAVE:
  8858. case UNT_SANDMAN:
  8859. case UNT_FLASHER:
  8860. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  8861. break;
  8862. case UNT_GROUNDDRIFT_WIND:
  8863. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8864. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8865. break;
  8866. case UNT_GROUNDDRIFT_DARK:
  8867. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8868. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8869. break;
  8870. case UNT_GROUNDDRIFT_POISON:
  8871. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8872. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8873. break;
  8874. case UNT_GROUNDDRIFT_WATER:
  8875. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8876. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8877. break;
  8878. case UNT_GROUNDDRIFT_FIRE:
  8879. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8880. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8881. break;
  8882. default:
  8883. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8884. break;
  8885. }
  8886. return 1;
  8887. }
  8888. /*==========================================
  8889. *
  8890. *------------------------------------------*/
  8891. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8892. {
  8893. struct status_change *sc;
  8894. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  8895. int i;
  8896. nullpo_retr(0, bl);
  8897. nullpo_retr(0, sc= status_get_sc(bl));
  8898. if (!sc->count) return 0;
  8899. for (i = 0; i < ARRAYLENGTH(scs); i++)
  8900. if (type != scs[i] && sc->data[scs[i]])
  8901. status_change_end(bl, scs[i], -1);
  8902. return 0;
  8903. }
  8904. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  8905. {
  8906. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  8907. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8908. bool wall = true;
  8909. int i;
  8910. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  8911. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  8912. { //Check for walls.
  8913. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  8914. if( i == 8 )
  8915. wall = false;
  8916. }
  8917. if( sce )
  8918. {
  8919. if( !wall )
  8920. {
  8921. if( sce->val1 < 3 ) //End cloaking.
  8922. status_change_end(bl, SC_CLOAKING, -1);
  8923. else
  8924. if( sce->val4&1 )
  8925. { //Remove wall bonus
  8926. sce->val4&=~1;
  8927. status_calc_bl(bl,SCB_SPEED);
  8928. }
  8929. }
  8930. else
  8931. {
  8932. if( !(sce->val4&1) )
  8933. { //Add wall speed bonus
  8934. sce->val4|=1;
  8935. status_calc_bl(bl,SCB_SPEED);
  8936. }
  8937. }
  8938. }
  8939. return wall;
  8940. }
  8941. /*==========================================
  8942. *
  8943. *------------------------------------------*/
  8944. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8945. {
  8946. struct skill_unit *unit;
  8947. nullpo_retr(NULL, group);
  8948. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  8949. nullpo_retr(NULL, unit=&group->unit[idx]);
  8950. if(!unit->alive)
  8951. group->alive_count++;
  8952. unit->bl.id=map_get_new_object_id();
  8953. unit->bl.type=BL_SKILL;
  8954. unit->bl.m=group->map;
  8955. unit->bl.x=x;
  8956. unit->bl.y=y;
  8957. unit->group=group;
  8958. unit->alive=1;
  8959. unit->val1=val1;
  8960. unit->val2=val2;
  8961. idb_put(skillunit_db, unit->bl.id, unit);
  8962. map_addiddb(&unit->bl);
  8963. map_addblock(&unit->bl);
  8964. // perform oninit actions
  8965. switch (group->skill_id) {
  8966. case WZ_ICEWALL:
  8967. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  8968. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  8969. break;
  8970. case SA_LANDPROTECTOR:
  8971. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  8972. break;
  8973. case HP_BASILICA:
  8974. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  8975. break;
  8976. default:
  8977. if (group->state.song_dance&0x1) //Check for dissonance.
  8978. skill_dance_overlap(unit, 1);
  8979. break;
  8980. }
  8981. clif_skill_setunit(unit);
  8982. return unit;
  8983. }
  8984. /*==========================================
  8985. *
  8986. *------------------------------------------*/
  8987. int skill_delunit (struct skill_unit* unit)
  8988. {
  8989. struct skill_unit_group *group;
  8990. nullpo_retr(0, unit);
  8991. if( !unit->alive )
  8992. return 0;
  8993. unit->alive=0;
  8994. nullpo_retr(0, group=unit->group);
  8995. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  8996. skill_dance_overlap(unit, 0);
  8997. // invoke onout event
  8998. if( !unit->range )
  8999. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  9000. // perform ondelete actions
  9001. switch (group->skill_id) {
  9002. case HT_ANKLESNARE:
  9003. {
  9004. struct block_list* target = map_id2bl(group->val2);
  9005. if( target )
  9006. status_change_end(target,SC_ANKLE,-1);
  9007. }
  9008. break;
  9009. case WZ_ICEWALL:
  9010. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  9011. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  9012. break;
  9013. case SA_LANDPROTECTOR:
  9014. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  9015. break;
  9016. case HP_BASILICA:
  9017. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  9018. break;
  9019. }
  9020. clif_skill_delunit(unit);
  9021. unit->group=NULL;
  9022. map_delblock(&unit->bl); // don't free yet
  9023. map_deliddb(&unit->bl);
  9024. idb_remove(skillunit_db, unit->bl.id);
  9025. if(--group->alive_count==0)
  9026. skill_delunitgroup(group);
  9027. return 0;
  9028. }
  9029. /*==========================================
  9030. *
  9031. *------------------------------------------*/
  9032. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  9033. /// Returns the target skill_unit_group or NULL if not found.
  9034. struct skill_unit_group* skill_id2group(int group_id)
  9035. {
  9036. return (struct skill_unit_group*)idb_get(group_db, group_id);
  9037. }
  9038. static int skill_unit_group_newid = MAX_SKILL_DB;
  9039. /// Returns a new group_id that isn't being used in group_db.
  9040. /// Fatal error if nothing is available.
  9041. static int skill_get_new_group_id(void)
  9042. {
  9043. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  9044. return skill_unit_group_newid++;// available
  9045. {// find next id
  9046. int base_id = skill_unit_group_newid;
  9047. while( base_id != ++skill_unit_group_newid )
  9048. {
  9049. if( skill_unit_group_newid < MAX_SKILL_DB )
  9050. skill_unit_group_newid = MAX_SKILL_DB;
  9051. if( skill_id2group(skill_unit_group_newid) == NULL )
  9052. return skill_unit_group_newid++;// available
  9053. }
  9054. // full loop, nothing available
  9055. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  9056. exit(1);
  9057. }
  9058. }
  9059. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  9060. {
  9061. struct unit_data* ud = unit_bl2ud( src );
  9062. struct skill_unit_group* group;
  9063. int i;
  9064. if(skillid <= 0 || skilllv <= 0) return 0;
  9065. nullpo_retr(NULL, src);
  9066. nullpo_retr(NULL, ud);
  9067. // find a free spot to store the new unit group
  9068. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  9069. if(i == MAX_SKILLUNITGROUP)
  9070. {
  9071. // array is full, make room by discarding oldest group
  9072. int j=0;
  9073. unsigned maxdiff=0,x,tick=gettick();
  9074. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  9075. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  9076. maxdiff=x;
  9077. j=i;
  9078. }
  9079. skill_delunitgroup(ud->skillunit[j]);
  9080. //Since elements must have shifted, we use the last slot.
  9081. i = MAX_SKILLUNITGROUP-1;
  9082. }
  9083. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  9084. group->src_id = src->id;
  9085. group->party_id = status_get_party_id(src);
  9086. group->guild_id = status_get_guild_id(src);
  9087. group->bg_id = bg_team_get_id(src);
  9088. group->group_id = skill_get_new_group_id();
  9089. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  9090. group->unit_count = count;
  9091. group->alive_count = 0;
  9092. group->val1 = 0;
  9093. group->val2 = 0;
  9094. group->val3 = 0;
  9095. group->skill_id = skillid;
  9096. group->skill_lv = skilllv;
  9097. group->unit_id = unit_id;
  9098. group->map = src->m;
  9099. group->limit = limit;
  9100. group->interval = interval;
  9101. group->tick = gettick();
  9102. group->valstr = NULL;
  9103. ud->skillunit[i] = group;
  9104. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  9105. group->tick += 1500;
  9106. idb_put(group_db, group->group_id, group);
  9107. return group;
  9108. }
  9109. /*==========================================
  9110. *
  9111. *------------------------------------------*/
  9112. int skill_delunitgroup (struct skill_unit_group *group)
  9113. {
  9114. struct block_list* src;
  9115. struct unit_data *ud;
  9116. int i,j;
  9117. nullpo_retr(0, group);
  9118. src=map_id2bl(group->src_id);
  9119. ud = unit_bl2ud(src);
  9120. if(!src || !ud) {
  9121. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9122. return 0;
  9123. }
  9124. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  9125. {
  9126. struct status_change* sc = status_get_sc(src);
  9127. if (sc && sc->data[SC_DANCING])
  9128. {
  9129. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  9130. status_change_end(src,SC_DANCING,-1);
  9131. }
  9132. }
  9133. // end Gospel's status change on 'src'
  9134. // (needs to be done when the group is deleted by other means than skill deactivation)
  9135. if (group->unit_id == UNT_GOSPEL) {
  9136. struct status_change *sc = status_get_sc(src);
  9137. if(sc && sc->data[SC_GOSPEL]) {
  9138. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  9139. status_change_end(src,SC_GOSPEL,-1);
  9140. }
  9141. }
  9142. if (group->skill_id == SG_SUN_WARM ||
  9143. group->skill_id == SG_MOON_WARM ||
  9144. group->skill_id == SG_STAR_WARM) {
  9145. struct status_change *sc = status_get_sc(src);
  9146. if(sc && sc->data[SC_WARM]) {
  9147. sc->data[SC_WARM]->val4 = 0;
  9148. status_change_end(src,SC_WARM,-1);
  9149. }
  9150. }
  9151. if (src->type==BL_PC && group->state.ammo_consume)
  9152. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  9153. group->alive_count=0;
  9154. // remove all unit cells
  9155. if(group->unit != NULL)
  9156. for( i = 0; i < group->unit_count; i++ )
  9157. skill_delunit(&group->unit[i]);
  9158. // clear Talkie-box string
  9159. if( group->valstr != NULL )
  9160. {
  9161. aFree(group->valstr);
  9162. group->valstr = NULL;
  9163. }
  9164. idb_remove(group_db, group->group_id);
  9165. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  9166. group->unit=NULL;
  9167. group->group_id=0;
  9168. group->unit_count=0;
  9169. // locate this group, swap with the last entry and delete it
  9170. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  9171. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  9172. if( i < MAX_SKILLUNITGROUP )
  9173. {
  9174. ud->skillunit[i] = ud->skillunit[j];
  9175. ud->skillunit[j] = NULL;
  9176. ers_free(skill_unit_ers, group);
  9177. }
  9178. else
  9179. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9180. return 1;
  9181. }
  9182. /*==========================================
  9183. *
  9184. *------------------------------------------*/
  9185. int skill_clear_unitgroup (struct block_list *src)
  9186. {
  9187. struct unit_data *ud = unit_bl2ud(src);
  9188. nullpo_retr(0, ud);
  9189. while (ud->skillunit[0])
  9190. skill_delunitgroup(ud->skillunit[0]);
  9191. return 1;
  9192. }
  9193. /*==========================================
  9194. *
  9195. *------------------------------------------*/
  9196. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9197. {
  9198. int i,j=-1,k,s,id;
  9199. struct unit_data *ud;
  9200. struct skill_unit_group_tickset *set;
  9201. nullpo_retr(0, bl);
  9202. if (group->interval==-1)
  9203. return NULL;
  9204. ud = unit_bl2ud(bl);
  9205. if (!ud) return NULL;
  9206. set = ud->skillunittick;
  9207. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9208. id = s = group->skill_id;
  9209. else
  9210. id = s = group->group_id;
  9211. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9212. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9213. if (set[k].id == id)
  9214. return &set[k];
  9215. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9216. j=k;
  9217. }
  9218. if (j == -1) {
  9219. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9220. j = id % MAX_SKILLUNITGROUPTICKSET;
  9221. }
  9222. set[j].id = id;
  9223. set[j].tick = tick;
  9224. return &set[j];
  9225. }
  9226. /*==========================================
  9227. *
  9228. *------------------------------------------*/
  9229. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  9230. {
  9231. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  9232. struct skill_unit_group* group = unit->group;
  9233. unsigned int tick = va_arg(ap,unsigned int);
  9234. if( !unit->alive || bl->prev == NULL )
  9235. return 0;
  9236. nullpo_retr(0, group);
  9237. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  9238. return 0; //AoE skills are ineffective. [Skotlex]
  9239. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  9240. return 0;
  9241. skill_unit_onplace_timer(unit,bl,tick);
  9242. return 1;
  9243. }
  9244. /*==========================================
  9245. *
  9246. *------------------------------------------*/
  9247. static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
  9248. {
  9249. struct skill_unit* unit = (struct skill_unit*)data;
  9250. struct skill_unit_group* group = unit->group;
  9251. unsigned int tick = va_arg(ap,unsigned int);
  9252. bool dissonance;
  9253. struct block_list* bl = &unit->bl;
  9254. if( !unit->alive )
  9255. return 0;
  9256. nullpo_retr(0, group);
  9257. // check for expiration
  9258. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  9259. {// skill unit expired (inlined from skill_unit_onlimit())
  9260. switch( group->unit_id )
  9261. {
  9262. case UNT_BLASTMINE:
  9263. case UNT_GROUNDDRIFT_WIND:
  9264. case UNT_GROUNDDRIFT_DARK:
  9265. case UNT_GROUNDDRIFT_POISON:
  9266. case UNT_GROUNDDRIFT_WATER:
  9267. case UNT_GROUNDDRIFT_FIRE:
  9268. group->unit_id = UNT_USED_TRAPS;
  9269. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  9270. group->limit=DIFF_TICK(tick+1500,group->tick);
  9271. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9272. break;
  9273. case UNT_ANKLESNARE:
  9274. if( group->val2 > 0 ) {
  9275. // Used Trap don't returns back to item
  9276. skill_delunit(unit);
  9277. break;
  9278. }
  9279. case UNT_SKIDTRAP:
  9280. case UNT_LANDMINE:
  9281. case UNT_SHOCKWAVE:
  9282. case UNT_SANDMAN:
  9283. case UNT_FLASHER:
  9284. case UNT_FREEZINGTRAP:
  9285. case UNT_CLAYMORETRAP:
  9286. case UNT_TALKIEBOX:
  9287. {
  9288. struct block_list* src;
  9289. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  9290. { // revert unit back into a trap
  9291. struct item item_tmp;
  9292. memset(&item_tmp,0,sizeof(item_tmp));
  9293. item_tmp.nameid = ITEMID_TRAP;
  9294. item_tmp.identify = 1;
  9295. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  9296. }
  9297. skill_delunit(unit);
  9298. }
  9299. break;
  9300. case UNT_WARP_ACTIVE:
  9301. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  9302. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  9303. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  9304. // restart timers
  9305. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  9306. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  9307. // apply effect to all units standing on it
  9308. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  9309. break;
  9310. case UNT_CALLFAMILY:
  9311. {
  9312. struct map_session_data *sd = NULL;
  9313. if(group->val1) {
  9314. sd = map_charid2sd(group->val1);
  9315. group->val1 = 0;
  9316. if (sd && !map[sd->bl.m].flag.nowarp)
  9317. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9318. }
  9319. if(group->val2) {
  9320. sd = map_charid2sd(group->val2);
  9321. group->val2 = 0;
  9322. if (sd && !map[sd->bl.m].flag.nowarp)
  9323. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9324. }
  9325. skill_delunit(unit);
  9326. }
  9327. break;
  9328. default:
  9329. skill_delunit(unit);
  9330. }
  9331. }
  9332. else
  9333. {// skill unit is still active
  9334. switch( group->unit_id )
  9335. {
  9336. case UNT_ICEWALL:
  9337. // icewall loses 50 hp every second
  9338. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  9339. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  9340. unit->limit = DIFF_TICK(tick+700,group->tick);
  9341. break;
  9342. case UNT_SKIDTRAP:
  9343. case UNT_LANDMINE:
  9344. case UNT_SHOCKWAVE:
  9345. case UNT_SANDMAN:
  9346. case UNT_FLASHER:
  9347. case UNT_FREEZINGTRAP:
  9348. case UNT_TALKIEBOX:
  9349. case UNT_ANKLESNARE:
  9350. if( unit->val1 <= 0 ) {
  9351. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  9352. skill_delunit(unit);
  9353. else {
  9354. group->unit_id = UNT_USED_TRAPS;
  9355. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  9356. }
  9357. }
  9358. break;
  9359. }
  9360. }
  9361. //Don't continue if unit or even group is expired and has been deleted.
  9362. if( !group || !unit->alive )
  9363. return 0;
  9364. dissonance = skill_dance_switch(unit, 0);
  9365. if( unit->range >= 0 && group->interval != -1 )
  9366. {
  9367. if( battle_config.skill_wall_check )
  9368. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9369. else
  9370. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9371. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  9372. group->unit_id = UNT_USED_TRAPS;
  9373. if( group->unit_id == UNT_TATAMIGAESHI )
  9374. {
  9375. unit->range = -1; //Disable processed cell.
  9376. if (--group->val1 <= 0) // number of live cells
  9377. { //All tiles were processed, disable skill.
  9378. group->target_flag=BCT_NOONE;
  9379. group->bl_flag= BL_NUL;
  9380. }
  9381. }
  9382. }
  9383. if( dissonance ) skill_dance_switch(unit, 1);
  9384. return 0;
  9385. }
  9386. /*==========================================
  9387. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  9388. *------------------------------------------*/
  9389. int skill_unit_timer(int tid, unsigned int tick, int id, intptr data)
  9390. {
  9391. map_freeblock_lock();
  9392. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  9393. map_freeblock_unlock();
  9394. return 0;
  9395. }
  9396. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  9397. /*==========================================
  9398. *
  9399. *------------------------------------------*/
  9400. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  9401. {
  9402. struct skill_unit* unit = (struct skill_unit *)bl;
  9403. struct skill_unit_group* group = unit->group;
  9404. struct block_list* target = va_arg(ap,struct block_list*);
  9405. unsigned int tick = va_arg(ap,unsigned int);
  9406. int flag = va_arg(ap,int);
  9407. bool dissonance;
  9408. int skill_id;
  9409. int i;
  9410. nullpo_retr(0, group);
  9411. if( !unit->alive || target->prev == NULL )
  9412. return 0;
  9413. if( unit->group->skill_id == PF_SPIDERWEB && flag&1 )
  9414. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  9415. dissonance = skill_dance_switch(unit, 0);
  9416. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9417. skill_id = unit->group->skill_id;
  9418. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  9419. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  9420. if( dissonance ) skill_dance_switch(unit, 1);
  9421. return 0;
  9422. }
  9423. //Target-type check.
  9424. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  9425. {
  9426. if( group->src_id == target->id && group->state.song_dance&0x2 )
  9427. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9428. if( flag&1 )
  9429. {
  9430. if( flag&2 )
  9431. { //Clear this skill id.
  9432. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  9433. if( i < ARRAYLENGTH(skill_unit_temp) )
  9434. skill_unit_temp[i] = 0;
  9435. }
  9436. }
  9437. else
  9438. {
  9439. if( flag&2 )
  9440. { //Store this skill id.
  9441. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9442. if( i < ARRAYLENGTH(skill_unit_temp) )
  9443. skill_unit_temp[i] = skill_id;
  9444. else
  9445. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9446. }
  9447. }
  9448. if( flag&4 )
  9449. skill_unit_onleft(skill_id,target,tick);
  9450. }
  9451. if( dissonance ) skill_dance_switch(unit, 1);
  9452. return 0;
  9453. }
  9454. else
  9455. {
  9456. if( flag&1 )
  9457. {
  9458. int result = skill_unit_onplace(unit,target,tick);
  9459. if( flag&2 && result )
  9460. { //Clear skill ids we have stored in onout.
  9461. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  9462. if( i < ARRAYLENGTH(skill_unit_temp) )
  9463. skill_unit_temp[i] = 0;
  9464. }
  9465. }
  9466. else
  9467. {
  9468. int result = skill_unit_onout(unit,target,tick);
  9469. if( flag&2 && result )
  9470. { //Store this unit id.
  9471. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9472. if( i < ARRAYLENGTH(skill_unit_temp) )
  9473. skill_unit_temp[i] = skill_id;
  9474. else
  9475. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9476. }
  9477. }
  9478. //TODO: Normally, this is dangerous since the unit and group could be freed
  9479. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9480. //cells do not get deleted within them. [Skotlex]
  9481. if( dissonance ) skill_dance_switch(unit, 1);
  9482. if( flag&4 )
  9483. skill_unit_onleft(skill_id,target,tick);
  9484. return 1;
  9485. }
  9486. }
  9487. /*==========================================
  9488. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9489. * Flag values:
  9490. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9491. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9492. * units to figure out when they have left a group.
  9493. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9494. *------------------------------------------*/
  9495. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9496. {
  9497. nullpo_retr(0, bl);
  9498. if( bl->prev == NULL )
  9499. return 0;
  9500. if( flag&2 && !(flag&1) )
  9501. { //Onout, clear data
  9502. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  9503. }
  9504. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9505. if( flag&2 && flag&1 )
  9506. { //Onplace, check any skill units you have left.
  9507. int i;
  9508. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  9509. if( skill_unit_temp[i] )
  9510. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9511. }
  9512. return 0;
  9513. }
  9514. /*==========================================
  9515. *
  9516. *------------------------------------------*/
  9517. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9518. {
  9519. int i,j;
  9520. unsigned int tick = gettick();
  9521. int *m_flag;
  9522. struct skill_unit *unit1;
  9523. struct skill_unit *unit2;
  9524. if (group == NULL)
  9525. return 0;
  9526. if (group->unit_count<=0)
  9527. return 0;
  9528. if (group->unit==NULL)
  9529. return 0;
  9530. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  9531. return 0; //Ensembles may not be moved around.
  9532. if( group->unit_id == UNT_ICEWALL )
  9533. return 0; //Icewalls don't get knocked back
  9534. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9535. // m_flag
  9536. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9537. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9538. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9539. // 3: Both 1+2.
  9540. for(i=0;i<group->unit_count;i++){
  9541. unit1=&group->unit[i];
  9542. if (!unit1->alive || unit1->bl.m!=m)
  9543. continue;
  9544. for(j=0;j<group->unit_count;j++){
  9545. unit2=&group->unit[j];
  9546. if (!unit2->alive)
  9547. continue;
  9548. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9549. m_flag[i] |= 0x1;
  9550. }
  9551. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9552. m_flag[i] |= 0x2;
  9553. }
  9554. }
  9555. }
  9556. j = 0;
  9557. for (i=0;i<group->unit_count;i++) {
  9558. unit1=&group->unit[i];
  9559. if (!unit1->alive)
  9560. continue;
  9561. if (!(m_flag[i]&0x2)) {
  9562. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  9563. skill_dance_overlap(unit1, 0);
  9564. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9565. }
  9566. //Move Cell using "smart" criteria (avoid useless moving around)
  9567. switch(m_flag[i])
  9568. {
  9569. case 0:
  9570. //Cell moves independently, safely move it.
  9571. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9572. break;
  9573. case 1:
  9574. //Cell moves unto another cell, look for a replacement cell that won't collide
  9575. //and has no cell moving into it (flag == 2)
  9576. for(;j<group->unit_count;j++)
  9577. {
  9578. if(m_flag[j]!=2 || !group->unit[j].alive)
  9579. continue;
  9580. //Move to where this cell would had moved.
  9581. unit2 = &group->unit[j];
  9582. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9583. j++; //Skip this cell as we have used it.
  9584. break;
  9585. }
  9586. break;
  9587. case 2:
  9588. case 3:
  9589. break; //Don't move the cell as a cell will end on this tile anyway.
  9590. }
  9591. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9592. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9593. skill_dance_overlap(unit1, 1);
  9594. clif_skill_setunit(unit1);
  9595. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9596. }
  9597. }
  9598. aFree(m_flag);
  9599. return 0;
  9600. }
  9601. /*==========================================
  9602. *
  9603. *------------------------------------------*/
  9604. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9605. {
  9606. int i,j;
  9607. nullpo_retr(0, sd);
  9608. if(nameid<=0)
  9609. return 0;
  9610. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9611. if(skill_produce_db[i].nameid == nameid )
  9612. break;
  9613. }
  9614. if( i >= MAX_SKILL_PRODUCE_DB )
  9615. return 0;
  9616. if(trigger>=0){
  9617. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9618. if(skill_produce_db[i].itemlv!=trigger)
  9619. return 0;
  9620. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9621. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9622. return 0;
  9623. } else { // Weapon (itemlv must be higher or equal)
  9624. if(skill_produce_db[i].itemlv>trigger)
  9625. return 0;
  9626. }
  9627. }
  9628. if((j=skill_produce_db[i].req_skill)>0 &&
  9629. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9630. return 0;
  9631. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9632. int id,x,y;
  9633. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9634. continue;
  9635. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9636. if(pc_search_inventory(sd,id) < 0)
  9637. return 0;
  9638. }
  9639. else {
  9640. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9641. if( sd->status.inventory[y].nameid == id )
  9642. x+=sd->status.inventory[y].amount;
  9643. if(x<qty*skill_produce_db[i].mat_amount[j])
  9644. return 0;
  9645. }
  9646. }
  9647. return i+1;
  9648. }
  9649. /*==========================================
  9650. *
  9651. *------------------------------------------*/
  9652. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9653. {
  9654. int slot[3];
  9655. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9656. int num = -1; // exclude the recipe
  9657. struct status_data *status;
  9658. nullpo_retr(0, sd);
  9659. status = status_get_status_data(&sd->bl);
  9660. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9661. return 0;
  9662. idx--;
  9663. if (qty < 1)
  9664. qty = 1;
  9665. if (!skill_id) //A skill can be specified for some override cases.
  9666. skill_id = skill_produce_db[idx].req_skill;
  9667. slot[0]=slot1;
  9668. slot[1]=slot2;
  9669. slot[2]=slot3;
  9670. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9671. int j;
  9672. if( slot[i]<=0 )
  9673. continue;
  9674. j = pc_search_inventory(sd,slot[i]);
  9675. if(j < 0)
  9676. continue;
  9677. if(slot[i]==1000){ /* Star Crumb */
  9678. pc_delitem(sd,j,1,1);
  9679. sc++;
  9680. }
  9681. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9682. static const int ele_table[4]={3,1,4,2};
  9683. pc_delitem(sd,j,1,1);
  9684. ele=ele_table[slot[i]-994];
  9685. }
  9686. }
  9687. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9688. int j,id,x;
  9689. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9690. continue;
  9691. num++;
  9692. x=qty*skill_produce_db[idx].mat_amount[i];
  9693. do{
  9694. int y=0;
  9695. j = pc_search_inventory(sd,id);
  9696. if(j >= 0){
  9697. y = sd->status.inventory[j].amount;
  9698. if(y>x)y=x;
  9699. pc_delitem(sd,j,y,0);
  9700. } else
  9701. ShowError("skill_produce_mix: material item error\n");
  9702. x-=y;
  9703. }while( j>=0 && x>0 );
  9704. }
  9705. if((equip=itemdb_isequip(nameid)))
  9706. wlv = itemdb_wlv(nameid);
  9707. if(!equip) {
  9708. switch(skill_id){
  9709. case BS_IRON:
  9710. case BS_STEEL:
  9711. case BS_ENCHANTEDSTONE:
  9712. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9713. i = pc_checkskill(sd,skill_id);
  9714. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9715. switch(nameid){
  9716. case 998: // Iron
  9717. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9718. break;
  9719. case 999: // Steel
  9720. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9721. break;
  9722. case 1000: //Star Crumb
  9723. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9724. break;
  9725. default: // Enchanted Stones
  9726. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9727. break;
  9728. }
  9729. break;
  9730. case ASC_CDP:
  9731. make_per = (2000 + 40*status->dex + 20*status->luk);
  9732. break;
  9733. case AL_HOLYWATER:
  9734. make_per = 100000; //100% success
  9735. break;
  9736. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9737. case AM_TWILIGHT1:
  9738. case AM_TWILIGHT2:
  9739. case AM_TWILIGHT3:
  9740. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  9741. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9742. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  9743. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  9744. int skill;
  9745. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  9746. make_per += skill*100; //+1% bonus per level
  9747. }
  9748. switch(nameid){
  9749. case 501: // Red Potion
  9750. case 503: // Yellow Potion
  9751. case 504: // White Potion
  9752. make_per += (1+rand()%100)*10 + 2000;
  9753. break;
  9754. case 970: // Alcohol
  9755. make_per += (1+rand()%100)*10 + 1000;
  9756. break;
  9757. case 7135: // Bottle Grenade
  9758. case 7136: // Acid Bottle
  9759. case 7137: // Plant Bottle
  9760. case 7138: // Marine Sphere Bottle
  9761. make_per += (1+rand()%100)*10;
  9762. break;
  9763. case 546: // Condensed Yellow Potion
  9764. make_per -= (1+rand()%50)*10;
  9765. break;
  9766. case 547: // Condensed White Potion
  9767. case 7139: // Glistening Coat
  9768. make_per -= (1+rand()%100)*10;
  9769. break;
  9770. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  9771. case 505: // Blue Potion
  9772. case 545: // Condensed Red Potion
  9773. case 605: // Anodyne
  9774. case 606: // Aloevera
  9775. default:
  9776. break;
  9777. }
  9778. if(battle_config.pp_rate != 100)
  9779. make_per = make_per * battle_config.pp_rate / 100;
  9780. break;
  9781. case SA_CREATECON: // Elemental Converter Creation
  9782. make_per = 100000; // should be 100% success rate
  9783. break;
  9784. default:
  9785. if (sd->menuskill_id == AM_PHARMACY &&
  9786. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9787. { //Assume Cooking Dish
  9788. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9789. make_per = 10000; //100% Success
  9790. else
  9791. make_per = 1200 * (sd->menuskill_val - 10)
  9792. + 20 * (sd->status.base_level + 1)
  9793. + 20 * (status->dex + 1)
  9794. + 100 * (rand()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  9795. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  9796. - 10 * (100 - status->luk + 1)
  9797. - 500 * (num - 1)
  9798. - 100 * (rand()%4 + 1);
  9799. break;
  9800. }
  9801. make_per = 5000;
  9802. break;
  9803. }
  9804. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9805. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9806. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9807. 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
  9808. 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
  9809. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9810. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9811. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9812. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9813. if(battle_config.wp_rate != 100)
  9814. make_per = make_per * battle_config.wp_rate / 100;
  9815. }
  9816. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9817. make_per = (make_per * 70) / 100; //Baby penalty is 30%
  9818. if(make_per < 1) make_per = 1;
  9819. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9820. struct item tmp_item;
  9821. memset(&tmp_item,0,sizeof(tmp_item));
  9822. tmp_item.nameid=nameid;
  9823. tmp_item.amount=1;
  9824. tmp_item.identify=1;
  9825. if(equip){
  9826. tmp_item.card[0]=CARD0_FORGE;
  9827. tmp_item.card[1]=((sc*5)<<8)+ele;
  9828. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9829. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9830. } else {
  9831. //Flag is only used on the end, so it can be used here. [Skotlex]
  9832. switch (skill_id) {
  9833. case BS_DAGGER:
  9834. case BS_SWORD:
  9835. case BS_TWOHANDSWORD:
  9836. case BS_AXE:
  9837. case BS_MACE:
  9838. case BS_KNUCKLE:
  9839. case BS_SPEAR:
  9840. flag = battle_config.produce_item_name_input&0x1;
  9841. break;
  9842. case AM_PHARMACY:
  9843. case AM_TWILIGHT1:
  9844. case AM_TWILIGHT2:
  9845. case AM_TWILIGHT3:
  9846. flag = battle_config.produce_item_name_input&0x2;
  9847. break;
  9848. case AL_HOLYWATER:
  9849. flag = battle_config.produce_item_name_input&0x8;
  9850. break;
  9851. case ASC_CDP:
  9852. flag = battle_config.produce_item_name_input&0x10;
  9853. break;
  9854. default:
  9855. flag = battle_config.produce_item_name_input&0x80;
  9856. break;
  9857. }
  9858. if (flag) {
  9859. tmp_item.card[0]=CARD0_CREATE;
  9860. tmp_item.card[1]=0;
  9861. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9862. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9863. }
  9864. }
  9865. // if(log_config.produce > 0)
  9866. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9867. //TODO update PICKLOG
  9868. if(equip){
  9869. clif_produceeffect(sd,0,nameid);
  9870. clif_misceffect(&sd->bl,3);
  9871. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9872. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9873. } else {
  9874. int fame = 0;
  9875. tmp_item.amount = 0;
  9876. for (i=0; i< qty; i++)
  9877. { //Apply quantity modifiers.
  9878. if (rand()%10000 < make_per || qty == 1)
  9879. { //Success
  9880. tmp_item.amount++;
  9881. if(nameid < 545 || nameid > 547)
  9882. continue;
  9883. if(skill_id != AM_PHARMACY &&
  9884. skill_id != AM_TWILIGHT1 &&
  9885. skill_id != AM_TWILIGHT2 &&
  9886. skill_id != AM_TWILIGHT3)
  9887. continue;
  9888. //Add fame as needed.
  9889. switch(++sd->potion_success_counter) {
  9890. case 3:
  9891. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9892. break;
  9893. case 5:
  9894. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9895. break;
  9896. case 7:
  9897. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9898. break;
  9899. case 10:
  9900. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9901. sd->potion_success_counter = 0;
  9902. break;
  9903. }
  9904. } else //Failure
  9905. sd->potion_success_counter = 0;
  9906. }
  9907. if (fame)
  9908. pc_addfame(sd,fame);
  9909. //Visual effects and the like.
  9910. switch (skill_id) {
  9911. case AM_PHARMACY:
  9912. case AM_TWILIGHT1:
  9913. case AM_TWILIGHT2:
  9914. case AM_TWILIGHT3:
  9915. case ASC_CDP:
  9916. clif_produceeffect(sd,2,nameid);
  9917. clif_misceffect(&sd->bl,5);
  9918. break;
  9919. case BS_IRON:
  9920. case BS_STEEL:
  9921. case BS_ENCHANTEDSTONE:
  9922. clif_produceeffect(sd,0,nameid);
  9923. clif_misceffect(&sd->bl,3);
  9924. break;
  9925. default: //Those that don't require a skill?
  9926. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  9927. { //Cooking items.
  9928. clif_specialeffect(&sd->bl, 608, AREA);
  9929. if( sd->cook_mastery < 1999 )
  9930. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  9931. }
  9932. break;
  9933. }
  9934. }
  9935. if (tmp_item.amount) { //Success
  9936. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9937. clif_additem(sd,0,0,flag);
  9938. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9939. }
  9940. return 1;
  9941. }
  9942. }
  9943. //Failure
  9944. // if(log_config.produce)
  9945. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9946. //TODO update PICKLOG
  9947. if(equip){
  9948. clif_produceeffect(sd,1,nameid);
  9949. clif_misceffect(&sd->bl,2);
  9950. } else {
  9951. switch (skill_id) {
  9952. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9953. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  9954. case AM_PHARMACY:
  9955. case AM_TWILIGHT1:
  9956. case AM_TWILIGHT2:
  9957. case AM_TWILIGHT3:
  9958. clif_produceeffect(sd,3,nameid);
  9959. clif_misceffect(&sd->bl,6);
  9960. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9961. break;
  9962. case BS_IRON:
  9963. case BS_STEEL:
  9964. case BS_ENCHANTEDSTONE:
  9965. clif_produceeffect(sd,1,nameid);
  9966. clif_misceffect(&sd->bl,2);
  9967. break;
  9968. default:
  9969. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  9970. { //Cooking items.
  9971. clif_specialeffect(&sd->bl, 609, AREA);
  9972. if( sd->cook_mastery > 0 )
  9973. 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 ));
  9974. }
  9975. }
  9976. }
  9977. return 0;
  9978. }
  9979. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9980. {
  9981. int i,j,flag,index=-1;
  9982. struct item tmp_item;
  9983. nullpo_retr(0, sd);
  9984. if(nameid <= 0)
  9985. return 1;
  9986. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9987. if(nameid == skill_arrow_db[i].nameid) {
  9988. index = i;
  9989. break;
  9990. }
  9991. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9992. return 1;
  9993. pc_delitem(sd,j,1,0);
  9994. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  9995. memset(&tmp_item,0,sizeof(tmp_item));
  9996. tmp_item.identify = 1;
  9997. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9998. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9999. if(battle_config.produce_item_name_input&0x4) {
  10000. tmp_item.card[0]=CARD0_CREATE;
  10001. tmp_item.card[1]=0;
  10002. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  10003. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  10004. }
  10005. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  10006. continue;
  10007. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  10008. clif_additem(sd,0,0,flag);
  10009. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  10010. }
  10011. }
  10012. return 0;
  10013. }
  10014. /*==========================================
  10015. *
  10016. *------------------------------------------*/
  10017. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr data)
  10018. {
  10019. struct map_session_data *sd = map_id2sd(id);
  10020. if (data <= 0 || data >= MAX_SKILL)
  10021. return 0;
  10022. if (!sd) return 0;
  10023. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  10024. sd->blockskill[data] = 0;
  10025. return 1;
  10026. }
  10027. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  10028. {
  10029. nullpo_retr (-1, sd);
  10030. skillid = skill_get_index(skillid);
  10031. if (skillid == 0)
  10032. return -1;
  10033. if (tick < 1) {
  10034. sd->blockskill[skillid] = 0;
  10035. return -1;
  10036. }
  10037. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  10038. return 0;
  10039. }
  10040. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  10041. {
  10042. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  10043. if (data <= 0 || data >= MAX_SKILL)
  10044. return 0;
  10045. if (hd) hd->blockskill[data] = 0;
  10046. return 1;
  10047. }
  10048. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  10049. {
  10050. nullpo_retr (-1, hd);
  10051. skillid = skill_get_index(skillid);
  10052. if (skillid == 0)
  10053. return -1;
  10054. if (tick < 1) {
  10055. hd->blockskill[skillid] = 0;
  10056. return -1;
  10057. }
  10058. hd->blockskill[skillid] = 1;
  10059. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  10060. }
  10061. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  10062. {
  10063. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  10064. if( data <= 0 || data >= MAX_SKILL )
  10065. return 0;
  10066. if( md ) md->blockskill[data] = 0;
  10067. return 1;
  10068. }
  10069. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  10070. {
  10071. nullpo_retr (-1, md);
  10072. if( (skillid = skill_get_index(skillid)) == 0 )
  10073. return -1;
  10074. if( tick < 1 )
  10075. {
  10076. md->blockskill[skillid] = 0;
  10077. return -1;
  10078. }
  10079. md->blockskill[skillid] = 1;
  10080. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  10081. }
  10082. /*
  10083. *
  10084. */
  10085. int skill_split_str (char *str, char **val, int num)
  10086. {
  10087. int i;
  10088. for( i = 0; i < num && str; i++ )
  10089. {
  10090. val[i] = str;
  10091. str = strchr(str,',');
  10092. if( str )
  10093. *str++=0;
  10094. }
  10095. return i;
  10096. }
  10097. /*
  10098. *
  10099. */
  10100. int skill_split_atoi (char *str, int *val)
  10101. {
  10102. int i, j, diff, step = 1;
  10103. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  10104. if (!str) break;
  10105. val[i] = atoi(str);
  10106. str = strchr(str,':');
  10107. if (str)
  10108. *str++=0;
  10109. }
  10110. if(i==0) //No data found.
  10111. return 0;
  10112. if(i==1)
  10113. { //Single value, have the whole range have the same value.
  10114. for (; i < MAX_SKILL_LEVEL; i++)
  10115. val[i] = val[i-1];
  10116. return i;
  10117. }
  10118. //Check for linear change with increasing steps until we reach half of the data acquired.
  10119. for (step = 1; step <= i/2; step++)
  10120. {
  10121. diff = val[i-1] - val[i-step-1];
  10122. for(j = i-1; j >= step; j--)
  10123. if ((val[j]-val[j-step]) != diff)
  10124. break;
  10125. if (j>=step) //No match, try next step.
  10126. continue;
  10127. for(; i < MAX_SKILL_LEVEL; i++)
  10128. { //Apply linear increase
  10129. val[i] = val[i-step]+diff;
  10130. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  10131. { val[i] = 1; diff = 0; step = 1; }
  10132. }
  10133. return i;
  10134. }
  10135. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  10136. for (;i<MAX_SKILL_LEVEL; i++)
  10137. val[i] = val[i-1];
  10138. return i;
  10139. }
  10140. /*
  10141. *
  10142. */
  10143. void skill_init_unit_layout (void)
  10144. {
  10145. int i,j,size,pos = 0;
  10146. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  10147. // standard square layouts go first
  10148. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  10149. size = i*2+1;
  10150. skill_unit_layout[i].count = size*size;
  10151. for (j=0; j<size*size; j++) {
  10152. skill_unit_layout[i].dx[j] = (j%size-i);
  10153. skill_unit_layout[i].dy[j] = (j/size-i);
  10154. }
  10155. }
  10156. // afterwards add special ones
  10157. pos = i;
  10158. for (i=0;i<MAX_SKILL_DB;i++) {
  10159. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  10160. continue;
  10161. switch (i) {
  10162. case MG_FIREWALL:
  10163. case WZ_ICEWALL:
  10164. // these will be handled later
  10165. break;
  10166. case PR_SANCTUARY:
  10167. case NPC_EVILLAND:
  10168. {
  10169. static const int dx[] = {
  10170. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  10171. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  10172. static const int dy[]={
  10173. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  10174. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  10175. skill_unit_layout[pos].count = 21;
  10176. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10177. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10178. break;
  10179. }
  10180. case PR_MAGNUS:
  10181. {
  10182. static const int dx[] = {
  10183. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10184. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10185. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10186. static const int dy[] = {
  10187. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10188. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10189. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10190. skill_unit_layout[pos].count = 33;
  10191. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10192. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10193. break;
  10194. }
  10195. case AS_VENOMDUST:
  10196. {
  10197. static const int dx[] = {-1, 0, 0, 0, 1};
  10198. static const int dy[] = { 0,-1, 0, 1, 0};
  10199. skill_unit_layout[pos].count = 5;
  10200. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10201. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10202. break;
  10203. }
  10204. case CR_GRANDCROSS:
  10205. case NPC_GRANDDARKNESS:
  10206. {
  10207. static const int dx[] = {
  10208. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10209. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10210. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10211. static const int dy[] = {
  10212. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10213. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10214. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10215. skill_unit_layout[pos].count = 29;
  10216. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10217. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10218. break;
  10219. }
  10220. case PF_FOGWALL:
  10221. {
  10222. static const int dx[] = {
  10223. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10224. static const int dy[] = {
  10225. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10226. skill_unit_layout[pos].count = 15;
  10227. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10228. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10229. break;
  10230. }
  10231. case PA_GOSPEL:
  10232. {
  10233. static const int dx[] = {
  10234. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10235. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10236. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10237. -1, 0, 1};
  10238. static const int dy[] = {
  10239. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10240. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10241. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10242. 3, 3, 3};
  10243. skill_unit_layout[pos].count = 33;
  10244. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10245. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10246. break;
  10247. }
  10248. case NJ_KAENSIN:
  10249. {
  10250. 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};
  10251. 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};
  10252. skill_unit_layout[pos].count = 24;
  10253. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10254. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10255. break;
  10256. }
  10257. case NJ_TATAMIGAESHI:
  10258. {
  10259. //Level 1 (count 4, cross of 3x3)
  10260. static const int dx1[] = {-1, 1, 0, 0};
  10261. static const int dy1[] = { 0, 0,-1, 1};
  10262. //Level 2-3 (count 8, cross of 5x5)
  10263. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10264. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10265. //Level 4-5 (count 12, cross of 7x7
  10266. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10267. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10268. //lv1
  10269. j = 0;
  10270. skill_unit_layout[pos].count = 4;
  10271. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10272. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10273. skill_db[i].unit_layout_type[j] = pos;
  10274. //lv2/3
  10275. j++;
  10276. pos++;
  10277. skill_unit_layout[pos].count = 8;
  10278. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10279. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10280. skill_db[i].unit_layout_type[j] = pos;
  10281. skill_db[i].unit_layout_type[++j] = pos;
  10282. //lv4/5
  10283. j++;
  10284. pos++;
  10285. skill_unit_layout[pos].count = 12;
  10286. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10287. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10288. skill_db[i].unit_layout_type[j] = pos;
  10289. skill_db[i].unit_layout_type[++j] = pos;
  10290. //Fill in the rest using lv 5.
  10291. for (;j<MAX_SKILL_LEVEL;j++)
  10292. skill_db[i].unit_layout_type[j] = pos;
  10293. //Skip, this way the check below will fail and continue to the next skill.
  10294. pos++;
  10295. break;
  10296. }
  10297. default:
  10298. ShowError("unknown unit layout at skill %d\n",i);
  10299. break;
  10300. }
  10301. if (!skill_unit_layout[pos].count)
  10302. continue;
  10303. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10304. skill_db[i].unit_layout_type[j] = pos;
  10305. pos++;
  10306. }
  10307. // firewall and icewall have 8 layouts (direction-dependent)
  10308. firewall_unit_pos = pos;
  10309. for (i=0;i<8;i++) {
  10310. if (i&1) {
  10311. skill_unit_layout[pos].count = 5;
  10312. if (i&0x2) {
  10313. int dx[] = {-1,-1, 0, 0, 1};
  10314. int dy[] = { 1, 0, 0,-1,-1};
  10315. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10316. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10317. } else {
  10318. int dx[] = { 1, 1 ,0, 0,-1};
  10319. int dy[] = { 1, 0, 0,-1,-1};
  10320. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10321. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10322. }
  10323. } else {
  10324. skill_unit_layout[pos].count = 3;
  10325. if (i%4==0) {
  10326. int dx[] = {-1, 0, 1};
  10327. int dy[] = { 0, 0, 0};
  10328. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10329. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10330. } else {
  10331. int dx[] = { 0, 0, 0};
  10332. int dy[] = {-1, 0, 1};
  10333. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10334. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10335. }
  10336. }
  10337. pos++;
  10338. }
  10339. icewall_unit_pos = pos;
  10340. for (i=0;i<8;i++) {
  10341. skill_unit_layout[pos].count = 5;
  10342. if (i&1) {
  10343. if (i&0x2) {
  10344. int dx[] = {-2,-1, 0, 1, 2};
  10345. int dy[] = { 2, 1, 0,-1,-2};
  10346. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10347. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10348. } else {
  10349. int dx[] = { 2, 1 ,0,-1,-2};
  10350. int dy[] = { 2, 1, 0,-1,-2};
  10351. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10352. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10353. }
  10354. } else {
  10355. if (i%4==0) {
  10356. int dx[] = {-2,-1, 0, 1, 2};
  10357. int dy[] = { 0, 0, 0, 0, 0};
  10358. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10359. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10360. } else {
  10361. int dx[] = { 0, 0, 0, 0, 0};
  10362. int dy[] = {-2,-1, 0, 1, 2};
  10363. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10364. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10365. }
  10366. }
  10367. pos++;
  10368. }
  10369. }
  10370. /*==========================================
  10371. * DB reading.
  10372. * skill_db.txt
  10373. * skill_require_db.txt
  10374. * skill_cast_db.txt
  10375. * skill_castnodex_db.txt
  10376. * skill_nocast_db.txt
  10377. * skill_unit_db.txt
  10378. * produce_db.txt
  10379. * create_arrow_db.txt
  10380. * abra_db.txt
  10381. *------------------------------------------*/
  10382. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  10383. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  10384. int id = atoi(split[0]);
  10385. int i;
  10386. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  10387. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  10388. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  10389. {
  10390. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  10391. return false;
  10392. }
  10393. i = skill_get_index(id);
  10394. if( !i ) // invalid skill id
  10395. return false;
  10396. skill_split_atoi(split[1],skill_db[i].range);
  10397. skill_db[i].hit = atoi(split[2]);
  10398. skill_db[i].inf = atoi(split[3]);
  10399. skill_split_atoi(split[4],skill_db[i].element);
  10400. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  10401. skill_split_atoi(split[6],skill_db[i].splash);
  10402. skill_db[i].max = atoi(split[7]);
  10403. skill_split_atoi(split[8],skill_db[i].num);
  10404. if( strcmpi(split[9],"yes") == 0 )
  10405. skill_db[i].castcancel = 1;
  10406. else
  10407. skill_db[i].castcancel = 0;
  10408. skill_db[i].cast_def_rate = atoi(split[10]);
  10409. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  10410. skill_split_atoi(split[12],skill_db[i].maxcount);
  10411. if( strcmpi(split[13],"weapon") == 0 )
  10412. skill_db[i].skill_type = BF_WEAPON;
  10413. else if( strcmpi(split[13],"magic") == 0 )
  10414. skill_db[i].skill_type = BF_MAGIC;
  10415. else if( strcmpi(split[13],"misc") == 0 )
  10416. skill_db[i].skill_type = BF_MISC;
  10417. else
  10418. skill_db[i].skill_type = 0;
  10419. skill_split_atoi(split[14],skill_db[i].blewcount);
  10420. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  10421. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  10422. strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
  10423. return true;
  10424. }
  10425. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  10426. {// 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
  10427. char* p;
  10428. int j;
  10429. int i = atoi(split[0]);
  10430. i = skill_get_index(i);
  10431. if( !i ) // invalid skill id
  10432. return false;
  10433. skill_split_atoi(split[1],skill_db[i].hp);
  10434. skill_split_atoi(split[2],skill_db[i].mhp);
  10435. skill_split_atoi(split[3],skill_db[i].sp);
  10436. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10437. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10438. skill_split_atoi(split[6],skill_db[i].zeny);
  10439. //FIXME: document this
  10440. p = split[7];
  10441. for( j = 0; j < 32; j++ )
  10442. {
  10443. int l = atoi(p);
  10444. if( l == 99 ) // magic value?
  10445. {
  10446. skill_db[i].weapon = 0xffffffff;
  10447. break;
  10448. }
  10449. else
  10450. skill_db[i].weapon |= 1<<l;
  10451. p = strchr(p,':');
  10452. if(!p)
  10453. break;
  10454. p++;
  10455. }
  10456. //FIXME: document this
  10457. p = split[8];
  10458. for( j = 0; j < 32; j++ )
  10459. {
  10460. int l = atoi(p);
  10461. if( l == 99 ) // magic value?
  10462. {
  10463. skill_db[i].ammo = 0xffffffff;
  10464. break;
  10465. }
  10466. else if( l ) // 0 not allowed?
  10467. skill_db[i].ammo |= 1<<l;
  10468. p = strchr(p,':');
  10469. if( !p )
  10470. break;
  10471. p++;
  10472. }
  10473. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10474. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  10475. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  10476. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  10477. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  10478. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  10479. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  10480. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  10481. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  10482. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  10483. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  10484. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  10485. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  10486. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  10487. else skill_db[i].state = ST_NONE;
  10488. skill_split_atoi(split[11],skill_db[i].spiritball);
  10489. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  10490. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  10491. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  10492. }
  10493. return true;
  10494. }
  10495. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  10496. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  10497. int i = atoi(split[0]);
  10498. i = skill_get_index(i);
  10499. if( !i ) // invalid skill id
  10500. return false;
  10501. skill_split_atoi(split[1],skill_db[i].cast);
  10502. skill_split_atoi(split[2],skill_db[i].delay);
  10503. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10504. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10505. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10506. return true;
  10507. }
  10508. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  10509. {// Skill id,Cast,Delay (optional)
  10510. int i = atoi(split[0]);
  10511. i = skill_get_index(i);
  10512. if( !i ) // invalid skill id
  10513. return false;
  10514. skill_split_atoi(split[1],skill_db[i].castnodex);
  10515. if( split[2] ) // optional column
  10516. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10517. return true;
  10518. }
  10519. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  10520. {// SkillID,Flag
  10521. int i = atoi(split[0]);
  10522. i = skill_get_index(i);
  10523. if( !i ) // invalid skill id
  10524. return false;
  10525. skill_db[i].nocast |= atoi(split[1]);
  10526. return true;
  10527. }
  10528. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  10529. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  10530. int i = atoi(split[0]);
  10531. i = skill_get_index(i);
  10532. if( !i ) // invalid skill id
  10533. return false;
  10534. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10535. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10536. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10537. skill_split_atoi(split[4],skill_db[i].unit_range);
  10538. skill_db[i].unit_interval = atoi(split[5]);
  10539. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10540. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10541. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  10542. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  10543. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  10544. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  10545. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  10546. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  10547. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10548. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10549. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10550. skill_db[i].unit_target = BCT_NOENEMY;
  10551. //By default, target just characters.
  10552. skill_db[i].unit_target |= BL_CHAR;
  10553. if (skill_db[i].unit_flag&UF_NOPC)
  10554. skill_db[i].unit_target &= ~BL_PC;
  10555. if (skill_db[i].unit_flag&UF_NOMOB)
  10556. skill_db[i].unit_target &= ~BL_MOB;
  10557. if (skill_db[i].unit_flag&UF_SKILL)
  10558. skill_db[i].unit_target |= BL_SKILL;
  10559. return true;
  10560. }
  10561. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  10562. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  10563. int x,y;
  10564. int i = atoi(split[0]);
  10565. if( !i )
  10566. return false;
  10567. skill_produce_db[current].nameid = i;
  10568. skill_produce_db[current].itemlv = atoi(split[1]);
  10569. skill_produce_db[current].req_skill = atoi(split[2]);
  10570. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  10571. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  10572. {
  10573. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  10574. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  10575. }
  10576. return true;
  10577. }
  10578. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  10579. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  10580. int x,y;
  10581. int i = atoi(split[0]);
  10582. if( !i )
  10583. return false;
  10584. skill_arrow_db[current].nameid = i;
  10585. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  10586. {
  10587. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  10588. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  10589. }
  10590. return true;
  10591. }
  10592. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  10593. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  10594. int i = atoi(split[0]);
  10595. if( !skill_get_index(i) || !skill_get_max(i) )
  10596. {
  10597. ShowError("abra_db: Invalid skill ID %d\n", i);
  10598. return false;
  10599. }
  10600. if ( !skill_get_inf(i) )
  10601. {
  10602. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  10603. return false;
  10604. }
  10605. skill_abra_db[current].skillid = i;
  10606. skill_abra_db[current].req_lv = atoi(split[2]);
  10607. skill_abra_db[current].per = atoi(split[3]);
  10608. return true;
  10609. }
  10610. static void skill_readdb(void)
  10611. {
  10612. // init skill db structures
  10613. db_clear(skilldb_name2id);
  10614. memset(skill_db,0,sizeof(skill_db));
  10615. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10616. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10617. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10618. // load skill databases
  10619. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  10620. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  10621. sv_readdb(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  10622. sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  10623. sv_readdb(db_path, "skill_cast_db.txt" , ',', 6, 6, MAX_SKILL_DB, skill_parse_row_castdb);
  10624. sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  10625. sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  10626. sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  10627. skill_init_unit_layout();
  10628. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  10629. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  10630. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  10631. }
  10632. void skill_reload (void)
  10633. {
  10634. skill_readdb();
  10635. }
  10636. /*==========================================
  10637. *
  10638. *------------------------------------------*/
  10639. int do_init_skill (void)
  10640. {
  10641. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
  10642. skill_readdb();
  10643. group_db = idb_alloc(DB_OPT_BASE);
  10644. skillunit_db = idb_alloc(DB_OPT_BASE);
  10645. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10646. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10647. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10648. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10649. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10650. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10651. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10652. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  10653. return 0;
  10654. }
  10655. int do_final_skill(void)
  10656. {
  10657. db_destroy(skilldb_name2id);
  10658. db_destroy(group_db);
  10659. db_destroy(skillunit_db);
  10660. ers_destroy(skill_unit_ers);
  10661. ers_destroy(skill_timer_ers);
  10662. return 0;
  10663. }