skill.cpp 816 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <math.h>
  6. #include <stdio.h>
  7. #include <stdlib.h>
  8. #include <string.h>
  9. #include <time.h>
  10. #include <common/cbasetypes.hpp>
  11. #include <common/ers.hpp>
  12. #include <common/malloc.hpp>
  13. #include <common/nullpo.hpp>
  14. #include <common/random.hpp>
  15. #include <common/showmsg.hpp>
  16. #include <common/strlib.hpp>
  17. #include <common/timer.hpp>
  18. #include <common/utilities.hpp>
  19. #include <common/utils.hpp>
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  49. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  58. static unsigned short skill_produce_count;
  59. AbraDatabase abra_db;
  60. ReadingSpellbookDatabase reading_spellbook_db;
  61. SkillArrowDatabase skill_arrow_db;
  62. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  63. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  64. struct s_skill_changematerial_db {
  65. t_itemid nameid;
  66. unsigned short rate;
  67. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  68. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  69. };
  70. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  71. static unsigned short skill_changematerial_count;
  72. MagicMushroomDatabase magic_mushroom_db;
  73. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  74. int firewall_unit_pos;
  75. int icewall_unit_pos;
  76. int earthstrain_unit_pos;
  77. int firerain_unit_pos;
  78. int wallofthorn_unit_pos;
  79. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  80. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  81. //Early declaration
  82. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  83. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  84. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  85. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  86. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  87. static bool skill_check_condition_sc_required(map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
  88. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  89. // Use this function for splash skills that can't hit icewall when cast by players
  90. static inline int splash_target(struct block_list* bl) {
  91. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  92. }
  93. /**
  94. * Get skill id from name
  95. * @param name
  96. * @return Skill ID of the skill, or 0 if not found.
  97. **/
  98. uint16 skill_name2id(const char* name) {
  99. if (name == nullptr)
  100. return 0;
  101. for (const auto &it : skill_db) {
  102. if (strcmpi(it.second->name, name) == 0)
  103. return it.first;
  104. }
  105. return 0;
  106. }
  107. /**
  108. * Get Skill name
  109. * @param skill_id
  110. * @return AEGIS Skill name
  111. **/
  112. const char* skill_get_name( uint16 skill_id ) {
  113. return skill_db.find(skill_id)->name;
  114. }
  115. /**
  116. * Get Skill name
  117. * @param skill_id
  118. * @return English Skill name
  119. **/
  120. const char* skill_get_desc( uint16 skill_id ) {
  121. return skill_db.find(skill_id)->desc;
  122. }
  123. static bool skill_check(uint16 id) {
  124. if (id == 0 || skill_get_index(id) == 0)
  125. return false;
  126. return true;
  127. }
  128. #define skill_get(id, var) do {\
  129. if (!skill_check(id))\
  130. return 0;\
  131. return var;\
  132. } while(0)
  133. #define skill_get_lv(id, lv, arrvar) do {\
  134. if (!skill_check(id))\
  135. return 0;\
  136. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  137. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  138. int a__ = arrvar[lv_idx - 2];\
  139. int b__ = arrvar[lv_idx - 1];\
  140. int c__ = arrvar[lv_idx];\
  141. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  142. }\
  143. return arrvar[lv_idx];\
  144. } while(0)
  145. // Skill DB
  146. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  147. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  148. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  149. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  150. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  151. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  152. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  153. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  154. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  155. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  156. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  157. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  158. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  159. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  160. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  161. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  162. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  163. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  164. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  165. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  166. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  167. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  168. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  169. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  170. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  171. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  172. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  173. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  174. int skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  175. #ifdef RENEWAL_CAST
  176. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  177. #endif
  178. // Skill requirements
  179. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  180. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  181. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  182. int skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  183. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  184. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  185. int skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
  186. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  187. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  188. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  189. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  190. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  191. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  192. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  193. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  194. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  195. int splash = skill_get_splash_(skill_id, skill_lv);
  196. if (splash < 0)
  197. return AREA_SIZE;
  198. return splash;
  199. }
  200. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  201. if( skill_id == 0 ){
  202. return false;
  203. }
  204. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  205. if (!skill)
  206. return false;
  207. for (const auto &nkit : nk) {
  208. if (skill->nk[nkit])
  209. return true;
  210. }
  211. return false;
  212. }
  213. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  214. if( skill_id == 0 ){
  215. return false;
  216. }
  217. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  218. if (!skill)
  219. return false;
  220. for (const auto &inf2it : inf2) {
  221. if (skill->inf2[inf2it])
  222. return true;
  223. }
  224. return false;
  225. }
  226. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  227. if( skill_id == 0 ){
  228. return false;
  229. }
  230. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  231. if (!skill)
  232. return false;
  233. for (const auto &unitit : unit) {
  234. if (skill->unit_flag[unitit])
  235. return true;
  236. }
  237. return false;
  238. }
  239. int skill_tree_get_max(uint16 skill_id, int b_class) {
  240. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  241. if (skill != nullptr)
  242. return skill->max_lv;
  243. else
  244. return skill_get_max(skill_id);
  245. }
  246. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  247. int skill_attack_area(struct block_list *bl,va_list ap);
  248. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  249. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  250. int skill_greed(struct block_list *bl, va_list ap);
  251. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  252. static int skill_trap_splash(struct block_list *bl, va_list ap);
  253. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  254. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  255. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  256. static int skill_unit_effect(struct block_list *bl,va_list ap);
  257. static int skill_bind_trap(struct block_list *bl, va_list ap);
  258. e_cast_type skill_get_casttype (uint16 skill_id) {
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if( skill == nullptr ){
  261. return CAST_DAMAGE;
  262. }
  263. if (skill->inf&(INF_GROUND_SKILL))
  264. return CAST_GROUND;
  265. if (skill->inf&INF_SUPPORT_SKILL)
  266. return CAST_NODAMAGE;
  267. if (skill->inf&INF_SELF_SKILL) {
  268. if(skill->inf2[INF2_NOTARGETSELF])
  269. return CAST_DAMAGE; //Combo skill.
  270. return CAST_NODAMAGE;
  271. }
  272. if (skill->nk[NK_NODAMAGE])
  273. return CAST_NODAMAGE;
  274. return CAST_DAMAGE;
  275. }
  276. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  277. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  278. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  279. return 9; //Mobs have a range of 9 regardless of skill used.
  280. int32 range = skill_get_range(skill_id, skill_lv);
  281. if( range < 0 ) {
  282. if( battle_config.use_weapon_skill_range&bl->type )
  283. return status_get_range(bl);
  284. range *=-1;
  285. }
  286. if (isServer && range > 14) {
  287. range = 14; // Server-sided base range can't be above 14
  288. }
  289. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  290. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  291. if( bl->type == BL_PC ) {
  292. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  293. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  294. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  295. } else
  296. range += battle_config.mob_eye_range_bonus;
  297. }
  298. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  299. if( bl->type == BL_PC ) {
  300. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  301. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  302. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  303. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  304. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  305. }
  306. }
  307. }
  308. if( !range && bl->type != BL_PC )
  309. return 9; // Enable non players to use self skills on others. [Skotlex]
  310. return range;
  311. }
  312. /** Copy Referral: dummy skills should point to their source.
  313. * @param skill_id Dummy skill ID
  314. * @return Real skill id if found
  315. **/
  316. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  317. switch (skill_id) {
  318. case AB_DUPLELIGHT_MELEE:
  319. case AB_DUPLELIGHT_MAGIC:
  320. return AB_DUPLELIGHT;
  321. case WL_CHAINLIGHTNING_ATK:
  322. return WL_CHAINLIGHTNING;
  323. case WL_TETRAVORTEX_FIRE:
  324. case WL_TETRAVORTEX_WATER:
  325. case WL_TETRAVORTEX_WIND:
  326. case WL_TETRAVORTEX_GROUND:
  327. return WL_TETRAVORTEX;
  328. case WL_SUMMON_ATK_FIRE:
  329. return WL_SUMMONFB;
  330. case WL_SUMMON_ATK_WIND:
  331. return WL_SUMMONBL;
  332. case WL_SUMMON_ATK_WATER:
  333. return WL_SUMMONWB;
  334. case WL_SUMMON_ATK_GROUND:
  335. return WL_SUMMONSTONE;
  336. case LG_OVERBRAND_BRANDISH:
  337. case LG_OVERBRAND_PLUSATK:
  338. return LG_OVERBRAND;
  339. case WM_REVERBERATION_MELEE:
  340. case WM_REVERBERATION_MAGIC:
  341. return WM_REVERBERATION;
  342. case WM_SEVERE_RAINSTORM_MELEE:
  343. return WM_SEVERE_RAINSTORM;
  344. case GN_CRAZYWEED_ATK:
  345. return GN_CRAZYWEED;
  346. case GN_HELLS_PLANT_ATK:
  347. return GN_HELLS_PLANT;
  348. case GN_SLINGITEM_RANGEMELEEATK:
  349. return GN_SLINGITEM;
  350. case RL_R_TRIP_PLUSATK:
  351. return RL_R_TRIP;
  352. case NPC_MAXPAIN_ATK:
  353. return NPC_MAXPAIN;
  354. case SU_CN_METEOR2:
  355. return SU_CN_METEOR;
  356. case SU_SV_ROOTTWIST_ATK:
  357. return SU_SV_ROOTTWIST;
  358. case SU_LUNATICCARROTBEAT2:
  359. return SU_LUNATICCARROTBEAT;
  360. case NPC_REVERBERATION_ATK:
  361. return NPC_REVERBERATION;
  362. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  363. return NPC_MAGMA_ERUPTION;
  364. case NPC_DANCINGBLADE_ATK:
  365. return NPC_DANCINGBLADE;
  366. case DK_SERVANTWEAPON_ATK:
  367. return DK_SERVANTWEAPON;
  368. case DK_HACKANDSLASHER_ATK:
  369. return DK_HACKANDSLASHER;
  370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  371. return AG_DESTRUCTIVE_HURRICANE;
  372. case AG_VIOLENT_QUAKE_ATK:
  373. return AG_VIOLENT_QUAKE;
  374. case AG_ALL_BLOOM_ATK:
  375. case AG_ALL_BLOOM_ATK2:
  376. return AG_ALL_BLOOM;
  377. case AG_CRYSTAL_IMPACT_ATK:
  378. return AG_CRYSTAL_IMPACT;
  379. case AG_ASTRAL_STRIKE_ATK:
  380. return AG_ASTRAL_STRIKE;
  381. case AG_CRIMSON_ARROW_ATK:
  382. return AG_CRIMSON_ARROW;
  383. case CD_ARBITRIUM_ATK:
  384. return CD_ARBITRIUM;
  385. case ABC_CHAIN_REACTION_SHOT_ATK:
  386. return ABC_CHAIN_REACTION_SHOT;
  387. case ABC_FROM_THE_ABYSS_ATK:
  388. return ABC_FROM_THE_ABYSS;
  389. case BO_ACIDIFIED_ZONE_WATER_ATK:
  390. return BO_ACIDIFIED_ZONE_WATER;
  391. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  392. return BO_ACIDIFIED_ZONE_GROUND;
  393. case BO_ACIDIFIED_ZONE_WIND_ATK:
  394. return BO_ACIDIFIED_ZONE_WIND;
  395. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  396. return BO_ACIDIFIED_ZONE_FIRE;
  397. case TR_ROSEBLOSSOM_ATK:
  398. return TR_ROSEBLOSSOM;
  399. case EM_ELEMENTAL_BUSTER_FIRE:
  400. case EM_ELEMENTAL_BUSTER_WATER:
  401. case EM_ELEMENTAL_BUSTER_WIND:
  402. case EM_ELEMENTAL_BUSTER_GROUND:
  403. case EM_ELEMENTAL_BUSTER_POISON:
  404. return EM_ELEMENTAL_BUSTER;
  405. }
  406. return skill_id;
  407. }
  408. /**
  409. * Check skill unit maxcount
  410. * @param src: Caster to check against
  411. * @param x: X location of skill
  412. * @param y: Y location of skill
  413. * @param skill_id: Skill used
  414. * @param skill_lv: Skill level used
  415. * @param type: Type of unit to check against for battle_config checks
  416. * @param display_failure: Display skill failure message
  417. * @return True on skill cast success or false on failure
  418. */
  419. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  420. if (!src)
  421. return false;
  422. struct unit_data *ud = unit_bl2ud(src);
  423. map_session_data *sd = map_id2sd(src->id);
  424. int maxcount = 0;
  425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  426. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  427. if (sd && display_failure)
  428. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  429. return false;
  430. }
  431. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  432. if (sd && display_failure)
  433. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  434. return false;
  435. }
  436. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  437. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  438. if (maxcount == 0) {
  439. if (sd && display_failure)
  440. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  441. return false;
  442. }
  443. }
  444. return true;
  445. }
  446. /**
  447. * Calculates heal value of skill's effect
  448. * @param src: Unit casting heal
  449. * @param target: Target of src
  450. * @param skill_id: Skill ID used
  451. * @param skill_lv: Skill Level used
  452. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  453. * @return modified heal value
  454. */
  455. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  456. int skill, hp = 0;
  457. #ifdef RENEWAL
  458. int hp_bonus = 0;
  459. double global_bonus = 1;
  460. #endif
  461. map_session_data *sd = BL_CAST(BL_PC, src);
  462. map_session_data *tsd = BL_CAST(BL_PC, target);
  463. status_change *sc, *tsc;
  464. sc = status_get_sc(src);
  465. tsc = status_get_sc(target);
  466. switch( skill_id ) {
  467. #ifndef RENEWAL
  468. case BA_APPLEIDUN:
  469. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  470. if (sd)
  471. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  472. break;
  473. #endif
  474. case PR_SANCTUARY:
  475. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  476. break;
  477. case NPC_EVILLAND:
  478. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  479. break;
  480. case AB_HIGHNESSHEAL:
  481. #ifdef RENEWAL
  482. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  483. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  484. hp_bonus += skill * 2;
  485. #else
  486. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  487. hp = (hp * (17 + 3 * skill_lv)) / 10;
  488. #endif
  489. break;
  490. case SU_FRESHSHRIMP:
  491. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  492. break;
  493. case SU_BUNCHOFSHRIMP:
  494. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  495. break;
  496. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  497. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  498. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  499. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  500. #ifdef RENEWAL
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. hp_bonus += skill * 2;
  503. #endif
  504. break;
  505. default:
  506. if (skill_lv >= battle_config.max_heal_lv)
  507. return battle_config.max_heal;
  508. #ifdef RENEWAL
  509. /**
  510. * Renewal Heal Formula
  511. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  512. */
  513. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  514. #else
  515. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  516. #endif
  517. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  518. #ifdef RENEWAL
  519. hp_bonus += skill * 2;
  520. #else
  521. hp += hp * skill * 2 / 100;
  522. #endif
  523. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  524. #ifdef RENEWAL
  525. hp_bonus += skill * 2;
  526. #else
  527. hp += hp * skill * 2 / 100;
  528. #endif
  529. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  530. hp *= 2;
  531. break;
  532. }
  533. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  534. hp /= 2;
  535. if (sd) {
  536. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  537. #ifdef RENEWAL
  538. hp_bonus += 10;
  539. #else
  540. hp += hp * 10 / 100;
  541. #endif
  542. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  543. #ifdef RENEWAL
  544. hp_bonus += 20;
  545. #else
  546. hp += hp * 20 / 100;
  547. #endif
  548. }
  549. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  550. #ifdef RENEWAL
  551. hp_bonus += 2 * skill;
  552. #else
  553. hp += hp * skill * 2 / 100;
  554. #endif
  555. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  556. #ifdef RENEWAL
  557. hp_bonus += 3 * skill;
  558. #else
  559. hp += hp * skill * 3 / 100;
  560. #endif
  561. if (skill = pc_skillheal_bonus(sd, skill_id))
  562. #ifdef RENEWAL
  563. hp_bonus += skill;
  564. #else
  565. hp += hp * skill / 100;
  566. #endif
  567. }
  568. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  569. #ifdef RENEWAL
  570. hp_bonus += skill;
  571. #else
  572. hp += hp * skill / 100;
  573. #endif
  574. if (sc && sc->count) {
  575. if (sc->getSCE(SC_OFFERTORIUM) && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
  576. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  577. #ifdef RENEWAL
  578. hp_bonus += sc->getSCE(SC_OFFERTORIUM)->val2;
  579. #else
  580. hp += hp * sc->getSCE(SC_OFFERTORIUM)->val2 / 100;
  581. #endif
  582. if (sc->getSCE(SC_GLASTHEIM_HEAL) && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  583. #ifdef RENEWAL
  584. hp_bonus += sc->getSCE(SC_GLASTHEIM_HEAL)->val1;
  585. #else
  586. hp += hp * sc->getSCE(SC_GLASTHEIM_HEAL)->val1 / 100;
  587. #endif
  588. #ifdef RENEWAL
  589. if (sc->getSCE(SC_MEDIALE) && skill_id == CD_MEDIALE_VOTUM)
  590. hp_bonus += sc->getSCE(SC_MEDIALE)->val2;
  591. #endif
  592. }
  593. if (tsc && tsc->count) {
  594. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  595. if (tsc->getSCE(SC_INCHEALRATE))
  596. #ifdef RENEWAL
  597. hp_bonus += tsc->getSCE(SC_INCHEALRATE)->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  598. #else
  599. hp += hp * tsc->getSCE(SC_INCHEALRATE)->val1 / 100;
  600. #endif
  601. if (tsc->getSCE(SC_GLASTHEIM_HEAL))
  602. #ifdef RENEWAL
  603. hp_bonus += tsc->getSCE(SC_GLASTHEIM_HEAL)->val2;
  604. #else
  605. hp += hp * tsc->getSCE(SC_GLASTHEIM_HEAL)->val2 / 100;
  606. #endif
  607. if (tsc->getSCE(SC_ANCILLA))
  608. #ifdef RENEWAL
  609. hp_bonus += tsc->getSCE(SC_ANCILLA)->val1;
  610. #else
  611. hp += hp * tsc->getSCE(SC_ANCILLA)->val1 / 100;
  612. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  613. hp += hp / 10;
  614. #endif
  615. #ifdef RENEWAL
  616. if (tsc->getSCE(SC_ASSUMPTIO))
  617. hp_bonus += tsc->getSCE(SC_ASSUMPTIO)->val1 * 2;
  618. #endif
  619. if (tsc->getSCE(SC_VITALIZE_POTION))
  620. #ifdef RENEWAL
  621. hp_bonus += 10;
  622. #else
  623. hp += hp * 10 / 100;
  624. #endif
  625. }
  626. }
  627. #ifdef RENEWAL
  628. if (hp_bonus)
  629. hp += hp * hp_bonus / 100;
  630. // MATK part of the RE heal formula [malufett]
  631. // Note: in this part matk bonuses from items or skills are not applied
  632. switch( skill_id ) {
  633. case BA_APPLEIDUN:
  634. case PR_SANCTUARY:
  635. case NPC_EVILLAND:
  636. break;
  637. default:
  638. {
  639. struct status_data *status = status_get_status_data(src);
  640. int min, max;
  641. min = status_base_matk_min(src, status, status_get_lv(src));
  642. max = status_base_matk_max(src, status, status_get_lv(src));
  643. if( status->rhw.matk > 0 ){
  644. int wMatk, variance;
  645. wMatk = status->rhw.matk;
  646. variance = wMatk * status->rhw.wlv / 10;
  647. min += wMatk - variance;
  648. max += wMatk + variance;
  649. }
  650. if( sc && sc->getSCE(SC_RECOGNIZEDSPELL) )
  651. min = max;
  652. if( sd && sd->right_weapon.overrefine > 0 ){
  653. min++;
  654. max += sd->right_weapon.overrefine - 1;
  655. }
  656. if(max > min)
  657. hp += min+rnd()%(max-min);
  658. else
  659. hp += min;
  660. }
  661. }
  662. // Global multipliers are applied after the MATK is applied
  663. if (tsc && tsc->count) {
  664. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  665. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  666. global_bonus *= 1.1f;
  667. }
  668. }
  669. if (skill_id == AB_HIGHNESSHEAL)
  670. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  671. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  672. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  673. #endif
  674. if (heal && tsc && tsc->count) {
  675. uint8 penalty = 0;
  676. if (tsc->getSCE(SC_CRITICALWOUND))
  677. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  678. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  679. penalty += 20;
  680. if (tsc->getSCE(SC_NORECOVER_STATE))
  681. penalty = 100;
  682. if (penalty > 0) {
  683. #ifdef RENEWAL
  684. penalty = cap_value(penalty, 1, 100);
  685. global_bonus *= (100 - penalty) / 100.f;
  686. #else
  687. hp -= hp * penalty / 100;
  688. #endif
  689. }
  690. }
  691. #ifdef RENEWAL
  692. hp = (int)(hp * global_bonus);
  693. // Final heal increased by HPlus.
  694. // Is this the right place for this??? [Rytech]
  695. if ( sd && status_get_hplus(src) > 0 )
  696. hp += hp * status_get_hplus(src) / 100;
  697. return (heal) ? max(1, hp) : hp;
  698. #else
  699. return hp;
  700. #endif
  701. }
  702. /**
  703. * Making Plagiarism and Reproduce check their own function
  704. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  705. * @param sd: Player who will copy the skill
  706. * @param skill_id: Target skill
  707. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  708. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  709. */
  710. int8 skill_isCopyable(map_session_data *sd, uint16 skill_id) {
  711. uint16 skill_idx = skill_get_index(skill_id);
  712. if (!skill_idx)
  713. return 0;
  714. // Only copy skill that player doesn't have or the skill is old clone
  715. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  716. return 0;
  717. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  718. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  719. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.getSCE(SC_PRESERVE))
  720. return 1;
  721. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  722. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE)->val1)
  723. return 2;
  724. return 0;
  725. }
  726. /**
  727. * Check if the skill is ok to cast and when.
  728. * Done before skill_check_condition_castbegin, requirement
  729. * @param skill_id: Skill ID that casted
  730. * @param sd: Player who casted
  731. * @return true: Skill cannot be used, false: otherwise
  732. * @author [MouseJstr]
  733. */
  734. bool skill_isNotOk(uint16 skill_id, map_session_data *sd)
  735. {
  736. nullpo_retr(1,sd);
  737. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  738. return false; // can do any damn thing they want
  739. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  740. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  741. struct map_data *mapdata = map_getmapdata(sd->bl.m);
  742. if (mapdata->getMapFlag(MF_NOSKILL) && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
  743. return true;
  744. // Epoque:
  745. // This code will compare the player's attack motion value which is influenced by ASPD before
  746. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  747. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  748. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  749. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  750. {// attempted to cast a skill before the attack motion has finished
  751. return true;
  752. }
  753. if (skill_blockpc_get(sd, skill_id) != -1){
  754. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  755. return true;
  756. }
  757. /**
  758. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  759. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  760. */
  761. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
  762. return false;
  763. uint32 skill_nocast = skill_get_nocast(skill_id);
  764. // Check skill restrictions [Celest]
  765. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  766. (skill_nocast&2 && mapdata->getMapFlag(MF_PVP)) ||
  767. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  768. (skill_nocast&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  769. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  770. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->getMapFlag(MF_RESTRICTED)) ){
  771. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  772. return true;
  773. }
  774. if( sd->sc.getSCE(SC_ALL_RIDING) )
  775. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  776. switch (skill_id) {
  777. case AL_WARP:
  778. case RETURN_TO_ELDICASTES:
  779. case ALL_GUARDIAN_RECALL:
  780. case ECLAGE_RECALL:
  781. case ALL_PRONTERA_RECALL:
  782. case ALL_GLASTHEIM_RECALL:
  783. case ALL_THANATOS_RECALL:
  784. case ALL_LIGHTHALZEN_RECALL:
  785. if(mapdata->getMapFlag(MF_NOWARP)) {
  786. clif_skill_teleportmessage(sd,0);
  787. return true;
  788. }
  789. return false;
  790. case AL_TELEPORT:
  791. case NPC_FATALMENACE:
  792. case SC_DIMENSIONDOOR:
  793. case ALL_ODINS_RECALL:
  794. case WE_CALLALLFAMILY:
  795. if(mapdata->getMapFlag(MF_NOTELEPORT)) {
  796. clif_skill_teleportmessage(sd,0);
  797. return true;
  798. }
  799. return false; // gonna be checked in 'skill_castend_nodamage_id'
  800. case WE_CALLPARTNER:
  801. case WE_CALLPARENT:
  802. case WE_CALLBABY:
  803. if (mapdata->getMapFlag(MF_NOMEMO)) {
  804. clif_skill_teleportmessage(sd,1);
  805. return true;
  806. }
  807. break;
  808. case MC_VENDING:
  809. if (map_getmapflag(sd->bl.m, MF_NOVENDING)) {
  810. clif_displaymessage(sd->fd, msg_txt(sd, 276)); // "You can't open a shop on this map"
  811. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  812. return true;
  813. }
  814. if (map_getcell(sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKNOVENDING)) {
  815. clif_displaymessage(sd->fd, msg_txt(sd, 204)); // "You can't open a shop on this cell."
  816. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  817. return true;
  818. }
  819. if (npc_isnear(&sd->bl)) {
  820. // uncomment to send msg_txt.
  821. //char output[150];
  822. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  823. //clif_displaymessage(sd->fd, output);
  824. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND, 0);
  825. return true;
  826. }
  827. break;
  828. case ALL_BUYING_STORE:
  829. if( map_getmapflag(sd->bl.m, MF_NOBUYINGSTORE) ) {
  830. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  831. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  832. return true;
  833. }
  834. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOBUYINGSTORE) ) {
  835. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  836. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  837. return true;
  838. }
  839. if( npc_isnear(&sd->bl) ) {
  840. // uncomment to send msg_txt.
  841. //char output[150];
  842. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  843. //clif_displaymessage(sd->fd, output);
  844. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  845. return true;
  846. }
  847. break;
  848. case MC_IDENTIFY:
  849. return false; // always allowed
  850. case WZ_ICEWALL:
  851. // noicewall flag [Valaris]
  852. if (mapdata->getMapFlag(MF_NOICEWALL)) {
  853. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  854. return true;
  855. }
  856. break;
  857. case GC_DARKILLUSION:
  858. if( mapdata_flag_gvg2(mapdata) ) {
  859. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  860. return true;
  861. }
  862. break;
  863. case GD_EMERGENCYCALL:
  864. case GD_ITEMEMERGENCYCALL:
  865. if (
  866. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  867. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  868. (battle_config.emergency_call&16 && mapdata->getMapFlag(MF_NOWARPTO) && !(mapdata->getMapFlag(MF_GVG_CASTLE) || mapdata->getMapFlag(MF_GVG_TE_CASTLE)))
  869. ) {
  870. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  871. return true;
  872. }
  873. break;
  874. case WM_SIRCLEOFNATURE:
  875. case WM_SOUND_OF_DESTRUCTION:
  876. case WM_LULLABY_DEEPSLEEP:
  877. case WM_GLOOMYDAY:
  878. case WM_SATURDAY_NIGHT_FEVER:
  879. if( !mapdata_flag_vs(mapdata) ) {
  880. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  881. return true;
  882. }
  883. break;
  884. }
  885. return false;
  886. }
  887. /**
  888. * Check if the homunculus skill is ok to be processed
  889. * After checking from Homunculus side, also check the master condition
  890. * @param hd: Homunculus who casted
  891. * @param skill_id: Skill ID casted
  892. * @param skill_lv: Skill level casted
  893. * @return true: Skill cannot be used, false: otherwise
  894. */
  895. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  896. {
  897. map_session_data *sd = NULL;
  898. status_change *sc;
  899. int8 spiritball = 0;
  900. nullpo_retr(true, hd);
  901. spiritball = skill_get_spiritball(skill_id, skill_lv);
  902. sd = hd->master;
  903. sc = status_get_sc(&hd->bl);
  904. if (!sd)
  905. return true;
  906. if (sc && !sc->count)
  907. sc = NULL;
  908. if (util::vector_exists(hd->blockskill, skill_id))
  909. return true;
  910. switch(skill_id) {
  911. case HFLI_SBR44:
  912. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  913. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  914. return true;
  915. }
  916. break;
  917. case HVAN_EXPLOSION:
  918. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  919. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  920. return true;
  921. }
  922. break;
  923. case MH_LIGHT_OF_REGENE: // Must be cordial
  924. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  925. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  926. return true;
  927. }
  928. break;
  929. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  930. if (sc && sc->getSCE(SC_ANGRIFFS_MODUS))
  931. return true;
  932. break;
  933. case MH_ANGRIFFS_MODUS:
  934. if (sc && sc->getSCE(SC_GOLDENE_FERSE))
  935. return true;
  936. break;
  937. case MH_TINDER_BREAKER: // Must be in grappling mode
  938. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  939. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  940. return true;
  941. }
  942. break;
  943. case MH_SONIC_CRAW: // Must be in fighting mode
  944. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  945. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  946. return true;
  947. }
  948. break;
  949. case MH_SILVERVEIN_RUSH:
  950. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  951. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  952. return true;
  953. }
  954. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SONIC_CRAW)) {
  955. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  956. return true;
  957. }
  958. break;
  959. case MH_MIDNIGHT_FRENZY:
  960. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  961. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  962. return true;
  963. }
  964. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SILVERVEIN_RUSH)) {
  965. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  966. return true;
  967. }
  968. break;
  969. case MH_CBC:
  970. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  971. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  972. return true;
  973. }
  974. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_TINDER_BREAKER)) {
  975. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  976. return true;
  977. }
  978. break;
  979. case MH_EQC:
  980. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  981. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  982. return true;
  983. }
  984. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_CBC)) {
  985. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  986. return true;
  987. }
  988. break;
  989. }
  990. if (spiritball) {
  991. if (hd->homunculus.spiritball < spiritball) {
  992. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  993. return true;
  994. }
  995. // Blazing And Furious removes all spirit balls after calculating the amount of hits
  996. if (skill_id != MH_BLAZING_AND_FURIOUS)
  997. hom_delspiritball(hd, spiritball, 1);
  998. }
  999. //Use master's criteria.
  1000. return skill_isNotOk(skill_id, hd->master);
  1001. }
  1002. /**
  1003. * Check if the mercenary skill is ok to be processed
  1004. * After checking from Homunculus side, also check the master condition
  1005. * @param skill_id: Skill ID that casted
  1006. * @param md: Mercenary who casted
  1007. * @return true: Skill cannot be used, false: otherwise
  1008. */
  1009. bool skill_isNotOk_mercenary(uint16 skill_id, s_mercenary_data *md)
  1010. {
  1011. nullpo_retr(1, md);
  1012. if (util::vector_exists(md->blockskill, skill_id))
  1013. return true;
  1014. return skill_isNotOk(skill_id, md->master);
  1015. }
  1016. /**
  1017. * Check if the skill can be casted near NPC or not
  1018. * @param src Object who casted
  1019. * @param skill_id Skill ID that casted
  1020. * @param skill_lv Skill Lv
  1021. * @param pos_x Position x of the target
  1022. * @param pos_y Position y of the target
  1023. * @return true: Skill cannot be used, false: otherwise
  1024. * @author [Cydh]
  1025. */
  1026. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  1027. if (!src)
  1028. return false;
  1029. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  1030. return false;
  1031. //if self skill
  1032. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1033. pos_x = src->x;
  1034. pos_y = src->y;
  1035. }
  1036. if (pos_x <= 0) pos_x = src->x;
  1037. if (pos_y <= 0) pos_y = src->y;
  1038. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1039. }
  1040. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  1041. {
  1042. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1043. uint8 dir;
  1044. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1045. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1046. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1047. }
  1048. nullpo_retr(NULL, src);
  1049. //Monsters sometimes deploy more units on level 10
  1050. if (src->type == BL_MOB && skill_lv >= 10) {
  1051. if (skill_id == WZ_WATERBALL)
  1052. pos = 4; //9x9 Area
  1053. }
  1054. if (pos != -1) // simple single-definition layout
  1055. return &skill_unit_layout[pos];
  1056. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1057. if (skill_id == MG_FIREWALL)
  1058. return &skill_unit_layout [firewall_unit_pos + dir];
  1059. else if (skill_id == WZ_ICEWALL)
  1060. return &skill_unit_layout [icewall_unit_pos + dir];
  1061. else if( skill_id == WL_EARTHSTRAIN )
  1062. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1063. else if( skill_id == RL_FIRE_RAIN )
  1064. return &skill_unit_layout[firerain_unit_pos + dir];
  1065. else if( skill_id == GN_WALLOFTHORN )
  1066. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1067. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1068. return &skill_unit_layout[0]; // default 1x1 layout
  1069. }
  1070. /** Stores temporary values.
  1071. * Common usages:
  1072. * [0] holds number of targets in area
  1073. * [1] holds the id of the original target
  1074. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1075. */
  1076. static int skill_area_temp[8];
  1077. /*==========================================
  1078. * Add effect to skill when hit succesfully target
  1079. *------------------------------------------*/
  1080. int skill_additional_effect( struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick ){
  1081. nullpo_ret(src);
  1082. nullpo_ret(bl);
  1083. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1084. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1085. return 0;
  1086. map_session_data* sd = BL_CAST( BL_PC, src );
  1087. mob_data* md = BL_CAST( BL_MOB, src );
  1088. map_session_data* dstsd = BL_CAST( BL_PC, bl );
  1089. mob_data* dstmd = BL_CAST( BL_MOB, bl );
  1090. status_change* sc = status_get_sc( src );
  1091. status_change* tsc = status_get_sc( bl );
  1092. status_data* sstatus = status_get_status_data( src );
  1093. status_data* tstatus = status_get_status_data( bl );
  1094. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1095. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1096. // Chance to trigger Taekwon kicks
  1097. if (sc->getSCE(SC_READYSTORM) &&
  1098. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1099. 0, 2, 0,
  1100. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1101. ; //Stance triggered
  1102. else if (sc->getSCE(SC_READYDOWN) &&
  1103. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1104. 0, 2, 0,
  1105. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1106. ; //Stance triggered
  1107. else if (sc->getSCE(SC_READYTURN) &&
  1108. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1109. 0, 2, 0,
  1110. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1111. ; //Stance triggered
  1112. else if (sc->getSCE(SC_READYCOUNTER)) { //additional chance from SG_FRIEND [Komurka]
  1113. int rate = 20;
  1114. if (sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == TK_COUNTER) {
  1115. rate += rate*sc->getSCE(SC_SKILLRATE_UP)->val2 / 100;
  1116. status_change_end(src, SC_SKILLRATE_UP);
  1117. }
  1118. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1119. 0, 2, 0,
  1120. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1121. ; //Stance triggered
  1122. }
  1123. }
  1124. if (!tsc) //skill additional effect is about adding effects to the target...
  1125. //So if the target can't be inflicted with statuses, this is pointless.
  1126. return 0;
  1127. if( sd )
  1128. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1129. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1130. #ifndef RENEWAL
  1131. && skill_id != ASC_BREAKER
  1132. #endif
  1133. ) {
  1134. // Trigger status effects
  1135. for (const auto &it : sd->addeff) {
  1136. int rate = it.rate;
  1137. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1138. rate += it.arrow_rate;
  1139. if( !rate )
  1140. continue;
  1141. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1142. // Trigger has attack type consideration.
  1143. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1144. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1145. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1146. ;
  1147. else
  1148. continue;
  1149. }
  1150. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1151. // Trigger has range consideration.
  1152. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1153. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1154. continue; //Range Failed.
  1155. }
  1156. if (it.flag&ATF_TARGET)
  1157. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1158. if (it.flag&ATF_SELF)
  1159. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1160. }
  1161. }
  1162. // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
  1163. if (sc != nullptr) {
  1164. status_change_entry *sce = sc->getSCE(SC_SHADOW_WEAPON);
  1165. unit_data *ud = unit_bl2ud(bl);
  1166. if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
  1167. unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1168. }
  1169. }
  1170. if( skill_id ) {
  1171. // Trigger status effects on skills
  1172. for (const auto &it : sd->addeff_onskill) {
  1173. if (skill_id != it.skill_id || !it.rate)
  1174. continue;
  1175. if (it.target&ATF_TARGET)
  1176. status_change_start(src, bl, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1177. if (it.target&ATF_SELF)
  1178. status_change_start(src, src, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1179. }
  1180. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1181. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1182. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1183. #ifdef RENEWAL
  1184. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1185. #else
  1186. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1187. #endif
  1188. clif_emotion(bl,ET_HUK);
  1189. }
  1190. }
  1191. }
  1192. if( dmg_lv < ATK_DEF ) // no damage, return;
  1193. return 0;
  1194. switch(skill_id) {
  1195. case 0:
  1196. { // Normal attacks (no skill used)
  1197. if( attack_type&BF_SKILL )
  1198. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1199. if(sd) {
  1200. int skill;
  1201. // Automatic trigger of Blitz Beat
  1202. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1203. int rate;
  1204. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1205. rate = 5;
  1206. else
  1207. rate = (sd->status.job_level + 9) / 10;
  1208. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1209. }
  1210. // Automatic trigger of Warg Strike
  1211. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1212. int rate = sstatus->luk * 10 / 3 + 1;
  1213. if (pc_isfalcon(sd))
  1214. rate = rate / 3;
  1215. if (rnd() % 1000 <= rate)
  1216. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1217. }
  1218. // Automatic trigger of Hawk Rush
  1219. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1220. int rate = sstatus->con * 10 / 3 + 1;
  1221. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1222. if (rnd() % 1000 <= rate)
  1223. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1224. }
  1225. // Gank
  1226. if(dstmd && sd->status.weapon != W_BOW &&
  1227. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1228. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1229. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1230. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1231. else
  1232. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1233. }
  1234. }
  1235. if (sc) {
  1236. struct status_change_entry *sce;
  1237. // Enchant Poison gives a chance to poison attacked enemies
  1238. if((sce=sc->getSCE(SC_ENCPOISON))) //Don't use sc_start since chance comes in 1/10000 rate.
  1239. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1240. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1241. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1242. if((sce=sc->getSCE(SC_EDP)))
  1243. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1244. skill_get_time2(ASC_EDP,sce->val1));
  1245. if ((sce = sc->getSCE(SC_LUXANIMA)) && rnd() % 100 < sce->val2)
  1246. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1247. }
  1248. }
  1249. break;
  1250. case SM_BASH:
  1251. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1252. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1253. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1254. skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
  1255. }
  1256. break;
  1257. case MER_CRASH:
  1258. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1259. break;
  1260. case AS_VENOMKNIFE:
  1261. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1262. skill_lv = pc_checkskill(sd, TF_POISON);
  1263. [[fallthrough]];
  1264. case TF_POISON:
  1265. case AS_SPLASHER:
  1266. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1267. && sd && skill_id==TF_POISON
  1268. )
  1269. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1270. break;
  1271. case AS_SONICBLOW:
  1272. case HN_MEGA_SONIC_BLOW:
  1273. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1274. break;
  1275. case AS_GRIMTOOTH:
  1276. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1277. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1278. break;
  1279. case WZ_FIREPILLAR:
  1280. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1281. break;
  1282. case MG_FROSTDIVER:
  1283. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1284. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1285. break;
  1286. case WZ_FROSTNOVA:
  1287. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1288. break;
  1289. case WZ_STORMGUST:
  1290. // Storm Gust counter was dropped in renewal
  1291. #ifdef RENEWAL
  1292. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1293. #else
  1294. //On third hit, there is a 150% to freeze the target
  1295. if(tsc->sg_counter >= 3 &&
  1296. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1297. tsc->sg_counter = 0;
  1298. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1299. else if( tsc->sg_counter > 250 )
  1300. tsc->sg_counter = 0;
  1301. #endif
  1302. break;
  1303. case NPC_STORMGUST2:
  1304. if (skill_lv == 1)
  1305. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1306. else if (skill_lv == 2)
  1307. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1308. else
  1309. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1310. break;
  1311. case WZ_METEOR:
  1312. case HN_METEOR_STORM_BUSTER:
  1313. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1314. break;
  1315. case WZ_VERMILION:
  1316. #ifdef RENEWAL
  1317. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1318. #else
  1319. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1320. #endif
  1321. break;
  1322. case WZ_HEAVENDRIVE:
  1323. status_change_end(bl, SC_SV_ROOTTWIST);
  1324. break;
  1325. case HT_FREEZINGTRAP:
  1326. case MA_FREEZINGTRAP:
  1327. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1328. break;
  1329. case HT_FLASHER:
  1330. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1331. break;
  1332. case HT_LANDMINE:
  1333. case MA_LANDMINE:
  1334. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1335. break;
  1336. case HT_SHOCKWAVE:
  1337. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1338. break;
  1339. case HT_SANDMAN:
  1340. case MA_SANDMAN:
  1341. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1342. break;
  1343. case TF_SPRINKLESAND:
  1344. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1345. break;
  1346. case TF_THROWSTONE:
  1347. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1348. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1349. break;
  1350. case NPC_DARKCROSS:
  1351. case CR_HOLYCROSS:
  1352. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1353. break;
  1354. case NPC_GRANDDARKNESS:
  1355. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1356. attack_type |= BF_WEAPON;
  1357. break;
  1358. case CR_GRANDCROSS:
  1359. //Chance to cause blind status vs demon and undead element, but not against players
  1360. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1361. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1362. attack_type |= BF_WEAPON;
  1363. break;
  1364. case AM_ACIDTERROR:
  1365. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1366. #ifdef RENEWAL
  1367. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1368. #else
  1369. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1370. #endif
  1371. clif_emotion(bl,ET_HUK);
  1372. break;
  1373. case AM_DEMONSTRATION:
  1374. #ifdef RENEWAL
  1375. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1376. #else
  1377. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1378. #endif
  1379. break;
  1380. case CR_SHIELDCHARGE:
  1381. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1382. break;
  1383. #ifndef RENEWAL
  1384. case PA_PRESSURE:
  1385. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1386. [[fallthrough]];
  1387. case HW_GRAVITATION:
  1388. //Pressure and Gravitation can trigger physical autospells
  1389. attack_type |= BF_NORMAL;
  1390. attack_type |= BF_WEAPON;
  1391. break;
  1392. #endif
  1393. case RG_RAID:
  1394. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1395. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1396. #ifdef RENEWAL
  1397. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1398. break;
  1399. case RG_BACKSTAP:
  1400. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1401. #endif
  1402. break;
  1403. case BA_FROSTJOKER:
  1404. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1405. break;
  1406. case DC_SCREAM:
  1407. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1408. break;
  1409. case BD_LULLABY:
  1410. status_change_start(src, bl, SC_SLEEP, (sstatus->int_ * 2 + rnd_value(100, 300)) * 10, skill_lv, 0, 0, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  1411. break;
  1412. #ifdef RENEWAL
  1413. case DC_UGLYDANCE:
  1414. // !TODO: How does caster's DEX/AGI play a role?
  1415. status_zap( bl, 0, 2 * skill_lv + 10 );
  1416. break;
  1417. #else
  1418. case DC_UGLYDANCE: {
  1419. int rate = 5 + 5 * skill_lv;
  1420. int skill = pc_checkskill( sd, DC_DANCINGLESSON );
  1421. if( skill > 0 ){
  1422. rate += 5 + skill;
  1423. }
  1424. status_zap( bl, 0, rate );
  1425. } break;
  1426. #endif
  1427. case SL_STUN:
  1428. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1429. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1430. break;
  1431. case NPC_PETRIFYATTACK:
  1432. sc_start2(src,bl,SC_STONEWAIT,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  1433. break;
  1434. case NPC_CURSEATTACK:
  1435. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1436. break;
  1437. case NPC_SLEEPATTACK:
  1438. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1439. break;
  1440. case NPC_BLINDATTACK:
  1441. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1442. break;
  1443. case NPC_POISON:
  1444. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1445. break;
  1446. case NPC_SILENCEATTACK:
  1447. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1448. break;
  1449. case NPC_STUNATTACK:
  1450. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1451. break;
  1452. case NPC_BLEEDING:
  1453. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1454. break;
  1455. case NPC_BLEEDING2:
  1456. sc_start(src,bl,SC_BLEEDING,(50+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1457. break;
  1458. case NPC_CHANGEUNDEAD:
  1459. sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
  1460. break;
  1461. case NPC_ACIDBREATH:
  1462. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1463. break;
  1464. case NPC_ICEBREATH:
  1465. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1466. break;
  1467. case NPC_ICEBREATH2:
  1468. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1469. break;
  1470. case NPC_MENTALBREAKER:
  1471. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1472. //equal to Matk*skLevel.
  1473. int rate = sstatus->matk_min;
  1474. if (rate < sstatus->matk_max)
  1475. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1476. rate*=skill_lv;
  1477. status_zap(bl, 0, rate);
  1478. break;
  1479. }
  1480. // Equipment breaking monster skills [Celest]
  1481. case NPC_ARMORBRAKE:
  1482. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1483. break;
  1484. case NPC_HELMBRAKE:
  1485. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1486. break;
  1487. case NPC_SHIELDBRAKE:
  1488. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1489. break;
  1490. case CH_TIGERFIST: {
  1491. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1492. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1493. if (status_get_class_(bl) == CLASS_BOSS)
  1494. basetime /= 5;
  1495. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1496. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1497. }
  1498. break;
  1499. case LK_SPIRALPIERCE:
  1500. case ML_SPIRALPIERCE:
  1501. case HN_SPIRAL_PIERCE_MAX:
  1502. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1503. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1504. break;
  1505. case ST_REJECTSWORD:
  1506. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1507. break;
  1508. case PF_FOGWALL:
  1509. if (src != bl && !tsc->getSCE(SC_DELUGE))
  1510. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1511. break;
  1512. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1513. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1514. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1515. break;
  1516. case ASC_METEORASSAULT:
  1517. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1518. switch(rnd()%3) {
  1519. case 0:
  1520. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1521. break;
  1522. case 1:
  1523. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1524. break;
  1525. default:
  1526. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1527. }
  1528. break;
  1529. case HW_NAPALMVULCAN:
  1530. case HN_NAPALM_VULCAN_STRIKE:
  1531. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1532. break;
  1533. case WS_CARTTERMINATION: // Cart termination
  1534. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1535. break;
  1536. case CR_ACIDDEMONSTRATION:
  1537. case GN_FIRE_EXPANSION_ACID:
  1538. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1539. break;
  1540. case TK_DOWNKICK:
  1541. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1542. break;
  1543. case TK_JUMPKICK:
  1544. // debuff the following statuses
  1545. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->getSCE(SC_PRESERVE) ) {
  1546. status_change_end(bl, SC_SPIRIT);
  1547. status_change_end(bl, SC_ADRENALINE2);
  1548. status_change_end(bl, SC_KAITE);
  1549. status_change_end(bl, SC_KAAHI);
  1550. status_change_end(bl, SC_ONEHAND);
  1551. status_change_end(bl, SC_ASPDPOTION2);
  1552. // New soul links confirmed to not dispell with this skill
  1553. // but thats likely a bug since soul links can't stack and
  1554. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1555. status_change_end(bl, SC_SOULGOLEM);
  1556. status_change_end(bl, SC_SOULSHADOW);
  1557. status_change_end(bl, SC_SOULFALCON);
  1558. status_change_end(bl, SC_SOULFAIRY);
  1559. }
  1560. break;
  1561. case TK_TURNKICK:
  1562. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1563. if(attack_type&BF_MISC) //70% base stun chance...
  1564. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1565. break;
  1566. case GS_BULLSEYE: //0.1% coma rate.
  1567. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1568. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1569. break;
  1570. case GS_PIERCINGSHOT:
  1571. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1572. break;
  1573. case NJ_HYOUSYOURAKU:
  1574. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1575. break;
  1576. case GS_FLING:
  1577. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1578. break;
  1579. case GS_DISARM:
  1580. skill_strip_equip(src, bl, skill_id, skill_lv);
  1581. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1582. break;
  1583. case NPC_EVILLAND:
  1584. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1585. break;
  1586. case NPC_HELLJUDGEMENT:
  1587. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1588. break;
  1589. case NPC_HELLJUDGEMENT2:
  1590. switch(rnd()%6) {
  1591. case 0:
  1592. sc_start(src,bl,SC_SLEEP,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1593. break;
  1594. case 1:
  1595. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1596. break;
  1597. case 2:
  1598. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1599. break;
  1600. case 3:
  1601. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1602. break;
  1603. case 4:
  1604. sc_start(src,bl,SC_FEAR,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1605. break;
  1606. default:
  1607. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1608. break;
  1609. }
  1610. break;
  1611. case NPC_CRITICALWOUND:
  1612. case NPC_WIDECRITICALWOUND:
  1613. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1614. break;
  1615. case NPC_FIRESTORM:
  1616. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1617. break;
  1618. case RK_DRAGONBREATH:
  1619. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1620. break;
  1621. case RK_DRAGONBREATH_WATER:
  1622. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1623. break;
  1624. case NPC_DRAGONBREATH:
  1625. if (skill_lv > 5)
  1626. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1627. else
  1628. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1629. break;
  1630. case AB_ADORAMUS:
  1631. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1632. break;
  1633. case WL_COMET:
  1634. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1635. break;
  1636. case NPC_COMET:
  1637. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  1638. break;
  1639. case NPC_JACKFROST:
  1640. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1641. break;
  1642. case RA_WUGBITE: {
  1643. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1644. if (wug_rate < 50)
  1645. wug_rate = 50;
  1646. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1647. }
  1648. break;
  1649. case RA_SENSITIVEKEEN:
  1650. if( rnd()%100 < 8 * skill_lv )
  1651. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1652. break;
  1653. case RA_FIRINGTRAP:
  1654. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1655. break;
  1656. case RA_ICEBOUNDTRAP:
  1657. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1658. break;
  1659. case NC_PILEBUNKER:
  1660. if( rnd()%100 < 25 + 15*skill_lv ) {
  1661. status_change_end(bl, SC_KYRIE);
  1662. status_change_end(bl, SC_ASSUMPTIO);
  1663. status_change_end(bl, SC_STEELBODY);
  1664. status_change_end(bl, SC_GT_CHANGE);
  1665. status_change_end(bl, SC_GT_REVITALIZE);
  1666. status_change_end(bl, SC_AUTOGUARD);
  1667. status_change_end(bl, SC_REFLECTDAMAGE);
  1668. status_change_end(bl, SC_DEFENDER);
  1669. status_change_end(bl, SC_PRESTIGE);
  1670. status_change_end(bl, SC_BANDING);
  1671. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1672. }
  1673. break;
  1674. case NC_FLAMELAUNCHER:
  1675. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1676. break;
  1677. case NC_COLDSLOWER:
  1678. // Status chances are applied officially through a check
  1679. // The skill first trys to give the frozen status to targets that are hit
  1680. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1681. if (!tsc->getSCE(SC_FREEZE)) // If it fails to give the frozen status, it will attempt to give the freezing status
  1682. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1683. break;
  1684. case NC_POWERSWING:
  1685. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1686. break;
  1687. case GC_WEAPONCRUSH:
  1688. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1689. break;
  1690. case LG_PINPOINTATTACK: {
  1691. int rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1692. switch( skill_lv ) {
  1693. case 1:
  1694. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1695. break;
  1696. case 2:
  1697. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1698. break;
  1699. case 3:
  1700. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1701. break;
  1702. case 4:
  1703. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1704. break;
  1705. case 5:
  1706. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1707. break;
  1708. }
  1709. } break;
  1710. case LG_MOONSLASHER:
  1711. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1712. break;
  1713. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1714. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1715. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1716. break;
  1717. case NPC_RAYOFGENESIS:
  1718. if (skill_lv < 8)
  1719. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1720. else
  1721. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1722. break;
  1723. case LG_HESPERUSLIT:
  1724. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 5 )
  1725. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK, rnd_value<uint16>(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1726. break;
  1727. case SR_DRAGONCOMBO:
  1728. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1729. break;
  1730. case SR_WINDMILL:
  1731. if( dstsd )
  1732. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1733. else if( dstmd )
  1734. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1735. break;
  1736. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1737. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1738. break;
  1739. case SR_EARTHSHAKER:
  1740. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1741. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1742. status_change_end(bl, SC_SV_ROOTTWIST);
  1743. break;
  1744. case SO_EARTHGRAVE:
  1745. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1746. break;
  1747. case SO_DIAMONDDUST: {
  1748. int rate = 5 + 5 * skill_lv;
  1749. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  1750. rate += (sd ? sd->status.job_level / 5 : 0);
  1751. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1752. } break;
  1753. case SO_VARETYR_SPEAR:
  1754. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1755. break;
  1756. case SO_POISON_BUSTER:
  1757. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1758. break;
  1759. case GN_SPORE_EXPLOSION:
  1760. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1761. break;
  1762. case GN_SLINGITEM_RANGEMELEEATK:
  1763. if( sd ) {
  1764. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1765. case ITEMID_COCONUT_BOMB:
  1766. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1767. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1768. break;
  1769. case ITEMID_MELON_BOMB:
  1770. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1771. break;
  1772. case ITEMID_BANANA_BOMB:
  1773. {
  1774. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1775. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1776. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1777. break;
  1778. }
  1779. }
  1780. sd->itemid = 0;
  1781. }
  1782. break;
  1783. case GN_HELLS_PLANT_ATK:
  1784. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1785. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1786. break;
  1787. case EL_WIND_SLASH: // Non confirmed rate.
  1788. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1789. break;
  1790. case EL_STONE_HAMMER:
  1791. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1792. break;
  1793. case EL_ROCK_CRUSHER:
  1794. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1795. break;
  1796. case EL_ROCK_CRUSHER_ATK:
  1797. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1798. break;
  1799. case EL_TYPOON_MIS:
  1800. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1801. break;
  1802. case KO_JYUMONJIKIRI:
  1803. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1804. break;
  1805. case SP_SOULEXPLOSION:
  1806. case KO_SETSUDAN: // Remove soul link when hit.
  1807. status_change_end(bl, SC_SPIRIT);
  1808. status_change_end(bl, SC_SOULGOLEM);
  1809. status_change_end(bl, SC_SOULSHADOW);
  1810. status_change_end(bl, SC_SOULFALCON);
  1811. status_change_end(bl, SC_SOULFAIRY);
  1812. break;
  1813. case KO_MAKIBISHI:
  1814. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1815. break;
  1816. case MH_EQC:
  1817. {
  1818. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1819. if (hd) {
  1820. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1821. status_change_end(bl, SC_TINDER_BREAKER2);
  1822. }
  1823. }
  1824. break;
  1825. case MH_STAHL_HORN:
  1826. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1827. break;
  1828. case MH_NEEDLE_OF_PARALYZE:
  1829. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1830. break;
  1831. case MH_TOXIN_OF_MANDARA:
  1832. sc_start(src,bl, SC_TOXIN_OF_MANDARA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1833. break;
  1834. case MH_XENO_SLASHER:
  1835. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1836. break;
  1837. case NPC_MAGMA_ERUPTION:
  1838. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1839. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1840. break;
  1841. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1842. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1843. break;
  1844. case GN_ILLUSIONDOPING:
  1845. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1846. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1847. break;
  1848. case RL_MASS_SPIRAL:
  1849. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1850. break;
  1851. case RL_SLUGSHOT:
  1852. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1853. break;
  1854. case RL_BANISHING_BUSTER: {
  1855. if (!tsc || !tsc->count)
  1856. break;
  1857. if (status_isimmune(bl))
  1858. break;
  1859. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1860. if (sd)
  1861. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1862. break;
  1863. }
  1864. uint16 n = skill_lv;
  1865. for (const auto &it : status_db) {
  1866. sc_type status = static_cast<sc_type>(it.first);
  1867. if (n <= 0)
  1868. break;
  1869. if (!tsc->getSCE(status))
  1870. continue;
  1871. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1872. continue;
  1873. switch (status) {
  1874. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1875. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1876. case SC_FORTUNE: case SC_SERVICE4U:
  1877. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  1878. continue; //If in song area don't end it, even if config enabled
  1879. break;
  1880. case SC_ASSUMPTIO:
  1881. if( bl->type == BL_MOB )
  1882. continue;
  1883. break;
  1884. }
  1885. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1886. tsc->getSCE(status)->val2 = 0;
  1887. status_change_end(bl,status);
  1888. n--;
  1889. }
  1890. //Remove bonus_script by Banishing Buster
  1891. if (dstsd)
  1892. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1893. }
  1894. break;
  1895. case RL_S_STORM:
  1896. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1897. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1898. break;
  1899. case RL_AM_BLAST:
  1900. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1901. break;
  1902. case SU_SCRATCH:
  1903. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1904. break;
  1905. case SU_SV_STEMSPEAR:
  1906. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1907. break;
  1908. case SU_CN_METEOR2:
  1909. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1910. break;
  1911. case SU_SCAROFTAROU:
  1912. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1913. break;
  1914. case SU_LUNATICCARROTBEAT2:
  1915. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1916. break;
  1917. case SJ_FULLMOONKICK:
  1918. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1919. break;
  1920. case SJ_STAREMPEROR:
  1921. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1922. break;
  1923. case SP_CURSEEXPLOSION:
  1924. status_change_end(bl, SC_SOULCURSE);
  1925. break;
  1926. case SP_SHA:
  1927. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1928. break;
  1929. case DK_SERVANT_W_PHANTOM:
  1930. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1931. break;
  1932. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1933. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 1)
  1934. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1935. break;
  1936. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1937. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1938. break;
  1939. case IQ_OLEUM_SANCTUM:
  1940. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1941. break;
  1942. case IQ_FIRST_BRAND:
  1943. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1944. break;
  1945. case IQ_SECOND_FLAME:
  1946. case IQ_SECOND_FAITH:
  1947. case IQ_SECOND_JUDGEMENT:
  1948. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1949. break;
  1950. case IQ_THIRD_PUNISH:
  1951. case IQ_THIRD_FLAME_BOMB:
  1952. case IQ_THIRD_CONSECRATION:
  1953. status_change_end(bl, SC_SECOND_BRAND);
  1954. break;
  1955. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1956. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1957. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1958. break;
  1959. case SHC_FATAL_SHADOW_CROW:
  1960. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1961. break;
  1962. case ABC_UNLUCKY_RUSH:
  1963. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1964. break;
  1965. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1966. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1967. [[fallthrough]];
  1968. case WM_METALICSOUND:
  1969. case WM_REVERBERATION:
  1970. status_change_end(bl, SC_SOUNDBLEND);
  1971. break;
  1972. case EM_DIAMOND_STORM:
  1973. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1974. break;
  1975. case EM_LIGHTNING_LAND:
  1976. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1977. break;
  1978. case EM_VENOM_SWAMP:
  1979. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1980. break;
  1981. case EM_CONFLAGRATION:
  1982. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1983. break;
  1984. case EM_TERRA_DRIVE:
  1985. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1986. break;
  1987. case MT_RUSH_QUAKE:
  1988. sc_start( src, bl, SC_RUSH_QUAKE1, 100, skill_lv, skill_get_time( skill_id, skill_lv ) );
  1989. break;
  1990. case HN_SHIELD_CHAIN_RUSH:
  1991. case HN_JACK_FROST_NOVA:
  1992. case HN_GROUND_GRAVITATION:
  1993. sc_start(src, bl, skill_get_sc(skill_id), 100, 0, skill_get_time2(skill_id, skill_lv));
  1994. break;
  1995. } //end switch skill_id
  1996. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC)
  1997. { //Pass heritage to Master for status causing effects. [Skotlex]
  1998. sd = map_id2sd(md->master_id);
  1999. src = sd?&sd->bl:src;
  2000. }
  2001. // Coma
  2002. if (sd && sd->special_state.bonus_coma && (!md || util::vector_exists(status_get_race2(&md->bl), RC2_GVG) || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  2003. int rate = 0;
  2004. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  2005. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  2006. rate += sd->indexed_bonus.coma_class[tstatus->class_] + sd->indexed_bonus.coma_class[CLASS_ALL];
  2007. rate += sd->indexed_bonus.coma_race[tstatus->race] + sd->indexed_bonus.coma_race[RC_ALL];
  2008. }
  2009. if (attack_type&BF_WEAPON) {
  2010. rate += sd->indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd->indexed_bonus.weapon_coma_ele[ELE_ALL];
  2011. rate += sd->indexed_bonus.weapon_coma_race[tstatus->race] + sd->indexed_bonus.weapon_coma_race[RC_ALL];
  2012. rate += sd->indexed_bonus.weapon_coma_class[tstatus->class_] + sd->indexed_bonus.weapon_coma_class[CLASS_ALL];
  2013. }
  2014. if (rate > 0)
  2015. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  2016. }
  2017. if( attack_type&BF_WEAPON )
  2018. { // Breaking Equipment
  2019. if( sd && battle_config.equip_self_break_rate )
  2020. { // Self weapon breaking
  2021. int rate = battle_config.equip_natural_break_rate;
  2022. #ifndef RENEWAL
  2023. if( sc )
  2024. {
  2025. if(sc->getSCE(SC_OVERTHRUST))
  2026. rate += 10;
  2027. if(sc->getSCE(SC_MAXOVERTHRUST))
  2028. rate += 10;
  2029. }
  2030. #endif
  2031. if( rate )
  2032. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2033. }
  2034. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2035. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2036. // Target weapon breaking
  2037. int rate = 0;
  2038. if( sd )
  2039. rate += sd->bonus.break_weapon_rate;
  2040. if (sc) {
  2041. if (sc->getSCE(SC_MELTDOWN))
  2042. rate += sc->getSCE(SC_MELTDOWN)->val2;
  2043. if (sc->getSCE(SC_WEAPONBREAKER))
  2044. rate += sc->getSCE(SC_WEAPONBREAKER)->val2;
  2045. }
  2046. if( rate )
  2047. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2048. // Target armor breaking
  2049. rate = 0;
  2050. if( sd )
  2051. rate += sd->bonus.break_armor_rate;
  2052. if( sc && sc->getSCE(SC_MELTDOWN) )
  2053. rate += sc->getSCE(SC_MELTDOWN)->val3;
  2054. if( rate )
  2055. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2056. }
  2057. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2058. if (sd->def_set_race[tstatus->race].rate)
  2059. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2060. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2061. if (sd->mdef_set_race[tstatus->race].rate)
  2062. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2063. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2064. if (sd->norecover_state_race[tstatus->race].rate)
  2065. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2066. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2067. }
  2068. }
  2069. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  2070. struct unit_data *ud = unit_bl2ud(src);
  2071. int skill;
  2072. if( sc->getSCE(SC_WILD_STORM_OPTION) )
  2073. skill = sc->getSCE(SC_WILD_STORM_OPTION)->val2;
  2074. else if( sc->getSCE(SC_UPHEAVAL_OPTION) )
  2075. skill = sc->getSCE(SC_UPHEAVAL_OPTION)->val3;
  2076. else if( sc->getSCE(SC_TROPIC_OPTION) )
  2077. skill = sc->getSCE(SC_TROPIC_OPTION)->val3;
  2078. else if( sc->getSCE(SC_CHILLY_AIR_OPTION) )
  2079. skill = sc->getSCE(SC_CHILLY_AIR_OPTION)->val3;
  2080. else
  2081. skill = 0;
  2082. if ( rnd()%100 < 25 && skill ){
  2083. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2084. if (ud) {
  2085. int delay = skill_delayfix(src, skill, skill_lv);
  2086. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2087. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2088. if ( battle_config.display_status_timers )
  2089. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2090. }
  2091. }
  2092. }
  2093. }
  2094. // Autospell when attacking
  2095. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  2096. {
  2097. for (const auto &it : sd->autospell) {
  2098. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2099. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2100. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2101. continue; // one or more trigger conditions were not fulfilled
  2102. int skill = it.id;
  2103. sd->state.autocast = 1;
  2104. if ( skill_isNotOk(skill, sd) ) {
  2105. sd->state.autocast = 0;
  2106. continue;
  2107. }
  2108. sd->state.autocast = 0;
  2109. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2110. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2111. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2112. int rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2113. if (rnd()%1000 >= rate)
  2114. continue;
  2115. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2116. e_cast_type type = skill_get_casttype(skill);
  2117. if (type == CAST_GROUND) {
  2118. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2119. continue;
  2120. }
  2121. if (battle_config.autospell_check_range &&
  2122. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2123. continue;
  2124. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2125. type = CAST_GROUND;
  2126. #ifndef RENEWAL
  2127. else if (skill == AS_SONICBLOW)
  2128. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2129. #endif
  2130. sd->state.autocast = 1;
  2131. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2132. #ifndef RENEWAL
  2133. skill_toggle_magicpower(src, skill);
  2134. #endif
  2135. switch (type) {
  2136. case CAST_GROUND:
  2137. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2138. break;
  2139. case CAST_NODAMAGE:
  2140. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2141. break;
  2142. case CAST_DAMAGE:
  2143. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2144. break;
  2145. }
  2146. sd->state.autocast = 0;
  2147. //Set canact delay. [Skotlex]
  2148. unit_data *ud = unit_bl2ud(src);
  2149. if (ud) {
  2150. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2151. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2152. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2153. if ( battle_config.display_status_timers && sd )
  2154. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2155. }
  2156. }
  2157. }
  2158. }
  2159. // Check for player and pet autobonuses when attacking
  2160. if (sd != nullptr) {
  2161. // Player
  2162. if (!sd->autobonus.empty()) {
  2163. for (auto &it : sd->autobonus) {
  2164. if (it == nullptr)
  2165. continue;
  2166. if (rnd_value(0, 1000) >= it->rate)
  2167. continue;
  2168. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2169. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2170. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2171. continue; // one or more trigger conditions were not fulfilled
  2172. pc_exeautobonus(*sd, &sd->autobonus, it);
  2173. }
  2174. }
  2175. // Pet
  2176. if (sd->pd != nullptr && !sd->pd->autobonus.empty()) {
  2177. for (auto &it : sd->pd->autobonus) {
  2178. if (it == nullptr)
  2179. continue;
  2180. if (rnd_value(0, 1000) >= it->rate)
  2181. continue;
  2182. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2183. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2184. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2185. continue; // one or more trigger conditions were not fulfilled
  2186. pet_exeautobonus(*sd, &sd->pd->autobonus, it);
  2187. }
  2188. }
  2189. }
  2190. //Polymorph
  2191. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2192. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2193. (rnd()%10000 < sd->bonus.classchange))
  2194. {
  2195. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2196. if (class_ != 0 && mobdb_checkid(class_))
  2197. mob_class_change(dstmd,class_);
  2198. }
  2199. if (sd && sc) {
  2200. struct status_change_entry *sce;
  2201. if ((sce = sc->getSCE(SC_2011RWC_SCROLL)) && rnd() % 1000 <= 10)
  2202. skill_castend_nodamage_id(src, src, AC_CONCENTRATION, max(3, pc_checkskill(sd,AC_CONCENTRATION)), tick, 0);
  2203. }
  2204. return 0;
  2205. }
  2206. int skill_onskillusage(map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2207. if( sd == nullptr || !skill_id )
  2208. return 0;
  2209. for (auto &it : sd->autospell3) {
  2210. if (it.trigger_skill != skill_id)
  2211. continue;
  2212. if (it.lock)
  2213. continue; // autospell already being executed
  2214. uint16 skill = it.id;
  2215. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2216. if( skill_isNotOk(skill, sd) ) {
  2217. sd->state.autocast = 0;
  2218. continue;
  2219. }
  2220. sd->state.autocast = 0;
  2221. // DANGER DANGER: here force target actually means use yourself as target!
  2222. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2223. if( tbl == nullptr ){
  2224. continue; // No target
  2225. }
  2226. if( rnd()%1000 >= it.rate )
  2227. continue;
  2228. uint16 skill_lv = it.lv ? it.lv : 1;
  2229. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2230. skill_lv = rnd_value<uint16>( 1, skill_lv ); //random skill_lv
  2231. e_cast_type type = skill_get_casttype(skill);
  2232. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2233. continue;
  2234. if (battle_config.autospell_check_range &&
  2235. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2236. continue;
  2237. sd->state.autocast = 1;
  2238. it.lock = true;
  2239. skill_consume_requirement(sd,skill,skill_lv,1);
  2240. switch( type ) {
  2241. case CAST_GROUND:
  2242. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2243. break;
  2244. case CAST_NODAMAGE:
  2245. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2246. break;
  2247. case CAST_DAMAGE:
  2248. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2249. break;
  2250. }
  2251. it.lock = false;
  2252. sd->state.autocast = 0;
  2253. }
  2254. // Check for player and pet autobonuses when being attacked by skill_id
  2255. if (sd != nullptr) {
  2256. // Player
  2257. if (!sd->autobonus3.empty()) {
  2258. for (auto &it : sd->autobonus3) {
  2259. if (it == nullptr)
  2260. continue;
  2261. if (rnd_value(0, 1000) >= it->rate)
  2262. continue;
  2263. if (it->atk_type != skill_id)
  2264. continue;
  2265. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2266. }
  2267. }
  2268. // Pet
  2269. if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) {
  2270. for (auto &it : sd->pd->autobonus3) {
  2271. if (it == nullptr)
  2272. continue;
  2273. if (rnd_value(0, 1000) >= it->rate)
  2274. continue;
  2275. if (it->atk_type != skill_id)
  2276. continue;
  2277. pet_exeautobonus(*sd, &sd->pd->autobonus3, it);
  2278. }
  2279. }
  2280. }
  2281. return 1;
  2282. }
  2283. /* Splitted off from skill_additional_effect, which is never called when the
  2284. * attack skill kills the enemy. Place in this function counter status effects
  2285. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2286. * from cards) that will take effect on the source, not the target. [Skotlex]
  2287. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2288. * type of skills, so not every instance of skill_additional_effect needs a call
  2289. * to this one.
  2290. */
  2291. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2292. {
  2293. int rate;
  2294. map_session_data *sd=NULL;
  2295. map_session_data *dstsd=NULL;
  2296. nullpo_ret(src);
  2297. nullpo_ret(bl);
  2298. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2299. sd = BL_CAST(BL_PC, src);
  2300. dstsd = BL_CAST(BL_PC, bl);
  2301. if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
  2302. for (const auto &it : dstsd->addeff_atked) {
  2303. rate = it.rate;
  2304. if (attack_type&BF_LONG)
  2305. rate += it.arrow_rate;
  2306. if (rate == 0)
  2307. continue;
  2308. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  2309. // Trigger has attack type consideration.
  2310. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  2311. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  2312. (it.flag&ATF_MISC && attack_type&BF_MISC))
  2313. ;
  2314. else
  2315. continue;
  2316. }
  2317. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2318. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2319. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2320. continue; //Range Failed.
  2321. }
  2322. if (it.flag&ATF_TARGET && src != bl)
  2323. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2324. if (it.flag&ATF_SELF && !status_isdead(bl))
  2325. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2326. }
  2327. }
  2328. switch(skill_id) {
  2329. case MO_EXTREMITYFIST:
  2330. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2331. break;
  2332. case GS_FULLBUSTER:
  2333. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2334. break;
  2335. case HFLI_SBR44: //[orn]
  2336. if(src->type == BL_HOM){
  2337. struct homun_data *hd = (struct homun_data *)src;
  2338. if (hd != nullptr) {
  2339. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2340. if (hd->master)
  2341. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  2342. }
  2343. }
  2344. break;
  2345. case CR_GRANDCROSS:
  2346. case NPC_GRANDDARKNESS:
  2347. attack_type |= BF_WEAPON;
  2348. break;
  2349. case LG_HESPERUSLIT:
  2350. {
  2351. status_change *sc = status_get_sc(src);
  2352. if( sc && sc->getSCE(SC_FORCEOFVANGUARD)) {
  2353. for(int i = 0; i < sc->getSCE(SC_FORCEOFVANGUARD)->val3; i++ )
  2354. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->getSCE(SC_FORCEOFVANGUARD)->val3);
  2355. }
  2356. }
  2357. break;
  2358. case SP_SPA:
  2359. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2360. break;
  2361. case SP_SHA:
  2362. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2363. break;
  2364. case SP_SWHOO:
  2365. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2366. break;
  2367. }
  2368. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2369. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2370. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2371. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2372. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2373. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2374. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2375. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2376. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2377. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2378. }
  2379. if( sd && status_isdead(bl) ) {
  2380. int sp = 0, hp = 0;
  2381. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2382. sp += sd->bonus.sp_gain_value;
  2383. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2384. hp += sd->bonus.hp_gain_value;
  2385. }
  2386. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2387. sp += sd->bonus.long_sp_gain_value;
  2388. hp += sd->bonus.long_hp_gain_value;
  2389. }
  2390. if( attack_type&BF_MAGIC ) {
  2391. sp += sd->bonus.magic_sp_gain_value;
  2392. hp += sd->bonus.magic_hp_gain_value;
  2393. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2394. status_change *sc = NULL;
  2395. if( ( sc = status_get_sc(src) ) ) {
  2396. if(sc->getSCE(SC_SPIRIT) &&
  2397. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  2398. sc->getSCE(SC_SPIRIT)->val3 == WZ_WATERBALL)
  2399. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  2400. }
  2401. }
  2402. }
  2403. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2404. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2405. }
  2406. }
  2407. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2408. status_change *sc = status_get_sc(bl);
  2409. if (sc && sc->getSCE(SC_DORAM_SVSP) && attack_type&(BF_MAGIC|BF_LONG))
  2410. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2411. }
  2412. // Trigger counter-spells to retaliate against damage causing skills.
  2413. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2414. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2415. {
  2416. for (const auto &it : dstsd->autospell2) {
  2417. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2418. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2419. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2420. continue; // one or more trigger conditions were not fulfilled
  2421. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2422. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2423. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2424. int autospl_rate = it.rate;
  2425. //Physical range attacks only trigger autospells half of the time
  2426. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2427. autospl_rate /= 2;
  2428. dstsd->state.autocast = 1;
  2429. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2430. dstsd->state.autocast = 0;
  2431. continue;
  2432. }
  2433. dstsd->state.autocast = 0;
  2434. if (rnd()%1000 >= autospl_rate)
  2435. continue;
  2436. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2437. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2438. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2439. continue;
  2440. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2441. continue;
  2442. dstsd->state.autocast = 1;
  2443. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2444. switch (type) {
  2445. case CAST_GROUND:
  2446. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2447. break;
  2448. case CAST_NODAMAGE:
  2449. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2450. break;
  2451. case CAST_DAMAGE:
  2452. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2453. break;
  2454. }
  2455. dstsd->state.autocast = 0;
  2456. //Set canact delay. [Skotlex]
  2457. unit_data *ud = unit_bl2ud(bl);
  2458. if (ud) {
  2459. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2460. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2461. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2462. if ( battle_config.display_status_timers && dstsd )
  2463. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2464. }
  2465. }
  2466. }
  2467. }
  2468. // Check for player and pet autobonuses when attacked
  2469. if (dstsd != nullptr && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2470. // Player
  2471. if (!dstsd->autobonus2.empty()) {
  2472. for (auto &it : dstsd->autobonus2) {
  2473. if (it == nullptr)
  2474. continue;
  2475. if (rnd_value(0, 1000) >= it->rate)
  2476. continue;
  2477. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2478. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2479. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2480. continue; // one or more trigger conditions were not fulfilled
  2481. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2482. }
  2483. }
  2484. // Pet
  2485. if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) {
  2486. for (auto &it : dstsd->pd->autobonus2) {
  2487. if (it == nullptr)
  2488. continue;
  2489. if (rnd_value(0, 1000) >= it->rate)
  2490. continue;
  2491. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2492. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2493. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2494. continue; // one or more trigger conditions were not fulfilled
  2495. pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it);
  2496. }
  2497. }
  2498. }
  2499. return 0;
  2500. }
  2501. /*=========================================================================
  2502. Breaks equipment. On-non players causes the corresponding strip effect.
  2503. - rate goes from 0 to 10000 (100.00%)
  2504. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2505. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2506. --------------------------------------------------------------------------*/
  2507. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2508. {
  2509. status_change *src_sc = status_get_sc(src);
  2510. // Grant player skills/items the ability to "break" non-player equipment.
  2511. // WS_MELTDOWN is exempt from this check.
  2512. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->getSCE(SC_MELTDOWN)))
  2513. return 0;
  2514. const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2515. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2516. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2517. status_change *sc = status_get_sc(bl);
  2518. int i;
  2519. TBL_PC *sd;
  2520. sd = BL_CAST(BL_PC, bl);
  2521. if (sc && !sc->count)
  2522. sc = NULL;
  2523. if (sd) {
  2524. if (sd->bonus.unbreakable_equip)
  2525. where &= ~sd->bonus.unbreakable_equip;
  2526. if (sd->bonus.unbreakable)
  2527. rate -= rate*sd->bonus.unbreakable/100;
  2528. if (where&EQP_WEAPON) {
  2529. switch (sd->status.weapon) {
  2530. case W_FIST: //Bare fists should not break :P
  2531. case W_1HAXE:
  2532. case W_2HAXE:
  2533. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2534. case W_2HMACE:
  2535. case W_STAFF:
  2536. case W_2HSTAFF:
  2537. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2538. case W_HUUMA:
  2539. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2540. case W_DOUBLE_DA:
  2541. case W_DOUBLE_SA:
  2542. where &= ~EQP_WEAPON;
  2543. }
  2544. }
  2545. }
  2546. if (flag&BCT_ENEMY) {
  2547. if (battle_config.equip_skill_break_rate != 100)
  2548. rate = rate*battle_config.equip_skill_break_rate/100;
  2549. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2550. if (battle_config.equip_self_break_rate != 100)
  2551. rate = rate*battle_config.equip_self_break_rate/100;
  2552. }
  2553. for (i = 0; i < 6; i++) {
  2554. if (where&where_list[i]) {
  2555. if (sc && sc->count && sc->getSCE(scdef[i]))
  2556. where&=~where_list[i];
  2557. else if (rnd()%10000 >= rate)
  2558. where&=~where_list[i];
  2559. else if (!sd) //Cause Strip effect.
  2560. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2561. }
  2562. }
  2563. if (!where) //Nothing to break.
  2564. return 0;
  2565. if (sd) {
  2566. for (i = 0; i < EQI_MAX; i++) {
  2567. short j = sd->equip_index[i];
  2568. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2569. continue;
  2570. switch(i) {
  2571. case EQI_HEAD_TOP: //Upper Head
  2572. flag = (where&EQP_HELM);
  2573. break;
  2574. case EQI_ARMOR: //Body
  2575. flag = (where&EQP_ARMOR);
  2576. break;
  2577. case EQI_HAND_R: //Left/Right hands
  2578. case EQI_HAND_L:
  2579. flag = (
  2580. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2581. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2582. break;
  2583. case EQI_SHOES:
  2584. flag = (where&EQP_SHOES);
  2585. break;
  2586. case EQI_GARMENT:
  2587. flag = (where&EQP_GARMENT);
  2588. break;
  2589. case EQI_ACC_L:
  2590. flag = (where&EQP_ACC_L);
  2591. break;
  2592. case EQI_ACC_R:
  2593. flag = (where&EQP_ACC_R);
  2594. break;
  2595. case EQI_SHADOW_ARMOR:
  2596. flag = (where&EQP_SHADOW_ARMOR);
  2597. break;
  2598. case EQI_SHADOW_WEAPON:
  2599. flag = (where&EQP_SHADOW_WEAPON);
  2600. break;
  2601. case EQI_SHADOW_SHIELD:
  2602. flag = (where&EQP_SHADOW_SHIELD);
  2603. break;
  2604. case EQI_SHADOW_SHOES:
  2605. flag = (where&EQP_SHADOW_SHOES);
  2606. break;
  2607. case EQI_SHADOW_ACC_R:
  2608. flag = (where&EQP_SHADOW_ACC_R);
  2609. break;
  2610. case EQI_SHADOW_ACC_L:
  2611. flag = (where&EQP_SHADOW_ACC_L);
  2612. break;
  2613. default:
  2614. continue;
  2615. }
  2616. if (flag) {
  2617. sd->inventory.u.items_inventory[j].attribute = 1;
  2618. pc_unequipitem(sd, j, 3);
  2619. }
  2620. }
  2621. clif_equiplist(sd);
  2622. }
  2623. return where; //Return list of pieces broken.
  2624. }
  2625. /**
  2626. * Strip equipment from a target
  2627. * @param src: Source of call
  2628. * @param target: Target to strip
  2629. * @param skill_id: Skill used
  2630. * @param skill_lv: Skill level used
  2631. * @return True on successful strip or false otherwise
  2632. */
  2633. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2634. {
  2635. nullpo_retr(false, src);
  2636. nullpo_retr(false, target);
  2637. status_change *tsc = status_get_sc(target);
  2638. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2639. return false;
  2640. const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2641. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2642. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2643. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2644. int rate, time, location, mod = 100;
  2645. switch (skill_id) { // Rate
  2646. case RG_STRIPWEAPON:
  2647. case RG_STRIPARMOR:
  2648. case RG_STRIPSHIELD:
  2649. case RG_STRIPHELM:
  2650. case GC_WEAPONCRUSH:
  2651. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2652. mod = 1000;
  2653. break;
  2654. case ST_FULLSTRIP: {
  2655. int min_rate = 50 + 20 * skill_lv;
  2656. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2657. rate = max(min_rate, rate);
  2658. mod = 1000;
  2659. break;
  2660. }
  2661. case GS_DISARM:
  2662. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2663. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2664. break;
  2665. case WL_EARTHSTRAIN: {
  2666. int job_lv = 0;
  2667. if (src->type == BL_PC)
  2668. job_lv = ((TBL_PC*)src)->status.job_level;
  2669. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2670. break;
  2671. }
  2672. case SC_STRIPACCESSARY:
  2673. rate = 12 + 2 * skill_lv;
  2674. break;
  2675. case ABC_STRIP_SHADOW:
  2676. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2677. mod = 1000;
  2678. break;
  2679. default:
  2680. return false;
  2681. }
  2682. if (rnd()%mod >= rate)
  2683. return false;
  2684. switch (skill_id) { // Duration
  2685. case SC_STRIPACCESSARY:
  2686. case GS_DISARM:
  2687. time = skill_get_time(skill_id, skill_lv);
  2688. break;
  2689. case WL_EARTHSTRAIN:
  2690. case RG_STRIPWEAPON:
  2691. case RG_STRIPARMOR:
  2692. case RG_STRIPSHIELD:
  2693. case RG_STRIPHELM:
  2694. case GC_WEAPONCRUSH:
  2695. case ST_FULLSTRIP:
  2696. case ABC_STRIP_SHADOW:
  2697. if (skill_id == WL_EARTHSTRAIN)
  2698. time = skill_get_time2(skill_id, skill_lv);
  2699. else
  2700. time = skill_get_time(skill_id, skill_lv);
  2701. if (target->type == BL_PC)
  2702. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2703. else {
  2704. time += 15000;
  2705. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2706. }
  2707. break;
  2708. }
  2709. switch (skill_id) { // Location
  2710. case GC_WEAPONCRUSH:
  2711. case RG_STRIPWEAPON:
  2712. case GS_DISARM:
  2713. location = EQP_WEAPON;
  2714. break;
  2715. case RG_STRIPARMOR:
  2716. location = EQP_ARMOR;
  2717. break;
  2718. case RG_STRIPSHIELD:
  2719. location = EQP_SHIELD;
  2720. break;
  2721. case RG_STRIPHELM:
  2722. location = EQP_HELM;
  2723. break;
  2724. case ST_FULLSTRIP:
  2725. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2726. break;
  2727. case SC_STRIPACCESSARY:
  2728. location = EQP_ACC;
  2729. break;
  2730. case ABC_STRIP_SHADOW:
  2731. location = EQP_SHADOW_GEAR;
  2732. break;
  2733. }
  2734. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2735. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->getSCE(sc_def[i]))
  2736. location &=~ pos[i];
  2737. }
  2738. if (!location)
  2739. return false;
  2740. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2741. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2742. location &=~ pos[i];
  2743. }
  2744. return location ? true : false;
  2745. }
  2746. /**
  2747. * Used to knock back players, monsters, traps, etc
  2748. * @param src Object that give knock back
  2749. * @param target Object that receive knock back
  2750. * @param count Number of knock back cell requested
  2751. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2752. * @param flag
  2753. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2754. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2755. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2756. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2757. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2758. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2759. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2760. * @return Number of knocked back cells done
  2761. */
  2762. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2763. {
  2764. int dx = 0, dy = 0;
  2765. uint8 checkflag = 0;
  2766. status_change *tsc = status_get_sc(target);
  2767. enum e_unit_blown reason = UB_KNOCKABLE;
  2768. nullpo_ret(src);
  2769. nullpo_ret(target);
  2770. if (!count)
  2771. return count; // Actual knockback distance is 0.
  2772. // Create flag needed in unit_blown_immune
  2773. if(src != target)
  2774. checkflag |= 0x1; // Offensive
  2775. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2776. checkflag |= 0x2; // Knockback type
  2777. if(status_get_class_(src) == CLASS_BOSS)
  2778. checkflag |= 0x4; // Boss attack
  2779. // Get reason and check for flags
  2780. reason = unit_blown_immune(target, checkflag);
  2781. switch(reason) {
  2782. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2783. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2784. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2785. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2786. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2787. }
  2788. if (dir == -1) // <optimized>: do the computation here instead of outside
  2789. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2790. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2791. dx = -dirx[dir];
  2792. dy = -diry[dir];
  2793. }
  2794. if (tsc) {
  2795. if (tsc->getSCE(SC_SU_STOOP)) // Any knockback will cancel it.
  2796. status_change_end(target, SC_SU_STOOP);
  2797. if (tsc->getSCE(SC_ROLLINGCUTTER))
  2798. status_change_end(target, SC_ROLLINGCUTTER);
  2799. if (tsc->getSCE(SC_CRESCIVEBOLT))
  2800. status_change_end(target, SC_CRESCIVEBOLT);
  2801. if (tsc->getSCE(SC_SV_ROOTTWIST)) // Shouldn't move.
  2802. return 0;
  2803. }
  2804. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2805. }
  2806. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2807. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2808. // In case of success returns type of reflection, otherwise 0
  2809. // 1 - Regular reflection (Maya)
  2810. // 2 - SL_KAITE reflection
  2811. // 3 - NPC_MAGICMIRROR reflection
  2812. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2813. {
  2814. status_change *sc = status_get_sc(bl);
  2815. map_session_data* sd = BL_CAST(BL_PC, bl);
  2816. // Deadly Projection null's all magic reflection.
  2817. if (sc && sc->getSCE(SC_DEADLY_DEFEASANCE))
  2818. return 0;
  2819. if (!sc || !sc->getSCE(SC_KYOMU)) { // Kyomu doesn't reflect
  2820. // Item-based reflection - Bypasses Boss check
  2821. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2822. return 1;
  2823. // Magic Mirror reflection - Bypasses Boss check
  2824. if (sc && sc->getSCE(SC_MAGICMIRROR) && rnd()%100 < sc->getSCE(SC_MAGICMIRROR)->val2)
  2825. return 3;
  2826. }
  2827. if( status_get_class_(src) == CLASS_BOSS )
  2828. return 0;
  2829. // status-based reflection
  2830. if( !sc || sc->count == 0 )
  2831. return 0;
  2832. // Kaite reflection - Does not bypass Boss check
  2833. if( sc->getSCE(SC_KAITE) && (src->type == BL_PC || status_get_lv(src) <= 80)
  2834. #ifdef RENEWAL
  2835. && type // Does not reflect AoE
  2836. #endif
  2837. ) {
  2838. // Kaite only works against non-players if they are low-level.
  2839. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2840. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2841. if( --sc->getSCE(SC_KAITE)->val2 <= 0 )
  2842. status_change_end(bl, SC_KAITE);
  2843. return 2;
  2844. }
  2845. return 0;
  2846. }
  2847. /**
  2848. * Checks whether a skill can be used in combos or not
  2849. * @param skill_id: Target skill
  2850. * @return 0: Skill is not a combo
  2851. * 1: Skill is a normal combo
  2852. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2853. * @author Panikon
  2854. */
  2855. int skill_is_combo(uint16 skill_id) {
  2856. switch(skill_id) {
  2857. case MO_CHAINCOMBO:
  2858. case MO_COMBOFINISH:
  2859. case CH_TIGERFIST:
  2860. case CH_CHAINCRUSH:
  2861. case MO_EXTREMITYFIST:
  2862. case TK_TURNKICK:
  2863. case TK_STORMKICK:
  2864. case TK_DOWNKICK:
  2865. case TK_COUNTER:
  2866. case TK_JUMPKICK:
  2867. case HT_POWER:
  2868. case SR_DRAGONCOMBO:
  2869. return 1;
  2870. case SR_FALLENEMPIRE:
  2871. case SR_TIGERCANNON:
  2872. case SR_GATEOFHELL:
  2873. return 2;
  2874. }
  2875. return 0;
  2876. }
  2877. /*
  2878. * Combo handler, start stop combo status
  2879. */
  2880. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2881. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2882. switch (skill_id) {
  2883. case MH_MIDNIGHT_FRENZY:
  2884. case MH_EQC:
  2885. {
  2886. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2887. short idx = hom_skill_get_index(skill_id2);
  2888. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2889. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2890. if (idx == -1)
  2891. break;
  2892. sd = hd->master;
  2893. hd->homunculus.hskill[idx].flag= flag;
  2894. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2895. }
  2896. break;
  2897. case MO_COMBOFINISH:
  2898. case CH_TIGERFIST:
  2899. case CH_CHAINCRUSH:
  2900. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2901. break;
  2902. case TK_JUMPKICK:
  2903. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2904. break;
  2905. case MO_TRIPLEATTACK:
  2906. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2907. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2908. break;
  2909. case SR_FALLENEMPIRE:
  2910. if (sd){
  2911. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2912. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2913. }
  2914. break;
  2915. }
  2916. }
  2917. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2918. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2919. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2920. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2921. struct status_change_entry *sce;
  2922. TBL_PC *sd = BL_CAST(BL_PC,src);
  2923. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2924. status_change *sc = status_get_sc(src);
  2925. if(sc == NULL) return;
  2926. //End previous combo state after skill is invoked
  2927. if ((sce = sc->getSCE(SC_COMBO)) != NULL) {
  2928. switch (skill_id) {
  2929. case TK_TURNKICK:
  2930. case TK_STORMKICK:
  2931. case TK_DOWNKICK:
  2932. case TK_COUNTER:
  2933. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2934. sce->val1 = skill_id; //Update combo-skill
  2935. sce->val3 = skill_id;
  2936. if( sce->timer != INVALID_TIMER )
  2937. delete_timer(sce->timer, status_change_timer);
  2938. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2939. break;
  2940. }
  2941. unit_cancel_combo(src); // Cancel combo wait
  2942. break;
  2943. default:
  2944. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2945. status_change_end(src, SC_COMBO);
  2946. }
  2947. }
  2948. //start new combo
  2949. if (sd) { //player only
  2950. switch (skill_id) {
  2951. case MO_TRIPLEATTACK:
  2952. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2953. duration = 1;
  2954. target_id = 0; // Will target current auto-target instead
  2955. }
  2956. break;
  2957. case MO_CHAINCOMBO:
  2958. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2959. duration = 1;
  2960. target_id = 0; // Will target current auto-target instead
  2961. }
  2962. break;
  2963. case MO_COMBOFINISH:
  2964. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2965. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2966. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2967. duration = 1;
  2968. target_id = 0; // Will target current auto-target instead
  2969. }
  2970. [[fallthrough]]; // so we can possibly cast TigerFist or straight to ExtremityFist
  2971. case CH_TIGERFIST:
  2972. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2973. duration = 1;
  2974. target_id = 0; // Will target current auto-target instead
  2975. }
  2976. [[fallthrough]]; // so we can possibly cast ChainCrush or straight to ExtremityFist
  2977. case CH_CHAINCRUSH:
  2978. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.getSCE(SC_EXPLOSIONSPIRITS)) {
  2979. duration = 1;
  2980. target_id = 0; // Will target current auto-target instead
  2981. }
  2982. break;
  2983. case AC_DOUBLE:
  2984. if (pc_checkskill(sd, HT_POWER)) {
  2985. duration = 2000;
  2986. nodelay = 1; //Neither gives walk nor attack delay
  2987. target_id = 0; //Does not need to be used on previous target
  2988. }
  2989. break;
  2990. case SR_DRAGONCOMBO:
  2991. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2992. duration = 1;
  2993. break;
  2994. case SR_FALLENEMPIRE:
  2995. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2996. duration = 1;
  2997. break;
  2998. case SJ_PROMINENCEKICK:
  2999. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  3000. duration = 1;
  3001. break;
  3002. }
  3003. }
  3004. else { //other
  3005. switch(skill_id) {
  3006. case MH_TINDER_BREAKER:
  3007. case MH_CBC:
  3008. case MH_SONIC_CRAW:
  3009. case MH_SILVERVEIN_RUSH:
  3010. if(hd->homunculus.spiritball > 0) duration = 2000;
  3011. nodelay = 1;
  3012. break;
  3013. case MH_EQC:
  3014. case MH_MIDNIGHT_FRENZY:
  3015. if(hd->homunculus.spiritball >= 2) duration = 2000;
  3016. nodelay = 1;
  3017. break;
  3018. }
  3019. }
  3020. if (duration) { //Possible to chain
  3021. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  3022. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  3023. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  3024. clif_combo_delay(src, duration);
  3025. }
  3026. }
  3027. /**
  3028. * Copy skill by Plagiarism or Reproduce
  3029. * @param src: The caster
  3030. * @param bl: The target
  3031. * @param skill_id: Skill that casted
  3032. * @param skill_lv: Skill level of the casted skill
  3033. */
  3034. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  3035. {
  3036. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  3037. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  3038. return;
  3039. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  3040. else if (tsd->sc.getSCE(SC_PRESERVE) && !tsd->sc.getSCE(SC__REPRODUCE))
  3041. return;
  3042. else {
  3043. uint16 idx;
  3044. uint8 lv;
  3045. skill_id = skill_dummy2skill_id(skill_id);
  3046. //Use skill index, avoiding out-of-bound array [Cydh]
  3047. if (!(idx = skill_get_index(skill_id)))
  3048. return;
  3049. switch (skill_isCopyable(tsd,skill_id)) {
  3050. case 1: //Copied by Plagiarism
  3051. {
  3052. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  3053. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  3054. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  3055. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  3056. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  3057. }
  3058. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  3059. tsd->cloneskill_idx = idx;
  3060. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  3061. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  3062. }
  3063. break;
  3064. case 2: //Copied by Reproduce
  3065. {
  3066. status_change *tsc = status_get_sc(bl);
  3067. //Already did SC check
  3068. //Skill level copied depends on Reproduce skill that used
  3069. lv = (tsc) ? tsc->getSCE(SC__REPRODUCE)->val1 : 1;
  3070. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  3071. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  3072. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  3073. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  3074. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  3075. }
  3076. //Level dependent and limitation.
  3077. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  3078. lv = min(lv,skill_get_max(skill_id));
  3079. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  3080. lv = min(lv,skill_lv);
  3081. tsd->reproduceskill_idx = idx;
  3082. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  3083. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  3084. }
  3085. break;
  3086. default: return;
  3087. }
  3088. tsd->status.skill[idx].id = skill_id;
  3089. tsd->status.skill[idx].lv = lv;
  3090. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3091. clif_addskill(tsd,skill_id);
  3092. }
  3093. }
  3094. /**
  3095. * Knockback the target on skill_attack
  3096. * @param src is the master behind the attack
  3097. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3098. * @param target is the target to be attacked.
  3099. * @param blewcount
  3100. * @param skill_id
  3101. * @param skill_lv
  3102. * @param damage
  3103. * @param tick
  3104. * @param flag can hold a bunch of information:
  3105. */
  3106. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
  3107. int8 dir = -1; // Default direction
  3108. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3109. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3110. if (!blewcount || target == dsrc || status_isdead(target))
  3111. return;
  3112. // Skill specific direction
  3113. switch (skill_id) {
  3114. case MG_FIREWALL:
  3115. case EL_FIRE_MANTLE:
  3116. dir = unit_getdir(target); // Backwards
  3117. break;
  3118. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3119. case NPC_STORMGUST2:
  3120. case WZ_STORMGUST:
  3121. if(!battle_config.stormgust_knockback)
  3122. dir = rnd()%8;
  3123. break;
  3124. case MC_CARTREVOLUTION:
  3125. if (battle_config.cart_revo_knockback)
  3126. dir = 6; // Official servers push target to the West
  3127. break;
  3128. case AC_SHOWER:
  3129. case WL_CRIMSONROCK:
  3130. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3131. dir = map_calc_dir(target, src->x, src->y);
  3132. else
  3133. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3134. break;
  3135. case HT_PHANTASMIC: // issue #1378
  3136. if (status_get_hp(target) - damage <= 0) return;
  3137. break;
  3138. }
  3139. // Blown-specific handling
  3140. switch( skill_id ) {
  3141. case SR_KNUCKLEARROW:
  3142. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3143. // Boss & Immune Knockback stay in place and don't get bonus damage
  3144. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3145. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  3146. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3147. dir_ka = -1;
  3148. break;
  3149. case RL_R_TRIP:
  3150. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3151. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3152. break;
  3153. default:
  3154. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3155. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3156. TBL_SKILL *su = (TBL_SKILL*)target;
  3157. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3158. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3159. }
  3160. break;
  3161. }
  3162. clif_fixpos(target);
  3163. }
  3164. /*
  3165. * =========================================================================
  3166. * Does a skill attack with the given properties.
  3167. * @param src is the master behind the attack (player/mob/pet)
  3168. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3169. * @param bl is the target to be attacked.
  3170. * @param flag can hold a bunch of information:
  3171. * flag&1
  3172. * flag&2 - Disable re-triggered by double casting
  3173. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3174. * flag&8 - SC_COMBO state used to deal bonus damage
  3175. *
  3176. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3177. * (usually holds number of targets, or just 1 for simple splash attacks)
  3178. *
  3179. * flag&0xF000 - Values from enum e_skill_display
  3180. * flag&0x3F0000 - Values from enum e_battle_check_target
  3181. *
  3182. * flag&0x1000000 - Return 0 if damage was reflected
  3183. *-------------------------------------------------------------------------*/
  3184. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3185. {
  3186. struct Damage dmg;
  3187. struct status_data *sstatus, *tstatus;
  3188. status_change *sc, *tsc;
  3189. map_session_data *sd, *tsd;
  3190. int64 damage;
  3191. bool rmdamage = false;//magic reflected
  3192. int type;
  3193. enum e_damage_type dmg_type;
  3194. bool shadow_flag = false;
  3195. bool additional_effects = true;
  3196. if(skill_id > 0 && !skill_lv)
  3197. return 0;
  3198. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3199. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3200. nullpo_ret(bl); //Target to be attacked.
  3201. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3202. return 0;
  3203. if (src != dsrc) {
  3204. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3205. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  3206. return 0;
  3207. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3208. //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]
  3209. if (!status_check_skilluse(src, bl, skill_id, 2))
  3210. return 0;
  3211. }
  3212. sd = BL_CAST(BL_PC, src);
  3213. tsd = BL_CAST(BL_PC, bl);
  3214. sstatus = status_get_status_data(src);
  3215. tstatus = status_get_status_data(bl);
  3216. sc= status_get_sc(src);
  3217. tsc= status_get_sc(bl);
  3218. if (tsc && !tsc->count)
  3219. tsc = NULL; //Don't need it.
  3220. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3221. if (tsc && tsc->getSCE(SC_TRICKDEAD))
  3222. return 0;
  3223. #ifndef RENEWAL
  3224. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3225. if(sd && sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3226. return 0;
  3227. #endif
  3228. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3229. //If the damage source is a unit, the damage is not delayed
  3230. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3231. dmg.amotion = 0;
  3232. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3233. // Adjusted to the new system [Skotlex]
  3234. if( src->type == BL_PET ) { // [Valaris]
  3235. struct pet_data *pd = (TBL_PET*)src;
  3236. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3237. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3238. int element = skill_get_ele(skill_id, skill_lv);
  3239. /*if (skill_id == -1) Does it ever worked?
  3240. element = sstatus->rhw.ele;*/
  3241. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3242. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3243. else
  3244. dmg.damage = pd->a_skill->damage; // Fixed damage
  3245. }
  3246. else
  3247. dmg.damage = 1*pd->a_skill->div_;
  3248. dmg.damage2 = 0;
  3249. dmg.div_= pd->a_skill->div_;
  3250. }
  3251. }
  3252. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3253. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3254. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3255. { //Magic reflection, switch caster/target
  3256. struct block_list *tbl = bl;
  3257. rmdamage = true;
  3258. bl = src;
  3259. src = tbl;
  3260. dsrc = tbl;
  3261. sd = BL_CAST(BL_PC, src);
  3262. tsd = BL_CAST(BL_PC, bl);
  3263. tsc = status_get_sc(bl);
  3264. if (tsc && !tsc->count)
  3265. tsc = NULL; //Don't need it.
  3266. /* bugreport:2564 flag&2 disables double casting trigger */
  3267. flag |= 2;
  3268. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3269. flag |= 4;
  3270. //Spirit of Wizard blocks Kaite's reflection
  3271. if( type == 2 && tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  3272. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3273. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3274. if (type >= 0) {
  3275. if ( tsd )
  3276. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3277. dmg.damage = dmg.damage2 = 0;
  3278. dmg.dmg_lv = ATK_MISS;
  3279. tsc->getSCE(SC_SPIRIT)->val3 = skill_id;
  3280. tsc->getSCE(SC_SPIRIT)->val4 = dsrc->id;
  3281. }
  3282. }
  3283. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3284. #if MAGIC_REFLECTION_TYPE
  3285. #ifdef RENEWAL
  3286. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3287. #else
  3288. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3289. // regardless of caster's equipment (Aegis 11.1)
  3290. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3291. #endif
  3292. short s_ele = skill_get_ele(skill_id, skill_lv);
  3293. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3294. s_ele = sstatus->rhw.ele;
  3295. else if (s_ele == ELE_ENDOWED) //Use status element
  3296. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3297. else if( s_ele == ELE_RANDOM) //Use random element
  3298. s_ele = rnd()%ELE_ALL;
  3299. if(type == 3)
  3300. dmg.flag = BF_WEAPON|BF_NORMAL|BF_SHORT;
  3301. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3302. if( tsc && tsc->getSCE(SC_ENERGYCOAT) ) {
  3303. struct status_data *status = status_get_status_data(bl);
  3304. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3305. per /=20; //Uses 20% SP intervals.
  3306. //SP Cost: 1% + 0.5% per every 20% SP
  3307. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3308. status_change_end(bl, SC_ENERGYCOAT);
  3309. //Reduction: 6% + 6% every 20%
  3310. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3311. }
  3312. int64 reduce = 0;
  3313. if (tsd && tsd->bonus.reduce_damage_return != 0) {
  3314. reduce += tsd->bonus.reduce_damage_return;
  3315. }
  3316. if (tsc && tsc->getSCE(SC_REFLECTDAMAGE)) {
  3317. reduce += (tsc->getSCE(SC_REFLECTDAMAGE)->val2);
  3318. }
  3319. if (tsc && tsc->getSCE(SC_REF_T_POTION))
  3320. reduce += 100;
  3321. if (dmg.damage > 0) {
  3322. dmg.damage -= dmg.damage * i64min(100, reduce) / 100;
  3323. dmg.damage = i64max(dmg.damage, dmg.div_);
  3324. }
  3325. }
  3326. #endif
  3327. }
  3328. if(tsc && tsc->getSCE(SC_MAGICROD) && src == dsrc) {
  3329. int sp = skill_get_sp(skill_id,skill_lv);
  3330. #ifndef RENEWAL
  3331. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3332. #endif
  3333. dmg.damage = dmg.damage2 = 0;
  3334. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3335. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  3336. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3337. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3338. status_heal(bl, 0, sp, 2);
  3339. }
  3340. if( (dmg.damage || dmg.damage2) && tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_HALLUCINATIONWALK)->val3 || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_NPC_HALLUCINATIONWALK)->val3) ) {
  3341. dmg.damage = dmg.damage2 = 0;
  3342. dmg.dmg_lv = ATK_MISS;
  3343. }
  3344. }
  3345. damage = dmg.damage + dmg.damage2;
  3346. if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) {
  3347. auto * sce = tsc->getSCE(SC_MAXPAIN);
  3348. sce->val3 = (int)damage;
  3349. sce->val2 = 0;
  3350. if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability.
  3351. skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag);
  3352. }
  3353. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3354. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3355. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->getSCE(SC_CHANGEUNDEAD) )
  3356. damage = 1;
  3357. if( damage && tsc && tsc->getSCE(SC_GENSOU) && dmg.flag&BF_MAGIC ){
  3358. struct block_list *nbl;
  3359. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3360. if( nbl ){ // Only one target is chosen.
  3361. damage = damage / 2; // Deflect half of the damage to a target nearby
  3362. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3363. }
  3364. }
  3365. //Skill hit type
  3366. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3367. switch( skill_id ) {
  3368. case SC_TRIANGLESHOT:
  3369. if( rnd()%100 > (1 + skill_lv) )
  3370. dmg.blewcount = 0;
  3371. break;
  3372. default:
  3373. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3374. dmg.blewcount = 0; //only pushback when it hit for other
  3375. break;
  3376. }
  3377. switch( skill_id ) {
  3378. case CR_GRANDCROSS:
  3379. case NPC_GRANDDARKNESS:
  3380. if( battle_config.gx_disptype)
  3381. dsrc = src;
  3382. if( src == bl)
  3383. dmg_type = DMG_ENDURE;
  3384. else
  3385. flag|= SD_ANIMATION;
  3386. break;
  3387. case NJ_TATAMIGAESHI: //For correct knockback.
  3388. dsrc = src;
  3389. flag|= SD_ANIMATION;
  3390. break;
  3391. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3392. int level;
  3393. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3394. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3395. }
  3396. break;
  3397. case SL_STIN:
  3398. case SL_STUN:
  3399. if (skill_lv >= 7) {
  3400. status_change *sc_cur = status_get_sc(src);
  3401. if (sc_cur && !sc_cur->getSCE(SC_SMA))
  3402. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3403. }
  3404. break;
  3405. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3406. pc_addservantball( *sd );
  3407. break;
  3408. case KN_PIERCE:
  3409. case LK_SPIRALPIERCE:
  3410. case RK_HUNDREDSPEAR:
  3411. case DK_MADNESS_CRUSHER:
  3412. if (sc && sc->getSCE(SC_CHARGINGPIERCE)) {
  3413. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)) {
  3414. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 < 10) // If the charge count is below 10, add 1.
  3415. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3416. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3417. clif_specialeffect(bl, 1767, AREA);
  3418. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3419. }
  3420. } else // No count status detected? Start charge count at 1.
  3421. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3422. }
  3423. break;
  3424. }
  3425. //combo handling
  3426. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3427. //Display damage.
  3428. switch( skill_id ) {
  3429. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3430. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3431. break;
  3432. //Skills that need be passed as a normal attack for the client to display correctly.
  3433. case HVAN_EXPLOSION:
  3434. case NPC_SELFDESTRUCTION:
  3435. if(src->type == BL_PC)
  3436. dmg.blewcount = 10;
  3437. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3438. [[fallthrough]];
  3439. case KN_AUTOCOUNTER:
  3440. case NPC_CRITICALSLASH:
  3441. case TF_DOUBLE:
  3442. case GS_CHAINACTION:
  3443. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3444. break;
  3445. case AS_SPLASHER:
  3446. if( flag&SD_ANIMATION ) // the surrounding targets
  3447. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3448. else // the central target doesn't display an animation
  3449. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3450. break;
  3451. case SR_EARTHSHAKER:
  3452. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3453. break;
  3454. case WL_SOULEXPANSION:
  3455. case WL_COMET:
  3456. case NPC_COMET:
  3457. case KO_MUCHANAGE:
  3458. #ifndef RENEWAL
  3459. case NJ_HUUMA:
  3460. #endif
  3461. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3462. break;
  3463. case WL_CHAINLIGHTNING_ATK:
  3464. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3465. break;
  3466. case WL_TETRAVORTEX_FIRE:
  3467. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3468. break;
  3469. case LG_SHIELDPRESS:
  3470. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3471. break;
  3472. case NPC_EARTHQUAKE:
  3473. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3474. break;
  3475. case NPC_DARKPIERCING:
  3476. case EL_FIRE_BOMB:
  3477. case EL_FIRE_BOMB_ATK:
  3478. case EL_FIRE_WAVE:
  3479. case EL_FIRE_WAVE_ATK:
  3480. case EL_FIRE_MANTLE:
  3481. case EL_CIRCLE_OF_FIRE:
  3482. case EL_FIRE_ARROW:
  3483. case EL_ICE_NEEDLE:
  3484. case EL_WATER_SCREW:
  3485. case EL_WATER_SCREW_ATK:
  3486. case EL_WIND_SLASH:
  3487. case EL_TIDAL_WEAPON:
  3488. case EL_ROCK_CRUSHER:
  3489. case EL_ROCK_CRUSHER_ATK:
  3490. case EL_HURRICANE:
  3491. case EL_HURRICANE_ATK:
  3492. case KO_BAKURETSU:
  3493. case GN_HELLS_PLANT_ATK:
  3494. case SU_SV_ROOTTWIST_ATK:
  3495. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3496. break;
  3497. case GN_FIRE_EXPANSION_ACID:
  3498. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3499. break;
  3500. case GN_SLINGITEM_RANGEMELEEATK:
  3501. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3502. break;
  3503. case EL_STONE_RAIN:
  3504. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3505. break;
  3506. case WM_SEVERE_RAINSTORM_MELEE:
  3507. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3508. break;
  3509. case HT_CLAYMORETRAP:
  3510. case HT_BLASTMINE:
  3511. case HT_FLASHER:
  3512. case HT_FREEZINGTRAP:
  3513. case RA_CLUSTERBOMB:
  3514. case RA_FIRINGTRAP:
  3515. case RA_ICEBOUNDTRAP:
  3516. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3517. if( dsrc != src ) // avoid damage display redundancy
  3518. break;
  3519. [[fallthrough]];
  3520. case HT_LANDMINE:
  3521. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3522. break;
  3523. case WZ_SIGHTBLASTER:
  3524. //Sightblaster should never call clif_skill_damage twice
  3525. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3526. break;
  3527. case RL_R_TRIP_PLUSATK:
  3528. case RL_S_STORM:
  3529. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3530. break;
  3531. case SU_LUNATICCARROTBEAT:
  3532. case SU_LUNATICCARROTBEAT2:
  3533. case SP_CURSEEXPLOSION:
  3534. case SP_SPA:
  3535. case SP_SHA:
  3536. if (dmg.div_ < 2)
  3537. type = DMG_SPLASH;
  3538. if (!(flag&SD_ANIMATION))
  3539. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3540. [[fallthrough]];
  3541. case WM_REVERBERATION:
  3542. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3543. break;
  3544. case SJ_FALLINGSTAR_ATK:
  3545. case SJ_FALLINGSTAR_ATK2:
  3546. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3547. break;
  3548. case SJ_NOVAEXPLOSING:
  3549. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3550. break;
  3551. case DK_HACKANDSLASHER_ATK:
  3552. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3553. break;
  3554. case AG_STORM_CANNON:
  3555. case AG_CRIMSON_ARROW:
  3556. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
  3557. break;
  3558. case TR_ROSEBLOSSOM_ATK:
  3559. case ABC_FROM_THE_ABYSS_ATK:
  3560. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3561. break;
  3562. case TR_SOUNDBLEND:
  3563. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3564. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3565. else
  3566. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
  3567. break;
  3568. case AB_DUPLELIGHT_MELEE:
  3569. case AB_DUPLELIGHT_MAGIC:
  3570. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3571. [[fallthrough]];
  3572. default:
  3573. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3574. dmg_type = DMG_SPLASH;
  3575. if (src->type == BL_SKILL) {
  3576. TBL_SKILL *su = (TBL_SKILL*)src;
  3577. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3578. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3579. break;
  3580. }
  3581. }
  3582. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3583. break;
  3584. }
  3585. map_freeblock_lock();
  3586. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3587. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3588. skill_do_copy(src,bl,skill_id,skill_lv);
  3589. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3590. { //Skills with can't walk delay also stop normal attacking for that
  3591. //duration when the attack connects. [Skotlex]
  3592. struct unit_data *ud = unit_bl2ud(src);
  3593. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3594. ud->attackabletime = tick + type;
  3595. }
  3596. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3597. // Instant damage
  3598. if( !dmg.amotion ) {
  3599. if( (!tsc || (!tsc->getSCE(SC_DEVOTION) && skill_id != CR_REFLECTSHIELD && !tsc->getSCE(SC_WATER_SCREEN_OPTION))
  3600. #ifndef RENEWAL
  3601. || skill_id == HW_GRAVITATION
  3602. #endif
  3603. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3604. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3605. if( !status_isdead(bl) && additional_effects )
  3606. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3607. if( damage > 0 ) //Counter status effects [Skotlex]
  3608. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3609. }
  3610. // Blow!
  3611. if (!(flag&4))
  3612. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3613. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3614. if( dmg.amotion ) {
  3615. if( shadow_flag ) {
  3616. if( !status_isdead(bl) && additional_effects )
  3617. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3618. if( dmg.flag > ATK_BLOCK )
  3619. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3620. } else
  3621. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3622. } else {
  3623. // Trigger monster skill condition for damage skills with no amotion.
  3624. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3625. if (damage > 0)
  3626. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3627. if (skill_id > 0)
  3628. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3629. }
  3630. }
  3631. // Trigger monster skill condition for damage skills.
  3632. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3633. if (damage > 0)
  3634. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage);
  3635. if (skill_id > 0)
  3636. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage);
  3637. }
  3638. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3639. #ifndef RENEWAL
  3640. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3641. #endif
  3642. ) {
  3643. if (tsc->getSCE(SC_DEVOTION)) {
  3644. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  3645. struct block_list *d_bl = map_id2bl(sce->val1);
  3646. if (d_bl && (
  3647. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3648. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3649. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3650. {
  3651. int64 devotion_damage = damage;
  3652. // Needed to check the devotion master for Rebound Shield status.
  3653. status_change *d_sc = status_get_sc(d_bl);
  3654. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  3655. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  3656. if (!rmdamage) {
  3657. clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3658. status_fix_damage(NULL, d_bl, devotion_damage, 0, 0);
  3659. } else {
  3660. bool isDevotRdamage = false;
  3661. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3662. isDevotRdamage = true;
  3663. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3664. // This check is only for magical skill.
  3665. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3666. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3667. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3668. }
  3669. } else {
  3670. status_change_end(bl, SC_DEVOTION);
  3671. if (!dmg.amotion)
  3672. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3673. }
  3674. }
  3675. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  3676. struct status_change_entry *sce = tsc->getSCE(SC_WATER_SCREEN_OPTION);
  3677. struct block_list *e_bl = map_id2bl(sce->val1);
  3678. if (e_bl) {
  3679. if (!rmdamage) {
  3680. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3681. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3682. } else {
  3683. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3684. status_fix_damage(bl, bl, damage, 0, 0);
  3685. }
  3686. }
  3687. }
  3688. }
  3689. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3690. if( skill_id == RG_INTIMIDATE ) {
  3691. int rate = 50 + skill_lv * 5;
  3692. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3693. if(rnd()%100 < rate)
  3694. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3695. } else if( skill_id == NPC_FATALMENACE ) {
  3696. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3697. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3698. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3699. }
  3700. }
  3701. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3702. dmg.flag |= BF_WEAPON;
  3703. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3704. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3705. {
  3706. if (battle_config.left_cardfix_to_right)
  3707. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3708. else
  3709. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3710. }
  3711. if (sd && tsc && dmg.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  3712. status_heal(src, 0, 0, 1, 0);
  3713. if( damage > 0 ) { // Post-damage effects
  3714. switch( skill_id ) {
  3715. case GC_VENOMPRESSURE: {
  3716. status_change *ssc = status_get_sc(src);
  3717. if( ssc && ssc->getSCE(SC_POISONINGWEAPON) && rnd()%100 < 70 + 5*skill_lv ) {
  3718. sc_start4(src, bl, (sc_type)ssc->getSCE(SC_POISONINGWEAPON)->val2, 100, ssc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3719. status_change_end(src,SC_POISONINGWEAPON);
  3720. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3721. }
  3722. }
  3723. break;
  3724. }
  3725. if( sd )
  3726. skill_onskillusage(sd, bl, skill_id, tick);
  3727. }
  3728. if (!(flag&2)) {
  3729. switch (skill_id) {
  3730. case MG_COLDBOLT:
  3731. case MG_FIREBOLT:
  3732. case MG_LIGHTNINGBOLT:
  3733. if (sc && sc->getSCE(SC_DOUBLECAST) && rnd() % 100 < sc->getSCE(SC_DOUBLECAST)->val2)
  3734. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3735. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3736. break;
  3737. case SU_BITE:
  3738. case SU_SCRATCH:
  3739. case SU_SV_STEMSPEAR:
  3740. case SU_SCAROFTAROU:
  3741. case SU_PICKYPECK:
  3742. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3743. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3744. break;
  3745. }
  3746. }
  3747. map_freeblock_unlock();
  3748. if ((flag&0x1000000) && rmdamage)
  3749. return 0; //Should return 0 when damage was reflected
  3750. return damage;
  3751. }
  3752. /*==========================================
  3753. * Sub function for recursive skill call.
  3754. * Checking bl battle flag and display damage
  3755. * then call func with source,target,skill_id,skill_lv,tick,flag
  3756. *------------------------------------------*/
  3757. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3758. int skill_area_sub(struct block_list *bl, va_list ap)
  3759. {
  3760. struct block_list *src;
  3761. uint16 skill_id,skill_lv;
  3762. int flag;
  3763. t_tick tick;
  3764. SkillFunc func;
  3765. nullpo_ret(bl);
  3766. src = va_arg(ap,struct block_list *);
  3767. skill_id = va_arg(ap,int);
  3768. skill_lv = va_arg(ap,int);
  3769. tick = va_arg(ap,t_tick);
  3770. flag = va_arg(ap,int);
  3771. func = va_arg(ap,SkillFunc);
  3772. if (flag&BCT_WOS && src == bl)
  3773. return 0;
  3774. if(battle_check_target(src,bl,flag) > 0) {
  3775. // several splash skills need this initial dummy packet to display correctly
  3776. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3777. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3778. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3779. skill_area_temp[2]++;
  3780. return func(src,bl,skill_id,skill_lv,tick,flag);
  3781. }
  3782. return 0;
  3783. }
  3784. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3785. {
  3786. struct skill_unit *unit;
  3787. uint16 skill_id,g_skill_id;
  3788. unit = (struct skill_unit *)bl;
  3789. if(bl->prev == NULL || bl->type != BL_SKILL)
  3790. return 0;
  3791. if(!unit->alive)
  3792. return 0;
  3793. skill_id = va_arg(ap,int);
  3794. g_skill_id = unit->group->skill_id;
  3795. switch (skill_id) {
  3796. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3797. if(g_skill_id == SA_LANDPROTECTOR)
  3798. break;
  3799. [[fallthrough]];
  3800. case MH_STEINWAND:
  3801. case MG_SAFETYWALL:
  3802. case SC_MAELSTROM:
  3803. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3804. return 0;
  3805. break;
  3806. case AL_WARP:
  3807. case HT_SKIDTRAP:
  3808. case MA_SKIDTRAP:
  3809. case HT_LANDMINE:
  3810. case MA_LANDMINE:
  3811. case HT_ANKLESNARE:
  3812. case HT_SHOCKWAVE:
  3813. case HT_SANDMAN:
  3814. case MA_SANDMAN:
  3815. case HT_FLASHER:
  3816. case HT_FREEZINGTRAP:
  3817. case MA_FREEZINGTRAP:
  3818. case HT_BLASTMINE:
  3819. case HT_CLAYMORETRAP:
  3820. case HT_TALKIEBOX:
  3821. #ifndef RENEWAL
  3822. case HP_BASILICA:
  3823. #endif
  3824. case RA_ELECTRICSHOCKER:
  3825. case RA_CLUSTERBOMB:
  3826. case RA_MAGENTATRAP:
  3827. case RA_COBALTTRAP:
  3828. case RA_MAIZETRAP:
  3829. case RA_VERDURETRAP:
  3830. case RA_FIRINGTRAP:
  3831. case RA_ICEBOUNDTRAP:
  3832. case SC_DIMENSIONDOOR:
  3833. case SC_BLOODYLUST:
  3834. case NPC_REVERBERATION:
  3835. case GN_THORNS_TRAP:
  3836. case RL_B_TRAP:
  3837. case SC_ESCAPE:
  3838. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3839. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3840. return 0;
  3841. break;
  3842. default: //Avoid stacking with same kind of trap. [Skotlex]
  3843. if (g_skill_id != skill_id)
  3844. return 0;
  3845. break;
  3846. }
  3847. return 1;
  3848. }
  3849. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3850. {
  3851. //Non players do not check for the skill's splash-trigger area.
  3852. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3853. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3854. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3855. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3856. return 0;
  3857. }
  3858. range += layout_type;
  3859. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3860. }
  3861. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3862. {
  3863. uint16 skill_id;
  3864. if(bl->prev == NULL)
  3865. return 0;
  3866. skill_id = va_arg(ap,int);
  3867. if( status_isdead(bl) && skill_id != AL_WARP )
  3868. return 0;
  3869. #ifndef RENEWAL
  3870. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3871. return 0;
  3872. #endif
  3873. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3874. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3875. return 1;
  3876. }
  3877. /**
  3878. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3879. * @param bl Object that casted skill
  3880. * @param x Position x of the target
  3881. * @param y Position y of the target
  3882. * @param skill_id The casted skill
  3883. * @param skill_lv The skill Lv
  3884. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3885. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3886. */
  3887. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3888. {
  3889. int range = 0, type;
  3890. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3891. if (isNearNPC)
  3892. range = skill_get_splash(skill_id,skill_lv);
  3893. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3894. if (!isNearNPC || !range) {
  3895. switch (skill_id) { // to be expanded later
  3896. case WZ_ICEWALL:
  3897. range = 2;
  3898. break;
  3899. case SC_MANHOLE:
  3900. range = 0;
  3901. break;
  3902. default: {
  3903. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3904. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3905. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3906. return 0;
  3907. }
  3908. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3909. }
  3910. break;
  3911. }
  3912. }
  3913. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3914. //Check the additional range [Cydh]
  3915. if (isNearNPC && skill_npc_range > 0)
  3916. range += skill_npc_range;
  3917. if (!isNearNPC) { //Doesn't check the NPC range
  3918. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3919. if (bl->type&battle_config.skill_nofootset)
  3920. type = BL_CHAR;
  3921. else if(bl->type == BL_MOB)
  3922. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3923. else
  3924. return 0; //Don't check
  3925. } else
  3926. type = BL_NPC;
  3927. return (!isNearNPC) ?
  3928. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3929. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3930. //isNearNPC is used to check range from NPC
  3931. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3932. }
  3933. /*==========================================
  3934. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3935. * Flag:
  3936. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3937. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3938. *------------------------------------------*/
  3939. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3940. {
  3941. struct status_data *status;
  3942. map_session_data *sd = NULL;
  3943. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3944. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3945. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3946. nullpo_retr(0, bl);
  3947. switch( bl->type )
  3948. {
  3949. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3950. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3951. }
  3952. status = status_get_status_data(bl);
  3953. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3954. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3955. if (skill == nullptr)
  3956. return 0;
  3957. // Requirements
  3958. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3959. {
  3960. itemid[i] = skill->require.itemid[i];
  3961. amount[i] = skill->require.amount[i];
  3962. }
  3963. hp = skill->require.hp[skill_lv - 1];
  3964. sp = skill->require.sp[skill_lv - 1];
  3965. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3966. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3967. state = skill->require.state;
  3968. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3969. hp += (status->max_hp * mhp) / 100;
  3970. if( hp_rate > 0 )
  3971. hp += (status->hp * hp_rate) / 100;
  3972. else
  3973. hp += (status->max_hp * (-hp_rate)) / 100;
  3974. if( sp_rate > 0 )
  3975. sp += (status->sp * sp_rate) / 100;
  3976. else
  3977. sp += (status->max_sp * (-sp_rate)) / 100;
  3978. if( !(type&2) )
  3979. {
  3980. if( hp > 0 && status->hp <= (unsigned int)hp )
  3981. {
  3982. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3983. return 0;
  3984. }
  3985. if( sp > 0 && status->sp <= (unsigned int)sp )
  3986. {
  3987. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3988. return 0;
  3989. }
  3990. }
  3991. if( !type )
  3992. switch( state )
  3993. {
  3994. case ST_MOVE_ENABLE:
  3995. if( !unit_can_move(bl) )
  3996. {
  3997. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3998. return 0;
  3999. }
  4000. break;
  4001. }
  4002. if( !(type&1) )
  4003. return 1;
  4004. // Check item existences
  4005. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4006. {
  4007. index[i] = -1;
  4008. if( itemid[i] == 0 ) continue; // No item
  4009. index[i] = pc_search_inventory(sd, itemid[i]);
  4010. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  4011. {
  4012. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4013. return 0;
  4014. }
  4015. }
  4016. // Consume items
  4017. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4018. {
  4019. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  4020. }
  4021. if( type&2 )
  4022. return 1;
  4023. if( sp || hp )
  4024. status_zap(bl, hp, sp);
  4025. return 1;
  4026. }
  4027. /*==========================================
  4028. *
  4029. *------------------------------------------*/
  4030. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4031. {
  4032. switch (skill_id) {
  4033. case RL_QD_SHOT:
  4034. {
  4035. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  4036. struct unit_data *ud = unit_bl2ud(src);
  4037. if (ud && ud->target == target->id)
  4038. return 1;
  4039. }
  4040. }
  4041. }
  4042. return 1;
  4043. }
  4044. /*==========================================
  4045. *
  4046. *------------------------------------------*/
  4047. static TIMER_FUNC(skill_timerskill){
  4048. struct block_list *src = map_id2bl(id),*target;
  4049. struct unit_data *ud = unit_bl2ud(src);
  4050. struct skill_timerskill *skl;
  4051. struct skill_unit *unit = NULL;
  4052. int range;
  4053. nullpo_ret(src);
  4054. nullpo_ret(ud);
  4055. skl = ud->skilltimerskill[data];
  4056. nullpo_ret(skl);
  4057. ud->skilltimerskill[data] = NULL;
  4058. do {
  4059. if(src->prev == NULL)
  4060. break; // Source not on Map
  4061. if(skl->target_id) {
  4062. target = map_id2bl(skl->target_id);
  4063. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  4064. target = src; //Required since it has to warp.
  4065. if (skl->skill_id == SR_SKYNETBLOW) {
  4066. skill_area_temp[1] = 0;
  4067. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  4068. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  4069. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  4070. break;
  4071. }
  4072. if(target == NULL)
  4073. break; // Target offline?
  4074. if(target->prev == NULL)
  4075. break; // Target not on Map
  4076. if(src->m != target->m)
  4077. break; // Different Maps
  4078. if(status_isdead(src)) {
  4079. switch(skl->skill_id) {
  4080. case WL_CHAINLIGHTNING_ATK:
  4081. case WL_TETRAVORTEX_FIRE:
  4082. case WL_TETRAVORTEX_WATER:
  4083. case WL_TETRAVORTEX_WIND:
  4084. case WL_TETRAVORTEX_GROUND:
  4085. // For SR_FLASHCOMBO
  4086. case SR_DRAGONCOMBO:
  4087. case SR_FALLENEMPIRE:
  4088. case SR_TIGERCANNON:
  4089. case NPC_DANCINGBLADE_ATK:
  4090. if (src->type != BL_PC)
  4091. continue;
  4092. break; // Exceptions
  4093. default:
  4094. continue; // Caster is Dead
  4095. }
  4096. }
  4097. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  4098. break;
  4099. switch(skl->skill_id) {
  4100. case KN_AUTOCOUNTER:
  4101. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4102. break;
  4103. case RG_INTIMIDATE:
  4104. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4105. short x,y;
  4106. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4107. if (target != src && !status_isdead(target))
  4108. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4109. }
  4110. break;
  4111. case BA_FROSTJOKER:
  4112. case DC_SCREAM:
  4113. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4114. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4115. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4116. break;
  4117. case PR_LEXDIVINA:
  4118. if (src->type == BL_MOB) {
  4119. // Monsters use the default duration when casting Lex Divina
  4120. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4121. break;
  4122. }
  4123. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4124. break;
  4125. case PR_STRECOVERY:
  4126. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4127. break;
  4128. case BS_HAMMERFALL:
  4129. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4130. break;
  4131. case MER_LEXDIVINA:
  4132. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4133. break;
  4134. case WZ_WATERBALL:
  4135. {
  4136. //Get the next waterball cell to consume
  4137. struct s_skill_unit_layout *layout;
  4138. int i;
  4139. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4140. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4141. int ux = skl->x + layout->dx[i];
  4142. int uy = skl->y + layout->dy[i];
  4143. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  4144. if (unit)
  4145. break;
  4146. }
  4147. }
  4148. [[fallthrough]];
  4149. case WZ_JUPITEL:
  4150. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4151. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4152. // Apply canact delay here to prevent hacks (unlimited casting)
  4153. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4154. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4155. }
  4156. if (unit && !status_isdead(target) && !status_isdead(src)) {
  4157. skill_delunit(unit); // Consume unit for next waterball
  4158. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4159. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4160. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4161. } else {
  4162. status_change *sc = status_get_sc(src);
  4163. if(sc) {
  4164. if(sc->getSCE(SC_SPIRIT) &&
  4165. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  4166. sc->getSCE(SC_SPIRIT)->val3 == skl->skill_id)
  4167. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  4168. }
  4169. }
  4170. break;
  4171. case NPC_DANCINGBLADE_ATK:
  4172. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4173. if (skl->type < 4) {
  4174. struct block_list *nbl = NULL;
  4175. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4176. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4177. }
  4178. break;
  4179. case WL_CHAINLIGHTNING_ATK: {
  4180. #ifndef RENEWAL
  4181. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4182. #endif
  4183. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  4184. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  4185. { // Remaining Chains Hit
  4186. struct block_list *nbl = NULL; // Next Target of Chain
  4187. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  4188. splash_target(src), target->id); // Search for a new Target around current one...
  4189. if( nbl == NULL )
  4190. skl->x++;
  4191. else
  4192. skl->x = 0;
  4193. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  4194. }
  4195. }
  4196. break;
  4197. case WL_TETRAVORTEX_FIRE:
  4198. case WL_TETRAVORTEX_WATER:
  4199. case WL_TETRAVORTEX_WIND:
  4200. case WL_TETRAVORTEX_GROUND:
  4201. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4202. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4203. if (skl->type >= 3) { // Final Hit
  4204. if (!status_isdead(target)) { // Final Status Effect
  4205. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4206. applyeffects[4] = { 0, 0, 0, 0 },
  4207. i, j = 0, k = 0;
  4208. for(i = 1; i <= 8; i = i + i) {
  4209. if (skl->x&i) {
  4210. applyeffects[j] = effects[k];
  4211. j++;
  4212. }
  4213. k++;
  4214. }
  4215. if (j) {
  4216. i = applyeffects[rnd()%j];
  4217. sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
  4218. }
  4219. }
  4220. }
  4221. break;
  4222. case NPC_REVERBERATION_ATK:
  4223. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4224. break;
  4225. case NPC_FATALMENACE:
  4226. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4227. break;
  4228. case SR_WINDMILL:
  4229. if( target->type == BL_PC ) {
  4230. map_session_data *tsd = NULL;
  4231. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4232. pc_setsit(tsd);
  4233. skill_sit(tsd, true);
  4234. clif_sitting(&tsd->bl);
  4235. }
  4236. }
  4237. break;
  4238. case SR_KNUCKLEARROW:
  4239. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4240. break;
  4241. case CH_PALMSTRIKE:
  4242. {
  4243. status_change* tsc = status_get_sc(target);
  4244. status_change* sc = status_get_sc(src);
  4245. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4246. ( sc && sc->option&OPTION_HIDE ) ){
  4247. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4248. break;
  4249. }
  4250. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4251. break;
  4252. }
  4253. // For SR_FLASHCOMBO
  4254. case SR_DRAGONCOMBO:
  4255. case SR_FALLENEMPIRE:
  4256. case SR_TIGERCANNON:
  4257. if( src->type == BL_PC ) {
  4258. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4259. break;
  4260. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4261. }
  4262. break;
  4263. case SU_SV_ROOTTWIST_ATK: {
  4264. status_change *tsc = status_get_sc(target);
  4265. if (tsc && tsc->getSCE(SC_SV_ROOTTWIST)) {
  4266. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4267. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4268. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4269. }
  4270. }
  4271. break;
  4272. case NPC_PULSESTRIKE2:
  4273. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4274. break;
  4275. case ABC_DEFT_STAB:
  4276. case ABC_FRENZY_SHOT:
  4277. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4278. break;
  4279. default:
  4280. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4281. break;
  4282. }
  4283. }
  4284. else {
  4285. if(src->m != skl->map)
  4286. break;
  4287. switch( skl->skill_id )
  4288. {
  4289. case GN_CRAZYWEED_ATK:
  4290. {
  4291. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4292. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  4293. }
  4294. [[fallthrough]];
  4295. case WL_EARTHSTRAIN:
  4296. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4297. break;
  4298. case RL_FIRE_RAIN: {
  4299. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4300. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4301. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  4302. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4303. }
  4304. break;
  4305. case NPC_MAGMA_ERUPTION:
  4306. case NC_MAGMA_ERUPTION:
  4307. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4308. break;
  4309. case HN_METEOR_STORM_BUSTER: {
  4310. int16 area = 4;
  4311. int16 tmpx = rnd_value( skl->x - area, skl->x + area );
  4312. int16 tmpy = rnd_value( skl->y - area, skl->y + area );
  4313. if( map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR) ) {
  4314. return 0;
  4315. }
  4316. int splash = skill_get_splash(skl->skill_id, skl->skill_lv);
  4317. clif_skill_poseffect(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, tick);
  4318. map_foreachinarea(skill_area_sub, src->m, tmpx - splash, tmpy - splash, tmpx + splash, tmpy + splash, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  4319. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skill_get_unit_interval(skl->skill_id));
  4320. }
  4321. break;
  4322. case NW_HASTY_FIRE_IN_THE_HOLE:
  4323. skill_castend_pos2(src, skl->x, skl->y, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4324. break;
  4325. case NW_GRENADES_DROPPING: {
  4326. int area = skill_get_splash(skl->skill_id, skl->skill_lv);
  4327. short tmpx = 0, tmpy = 0;
  4328. tmpx = skl->x - area + rnd() % (area * 2 + 1);
  4329. tmpy = skl->y - area + rnd() % (area * 2 + 1);
  4330. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skl->flag);
  4331. }
  4332. break;
  4333. case NW_MISSION_BOMBARD: {
  4334. int area = skill_get_unit_range(skl->skill_id, skl->skill_lv);
  4335. int range = skill_get_splash(skl->skill_id, skl->skill_lv);
  4336. short tmpx = 0, tmpy = 0;
  4337. tmpx = skl->x - range + rnd() % (range * 2 + 1);
  4338. tmpy = skl->y - range + rnd() % (range * 2 + 1);
  4339. map_foreachinarea(skill_area_sub, src->m, tmpx - range, tmpy - range, tmpx + range, tmpy + range, BL_CHAR,
  4340. src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4341. }
  4342. break;
  4343. }
  4344. }
  4345. } while (0);
  4346. //Free skl now that it is no longer needed.
  4347. ers_free(skill_timer_ers, skl);
  4348. return 0;
  4349. }
  4350. /*==========================================
  4351. *
  4352. *------------------------------------------*/
  4353. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  4354. {
  4355. int i;
  4356. struct unit_data *ud;
  4357. nullpo_retr(1, src);
  4358. if (src->prev == NULL)
  4359. return 0;
  4360. ud = unit_bl2ud(src);
  4361. nullpo_retr(1, ud);
  4362. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4363. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4364. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4365. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4366. ud->skilltimerskill[i]->src_id = src->id;
  4367. ud->skilltimerskill[i]->target_id = target;
  4368. ud->skilltimerskill[i]->skill_id = skill_id;
  4369. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4370. ud->skilltimerskill[i]->map = src->m;
  4371. ud->skilltimerskill[i]->x = x;
  4372. ud->skilltimerskill[i]->y = y;
  4373. ud->skilltimerskill[i]->type = type;
  4374. ud->skilltimerskill[i]->flag = flag;
  4375. return 0;
  4376. }
  4377. /*==========================================
  4378. *
  4379. *------------------------------------------*/
  4380. int skill_cleartimerskill (struct block_list *src)
  4381. {
  4382. int i;
  4383. struct unit_data *ud;
  4384. nullpo_ret(src);
  4385. ud = unit_bl2ud(src);
  4386. nullpo_ret(ud);
  4387. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4388. if(ud->skilltimerskill[i]) {
  4389. switch(ud->skilltimerskill[i]->skill_id) {
  4390. case WL_TETRAVORTEX_FIRE:
  4391. case WL_TETRAVORTEX_WATER:
  4392. case WL_TETRAVORTEX_WIND:
  4393. case WL_TETRAVORTEX_GROUND:
  4394. // For SR_FLASHCOMBO
  4395. case SR_DRAGONCOMBO:
  4396. case SR_FALLENEMPIRE:
  4397. case SR_TIGERCANNON:
  4398. if (src->type != BL_PC)
  4399. break;
  4400. continue;
  4401. }
  4402. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4403. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4404. ud->skilltimerskill[i]=NULL;
  4405. }
  4406. }
  4407. return 1;
  4408. }
  4409. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4410. skill_unit *su = (skill_unit*)bl;
  4411. nullpo_ret(su);
  4412. if (bl->type != BL_SKILL)
  4413. return 0;
  4414. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4415. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4416. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4417. su->limit = DIFF_TICK(gettick(), sg->tick);
  4418. sg->unit_id = UNT_USED_TRAPS;
  4419. }
  4420. return 1;
  4421. }
  4422. /**
  4423. * Reveal hidden trap
  4424. **/
  4425. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4426. {
  4427. TBL_SKILL *su = (TBL_SKILL*)bl;
  4428. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4429. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4430. //clif_changetraplook(bl, su->group->unit_id);
  4431. su->hidden = false;
  4432. skill_getareachar_skillunit_visibilty(su, AREA);
  4433. return 1;
  4434. }
  4435. return 0;
  4436. }
  4437. /**
  4438. * Attempt to reveal trap in area
  4439. * @param src Skill caster
  4440. * @param range Affected range
  4441. * @param x
  4442. * @param y
  4443. * TODO: Remove hardcode usages for this function
  4444. **/
  4445. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4446. if (!battle_config.traps_setting)
  4447. return;
  4448. nullpo_retv(src);
  4449. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4450. }
  4451. /*========================================== [Playtester]
  4452. * Process tarot card's effects
  4453. * @param src: Source of the tarot card effect
  4454. * @param target: Target of the tartor card effect
  4455. * @param skill_id: ID of the skill used
  4456. * @param skill_lv: Level of the skill used
  4457. * @param tick: Processing tick time
  4458. * @return Card number
  4459. *------------------------------------------*/
  4460. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4461. {
  4462. int card = 0;
  4463. if (battle_config.tarotcard_equal_chance) {
  4464. //eAthena equal chances
  4465. card = rnd() % 14 + 1;
  4466. }
  4467. else {
  4468. //Official chances
  4469. int rate = rnd() % 100;
  4470. if (rate < 10) card = 1; // THE FOOL
  4471. else if (rate < 20) card = 2; // THE MAGICIAN
  4472. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4473. else if (rate < 37) card = 4; // THE CHARIOT
  4474. else if (rate < 47) card = 5; // STRENGTH
  4475. else if (rate < 62) card = 6; // THE LOVERS
  4476. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4477. else if (rate < 69) card = 8; // THE HANGED MAN
  4478. else if (rate < 74) card = 9; // DEATH
  4479. else if (rate < 82) card = 10; // TEMPERANCE
  4480. else if (rate < 83) card = 11; // THE DEVIL
  4481. else if (rate < 85) card = 12; // THE TOWER
  4482. else if (rate < 90) card = 13; // THE STAR
  4483. else card = 14; // THE SUN
  4484. }
  4485. switch (card) {
  4486. case 1: // THE FOOL - heals SP to 0
  4487. {
  4488. status_percent_damage(src, target, 0, 100, false);
  4489. break;
  4490. }
  4491. case 2: // THE MAGICIAN - matk halved
  4492. {
  4493. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4494. break;
  4495. }
  4496. case 3: // THE HIGH PRIESTESS - all buffs removed
  4497. {
  4498. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4499. break;
  4500. }
  4501. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4502. {
  4503. status_fix_damage(src, target, 1000, 0, skill_id);
  4504. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4505. if (!status_isdead(target))
  4506. {
  4507. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4508. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4509. }
  4510. break;
  4511. }
  4512. case 5: // STRENGTH - atk halved
  4513. {
  4514. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4515. break;
  4516. }
  4517. case 6: // THE LOVERS - 2000HP heal, random teleported
  4518. {
  4519. status_heal(target, 2000, 0, 0);
  4520. if (!map_flag_vs(target->m))
  4521. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4522. break;
  4523. }
  4524. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4525. {
  4526. // Recursive call
  4527. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4528. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4529. break;
  4530. }
  4531. case 8: // THE HANGED MAN - stop, freeze or stoned
  4532. {
  4533. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONEWAIT };
  4534. uint8 rand_eff = rnd() % 3;
  4535. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4536. if (sc[rand_eff] == SC_STONEWAIT)
  4537. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4538. else
  4539. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4540. break;
  4541. }
  4542. case 9: // DEATH - curse, coma and poison
  4543. {
  4544. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4545. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4546. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4547. break;
  4548. }
  4549. case 10: // TEMPERANCE - confusion
  4550. {
  4551. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4552. break;
  4553. }
  4554. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4555. {
  4556. status_fix_damage(src, target, 6666, 0, skill_id);
  4557. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4558. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4559. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4560. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4561. break;
  4562. }
  4563. case 12: // THE TOWER - 4444 damage
  4564. {
  4565. status_fix_damage(src, target, 4444, 0, skill_id);
  4566. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4567. break;
  4568. }
  4569. case 13: // THE STAR - stun
  4570. {
  4571. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4572. break;
  4573. }
  4574. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4575. {
  4576. #ifdef RENEWAL
  4577. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4578. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4579. #endif
  4580. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4581. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4582. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4583. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4584. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4585. return 14; //To make sure a valid number is returned
  4586. }
  4587. }
  4588. return card;
  4589. }
  4590. /*==========================================
  4591. *
  4592. *
  4593. *------------------------------------------*/
  4594. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4595. {
  4596. map_session_data *sd = NULL;
  4597. struct status_data *tstatus;
  4598. status_change *sc, *tsc;
  4599. if (skill_id > 0 && !skill_lv) return 0;
  4600. nullpo_retr(1, src);
  4601. nullpo_retr(1, bl);
  4602. if (src->m != bl->m)
  4603. return 1;
  4604. if (bl->prev == NULL)
  4605. return 1;
  4606. sd = BL_CAST(BL_PC, src);
  4607. if (status_isdead(bl))
  4608. return 1;
  4609. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4610. { //GTB makes all targetted magic display miss with a single bolt.
  4611. sc_type sct = skill_get_sc(skill_id);
  4612. if(sct != SC_NONE)
  4613. status_change_end(bl, sct);
  4614. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  4615. return 1;
  4616. }
  4617. sc = status_get_sc(src);
  4618. tsc = status_get_sc(bl);
  4619. if (sc && !sc->count)
  4620. sc = NULL; //Unneeded
  4621. if (tsc && !tsc->count)
  4622. tsc = NULL;
  4623. tstatus = status_get_status_data(bl);
  4624. map_freeblock_lock();
  4625. switch(skill_id) {
  4626. case MER_CRASH:
  4627. case SM_BASH:
  4628. case MS_BASH:
  4629. case MC_MAMMONITE:
  4630. case TF_DOUBLE:
  4631. case AC_DOUBLE:
  4632. case MA_DOUBLE:
  4633. case AS_SONICBLOW:
  4634. case KN_PIERCE:
  4635. case ML_PIERCE:
  4636. case KN_SPEARBOOMERANG:
  4637. case TF_POISON:
  4638. case TF_SPRINKLESAND:
  4639. case AC_CHARGEARROW:
  4640. case MA_CHARGEARROW:
  4641. case RG_INTIMIDATE:
  4642. case AM_ACIDTERROR:
  4643. case BA_MUSICALSTRIKE:
  4644. case DC_THROWARROW:
  4645. case BA_DISSONANCE:
  4646. case CR_HOLYCROSS:
  4647. case NPC_DARKCROSS:
  4648. case CR_SHIELDCHARGE:
  4649. case CR_SHIELDBOOMERANG:
  4650. case NPC_PIERCINGATT:
  4651. case NPC_MENTALBREAKER:
  4652. case NPC_RANGEATTACK:
  4653. case NPC_CRITICALSLASH:
  4654. case NPC_COMBOATTACK:
  4655. case NPC_GUIDEDATTACK:
  4656. case NPC_POISON:
  4657. case NPC_RANDOMATTACK:
  4658. case NPC_WATERATTACK:
  4659. case NPC_GROUNDATTACK:
  4660. case NPC_FIREATTACK:
  4661. case NPC_WINDATTACK:
  4662. case NPC_POISONATTACK:
  4663. case NPC_HOLYATTACK:
  4664. case NPC_DARKNESSATTACK:
  4665. case NPC_TELEKINESISATTACK:
  4666. case NPC_UNDEADATTACK:
  4667. case NPC_CHANGEUNDEAD:
  4668. case NPC_ARMORBRAKE:
  4669. case NPC_HELMBRAKE:
  4670. case NPC_SHIELDBRAKE:
  4671. case NPC_BLINDATTACK:
  4672. case NPC_SILENCEATTACK:
  4673. case NPC_STUNATTACK:
  4674. case NPC_PETRIFYATTACK:
  4675. case NPC_CURSEATTACK:
  4676. case NPC_SLEEPATTACK:
  4677. #ifdef RENEWAL
  4678. case CR_ACIDDEMONSTRATION:
  4679. #endif
  4680. case LK_AURABLADE:
  4681. case LK_SPIRALPIERCE:
  4682. case ML_SPIRALPIERCE:
  4683. case CG_ARROWVULCAN:
  4684. case HW_MAGICCRASHER:
  4685. case ITM_TOMAHAWK:
  4686. case CH_CHAINCRUSH:
  4687. case CH_TIGERFIST:
  4688. case PA_SHIELDCHAIN: // Shield Chain
  4689. case PA_SACRIFICE:
  4690. case WS_CARTTERMINATION: // Cart Termination
  4691. case AS_VENOMKNIFE:
  4692. case HT_PHANTASMIC:
  4693. case TK_DOWNKICK:
  4694. case TK_COUNTER:
  4695. case GS_CHAINACTION:
  4696. case GS_TRIPLEACTION:
  4697. #ifndef RENEWAL
  4698. case GS_MAGICALBULLET:
  4699. #endif
  4700. case GS_TRACKING:
  4701. case GS_PIERCINGSHOT:
  4702. case GS_RAPIDSHOWER:
  4703. case GS_DUST:
  4704. case GS_DISARM: // Added disarm. [Reddozen]
  4705. case GS_FULLBUSTER:
  4706. case NJ_SYURIKEN:
  4707. case NJ_KUNAI:
  4708. case ASC_BREAKER:
  4709. case HFLI_MOON: //[orn]
  4710. case HFLI_SBR44: //[orn]
  4711. case NPC_BLEEDING:
  4712. case NPC_BLEEDING2:
  4713. case NPC_CRITICALWOUND:
  4714. case NPC_HELLPOWER:
  4715. case RK_SONICWAVE:
  4716. case AB_DUPLELIGHT_MELEE:
  4717. case RA_AIMEDBOLT:
  4718. case NC_BOOSTKNUCKLE:
  4719. case NC_PILEBUNKER:
  4720. case NC_AXEBOOMERANG:
  4721. case NC_POWERSWING:
  4722. case NPC_MAGMA_ERUPTION:
  4723. case NC_MAGMA_ERUPTION:
  4724. case GC_WEAPONCRUSH:
  4725. case GC_VENOMPRESSURE:
  4726. case SC_TRIANGLESHOT:
  4727. case SC_FEINTBOMB:
  4728. case LG_BANISHINGPOINT:
  4729. case LG_SHIELDPRESS:
  4730. case LG_RAGEBURST:
  4731. case LG_HESPERUSLIT:
  4732. case SR_DRAGONCOMBO:
  4733. case SR_FALLENEMPIRE:
  4734. case SR_CRESCENTELBOW_AUTOSPELL:
  4735. case SR_GATEOFHELL:
  4736. case SR_GENTLETOUCH_QUIET:
  4737. case WM_SEVERE_RAINSTORM_MELEE:
  4738. case WM_GREAT_ECHO:
  4739. case GN_SLINGITEM_RANGEMELEEATK:
  4740. case KO_SETSUDAN:
  4741. case RL_MASS_SPIRAL:
  4742. case RL_BANISHING_BUSTER:
  4743. case RL_SLUGSHOT:
  4744. case RL_AM_BLAST:
  4745. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4746. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4747. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4748. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4749. case ABC_CHAIN_REACTION_SHOT_ATK:
  4750. case ABR_BATTLE_BUSTER:
  4751. case ABR_DUAL_CANNON_FIRE:
  4752. case ABR_INFINITY_BUSTER:
  4753. case MT_TRIPLE_LASER:
  4754. case NW_MISSION_BOMBARD:
  4755. case NW_HASTY_FIRE_IN_THE_HOLE:
  4756. case NW_BASIC_GRENADE:
  4757. case NW_WILD_FIRE:
  4758. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4759. break;
  4760. case DK_DRAGONIC_AURA:
  4761. case DK_STORMSLASH:
  4762. case CD_EFFLIGO:
  4763. case ABC_FRENZY_SHOT:
  4764. case WH_HAWKRUSH:
  4765. case WH_HAWKBOOMERANG:
  4766. case TR_ROSEBLOSSOM:
  4767. case TR_RHYTHMSHOOTING:
  4768. case HN_MEGA_SONIC_BLOW:
  4769. case HN_SPIRAL_PIERCE_MAX:
  4770. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4771. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4772. if (skill_id == DK_DRAGONIC_AURA)
  4773. sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4774. break;
  4775. case SHC_ETERNAL_SLASH:
  4776. if( sc && sc->getSCE(SC_E_SLASH_COUNT) )
  4777. sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->getSCE(SC_E_SLASH_COUNT)->val1 ), skill_get_time(skill_id, skill_lv));
  4778. else
  4779. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4780. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4781. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4782. break;
  4783. case SHC_SHADOW_STAB:
  4784. status_change_end(src, SC_CLOAKING);
  4785. status_change_end(src, SC_CLOAKINGEXCEED);
  4786. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4787. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4788. break;
  4789. case WH_CRESCIVE_BOLT:
  4790. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4791. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4792. if( sc && sc->getSCE(SC_CRESCIVEBOLT) )
  4793. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->getSCE(SC_CRESCIVEBOLT)->val1 ), skill_get_time(skill_id, skill_lv));
  4794. else
  4795. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4796. break;
  4797. case ABC_UNLUCKY_RUSH:
  4798. // Jump to the target before attacking.
  4799. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4800. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4801. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4802. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4803. break;
  4804. case MO_TRIPLEATTACK:
  4805. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4806. break;
  4807. case LK_HEADCRUSH:
  4808. if (status_get_class_(bl) == CLASS_BOSS) {
  4809. if (sd)
  4810. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4811. break;
  4812. }
  4813. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4814. break;
  4815. case LK_JOINTBEAT:
  4816. flag = 1 << rnd() % 6;
  4817. if (flag != BREAK_NECK && tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)
  4818. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4819. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4820. status_change_start(src, bl, SC_JOINTBEAT, (50 * (skill_lv + 1) - (270 * tstatus->str) / 100) * 10, skill_lv, flag & BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  4821. break;
  4822. case MO_COMBOFINISH:
  4823. if (!(flag&1) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  4824. { //Becomes a splash attack when Soul Linked.
  4825. map_foreachinshootrange(skill_area_sub, bl,
  4826. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4827. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4828. skill_castend_damage_id);
  4829. } else
  4830. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4831. break;
  4832. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4833. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4834. skill_area_temp[1] = 0;
  4835. map_foreachinshootrange(skill_attack_area, src,
  4836. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4837. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4838. break;
  4839. case KN_CHARGEATK:
  4840. {
  4841. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4842. #ifdef RENEWAL
  4843. int dist = skill_get_blewcount(skill_id, skill_lv);
  4844. #else
  4845. unsigned int dist = distance_bl(src, bl);
  4846. #endif
  4847. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4848. // teleport to target (if not on WoE grounds)
  4849. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4850. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4851. // cause damage and knockback if the path to target was a straight one
  4852. if (path) {
  4853. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4854. #ifdef RENEWAL
  4855. if (map_getmapdata(src->m)->getMapFlag(MF_PVP))
  4856. dist += 2; // Knockback is 4 on PvP maps
  4857. #endif
  4858. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4859. }
  4860. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4861. // make the caster look in the direction of the target
  4862. unit_setdir(src, (dir+4)%8);
  4863. }
  4864. }
  4865. break;
  4866. case NC_FLAMELAUNCHER:
  4867. skill_area_temp[1] = bl->id;
  4868. if (battle_config.skill_eightpath_algorithm) {
  4869. //Use official AoE algorithm
  4870. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4871. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4872. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4873. } else {
  4874. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4875. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4876. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4877. }
  4878. break;
  4879. #ifndef RENEWAL
  4880. case SN_SHARPSHOOTING:
  4881. flag |= 2; // Flag for specific mob damage formula
  4882. [[fallthrough]];
  4883. #endif
  4884. case MA_SHARPSHOOTING:
  4885. case NJ_KAMAITACHI:
  4886. case NPC_DARKPIERCING:
  4887. case NPC_ACIDBREATH:
  4888. case NPC_DARKNESSBREATH:
  4889. case NPC_FIREBREATH:
  4890. case NPC_ICEBREATH:
  4891. case NPC_ICEBREATH2:
  4892. case NPC_THUNDERBREATH:
  4893. case AG_STORM_CANNON:
  4894. case AG_CRIMSON_ARROW:
  4895. skill_area_temp[1] = bl->id;
  4896. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4897. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4898. if (battle_config.skill_eightpath_algorithm) {
  4899. //Use official AoE algorithm
  4900. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4901. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4902. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4903. #ifndef RENEWAL
  4904. if (skill_id == SN_SHARPSHOOTING)
  4905. flag &= ~2; // Only targets in the splash area are affected
  4906. #endif
  4907. //These skills hit at least the target if the AoE doesn't hit
  4908. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4909. }
  4910. } else {
  4911. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4912. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4913. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4914. }
  4915. if (skill_id == AG_CRIMSON_ARROW)
  4916. skill_castend_damage_id(src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4917. break;
  4918. case MO_INVESTIGATE:
  4919. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4920. status_change_end(src, SC_BLADESTOP);
  4921. break;
  4922. case RG_BACKSTAP:
  4923. {
  4924. if (!check_distance_bl(src, bl, 0)) {
  4925. #ifdef RENEWAL
  4926. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4927. short x, y;
  4928. if (dir > 0 && dir < 4)
  4929. x = -1;
  4930. else if (dir > 4)
  4931. x = 1;
  4932. else
  4933. x = 0;
  4934. if (dir > 2 && dir < 6)
  4935. y = -1;
  4936. else if (dir == 7 || dir < 2)
  4937. y = 1;
  4938. else
  4939. y = 0;
  4940. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4941. #else
  4942. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4943. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4944. #endif
  4945. status_change_end(src, SC_HIDING);
  4946. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4947. unit_setdir(bl,dir);
  4948. #ifdef RENEWAL
  4949. clif_blown(src);
  4950. #endif
  4951. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4952. }
  4953. else if (sd)
  4954. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4955. }
  4956. }
  4957. break;
  4958. case MO_FINGEROFFENSIVE:
  4959. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4960. if (battle_config.finger_offensive_type && sd) {
  4961. for (int i = 1; i < sd->spiritball_old; i++)
  4962. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4963. }
  4964. status_change_end(src, SC_BLADESTOP);
  4965. break;
  4966. case MO_CHAINCOMBO:
  4967. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4968. status_change_end(src, SC_BLADESTOP);
  4969. break;
  4970. #ifndef RENEWAL
  4971. case NJ_ISSEN:
  4972. #endif
  4973. case MO_EXTREMITYFIST:
  4974. {
  4975. struct block_list *mbl = bl; // For NJ_ISSEN
  4976. short x, y, i = 2; // Move 2 cells (From target)
  4977. short dir = map_calc_dir(src,bl->x,bl->y);
  4978. #ifdef RENEWAL
  4979. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4980. flag |= 1; // Give +100% damage increase
  4981. #endif
  4982. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4983. if (skill_id == MO_EXTREMITYFIST) {
  4984. status_set_sp(src, 0, 0);
  4985. status_change_end(src, SC_EXPLOSIONSPIRITS);
  4986. status_change_end(src, SC_BLADESTOP);
  4987. #ifdef RENEWAL
  4988. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4989. #endif
  4990. } else {
  4991. status_set_hp(src, 1, 0);
  4992. status_change_end(src, SC_NEN);
  4993. status_change_end(src, SC_HIDING);
  4994. }
  4995. if (skill_id == MO_EXTREMITYFIST) {
  4996. mbl = src; // For MO_EXTREMITYFIST
  4997. i = 3; // Move 3 cells (From caster)
  4998. }
  4999. if (dir > 0 && dir < 4)
  5000. x = -i;
  5001. else if (dir > 4)
  5002. x = i;
  5003. else
  5004. x = 0;
  5005. if (dir > 2 && dir < 6)
  5006. y = -i;
  5007. else if (dir == 7 || dir < 2)
  5008. y = i;
  5009. else
  5010. y = 0;
  5011. // Ashura Strike still has slide effect in GVG
  5012. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  5013. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  5014. clif_blown(src);
  5015. clif_spiritball(src);
  5016. }
  5017. }
  5018. break;
  5019. case HT_POWER:
  5020. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  5021. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5022. break;
  5023. case SU_PICKYPECK:
  5024. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5025. [[fallthrough]];
  5026. case SU_BITE:
  5027. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5028. break;
  5029. case SU_SVG_SPIRIT:
  5030. skill_area_temp[1] = bl->id;
  5031. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  5032. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  5033. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5034. break;
  5035. //Splash attack skills.
  5036. case AS_GRIMTOOTH:
  5037. case MC_CARTREVOLUTION:
  5038. case NPC_SPLASHATTACK:
  5039. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  5040. [[fallthrough]];
  5041. case AS_SPLASHER:
  5042. case HT_BLITZBEAT:
  5043. case AC_SHOWER:
  5044. case MA_SHOWER:
  5045. case MG_NAPALMBEAT:
  5046. case MG_FIREBALL:
  5047. case RG_RAID:
  5048. #ifdef RENEWAL
  5049. case SN_SHARPSHOOTING:
  5050. #endif
  5051. case HW_NAPALMVULCAN:
  5052. case NJ_HUUMA:
  5053. case ASC_METEORASSAULT:
  5054. case GS_SPREADATTACK:
  5055. case NPC_PULSESTRIKE:
  5056. case NPC_PULSESTRIKE2:
  5057. case NPC_HELLJUDGEMENT:
  5058. case NPC_HELLJUDGEMENT2:
  5059. case NPC_VAMPIRE_GIFT:
  5060. case NPC_MAXPAIN_ATK:
  5061. case NPC_JACKFROST:
  5062. case NPC_REVERBERATION_ATK:
  5063. case NPC_ARROWSTORM:
  5064. case NPC_KILLING_AURA:
  5065. case NPC_IGNITIONBREAK:
  5066. case RK_IGNITIONBREAK:
  5067. case RK_HUNDREDSPEAR:
  5068. case AB_JUDEX:
  5069. case AB_ADORAMUS:
  5070. case WL_SOULEXPANSION:
  5071. case WL_CRIMSONROCK:
  5072. case WL_JACKFROST:
  5073. case RA_ARROWSTORM:
  5074. case RA_WUGDASH:
  5075. case NC_VULCANARM:
  5076. case NC_COLDSLOWER:
  5077. case NC_SELFDESTRUCTION:
  5078. case NC_AXETORNADO:
  5079. case GC_ROLLINGCUTTER:
  5080. case GC_COUNTERSLASH:
  5081. case LG_CANNONSPEAR:
  5082. case LG_OVERBRAND:
  5083. case LG_MOONSLASHER:
  5084. case LG_RAYOFGENESIS:
  5085. case NPC_RAYOFGENESIS:
  5086. case LG_EARTHDRIVE:
  5087. case SR_RAMPAGEBLASTER:
  5088. case SR_SKYNETBLOW:
  5089. case SR_WINDMILL:
  5090. case SR_RIDEINLIGHTNING:
  5091. case SO_VARETYR_SPEAR:
  5092. case SO_POISON_BUSTER:
  5093. case GN_CART_TORNADO:
  5094. case GN_CARTCANNON:
  5095. case GN_SPORE_EXPLOSION:
  5096. case GN_DEMONIC_FIRE:
  5097. case GN_FIRE_EXPANSION_ACID:
  5098. case GN_HELLS_PLANT_ATK:
  5099. case KO_HAPPOKUNAI:
  5100. case KO_HUUMARANKA:
  5101. case KO_MUCHANAGE:
  5102. case KO_BAKURETSU:
  5103. case GN_ILLUSIONDOPING:
  5104. case RL_FIREDANCE:
  5105. case RL_S_STORM:
  5106. case RL_R_TRIP:
  5107. case MH_XENO_SLASHER:
  5108. case MH_HEILIGE_PFERD:
  5109. case MH_THE_ONE_FIGHTER_RISES:
  5110. case NC_ARMSCANNON:
  5111. case SU_SCRATCH:
  5112. case SU_LUNATICCARROTBEAT:
  5113. case SU_LUNATICCARROTBEAT2:
  5114. case SJ_FULLMOONKICK:
  5115. case SJ_NEWMOONKICK:
  5116. case SJ_SOLARBURST:
  5117. case SJ_PROMINENCEKICK:
  5118. case SJ_STAREMPEROR:
  5119. case SJ_FALLINGSTAR_ATK2:
  5120. case SP_CURSEEXPLOSION:
  5121. case SP_SHA:
  5122. case SP_SWHOO:
  5123. case DK_SERVANTWEAPON_ATK:
  5124. case DK_SERVANT_W_PHANTOM:
  5125. case DK_SERVANT_W_DEMOL:
  5126. case DK_MADNESS_CRUSHER:
  5127. case DK_HACKANDSLASHER:
  5128. case DK_DRAGONIC_BREATH:
  5129. case AG_CRIMSON_ARROW_ATK:
  5130. case AG_DESTRUCTIVE_HURRICANE:
  5131. case AG_SOUL_VC_STRIKE:
  5132. case AG_CRYSTAL_IMPACT:
  5133. case AG_CRYSTAL_IMPACT_ATK:
  5134. case AG_ROCK_DOWN:
  5135. case AG_FROZEN_SLASH:
  5136. case IQ_OLEUM_SANCTUM:
  5137. case IQ_MASSIVE_F_BLASTER:
  5138. case IQ_EXPOSION_BLASTER:
  5139. case IQ_FIRST_BRAND:
  5140. case IQ_SECOND_FLAME:
  5141. case IQ_SECOND_FAITH:
  5142. case IQ_SECOND_JUDGEMENT:
  5143. case IQ_THIRD_PUNISH:
  5144. case IQ_THIRD_FLAME_BOMB:
  5145. case IQ_THIRD_CONSECRATION:
  5146. case IG_OVERSLASH:
  5147. case CD_ARBITRIUM_ATK:
  5148. case CD_PETITIO:
  5149. case CD_FRAMEN:
  5150. case SHC_DANCING_KNIFE:
  5151. case SHC_SAVAGE_IMPACT:
  5152. case SHC_IMPACT_CRATER:
  5153. case SHC_FATAL_SHADOW_CROW:
  5154. case MT_AXE_STOMP:
  5155. case MT_MIGHTY_SMASH:
  5156. case MT_RUSH_QUAKE:
  5157. case MT_A_MACHINE:
  5158. case MT_SPARK_BLASTER:
  5159. case ABC_ABYSS_DAGGER:
  5160. case ABC_CHAIN_REACTION_SHOT:
  5161. case ABC_DEFT_STAB:
  5162. case WH_GALESTORM:
  5163. case BO_ACIDIFIED_ZONE_WATER:
  5164. case BO_ACIDIFIED_ZONE_GROUND:
  5165. case BO_ACIDIFIED_ZONE_WIND:
  5166. case BO_ACIDIFIED_ZONE_FIRE:
  5167. case TR_ROSEBLOSSOM_ATK:
  5168. case ABC_FROM_THE_ABYSS_ATK:
  5169. case EM_ELEMENTAL_BUSTER_FIRE:
  5170. case EM_ELEMENTAL_BUSTER_WATER:
  5171. case EM_ELEMENTAL_BUSTER_WIND:
  5172. case EM_ELEMENTAL_BUSTER_GROUND:
  5173. case EM_ELEMENTAL_BUSTER_POISON:
  5174. case EM_EL_FLAMEROCK:
  5175. case EM_EL_AGE_OF_ICE:
  5176. case EM_EL_STORM_WIND:
  5177. case EM_EL_AVALANCHE:
  5178. case EM_EL_DEADLY_POISON:
  5179. case BO_EXPLOSIVE_POWDER:
  5180. case BO_MAYHEMIC_THORNS:
  5181. case NPC_WIDECRITICALWOUND:
  5182. case IG_SHIELD_SHOOTING:
  5183. case TR_METALIC_FURY:
  5184. case IG_GRAND_JUDGEMENT:
  5185. case HN_JUPITEL_THUNDER_STORM:
  5186. if( flag&1 ) {//Recursive invocation
  5187. int sflag = skill_area_temp[0] & 0xFFF;
  5188. int heal = 0;
  5189. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5190. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  5191. break; // Under Hovering characters are immune to select trap and ground target skills.
  5192. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5193. break; // No damage should happen if the target is on Land Protector
  5194. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5195. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->getSCE(SC_SERVANT_SIGN) && tsc->getSCE(SC_SERVANT_SIGN)->val1 == src->id))
  5196. break;
  5197. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5198. if (skill_id == ABC_DEFT_STAB && flag&2)
  5199. sflag |= 2;
  5200. if( flag&SD_LEVEL )
  5201. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5202. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5203. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5204. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5205. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5206. break;
  5207. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5208. switch (skill_id) {
  5209. case NPC_VAMPIRE_GIFT:
  5210. if (heal > 0) {
  5211. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5212. status_heal(src, heal, 0, 0);
  5213. }
  5214. break;
  5215. #ifdef RENEWAL
  5216. case SN_SHARPSHOOTING:
  5217. status_change_end(src, SC_CAMOUFLAGE);
  5218. break;
  5219. #endif
  5220. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5221. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5222. break;
  5223. }
  5224. } else {
  5225. int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5226. skill_area_temp[0] = 0;
  5227. skill_area_temp[1] = bl->id;
  5228. skill_area_temp[2] = 0;
  5229. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5230. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5231. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5232. break;
  5233. }
  5234. if (skill_id == SP_SWHOO)
  5235. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5236. switch ( skill_id ) {
  5237. case LG_EARTHDRIVE:
  5238. case GN_CARTCANNON:
  5239. case SU_SCRATCH:
  5240. case BO_MAYHEMIC_THORNS:
  5241. case DK_DRAGONIC_BREATH:
  5242. case DK_HACKANDSLASHER:
  5243. case MT_SPARK_BLASTER:
  5244. case HN_JUPITEL_THUNDER_STORM:
  5245. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5246. break;
  5247. #ifdef RENEWAL
  5248. case NJ_HUUMA:
  5249. #endif
  5250. case LG_MOONSLASHER:
  5251. case MH_XENO_SLASHER:
  5252. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5253. break;
  5254. case NPC_REVERBERATION_ATK:
  5255. case NC_ARMSCANNON:
  5256. skill_area_temp[1] = 0;
  5257. starget = splash_target(src);
  5258. break;
  5259. case WL_CRIMSONROCK:
  5260. skill_area_temp[4] = bl->x;
  5261. skill_area_temp[5] = bl->y;
  5262. break;
  5263. case SU_LUNATICCARROTBEAT:
  5264. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5265. skill_id = SU_LUNATICCARROTBEAT2;
  5266. break;
  5267. case DK_SERVANT_W_PHANTOM:
  5268. // Jump to the target before attacking.
  5269. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5270. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5271. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5272. break;
  5273. case SHC_SAVAGE_IMPACT: {
  5274. if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
  5275. skill_area_temp[0] = 2;
  5276. status_change_end( src, SC_CLOAKINGEXCEED );
  5277. }
  5278. uint8 dir = DIR_NORTHEAST; // up-right when src is on the same cell of target
  5279. if (bl->x != src->x || bl->y != src->y)
  5280. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5281. // Move the player 1 cell near the target, between the target and the player
  5282. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5283. clif_blown(src);
  5284. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5285. break;
  5286. }
  5287. case SHC_FATAL_SHADOW_CROW: {
  5288. uint8 dir = DIR_NORTHEAST;
  5289. if (bl->x != src->x || bl->y != src->y)
  5290. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5291. // Move the player 1 cell near the target, between the target and the player
  5292. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5293. clif_blown(src);
  5294. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation
  5295. break;
  5296. }
  5297. case AG_CRYSTAL_IMPACT_ATK:
  5298. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
  5299. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5300. break;
  5301. case AG_ROCK_DOWN:
  5302. case IQ_FIRST_BRAND:
  5303. case IQ_SECOND_FLAME:
  5304. case IQ_SECOND_FAITH:
  5305. case IQ_SECOND_JUDGEMENT:
  5306. case CD_PETITIO:
  5307. case CD_FRAMEN:
  5308. case ABC_DEFT_STAB:
  5309. case EM_EL_FLAMEROCK:
  5310. case EM_EL_AGE_OF_ICE:
  5311. case EM_EL_STORM_WIND:
  5312. case EM_EL_AVALANCHE:
  5313. case EM_EL_DEADLY_POISON:
  5314. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5315. break;
  5316. case ABC_CHAIN_REACTION_SHOT:
  5317. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5318. map_foreachinrange(skill_area_sub, bl, skill_get_splash(ABC_CHAIN_REACTION_SHOT_ATK, skill_lv), BL_CHAR|BL_SKILL, src, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick + (200 + status_get_amotion(src)), flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5319. break;
  5320. case IQ_THIRD_PUNISH:
  5321. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5322. if (sd) {
  5323. uint8 limit = 5;
  5324. if (sc && sc->getSCE(SC_RAISINGDRAGON))
  5325. limit += sc->getSCE(SC_RAISINGDRAGON)->val1;
  5326. for (uint8 i = 0; i < limit; i++)
  5327. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5328. }
  5329. break;
  5330. case IQ_THIRD_FLAME_BOMB:
  5331. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5332. if (sd && sd->spiritball / 5 > 1)
  5333. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5334. break;
  5335. case IQ_THIRD_CONSECRATION:
  5336. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5337. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5338. break;
  5339. case IG_OVERSLASH:
  5340. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5341. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5342. break;
  5343. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5344. if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3)
  5345. status_heal(src, 0, 0, 10, 0);
  5346. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5347. break;
  5348. case BO_ACIDIFIED_ZONE_WATER:
  5349. case BO_ACIDIFIED_ZONE_GROUND:
  5350. case BO_ACIDIFIED_ZONE_WIND:
  5351. case BO_ACIDIFIED_ZONE_FIRE:
  5352. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5353. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5354. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5355. break;
  5356. case MT_RUSH_QUAKE:
  5357. // Jump to the target before attacking.
  5358. if( skill_check_unit_movepos( 5, src, bl->x, bl->y, 0, 1 ) ){
  5359. skill_blown( src, src, 1, direction_opposite( static_cast<enum directions>( map_calc_dir( bl, src->x, src->y ) ) ), BLOWN_NONE);
  5360. }
  5361. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 ); // Trigger animation
  5362. clif_blown( src );
  5363. // TODO: does this buff start before or after dealing damage? [Muh]
  5364. sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
  5365. break;
  5366. case IG_SHIELD_SHOOTING:
  5367. case IG_GRAND_JUDGEMENT:
  5368. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5369. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5370. break;
  5371. }
  5372. // if skill damage should be split among targets, count them
  5373. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5374. //special case: Venom Splasher uses a different range for searching than for splashing
  5375. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5376. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:splash_size, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5377. // recursive invocation of skill_castend_damage_id() with flag|1
  5378. map_foreachinrange(skill_area_sub, bl, splash_size, starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5379. if (skill_id == RA_ARROWSTORM)
  5380. status_change_end(src, SC_CAMOUFLAGE);
  5381. if( skill_id == AS_SPLASHER ) {
  5382. map_freeblock_unlock(); // Don't consume a second gemstone.
  5383. return 0;
  5384. }
  5385. }
  5386. break;
  5387. case NW_THE_VIGILANTE_AT_NIGHT:
  5388. if (flag & 1)
  5389. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5390. break;
  5391. case NW_SPIRAL_SHOOTING:
  5392. if (flag & 1) {
  5393. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5394. } else {
  5395. int splash = skill_get_splash(skill_id, skill_lv);
  5396. if (sd && sd->weapontype1 == W_GRENADE)
  5397. splash += 2;
  5398. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5399. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5400. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5401. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  5402. }
  5403. break;
  5404. //Place units around target
  5405. case NJ_BAKUENRYU:
  5406. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5407. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5408. break;
  5409. case SM_MAGNUM:
  5410. case MS_MAGNUM:
  5411. if( flag&1 ) {
  5412. // For players, damage depends on distance, so add it to flag if it is > 1
  5413. // Cannot hit hidden targets
  5414. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5415. }
  5416. break;
  5417. #ifdef RENEWAL
  5418. case KN_BRANDISHSPEAR:
  5419. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5420. break;
  5421. #else
  5422. case KN_BRANDISHSPEAR:
  5423. #endif
  5424. case ML_BRANDISH:
  5425. //Coded apart for it needs the flag passed to the damage calculation.
  5426. if (skill_area_temp[1] != bl->id)
  5427. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5428. else
  5429. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5430. break;
  5431. #ifdef RENEWAL
  5432. case KN_BOWLINGBASH:
  5433. if (flag & 1) {
  5434. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
  5435. skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE);
  5436. } else {
  5437. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5438. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5439. }
  5440. break;
  5441. #else
  5442. case KN_BOWLINGBASH:
  5443. #endif
  5444. case MS_BOWLINGBASH:
  5445. {
  5446. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5447. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5448. c = (skill_lv-(flag&0xFFF)+1)/2;
  5449. // Determine the Bowling Bash area depending on configuration
  5450. if (battle_config.bowling_bash_area == 0) {
  5451. // Gutter line system
  5452. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5453. if(min_x < 0) min_x = 0;
  5454. max_x = min_x + 39;
  5455. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5456. if(min_y < 0) min_y = 0;
  5457. max_y = min_y + 39;
  5458. } else if (battle_config.bowling_bash_area == 1) {
  5459. // Gutter line system without demi gutter bug
  5460. min_x = src->x - (src->x)%40;
  5461. max_x = min_x + 39;
  5462. min_y = src->y - (src->y)%40;
  5463. max_y = min_y + 39;
  5464. } else {
  5465. // Area around caster
  5466. min_x = src->x - battle_config.bowling_bash_area;
  5467. max_x = src->x + battle_config.bowling_bash_area;
  5468. min_y = src->y - battle_config.bowling_bash_area;
  5469. max_y = src->y + battle_config.bowling_bash_area;
  5470. }
  5471. // Initialization, break checks, direction
  5472. if((flag&0xFFF) > 0) {
  5473. // Ignore monsters outside area
  5474. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5475. break;
  5476. // Ignore monsters already in list
  5477. if(idb_exists(bowling_db, bl->id))
  5478. break;
  5479. // Random direction
  5480. dir = rnd()%8;
  5481. } else {
  5482. // Create an empty list of already hit targets
  5483. db_clear(bowling_db);
  5484. // Direction is walkpath
  5485. dir = (unit_getdir(src)+4)%8;
  5486. }
  5487. // Add current target to the list of already hit targets
  5488. idb_put(bowling_db, bl->id, bl);
  5489. // Keep moving target in direction square by square
  5490. tx = bl->x;
  5491. ty = bl->y;
  5492. for(i=0;i<c;i++) {
  5493. // Target coordinates (get changed even if knockback fails)
  5494. tx -= dirx[dir];
  5495. ty -= diry[dir];
  5496. // If target cell is a wall then break
  5497. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5498. break;
  5499. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5500. int count;
  5501. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5502. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5503. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5504. (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  5505. // Recursive call
  5506. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  5507. // Self-collision
  5508. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5509. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5510. break;
  5511. }
  5512. }
  5513. // Original hit or chain hit depending on flag
  5514. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5515. }
  5516. break;
  5517. case KN_SPEARSTAB:
  5518. if(flag&1) {
  5519. if (bl->id==skill_area_temp[1])
  5520. break;
  5521. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5522. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5523. } else {
  5524. int x=bl->x,y=bl->y,i,dir;
  5525. dir = map_calc_dir(bl,src->x,src->y);
  5526. skill_area_temp[1] = bl->id;
  5527. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5528. // all the enemies between the caster and the target are hit, as well as the target
  5529. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5530. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5531. for (i=0;i<4;i++) {
  5532. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5533. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5534. x += dirx[dir];
  5535. y += diry[dir];
  5536. }
  5537. }
  5538. break;
  5539. case TK_TURNKICK:
  5540. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5541. {
  5542. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5543. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5544. map_foreachinallrange(skill_area_sub,bl,
  5545. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5546. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5547. skill_castend_nodamage_id);
  5548. }
  5549. break;
  5550. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5551. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  5552. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5553. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5554. break;
  5555. case PR_TURNUNDEAD:
  5556. case ALL_RESURRECTION:
  5557. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5558. break;
  5559. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5560. break;
  5561. case AL_HOLYLIGHT:
  5562. status_change_end(bl, SC_P_ALTER);
  5563. [[fallthrough]];
  5564. case MG_SOULSTRIKE:
  5565. case NPC_DARKSTRIKE:
  5566. case MG_COLDBOLT:
  5567. case MG_FIREBOLT:
  5568. case MG_LIGHTNINGBOLT:
  5569. case WZ_EARTHSPIKE:
  5570. case AL_HEAL:
  5571. case NPC_DARKTHUNDER:
  5572. case NPC_FIRESTORM:
  5573. case PR_ASPERSIO:
  5574. case MG_FROSTDIVER:
  5575. case WZ_SIGHTBLASTER:
  5576. case WZ_SIGHTRASHER:
  5577. #ifdef RENEWAL
  5578. case PA_PRESSURE:
  5579. #endif
  5580. case NJ_KOUENKA:
  5581. case NJ_HYOUSENSOU:
  5582. case NJ_HUUJIN:
  5583. case AB_HIGHNESSHEAL:
  5584. case AB_DUPLELIGHT_MAGIC:
  5585. case WM_METALICSOUND:
  5586. case KO_KAIHOU:
  5587. case MH_ERASER_CUTTER:
  5588. case AG_ASTRAL_STRIKE:
  5589. case AG_ASTRAL_STRIKE_ATK:
  5590. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5591. case CD_ARBITRIUM:
  5592. case HN_METEOR_STORM_BUSTER:
  5593. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5594. break;
  5595. case IG_JUDGEMENT_CROSS:
  5596. case TR_SOUNDBLEND:
  5597. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5598. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5599. break;
  5600. case AG_DEADLY_PROJECTION:
  5601. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5602. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5603. break;
  5604. case NPC_MAGICALATTACK:
  5605. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5606. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5607. break;
  5608. case HVAN_CAPRICE: //[blackhole89]
  5609. {
  5610. int ran=rnd()%4;
  5611. int sid = 0;
  5612. switch(ran)
  5613. {
  5614. case 0: sid=MG_COLDBOLT; break;
  5615. case 1: sid=MG_FIREBOLT; break;
  5616. case 2: sid=MG_LIGHTNINGBOLT; break;
  5617. case 3: sid=WZ_EARTHSPIKE; break;
  5618. }
  5619. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  5620. }
  5621. break;
  5622. case WZ_WATERBALL:
  5623. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5624. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5625. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5626. break;
  5627. case WZ_JUPITEL:
  5628. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5629. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5630. break;
  5631. case PR_BENEDICTIO:
  5632. //Should attack undead and demons. [Skotlex]
  5633. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5634. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5635. break;
  5636. case SJ_NOVAEXPLOSING:
  5637. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5638. // We can end Dimension here since the cooldown code is processed before this point.
  5639. if (sc && sc->getSCE(SC_DIMENSION))
  5640. status_change_end(src, SC_DIMENSION);
  5641. else // Dimension not active? Activate the 2 second skill block penalty.
  5642. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5643. break;
  5644. case SP_SOULEXPLOSION:
  5645. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY))) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5646. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5647. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5648. if (sd)
  5649. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5650. break;
  5651. }
  5652. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5653. break;
  5654. case SL_SMA:
  5655. status_change_end(src, SC_SMA);
  5656. [[fallthrough]];
  5657. case SL_STIN:
  5658. case SL_STUN:
  5659. case SP_SPA:
  5660. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5661. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5662. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5663. break;
  5664. }
  5665. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5666. break;
  5667. case NPC_DARKBREATH:
  5668. clif_emotion(src,ET_ANGER);
  5669. if (rnd() % 2 == 0)
  5670. break; // 50% chance
  5671. [[fallthrough]];
  5672. case SN_FALCONASSAULT:
  5673. #ifndef RENEWAL
  5674. case PA_PRESSURE:
  5675. case CR_ACIDDEMONSTRATION:
  5676. #endif
  5677. case TF_THROWSTONE:
  5678. case NPC_SMOKING:
  5679. case GS_FLING:
  5680. case NJ_ZENYNAGE:
  5681. case GN_THORNS_TRAP:
  5682. case RL_B_TRAP:
  5683. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5684. break;
  5685. #ifdef RENEWAL
  5686. case NJ_ISSEN: {
  5687. short x, y;
  5688. short dir = map_calc_dir(src, bl->x, bl->y);
  5689. // Move 2 cells (From target)
  5690. if (dir > 0 && dir < 4)
  5691. x = -2;
  5692. else if (dir > 4)
  5693. x = 2;
  5694. else
  5695. x = 0;
  5696. if (dir > 2 && dir < 6)
  5697. y = -2;
  5698. else if (dir == 7 || dir < 2)
  5699. y = 2;
  5700. else
  5701. y = 0;
  5702. // Doesn't have slide effect in GVG
  5703. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5704. clif_blown(src);
  5705. clif_spiritball(src);
  5706. }
  5707. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5708. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5709. status_change_end(src, SC_NEN);
  5710. status_change_end(src, SC_HIDING);
  5711. }
  5712. break;
  5713. #endif
  5714. case RK_DRAGONBREATH_WATER:
  5715. case RK_DRAGONBREATH:
  5716. case NPC_DRAGONBREATH:
  5717. if( tsc && tsc->getSCE(SC_HIDING) )
  5718. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5719. else {
  5720. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5721. }
  5722. break;
  5723. case NPC_SELFDESTRUCTION:
  5724. if( tsc && tsc->getSCE(SC_HIDING) )
  5725. break;
  5726. [[fallthrough]];
  5727. case HVAN_EXPLOSION:
  5728. if (src != bl)
  5729. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5730. break;
  5731. // Celest
  5732. case PF_SOULBURN:
  5733. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5734. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5735. if (skill_lv == 5)
  5736. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5737. status_percent_damage(src, bl, 0, 100, false);
  5738. } else {
  5739. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5740. if (skill_lv == 5)
  5741. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5742. status_percent_damage(src, src, 0, 100, false);
  5743. }
  5744. break;
  5745. case NPC_BLOODDRAIN:
  5746. case NPC_ENERGYDRAIN:
  5747. {
  5748. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5749. src, src, bl, skill_id, skill_lv, tick, flag);
  5750. if (heal > 0){
  5751. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5752. status_heal(src, heal, 0, 0);
  5753. }
  5754. }
  5755. break;
  5756. case GS_BULLSEYE:
  5757. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5758. break;
  5759. case NJ_KASUMIKIRI:
  5760. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5761. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5762. break;
  5763. case NJ_KIRIKAGE:
  5764. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5765. { //You don't move on GVG grounds.
  5766. short x, y;
  5767. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5768. if (unit_movepos(src, x, y, 0, 0)) {
  5769. clif_blown(src);
  5770. }
  5771. }
  5772. status_change_end(src, SC_HIDING);
  5773. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5774. break;
  5775. case RK_PHANTOMTHRUST:
  5776. case NPC_PHANTOMTHRUST:
  5777. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5778. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5779. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5780. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5781. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5782. break;
  5783. case RK_WINDCUTTER:
  5784. case RK_STORMBLAST:
  5785. if( flag&1 )
  5786. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5787. else {
  5788. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5789. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5790. }
  5791. break;
  5792. case GC_DARKILLUSION:
  5793. {
  5794. short x, y;
  5795. short dir = map_calc_dir(src,bl->x,bl->y);
  5796. if( dir > 0 && dir < 4) x = 2;
  5797. else if( dir > 4 ) x = -2;
  5798. else x = 0;
  5799. if( dir > 2 && dir < 6 ) y = 2;
  5800. else if( dir == 7 || dir < 2 ) y = -2;
  5801. else y = 0;
  5802. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5803. clif_blown(src);
  5804. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5805. if( rnd()%100 < 4 * skill_lv )
  5806. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5807. }
  5808. }
  5809. break;
  5810. case GC_CROSSRIPPERSLASHER:
  5811. if( sd && !(sc && sc->getSCE(SC_ROLLINGCUTTER)) )
  5812. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5813. else
  5814. {
  5815. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5816. }
  5817. break;
  5818. case GC_CROSSIMPACT: {
  5819. uint8 dir = DIR_NORTHEAST;
  5820. if (bl->x != src->x || bl->y != src->y)
  5821. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5822. if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
  5823. clif_blown(src);
  5824. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5825. } else {
  5826. if (sd)
  5827. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5828. }
  5829. break;
  5830. }
  5831. case GC_PHANTOMMENACE:
  5832. if (flag&1) { // Only Hits Invisible Targets
  5833. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5834. status_change_end(bl, SC_CLOAKINGEXCEED);
  5835. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5836. }
  5837. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5838. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5839. }
  5840. break;
  5841. case GC_DARKCROW:
  5842. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5843. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5844. break;
  5845. case WL_DRAINLIFE:
  5846. {
  5847. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5848. int rate = 70 + 5 * skill_lv;
  5849. heal = heal * (5 + 5 * skill_lv) / 100;
  5850. if( bl->type == BL_SKILL )
  5851. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5852. if( heal && rnd()%100 < rate )
  5853. {
  5854. status_heal(src, heal, 0, 0);
  5855. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5856. }
  5857. }
  5858. break;
  5859. case WL_TETRAVORTEX_FIRE:
  5860. case WL_TETRAVORTEX_WATER:
  5861. case WL_TETRAVORTEX_WIND:
  5862. case WL_TETRAVORTEX_GROUND:
  5863. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5864. break;
  5865. case WL_TETRAVORTEX:
  5866. if (sd == nullptr) { // Monster usage
  5867. uint8 i = 0;
  5868. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5869. { WL_TETRAVORTEX_WIND, 4 },
  5870. { WL_TETRAVORTEX_WATER, 2 },
  5871. { WL_TETRAVORTEX_GROUND, 8 } };
  5872. for (const auto &skill : tetra_skills) {
  5873. if (skill_lv > 5) {
  5874. skill_area_temp[0] = i;
  5875. skill_area_temp[1] = skill[1];
  5876. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5877. } else
  5878. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5879. i++;
  5880. }
  5881. } else if (sc) { // No SC? No spheres
  5882. int i, k = 0;
  5883. if (sc->getSCE(SC_SPHERE_5)) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5884. status_change_end(src, SC_SPHERE_1);
  5885. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5886. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5887. continue;
  5888. uint16 subskill = 0;
  5889. switch (sc->getSCE(static_cast<sc_type>(i))->val1) {
  5890. case WLS_FIRE:
  5891. subskill = WL_TETRAVORTEX_FIRE;
  5892. k |= 1;
  5893. break;
  5894. case WLS_WIND:
  5895. subskill = WL_TETRAVORTEX_WIND;
  5896. k |= 4;
  5897. break;
  5898. case WLS_WATER:
  5899. subskill = WL_TETRAVORTEX_WATER;
  5900. k |= 2;
  5901. break;
  5902. case WLS_STONE:
  5903. subskill = WL_TETRAVORTEX_GROUND;
  5904. k |= 8;
  5905. break;
  5906. }
  5907. if (skill_lv > 5) {
  5908. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5909. skill_area_temp[1] = k;
  5910. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5911. } else
  5912. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5913. status_change_end(src, static_cast<sc_type>(i));
  5914. }
  5915. }
  5916. break;
  5917. case WL_RELEASE:
  5918. if (sc == nullptr)
  5919. break;
  5920. if (sd) {
  5921. int i;
  5922. #ifndef RENEWAL
  5923. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5924. #endif
  5925. if (skill_lv == 1) { // SpellBook
  5926. if (sc->getSCE(SC_FREEZE_SP) == nullptr)
  5927. break;
  5928. bool found_spell = false;
  5929. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5930. if (sc->getSCE(i) != nullptr) {
  5931. found_spell = true;
  5932. break;
  5933. }
  5934. }
  5935. if (!found_spell)
  5936. break;
  5937. // Now extract the data from the preserved spell
  5938. uint16 pres_skill_id = sc->getSCE(i)->val1;
  5939. uint16 pres_skill_lv = sc->getSCE(i)->val2;
  5940. uint16 point = sc->getSCE(i)->val3;
  5941. status_change_end(src, static_cast<sc_type>(i));
  5942. if( sc->getSCE(SC_FREEZE_SP)->val2 > point )
  5943. sc->getSCE(SC_FREEZE_SP)->val2 -= point;
  5944. else // Last spell to be released
  5945. status_change_end(src, SC_FREEZE_SP);
  5946. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5947. break;
  5948. // Get the requirement for the preserved skill
  5949. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5950. switch( skill_get_casttype(pres_skill_id) )
  5951. {
  5952. case CAST_GROUND:
  5953. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5954. break;
  5955. case CAST_NODAMAGE:
  5956. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5957. break;
  5958. case CAST_DAMAGE:
  5959. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5960. break;
  5961. }
  5962. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5963. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5964. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5965. if( cooldown > 0 )
  5966. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5967. } else { // Summoned Balls
  5968. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5969. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5970. continue;
  5971. int skele = WL_RELEASE - 5 + sc->getSCE(static_cast<sc_type>(i))->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5972. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5973. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->getSCE(static_cast<sc_type>(i))->val2, BF_MAGIC, flag | SD_LEVEL);
  5974. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  5975. }
  5976. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5977. }
  5978. }
  5979. break;
  5980. case WL_FROSTMISTY:
  5981. // Causes Freezing status through walls.
  5982. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5983. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5984. // Doesn't deal damage through non-shootable walls.
  5985. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5986. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5987. break;
  5988. case WL_HELLINFERNO:
  5989. if (flag & 1) {
  5990. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5991. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5992. } else {
  5993. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5994. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5995. }
  5996. break;
  5997. case RA_WUGSTRIKE:
  5998. if( sd && pc_isridingwug(sd) ){
  5999. short x[8]={0,-1,-1,-1,0,1,1,1};
  6000. short y[8]={1,1,0,-1,-1,-1,0,1};
  6001. uint8 dir = map_calc_dir(bl, src->x, src->y);
  6002. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  6003. clif_blown(src);
  6004. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6005. }
  6006. break;
  6007. }
  6008. [[fallthrough]];
  6009. case RA_WUGBITE:
  6010. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  6011. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6012. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  6013. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6014. break;
  6015. case RA_SENSITIVEKEEN:
  6016. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  6017. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  6018. status_change_end(bl, SC_CLOAKINGEXCEED);
  6019. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6020. }
  6021. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6022. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  6023. } else {
  6024. skill_unit *su = BL_CAST(BL_SKILL, bl);
  6025. std::shared_ptr<s_skill_unit_group> sg;
  6026. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  6027. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6028. {
  6029. struct item item_tmp;
  6030. memset(&item_tmp,0,sizeof(item_tmp));
  6031. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  6032. item_tmp.identify = 1;
  6033. if( item_tmp.nameid )
  6034. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  6035. }
  6036. skill_delunit(su);
  6037. }
  6038. }
  6039. break;
  6040. case NC_INFRAREDSCAN:
  6041. if( flag&1 ) {
  6042. status_change_end(bl, SC_HIDING);
  6043. status_change_end(bl, SC_CLOAKING);
  6044. status_change_end(bl, SC_CLOAKINGEXCEED);
  6045. status_change_end(bl, SC_CAMOUFLAGE);
  6046. status_change_end(bl, SC_NEWMOON);
  6047. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6048. status_change_end(bl, SC__SHADOWFORM);
  6049. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  6050. } else {
  6051. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6052. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6053. }
  6054. break;
  6055. case SC_FATALMENACE:
  6056. if( flag&1 )
  6057. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6058. else {
  6059. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6060. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  6061. }
  6062. break;
  6063. case NPC_FATALMENACE: // todo should it teleport the target ?
  6064. if( flag&1 )
  6065. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6066. else {
  6067. short x, y;
  6068. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  6069. // Destination area
  6070. skill_area_temp[4] = x;
  6071. skill_area_temp[5] = y;
  6072. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6073. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  6074. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  6075. }
  6076. break;
  6077. case LG_PINPOINTATTACK:
  6078. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6079. clif_blown(src);
  6080. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6081. break;
  6082. case SR_KNUCKLEARROW:
  6083. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  6084. dir_ka = map_calc_dir(bl, src->x, src->y);
  6085. // Has slide effect
  6086. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6087. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  6088. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  6089. break;
  6090. case SR_HOWLINGOFLION:
  6091. status_change_end(bl, SC_SWINGDANCE);
  6092. status_change_end(bl, SC_SYMPHONYOFLOVER);
  6093. status_change_end(bl, SC_MOONLITSERENADE);
  6094. status_change_end(bl, SC_RUSHWINDMILL);
  6095. status_change_end(bl, SC_ECHOSONG);
  6096. status_change_end(bl, SC_HARMONIZE);
  6097. status_change_end(bl, SC_NETHERWORLD);
  6098. status_change_end(bl, SC_VOICEOFSIREN);
  6099. status_change_end(bl, SC_DEEPSLEEP);
  6100. status_change_end(bl, SC_SIRCLEOFNATURE);
  6101. status_change_end(bl, SC_GLOOMYDAY);
  6102. status_change_end(bl, SC_GLOOMYDAY_SK);
  6103. status_change_end(bl, SC_SONGOFMANA);
  6104. status_change_end(bl, SC_DANCEWITHWUG);
  6105. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  6106. status_change_end(bl, SC_LERADSDEW);
  6107. status_change_end(bl, SC_MELODYOFSINK);
  6108. status_change_end(bl, SC_BEYONDOFWARCRY);
  6109. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  6110. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6111. break;
  6112. case SR_EARTHSHAKER:
  6113. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  6114. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6115. status_change_end(bl, SC_CLOAKINGEXCEED);
  6116. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6117. status_change_end(bl, SC__SHADOWFORM);
  6118. } else {
  6119. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6120. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6121. }
  6122. break;
  6123. case SR_TIGERCANNON:
  6124. if (flag & 1) {
  6125. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag | SD_ANIMATION);
  6126. } else if (sd) {
  6127. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE && !sc->getSCE(SC_FLASHCOMBO))
  6128. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  6129. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6130. }
  6131. break;
  6132. case WM_REVERBERATION:
  6133. if (flag & 1)
  6134. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6135. else {
  6136. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6137. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6138. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  6139. }
  6140. break;
  6141. case NPC_POISON_BUSTER:
  6142. if( tsc && tsc->getSCE(SC_POISON) ) {
  6143. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6144. status_change_end(bl, SC_POISON);
  6145. }
  6146. else if( sd )
  6147. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6148. break;
  6149. case KO_JYUMONJIKIRI: {
  6150. short x, y;
  6151. short dir = map_calc_dir(src,bl->x,bl->y);
  6152. if (dir > 0 && dir < 4)
  6153. x = 2;
  6154. else if (dir > 4)
  6155. x = -2;
  6156. else
  6157. x = 0;
  6158. if (dir > 2 && dir < 6)
  6159. y = 2;
  6160. else if (dir == 7 || dir < 2)
  6161. y = -2;
  6162. else
  6163. y = 0;
  6164. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  6165. clif_blown(src);
  6166. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6167. }
  6168. }
  6169. break;
  6170. case EL_FIRE_BOMB:
  6171. case EL_FIRE_WAVE:
  6172. case EL_WATER_SCREW:
  6173. case EL_HURRICANE:
  6174. case EL_TYPOON_MIS:
  6175. if( flag&1 )
  6176. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  6177. else {
  6178. int i = skill_get_splash(skill_id,skill_lv);
  6179. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6180. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6181. if( rnd()%100 < 30 )
  6182. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6183. else
  6184. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6185. }
  6186. break;
  6187. case EL_ROCK_CRUSHER:
  6188. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6189. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6190. if( rnd()%100 < 50 )
  6191. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6192. else
  6193. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  6194. break;
  6195. case EL_STONE_RAIN:
  6196. if( flag&1 )
  6197. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6198. else {
  6199. int i = skill_get_splash(skill_id,skill_lv);
  6200. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6201. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6202. if( rnd()%100 < 30 )
  6203. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6204. else
  6205. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6206. }
  6207. break;
  6208. case EL_FIRE_ARROW:
  6209. case EL_ICE_NEEDLE:
  6210. case EL_WIND_SLASH:
  6211. case EL_STONE_HAMMER:
  6212. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6213. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6214. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6215. break;
  6216. case EL_TIDAL_WEAPON:
  6217. if( src->type == BL_ELEM ) {
  6218. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6219. status_change *tsc_ele = status_get_sc(&ele->bl);
  6220. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6221. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6222. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6223. if( (tsc_ele && tsc_ele->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  6224. status_change_end(battle_get_master(src),type);
  6225. status_change_end(src,type2);
  6226. }
  6227. if( rnd()%100 < 50 )
  6228. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6229. else {
  6230. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6231. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6232. }
  6233. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  6234. }
  6235. break;
  6236. //recursive homon skill
  6237. case MH_ABSOLUTE_ZEPHYR:
  6238. case MH_TOXIN_OF_MANDARA:
  6239. case MH_BLAZING_AND_FURIOUS:
  6240. case MH_MAGMA_FLOW:
  6241. case MH_HEILIGE_STANGE:
  6242. if(flag&1){
  6243. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6244. break;//chance to not trigger atk for magma
  6245. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6246. }
  6247. else
  6248. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6249. break;
  6250. case MH_TWISTER_CUTTER:
  6251. case MH_GLANZEN_SPIES:
  6252. case MH_STAHL_HORN:
  6253. case MH_NEEDLE_OF_PARALYZE:
  6254. case MH_NEEDLE_STINGER:
  6255. case MH_SONIC_CRAW:
  6256. case MH_MIDNIGHT_FRENZY:
  6257. case MH_SILVERVEIN_RUSH:
  6258. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6259. break;
  6260. case MH_TINDER_BREAKER:
  6261. case MH_CBC:
  6262. case MH_EQC:
  6263. {
  6264. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6265. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6266. sc_type type;
  6267. if( skill_id == MH_TINDER_BREAKER ){
  6268. type = SC_TINDER_BREAKER2;
  6269. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6270. clif_blown(src);
  6271. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  6272. }
  6273. }else if( skill_id == MH_CBC ){
  6274. type = SC_CBC;
  6275. }else if( skill_id == MH_EQC ){
  6276. type = SC_EQC;
  6277. }
  6278. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6279. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6280. }
  6281. break;
  6282. case RL_H_MINE:
  6283. if (!(flag&1)) {
  6284. // Direct attack
  6285. if (!sd || !sd->flicker) {
  6286. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6287. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  6288. break;
  6289. }
  6290. // Triggered by RL_FLICKER
  6291. if (sd && sd->flicker && tsc && tsc->getSCE(SC_H_MINE) && tsc->getSCE(SC_H_MINE)->val2 == src->id) {
  6292. // Splash damage around it!
  6293. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6294. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6295. flag |= 1; // Don't consume requirement
  6296. tsc->getSCE(SC_H_MINE)->val3 = 1; // Mark the SC end because not expired
  6297. status_change_end(bl, SC_H_MINE);
  6298. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6299. }
  6300. }
  6301. else
  6302. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6303. if (sd && sd->flicker)
  6304. flag |= 1; // Don't consume requirement
  6305. break;
  6306. case RL_QD_SHOT:
  6307. if (skill_area_temp[1] == bl->id)
  6308. break;
  6309. if (flag&1 && tsc && tsc->getSCE(SC_C_MARKER))
  6310. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6311. break;
  6312. case RL_D_TAIL:
  6313. case RL_HAMMER_OF_GOD:
  6314. if (flag&1)
  6315. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6316. else {
  6317. if (sd && tsc && tsc->getSCE(SC_C_MARKER)) {
  6318. int i;
  6319. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6320. if (i < MAX_SKILL_CRIMSON_MARKER)
  6321. flag |= 8;
  6322. }
  6323. if (skill_id == RL_HAMMER_OF_GOD)
  6324. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  6325. else
  6326. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6327. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6328. }
  6329. break;
  6330. case SU_SCAROFTAROU:
  6331. sc_start(src, bl, SC_BITESCAR, 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  6332. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6333. break;
  6334. case SU_SV_STEMSPEAR:
  6335. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6336. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6337. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6338. break;
  6339. case 0:/* no skill - basic/normal attack */
  6340. if(sd) {
  6341. if (flag & 3){
  6342. if (bl->id != skill_area_temp[1])
  6343. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6344. } else {
  6345. skill_area_temp[1] = bl->id;
  6346. map_foreachinallrange(skill_area_sub, bl,
  6347. sd->bonus.splash_range, BL_CHAR,
  6348. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6349. skill_castend_damage_id);
  6350. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6351. }
  6352. }
  6353. break;
  6354. case SJ_FALLINGSTAR_ATK:
  6355. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6356. if (tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 1) { // Mark placed by a player.
  6357. int8 i = 0;
  6358. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6359. if (i < MAX_STELLAR_MARKS) {
  6360. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6361. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6362. }
  6363. }
  6364. } else if ( tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 2 ) { // Mark placed by a monster.
  6365. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6366. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6367. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6368. }
  6369. break;
  6370. case SJ_FLASHKICK: {
  6371. map_session_data *tsd = BL_CAST(BL_PC, bl);
  6372. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6373. // Only players and monsters can be tagged....I think??? [Rytech]
  6374. // Lets only allow players and monsters to use this skill for safety reasons.
  6375. if ((!tsd && !tmd) || !sd && !md) {
  6376. if (sd)
  6377. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6378. break;
  6379. }
  6380. // Check if the target is already tagged by another source.
  6381. if ((tsd && tsd->sc.getSCE(SC_FLASHKICK) && tsd->sc.getSCE(SC_FLASHKICK)->val1 != src->id) || (tmd && tmd->sc.getSCE(SC_FLASHKICK) && tmd->sc.getSCE(SC_FLASHKICK)->val1 != src->id)) { // Same as the above check, but for monsters.
  6382. // Can't tag a player that was already tagged from another source.
  6383. if (sd)
  6384. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  6385. map_freeblock_unlock();
  6386. return 1;
  6387. }
  6388. if (sd) { // Tagging the target.
  6389. int i;
  6390. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6391. if (i == MAX_STELLAR_MARKS) {
  6392. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6393. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6394. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6395. map_freeblock_unlock();
  6396. return 1;
  6397. }
  6398. }
  6399. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6400. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6401. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6402. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  6403. sd->stellar_mark[i] = bl->id;
  6404. // Val4 flags if the status was applied by a player or a monster.
  6405. // This will be important for other skills that work together with this one.
  6406. // 1 = Player, 2 = Monster.
  6407. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6408. // apply the status here. We can't pass this data to skill_additional_effect.
  6409. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6410. }
  6411. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6412. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6413. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6414. }
  6415. }
  6416. break;
  6417. case NPC_VENOMIMPRESS:
  6418. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6419. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6420. break;
  6421. case HN_DOUBLEBOWLINGBASH:
  6422. if (flag & 1) {
  6423. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, skill_area_temp[0] & 0xFFF);
  6424. } else {
  6425. int splash = skill_get_splash(skill_id, skill_lv);
  6426. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6427. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  6428. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6429. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6430. }
  6431. break;
  6432. case HN_SHIELD_CHAIN_RUSH:
  6433. if (flag & 1) {
  6434. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6435. } else {
  6436. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6437. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6438. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6439. }
  6440. break;
  6441. case HN_JACK_FROST_NOVA:
  6442. case HN_HELLS_DRIVE:
  6443. case HN_GROUND_GRAVITATION:
  6444. if (flag & 1)
  6445. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6446. break;
  6447. case HN_NAPALM_VULCAN_STRIKE:
  6448. if (flag & 1) {
  6449. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6450. } else {
  6451. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6452. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6453. }
  6454. break;
  6455. case NW_MAGAZINE_FOR_ONE:
  6456. case NW_ONLY_ONE_BULLET:
  6457. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6458. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  6459. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  6460. break;
  6461. default:
  6462. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6463. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  6464. 0, abs(skill_get_num(skill_id, skill_lv)),
  6465. skill_id, skill_lv, skill_get_hit(skill_id));
  6466. map_freeblock_unlock();
  6467. return 1;
  6468. }
  6469. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  6470. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6471. map_freeblock_unlock();
  6472. if( sd && !(flag&1) )
  6473. {// ensure that the skill last-cast tick is recorded
  6474. sd->canskill_tick = gettick();
  6475. if( sd->state.arrow_atk )
  6476. {// consume arrow on last invocation to this skill.
  6477. battle_consume_ammo(sd, skill_id, skill_lv);
  6478. }
  6479. // perform skill requirement consumption
  6480. if (!(flag&SKILL_NOCONSUME_REQ))
  6481. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6482. }
  6483. return 0;
  6484. }
  6485. /**
  6486. * Give a song's buff/debuff or damage to all targets around
  6487. * @param target: Target
  6488. * @param ap: Argument list
  6489. * @return 1 on success or 0 otherwise
  6490. */
  6491. static int skill_apply_songs(struct block_list* target, va_list ap)
  6492. {
  6493. int flag = va_arg(ap, int);
  6494. struct block_list* src = va_arg(ap, struct block_list*);
  6495. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  6496. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  6497. t_tick tick = va_arg(ap, t_tick);
  6498. if (flag & BCT_WOS && src == target)
  6499. return 0;
  6500. if (battle_check_target(src, target, flag) > 0) {
  6501. switch (skill_id) {
  6502. // Attack type songs
  6503. case BA_DISSONANCE:
  6504. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6505. return 1;
  6506. case DC_UGLYDANCE:
  6507. case BD_LULLABY:
  6508. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6509. default: // Buff/Debuff type songs
  6510. if (skill_id == CG_HERMODE && src->id != target->id)
  6511. status_change_clear_buffs(target, SCCB_HERMODE); // Should dispell only allies.
  6512. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6513. }
  6514. }
  6515. return 0;
  6516. }
  6517. /**
  6518. * Calculate a song's bonus values
  6519. * @param src: Caster
  6520. * @param skill_id: Song skill ID
  6521. * @param skill_lv: Song skill level
  6522. * @param tick: Timer tick
  6523. * @return Number of targets or 0 otherwise
  6524. */
  6525. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6526. {
  6527. nullpo_ret(src);
  6528. if (src->type != BL_PC) {
  6529. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6530. return 0;
  6531. }
  6532. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6533. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6534. return 0;
  6535. }
  6536. map_session_data* sd = BL_CAST(BL_PC, src);
  6537. int flag = BCT_PARTY;
  6538. switch (skill_id) {
  6539. case BD_ROKISWEIL:
  6540. flag = BCT_ENEMY | BCT_WOS;
  6541. break;
  6542. case BD_LULLABY:
  6543. case BD_ETERNALCHAOS:
  6544. case BA_DISSONANCE:
  6545. case DC_UGLYDANCE:
  6546. case DC_DONTFORGETME:
  6547. flag = BCT_ENEMY;
  6548. break;
  6549. case CG_HERMODE:
  6550. flag |= BCT_GUILD;
  6551. break;
  6552. }
  6553. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  6554. sd->skill_id_dance = skill_id;
  6555. sd->skill_lv_dance = skill_lv;
  6556. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6557. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6558. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6559. }
  6560. /**
  6561. * Use no-damage skill from 'src' to 'bl
  6562. * @param src Caster
  6563. * @param bl Target of the skill, bl maybe same with src for self skill
  6564. * @param skill_id
  6565. * @param skill_lv
  6566. * @param tick
  6567. * @param flag Various value, &1: Recursive effect
  6568. **/
  6569. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  6570. {
  6571. map_session_data *sd, *dstsd;
  6572. struct mob_data *md, *dstmd;
  6573. struct homun_data *hd;
  6574. s_mercenary_data *mer;
  6575. struct status_data *sstatus, *tstatus;
  6576. status_change *tsc;
  6577. struct status_change_entry *tsce;
  6578. int i = 0;
  6579. enum sc_type type;
  6580. if(skill_id > 0 && !skill_lv) return 0; // celest
  6581. nullpo_retr(1, src);
  6582. nullpo_retr(1, bl);
  6583. if (src->m != bl->m)
  6584. return 1;
  6585. sd = BL_CAST(BL_PC, src);
  6586. hd = BL_CAST(BL_HOM, src);
  6587. md = BL_CAST(BL_MOB, src);
  6588. mer = BL_CAST(BL_MER, src);
  6589. dstsd = BL_CAST(BL_PC, bl);
  6590. dstmd = BL_CAST(BL_MOB, bl);
  6591. if(bl->prev == NULL)
  6592. return 1;
  6593. if(status_isdead(src))
  6594. return 1;
  6595. if( src != bl && status_isdead(bl) ) {
  6596. switch( skill_id ) { // Skills that may be cast on dead targets
  6597. case NPC_WIDESOULDRAIN:
  6598. case PR_REDEMPTIO:
  6599. case ALL_RESURRECTION:
  6600. case WM_DEADHILLHERE:
  6601. case WE_ONEFOREVER:
  6602. break;
  6603. default:
  6604. return 1;
  6605. }
  6606. }
  6607. tstatus = status_get_status_data(bl);
  6608. sstatus = status_get_status_data(src);
  6609. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6610. switch (skill_id) {
  6611. case HLIF_HEAL: //[orn]
  6612. if (bl->type != BL_HOM) {
  6613. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  6614. break ;
  6615. }
  6616. [[fallthrough]];
  6617. case AL_HEAL:
  6618. case ALL_RESURRECTION:
  6619. case PR_ASPERSIO:
  6620. case AB_HIGHNESSHEAL:
  6621. //Apparently only player casted skills can be offensive like this.
  6622. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6623. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6624. //Offensive heal does not works on non-enemies. [Skotlex]
  6625. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6626. return 0;
  6627. }
  6628. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6629. }
  6630. break;
  6631. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6632. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6633. case MH_STEINWAND: {
  6634. struct block_list *s_src = battle_get_master(src);
  6635. short ret = 0;
  6636. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6637. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6638. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6639. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6640. if (hd)
  6641. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  6642. return ret;
  6643. }
  6644. break;
  6645. default:
  6646. //Skill is actually ground placed.
  6647. if (src == bl && skill_get_unit_id(skill_id))
  6648. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6649. }
  6650. type = skill_get_sc(skill_id);
  6651. tsc = status_get_sc(bl);
  6652. status_change* sc = status_get_sc(src);
  6653. tsce = (tsc && type != SC_NONE)?tsc->getSCE(type):NULL;
  6654. if (src!=bl && type > SC_NONE &&
  6655. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6656. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6657. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6658. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6659. map_freeblock_lock();
  6660. switch(skill_id)
  6661. {
  6662. case HLIF_HEAL: //[orn]
  6663. case AL_HEAL:
  6664. case AB_HIGHNESSHEAL:
  6665. {
  6666. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6667. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6668. heal = 0;
  6669. if( tsc && tsc->count ) {
  6670. if( tsc->getSCE(SC_KAITE) && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6671. if (--tsc->getSCE(SC_KAITE)->val2 <= 0)
  6672. status_change_end(bl, SC_KAITE);
  6673. if (src == bl)
  6674. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6675. else {
  6676. bl = src;
  6677. dstsd = sd;
  6678. }
  6679. }
  6680. else if (tsc->getSCE(SC_BERSERK) || tsc->getSCE(SC_SATURDAYNIGHTFEVER))
  6681. heal = 0; //Needed so that it actually displays 0 when healing.
  6682. }
  6683. if (skill_id == AL_HEAL)
  6684. status_change_end(bl, SC_BITESCAR);
  6685. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  6686. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal && skill_id != HLIF_HEAL )
  6687. heal = ~heal + 1;
  6688. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6689. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6690. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6691. if (heal_get_jobexp <= 0)
  6692. heal_get_jobexp = 1;
  6693. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6694. }
  6695. }
  6696. break;
  6697. case CD_REPARATIO: {
  6698. if (bl->type != BL_PC) { // Only works on players.
  6699. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6700. break;
  6701. }
  6702. int heal_amount = 0;
  6703. if (!status_isimmune(bl))
  6704. heal_amount = tstatus->max_hp;
  6705. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6706. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1);
  6707. status_heal(bl, heal_amount, 0, 0);
  6708. }
  6709. break;
  6710. case PR_REDEMPTIO:
  6711. if (sd && !(flag&1)) {
  6712. if (sd->status.party_id == 0) {
  6713. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6714. break;
  6715. }
  6716. skill_area_temp[0] = 0;
  6717. party_foreachsamemap(skill_area_sub,
  6718. sd,skill_get_splash(skill_id, skill_lv),
  6719. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6720. skill_castend_nodamage_id);
  6721. if (skill_area_temp[0] == 0) {
  6722. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6723. break;
  6724. }
  6725. #ifndef RENEWAL
  6726. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6727. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6728. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6729. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  6730. }
  6731. status_set_sp(src, 0, 0);
  6732. #endif
  6733. status_set_hp(src, 1, 0);
  6734. break;
  6735. } else if (!(status_isdead(bl) && flag&1)) {
  6736. //Invalid target, skip resurrection.
  6737. break;
  6738. }
  6739. //Revive
  6740. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6741. skill_lv = 3; //Resurrection level 3 is used
  6742. [[fallthrough]];
  6743. case ALL_RESURRECTION:
  6744. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6745. { //No reviving in WoE grounds!
  6746. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6747. break;
  6748. }
  6749. if (!status_isdead(bl))
  6750. break;
  6751. {
  6752. int per = 0, sper = 0;
  6753. if (tsc && tsc->getSCE(SC_HELLPOWER)) {
  6754. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6755. break;
  6756. }
  6757. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6758. break;
  6759. switch(skill_lv){
  6760. case 1: per=10; break;
  6761. case 2: per=30; break;
  6762. case 3: per=50; break;
  6763. case 4: per=80; break;
  6764. }
  6765. if(dstsd && dstsd->special_state.restart_full_recover)
  6766. per = sper = 100;
  6767. if (status_revive(bl, per, sper))
  6768. {
  6769. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6770. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6771. {
  6772. t_exp exp = 0,jexp = 0;
  6773. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6774. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6775. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6776. if (exp < 1) exp = 1;
  6777. }
  6778. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6779. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6780. if (jexp < 1) jexp = 1;
  6781. }
  6782. if(exp > 0 || jexp > 0)
  6783. pc_gainexp (sd, bl, exp, jexp, 0);
  6784. }
  6785. }
  6786. }
  6787. break;
  6788. case AL_DECAGI:
  6789. case MER_DECAGI:
  6790. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6791. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  6792. break;
  6793. case AL_CRUCIS:
  6794. if (flag&1)
  6795. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  6796. else {
  6797. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6798. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6799. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6800. }
  6801. break;
  6802. case SP_SOULCURSE:
  6803. if (flag&1)
  6804. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6805. else {
  6806. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6807. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6808. }
  6809. break;
  6810. case PR_LEXDIVINA:
  6811. case MER_LEXDIVINA:
  6812. if (tsce)
  6813. status_change_end(bl, type);
  6814. else
  6815. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6816. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6817. break;
  6818. case SA_ABRACADABRA:
  6819. if (abra_db.empty()) {
  6820. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6821. break;
  6822. }
  6823. else {
  6824. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6825. do {
  6826. auto abra_spell = abra_db.random();
  6827. abra_skill_id = abra_spell->skill_id;
  6828. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6829. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6830. break;
  6831. }
  6832. } while (checked++ < checked_max);
  6833. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6834. if( sd )
  6835. {// player-casted
  6836. sd->state.abra_flag = 1;
  6837. sd->skillitem = abra_skill_id;
  6838. sd->skillitemlv = abra_skill_lv;
  6839. sd->skillitem_keep_requirement = false;
  6840. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6841. }
  6842. else
  6843. {// mob-casted
  6844. struct unit_data *ud = unit_bl2ud(src);
  6845. int inf = skill_get_inf(abra_skill_id);
  6846. if (!ud) break;
  6847. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6848. if (src->type == BL_PET)
  6849. bl = (struct block_list*)((TBL_PET*)src)->master;
  6850. if (!bl) bl = src;
  6851. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6852. } else { //Assume offensive skills
  6853. int target_id = 0;
  6854. if (ud->target)
  6855. target_id = ud->target;
  6856. else switch (src->type) {
  6857. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6858. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6859. }
  6860. if (!target_id)
  6861. break;
  6862. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6863. bl = map_id2bl(target_id);
  6864. if (!bl) bl = src;
  6865. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6866. } else
  6867. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6868. }
  6869. }
  6870. }
  6871. break;
  6872. case SA_COMA:
  6873. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6874. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6875. break;
  6876. case SA_FULLRECOVERY:
  6877. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6878. if (status_isimmune(bl))
  6879. break;
  6880. status_percent_heal(bl, 100, 100);
  6881. break;
  6882. case NPC_ALLHEAL:
  6883. {
  6884. int heal;
  6885. if( status_isimmune(bl) )
  6886. break;
  6887. heal = status_percent_heal(bl, 100, 0);
  6888. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6889. if( dstmd )
  6890. { // Reset Damage Logs
  6891. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6892. dstmd->tdmg = 0;
  6893. }
  6894. }
  6895. break;
  6896. case SA_SUMMONMONSTER:
  6897. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6898. if (sd)
  6899. mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6900. break;
  6901. case SA_LEVELUP:
  6902. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6903. if (sd && pc_nextbaseexp(sd))
  6904. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6905. break;
  6906. case SA_INSTANTDEATH:
  6907. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6908. status_kill(src);
  6909. break;
  6910. case SA_QUESTION:
  6911. clif_emotion(src,ET_QUESTION);
  6912. [[fallthrough]];
  6913. case SA_GRAVITY:
  6914. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6915. break;
  6916. case SA_CLASSCHANGE:
  6917. case SA_MONOCELL:
  6918. if (dstmd)
  6919. {
  6920. int class_;
  6921. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6922. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6923. break;
  6924. }
  6925. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6926. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6927. mob_class_change(dstmd,class_);
  6928. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6929. 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 };
  6930. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6931. if (tsc->getSCE(i)) status_change_end(bl, (sc_type)i);
  6932. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6933. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  6934. }
  6935. }
  6936. break;
  6937. case SA_DEATH:
  6938. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6939. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6940. break;
  6941. }
  6942. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6943. status_kill(bl);
  6944. break;
  6945. case SA_REVERSEORCISH:
  6946. case ALL_REVERSEORCISH:
  6947. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6948. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6949. break;
  6950. case SA_FORTUNE:
  6951. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6952. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL);
  6953. break;
  6954. case SA_TAMINGMONSTER:
  6955. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6956. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6957. pet_catch_process1(sd, dstmd->mob_id);
  6958. }
  6959. break;
  6960. case CR_PROVIDENCE:
  6961. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6962. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6963. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6964. map_freeblock_unlock();
  6965. return 1;
  6966. }
  6967. }
  6968. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6969. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6970. break;
  6971. case CG_MARIONETTE:
  6972. {
  6973. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->getSCE(SC_CURSE) || tsc->getSCE(SC_QUAGMIRE))) )
  6974. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6975. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6976. map_freeblock_unlock();
  6977. return 1;
  6978. }
  6979. if( sc && tsc )
  6980. {
  6981. if( !sc->getSCE(SC_MARIONETTE) && !tsc->getSCE(SC_MARIONETTE2) )
  6982. {
  6983. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6984. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6985. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6986. }
  6987. else
  6988. if( sc->getSCE(SC_MARIONETTE ) && sc->getSCE(SC_MARIONETTE )->val1 == bl->id &&
  6989. tsc->getSCE(SC_MARIONETTE2) && tsc->getSCE(SC_MARIONETTE2)->val1 == src->id )
  6990. {
  6991. status_change_end(src, SC_MARIONETTE);
  6992. status_change_end(bl, SC_MARIONETTE2);
  6993. }
  6994. else
  6995. {
  6996. if( sd )
  6997. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6998. map_freeblock_unlock();
  6999. return 1;
  7000. }
  7001. }
  7002. }
  7003. break;
  7004. case RG_CLOSECONFINE:
  7005. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7006. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  7007. break;
  7008. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  7009. case SA_FROSTWEAPON:
  7010. case SA_LIGHTNINGLOADER:
  7011. case SA_SEISMICWEAPON:
  7012. if (dstsd && dstsd->status.weapon == W_FIST) {
  7013. if (sd)
  7014. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7015. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7016. break;
  7017. }
  7018. #ifdef RENEWAL
  7019. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7020. #else
  7021. // 100% success rate at lv4 & 5, but lasts longer at lv5
  7022. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  7023. if (dstsd){
  7024. short index = dstsd->equip_index[EQI_HAND_R];
  7025. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7026. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  7027. }
  7028. if (sd)
  7029. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7030. }
  7031. #endif
  7032. break;
  7033. case PR_ASPERSIO:
  7034. if (sd && dstmd) {
  7035. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7036. break;
  7037. }
  7038. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7039. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7040. break;
  7041. case ITEM_ENCHANTARMS:
  7042. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  7043. break;
  7044. case TK_SEVENWIND:
  7045. switch(skill_get_ele(skill_id,skill_lv)) {
  7046. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  7047. case ELE_WIND : type = SC_WINDWEAPON; break;
  7048. case ELE_WATER : type = SC_WATERWEAPON; break;
  7049. case ELE_FIRE : type = SC_FIREWEAPON; break;
  7050. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  7051. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  7052. case ELE_HOLY : type = SC_ASPERSIO; break;
  7053. }
  7054. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7055. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7056. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7057. break;
  7058. case NPC_MOVE_COORDINATE:
  7059. {
  7060. int16 px = bl->x, py = bl->y;
  7061. if (!skill_check_unit_movepos(0, bl, src->x, src->y, 1, 1)) {
  7062. return 0;
  7063. }
  7064. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7065. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7066. clif_blown(bl);
  7067. // If caster is not a boss, switch coordinates with the target
  7068. if (status_get_class_(src) != CLASS_BOSS) {
  7069. if (!skill_check_unit_movepos(0, src, px, py, 1, 1)) {
  7070. return 0;
  7071. }
  7072. clif_blown(src);
  7073. }
  7074. }
  7075. break;
  7076. case NPC_IMMUNE_PROPERTY:
  7077. switch (skill_lv) {
  7078. case 1: type = SC_IMMUNE_PROPERTY_NOTHING; break;
  7079. case 2: type = SC_IMMUNE_PROPERTY_WATER; break;
  7080. case 3: type = SC_IMMUNE_PROPERTY_GROUND; break;
  7081. case 4: type = SC_IMMUNE_PROPERTY_FIRE; break;
  7082. case 5: type = SC_IMMUNE_PROPERTY_WIND; break;
  7083. case 6: type = SC_IMMUNE_PROPERTY_DARKNESS; break;
  7084. case 7: type = SC_IMMUNE_PROPERTY_SAINT; break;
  7085. case 8: type = SC_IMMUNE_PROPERTY_POISON; break;
  7086. case 9: type = SC_IMMUNE_PROPERTY_TELEKINESIS; break;
  7087. case 10: type = SC_IMMUNE_PROPERTY_UNDEAD; break;
  7088. }
  7089. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7090. break;
  7091. case PR_KYRIE:
  7092. case MER_KYRIE:
  7093. case SU_TUNAPARTY:
  7094. case SU_GROOMING:
  7095. case SU_CHATTERING:
  7096. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7097. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7098. break;
  7099. //Passive Magnum, should had been casted on yourself.
  7100. case SM_MAGNUM:
  7101. case MS_MAGNUM:
  7102. skill_area_temp[1] = 0;
  7103. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  7104. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  7105. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  7106. // Initiate 20% of your damage becomes fire element.
  7107. #ifdef RENEWAL
  7108. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7109. #else
  7110. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  7111. #endif
  7112. break;
  7113. case MH_BLAZING_AND_FURIOUS:
  7114. case TK_JUMPKICK:
  7115. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  7116. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  7117. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  7118. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  7119. clif_blown(src);
  7120. }
  7121. } else
  7122. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  7123. break;
  7124. case PR_BENEDICTIO:
  7125. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  7126. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7127. break;
  7128. case AL_INCAGI:
  7129. case AL_BLESSING:
  7130. case MER_INCAGI:
  7131. case MER_BLESSING:
  7132. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7133. if (dstsd != nullptr && tsc && tsc->getSCE(SC_CHANGEUNDEAD)) {
  7134. if (tstatus->hp > 1)
  7135. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  7136. break;
  7137. }
  7138. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7139. break;
  7140. case CR_REFLECTSHIELD:
  7141. case MS_REFLECTSHIELD:
  7142. if (tsc && tsc->getSCE(SC_DARKCROW)) { // SC_DARKCROW prevents using reflecting skills
  7143. if (sd)
  7144. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7145. break;
  7146. }
  7147. [[fallthrough]];
  7148. case PR_SLOWPOISON:
  7149. case PR_LEXAETERNA:
  7150. #ifndef RENEWAL
  7151. case PR_IMPOSITIO:
  7152. case PR_SUFFRAGIUM:
  7153. #endif
  7154. case LK_BERSERK:
  7155. case MS_BERSERK:
  7156. case KN_TWOHANDQUICKEN:
  7157. case KN_ONEHAND:
  7158. case MER_QUICKEN:
  7159. case CR_SPEARQUICKEN:
  7160. case AS_POISONREACT:
  7161. #ifndef RENEWAL
  7162. case MC_LOUD:
  7163. #endif
  7164. case MG_ENERGYCOAT:
  7165. case MO_EXPLOSIONSPIRITS:
  7166. case MO_STEELBODY:
  7167. case MO_BLADESTOP:
  7168. case LK_AURABLADE:
  7169. case LK_PARRYING:
  7170. case MS_PARRYING:
  7171. case LK_CONCENTRATION:
  7172. #ifdef RENEWAL
  7173. case HP_BASILICA:
  7174. #endif
  7175. case WS_CARTBOOST:
  7176. case SN_SIGHT:
  7177. case WS_MELTDOWN:
  7178. case WS_OVERTHRUSTMAX:
  7179. case ST_REJECTSWORD:
  7180. case HW_MAGICPOWER:
  7181. case PF_MEMORIZE:
  7182. case PA_SACRIFICE:
  7183. #ifndef RENEWAL
  7184. case ASC_EDP:
  7185. #endif
  7186. case PF_DOUBLECASTING:
  7187. case SG_SUN_COMFORT:
  7188. case SG_MOON_COMFORT:
  7189. case SG_STAR_COMFORT:
  7190. case GS_MADNESSCANCEL:
  7191. case GS_ADJUSTMENT:
  7192. case GS_INCREASING:
  7193. #ifdef RENEWAL
  7194. case GS_MAGICALBULLET:
  7195. #endif
  7196. case NJ_KASUMIKIRI:
  7197. case NJ_UTSUSEMI:
  7198. case NJ_NEN:
  7199. case NPC_DEFENDER:
  7200. case NPC_MAGICMIRROR:
  7201. case ST_PRESERVE:
  7202. case NPC_KEEPING:
  7203. case NPC_WEAPONBRAKER:
  7204. case NPC_BARRIER:
  7205. case NPC_INVINCIBLE:
  7206. case NPC_INVINCIBLEOFF:
  7207. case MER_INVINCIBLEOFF2:
  7208. case RK_DEATHBOUND:
  7209. case AB_EXPIATIO:
  7210. case AB_DUPLELIGHT:
  7211. case AB_SECRAMENT:
  7212. case AB_OFFERTORIUM:
  7213. case NC_ACCELERATION:
  7214. case NC_HOVERING:
  7215. case NC_SHAPESHIFT:
  7216. case WL_MARSHOFABYSS:
  7217. case WL_RECOGNIZEDSPELL:
  7218. case GC_VENOMIMPRESS:
  7219. case SC_DEADLYINFECT:
  7220. case LG_EXEEDBREAK:
  7221. case LG_PRESTIGE:
  7222. case LG_INSPIRATION:
  7223. case SR_CRESCENTELBOW:
  7224. case SR_LIGHTNINGWALK:
  7225. case GN_CARTBOOST:
  7226. case GN_BLOOD_SUCKER:
  7227. case GN_HELLS_PLANT:
  7228. case KO_MEIKYOUSISUI:
  7229. case ALL_ODINS_POWER:
  7230. case ALL_FULL_THROTTLE:
  7231. case RA_UNLIMIT:
  7232. case WL_TELEKINESIS_INTENSE:
  7233. case RL_HEAT_BARREL:
  7234. case RL_P_ALTER:
  7235. case RL_E_CHAIN:
  7236. case SU_FRESHSHRIMP:
  7237. case SU_ARCLOUSEDASH:
  7238. case NPC_MAXPAIN:
  7239. case NPC_KILLING_AURA:
  7240. case SP_SOULREAPER:
  7241. case SJ_LIGHTOFMOON:
  7242. case SJ_LIGHTOFSTAR:
  7243. case SJ_FALLINGSTAR:
  7244. case SJ_LIGHTOFSUN:
  7245. case SJ_BOOKOFDIMENSION:
  7246. case NPC_HALLUCINATIONWALK:
  7247. case DK_CHARGINGPIERCE:
  7248. case DK_VIGOR:
  7249. case AG_CLIMAX:
  7250. case IQ_POWERFUL_FAITH:
  7251. case IQ_FIRM_FAITH:
  7252. case IQ_SINCERE_FAITH:
  7253. case IQ_FIRST_FAITH_POWER:
  7254. case IQ_JUDGE:
  7255. case IQ_THIRD_EXOR_FLAME:
  7256. case IG_REBOUND_SHIELD:
  7257. case IG_HOLY_SHIELD:
  7258. case CD_ARGUTUS_VITA:
  7259. case CD_ARGUTUS_TELUM:
  7260. case CD_PRESENS_ACIES:
  7261. case CD_RELIGIO:
  7262. case CD_BENEDICTUM:
  7263. case SHC_SHADOW_EXCEED:
  7264. case SHC_POTENT_VENOM:
  7265. case SHC_ENCHANTING_SHADOW:
  7266. case MT_D_MACHINE:
  7267. case ABC_ABYSS_SLAYER:
  7268. case WH_WIND_SIGN:
  7269. case WH_CALAMITYGALE:
  7270. case BO_RESEARCHREPORT:
  7271. case TR_MYSTIC_SYMPHONY:
  7272. case TR_KVASIR_SONATA:
  7273. case EM_SPELL_ENCHANTING:
  7274. case NPC_DAMAGE_HEAL:
  7275. case NPC_RELIEVE_ON:
  7276. case NPC_RELIEVE_OFF:
  7277. case HN_BREAKINGLIMIT:
  7278. case HN_RULEBREAK:
  7279. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7280. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7281. break;
  7282. case NPC_GRADUAL_GRAVITY:
  7283. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7284. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7285. break;
  7286. case NPC_ALL_STAT_DOWN:
  7287. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7288. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7289. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7290. break;
  7291. #ifdef RENEWAL
  7292. // EDP also give +25% WATK poison pseudo element to user.
  7293. case ASC_EDP:
  7294. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7295. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7296. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,5,25,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7297. break;
  7298. #endif
  7299. case LG_SHIELDSPELL:
  7300. if (skill_lv == 1)
  7301. type = SC_SHIELDSPELL_HP;
  7302. else if (skill_lv == 2)
  7303. type = SC_SHIELDSPELL_SP;
  7304. else
  7305. type = SC_SHIELDSPELL_ATK;
  7306. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7307. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7308. break;
  7309. case DK_SERVANTWEAPON:
  7310. case ABC_FROM_THE_ABYSS:
  7311. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7312. break;
  7313. case TR_SOUNDBLEND:
  7314. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  7315. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7316. break;
  7317. case AG_VIOLENT_QUAKE:
  7318. case AG_ALL_BLOOM:
  7319. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7320. break;
  7321. case AG_DESTRUCTIVE_HURRICANE:
  7322. case AG_CRYSTAL_IMPACT:
  7323. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7324. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7325. } else {
  7326. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7327. if (sc && sc->getSCE(SC_CLIMAX))
  7328. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  7329. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7330. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7331. splash_size = 9; // 19x19
  7332. else if(skill_id == AG_CRYSTAL_IMPACT)
  7333. splash_size = 7; // 15x15
  7334. }
  7335. skill_area_temp[1] = 0;
  7336. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7337. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7338. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7339. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7340. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALLY|SD_SPLASH|1, skill_castend_nodamage_id);
  7341. else {
  7342. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7343. clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1);
  7344. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  7345. }
  7346. }
  7347. break;
  7348. case CD_MEDIALE_VOTUM:
  7349. case CD_DILECTIO_HEAL:
  7350. if (flag & 1) {
  7351. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7352. int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7353. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  7354. status_heal(bl, heal_amount, 0, 0);
  7355. } else if (sd)
  7356. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 3, skill_castend_nodamage_id);
  7357. } else {
  7358. if (skill_id == CD_MEDIALE_VOTUM)
  7359. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7360. else { // Dilectio Heal
  7361. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only.
  7362. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7363. }
  7364. }
  7365. break;
  7366. case CD_COMPETENTIA:
  7367. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7368. int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7369. int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7370. clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 );
  7371. status_heal(bl, hp_amount, 0, 0);
  7372. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 );
  7373. status_heal(bl, 0, sp_amount, 0);
  7374. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7375. } else if (sd)
  7376. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7377. break;
  7378. case BO_ADVANCE_PROTECTION:
  7379. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7380. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7381. map_freeblock_unlock(); // Don't consume item requirements
  7382. return 0;
  7383. }
  7384. clif_skill_nodamage( src, bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7385. break;
  7386. case EM_ACTIVITY_BURN:
  7387. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7388. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7389. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7390. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7391. } else
  7392. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7393. break;
  7394. case EM_INCREASING_ACTIVITY:
  7395. if (bl->type == BL_PC) {
  7396. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7397. status_heal(bl, 0, 0, 10 * skill_lv, 0);
  7398. } else
  7399. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7400. break;
  7401. case SJ_GRAVITYCONTROL: {
  7402. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7403. if (bl->type == BL_PC)
  7404. fall_damage += dstsd->weight / 10 - tstatus->def;
  7405. else // Monster's don't have weight. Put something in its place.
  7406. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7407. fall_damage = max(1, fall_damage);
  7408. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  7409. }
  7410. break;
  7411. case NPC_HALLUCINATION:
  7412. case NPC_HELLPOWER:
  7413. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7414. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7415. break;
  7416. case KN_AUTOCOUNTER:
  7417. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7418. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7419. break;
  7420. case SO_STRIKING:
  7421. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7422. int bonus = 0;
  7423. if (dstsd) {
  7424. short index = dstsd->equip_index[EQI_HAND_R];
  7425. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7426. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7427. }
  7428. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  7429. } else if (sd)
  7430. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  7431. break;
  7432. case NPC_STOP:
  7433. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7434. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7435. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7436. break;
  7437. case HP_ASSUMPTIO:
  7438. if( sd && dstmd )
  7439. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7440. else
  7441. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7442. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7443. break;
  7444. case MG_SIGHT:
  7445. case MER_SIGHT:
  7446. case AL_RUWACH:
  7447. case WZ_SIGHTBLASTER:
  7448. case NPC_WIDESIGHT:
  7449. case NPC_STONESKIN:
  7450. case NPC_ANTIMAGIC:
  7451. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7452. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7453. break;
  7454. case HLIF_AVOID:
  7455. case HAMI_DEFENCE:
  7456. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  7457. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  7458. break;
  7459. case NJ_BUNSINJYUTSU:
  7460. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7461. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7462. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7463. status_change_end(bl, SC_NEN);
  7464. break;
  7465. /* Was modified to only affect targetted char. [Skotlex]
  7466. case HP_ASSUMPTIO:
  7467. if (flag&1)
  7468. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7469. else
  7470. {
  7471. map_foreachinallrange(skill_area_sub, bl,
  7472. skill_get_splash(skill_id, skill_lv), BL_PC,
  7473. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7474. skill_castend_nodamage_id);
  7475. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7476. }
  7477. break;
  7478. */
  7479. case SM_ENDURE:
  7480. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7481. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7482. break;
  7483. case AS_ENCHANTPOISON:
  7484. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7485. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  7486. }else{
  7487. clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 );
  7488. if( sd != nullptr ){
  7489. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  7490. }
  7491. }
  7492. break;
  7493. case LK_TENSIONRELAX:
  7494. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7495. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7496. skill_get_time(skill_id,skill_lv)));
  7497. break;
  7498. case MC_CHANGECART:
  7499. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7500. break;
  7501. case MC_CARTDECORATE:
  7502. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7503. if( sd ) {
  7504. clif_SelectCart(sd);
  7505. }
  7506. break;
  7507. case TK_MISSION:
  7508. if (sd) {
  7509. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7510. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7511. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7512. break;
  7513. }
  7514. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7515. if (!id) {
  7516. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7517. break;
  7518. }
  7519. sd->mission_mobid = id;
  7520. sd->mission_count = 0;
  7521. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7522. clif_mission_info(sd, id, 0);
  7523. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7524. }
  7525. break;
  7526. case AC_CONCENTRATION:
  7527. {
  7528. int splash = skill_get_splash(skill_id, skill_lv);
  7529. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7530. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7531. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7532. map_foreachinallrange( status_change_timer_sub, src,
  7533. splash, BL_CHAR, src, NULL, type, tick);
  7534. }
  7535. break;
  7536. case SM_PROVOKE:
  7537. case SM_SELFPROVOKE:
  7538. case MER_PROVOKE:
  7539. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7540. map_freeblock_unlock();
  7541. return 1;
  7542. }
  7543. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7544. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  7545. {
  7546. if( sd )
  7547. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7548. map_freeblock_unlock();
  7549. return 0;
  7550. }
  7551. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  7552. unit_skillcastcancel(bl, 2);
  7553. if( dstmd )
  7554. {
  7555. dstmd->state.provoke_flag = src->id;
  7556. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7557. }
  7558. break;
  7559. case ML_DEVOTION:
  7560. case CR_DEVOTION:
  7561. {
  7562. int count, lv;
  7563. if( !dstsd || (!sd && !mer) )
  7564. { // Only players can be devoted
  7565. if( sd )
  7566. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7567. break;
  7568. }
  7569. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7570. lv = -lv;
  7571. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7572. (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val1 != src->id) || // Cannot Devote a player devoted from another source
  7573. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7574. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7575. (dstsd->sc.getSCE(SC_HELLPOWER))) // Players affected by SC_HELLPOWER cannot be devoted.
  7576. {
  7577. if( sd )
  7578. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7579. map_freeblock_unlock();
  7580. return 1;
  7581. }
  7582. i = 0;
  7583. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7584. if( sd )
  7585. { // Player Devoting Player
  7586. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7587. if( i == count )
  7588. {
  7589. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7590. if( i == count )
  7591. { // No free slots, skill Fail
  7592. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7593. map_freeblock_unlock();
  7594. return 1;
  7595. }
  7596. }
  7597. sd->devotion[i] = bl->id;
  7598. }
  7599. else
  7600. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7601. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7602. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  7603. clif_devotion(src, NULL);
  7604. }
  7605. break;
  7606. case SP_SOULUNITY: {
  7607. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7608. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7609. if (!dstsd || !sd) { // Only put player's souls in unity.
  7610. if (sd)
  7611. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7612. break;
  7613. }
  7614. if (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val2 != src->id) { // Fail if a player is in unity with another source.
  7615. if (sd)
  7616. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7617. map_freeblock_unlock();
  7618. return 1;
  7619. }
  7620. if (sd) { // Unite player's soul with caster's soul.
  7621. i = 0;
  7622. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7623. if (i == count) {
  7624. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7625. if(i == count) { // No more free slots? Fail the skill.
  7626. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7627. map_freeblock_unlock();
  7628. return 1;
  7629. }
  7630. }
  7631. sd->united_soul[i] = bl->id;
  7632. }
  7633. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  7634. } else if (sd)
  7635. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7636. }
  7637. break;
  7638. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7639. // Only players and monsters can be marked....I think??? [Rytech]
  7640. // Lets only allow players and monsters to use this skill for safety reasons.
  7641. if ((!dstsd && !dstmd) || !sd && !md) {
  7642. if (sd)
  7643. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7644. break;
  7645. }
  7646. // Check if the target is already marked by another source.
  7647. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val1 != src->id) {
  7648. if (sd)
  7649. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7650. map_freeblock_unlock();
  7651. return 1;
  7652. }
  7653. // Mark the target.
  7654. if( sd ){
  7655. int8 count = MAX_SERVANT_SIGN;
  7656. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7657. if (i == count) {
  7658. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7659. if (i == count) { // Max number of targets marked. Fail the skill.
  7660. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7661. map_freeblock_unlock();
  7662. return 1;
  7663. }
  7664. // Add the ID of the marked target to the player's sign list.
  7665. sd->servant_sign[i] = bl->id;
  7666. }
  7667. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7668. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7669. } else if (md) // Monster's cant track with this skill. Just give the status.
  7670. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, 0, 0, skill_lv, 0, skill_get_time(skill_id, skill_lv)));
  7671. break;
  7672. case MO_CALLSPIRITS:
  7673. if(sd) {
  7674. int limit = skill_lv;
  7675. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7676. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7677. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7678. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7679. }
  7680. break;
  7681. case CH_SOULCOLLECT:
  7682. if(sd) {
  7683. int limit = 5;
  7684. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7685. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7686. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7687. for (i = 0; i < limit; i++)
  7688. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7689. }
  7690. break;
  7691. case MO_KITRANSLATION:
  7692. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7693. //Require will define how many spiritballs will be transferred
  7694. struct s_skill_condition require;
  7695. require = skill_get_requirement(sd,skill_id,skill_lv);
  7696. pc_delspiritball(sd,require.spiritball,0);
  7697. for (i = 0; i < require.spiritball; i++)
  7698. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7699. } else {
  7700. if(sd)
  7701. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7702. map_freeblock_unlock();
  7703. return 0;
  7704. }
  7705. break;
  7706. case TK_TURNKICK:
  7707. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7708. if (skill_area_temp[1] != bl->id) {
  7709. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7710. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7711. }
  7712. break;
  7713. case MO_ABSORBSPIRITS:
  7714. i = 0;
  7715. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  7716. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  7717. if (dstsd->spiritball > 0) {
  7718. i = dstsd->spiritball * 7;
  7719. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7720. }
  7721. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7722. i += dstsd->spiritcharm * 7;
  7723. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7724. }
  7725. } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  7726. i = 2 * dstmd->level;
  7727. mob_target(dstmd,src,0);
  7728. } else {
  7729. if (sd)
  7730. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7731. break;
  7732. }
  7733. if (i) status_heal(src, 0, i, 3);
  7734. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  7735. break;
  7736. case AC_MAKINGARROW:
  7737. if(sd) {
  7738. clif_arrow_create_list(sd);
  7739. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7740. }
  7741. break;
  7742. case AM_PHARMACY:
  7743. if(sd) {
  7744. clif_skill_produce_mix_list(sd,skill_id,22);
  7745. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7746. }
  7747. break;
  7748. case SA_CREATECON:
  7749. if(sd) {
  7750. clif_elementalconverter_list(sd);
  7751. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7752. }
  7753. break;
  7754. case BS_HAMMERFALL:
  7755. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7756. break;
  7757. case RG_RAID:
  7758. skill_area_temp[1] = 0;
  7759. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7760. map_foreachinrange(skill_area_sub, bl,
  7761. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7762. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7763. skill_castend_damage_id);
  7764. status_change_end(src, SC_HIDING);
  7765. break;
  7766. //List of self skills that give damage around caster
  7767. case ASC_METEORASSAULT:
  7768. case GS_SPREADATTACK:
  7769. case RK_WINDCUTTER:
  7770. case RK_STORMBLAST:
  7771. case NC_AXETORNADO:
  7772. case GC_COUNTERSLASH:
  7773. case SR_SKYNETBLOW:
  7774. case SR_RAMPAGEBLASTER:
  7775. case SR_HOWLINGOFLION:
  7776. case LG_CANNONSPEAR:
  7777. case LG_OVERBRAND:
  7778. case NPC_RAYOFGENESIS:
  7779. case LG_RAYOFGENESIS:
  7780. case MH_THE_ONE_FIGHTER_RISES:
  7781. case MH_HEILIGE_PFERD:
  7782. case KO_HAPPOKUNAI:
  7783. case RL_FIREDANCE:
  7784. case RL_R_TRIP:
  7785. case SJ_FULLMOONKICK:
  7786. case SJ_NEWMOONKICK:
  7787. case SJ_SOLARBURST:
  7788. case SJ_STAREMPEROR:
  7789. case SJ_FALLINGSTAR_ATK:
  7790. case DK_SERVANT_W_DEMOL:
  7791. case AG_FROZEN_SLASH:
  7792. case IQ_OLEUM_SANCTUM:
  7793. case IQ_MASSIVE_F_BLASTER:
  7794. case IQ_EXPOSION_BLASTER:
  7795. case SHC_IMPACT_CRATER:
  7796. case MT_AXE_STOMP:
  7797. case MT_MIGHTY_SMASH:
  7798. case ABC_ABYSS_DAGGER:
  7799. case BO_EXPLOSIVE_POWDER:
  7800. {
  7801. int starget = BL_CHAR|BL_SKILL;
  7802. if (skill_id == SR_HOWLINGOFLION)
  7803. starget = splash_target(src);
  7804. if (skill_id == SJ_NEWMOONKICK) {
  7805. if (tsce) {
  7806. status_change_end(bl, type);
  7807. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7808. break;
  7809. } else
  7810. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7811. }
  7812. if (skill_id == SJ_STAREMPEROR && sc && sc->getSCE(SC_DIMENSION)) {
  7813. if (sd) {
  7814. // Remove old shields if any exist.
  7815. pc_delspiritball(sd, sd->spiritball, 0);
  7816. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7817. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7818. }
  7819. status_change_end(src, SC_DIMENSION);
  7820. }
  7821. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7822. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7823. if (skill_id == MH_THE_ONE_FIGHTER_RISES) {
  7824. hom_addspiritball(hd, MAX_SPIRITBALL);
  7825. }
  7826. skill_area_temp[1] = 0;
  7827. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7828. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  7829. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7830. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  7831. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7832. }
  7833. break;
  7834. case SHC_DANCING_KNIFE:
  7835. if (flag & 1) {
  7836. skill_area_temp[1] = 0;
  7837. // Note: doesn't force player to stand before attacking
  7838. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7839. } else {
  7840. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7841. }
  7842. break;
  7843. case MT_A_MACHINE:
  7844. if (flag & 1) {
  7845. skill_area_temp[1] = 0;
  7846. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  7847. pc_setstand(sd, true);
  7848. skill_sit(sd, false);
  7849. }
  7850. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7851. } else {
  7852. if (dstsd) {
  7853. int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  7854. if (lv > battle_config.attack_machine_level_difference) {
  7855. if (sd)
  7856. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7857. map_freeblock_unlock();
  7858. return 0;
  7859. }
  7860. }
  7861. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7862. }
  7863. break;
  7864. case EM_ELEMENTAL_BUSTER: {
  7865. if (sd == nullptr)
  7866. break;
  7867. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  7868. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7869. map_freeblock_unlock();
  7870. return 0;
  7871. }
  7872. uint16 buster_element;
  7873. switch (sd->ed->elemental.class_) {
  7874. case ELEMENTALID_ARDOR:
  7875. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  7876. break;
  7877. case ELEMENTALID_DILUVIO:
  7878. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  7879. break;
  7880. case ELEMENTALID_PROCELLA:
  7881. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  7882. break;
  7883. case ELEMENTALID_TERREMOTUS:
  7884. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  7885. break;
  7886. case ELEMENTALID_SERPENS:
  7887. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  7888. break;
  7889. }
  7890. skill_area_temp[1] = 0;
  7891. clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element.
  7892. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear.
  7893. map_foreachinrange(skill_area_sub, bl, 6, BL_CHAR | BL_SKILL, src, buster_element, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH | 1, skill_castend_damage_id);
  7894. }
  7895. break;
  7896. case NPC_IGNITIONBREAK:
  7897. case RK_IGNITIONBREAK:
  7898. skill_area_temp[1] = 0;
  7899. #if PACKETVER >= 20180207
  7900. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7901. #else
  7902. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7903. #endif
  7904. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7905. break;
  7906. case SR_TIGERCANNON:
  7907. case SR_WINDMILL:
  7908. case GN_CART_TORNADO:
  7909. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7910. [[fallthrough]];
  7911. case SR_EARTHSHAKER:
  7912. case NC_INFRAREDSCAN:
  7913. case NPC_VAMPIRE_GIFT:
  7914. case NPC_HELLJUDGEMENT:
  7915. case NPC_HELLJUDGEMENT2:
  7916. case NPC_PULSESTRIKE:
  7917. case LG_MOONSLASHER:
  7918. case NPC_WIDECRITICALWOUND:
  7919. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7920. break;
  7921. #ifdef RENEWAL
  7922. case KN_BRANDISHSPEAR:
  7923. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7924. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  7925. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7926. skill_castend_damage_id);
  7927. break;
  7928. #else
  7929. case KN_BRANDISHSPEAR:
  7930. #endif
  7931. case ML_BRANDISH:
  7932. skill_area_temp[1] = bl->id;
  7933. if(skill_lv >= 10)
  7934. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7935. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  7936. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  7937. skill_castend_damage_id);
  7938. if(skill_lv >= 7)
  7939. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7940. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  7941. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  7942. skill_castend_damage_id);
  7943. if(skill_lv >= 4)
  7944. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7945. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  7946. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  7947. skill_castend_damage_id);
  7948. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7949. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  7950. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7951. skill_castend_damage_id);
  7952. break;
  7953. case WZ_SIGHTRASHER:
  7954. //Passive side of the attack.
  7955. status_change_end(src, SC_SIGHT);
  7956. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7957. map_foreachinshootrange(skill_area_sub,src,
  7958. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  7959. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  7960. skill_castend_damage_id);
  7961. break;
  7962. case WZ_FROSTNOVA:
  7963. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7964. skill_area_temp[1] = 0;
  7965. map_foreachinshootrange(skill_attack_area, src,
  7966. skill_get_splash(skill_id, skill_lv), splash_target(src),
  7967. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  7968. break;
  7969. case HVAN_EXPLOSION: //[orn]
  7970. case NPC_SELFDESTRUCTION:
  7971. //Self Destruction hits everyone in range (allies+enemies)
  7972. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  7973. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  7974. BCT_ENEMY:BCT_ALL;
  7975. clif_skill_nodamage(src, src, skill_id, -1, 1);
  7976. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  7977. map_foreachinshootrange(skill_area_sub, bl,
  7978. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7979. src, skill_id, skill_lv, tick, flag|i,
  7980. skill_castend_damage_id);
  7981. if(map_addblock(src)) {
  7982. map_freeblock_unlock();
  7983. return 1;
  7984. }
  7985. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  7986. if(skill_id == HVAN_EXPLOSION && src->type == BL_HOM) {
  7987. struct homun_data *hd = (struct homun_data *)src;
  7988. if (hd != nullptr) {
  7989. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  7990. if (hd->master)
  7991. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  7992. }
  7993. }
  7994. break;
  7995. case AL_ANGELUS:
  7996. #ifdef RENEWAL
  7997. case PR_SUFFRAGIUM:
  7998. case PR_IMPOSITIO:
  7999. #endif
  8000. case PR_MAGNIFICAT:
  8001. case PR_GLORIA:
  8002. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  8003. // Animations don't play when outside visible range
  8004. if (check_distance_bl(src, bl, AREA_SIZE))
  8005. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  8006. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8007. }
  8008. else if (sd)
  8009. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  8010. break;
  8011. #ifdef RENEWAL
  8012. case MC_LOUD:
  8013. #endif
  8014. case SN_WINDWALK:
  8015. case CASH_BLESSING:
  8016. case CASH_INCAGI:
  8017. case CASH_ASSUMPTIO:
  8018. case WM_FRIGG_SONG:
  8019. case NV_HELPANGEL:
  8020. case IG_GUARDIAN_SHIELD:
  8021. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  8022. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  8023. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8024. else if (sd)
  8025. {
  8026. if (skill_id == IG_ULTIMATE_SACRIFICE)
  8027. status_set_hp(src, 1, 0);
  8028. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8029. }
  8030. break;
  8031. case MER_MAGNIFICAT:
  8032. if( mer != NULL )
  8033. {
  8034. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8035. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  8036. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8037. else if( mer->master && !(flag&1) )
  8038. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8039. }
  8040. break;
  8041. case BS_ADRENALINE:
  8042. case BS_ADRENALINE2:
  8043. case BS_WEAPONPERFECT:
  8044. case BS_OVERTHRUST:
  8045. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  8046. int weapontype = skill_get_weapontype(skill_id);
  8047. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  8048. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8049. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  8050. }
  8051. } else if (sd) {
  8052. party_foreachsamemap(skill_area_sub,
  8053. sd,skill_get_splash(skill_id, skill_lv),
  8054. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  8055. skill_castend_nodamage_id);
  8056. }
  8057. break;
  8058. case BS_MAXIMIZE:
  8059. case NV_TRICKDEAD:
  8060. case CR_DEFENDER:
  8061. case ML_DEFENDER:
  8062. case CR_AUTOGUARD:
  8063. case ML_AUTOGUARD:
  8064. case TK_READYSTORM:
  8065. case TK_READYDOWN:
  8066. case TK_READYTURN:
  8067. case TK_READYCOUNTER:
  8068. case TK_DODGE:
  8069. case CR_SHRINK:
  8070. case SG_FUSION:
  8071. case GS_GATLINGFEVER:
  8072. case SJ_LUNARSTANCE:
  8073. case SJ_STARSTANCE:
  8074. case SJ_UNIVERSESTANCE:
  8075. case SJ_SUNSTANCE:
  8076. case SP_SOULCOLLECT:
  8077. case IG_GUARD_STANCE:
  8078. case IG_ATTACK_STANCE:
  8079. if( tsce )
  8080. {
  8081. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  8082. map_freeblock_unlock();
  8083. return 0;
  8084. }
  8085. if( skill_id == SP_SOULCOLLECT ){
  8086. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), skill_get_time(skill_id, skill_lv)));
  8087. }else{
  8088. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8089. }
  8090. break;
  8091. case SL_KAITE:
  8092. case SL_KAAHI:
  8093. case SL_KAIZEL:
  8094. case SL_KAUPE:
  8095. case SP_KAUTE:
  8096. if (sd) {
  8097. if (!dstsd || !(
  8098. (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SOULLINKER) ||
  8099. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  8100. dstsd->status.char_id == sd->status.char_id ||
  8101. dstsd->status.char_id == sd->status.partner_id ||
  8102. dstsd->status.char_id == sd->status.child ||
  8103. (skill_id == SP_KAUTE && dstsd->sc.getSCE(SC_SOULUNITY))
  8104. )) {
  8105. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  8106. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8107. break;
  8108. }
  8109. }
  8110. if (skill_id == SP_KAUTE) {
  8111. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  8112. if (sd)
  8113. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  8114. break;
  8115. }
  8116. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8117. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  8118. } else
  8119. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8120. break;
  8121. case SM_AUTOBERSERK:
  8122. case MER_AUTOBERSERK:
  8123. if( tsce )
  8124. i = status_change_end(bl, type);
  8125. else
  8126. i = sc_start(src,bl,type,100,skill_lv,60000);
  8127. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8128. break;
  8129. case TF_HIDING:
  8130. case ST_CHASEWALK:
  8131. case KO_YAMIKUMO:
  8132. if (tsce)
  8133. {
  8134. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  8135. map_freeblock_unlock();
  8136. return 0;
  8137. }
  8138. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8139. break;
  8140. case TK_RUN:
  8141. if (tsce)
  8142. {
  8143. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  8144. map_freeblock_unlock();
  8145. return 0;
  8146. }
  8147. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8148. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  8149. clif_walkok(sd); // So aegis has to resend the walk ok.
  8150. break;
  8151. case AS_CLOAKING:
  8152. case GC_CLOAKINGEXCEED:
  8153. case LG_FORCEOFVANGUARD:
  8154. case SC_REPRODUCE:
  8155. case SC_INVISIBILITY:
  8156. case RA_CAMOUFLAGE:
  8157. if (tsce) {
  8158. i = status_change_end(bl, type);
  8159. if( i )
  8160. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8161. else if( sd )
  8162. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8163. map_freeblock_unlock();
  8164. return 0;
  8165. }
  8166. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8167. if( i )
  8168. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8169. else if( sd )
  8170. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8171. break;
  8172. case CG_SPECIALSINGER:
  8173. if (tsc && tsc->getSCE(SC_ENSEMBLEFATIGUE)) {
  8174. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8175. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  8176. }
  8177. break;
  8178. case BD_ADAPTATION:
  8179. #ifdef RENEWAL
  8180. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8181. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8182. #else
  8183. if(tsc && tsc->getSCE(SC_DANCING)){
  8184. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8185. status_change_end(bl, SC_DANCING);
  8186. }
  8187. #endif
  8188. break;
  8189. case BA_FROSTJOKER:
  8190. case DC_SCREAM:
  8191. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8192. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  8193. if (md) {
  8194. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  8195. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  8196. char temp[70];
  8197. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  8198. clif_disp_overhead(&md->bl,temp);
  8199. }
  8200. break;
  8201. case BA_PANGVOICE:
  8202. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,70,7,skill_get_time(skill_id,skill_lv)));
  8203. #ifdef RENEWAL
  8204. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  8205. #endif
  8206. break;
  8207. case DC_WINKCHARM:
  8208. if( dstsd ) {
  8209. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv)));
  8210. #ifdef RENEWAL
  8211. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  8212. #endif
  8213. } else
  8214. if( dstmd )
  8215. {
  8216. if( status_get_lv(src) > status_get_lv(bl)
  8217. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  8218. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  8219. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,(status_get_lv(src) - status_get_lv(bl)) + 40, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  8220. else
  8221. {
  8222. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8223. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8224. }
  8225. }
  8226. break;
  8227. #ifdef RENEWAL
  8228. case BD_LULLABY:
  8229. case BD_RICHMANKIM:
  8230. case BD_ETERNALCHAOS:
  8231. case BD_DRUMBATTLEFIELD:
  8232. case BD_RINGNIBELUNGEN:
  8233. case BD_ROKISWEIL:
  8234. case BD_INTOABYSS:
  8235. case BD_SIEGFRIED:
  8236. case BA_DISSONANCE:
  8237. case BA_POEMBRAGI:
  8238. case BA_WHISTLE:
  8239. case BA_ASSASSINCROSS:
  8240. case BA_APPLEIDUN:
  8241. case DC_UGLYDANCE:
  8242. case DC_HUMMING:
  8243. case DC_DONTFORGETME:
  8244. case DC_FORTUNEKISS:
  8245. case DC_SERVICEFORYOU:
  8246. skill_castend_song(src, skill_id, skill_lv, tick);
  8247. break;
  8248. #endif
  8249. case TF_STEAL:
  8250. if(sd) {
  8251. if(pc_steal_item(sd,bl,skill_lv))
  8252. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8253. else
  8254. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  8255. }
  8256. break;
  8257. case RG_STEALCOIN:
  8258. if(sd) {
  8259. if(pc_steal_coin(sd,bl))
  8260. {
  8261. dstmd->state.provoke_flag = src->id;
  8262. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8263. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8264. }
  8265. else
  8266. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8267. }
  8268. break;
  8269. case MG_STONECURSE:
  8270. {
  8271. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  8272. if (sd)
  8273. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8274. break;
  8275. }
  8276. if(status_isimmune(bl) || !tsc)
  8277. break;
  8278. int32 brate = 0;
  8279. if (sd && sd->sc.getSCE(SC_PETROLOGY_OPTION))
  8280. brate = sd->sc.getSCE(SC_PETROLOGY_OPTION)->val3;
  8281. if (sc_start2(src, bl, type, (skill_lv * 4 + 20) + brate, skill_lv, src->id, skill_get_time2(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)))
  8282. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8283. else if(sd) {
  8284. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8285. // Level 6-10 doesn't consume a red gem if it fails [celest]
  8286. if (skill_lv > 5)
  8287. { // not to consume items
  8288. map_freeblock_unlock();
  8289. return 0;
  8290. }
  8291. }
  8292. }
  8293. break;
  8294. case NV_FIRSTAID:
  8295. clif_skill_nodamage(src,bl,skill_id,5,1);
  8296. status_heal(bl,5,0,0);
  8297. break;
  8298. case AL_CURE:
  8299. if(status_isimmune(bl)) {
  8300. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8301. break;
  8302. }
  8303. status_change_end(bl, SC_SILENCE);
  8304. status_change_end(bl, SC_BLIND);
  8305. status_change_end(bl, SC_CONFUSION);
  8306. status_change_end(bl, SC_BITESCAR);
  8307. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8308. break;
  8309. case TF_DETOXIFY:
  8310. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8311. status_change_end(bl, SC_POISON);
  8312. status_change_end(bl, SC_DPOISON);
  8313. break;
  8314. case PR_STRECOVERY:
  8315. if(status_isimmune(bl)) {
  8316. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8317. break;
  8318. }
  8319. if (tsc) {
  8320. status_change_end(bl, SC_FREEZE);
  8321. status_change_end(bl, SC_STONEWAIT);
  8322. status_change_end(bl, SC_STONE);
  8323. status_change_end(bl, SC_SLEEP);
  8324. status_change_end(bl, SC_STUN);
  8325. status_change_end(bl, SC_WHITEIMPRISON);
  8326. status_change_end(bl, SC_STASIS);
  8327. status_change_end(bl, SC_NETHERWORLD);
  8328. }
  8329. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  8330. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  8331. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8332. if(dstmd)
  8333. mob_unlocktarget(dstmd,tick);
  8334. break;
  8335. // Mercenary Supportive Skills
  8336. case MER_BENEDICTION:
  8337. status_change_end(bl, SC_CURSE);
  8338. status_change_end(bl, SC_BLIND);
  8339. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8340. break;
  8341. case MER_COMPRESS:
  8342. status_change_end(bl, SC_BLEEDING);
  8343. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8344. break;
  8345. case MER_MENTALCURE:
  8346. status_change_end(bl, SC_CONFUSION);
  8347. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8348. break;
  8349. case MER_RECUPERATE:
  8350. status_change_end(bl, SC_POISON);
  8351. status_change_end(bl, SC_DPOISON);
  8352. status_change_end(bl, SC_SILENCE);
  8353. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8354. break;
  8355. case MER_REGAIN:
  8356. status_change_end(bl, SC_SLEEP);
  8357. status_change_end(bl, SC_STUN);
  8358. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8359. break;
  8360. case MER_TENDER:
  8361. status_change_end(bl, SC_FREEZE);
  8362. status_change_end(bl, SC_STONE);
  8363. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8364. break;
  8365. case MER_SCAPEGOAT:
  8366. if( mer && mer->master )
  8367. {
  8368. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8369. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8370. }
  8371. break;
  8372. case MER_ESTIMATION:
  8373. if( !mer )
  8374. break;
  8375. sd = mer->master;
  8376. [[fallthrough]];
  8377. case WZ_ESTIMATION:
  8378. if( sd == NULL )
  8379. break;
  8380. if( dstsd )
  8381. { // Fail on Players
  8382. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8383. break;
  8384. }
  8385. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8386. clif_skill_estimation(sd, bl);
  8387. if( skill_id == MER_ESTIMATION )
  8388. sd = NULL;
  8389. break;
  8390. case BS_REPAIRWEAPON:
  8391. if(sd && dstsd)
  8392. clif_item_repair_list(sd,dstsd,skill_lv);
  8393. break;
  8394. case MC_IDENTIFY:
  8395. if(sd) {
  8396. clif_item_identify_list(sd);
  8397. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8398. map_freeblock_unlock();
  8399. return 1;
  8400. }
  8401. else { // consume sp only if succeeded
  8402. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8403. status_zap(src,0,req.sp);
  8404. }
  8405. }
  8406. break;
  8407. // Weapon Refining [Celest]
  8408. case WS_WEAPONREFINE:
  8409. if(sd)
  8410. clif_item_refine_list(sd);
  8411. break;
  8412. case MC_VENDING:
  8413. if(sd)
  8414. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8415. if ( !pc_can_give_items(sd) )
  8416. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8417. else {
  8418. sd->state.prevend = 1;
  8419. sd->state.workinprogress = WIP_DISABLE_ALL;
  8420. sd->vend_skill_lv = skill_lv;
  8421. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8422. if (i < MAX_CART) {
  8423. // Save the cart before opening the vending UI
  8424. sd->state.pending_vending_ui = true;
  8425. intif_storage_save(sd, &sd->cart);
  8426. }
  8427. else{
  8428. // Instantly open the vending UI
  8429. sd->state.pending_vending_ui = false;
  8430. clif_openvendingreq(sd,2+skill_lv);
  8431. }
  8432. }
  8433. }
  8434. break;
  8435. case AL_TELEPORT:
  8436. case ALL_ODINS_RECALL:
  8437. if(sd)
  8438. {
  8439. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8440. clif_skill_teleportmessage(sd,0);
  8441. break;
  8442. }
  8443. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8444. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8445. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8446. break;
  8447. }
  8448. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  8449. sd->hd->blockskill.clear();
  8450. sd->hd->blockskill.shrink_to_fit();
  8451. }
  8452. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8453. {
  8454. if( skill_lv == 1 )
  8455. pc_randomwarp(sd,CLR_TELEPORT);
  8456. else
  8457. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ), sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  8458. break;
  8459. }
  8460. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8461. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  8462. clif_skill_warppoint( sd, skill_id, skill_lv, "Random" );
  8463. else
  8464. clif_skill_warppoint( sd, skill_id, skill_lv, "Random", sd->status.save_point.map );
  8465. } else
  8466. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8467. break;
  8468. case NPC_EXPULSION:
  8469. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8470. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8471. break;
  8472. case AL_HOLYWATER:
  8473. if(sd) {
  8474. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8475. struct skill_unit* su;
  8476. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  8477. skill_delunit(su);
  8478. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8479. }
  8480. else
  8481. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8482. }
  8483. break;
  8484. case TF_PICKSTONE:
  8485. if(sd) {
  8486. unsigned char eflag;
  8487. struct item item_tmp;
  8488. struct block_list tbl;
  8489. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8490. memset(&item_tmp,0,sizeof(item_tmp));
  8491. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8492. item_tmp.nameid = ITEMID_STONE;
  8493. item_tmp.identify = 1;
  8494. tbl.id = 0;
  8495. // Commented because of duplicate animation [Lemongrass]
  8496. // At the moment this displays the pickup animation a second time
  8497. // If this is required in older clients, we need to add a version check here
  8498. //clif_takeitem(&sd->bl,&tbl);
  8499. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8500. if(eflag) {
  8501. clif_additem(sd,0,0,eflag);
  8502. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  8503. }
  8504. }
  8505. break;
  8506. case ASC_CDP:
  8507. if(sd) {
  8508. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8509. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8510. else
  8511. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  8512. }
  8513. break;
  8514. case RG_STRIPWEAPON:
  8515. case RG_STRIPSHIELD:
  8516. case RG_STRIPARMOR:
  8517. case RG_STRIPHELM:
  8518. case ST_FULLSTRIP:
  8519. case GC_WEAPONCRUSH:
  8520. case SC_STRIPACCESSARY:
  8521. case ABC_STRIP_SHADOW: {
  8522. bool i;
  8523. //Special message when trying to use strip on FCP [Jobbie]
  8524. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->getSCE(SC_CP_WEAPON) && tsc->getSCE(SC_CP_HELM) && tsc->getSCE(SC_CP_ARMOR) && tsc->getSCE(SC_CP_SHIELD))
  8525. {
  8526. clif_gospel_info(sd, 0x28);
  8527. break;
  8528. }
  8529. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8530. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8531. //Nothing stripped.
  8532. if( sd && !i )
  8533. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8534. break;
  8535. }
  8536. case AM_BERSERKPITCHER:
  8537. case AM_POTIONPITCHER:
  8538. {
  8539. int j,hp = 0,sp = 0;
  8540. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8541. map_freeblock_unlock();
  8542. return 1;
  8543. }
  8544. if( sd ) {
  8545. int x,bonus=100;
  8546. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8547. x = skill_lv%11 - 1;
  8548. j = pc_search_inventory(sd, require.itemid[x]);
  8549. if (j < 0 || require.itemid[x] <= 0) {
  8550. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8551. map_freeblock_unlock();
  8552. return 1;
  8553. }
  8554. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8555. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8556. map_freeblock_unlock();
  8557. return 1;
  8558. }
  8559. if( skill_id == AM_BERSERKPITCHER ) {
  8560. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  8561. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8562. map_freeblock_unlock();
  8563. return 1;
  8564. }
  8565. }
  8566. potion_flag = 1;
  8567. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8568. potion_target = bl->id;
  8569. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8570. potion_flag = potion_target = 0;
  8571. if( sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ALCHEMIST )
  8572. bonus += sd->status.base_level;
  8573. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8574. hp = tstatus->max_hp * potion_per_hp / 100;
  8575. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8576. if( dstsd ) {
  8577. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8578. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8579. }
  8580. } else {
  8581. if( potion_hp > 0 ) {
  8582. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8583. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8584. if( dstsd )
  8585. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8586. }
  8587. if( potion_sp > 0 ) {
  8588. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8589. sp = sp * (100 + (tstatus->int_ * 2)) / 100;
  8590. if( dstsd )
  8591. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8592. }
  8593. }
  8594. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8595. hp += hp * bonus / 100;
  8596. }
  8597. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8598. sp += sp * bonus / 100;
  8599. }
  8600. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8601. hp += hp * j / 100;
  8602. sp += sp * j / 100;
  8603. }
  8604. } else {
  8605. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8606. switch (skill_lv) {
  8607. case 1: hp = 45; break;
  8608. case 2: hp = 105; break;
  8609. case 3: hp = 175; break;
  8610. default: hp = 325; break;
  8611. }
  8612. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8613. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8614. if( dstsd )
  8615. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8616. }
  8617. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8618. hp += hp * j / 100;
  8619. sp += sp * j / 100;
  8620. }
  8621. // Final heal increased by HPlus.
  8622. // Is this the right place for this??? [Rytech]
  8623. // Can HPlus also affect SP recovery???
  8624. if (sd && sstatus->hplus > 0) {
  8625. hp += hp * sstatus->hplus / 100;
  8626. sp += sp * sstatus->hplus / 100;
  8627. }
  8628. if (tsc && tsc->count) {
  8629. uint8 penalty = 0;
  8630. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  8631. hp += hp / 10;
  8632. sp += sp / 10;
  8633. }
  8634. if (tsc->getSCE(SC_CRITICALWOUND))
  8635. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  8636. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3)
  8637. penalty += 20;
  8638. if (tsc->getSCE(SC_NORECOVER_STATE))
  8639. penalty = 100;
  8640. if (penalty > 0) {
  8641. hp -= hp * penalty / 100;
  8642. sp -= sp * penalty / 100;
  8643. }
  8644. }
  8645. #ifdef RENEWAL
  8646. if (bl->type == BL_HOM)
  8647. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8648. #endif
  8649. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8650. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8651. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8652. if( sp > 0 )
  8653. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8654. if (tsc) {
  8655. #ifdef RENEWAL
  8656. if (tsc->getSCE(SC_EXTREMITYFIST2))
  8657. sp = 0;
  8658. #endif
  8659. if (tsc->getSCE(SC_NORECOVER_STATE)) {
  8660. hp = 0;
  8661. sp = 0;
  8662. }
  8663. }
  8664. status_heal(bl,hp,sp,0);
  8665. }
  8666. break;
  8667. case AM_CP_WEAPON:
  8668. case AM_CP_SHIELD:
  8669. case AM_CP_ARMOR:
  8670. case AM_CP_HELM:
  8671. {
  8672. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8673. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8674. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8675. map_freeblock_unlock(); // Don't consume item requirements
  8676. return 0;
  8677. }
  8678. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8679. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8680. }
  8681. break;
  8682. case AM_TWILIGHT1:
  8683. if (sd) {
  8684. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8685. //Prepare 200 White Potions.
  8686. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  8687. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8688. }
  8689. break;
  8690. case AM_TWILIGHT2:
  8691. if (sd) {
  8692. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8693. //Prepare 200 Slim White Potions.
  8694. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  8695. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8696. }
  8697. break;
  8698. case AM_TWILIGHT3:
  8699. if (sd) {
  8700. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8701. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  8702. if( ebottle >= 0 )
  8703. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8704. //check if you can produce all three, if not, then fail:
  8705. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  8706. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  8707. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  8708. || ebottle < 200 //200 empty bottle are required at total.
  8709. ) {
  8710. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8711. break;
  8712. }
  8713. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8714. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  8715. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  8716. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  8717. }
  8718. break;
  8719. case SA_DISPELL:
  8720. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8721. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  8722. break; // Outside PvP it should only affect party members and no skill fail message
  8723. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8724. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8725. || (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  8726. || rnd()%100 >= 50+10*skill_lv)
  8727. {
  8728. if (sd)
  8729. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8730. break;
  8731. }
  8732. if(status_isimmune(bl))
  8733. break;
  8734. //Remove bonus_script by Dispell
  8735. if (dstsd)
  8736. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8737. if(!tsc || !tsc->count)
  8738. break;
  8739. //Statuses that can't be Dispelled
  8740. for (const auto &it : status_db) {
  8741. sc_type status = static_cast<sc_type>(it.first);
  8742. if (!tsc->getSCE(status))
  8743. continue;
  8744. if (it.second->flag[SCF_NODISPELL])
  8745. continue;
  8746. switch (status) {
  8747. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8748. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8749. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8750. case SC_FORTUNE: case SC_SERVICE4U:
  8751. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  8752. continue; //If in song area don't end it, even if config enabled
  8753. break;
  8754. case SC_ASSUMPTIO:
  8755. if( bl->type == BL_MOB )
  8756. continue;
  8757. break;
  8758. }
  8759. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8760. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8761. status_change_end(bl, status);
  8762. }
  8763. break;
  8764. }
  8765. //Affect all targets on splash area.
  8766. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8767. src, skill_id, skill_lv, tick, flag|1,
  8768. skill_castend_damage_id);
  8769. break;
  8770. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8771. {
  8772. short blew_count = skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  8773. #ifdef RENEWAL
  8774. |BLOWN_DONT_SEND_PACKET
  8775. #endif
  8776. ));
  8777. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8778. #ifdef RENEWAL
  8779. if(blew_count > 0)
  8780. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8781. #else
  8782. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  8783. #endif
  8784. }
  8785. break;
  8786. case TK_HIGHJUMP:
  8787. {
  8788. int x,y, dir = unit_getdir(src);
  8789. struct map_data *mapdata = &map[src->m];
  8790. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  8791. if( mapdata->getMapFlag(MF_NOTELEPORT) &&
  8792. !(mapdata->getMapFlag(MF_BATTLEGROUND) || mapdata_flag_gvg2(mapdata) )
  8793. ) {
  8794. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  8795. break;
  8796. } else if(dir%2) {
  8797. //Diagonal
  8798. x = src->x + dirx[dir]*(skill_lv*4)/3;
  8799. y = src->y + diry[dir]*(skill_lv*4)/3;
  8800. } else {
  8801. x = src->x + dirx[dir]*skill_lv*2;
  8802. y = src->y + diry[dir]*skill_lv*2;
  8803. }
  8804. int x1 = x + dirx[dir];
  8805. int y1 = y + diry[dir];
  8806. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  8807. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  8808. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  8809. unit_movepos(src, x, y, 1, 0))
  8810. clif_blown(src);
  8811. }
  8812. break;
  8813. case SA_CASTCANCEL:
  8814. case SO_SPELLFIST:
  8815. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8816. unit_skillcastcancel(src,1);
  8817. if(sd) {
  8818. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  8819. if( skill_id == SO_SPELLFIST ){
  8820. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  8821. sd->skill_id_old = sd->skill_lv_old = 0;
  8822. break;
  8823. }
  8824. sp = sp * (90 - (skill_lv-1)*20) / 100;
  8825. if(sp < 0) sp = 0;
  8826. status_zap(src, 0, sp);
  8827. }
  8828. break;
  8829. case SA_SPELLBREAKER:
  8830. {
  8831. int sp;
  8832. if(tsc && tsc->getSCE(SC_MAGICROD)) {
  8833. sp = skill_get_sp(skill_id,skill_lv);
  8834. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  8835. if(sp < 1) sp = 1;
  8836. status_heal(bl,0,sp,2);
  8837. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  8838. } else {
  8839. struct unit_data *ud = unit_bl2ud(bl);
  8840. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  8841. if (!ud || ud->skilltimer == INVALID_TIMER)
  8842. break; //Nothing to cancel.
  8843. bl_skill_id = ud->skill_id;
  8844. bl_skill_lv = ud->skill_lv;
  8845. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  8846. if (rnd()%100 < 90)
  8847. {
  8848. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8849. break;
  8850. }
  8851. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  8852. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  8853. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8854. unit_skillcastcancel(bl,0);
  8855. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  8856. status_zap(bl, hp, sp);
  8857. if (hp && skill_lv >= 5)
  8858. hp /= 2; //Recover half damaged HP at level 5 [Skotlex]
  8859. else
  8860. hp = 0;
  8861. if (sp) //Recover some of the SP used
  8862. sp = sp*(25*(skill_lv-1))/100;
  8863. if(hp || sp)
  8864. status_heal(src, hp, sp, 2);
  8865. }
  8866. }
  8867. break;
  8868. case SA_MAGICROD:
  8869. #ifdef RENEWAL
  8870. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  8871. #endif
  8872. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8873. break;
  8874. case SA_AUTOSPELL:
  8875. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8876. if (sd) {
  8877. sd->state.workinprogress = WIP_DISABLE_ALL;
  8878. clif_autospell(sd,skill_lv);
  8879. } else {
  8880. int maxlv=1,spellid=0;
  8881. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  8882. if(skill_lv >= 10) {
  8883. spellid = MG_FROSTDIVER;
  8884. // if (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SA_SAGE)
  8885. // maxlv = 10;
  8886. // else
  8887. maxlv = skill_lv - 9;
  8888. }
  8889. else if(skill_lv >=8) {
  8890. spellid = MG_FIREBALL;
  8891. maxlv = skill_lv - 7;
  8892. }
  8893. else if(skill_lv >=5) {
  8894. spellid = MG_SOULSTRIKE;
  8895. maxlv = skill_lv - 4;
  8896. }
  8897. else if(skill_lv >=2) {
  8898. int i_rnd = rnd()%3;
  8899. spellid = spellarray[i_rnd];
  8900. maxlv = skill_lv - 1;
  8901. }
  8902. else if(skill_lv > 0) {
  8903. spellid = MG_NAPALMBEAT;
  8904. maxlv = 3;
  8905. }
  8906. if(spellid > 0)
  8907. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  8908. skill_get_time(SA_AUTOSPELL,skill_lv));
  8909. }
  8910. break;
  8911. case BS_GREED:
  8912. if(sd){
  8913. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8914. map_foreachinallrange(skill_greed,bl,
  8915. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  8916. }
  8917. break;
  8918. case SA_ELEMENTWATER:
  8919. case SA_ELEMENTFIRE:
  8920. case SA_ELEMENTGROUND:
  8921. case SA_ELEMENTWIND:
  8922. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  8923. break;
  8924. [[fallthrough]];
  8925. case NPC_ATTRICHANGE:
  8926. case NPC_CHANGEWATER:
  8927. case NPC_CHANGEGROUND:
  8928. case NPC_CHANGEFIRE:
  8929. case NPC_CHANGEWIND:
  8930. case NPC_CHANGEPOISON:
  8931. case NPC_CHANGEHOLY:
  8932. case NPC_CHANGEDARKNESS:
  8933. case NPC_CHANGETELEKINESIS:
  8934. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8935. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8936. skill_get_time(skill_id, skill_lv)));
  8937. break;
  8938. case NPC_PROVOCATION:
  8939. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8940. if (md) mob_unlocktarget(md, tick);
  8941. break;
  8942. case NPC_REBIRTH:
  8943. if( md && md->state.rebirth )
  8944. break; // only works once
  8945. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  8946. break;
  8947. case NPC_DARKBLESSING:
  8948. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8949. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8950. break;
  8951. case NPC_LICK:
  8952. status_zap(bl, 0, 100);
  8953. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8954. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8955. break;
  8956. case NPC_SUICIDE:
  8957. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8958. status_kill(src); //When suiciding, neither exp nor drops is given.
  8959. break;
  8960. case NPC_SUMMONSLAVE:
  8961. case NPC_SUMMONMONSTER:
  8962. case NPC_DEATHSUMMON:
  8963. if(md && md->skill_idx >= 0)
  8964. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8965. break;
  8966. case NPC_CALLSLAVE:
  8967. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8968. break;
  8969. case NPC_RANDOMMOVE:
  8970. if (md) {
  8971. md->next_walktime = tick - 1;
  8972. if (md->special_state.ai == AI_SPHERE)
  8973. unit_escape(&md->bl, bl, 7, 2);
  8974. else
  8975. mob_randomwalk(md,tick);
  8976. }
  8977. break;
  8978. case NPC_SPEEDUP:
  8979. {
  8980. // or does it increase casting rate? just a guess xD
  8981. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8982. if (i_type > SC_ASPDPOTION3)
  8983. i_type = SC_ASPDPOTION3;
  8984. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8985. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8986. }
  8987. break;
  8988. case NPC_REVENGE:
  8989. // not really needed... but adding here anyway ^^
  8990. if (md && md->master_id > 0) {
  8991. struct block_list *mbl, *tbl;
  8992. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  8993. (tbl = battle_gettargeted(mbl)) == NULL)
  8994. break;
  8995. md->state.provoke_flag = tbl->id;
  8996. mob_target(md, tbl, sstatus->rhw.range);
  8997. }
  8998. break;
  8999. case NPC_RUN:
  9000. if (md) {
  9001. block_list* tbl = map_id2bl(md->target_id);
  9002. if (tbl) {
  9003. md->state.can_escape = 1;
  9004. mob_unlocktarget(md, tick);
  9005. unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
  9006. }
  9007. }
  9008. break;
  9009. case NPC_TRANSFORMATION:
  9010. case NPC_METAMORPHOSIS:
  9011. if(md && md->skill_idx >= 0) {
  9012. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  9013. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  9014. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  9015. if (class_) mob_class_change(md, class_);
  9016. }
  9017. break;
  9018. case NPC_EMOTION_ON:
  9019. case NPC_EMOTION:
  9020. //val[0] is the emotion to use.
  9021. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  9022. //val[1] 'sets' the mode
  9023. //val[2] adds to the current mode
  9024. //val[3] removes from the current mode
  9025. //val[4] if set, asks to delete the previous mode change.
  9026. if(md && md->skill_idx >= 0 && tsc)
  9027. {
  9028. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  9029. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  9030. status_change_end(bl, type);
  9031. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  9032. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  9033. mob_unlocktarget(md,tick);
  9034. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  9035. sc_start4(src,src, type, 100, skill_lv,
  9036. md->db->skill[md->skill_idx]->val[1],
  9037. md->db->skill[md->skill_idx]->val[2],
  9038. md->db->skill[md->skill_idx]->val[3],
  9039. skill_get_time(skill_id, skill_lv));
  9040. //Reset aggressive state depending on resulting mode
  9041. if (!battle_config.npc_emotion_behavior)
  9042. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  9043. }
  9044. break;
  9045. case NPC_POWERUP:
  9046. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  9047. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9048. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  9049. break;
  9050. case NPC_AGIUP:
  9051. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  9052. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9053. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  9054. break;
  9055. case NPC_INVISIBLE:
  9056. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  9057. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9058. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  9059. break;
  9060. case NPC_SIEGEMODE:
  9061. // Not implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000.
  9062. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9063. break;
  9064. case WE_MALE: {
  9065. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  9066. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  9067. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  9068. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  9069. }
  9070. }
  9071. break;
  9072. case WE_FEMALE: {
  9073. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  9074. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  9075. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  9076. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  9077. }
  9078. }
  9079. break;
  9080. // parent-baby skills
  9081. case WE_BABY:
  9082. if(sd){
  9083. map_session_data *f_sd = pc_get_father(sd);
  9084. map_session_data *m_sd = pc_get_mother(sd);
  9085. if( (!f_sd && !m_sd) // if neither was found
  9086. || (sd->status.party_id != 0 && //not in same party
  9087. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  9088. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  9089. ))
  9090. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  9091. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  9092. ) {
  9093. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9094. map_freeblock_unlock();
  9095. return 0;
  9096. }
  9097. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  9098. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9099. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9100. }
  9101. break;
  9102. case WE_CALLALLFAMILY:
  9103. if (sd) {
  9104. map_session_data *p_sd = pc_get_partner(sd);
  9105. map_session_data *c_sd = pc_get_child(sd);
  9106. if (!p_sd && !c_sd) { // Fail if no family members are found
  9107. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9108. map_freeblock_unlock();
  9109. return 1;
  9110. }
  9111. // Partner must be on the same map and in same party
  9112. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  9113. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9114. // Child must be on the same map and in same party as the parent casting
  9115. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  9116. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9117. }
  9118. break;
  9119. case WE_ONEFOREVER:
  9120. if (sd) {
  9121. map_session_data *p_sd = pc_get_partner(sd);
  9122. map_session_data *c_sd = pc_get_child(sd);
  9123. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  9124. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9125. map_freeblock_unlock();
  9126. return 1;
  9127. }
  9128. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  9129. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9130. break;
  9131. }
  9132. if (status_isdead(bl)) {
  9133. int per = 30, sper = 0;
  9134. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  9135. break;
  9136. if (tsc && tsc->getSCE(SC_HELLPOWER))
  9137. break;
  9138. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  9139. break;
  9140. if (dstsd->special_state.restart_full_recover)
  9141. per = sper = 100;
  9142. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  9143. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9144. }
  9145. }
  9146. break;
  9147. case WE_CHEERUP:
  9148. if (sd) {
  9149. map_session_data *f_sd = pc_get_father(sd);
  9150. map_session_data *m_sd = pc_get_mother(sd);
  9151. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  9152. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9153. map_freeblock_unlock();
  9154. return 1;
  9155. }
  9156. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  9157. if (dstsd == f_sd || dstsd == m_sd)
  9158. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9159. } else
  9160. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  9161. }
  9162. break;
  9163. case PF_HPCONVERSION:
  9164. {
  9165. int hp, sp;
  9166. hp = sstatus->max_hp/10;
  9167. sp = hp * 10 * skill_lv / 100;
  9168. if (!status_charge(src,hp,0)) {
  9169. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9170. break;
  9171. }
  9172. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9173. status_heal(bl,0,sp,2);
  9174. }
  9175. break;
  9176. case MA_REMOVETRAP:
  9177. case HT_REMOVETRAP:
  9178. {
  9179. skill_unit* su = BL_CAST(BL_SKILL, bl);
  9180. std::shared_ptr<s_skill_unit_group> sg;
  9181. std::shared_ptr<s_skill_db> skill_group;
  9182. // Mercenaries can remove any trap
  9183. // Players can only remove their own traps or traps on Vs maps.
  9184. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  9185. {
  9186. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9187. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  9188. { // prevent picking up expired traps
  9189. if( battle_config.skill_removetrap_type )
  9190. { // get back all items used to deploy the trap
  9191. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9192. {
  9193. if( skill_group->require.itemid[i] > 0 )
  9194. {
  9195. int flag2;
  9196. struct item item_tmp;
  9197. memset(&item_tmp,0,sizeof(item_tmp));
  9198. item_tmp.nameid = skill_group->require.itemid[i];
  9199. item_tmp.identify = 1;
  9200. item_tmp.amount = skill_group->require.amount[i];
  9201. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  9202. clif_additem(sd,0,0,flag2);
  9203. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9204. }
  9205. }
  9206. }
  9207. }
  9208. else
  9209. { // get back 1 trap
  9210. struct item item_tmp;
  9211. memset(&item_tmp,0,sizeof(item_tmp));
  9212. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  9213. item_tmp.identify = 1;
  9214. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  9215. {
  9216. clif_additem(sd,0,0,flag);
  9217. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9218. }
  9219. }
  9220. }
  9221. skill_delunit(su);
  9222. }else if(sd)
  9223. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9224. }
  9225. break;
  9226. case HT_SPRINGTRAP:
  9227. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9228. {
  9229. struct skill_unit *su=NULL;
  9230. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  9231. switch(su->group->unit_id){
  9232. case UNT_ANKLESNARE: // ankle snare
  9233. if (su->group->val2 != 0)
  9234. // if it is already trapping something don't spring it,
  9235. // remove trap should be used instead
  9236. break;
  9237. [[fallthrough]];
  9238. case UNT_BLASTMINE:
  9239. case UNT_SKIDTRAP:
  9240. case UNT_LANDMINE:
  9241. case UNT_SHOCKWAVE:
  9242. case UNT_SANDMAN:
  9243. case UNT_FLASHER:
  9244. case UNT_FREEZINGTRAP:
  9245. case UNT_CLAYMORETRAP:
  9246. case UNT_TALKIEBOX:
  9247. su->group->unit_id = UNT_USED_TRAPS;
  9248. clif_changetraplook(bl, UNT_USED_TRAPS);
  9249. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  9250. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  9251. }
  9252. }
  9253. }
  9254. break;
  9255. case BD_ENCORE:
  9256. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9257. if(sd)
  9258. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  9259. break;
  9260. case TR_RETROSPECTION:
  9261. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9262. if (sd)
  9263. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  9264. break;
  9265. case AS_SPLASHER:
  9266. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  9267. // Renewal dropped the 3/4 hp requirement
  9268. #ifndef RENEWAL
  9269. || tstatus-> hp > tstatus->max_hp*3/4
  9270. #endif
  9271. ) {
  9272. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9273. map_freeblock_unlock();
  9274. return 1;
  9275. }
  9276. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9277. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  9278. #ifndef RENEWAL
  9279. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  9280. #endif
  9281. break;
  9282. case PF_MINDBREAKER:
  9283. {
  9284. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  9285. map_freeblock_unlock();
  9286. return 1;
  9287. }
  9288. if (tsce)
  9289. { //HelloKitty2 (?) explained that this silently fails when target is
  9290. //already inflicted. [Skotlex]
  9291. map_freeblock_unlock();
  9292. return 1;
  9293. }
  9294. //Has a 55% + skill_lv*5% success chance.
  9295. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9296. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  9297. {
  9298. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9299. map_freeblock_unlock();
  9300. return 0;
  9301. }
  9302. unit_skillcastcancel(bl,0);
  9303. if (dstmd)
  9304. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  9305. }
  9306. break;
  9307. case PF_SOULCHANGE:
  9308. {
  9309. unsigned int sp1 = 0, sp2 = 0;
  9310. if (dstmd) {
  9311. if (dstmd->state.soul_change_flag) {
  9312. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9313. break;
  9314. }
  9315. dstmd->state.soul_change_flag = 1;
  9316. sp2 = sstatus->max_sp * 3 /100;
  9317. status_heal(src, 0, sp2, 2);
  9318. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9319. break;
  9320. }
  9321. sp1 = sstatus->sp;
  9322. sp2 = tstatus->sp;
  9323. #ifdef RENEWAL
  9324. sp1 = sp1 / 2;
  9325. sp2 = sp2 / 2;
  9326. if (tsc && tsc->getSCE(SC_EXTREMITYFIST2))
  9327. sp1 = tstatus->sp;
  9328. #endif
  9329. if (tsc && tsc->getSCE(SC_NORECOVER_STATE))
  9330. sp1 = tstatus->sp;
  9331. status_set_sp(src, sp2, 3);
  9332. status_set_sp(bl, sp1, 3);
  9333. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9334. }
  9335. break;
  9336. // Slim Pitcher
  9337. case CR_SLIMPITCHER:
  9338. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  9339. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9340. break;
  9341. if (potion_hp || potion_sp) {
  9342. int hp = potion_hp, sp = potion_sp;
  9343. hp = hp * (100 + (tstatus->vit * 2))/100;
  9344. sp = sp * (100 + (tstatus->int_ * 2))/100;
  9345. if (dstsd) {
  9346. if (hp)
  9347. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9348. if (sp)
  9349. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9350. }
  9351. if (tsc && tsc->count) {
  9352. uint8 penalty = 0;
  9353. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  9354. hp += hp / 10;
  9355. sp += sp / 10;
  9356. }
  9357. if (tsc->getSCE(SC_CRITICALWOUND))
  9358. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  9359. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  9360. penalty += 20;
  9361. if (tsc->getSCE(SC_NORECOVER_STATE))
  9362. penalty = 100;
  9363. if (penalty > 0) {
  9364. hp -= hp * penalty / 100;
  9365. sp -= sp * penalty / 100;
  9366. }
  9367. }
  9368. if(hp > 0)
  9369. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  9370. if(sp > 0)
  9371. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  9372. status_heal(bl,hp,sp,0);
  9373. }
  9374. break;
  9375. // Full Chemical Protection
  9376. case CR_FULLPROTECTION:
  9377. {
  9378. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9379. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9380. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9381. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9382. continue;
  9383. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9384. s++;
  9385. }
  9386. if( sd && !s ){
  9387. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9388. map_freeblock_unlock(); // Don't consume item requirements
  9389. return 0;
  9390. }
  9391. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9392. }
  9393. break;
  9394. case RG_CLEANER: //AppleGirl
  9395. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9396. break;
  9397. #ifndef RENEWAL
  9398. case CG_LONGINGFREEDOM:
  9399. {
  9400. if (tsc && !tsce && (tsce=tsc->getSCE(SC_DANCING)) && tsce->val4
  9401. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9402. {
  9403. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9404. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9405. }
  9406. }
  9407. break;
  9408. #endif
  9409. case CG_TAROTCARD:
  9410. {
  9411. int card = -1;
  9412. if (tsc && tsc->getSCE(SC_TAROTCARD)) {
  9413. //Target currently has the SUN tarot card effect and is immune to any other effect
  9414. map_freeblock_unlock();
  9415. return 0;
  9416. }
  9417. if( rnd() % 100 > skill_lv * 8 ||
  9418. #ifndef RENEWAL
  9419. (tsc && tsc->getSCE(SC_BASILICA)) ||
  9420. #endif
  9421. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9422. if( sd )
  9423. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9424. map_freeblock_unlock();
  9425. return 0;
  9426. }
  9427. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9428. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9429. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9430. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9431. }
  9432. break;
  9433. case SL_ALCHEMIST:
  9434. case SL_ASSASIN:
  9435. case SL_BARDDANCER:
  9436. case SL_BLACKSMITH:
  9437. case SL_CRUSADER:
  9438. case SL_HUNTER:
  9439. case SL_KNIGHT:
  9440. case SL_MONK:
  9441. case SL_PRIEST:
  9442. case SL_ROGUE:
  9443. case SL_SAGE:
  9444. case SL_SOULLINKER:
  9445. case SL_STAR:
  9446. case SL_SUPERNOVICE:
  9447. case SL_WIZARD:
  9448. case SL_HIGH:
  9449. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9450. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9451. // 1% chance to erase death count on successful cast
  9452. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9453. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9454. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9455. status_calc_pc( dstsd, SCO_NONE );
  9456. }
  9457. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9458. }else{
  9459. if( sd ){
  9460. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  9461. }
  9462. }
  9463. break;
  9464. case SP_SOULGOLEM:
  9465. case SP_SOULSHADOW:
  9466. case SP_SOULFALCON:
  9467. case SP_SOULFAIRY:
  9468. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9469. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9470. }else{
  9471. if( sd ){
  9472. clif_skill_fail( sd, skill_id, USESKILL_FAIL, 0 );
  9473. }
  9474. }
  9475. break;
  9476. case SP_SOULREVOLVE:
  9477. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY)))) {
  9478. if (sd)
  9479. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  9480. break;
  9481. }
  9482. status_heal(bl, 0, 50*skill_lv, 2);
  9483. status_change_end(bl, SC_SPIRIT);
  9484. status_change_end(bl, SC_SOULGOLEM);
  9485. status_change_end(bl, SC_SOULSHADOW);
  9486. status_change_end(bl, SC_SOULFALCON);
  9487. status_change_end(bl, SC_SOULFAIRY);
  9488. break;
  9489. case SL_SWOO:
  9490. if (tsce) {
  9491. if(sd)
  9492. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9493. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9494. status_change_end(bl, SC_SWOO);
  9495. break;
  9496. }
  9497. [[fallthrough]];
  9498. case SL_SKA: // [marquis007]
  9499. case SL_SKE:
  9500. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9501. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9502. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9503. break;
  9504. }
  9505. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9506. if (skill_id == SL_SKE)
  9507. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9508. break;
  9509. // New guild skills [Celest]
  9510. case GD_BATTLEORDER:
  9511. case GD_REGENERATION:
  9512. case GD_RESTORE:
  9513. case GD_EMERGENCY_MOVE:
  9514. if(flag&1) {
  9515. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9516. if( skill_id == GD_RESTORE )
  9517. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  9518. else
  9519. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9520. }
  9521. } else if (status_get_guild_id(src)) {
  9522. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9523. map_foreachinallrange(skill_area_sub, src,
  9524. skill_get_splash(skill_id, skill_lv), BL_PC,
  9525. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9526. skill_castend_nodamage_id);
  9527. if (sd)
  9528. #ifdef RENEWAL
  9529. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9530. #else
  9531. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9532. #endif
  9533. }
  9534. break;
  9535. case GD_EMERGENCYCALL:
  9536. case GD_ITEMEMERGENCYCALL:
  9537. {
  9538. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9539. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9540. uint8 j = 0, calls = 0, called = 0;
  9541. // i don't know if it actually summons in a circle, but oh well. ;P
  9542. auto g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9543. if (!g)
  9544. break;
  9545. if (skill_id == GD_ITEMEMERGENCYCALL)
  9546. switch (skill_lv) {
  9547. case 1: calls = 7; break;
  9548. case 2: calls = 12; break;
  9549. case 3: calls = 20; break;
  9550. default: calls = 0; break;
  9551. }
  9552. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9553. for (i = 0; i < g->guild.max_member && (!calls || (calls && called < calls)); i++, j++) {
  9554. if (j > 8)
  9555. j = 0;
  9556. if ((dstsd = g->guild.member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9557. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9558. continue;
  9559. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9560. continue;
  9561. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9562. dx[j] = dy[j] = 0;
  9563. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9564. called++;
  9565. }
  9566. }
  9567. if (sd)
  9568. #ifdef RENEWAL
  9569. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9570. #else
  9571. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9572. #endif
  9573. }
  9574. break;
  9575. case GD_CHARGESHOUT_FLAG:
  9576. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9577. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->guild.name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9578. if (md) {
  9579. sd->guild->chargeshout_flag_id = md->bl.id;
  9580. md->master_id = src->id;
  9581. if (md->deletetimer != INVALID_TIMER)
  9582. delete_timer(md->deletetimer, mob_timer_delete);
  9583. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9584. mob_spawn(md);
  9585. }
  9586. }
  9587. break;
  9588. case GD_CHARGESHOUT_BEATING:
  9589. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9590. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9591. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9592. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9593. else
  9594. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9595. } else
  9596. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9597. break;
  9598. case SG_FEEL:
  9599. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9600. if (sd) {
  9601. if(!sd->feel_map[skill_lv-1].index)
  9602. clif_feel_req(sd->fd,sd, skill_lv);
  9603. else
  9604. clif_feel_info(sd, skill_lv-1, 1);
  9605. }
  9606. break;
  9607. case SG_HATE:
  9608. if (sd) {
  9609. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9610. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9611. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9612. }
  9613. break;
  9614. case SJ_DOCUMENT:
  9615. if (sd) {
  9616. switch (skill_lv) {
  9617. case 1:
  9618. pc_resetfeel(sd);
  9619. break;
  9620. case 2:
  9621. pc_resethate(sd);
  9622. break;
  9623. case 3:
  9624. pc_resetfeel(sd);
  9625. pc_resethate(sd);
  9626. break;
  9627. }
  9628. }
  9629. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9630. break;
  9631. case GS_GLITTERING:
  9632. if(sd) {
  9633. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9634. if(rnd()%100 < (20+10*skill_lv))
  9635. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9636. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9637. pc_delspiritball(sd,1,0);
  9638. }
  9639. break;
  9640. case GS_CRACKER:
  9641. /* per official standards, this skill works on players and mobs. */
  9642. if (sd && (dstsd || dstmd))
  9643. {
  9644. i =65 -5*distance_bl(src,bl); //Base rate
  9645. if (i < 30) i = 30;
  9646. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9647. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9648. }
  9649. break;
  9650. case AM_CALLHOMUN: //[orn]
  9651. if (sd && !hom_call(sd))
  9652. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9653. #ifdef RENEWAL
  9654. else if (sd && hom_is_active(sd->hd))
  9655. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9656. #endif
  9657. break;
  9658. case AM_REST:
  9659. if (sd) {
  9660. if (hom_vaporize(sd,HOM_ST_REST))
  9661. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9662. else
  9663. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9664. }
  9665. break;
  9666. case HAMI_CASTLE: //[orn]
  9667. if (src != bl && rnd()%100 < 20 * skill_lv) {
  9668. int x = src->x, y = src->y;
  9669. if (hd)
  9670. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  9671. // Move source
  9672. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9673. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  9674. clif_blown(src);
  9675. // Move target
  9676. if (unit_movepos(bl,x,y,0,0)) {
  9677. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  9678. clif_blown(bl);
  9679. }
  9680. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  9681. }
  9682. }
  9683. else if (hd && hd->master) // Failed
  9684. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  9685. else if (sd)
  9686. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9687. break;
  9688. case HVAN_CHAOTIC: //[orn]
  9689. {
  9690. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  9691. int r = rnd()%100;
  9692. i = (skill_lv-1)%5;
  9693. if(r<per[i][0]) //Self
  9694. bl = src;
  9695. else if(r<per[i][1]) //Master
  9696. bl = battle_get_master(src);
  9697. else //Enemy
  9698. bl = map_id2bl(battle_gettarget(src));
  9699. if (!bl) bl = src;
  9700. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  9701. //Eh? why double skill packet?
  9702. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  9703. clif_skill_nodamage(src,bl,skill_id,i,1);
  9704. status_heal(bl, i, 0, 0);
  9705. }
  9706. break;
  9707. //Homun single-target support skills [orn]
  9708. case HAMI_BLOODLUST:
  9709. case HFLI_FLEET:
  9710. case HFLI_SPEED:
  9711. case HLIF_CHANGE:
  9712. case MH_ANGRIFFS_MODUS:
  9713. case MH_GOLDENE_FERSE:
  9714. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9715. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9716. if (hd)
  9717. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  9718. break;
  9719. case NPC_DRAGONFEAR:
  9720. if (flag&1) {
  9721. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9722. int j;
  9723. j = i = rnd()%ARRAYLENGTH(sc);
  9724. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9725. i++;
  9726. if ( i == ARRAYLENGTH(sc) )
  9727. i = 0;
  9728. if (i == j)
  9729. break;
  9730. }
  9731. break;
  9732. }
  9733. [[fallthrough]];
  9734. case NPC_WIDEBLEEDING:
  9735. case NPC_WIDEBLEEDING2:
  9736. case NPC_WIDECONFUSE:
  9737. case NPC_WIDECONFUSE2:
  9738. case NPC_WIDECURSE:
  9739. case NPC_WIDECURSE2:
  9740. case NPC_WIDEFREEZE:
  9741. case NPC_WIDEFREEZE2:
  9742. case NPC_WIDESLEEP:
  9743. case NPC_WIDESLEEP2:
  9744. case NPC_WIDESILENCE:
  9745. case NPC_WIDESILENCE2:
  9746. case NPC_WIDESTONE:
  9747. case NPC_WIDESTONE2:
  9748. case NPC_WIDESTUN:
  9749. case NPC_WIDESTUN2:
  9750. case NPC_SLOWCAST:
  9751. case NPC_WIDEHELLDIGNITY:
  9752. case NPC_WIDEHEALTHFEAR:
  9753. case NPC_WIDEBODYBURNNING:
  9754. case NPC_WIDEFROSTMISTY:
  9755. case NPC_WIDECOLD:
  9756. case NPC_WIDE_DEEP_SLEEP:
  9757. case NPC_WIDESIREN:
  9758. case NPC_WIDEWEB:
  9759. if (flag&1){
  9760. switch ( type ) {
  9761. case SC_BURNING:
  9762. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  9763. break;
  9764. case SC_STONEWAIT:
  9765. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  9766. break;
  9767. default:
  9768. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9769. }
  9770. }
  9771. else {
  9772. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9773. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9774. map_foreachinallrange(skill_area_sub, bl,
  9775. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9776. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9777. skill_castend_nodamage_id);
  9778. }
  9779. break;
  9780. case NPC_WIDESOULDRAIN:
  9781. if (flag&1)
  9782. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  9783. else {
  9784. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9785. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9786. map_foreachinallrange(skill_area_sub, bl,
  9787. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9788. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9789. skill_castend_nodamage_id);
  9790. }
  9791. break;
  9792. case NPC_FIRESTORM: {
  9793. int sflag = flag;
  9794. if( skill_lv > 1 )
  9795. sflag |= 4;
  9796. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9797. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  9798. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  9799. }
  9800. break;
  9801. case ALL_PARTYFLEE:
  9802. if( sd && !(flag&1) ) {
  9803. if( !sd->status.party_id ) {
  9804. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9805. break;
  9806. }
  9807. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9808. } else
  9809. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9810. break;
  9811. case NPC_TALK:
  9812. case ALL_WEWISH:
  9813. case ALL_CATCRY:
  9814. case ALL_DREAM_SUMMERNIGHT:
  9815. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9816. break;
  9817. case ALL_BUYING_STORE:
  9818. if( sd )
  9819. {// players only, skill allows 5 buying slots
  9820. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  9821. }
  9822. break;
  9823. case RK_ENCHANTBLADE:
  9824. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9825. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  9826. break;
  9827. case RK_DRAGONHOWLING:
  9828. if( flag&1)
  9829. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9830. else
  9831. {
  9832. skill_area_temp[2] = 0;
  9833. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9834. map_foreachinallrange(skill_area_sub, src,
  9835. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9836. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  9837. skill_castend_nodamage_id);
  9838. }
  9839. break;
  9840. case LG_EARTHDRIVE: {
  9841. int dummy = 1;
  9842. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9843. i = skill_get_splash(skill_id,skill_lv);
  9844. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  9845. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9846. }
  9847. break;
  9848. case RK_LUXANIMA:
  9849. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  9850. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9851. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9852. break;
  9853. case RK_GIANTGROWTH:
  9854. case RK_STONEHARDSKIN:
  9855. case RK_VITALITYACTIVATION:
  9856. case RK_ABUNDANCE:
  9857. case RK_CRUSHSTRIKE:
  9858. case RK_REFRESH:
  9859. case RK_MILLENNIUMSHIELD:
  9860. if (sd) {
  9861. uint8 rune_level = 1; // RK_GIANTGROWTH
  9862. if (skill_id == RK_VITALITYACTIVATION)
  9863. rune_level = 2;
  9864. else if (skill_id == RK_STONEHARDSKIN)
  9865. rune_level = 4;
  9866. else if (skill_id == RK_ABUNDANCE)
  9867. rune_level = 6;
  9868. else if (skill_id == RK_CRUSHSTRIKE)
  9869. rune_level = 7;
  9870. else if (skill_id == RK_REFRESH)
  9871. rune_level = 8;
  9872. else if (skill_id == RK_MILLENNIUMSHIELD)
  9873. rune_level = 9;
  9874. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  9875. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9876. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9877. else if (skill_id == RK_STONEHARDSKIN)
  9878. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  9879. } else
  9880. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9881. }
  9882. break;
  9883. case NPC_MILLENNIUMSHIELD:
  9884. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9885. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9886. break;
  9887. case RK_FIGHTINGSPIRIT: {
  9888. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  9889. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  9890. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  9891. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  9892. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9893. break;
  9894. }
  9895. case GC_ROLLINGCUTTER:
  9896. {
  9897. short count = 1;
  9898. skill_area_temp[2] = 0;
  9899. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  9900. if( tsc && tsc->getSCE(SC_ROLLINGCUTTER) )
  9901. { // Every time the skill is casted the status change is reseted adding a counter.
  9902. count += (short)tsc->getSCE(SC_ROLLINGCUTTER)->val1;
  9903. if( count > 10 )
  9904. count = 10; // Max coounter
  9905. status_change_end(bl, SC_ROLLINGCUTTER);
  9906. }
  9907. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  9908. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9909. }
  9910. break;
  9911. case GC_WEAPONBLOCKING:
  9912. if( tsc && tsc->getSCE(SC_WEAPONBLOCKING) )
  9913. status_change_end(bl, SC_WEAPONBLOCKING);
  9914. else
  9915. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9916. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9917. break;
  9918. case GC_CREATENEWPOISON:
  9919. if( sd )
  9920. {
  9921. clif_skill_produce_mix_list(sd,skill_id,25);
  9922. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9923. }
  9924. break;
  9925. case GC_POISONINGWEAPON:
  9926. if( sd ) {
  9927. clif_poison_list(sd,skill_lv);
  9928. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9929. }
  9930. break;
  9931. case GC_ANTIDOTE:
  9932. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9933. if( tsc )
  9934. {
  9935. status_change_end(bl, SC_PARALYSE);
  9936. status_change_end(bl, SC_PYREXIA);
  9937. status_change_end(bl, SC_DEATHHURT);
  9938. status_change_end(bl, SC_LEECHESEND);
  9939. status_change_end(bl, SC_VENOMBLEED);
  9940. status_change_end(bl, SC_MAGICMUSHROOM);
  9941. status_change_end(bl, SC_TOXIN);
  9942. status_change_end(bl, SC_OBLIVIONCURSE);
  9943. }
  9944. break;
  9945. case GC_PHANTOMMENACE:
  9946. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9947. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9948. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9949. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9950. break;
  9951. case GC_HALLUCINATIONWALK:
  9952. {
  9953. int heal = status_get_max_hp(bl) / 10;
  9954. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9955. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9956. break;
  9957. }
  9958. if( !status_charge(bl,heal,0) )
  9959. {
  9960. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9961. break;
  9962. }
  9963. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9964. }
  9965. break;
  9966. case AB_ANCILLA:
  9967. if( sd ) {
  9968. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9969. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  9970. }
  9971. break;
  9972. case AB_CLEMENTIA:
  9973. case AB_CANTO:
  9974. {
  9975. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  9976. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  9977. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  9978. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  9979. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  9980. else if( sd )
  9981. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9982. }
  9983. break;
  9984. case AB_PRAEFATIO:
  9985. case AB_RENOVATIO:
  9986. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9987. if (skill_id == AB_PRAEFATIO)
  9988. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  9989. else
  9990. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9991. } else if( sd )
  9992. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9993. break;
  9994. case AB_CHEAL:
  9995. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9996. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  9997. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  9998. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  9999. if( partycount > 1 )
  10000. i += (i / 100) * (partycount * 10) / 4;
  10001. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  10002. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  10003. clif_skill_nodamage(src, bl, skill_id, i, 1);
  10004. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10005. i = ~i + 1;
  10006. status_heal(bl, i, 0, 0);
  10007. }
  10008. } else if( sd )
  10009. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10010. break;
  10011. case NPC_CHEAL:
  10012. if( flag&1 ) {
  10013. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10014. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  10015. if (status_isimmune(bl))
  10016. i = 0;
  10017. clif_skill_nodamage(src, bl, skill_id, i, 1);
  10018. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10019. i = ~i + 1;
  10020. status_heal(bl, i, 0, 0);
  10021. }
  10022. }
  10023. else {
  10024. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  10025. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10026. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10027. }
  10028. break;
  10029. case AB_ORATIO:
  10030. if( flag&1 )
  10031. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  10032. else {
  10033. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10034. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10035. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10036. }
  10037. break;
  10038. case AB_LAUDAAGNUS:
  10039. if( flag&1 || !sd || !sd->status.party_id ) {
  10040. if( tsc && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE) || tsc->getSCE(SC_BLIND) ||
  10041. tsc->getSCE(SC_BURNING) || tsc->getSCE(SC_FREEZING) || tsc->getSCE(SC_CRYSTALIZE))) {
  10042. // Success Chance: (60 + 10 * Skill Level) %
  10043. if( rnd()%100 > 60+10*skill_lv ) break;
  10044. status_change_end(bl, SC_FREEZE);
  10045. status_change_end(bl, SC_STONE);
  10046. status_change_end(bl, SC_BLIND);
  10047. status_change_end(bl, SC_BURNING);
  10048. status_change_end(bl, SC_FREEZING);
  10049. status_change_end(bl, SC_CRYSTALIZE);
  10050. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10051. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  10052. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10053. } else if( sd )
  10054. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10055. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10056. break;
  10057. case AB_LAUDARAMUS:
  10058. if( flag&1 || !sd || !sd->status.party_id ) {
  10059. if( tsc && (tsc->getSCE(SC_SLEEP) || tsc->getSCE(SC_STUN) || tsc->getSCE(SC_MANDRAGORA) || tsc->getSCE(SC_SILENCE) || tsc->getSCE(SC_DEEPSLEEP)) ){
  10060. // Success Chance: (60 + 10 * Skill Level) %
  10061. if( rnd()%100 > 60+10*skill_lv ) break;
  10062. status_change_end(bl, SC_SLEEP);
  10063. status_change_end(bl, SC_STUN);
  10064. status_change_end(bl, SC_MANDRAGORA);
  10065. status_change_end(bl, SC_SILENCE);
  10066. status_change_end(bl, SC_DEEPSLEEP);
  10067. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10068. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  10069. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10070. } else if( sd )
  10071. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10072. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10073. break;
  10074. case AB_CLEARANCE:
  10075. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  10076. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  10077. break;
  10078. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10079. if(rnd()%100 >= 60 + 8 * skill_lv) {
  10080. if (sd)
  10081. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10082. break;
  10083. }
  10084. if(status_isimmune(bl))
  10085. break;
  10086. //Remove bonus_script by Clearance
  10087. if (dstsd)
  10088. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  10089. if(!tsc || !tsc->count)
  10090. break;
  10091. //Statuses change that can't be removed by Cleareance
  10092. for (const auto &it : status_db) {
  10093. sc_type status = static_cast<sc_type>(it.first);
  10094. if (!tsc->getSCE(status))
  10095. continue;
  10096. if (it.second->flag[SCF_NOCLEARANCE])
  10097. continue;
  10098. switch (status) {
  10099. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  10100. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  10101. case SC_FORTUNE: case SC_SERVICE4U:
  10102. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  10103. continue; //If in song area don't end it, even if config enabled
  10104. break;
  10105. case SC_ASSUMPTIO:
  10106. if (bl->type == BL_MOB)
  10107. continue;
  10108. break;
  10109. }
  10110. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  10111. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  10112. status_change_end(bl,status);
  10113. }
  10114. break;
  10115. }
  10116. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  10117. break;
  10118. case AB_SILENTIUM:
  10119. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  10120. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10121. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10122. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10123. break;
  10124. case WL_STASIS:
  10125. if (flag&1)
  10126. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10127. else {
  10128. struct map_data *mapdata = map_getmapdata(src->m);
  10129. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  10130. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10131. }
  10132. break;
  10133. case NPC_DANCINGBLADE:
  10134. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  10135. break;
  10136. case WL_CHAINLIGHTNING:
  10137. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  10138. break;
  10139. case WL_WHITEIMPRISON:
  10140. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  10141. {
  10142. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  10143. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  10144. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  10145. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  10146. if( sd )
  10147. skill_blockpc_start(sd,skill_id,4000);
  10148. if( !(tsc && tsc->getSCE(type)) ){
  10149. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  10150. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  10151. if( !i )
  10152. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10153. }
  10154. }else
  10155. if( sd )
  10156. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  10157. break;
  10158. case NPC_JACKFROST:
  10159. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10160. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10161. break;
  10162. case WL_SIENNAEXECRATE:
  10163. if( status_isimmune(bl) || !tsc )
  10164. break;
  10165. if( flag&1 ) {
  10166. if( bl->id == skill_area_temp[1] )
  10167. break; // Already work on this target
  10168. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv));
  10169. } else {
  10170. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  10171. // IroWiki says Rate should be reduced by target stats, but currently unknown
  10172. if( rnd()%100 < rate ) { // Success on First Target
  10173. if( status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv)) ) {
  10174. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10175. skill_area_temp[1] = bl->id;
  10176. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10177. }
  10178. // Doesn't send failure packet if it fails on defense.
  10179. }
  10180. else if( sd ) // Failure on Rate
  10181. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10182. }
  10183. break;
  10184. case WL_SUMMONFB:
  10185. case WL_SUMMONBL:
  10186. case WL_SUMMONWB:
  10187. case WL_SUMMONSTONE:
  10188. {
  10189. if (sc == nullptr)
  10190. break;
  10191. e_wl_spheres element;
  10192. switch (skill_id) { // Set val2. The SC element for this ball
  10193. case WL_SUMMONFB:
  10194. element = WLS_FIRE;
  10195. break;
  10196. case WL_SUMMONBL:
  10197. element = WLS_WIND;
  10198. break;
  10199. case WL_SUMMONWB:
  10200. element = WLS_WATER;
  10201. break;
  10202. case WL_SUMMONSTONE:
  10203. element = WLS_STONE;
  10204. break;
  10205. }
  10206. if (skill_lv == 1) {
  10207. sc_type sphere = SC_NONE;
  10208. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10209. if (sc->getSCE(i) == nullptr) {
  10210. sphere = static_cast<sc_type>(i); // Take the free SC
  10211. break;
  10212. }
  10213. }
  10214. if (sphere == SC_NONE) {
  10215. if (sd) // No free slots to put SC
  10216. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  10217. break;
  10218. }
  10219. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10220. } else {
  10221. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10222. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  10223. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10224. }
  10225. }
  10226. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  10227. }
  10228. break;
  10229. case WL_READING_SB_READING:
  10230. if (sd) {
  10231. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  10232. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0);
  10233. break;
  10234. }
  10235. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10236. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  10237. }
  10238. break;
  10239. case RA_FEARBREEZE:
  10240. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10241. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10242. break;
  10243. case RA_WUGMASTERY:
  10244. if( sd ) {
  10245. if( !pc_iswug(sd) )
  10246. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10247. else
  10248. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10249. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10250. }
  10251. break;
  10252. case RA_WUGRIDER:
  10253. if( sd ) {
  10254. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  10255. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10256. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  10257. } else if( pc_isridingwug(sd) ) {
  10258. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  10259. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10260. }
  10261. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10262. }
  10263. break;
  10264. case RA_WUGDASH:
  10265. if( tsce ) {
  10266. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  10267. map_freeblock_unlock();
  10268. return 0;
  10269. }
  10270. if( sd && pc_isridingwug(sd) ) {
  10271. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  10272. clif_walkok(sd);
  10273. }
  10274. break;
  10275. case RA_SENSITIVEKEEN:
  10276. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10277. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10278. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  10279. break;
  10280. case NC_F_SIDESLIDE:
  10281. case NC_B_SIDESLIDE:
  10282. {
  10283. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  10284. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  10285. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10286. }
  10287. break;
  10288. case NC_SELFDESTRUCTION:
  10289. if( sd ) {
  10290. if( pc_ismadogear(sd) )
  10291. pc_setmadogear(sd, false);
  10292. skill_area_temp[1] = 0;
  10293. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10294. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10295. status_set_sp(src, 0, 0);
  10296. skill_clear_unitgroup(src);
  10297. }
  10298. break;
  10299. case NC_EMERGENCYCOOL:
  10300. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10301. if (sd) {
  10302. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  10303. int16 limit[] = { -45, -75, -105 };
  10304. i = 0;
  10305. for (const auto &reqItem : req.eqItem) {
  10306. if (pc_search_inventory(sd, reqItem) != -1)
  10307. break;
  10308. i++;
  10309. }
  10310. pc_overheat(*sd, limit[min(i, 2)]);
  10311. }
  10312. break;
  10313. case NC_ANALYZE:
  10314. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10315. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10316. break;
  10317. case NC_MAGNETICFIELD:
  10318. if (flag & 1) {
  10319. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10320. } else {
  10321. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  10322. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10323. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
  10324. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10325. }
  10326. break;
  10327. case NC_REPAIR:
  10328. if( sd ) {
  10329. int heal, hp = 0;
  10330. if( !dstsd || !pc_ismadogear(dstsd) ) {
  10331. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10332. break;
  10333. }
  10334. switch(skill_lv) {
  10335. case 1: hp = 4; break;
  10336. case 2: hp = 7; break;
  10337. case 3: hp = 13; break;
  10338. case 4: hp = 17; break;
  10339. case 5: default: hp = 23; break;
  10340. }
  10341. heal = dstsd->status.max_hp * hp / 100;
  10342. status_heal(bl,heal,0,2);
  10343. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  10344. }
  10345. break;
  10346. case NC_DISJOINT:
  10347. {
  10348. if( bl->type != BL_MOB ) break;
  10349. md = map_id2md(bl->id);
  10350. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  10351. status_kill(bl);
  10352. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10353. }
  10354. break;
  10355. case SC_AUTOSHADOWSPELL:
  10356. if( sd ) {
  10357. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10358. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10359. {
  10360. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  10361. clif_autoshadowspell_list(sd);
  10362. clif_skill_nodamage(src,bl,skill_id,1,1);
  10363. }
  10364. else
  10365. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  10366. }
  10367. break;
  10368. case SC_SHADOWFORM:
  10369. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10370. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  10371. dstsd->shadowform_id = src->id;
  10372. }
  10373. else if( sd )
  10374. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10375. break;
  10376. case SC_BODYPAINT:
  10377. if( flag&1 ) {
  10378. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  10379. status_change_end(bl,SC_HIDING);
  10380. status_change_end(bl,SC_CLOAKING);
  10381. status_change_end(bl,SC_CLOAKINGEXCEED);
  10382. status_change_end(bl,SC_CAMOUFLAGE);
  10383. status_change_end(bl,SC_NEWMOON);
  10384. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10385. status_change_end(bl, SC__SHADOWFORM);
  10386. }
  10387. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10388. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10389. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10390. } else {
  10391. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  10392. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10393. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10394. }
  10395. break;
  10396. case SC_ENERVATION:
  10397. case SC_GROOMY:
  10398. case SC_LAZINESS:
  10399. case SC_UNLUCKY:
  10400. case SC_WEAKNESS:
  10401. if( !(tsc && tsc->getSCE(type)) ) {
  10402. int rate;
  10403. if (status_get_class_(bl) == CLASS_BOSS)
  10404. break;
  10405. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10406. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10407. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10408. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10409. } else if( sd )
  10410. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10411. break;
  10412. case SC_IGNORANCE:
  10413. if( !(tsc && tsc->getSCE(type)) ) {
  10414. int rate;
  10415. if (status_get_class_(bl) == CLASS_BOSS)
  10416. break;
  10417. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10418. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10419. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10420. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10421. int sp = 100 * skill_lv;
  10422. if( dstmd )
  10423. sp = dstmd->level;
  10424. if( !dstmd )
  10425. status_zap(bl, 0, sp);
  10426. status_heal(src, 0, sp / 2, 3);
  10427. } else if( sd )
  10428. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10429. } else if( sd )
  10430. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10431. break;
  10432. case LG_TRAMPLE:
  10433. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10434. if (rnd()%100 < (25 + 25 * skill_lv))
  10435. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10436. status_change_end(bl, SC_SV_ROOTTWIST);
  10437. break;
  10438. case LG_REFLECTDAMAGE:
  10439. if( tsc && tsc->getSCE(type) )
  10440. status_change_end(bl,type);
  10441. else
  10442. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10443. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10444. break;
  10445. case LG_PIETY:
  10446. if( flag&1 )
  10447. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10448. else {
  10449. skill_area_temp[2] = 0;
  10450. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  10451. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10452. }
  10453. break;
  10454. case SR_CURSEDCIRCLE:
  10455. if( flag&1 ) {
  10456. if( status_get_class_(bl) == CLASS_BOSS )
  10457. break;
  10458. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10459. if( bl->type == BL_MOB )
  10460. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10461. clif_bladestop(src, bl->id, 1);
  10462. map_freeblock_unlock();
  10463. return 1;
  10464. }
  10465. } else {
  10466. int count = 0;
  10467. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10468. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10469. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10470. if( sd ) pc_delspiritball(sd, count, 0);
  10471. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10472. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10473. }
  10474. break;
  10475. case NPC_SR_CURSEDCIRCLE:
  10476. if( flag&1 ) {
  10477. if( status_get_class_(bl) == CLASS_BOSS )
  10478. break;
  10479. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10480. if( bl->type == BL_MOB )
  10481. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10482. clif_bladestop(src, bl->id, 1);
  10483. map_freeblock_unlock();
  10484. return 1;
  10485. }
  10486. } else {
  10487. int count = 0;
  10488. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10489. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10490. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10491. if( sd ) pc_delspiritball(sd, count, 0);
  10492. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10493. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10494. }
  10495. break;
  10496. case SR_RAISINGDRAGON:
  10497. if( sd ) {
  10498. short max = 5 + skill_lv;
  10499. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10500. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10501. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10502. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10503. }
  10504. break;
  10505. case SR_ASSIMILATEPOWER:
  10506. if (flag&1) {
  10507. i = 0;
  10508. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10509. if (dstsd->spiritball > 0) {
  10510. i = dstsd->spiritball;
  10511. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10512. }
  10513. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10514. i += dstsd->spiritcharm;
  10515. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10516. }
  10517. }
  10518. if (i)
  10519. status_percent_heal(src, 0, i);
  10520. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  10521. } else {
  10522. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10523. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  10524. }
  10525. break;
  10526. case SR_POWERVELOCITY:
  10527. if( !dstsd )
  10528. break;
  10529. if( sd && dstsd->spiritball <= 5 ) {
  10530. for(i = 0; i <= 5; i++) {
  10531. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10532. pc_delspiritball(sd, sd->spiritball, 0);
  10533. }
  10534. }
  10535. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10536. break;
  10537. case SR_GENTLETOUCH_CURE:
  10538. {
  10539. unsigned int heal;
  10540. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10541. heal = 0;
  10542. else {
  10543. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10544. status_heal(bl, heal, 0, 0);
  10545. }
  10546. if( tsc && tsc->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10547. status_change_end(bl, SC_STONE);
  10548. status_change_end(bl, SC_FREEZE);
  10549. status_change_end(bl, SC_STUN);
  10550. status_change_end(bl, SC_POISON);
  10551. status_change_end(bl, SC_SILENCE);
  10552. status_change_end(bl, SC_BLIND);
  10553. status_change_end(bl, SC_HALLUCINATION);
  10554. }
  10555. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10556. }
  10557. break;
  10558. case SR_GENTLETOUCH_ENERGYGAIN:
  10559. case SR_GENTLETOUCH_CHANGE:
  10560. case SR_GENTLETOUCH_REVITALIZE:
  10561. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10562. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10563. break;
  10564. case SR_FLASHCOMBO: {
  10565. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10566. const int delay[] = { 0, 750, 1250 };
  10567. if (sd) // Disable attacking/acting/moving for skill's duration.
  10568. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10569. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10570. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10571. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10572. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10573. }
  10574. break;
  10575. case WA_SWING_DANCE:
  10576. case WA_MOONLIT_SERENADE:
  10577. case WA_SYMPHONY_OF_LOVER:
  10578. case MI_RUSH_WINDMILL:
  10579. case MI_ECHOSONG:
  10580. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10581. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10582. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10583. } else if( sd ) {
  10584. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10585. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10586. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10587. }
  10588. break;
  10589. case MI_HARMONIZE:
  10590. if( src != bl )
  10591. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10592. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10593. break;
  10594. case WM_DEADHILLHERE:
  10595. if( bl->type == BL_PC ) {
  10596. if( !status_isdead(bl) )
  10597. break;
  10598. int heal = tstatus->sp;
  10599. if( heal <= 0 )
  10600. heal = 1;
  10601. tstatus->hp = heal;
  10602. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  10603. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10604. pc_revive((TBL_PC*)bl,heal,0);
  10605. clif_resurrection(bl,1);
  10606. }
  10607. break;
  10608. case WM_VOICEOFSIREN:
  10609. if (flag&1)
  10610. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10611. else {
  10612. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10613. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10614. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10615. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  10616. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10617. }
  10618. break;
  10619. case WM_GLOOMYDAY:
  10620. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10621. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10622. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10623. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10624. { // !TODO: Which skills aren't boosted anymore?
  10625. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10626. break;
  10627. }
  10628. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10629. break;
  10630. case WM_SATURDAY_NIGHT_FEVER:
  10631. if( flag&1 ) {
  10632. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10633. } else if (sd) {
  10634. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10635. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10636. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10637. }
  10638. }
  10639. break;
  10640. case WM_SIRCLEOFNATURE:
  10641. case WM_SONG_OF_MANA:
  10642. case WM_DANCE_WITH_WUG:
  10643. case WM_LERADS_DEW:
  10644. case WM_UNLIMITED_HUMMING_VOICE:
  10645. if( flag&1 ) { // These affect to to all party members near the caster.
  10646. if( sc && sc->getSCE(type) ) {
  10647. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10648. }
  10649. } else if( sd ) {
  10650. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10651. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  10652. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10653. }
  10654. break;
  10655. case WM_MELODYOFSINK:
  10656. if( flag&1 ) {
  10657. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10658. } else { // These affect to all targets around the caster.
  10659. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10660. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10661. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10662. }
  10663. }
  10664. break;
  10665. case WM_BEYOND_OF_WARCRY:
  10666. if( flag&1 ) {
  10667. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10668. } else { // These affect to all targets around the caster.
  10669. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10670. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10671. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10672. }
  10673. }
  10674. break;
  10675. case WM_SOUND_OF_DESTRUCTION:
  10676. if (flag&1) {
  10677. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  10678. } else {
  10679. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10680. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10681. }
  10682. break;
  10683. case WM_RANDOMIZESPELL:
  10684. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10685. status_change_end(bl, SC_SONGOFMANA);
  10686. status_change_end(bl, SC_DANCEWITHWUG);
  10687. status_change_end(bl, SC_LERADSDEW);
  10688. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  10689. status_change_end(bl, SC_BEYONDOFWARCRY);
  10690. status_change_end(bl, SC_MELODYOFSINK);
  10691. status_change_end(bl, SC_BEYONDOFWARCRY);
  10692. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  10693. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10694. }
  10695. break;
  10696. case RETURN_TO_ELDICASTES:
  10697. case ALL_GUARDIAN_RECALL:
  10698. case ECLAGE_RECALL:
  10699. case ALL_PRONTERA_RECALL:
  10700. case ALL_GLASTHEIM_RECALL:
  10701. case ALL_THANATOS_RECALL:
  10702. case ALL_LIGHTHALZEN_RECALL:
  10703. if( sd )
  10704. {
  10705. short x=0, y=0; // Destiny position.
  10706. unsigned short mapindex=0;
  10707. switch(skill_id){
  10708. default:
  10709. case RETURN_TO_ELDICASTES:
  10710. x = 198;
  10711. y = 187;
  10712. mapindex = mapindex_name2id(MAP_DICASTES);
  10713. break;
  10714. case ALL_GUARDIAN_RECALL:
  10715. x = 44;
  10716. y = 151;
  10717. mapindex = mapindex_name2id(MAP_MORA);
  10718. break;
  10719. case ECLAGE_RECALL:
  10720. x = 47;
  10721. y = 31;
  10722. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10723. break;
  10724. case ALL_PRONTERA_RECALL:
  10725. if(skill_lv == 1) {
  10726. x = 115;
  10727. y = 72;
  10728. }
  10729. else if(skill_lv == 2) {
  10730. x = 159;
  10731. y = 192;
  10732. }
  10733. mapindex = mapindex_name2id(MAP_PRONTERA);
  10734. break;
  10735. case ALL_GLASTHEIM_RECALL:
  10736. x = 200;
  10737. y = 268;
  10738. mapindex = mapindex_name2id(MAP_GLASTHEIM);
  10739. break;
  10740. case ALL_THANATOS_RECALL:
  10741. x = 139;
  10742. y = 156;
  10743. mapindex = mapindex_name2id(MAP_THANATOS);
  10744. break;
  10745. case ALL_LIGHTHALZEN_RECALL:
  10746. x = 307;
  10747. y = 307;
  10748. mapindex = mapindex_name2id(MAP_LIGHTHALZEN);
  10749. break;
  10750. }
  10751. if(!mapindex)
  10752. { //Given map not found?
  10753. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10754. map_freeblock_unlock();
  10755. return 0;
  10756. }
  10757. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  10758. }
  10759. break;
  10760. case ECL_SNOWFLIP:
  10761. case ECL_PEONYMAMY:
  10762. case ECL_SADAGUI:
  10763. case ECL_SEQUOIADUST:
  10764. switch(skill_id){
  10765. case ECL_SNOWFLIP:
  10766. status_change_end(bl, SC_SLEEP);
  10767. status_change_end(bl, SC_BLEEDING);
  10768. status_change_end(bl, SC_BURNING);
  10769. status_change_end(bl, SC_DEEPSLEEP);
  10770. break;
  10771. case ECL_PEONYMAMY:
  10772. status_change_end(bl, SC_FREEZE);
  10773. status_change_end(bl, SC_FREEZING);
  10774. status_change_end(bl, SC_CRYSTALIZE);
  10775. break;
  10776. case ECL_SADAGUI:
  10777. status_change_end(bl, SC_STUN);
  10778. status_change_end(bl, SC_CONFUSION);
  10779. status_change_end(bl, SC_HALLUCINATION);
  10780. status_change_end(bl, SC_FEAR);
  10781. break;
  10782. case ECL_SEQUOIADUST:
  10783. status_change_end(bl, SC_STONE);
  10784. status_change_end(bl, SC_POISON);
  10785. status_change_end(bl, SC_CURSE);
  10786. status_change_end(bl, SC_BLIND);
  10787. status_change_end(bl, SC_ORCISH);
  10788. status_change_end(bl, SC_DECREASEAGI);
  10789. break;
  10790. }
  10791. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  10792. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10793. break;
  10794. case GM_SANDMAN:
  10795. if( tsc ) {
  10796. if( tsc->opt1 == OPT1_SLEEP )
  10797. tsc->opt1 = 0;
  10798. else
  10799. tsc->opt1 = OPT1_SLEEP;
  10800. clif_changeoption(bl);
  10801. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  10802. }
  10803. break;
  10804. case SO_ARRULLO:
  10805. {
  10806. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  10807. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10808. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  10809. }
  10810. break;
  10811. case WM_LULLABY_DEEPSLEEP:
  10812. if (flag&1) {
  10813. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  10814. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  10815. sc_start(src, bl, type, rate, skill_lv, duration);
  10816. } else {
  10817. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10818. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10819. }
  10820. break;
  10821. case SO_SUMMON_AGNI:
  10822. case SO_SUMMON_AQUA:
  10823. case SO_SUMMON_VENTUS:
  10824. case SO_SUMMON_TERA:
  10825. if( sd ) {
  10826. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  10827. // Remove previous elemental first.
  10828. if( sd->ed )
  10829. elemental_delete(sd->ed);
  10830. // Summoning the new one.
  10831. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  10832. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10833. break;
  10834. }
  10835. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10836. }
  10837. break;
  10838. case SO_EL_CONTROL:
  10839. if( sd ) {
  10840. int mode;
  10841. if( !sd->ed ) break;
  10842. if( skill_lv == 4 ) {// At level 4 delete elementals.
  10843. elemental_delete(sd->ed);
  10844. break;
  10845. }
  10846. switch( skill_lv ) {// Select mode bassed on skill level used.
  10847. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  10848. case 2: mode = EL_MODE_ASSIST; break;
  10849. case 3: mode = EL_MODE_AGGRESSIVE; break;
  10850. }
  10851. if( !elemental_change_mode(sd->ed,mode) ) {
  10852. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10853. break;
  10854. }
  10855. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10856. }
  10857. break;
  10858. case SO_EL_ACTION:
  10859. if( sd ) {
  10860. int duration = 3000;
  10861. if( !sd->ed )
  10862. break;
  10863. switch(sd->ed->db->class_) {
  10864. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  10865. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  10866. duration = 6000;
  10867. break;
  10868. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  10869. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  10870. duration = 9000;
  10871. break;
  10872. }
  10873. sd->skill_id_old = skill_id;
  10874. elemental_action(sd->ed, bl, tick);
  10875. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10876. skill_blockpc_start(sd, skill_id, duration);
  10877. }
  10878. break;
  10879. case SO_EL_CURE:
  10880. if( sd ) {
  10881. s_elemental_data *ed = sd->ed;
  10882. int s_hp, s_sp;
  10883. if( !ed )
  10884. break;
  10885. s_hp = sd->battle_status.hp * 10 / 100;
  10886. s_sp = sd->battle_status.sp * 10 / 100;
  10887. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10888. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10889. break;
  10890. }
  10891. status_heal(&ed->bl,s_hp,s_sp,3);
  10892. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10893. }
  10894. break;
  10895. case GN_CHANGEMATERIAL:
  10896. case SO_EL_ANALYSIS:
  10897. if( sd ) {
  10898. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10899. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10900. }
  10901. break;
  10902. case NPC_MANDRAGORA:
  10903. case GN_MANDRAGORA:
  10904. if( flag&1 ) {
  10905. int rate;
  10906. if (skill_id == NPC_MANDRAGORA)
  10907. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10908. else
  10909. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10910. if (rate < 10)
  10911. rate = 10;
  10912. if (bl->type == BL_MOB || (tsc && tsc->getSCE(type)))
  10913. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10914. if (rnd()%100 < rate) {
  10915. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10916. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10917. }
  10918. } else {
  10919. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10920. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10921. }
  10922. break;
  10923. case GN_SLINGITEM:
  10924. if( sd ) {
  10925. i = sd->equip_index[EQI_AMMO];
  10926. if( i < 0 )
  10927. break; // No ammo.
  10928. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10929. if( ammo_id == 0 )
  10930. break;
  10931. sd->itemid = ammo_id;
  10932. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10933. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10934. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10935. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10936. else
  10937. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10938. } else //Otherwise, it fails, shows animation and removes items.
  10939. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  10940. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10941. switch (ammo_id) {
  10942. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10943. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10944. status_percent_heal(bl, 1, 0);
  10945. break;
  10946. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10947. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10948. status_percent_heal(bl, 2, 0);
  10949. break;
  10950. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10951. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10952. status_percent_heal(bl, 5, 0);
  10953. break;
  10954. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10955. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10956. status_percent_heal(bl, 0, 2);
  10957. break;
  10958. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10959. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10960. status_percent_heal(bl, 0, 4);
  10961. break;
  10962. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10963. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10964. status_percent_heal(bl, 0, 8);
  10965. break;
  10966. default:
  10967. if (dstsd)
  10968. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10969. break;
  10970. }
  10971. }
  10972. }
  10973. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10974. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10975. break;
  10976. case GN_MIX_COOKING:
  10977. case GN_MAKEBOMB:
  10978. case GN_S_PHARMACY:
  10979. if( sd ) {
  10980. int qty = 1;
  10981. sd->skill_id_old = skill_id;
  10982. sd->skill_lv_old = skill_lv;
  10983. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10984. qty = 10;
  10985. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  10986. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10987. }
  10988. break;
  10989. case EL_CIRCLE_OF_FIRE:
  10990. case EL_PYROTECHNIC:
  10991. case EL_HEATER:
  10992. case EL_TROPIC:
  10993. case EL_AQUAPLAY:
  10994. case EL_COOLER:
  10995. case EL_CHILLY_AIR:
  10996. case EL_GUST:
  10997. case EL_BLAST:
  10998. case EL_WILD_STORM:
  10999. case EL_PETROLOGY:
  11000. case EL_CURSED_SOIL:
  11001. case EL_UPHEAVAL:
  11002. case EL_FIRE_CLOAK:
  11003. case EL_WATER_DROP:
  11004. case EL_WIND_CURTAIN:
  11005. case EL_SOLID_SKIN:
  11006. case EL_STONE_SHIELD:
  11007. case EL_WIND_STEP:
  11008. case EM_EL_FLAMETECHNIC:
  11009. case EM_EL_FLAMEARMOR:
  11010. case EM_EL_COLD_FORCE:
  11011. case EM_EL_CRYSTAL_ARMOR:
  11012. case EM_EL_GRACE_BREEZE:
  11013. case EM_EL_EYES_OF_STORM:
  11014. case EM_EL_EARTH_CARE:
  11015. case EM_EL_STRONG_PROTECTION:
  11016. case EM_EL_DEEP_POISONING:
  11017. case EM_EL_POISON_SHIELD:
  11018. {
  11019. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11020. if( ele ) {
  11021. sc_type type2 = (sc_type)(type-1);
  11022. status_change *esc = status_get_sc(&ele->bl);
  11023. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11024. status_change_end(src,type);
  11025. status_change_end(bl,type2);
  11026. } else {
  11027. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11028. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  11029. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11030. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  11031. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  11032. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11033. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11034. }
  11035. }
  11036. }
  11037. break;
  11038. case EL_FIRE_MANTLE:
  11039. case EL_WATER_BARRIER:
  11040. case EL_ZEPHYR:
  11041. case EL_POWER_OF_GAIA:
  11042. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11043. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  11044. break;
  11045. case EL_WATER_SCREEN: {
  11046. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11047. if( ele ) {
  11048. status_change *esc = status_get_sc(&ele->bl);
  11049. sc_type type2 = (sc_type)(type-1);
  11050. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11051. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11052. status_change_end(bl,type);
  11053. status_change_end(src,type2);
  11054. } else {
  11055. // This not heals at the end.
  11056. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11057. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11058. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  11059. }
  11060. }
  11061. }
  11062. break;
  11063. case KO_KAHU_ENTEN:
  11064. case KO_HYOUHU_HUBUKI:
  11065. case KO_KAZEHU_SEIRAN:
  11066. case KO_DOHU_KOUKAI:
  11067. if (sd) {
  11068. int ele_type = skill_get_ele(skill_id,skill_lv);
  11069. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11070. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  11071. }
  11072. break;
  11073. case KO_ZANZOU:
  11074. if(sd){
  11075. struct mob_data *md2;
  11076. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  11077. if( md2 )
  11078. {
  11079. md2->master_id = src->id;
  11080. md2->special_state.ai = AI_ZANZOU;
  11081. if( md2->deletetimer != INVALID_TIMER )
  11082. delete_timer(md2->deletetimer, mob_timer_delete);
  11083. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  11084. mob_spawn( md2 );
  11085. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  11086. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11087. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  11088. }
  11089. }
  11090. break;
  11091. case KO_KYOUGAKU:
  11092. if( dstsd && tsc && !tsc->getSCE(type) && rnd()%100 < tstatus->int_/2 ){
  11093. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11094. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11095. }else if( sd )
  11096. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11097. break;
  11098. case KO_JYUSATSU:
  11099. if( dstsd && tsc && !tsc->getSCE(type) &&
  11100. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  11101. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11102. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  11103. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  11104. if( status_get_lv(bl) <= status_get_lv(src) )
  11105. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  11106. }else if( sd )
  11107. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11108. break;
  11109. case KO_GENWAKU:
  11110. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  11111. int x = src->x, y = src->y;
  11112. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  11113. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11114. break;
  11115. }
  11116. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  11117. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11118. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11119. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  11120. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11121. clif_blown(src);
  11122. if (!unit_blown_immune(bl, 0x1)) {
  11123. unit_movepos(bl,x,y,0,0);
  11124. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  11125. clif_sitting(bl); //Avoid sitting sync problem
  11126. clif_blown(bl);
  11127. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  11128. }
  11129. }
  11130. }
  11131. break;
  11132. case OB_AKAITSUKI:
  11133. case OB_OBOROGENSOU:
  11134. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  11135. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  11136. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11137. break;
  11138. }
  11139. [[fallthrough]];
  11140. case KO_IZAYOI:
  11141. case OB_ZANGETSU:
  11142. case KG_KYOMU:
  11143. case KG_KAGEMUSYA:
  11144. case SP_SOULDIVISION:
  11145. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  11146. if (bl->type != BL_PC) {
  11147. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11148. break;
  11149. }
  11150. }
  11151. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11152. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11153. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11154. break;
  11155. case KG_KAGEHUMI:
  11156. if( flag&1 ){
  11157. if (bl->type != BL_PC)
  11158. break;
  11159. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC__SHADOWFORM) || tsc->getSCE(SC_MARIONETTE) || tsc->getSCE(SC_HARMONIZE))) {
  11160. status_change_end(bl, SC_HIDING);
  11161. status_change_end(bl, SC_CLOAKING);
  11162. status_change_end(bl, SC_CLOAKINGEXCEED);
  11163. status_change_end(bl, SC_CAMOUFLAGE);
  11164. status_change_end(bl, SC_NEWMOON);
  11165. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  11166. status_change_end(bl, SC__SHADOWFORM);
  11167. status_change_end(bl, SC_MARIONETTE);
  11168. status_change_end(bl, SC_HARMONIZE);
  11169. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11170. }
  11171. }else{
  11172. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11173. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11174. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11175. }
  11176. break;
  11177. case MH_SILENT_BREEZE:
  11178. {
  11179. int heal = 5 * status_get_lv(&hd->bl) +
  11180. #ifdef RENEWAL
  11181. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  11182. #else
  11183. status_base_matk_min(&hd->battle_status);
  11184. #endif
  11185. //Silences the homunculus and target
  11186. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11187. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11188. //Recover the target's HP
  11189. status_heal(bl,heal,0,3);
  11190. //Removes these SC from target
  11191. if (tsc) {
  11192. const enum sc_type scs[] = {
  11193. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  11194. };
  11195. for (i = 0; i < ARRAYLENGTH(scs); i++)
  11196. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  11197. }
  11198. if (hd)
  11199. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11200. }
  11201. break;
  11202. case MH_OVERED_BOOST:
  11203. if (hd && battle_get_master(src)) {
  11204. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11205. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11206. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11207. }
  11208. break;
  11209. case MH_GRANITIC_ARMOR:
  11210. case MH_PYROCLASTIC:
  11211. if(hd) {
  11212. struct block_list *s_bl = battle_get_master(src);
  11213. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  11214. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11215. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11216. }
  11217. break;
  11218. case MH_LIGHT_OF_REGENE: //self
  11219. if(hd) {
  11220. struct block_list *s_bl = battle_get_master(src);
  11221. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11222. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11223. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11224. }
  11225. break;
  11226. case MH_STYLE_CHANGE:
  11227. if(hd){
  11228. struct status_change_entry *sce;
  11229. if((sce=hd->sc.getSCE(SC_STYLE_CHANGE))!=NULL){ //in preparation for other bl usage
  11230. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  11231. else sce->val1 = MH_MD_FIGHTING;
  11232. //if(hd->master && hd->sc.getSCE(SC_STYLE_CHANGE)) { // Aegis does not show any message when switching fighting style
  11233. // char output[128];
  11234. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  11235. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  11236. //}
  11237. }
  11238. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  11239. }
  11240. break;
  11241. case MH_GOLDENE_TONE:
  11242. case MH_TEMPERING: {
  11243. block_list* master_bl = battle_get_master(src);
  11244. if (master_bl != nullptr){
  11245. clif_skill_nodamage(src,master_bl,skill_id,skill_lv,1);
  11246. sc_start(src, master_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11247. }
  11248. if (hd)
  11249. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11250. } break;
  11251. case MH_PAIN_KILLER:
  11252. bl = battle_get_master(src);
  11253. if (bl != nullptr)
  11254. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11255. if (hd)
  11256. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11257. break;
  11258. case MH_MAGMA_FLOW:
  11259. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11260. if (hd)
  11261. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11262. break;
  11263. case MH_SUMMON_LEGION: {
  11264. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  11265. int qty[5] = {3 , 3 , 4 , 4 , 5};
  11266. struct mob_data *sum_md;
  11267. int i_slave,c=0;
  11268. int maxcount = qty[skill_lv-1];
  11269. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  11270. if(c >= maxcount) {
  11271. map_freeblock_unlock();
  11272. return 0; //max qty already spawned
  11273. }
  11274. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  11275. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  11276. if (sum_md) {
  11277. sum_md->master_id = src->id;
  11278. sum_md->special_state.ai = AI_LEGION;
  11279. if (sum_md->deletetimer != INVALID_TIMER)
  11280. delete_timer(sum_md->deletetimer, mob_timer_delete);
  11281. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  11282. mob_spawn(sum_md); //Now it is ready for spawning.
  11283. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  11284. }
  11285. }
  11286. if (hd)
  11287. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11288. }
  11289. break;
  11290. case RL_RICHS_COIN:
  11291. if (sd) {
  11292. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11293. for (i = 0; i < 10; i++)
  11294. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  11295. }
  11296. break;
  11297. case RL_C_MARKER:
  11298. if (sd) {
  11299. // If marked by someone else remove it
  11300. if (tsce && tsce->val2 != src->id)
  11301. status_change_end(bl, type);
  11302. // Check if marked before
  11303. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  11304. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11305. // Find empty slot
  11306. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  11307. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11308. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11309. break;
  11310. }
  11311. }
  11312. sd->c_marker[i] = bl->id;
  11313. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11314. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11315. }
  11316. // If mob casts this, at least SC_C_MARKER as debuff
  11317. else {
  11318. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11319. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11320. }
  11321. break;
  11322. case RL_QD_SHOT:
  11323. if (sd) {
  11324. skill_area_temp[1] = bl->id;
  11325. // Check surrounding
  11326. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  11327. if (skill_area_temp[0])
  11328. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11329. // Main target always receives damage
  11330. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11331. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  11332. } else {
  11333. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11334. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11335. }
  11336. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  11337. skill_area_temp[0] = 0;
  11338. skill_area_temp[1] = 0;
  11339. break;
  11340. case RL_FLICKER:
  11341. if (sd) {
  11342. sd->flicker = true;
  11343. skill_area_temp[1] = 0;
  11344. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11345. // Detonate RL_B_TRAP
  11346. if (pc_checkskill(sd, RL_B_TRAP))
  11347. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  11348. // Detonate RL_H_MINE
  11349. if ((i = pc_checkskill(sd, RL_H_MINE)))
  11350. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  11351. sd->flicker = false;
  11352. }
  11353. break;
  11354. case SO_ELEMENTAL_SHIELD:
  11355. if (!sd || sd->status.party_id == 0 || flag&1) {
  11356. if (sd && sd->status.party_id == 0) {
  11357. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11358. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11359. elemental_delete(sd->ed);
  11360. }
  11361. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  11362. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  11363. }
  11364. else {
  11365. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11366. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11367. elemental_delete(sd->ed);
  11368. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11369. }
  11370. break;
  11371. case SU_HIDE:
  11372. if (tsce) {
  11373. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11374. status_change_end(bl, type);
  11375. map_freeblock_unlock();
  11376. return 0;
  11377. }
  11378. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11379. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11380. break;
  11381. case SU_STOOP:
  11382. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11383. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11384. break;
  11385. case SU_SV_ROOTTWIST:
  11386. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11387. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11388. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  11389. break;
  11390. }
  11391. if (tsc && tsc->count && tsc->getSCE(type)) // Refresh the status only if it's already active.
  11392. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11393. else {
  11394. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11395. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11396. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11397. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11398. }
  11399. break;
  11400. case SU_TUNABELLY:
  11401. {
  11402. unsigned int heal = 0;
  11403. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11404. heal = 0;
  11405. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11406. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11407. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11408. status_heal(bl, heal, 0, 0);
  11409. }
  11410. break;
  11411. case SU_BUNCHOFSHRIMP:
  11412. case SU_HISS:
  11413. case SU_PURRING:
  11414. case SU_MEOWMEOW:
  11415. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11416. int duration = skill_get_time(skill_id, skill_lv);
  11417. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11418. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11419. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11420. } else if (sd) {
  11421. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11422. }
  11423. break;
  11424. case SU_SHRIMPARTY:
  11425. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11426. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11427. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11428. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  11429. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11430. }
  11431. } else if (sd)
  11432. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11433. break;
  11434. case SU_POWEROFFLOCK:
  11435. if (flag&1) {
  11436. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11437. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11438. } else {
  11439. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11440. if (battle_config.skill_wall_check)
  11441. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11442. else
  11443. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11444. }
  11445. break;
  11446. case ALL_EQSWITCH:
  11447. if( sd ){
  11448. clif_equipswitch_reply( sd, false );
  11449. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  11450. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11451. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11452. }
  11453. }
  11454. }
  11455. break;
  11456. case AB_VITUPERATUM:
  11457. if (flag&1)
  11458. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11459. else {
  11460. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11461. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11462. }
  11463. break;
  11464. case AB_CONVENIO:
  11465. if (sd) {
  11466. party_data *p = party_search(sd->status.party_id);
  11467. int i = 0, count = 0;
  11468. // Only usable in party
  11469. if (p == nullptr) {
  11470. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11471. break;
  11472. }
  11473. // Only usable as party leader.
  11474. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11475. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11476. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11477. break;
  11478. }
  11479. // Do the teleport part
  11480. for (i = 0; i < MAX_PARTY; ++i) {
  11481. map_session_data *pl_sd = p->data[i].sd;
  11482. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11483. sd->bl.m != pl_sd->bl.m)
  11484. continue;
  11485. // Respect /call configuration
  11486. if( pl_sd->status.disable_call ){
  11487. continue;
  11488. }
  11489. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  11490. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11491. count++;
  11492. }
  11493. }
  11494. if (!count)
  11495. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11496. }
  11497. break;
  11498. case NPC_PULSESTRIKE2:
  11499. for (int i = 0; i < 3; i++)
  11500. skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  11501. break;
  11502. case BO_THE_WHOLE_PROTECTION:
  11503. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11504. unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11505. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11506. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11507. continue;
  11508. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11509. }
  11510. } else if (sd) {
  11511. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11512. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11513. }
  11514. break;
  11515. case TR_MUSICAL_INTERLUDE:
  11516. case TR_JAWAII_SERENADE:
  11517. case TR_PRON_MARCH:
  11518. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11519. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11520. else if (sd) {
  11521. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11522. sd->skill_id_song = skill_id;
  11523. sd->skill_lv_song = skill_lv;
  11524. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11525. flag |= 2;
  11526. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11527. }
  11528. break;
  11529. case TR_GEF_NOCTURN:
  11530. case TR_AIN_RHAPSODY:
  11531. if (flag & 1)
  11532. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11533. else if (sd) {
  11534. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11535. sd->skill_id_song = skill_id;
  11536. sd->skill_lv_song = skill_lv;
  11537. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11538. flag |= 2;
  11539. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11540. }
  11541. break;
  11542. case TR_ROKI_CAPRICCIO:
  11543. case TR_NIPELHEIM_REQUIEM:
  11544. if (flag & 1) { // Need official success chances.
  11545. uint16 success_chance = 5 * skill_lv;
  11546. if (flag & 2)
  11547. success_chance *= 2;
  11548. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11549. if (skill_id == TR_ROKI_CAPRICCIO) {
  11550. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11551. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11552. } else { // TR_NIPELHEIM_REQUIEM
  11553. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11554. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11555. }
  11556. } else if (sd) {
  11557. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11558. sd->skill_id_song = skill_id;
  11559. sd->skill_lv_song = skill_lv;
  11560. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11561. flag |= 2;
  11562. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11563. }
  11564. break;
  11565. case ABR_NET_REPAIR:
  11566. case ABR_NET_SUPPORT:
  11567. if (flag & 1) {
  11568. int heal_amount;
  11569. if (skill_id == ABR_NET_REPAIR) {
  11570. heal_amount = tstatus->max_hp * 10 / 100;
  11571. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  11572. status_heal(bl, heal_amount, 0, 0);
  11573. } else { // ABR_NET_SUPPORT
  11574. heal_amount = tstatus->max_sp * 3 / 100;
  11575. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 );
  11576. status_heal(bl, 0, heal_amount, 0);
  11577. }
  11578. } else {
  11579. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11580. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ALLY | SD_SPLASH | 1, skill_castend_nodamage_id);
  11581. }
  11582. break;
  11583. case WH_HAWK_M:
  11584. if (sd) {
  11585. if (!pc_isfalcon(sd))
  11586. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11587. else
  11588. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11589. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11590. }
  11591. break;
  11592. case EM_SUMMON_ELEMENTAL_ARDOR:
  11593. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11594. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11595. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11596. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11597. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11598. if (sd == nullptr)
  11599. break;
  11600. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11601. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11602. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11603. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11604. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11605. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11606. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11607. // Remove the old elemental before summoning the super one.
  11608. elemental_delete(sd->ed);
  11609. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11610. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11611. break;
  11612. } else // Elemental summoned. Buff the player with the bonus.
  11613. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11614. } else {
  11615. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11616. break;
  11617. }
  11618. }
  11619. break;
  11620. case EM_ELEMENTAL_VEIL:
  11621. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11622. if (sd == nullptr)
  11623. break;
  11624. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11625. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11626. else
  11627. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11628. break;
  11629. case MT_M_MACHINE:
  11630. case BO_BIONIC_PHARMACY:
  11631. if (sd) {
  11632. sd->skill_id_old = skill_id;
  11633. sd->skill_lv_old = skill_lv;
  11634. if (skill_id == MT_M_MACHINE)
  11635. clif_cooking_list(sd, 31, skill_id, 1, 7);
  11636. else // BO_BIONIC_PHARMACY
  11637. clif_cooking_list(sd, 32, skill_id, 1, 8);
  11638. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11639. }
  11640. break;
  11641. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11642. case MT_SUMMON_ABR_DUAL_CANNON:
  11643. case MT_SUMMON_ABR_MOTHER_NET:
  11644. case MT_SUMMON_ABR_INFINITY: {
  11645. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11646. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11647. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11648. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], "", SZ_SMALL, AI_ABR);
  11649. if (md) {
  11650. md->master_id = src->id;
  11651. md->special_state.ai = AI_ABR;
  11652. if (md->deletetimer != INVALID_TIMER)
  11653. delete_timer(md->deletetimer, mob_timer_delete);
  11654. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11655. mob_spawn(md);
  11656. }
  11657. }
  11658. break;
  11659. case BO_WOODENWARRIOR:
  11660. case BO_WOODEN_FAIRY:
  11661. case BO_CREEPER:
  11662. case BO_HELLTREE: { // A poring is used in the 4th slot as a dummy since the Research Report skill is in between the Creeper and Hell Tree skills.
  11663. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11664. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11665. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11666. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", bionics[4 - (BO_HELLTREE - skill_id)], "", SZ_SMALL, AI_BIONIC);
  11667. if (md) {
  11668. md->master_id = src->id;
  11669. md->special_state.ai = AI_BIONIC;
  11670. if (md->deletetimer != INVALID_TIMER)
  11671. delete_timer(md->deletetimer, mob_timer_delete);
  11672. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11673. mob_spawn(md);
  11674. }
  11675. }
  11676. break;
  11677. #ifdef RENEWAL
  11678. case CG_HERMODE:
  11679. skill_castend_song(src, skill_id, skill_lv, tick);
  11680. break;
  11681. #endif
  11682. case NPC_LEASH:
  11683. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11684. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11685. return 0;
  11686. }
  11687. clif_blown( bl );
  11688. break;
  11689. case NPC_WIDELEASH:
  11690. if( flag & 1 ){
  11691. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11692. return 0;
  11693. }
  11694. clif_blown( bl );
  11695. }else{
  11696. skill_area_temp[2] = 0; // For SD_PREAMBLE
  11697. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11698. map_foreachinallrange( skill_area_sub, bl, skill_get_splash( skill_id, skill_lv ), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_PREAMBLE | 1, skill_castend_nodamage_id );
  11699. }
  11700. break;
  11701. case HN_HELLS_DRIVE:
  11702. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11703. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  11704. break;
  11705. case NW_THE_VIGILANTE_AT_NIGHT:
  11706. i = skill_get_splash(skill_id, skill_lv);
  11707. skill_area_temp[0] = 0;
  11708. skill_area_temp[1] = bl->id;
  11709. skill_area_temp[2] = 0;
  11710. if (sd && sd->weapontype1 == W_GATLING) {
  11711. i += 3;
  11712. clif_skill_nodamage(src, bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_GATLING, skill_lv, 1);
  11713. } else
  11714. clif_skill_nodamage(src, bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_SHOTGUN, skill_lv, 1);
  11715. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  11716. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  11717. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11718. break;
  11719. case NW_INTENSIVE_AIM:
  11720. if (tsc && tsc->getSCE(type)) {
  11721. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11722. status_change_end(bl, type);
  11723. } else {
  11724. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11725. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11726. }
  11727. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11728. break;
  11729. case NW_HIDDEN_CARD:
  11730. case NW_AUTO_FIRING_LAUNCHER:
  11731. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11732. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11733. break;
  11734. case NW_GRENADE_FRAGMENT:
  11735. status_change_end(src, type);
  11736. if (skill_lv < 7)
  11737. sc_start(src, bl, (sc_type)(SC_GRENADE_FRAGMENT_1 -1 + skill_lv), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11738. else if (skill_lv == 7) {
  11739. status_change_end(src, SC_GRENADE_FRAGMENT_1);
  11740. status_change_end(src, SC_GRENADE_FRAGMENT_2);
  11741. status_change_end(src, SC_GRENADE_FRAGMENT_3);
  11742. status_change_end(src, SC_GRENADE_FRAGMENT_4);
  11743. status_change_end(src, SC_GRENADE_FRAGMENT_5);
  11744. status_change_end(src, SC_GRENADE_FRAGMENT_6);
  11745. }
  11746. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11747. break;
  11748. default: {
  11749. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11750. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  11751. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11752. map_freeblock_unlock();
  11753. return 1;
  11754. }
  11755. }
  11756. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  11757. if (sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER)) // Should only remove after the skill had been casted.
  11758. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  11759. }
  11760. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  11761. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  11762. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  11763. }
  11764. if( sd && !(flag&1) )
  11765. {// ensure that the skill last-cast tick is recorded
  11766. sd->canskill_tick = gettick();
  11767. if( sd->state.arrow_atk )
  11768. {// consume arrow on last invocation to this skill.
  11769. battle_consume_ammo(sd, skill_id, skill_lv);
  11770. }
  11771. skill_onskillusage(sd, bl, skill_id, tick);
  11772. // perform skill requirement consumption
  11773. if (!(flag&SKILL_NOCONSUME_REQ))
  11774. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11775. }
  11776. map_freeblock_unlock();
  11777. return 0;
  11778. }
  11779. /**
  11780. * Checking that causing skill failed
  11781. * @param src Caster
  11782. * @param target Target
  11783. * @param skill_id
  11784. * @param skill_lv
  11785. * @return -1 success, others are failed @see enum useskill_fail_cause.
  11786. **/
  11787. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  11788. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11789. int inf = skill->inf;
  11790. status_change *tsc = status_get_sc(target);
  11791. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  11792. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  11793. switch (skill_id) {
  11794. case AL_HEAL:
  11795. case AL_INCAGI:
  11796. case AL_DECAGI:
  11797. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  11798. case AB_RENOVATIO:
  11799. case AB_HIGHNESSHEAL:
  11800. if (tsc && tsc->option&OPTION_MADOGEAR)
  11801. return USESKILL_FAIL_TOTARGET;
  11802. break;
  11803. case RG_BACKSTAP:
  11804. {
  11805. #ifndef RENEWAL
  11806. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  11807. if (map_check_dir(dir, t_dir))
  11808. return USESKILL_FAIL_MAX;
  11809. #endif
  11810. if (check_distance_bl(src, target, 0))
  11811. return USESKILL_FAIL_MAX;
  11812. }
  11813. break;
  11814. case PR_TURNUNDEAD:
  11815. {
  11816. struct status_data *tstatus = status_get_status_data(target);
  11817. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  11818. return USESKILL_FAIL_MAX;
  11819. }
  11820. break;
  11821. case PR_LEXDIVINA:
  11822. case MER_LEXDIVINA:
  11823. {
  11824. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  11825. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->getSCE(SC_SILENCE)))
  11826. return USESKILL_FAIL_LEVEL;
  11827. else
  11828. return -1; //Works on silenced allies
  11829. }
  11830. break;
  11831. case RA_WUGSTRIKE:
  11832. // Check if path can be reached
  11833. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  11834. return USESKILL_FAIL_MAX;
  11835. break;
  11836. case MG_NAPALMBEAT:
  11837. case MG_FIREBALL:
  11838. case HT_BLITZBEAT:
  11839. case AS_GRIMTOOTH:
  11840. case MO_COMBOFINISH:
  11841. case NC_VULCANARM:
  11842. case SR_TIGERCANNON:
  11843. // These can damage traps, but can't target traps directly
  11844. if (target->type == BL_SKILL) {
  11845. TBL_SKILL *su = (TBL_SKILL*)target;
  11846. if (!su || !su->group)
  11847. return USESKILL_FAIL_MAX;
  11848. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  11849. return USESKILL_FAIL_MAX;
  11850. }
  11851. break;
  11852. case IQ_SECOND_FLAME:
  11853. case IQ_SECOND_FAITH:
  11854. case IQ_SECOND_JUDGEMENT:
  11855. if (!tsc || !(tsc->getSCE(SC_FIRST_BRAND) || tsc->getSCE(SC_SECOND_BRAND)))
  11856. return USESKILL_FAIL_LEVEL;
  11857. break;
  11858. case IQ_THIRD_PUNISH:
  11859. case IQ_THIRD_FLAME_BOMB:
  11860. case IQ_THIRD_CONSECRATION:
  11861. if (!tsc || !tsc->getSCE(SC_SECOND_BRAND))
  11862. return USESKILL_FAIL_LEVEL;
  11863. break;
  11864. }
  11865. if (inf&INF_ATTACK_SKILL ||
  11866. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  11867. ) // Casted through combo.
  11868. inf = BCT_ENEMY; //Offensive skill.
  11869. else if (skill->inf2[INF2_NOTARGETENEMY])
  11870. inf = BCT_NOENEMY;
  11871. else
  11872. inf = 0;
  11873. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  11874. inf |=
  11875. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  11876. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  11877. //Remove neutral targets (but allow enemy if skill is designed to be so)
  11878. inf &= ~BCT_NEUTRAL;
  11879. }
  11880. switch (skill_id) {
  11881. // Cannot be casted to Emperium
  11882. case WZ_ESTIMATION:
  11883. case SL_SKE:
  11884. case SL_SKA:
  11885. case RK_PHANTOMTHRUST:
  11886. case NPC_PHANTOMTHRUST:
  11887. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  11888. return USESKILL_FAIL_MAX;
  11889. break;
  11890. }
  11891. if (inf && battle_check_target(src, target, inf) <= 0) {
  11892. switch(skill_id) {
  11893. case RK_PHANTOMTHRUST:
  11894. case NPC_PHANTOMTHRUST:
  11895. case AB_CLEARANCE:
  11896. return USESKILL_FAIL_TOTARGET;
  11897. default:
  11898. return USESKILL_FAIL_LEVEL;
  11899. }
  11900. }
  11901. // Fogwall makes all offensive-type targetted skills fail at 75%
  11902. // Jump Kick can still fail even though you can jump to friendly targets.
  11903. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->getSCE(SC_FOGWALL) && rnd() % 100 < 75)
  11904. return USESKILL_FAIL_LEVEL;
  11905. return -1;
  11906. }
  11907. TIMER_FUNC( skill_keep_using ){
  11908. map_session_data* sd = map_id2sd( id );
  11909. if( sd && sd->skill_keep_using.skill_id ){
  11910. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  11911. sd->skill_keep_using.tid = INVALID_TIMER;
  11912. }
  11913. return 0;
  11914. }
  11915. /**
  11916. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  11917. * @param tid
  11918. * @param tick
  11919. * @param data
  11920. **/
  11921. TIMER_FUNC(skill_castend_id){
  11922. struct block_list *target, *src;
  11923. map_session_data *sd;
  11924. struct mob_data *md;
  11925. struct unit_data *ud;
  11926. int flag = 0;
  11927. src = map_id2bl(id);
  11928. if( src == NULL )
  11929. {
  11930. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  11931. return 0;// not found
  11932. }
  11933. ud = unit_bl2ud(src);
  11934. if( ud == NULL )
  11935. {
  11936. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  11937. return 0;// ???
  11938. }
  11939. sd = BL_CAST(BL_PC, src);
  11940. md = BL_CAST(BL_MOB, src);
  11941. status_change *sc = status_get_sc(src);
  11942. if( src->prev == NULL ) {
  11943. ud->skilltimer = INVALID_TIMER;
  11944. return 0;
  11945. }
  11946. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  11947. if( ud->skilltimer != tid ) {
  11948. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  11949. ud->skilltimer = INVALID_TIMER;
  11950. return 0;
  11951. }
  11952. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  11953. {// restore original walk speed
  11954. ud->skilltimer = INVALID_TIMER;
  11955. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11956. } else
  11957. ud->skilltimer = INVALID_TIMER;
  11958. }
  11959. if (ud->skilltarget == id)
  11960. target = src;
  11961. else
  11962. target = map_id2bl(ud->skilltarget);
  11963. // Use a do so that you can break out of it when the skill fails.
  11964. do {
  11965. bool fail = false;
  11966. int8 res = USESKILL_FAIL_LEVEL;
  11967. if (!target || target->prev == NULL)
  11968. break;
  11969. if (src->m != target->m || status_isdead(src))
  11970. break;
  11971. //These should become skill_castend_pos
  11972. switch (ud->skill_id) {
  11973. case WE_CALLPARTNER:
  11974. if (sd) {
  11975. map_session_data *p_sd = pc_get_partner(sd);
  11976. if (p_sd && p_sd->state.autotrade) {
  11977. fail = true;
  11978. break;
  11979. } else
  11980. clif_callpartner(*sd);
  11981. }
  11982. break;
  11983. case WE_CALLPARENT:
  11984. if (sd) {
  11985. map_session_data *f_sd = pc_get_father(sd);
  11986. map_session_data *m_sd = pc_get_mother(sd);
  11987. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  11988. fail = true;
  11989. break;
  11990. }
  11991. }
  11992. break;
  11993. case WE_CALLBABY:
  11994. if (sd) {
  11995. map_session_data *c_sd = pc_get_child(sd);
  11996. if (c_sd && c_sd->state.autotrade) {
  11997. fail = true;
  11998. break;
  11999. }
  12000. }
  12001. break;
  12002. case AM_RESURRECTHOMUN:
  12003. case PF_SPIDERWEB:
  12004. {
  12005. //Find a random spot to place the skill. [Skotlex]
  12006. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  12007. ud->skillx = target->x + splash;
  12008. ud->skilly = target->y + splash;
  12009. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  12010. ud->skillx = target->x;
  12011. ud->skilly = target->y;
  12012. }
  12013. ud->skilltimer = tid;
  12014. return skill_castend_pos(tid,tick,id,data);
  12015. }
  12016. case GN_WALLOFTHORN:
  12017. case SC_ESCAPE:
  12018. case WL_FROSTMISTY:
  12019. case SU_CN_POWDERING:
  12020. case AG_RAIN_OF_CRYSTAL:
  12021. ud->skillx = target->x;
  12022. ud->skilly = target->y;
  12023. ud->skilltimer = tid;
  12024. return skill_castend_pos(tid,tick,id,data);
  12025. }
  12026. // Failing
  12027. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  12028. if (sd && res != USESKILL_FAIL_MAX)
  12029. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  12030. break;
  12031. }
  12032. //Avoid doing double checks for instant-cast skills.
  12033. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  12034. break;
  12035. if(md) {
  12036. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12037. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12038. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12039. }
  12040. if (src != target && battle_config.skill_add_range &&
  12041. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  12042. {
  12043. if (sd) {
  12044. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  12045. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  12046. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12047. }
  12048. break;
  12049. }
  12050. #ifdef OFFICIAL_WALKPATH
  12051. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  12052. {
  12053. if (sd) {
  12054. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  12055. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  12056. }
  12057. break;
  12058. }
  12059. #endif
  12060. if( sd )
  12061. {
  12062. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  12063. break;
  12064. else {
  12065. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  12066. int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  12067. // Give AP
  12068. if (add_ap > 0) {
  12069. switch (ud->skill_id) {
  12070. case TR_ROSEBLOSSOM:
  12071. case TR_RHYTHMSHOOTING:
  12072. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  12073. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  12074. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  12075. break;
  12076. case TR_GEF_NOCTURN:
  12077. case TR_ROKI_CAPRICCIO:
  12078. case TR_AIN_RHAPSODY:
  12079. case TR_MUSICAL_INTERLUDE:
  12080. case TR_JAWAII_SERENADE:
  12081. case TR_NIPELHEIM_REQUIEM:
  12082. case TR_PRON_MARCH:
  12083. if (sd->skill_id_old == TR_RETROSPECTION) {
  12084. add_ap += add_ap * 50 / 100;
  12085. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  12086. }
  12087. break;
  12088. case WH_CRESCIVE_BOLT:
  12089. if (sc && sc->getSCE(SC_CRESCIVEBOLT) && sc->getSCE(SC_CRESCIVEBOLT)->val1 >= 3) {
  12090. add_ap += 2;
  12091. }
  12092. break;
  12093. }
  12094. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12095. }
  12096. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  12097. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  12098. break; // Show a skill fail message (Damage type consumes requirements)
  12099. }
  12100. }
  12101. }
  12102. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12103. break;
  12104. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  12105. ud->state.running = 0;
  12106. status_change_end(src, SC_RUN);
  12107. flag = 1;
  12108. }
  12109. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  12110. unit_stop_walking(src,1);
  12111. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12112. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12113. if (sd) { //Cooldown application
  12114. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  12115. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  12116. }
  12117. if( battle_config.display_status_timers && sd )
  12118. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12119. if( sd )
  12120. {
  12121. switch( ud->skill_id )
  12122. {
  12123. case GS_DESPERADO:
  12124. case RL_FIREDANCE:
  12125. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  12126. break;
  12127. case KN_BRANDISHSPEAR:
  12128. case CR_GRANDCROSS: {
  12129. sc_type type;
  12130. if (ud->skill_id == KN_BRANDISHSPEAR)
  12131. type = SC_STRIPWEAPON;
  12132. else
  12133. type = SC_STRIPSHIELD;
  12134. if (sc && sc->getSCE(type)) {
  12135. const struct TimerData* timer = get_timer(sc->getSCE(type)->timer);
  12136. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  12137. break;
  12138. }
  12139. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  12140. break;
  12141. }
  12142. }
  12143. }
  12144. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  12145. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12146. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12147. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  12148. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  12149. map_freeblock_lock();
  12150. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  12151. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12152. else
  12153. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12154. if( sd && sd->skill_keep_using.tid == INVALID_TIMER && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, sd) && skill_check_condition_castbegin(sd, ud->skill_id, ud->skill_lv) ){
  12155. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  12156. }
  12157. if(sc && sc->count) {
  12158. if (ud->skill_id != RA_CAMOUFLAGE)
  12159. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12160. if(sc->getSCE(SC_SPIRIT) &&
  12161. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  12162. sc->getSCE(SC_SPIRIT)->val3 == ud->skill_id &&
  12163. ud->skill_id != WZ_WATERBALL)
  12164. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  12165. #ifndef RENEWAL
  12166. if( sc->getSCE(SC_DANCING) && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  12167. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  12168. #endif
  12169. }
  12170. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  12171. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12172. if (ud->skilltimer == INVALID_TIMER) {
  12173. if(md) md->skill_idx = -1;
  12174. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  12175. ud->skill_lv = ud->skilltarget = 0;
  12176. }
  12177. map_freeblock_unlock();
  12178. return 1;
  12179. } while(0);
  12180. //Skill failed.
  12181. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->getSCE(SC_FOGWALL)))
  12182. { //When Asura fails... (except when it fails from Wall of Fog)
  12183. //Consume SP/spheres
  12184. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  12185. status_set_sp(src, 0, 0);
  12186. sc = &sd->sc;
  12187. if (sc->count)
  12188. { //End states
  12189. status_change_end(src, SC_EXPLOSIONSPIRITS);
  12190. status_change_end(src, SC_BLADESTOP);
  12191. #ifdef RENEWAL
  12192. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  12193. #endif
  12194. }
  12195. if( target && target->m == src->m ) { //Move character to target anyway.
  12196. short x, y;
  12197. short dir = map_calc_dir(src,target->x,target->y);
  12198. //Move 3 cells (From Caster)
  12199. if( dir > 0 && dir < 4 )
  12200. x = -3;
  12201. else if( dir > 4 )
  12202. x = 3;
  12203. else
  12204. x = 0;
  12205. if( dir > 2 && dir < 6 )
  12206. y = -3;
  12207. else if( dir == 7 || dir < 2 )
  12208. y = 3;
  12209. else
  12210. y = 0;
  12211. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  12212. clif_blown(src);
  12213. clif_spiritball(src);
  12214. }
  12215. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  12216. }
  12217. }
  12218. ud->skill_id = ud->skilltarget = 0;
  12219. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12220. ud->canact_tick = tick;
  12221. //You can't place a skill failed packet here because it would be
  12222. //sent in ALL cases, even cases where skill_check_condition fails
  12223. //which would lead to double 'skill failed' messages u.u [Skotlex]
  12224. if (sd) {
  12225. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12226. if (sd->skill_keep_using.skill_id > 0) {
  12227. sd->skill_keep_using.skill_id = 0;
  12228. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  12229. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  12230. sd->skill_keep_using.tid = INVALID_TIMER;
  12231. }
  12232. }
  12233. } else if (md)
  12234. md->skill_idx = -1;
  12235. return 0;
  12236. }
  12237. /*==========================================
  12238. *
  12239. *------------------------------------------*/
  12240. TIMER_FUNC(skill_castend_pos){
  12241. struct block_list* src = map_id2bl(id);
  12242. map_session_data *sd;
  12243. struct unit_data *ud = unit_bl2ud(src);
  12244. struct mob_data *md;
  12245. nullpo_ret(ud);
  12246. sd = BL_CAST(BL_PC , src);
  12247. md = BL_CAST(BL_MOB, src);
  12248. if( src->prev == NULL ) {
  12249. ud->skilltimer = INVALID_TIMER;
  12250. return 0;
  12251. }
  12252. if( ud->skilltimer != tid )
  12253. {
  12254. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  12255. ud->skilltimer = INVALID_TIMER;
  12256. return 0;
  12257. }
  12258. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  12259. {// restore original walk speed
  12260. ud->skilltimer = INVALID_TIMER;
  12261. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  12262. } else
  12263. ud->skilltimer = INVALID_TIMER;
  12264. do {
  12265. if( status_isdead(src) )
  12266. break;
  12267. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  12268. break;
  12269. if(tid != INVALID_TIMER)
  12270. { //Avoid double checks on instant cast skills. [Skotlex]
  12271. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  12272. break;
  12273. if (battle_config.skill_add_range &&
  12274. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  12275. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  12276. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12277. break;
  12278. }
  12279. }
  12280. if( sd )
  12281. {
  12282. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  12283. break;
  12284. else {
  12285. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  12286. int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  12287. // Give AP
  12288. if (add_ap > 0) {
  12289. switch (ud->skill_id) {
  12290. case WH_DEEPBLINDTRAP:
  12291. case WH_SOLIDTRAP:
  12292. case WH_SWIFTTRAP:
  12293. case WH_FLAMETRAP:
  12294. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  12295. add_ap += 1;
  12296. break;
  12297. }
  12298. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12299. }
  12300. }
  12301. }
  12302. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12303. break;
  12304. if(md) {
  12305. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12306. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12307. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12308. }
  12309. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12310. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  12311. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  12312. if (ud->walktimer != INVALID_TIMER)
  12313. unit_stop_walking(src,1);
  12314. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12315. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12316. if (sd) { //Cooldown application
  12317. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  12318. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  12319. }
  12320. if( battle_config.display_status_timers && sd )
  12321. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12322. // if( sd )
  12323. // {
  12324. // switch( ud->skill_id )
  12325. // {
  12326. // case ????:
  12327. // sd->canequip_tick = tick + ????;
  12328. // break;
  12329. // }
  12330. // }
  12331. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12332. map_freeblock_lock();
  12333. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  12334. if (ud->skill_id != RA_CAMOUFLAGE)
  12335. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12336. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  12337. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12338. if (ud->skilltimer == INVALID_TIMER) {
  12339. if (md) md->skill_idx = -1;
  12340. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  12341. ud->skill_lv = ud->skillx = ud->skilly = 0;
  12342. }
  12343. map_freeblock_unlock();
  12344. return 1;
  12345. } while(0);
  12346. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12347. ud->canact_tick = tick;
  12348. ud->skill_id = ud->skill_lv = 0;
  12349. if(sd)
  12350. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12351. else if(md)
  12352. md->skill_idx = -1;
  12353. return 0;
  12354. }
  12355. /* skill count without self */
  12356. static int skill_count_wos(struct block_list *bl,va_list ap) {
  12357. struct block_list* src = va_arg(ap, struct block_list*);
  12358. if( src->id != bl->id ) {
  12359. return 1;
  12360. }
  12361. return 0;
  12362. }
  12363. /*==========================================
  12364. *
  12365. *------------------------------------------*/
  12366. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  12367. {
  12368. map_session_data* sd;
  12369. status_change* sc;
  12370. struct status_change_entry *sce;
  12371. std::shared_ptr<s_skill_unit_group> sg;
  12372. enum sc_type type;
  12373. int i;
  12374. //if(skill_lv <= 0) return 0;
  12375. if(skill_id > 0 && !skill_lv) return 0; // celest
  12376. nullpo_ret(src);
  12377. if(status_isdead(src))
  12378. return 0;
  12379. sd = BL_CAST(BL_PC, src);
  12380. sc = status_get_sc(src);
  12381. type = skill_get_sc(skill_id);
  12382. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  12383. switch (skill_id) { //Skill effect.
  12384. case WZ_METEOR:
  12385. case WZ_ICEWALL:
  12386. case MO_BODYRELOCATION:
  12387. case CR_CULTIVATION:
  12388. case HW_GANBANTEIN:
  12389. case LG_EARTHDRIVE:
  12390. case SC_ESCAPE:
  12391. case SU_CN_METEOR:
  12392. case NPC_RAINOFMETEOR:
  12393. case HN_METEOR_STORM_BUSTER:
  12394. case NW_GRENADES_DROPPING:
  12395. break; //Effect is displayed on respective switch case.
  12396. default:
  12397. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  12398. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12399. else
  12400. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12401. }
  12402. switch(skill_id)
  12403. {
  12404. case PR_BENEDICTIO:
  12405. skill_area_temp[1] = src->id;
  12406. i = skill_get_splash(skill_id, skill_lv);
  12407. map_foreachinallarea(skill_area_sub,
  12408. src->m, x-i, y-i, x+i, y+i, BL_PC,
  12409. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  12410. skill_castend_nodamage_id);
  12411. map_foreachinallarea(skill_area_sub,
  12412. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12413. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  12414. skill_castend_damage_id);
  12415. break;
  12416. case BS_HAMMERFALL:
  12417. i = skill_get_splash(skill_id, skill_lv);
  12418. map_foreachinallarea(skill_area_sub,
  12419. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12420. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  12421. skill_castend_nodamage_id);
  12422. break;
  12423. case HT_DETECTING:
  12424. i = skill_get_splash(skill_id, skill_lv);
  12425. map_foreachinallarea( status_change_timer_sub,
  12426. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  12427. src,NULL,SC_SIGHT,tick);
  12428. skill_reveal_trap_inarea(src, i, x, y);
  12429. break;
  12430. case SR_RIDEINLIGHTNING:
  12431. case NW_BASIC_GRENADE:
  12432. i = skill_get_splash(skill_id, skill_lv);
  12433. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12434. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12435. break;
  12436. case NPC_LEX_AETERNA:
  12437. i = skill_get_splash(skill_id, skill_lv);
  12438. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  12439. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12440. break;
  12441. case SA_VOLCANO:
  12442. case SA_DELUGE:
  12443. case SA_VIOLENTGALE:
  12444. { //Does not consumes if the skill is already active. [Skotlex]
  12445. std::shared_ptr<s_skill_unit_group> sg2;
  12446. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  12447. {
  12448. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  12449. {
  12450. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12451. return 0; // not to consume items
  12452. }
  12453. else
  12454. sg2->limit = 0; //Disable it.
  12455. }
  12456. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12457. break;
  12458. }
  12459. // Skill Unit Setting
  12460. case MG_SAFETYWALL: {
  12461. int dummy = 1;
  12462. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  12463. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12464. return 0; // Don't consume gems if cast on Land Protector
  12465. }
  12466. }
  12467. [[fallthrough]];
  12468. case MG_FIREWALL:
  12469. case MG_THUNDERSTORM:
  12470. case AL_PNEUMA:
  12471. case WZ_FIREPILLAR:
  12472. case WZ_QUAGMIRE:
  12473. case WZ_VERMILION:
  12474. case WZ_STORMGUST:
  12475. case WZ_HEAVENDRIVE:
  12476. case NPC_GROUNDDRIVE:
  12477. case PR_SANCTUARY:
  12478. case PR_MAGNUS:
  12479. case CR_GRANDCROSS:
  12480. case NPC_GRANDDARKNESS:
  12481. case HT_SKIDTRAP:
  12482. case MA_SKIDTRAP:
  12483. case HT_LANDMINE:
  12484. case MA_LANDMINE:
  12485. case HT_ANKLESNARE:
  12486. case HT_SHOCKWAVE:
  12487. case HT_SANDMAN:
  12488. case MA_SANDMAN:
  12489. case HT_FLASHER:
  12490. case HT_FREEZINGTRAP:
  12491. case MA_FREEZINGTRAP:
  12492. case HT_BLASTMINE:
  12493. case HT_CLAYMORETRAP:
  12494. case AS_VENOMDUST:
  12495. case AM_DEMONSTRATION:
  12496. case PF_FOGWALL:
  12497. case PF_SPIDERWEB:
  12498. case HT_TALKIEBOX:
  12499. case WE_CALLPARTNER:
  12500. case WE_CALLPARENT:
  12501. case WE_CALLBABY:
  12502. case SA_LANDPROTECTOR:
  12503. #ifndef RENEWAL
  12504. case BD_LULLABY:
  12505. case BD_RICHMANKIM:
  12506. case BD_ETERNALCHAOS:
  12507. case BD_DRUMBATTLEFIELD:
  12508. case BD_RINGNIBELUNGEN:
  12509. case BD_ROKISWEIL:
  12510. case BD_INTOABYSS:
  12511. case BD_SIEGFRIED:
  12512. case BA_DISSONANCE:
  12513. case BA_POEMBRAGI:
  12514. case BA_WHISTLE:
  12515. case BA_ASSASSINCROSS:
  12516. case BA_APPLEIDUN:
  12517. case DC_UGLYDANCE:
  12518. case DC_HUMMING:
  12519. case DC_DONTFORGETME:
  12520. case DC_FORTUNEKISS:
  12521. case DC_SERVICEFORYOU:
  12522. #endif
  12523. case CG_MOONLIT:
  12524. case GS_DESPERADO:
  12525. case NJ_KAENSIN:
  12526. case NJ_BAKUENRYU:
  12527. case NJ_SUITON:
  12528. case NJ_HYOUSYOURAKU:
  12529. case NJ_RAIGEKISAI:
  12530. case NJ_KAMAITACHI:
  12531. #ifdef RENEWAL
  12532. case HW_GRAVITATION:
  12533. #endif
  12534. case NPC_EVILLAND:
  12535. case NPC_VENOMFOG:
  12536. case NPC_COMET:
  12537. case NPC_WIDESUCK:
  12538. case NPC_ICEMINE:
  12539. case NPC_FLAMECROSS:
  12540. case NPC_HELLBURNING:
  12541. case NPC_REVERBERATION:
  12542. case WL_COMET:
  12543. case RA_ELECTRICSHOCKER:
  12544. case RA_CLUSTERBOMB:
  12545. case RA_MAGENTATRAP:
  12546. case RA_COBALTTRAP:
  12547. case RA_MAIZETRAP:
  12548. case RA_VERDURETRAP:
  12549. case RA_FIRINGTRAP:
  12550. case RA_ICEBOUNDTRAP:
  12551. case SC_MANHOLE:
  12552. case SC_DIMENSIONDOOR:
  12553. case SC_CHAOSPANIC:
  12554. case SC_MAELSTROM:
  12555. case SC_BLOODYLUST:
  12556. case WM_POEMOFNETHERWORLD:
  12557. case SO_PSYCHIC_WAVE:
  12558. case NPC_PSYCHIC_WAVE:
  12559. case SO_VACUUM_EXTREME:
  12560. case GN_THORNS_TRAP:
  12561. case SO_EARTHGRAVE:
  12562. case SO_DIAMONDDUST:
  12563. case SO_FIRE_INSIGNIA:
  12564. case SO_WATER_INSIGNIA:
  12565. case SO_WIND_INSIGNIA:
  12566. case SO_EARTH_INSIGNIA:
  12567. case KO_ZENKAI:
  12568. case MH_LAVA_SLIDE:
  12569. case MH_VOLCANIC_ASH:
  12570. case MH_BLAST_FORGE:
  12571. case MH_POISON_MIST:
  12572. case MH_STEINWAND:
  12573. case MH_XENO_SLASHER:
  12574. case LG_KINGS_GRACE:
  12575. case SJ_BOOKOFCREATINGSTAR:
  12576. case RL_B_TRAP:
  12577. case NPC_STORMGUST2:
  12578. case AG_RAIN_OF_CRYSTAL:
  12579. case AG_MYSTERY_ILLUSION:
  12580. case AG_STRANTUM_TREMOR:
  12581. case AG_TORNADO_STORM:
  12582. case AG_FLORAL_FLARE_ROAD:
  12583. case IG_CROSS_RAIN:
  12584. case CD_PNEUMATICUS_PROCELLA:
  12585. case ABC_ABYSS_STRIKE:
  12586. case ABC_ABYSS_SQUARE:
  12587. case WH_DEEPBLINDTRAP:
  12588. case WH_SOLIDTRAP:
  12589. case WH_SWIFTTRAP:
  12590. case WH_FLAMETRAP:
  12591. case BO_ACIDIFIED_ZONE_WATER:
  12592. case BO_ACIDIFIED_ZONE_GROUND:
  12593. case BO_ACIDIFIED_ZONE_WIND:
  12594. case BO_ACIDIFIED_ZONE_FIRE:
  12595. case EM_DIAMOND_STORM:
  12596. case EM_LIGHTNING_LAND:
  12597. case EM_VENOM_SWAMP:
  12598. case EM_CONFLAGRATION:
  12599. case EM_TERRA_DRIVE:
  12600. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  12601. [[fallthrough]];
  12602. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  12603. case GN_WALLOFTHORN:
  12604. case GN_DEMONIC_FIRE:
  12605. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12606. break;
  12607. case WZ_ICEWALL:
  12608. flag|=1;
  12609. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  12610. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12611. break;
  12612. case RG_GRAFFITI: /* Graffiti [Valaris] */
  12613. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12614. flag|=1;
  12615. break;
  12616. case NPC_EARTHQUAKE:
  12617. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12618. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12619. break;
  12620. #ifndef RENEWAL
  12621. case HP_BASILICA:
  12622. if( sc->getSCE(SC_BASILICA) ) {
  12623. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  12624. return 0;
  12625. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  12626. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  12627. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12628. return 0;
  12629. }
  12630. skill_clear_unitgroup(src);
  12631. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12632. flag|=1;
  12633. }
  12634. break;
  12635. #endif
  12636. #ifndef RENEWAL
  12637. case CG_HERMODE:
  12638. skill_clear_unitgroup(src);
  12639. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12640. sc_start4(src,src,SC_DANCING,100,
  12641. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12642. flag|=1;
  12643. #endif
  12644. break;
  12645. case RG_CLEANER: // [Valaris]
  12646. i = skill_get_splash(skill_id, skill_lv);
  12647. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  12648. break;
  12649. case SO_WARMER:
  12650. case SO_CLOUD_KILL:
  12651. case NPC_CLOUD_KILL:
  12652. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  12653. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12654. break;
  12655. case SU_CN_POWDERING:
  12656. case SU_NYANGGRASS:
  12657. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  12658. if (skill_id == SU_CN_POWDERING)
  12659. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  12660. else
  12661. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  12662. }
  12663. flag |= 1;
  12664. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12665. break;
  12666. case SU_CN_METEOR:
  12667. if (sd) {
  12668. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  12669. skill_id = SU_CN_METEOR2;
  12670. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  12671. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  12672. }
  12673. [[fallthrough]];
  12674. case WZ_METEOR:
  12675. {
  12676. int area = skill_get_splash(skill_id, skill_lv);
  12677. short tmpx = 0, tmpy = 0;
  12678. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  12679. // Creates a random Cell in the Splash Area
  12680. tmpx = x - area + rnd() % (area * 2 + 1);
  12681. tmpy = y - area + rnd() % (area * 2 + 1);
  12682. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  12683. }
  12684. }
  12685. break;
  12686. case AL_WARP:
  12687. if(sd)
  12688. {
  12689. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  12690. (skill_lv >= 2) ? sd->status.memo_point[0].map : "",
  12691. (skill_lv >= 3) ? sd->status.memo_point[1].map : "",
  12692. (skill_lv >= 4) ? sd->status.memo_point[2].map : ""
  12693. );
  12694. }
  12695. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  12696. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12697. return 0; // not to consume item.
  12698. case MO_BODYRELOCATION:
  12699. if (unit_movepos(src, x, y, 2, 1)) {
  12700. #if PACKETVER >= 20111005
  12701. clif_snap(src, src->x, src->y);
  12702. #else
  12703. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  12704. #endif
  12705. if (sd)
  12706. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  12707. }
  12708. break;
  12709. case NJ_SHADOWJUMP:
  12710. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  12711. clif_blown(src);
  12712. status_change_end(src, SC_HIDING);
  12713. break;
  12714. case AM_SPHEREMINE:
  12715. case AM_CANNIBALIZE:
  12716. {
  12717. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  12718. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  12719. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  12720. struct mob_data *md;
  12721. // Correct info, don't change any of this! [celest]
  12722. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  12723. if (md) {
  12724. md->master_id = src->id;
  12725. md->special_state.ai = ai;
  12726. if( md->deletetimer != INVALID_TIMER )
  12727. delete_timer(md->deletetimer, mob_timer_delete);
  12728. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  12729. mob_spawn (md); //Now it is ready for spawning.
  12730. }
  12731. }
  12732. break;
  12733. // Slim Pitcher [Celest]
  12734. case CR_SLIMPITCHER:
  12735. if (sd) {
  12736. int i_lv = 0, j = 0;
  12737. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  12738. i_lv = skill_lv%11 - 1;
  12739. j = pc_search_inventory(sd, require.itemid[i_lv]);
  12740. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  12741. {
  12742. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12743. return 1;
  12744. }
  12745. potion_flag = 1;
  12746. potion_hp = 0;
  12747. potion_sp = 0;
  12748. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  12749. potion_flag = 0;
  12750. //Apply skill bonuses
  12751. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  12752. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  12753. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  12754. + pc_skillheal_bonus(sd, skill_id);
  12755. potion_hp = potion_hp * (100+i_lv)/100;
  12756. potion_sp = potion_sp * (100+i_lv)/100;
  12757. // Final heal increased by HPlus.
  12758. // Is this the right place for this??? [Rytech]
  12759. // Can HPlus also affect SP recovery???
  12760. status_data *sstatus = status_get_status_data(src);
  12761. if (sstatus && sstatus->hplus > 0) {
  12762. potion_hp += potion_hp * sstatus->hplus / 100;
  12763. potion_sp += potion_sp * sstatus->hplus / 100;
  12764. }
  12765. if(potion_hp > 0 || potion_sp > 0) {
  12766. i_lv = skill_get_splash(skill_id, skill_lv);
  12767. map_foreachinallarea(skill_area_sub,
  12768. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  12769. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12770. skill_castend_nodamage_id);
  12771. }
  12772. } else {
  12773. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  12774. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  12775. potion_flag = 1;
  12776. potion_hp = 0;
  12777. potion_sp = 0;
  12778. run_script(item->script,0,src->id,0);
  12779. potion_flag = 0;
  12780. potion_hp = potion_hp * (100+id)/100;
  12781. potion_sp = potion_sp * (100+id)/100;
  12782. if(potion_hp > 0 || potion_sp > 0) {
  12783. id = skill_get_splash(skill_id, skill_lv);
  12784. map_foreachinallarea(skill_area_sub,
  12785. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  12786. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12787. skill_castend_nodamage_id);
  12788. }
  12789. }
  12790. break;
  12791. case HW_GANBANTEIN:
  12792. if (rnd()%100 < 80) {
  12793. int dummy = 1;
  12794. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12795. i = skill_get_splash(skill_id, skill_lv);
  12796. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  12797. } else {
  12798. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12799. return 1;
  12800. }
  12801. break;
  12802. #ifndef RENEWAL
  12803. case HW_GRAVITATION:
  12804. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12805. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  12806. flag|=1;
  12807. break;
  12808. #endif
  12809. // Plant Cultivation [Celest]
  12810. case CR_CULTIVATION:
  12811. if (sd) {
  12812. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  12813. {
  12814. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12815. return 1;
  12816. }
  12817. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12818. if (rnd()%100 < 50) {
  12819. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12820. } else {
  12821. TBL_MOB* md = NULL;
  12822. int t, mob_id;
  12823. if (skill_lv == 1)
  12824. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  12825. else {
  12826. int rand_val = rnd() % 100;
  12827. if (rand_val < 30)
  12828. mob_id = MOBID_GREEN_PLANT;
  12829. else if (rand_val < 55)
  12830. mob_id = MOBID_RED_PLANT;
  12831. else if (rand_val < 80)
  12832. mob_id = MOBID_YELLOW_PLANT;
  12833. else if (rand_val < 90)
  12834. mob_id = MOBID_WHITE_PLANT;
  12835. else if (rand_val < 98)
  12836. mob_id = MOBID_BLUE_PLANT;
  12837. else
  12838. mob_id = MOBID_SHINING_PLANT;
  12839. }
  12840. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  12841. if (!md)
  12842. break;
  12843. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  12844. {
  12845. if( md->deletetimer != INVALID_TIMER )
  12846. delete_timer(md->deletetimer, mob_timer_delete);
  12847. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  12848. }
  12849. mob_spawn(md);
  12850. }
  12851. }
  12852. break;
  12853. case SG_SUN_WARM:
  12854. case SG_MOON_WARM:
  12855. case SG_STAR_WARM:
  12856. skill_clear_unitgroup(src);
  12857. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  12858. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12859. flag|=1;
  12860. break;
  12861. case PA_GOSPEL:
  12862. if (sce && sce->val4 == BCT_SELF)
  12863. {
  12864. status_change_end(src, SC_GOSPEL);
  12865. return 0;
  12866. }
  12867. else
  12868. {
  12869. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  12870. if (!sg) break;
  12871. if (sce)
  12872. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  12873. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  12874. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  12875. }
  12876. break;
  12877. case NJ_TATAMIGAESHI:
  12878. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  12879. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  12880. break;
  12881. case AM_RESURRECTHOMUN: //[orn]
  12882. if (sd)
  12883. {
  12884. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  12885. {
  12886. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12887. break;
  12888. }
  12889. }
  12890. break;
  12891. case AC_SHOWER:
  12892. status_change_end(src, SC_CAMOUFLAGE);
  12893. [[fallthrough]];
  12894. case MA_SHOWER:
  12895. case NC_COLDSLOWER:
  12896. case RK_DRAGONBREATH:
  12897. case RK_DRAGONBREATH_WATER:
  12898. case NPC_DRAGONBREATH:
  12899. case WL_FROSTMISTY:
  12900. case RL_HAMMER_OF_GOD:
  12901. // Cast center might be relevant later (e.g. for knockback direction)
  12902. skill_area_temp[4] = x;
  12903. skill_area_temp[5] = y;
  12904. i = skill_get_splash(skill_id,skill_lv);
  12905. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12906. break;
  12907. case SO_ARRULLO:
  12908. i = skill_get_splash(skill_id,skill_lv);
  12909. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  12910. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12911. break;
  12912. case GC_POISONSMOKE:
  12913. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) ) {
  12914. if( sd )
  12915. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  12916. return 0;
  12917. }
  12918. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  12919. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  12920. break;
  12921. case AB_EPICLESIS:
  12922. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  12923. i = skill_get_splash(skill_id, skill_lv);
  12924. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  12925. }
  12926. break;
  12927. case WL_EARTHSTRAIN:
  12928. {
  12929. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  12930. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  12931. for( w = 1; w <= wave; w++ )
  12932. {
  12933. switch( dir ){
  12934. case 0: case 1: case 7: sy = y + w; break;
  12935. case 3: case 4: case 5: sy = y - w; break;
  12936. case 2: sx = x - w; break;
  12937. case 6: sx = x + w; break;
  12938. }
  12939. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  12940. }
  12941. }
  12942. break;
  12943. case RA_DETONATOR:
  12944. i = skill_get_splash(skill_id, skill_lv);
  12945. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  12946. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12947. break;
  12948. case NC_NEUTRALBARRIER:
  12949. case NC_STEALTHFIELD:
  12950. if( (sc->getSCE(SC_NEUTRALBARRIER_MASTER) && skill_id == NC_NEUTRALBARRIER) || (sc->getSCE(SC_STEALTHFIELD_MASTER) && skill_id == NC_STEALTHFIELD) ) {
  12951. skill_clear_unitgroup(src);
  12952. return 0;
  12953. }
  12954. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  12955. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  12956. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12957. }
  12958. break;
  12959. case NC_SILVERSNIPER:
  12960. {
  12961. struct mob_data *md;
  12962. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  12963. if( md ) {
  12964. md->master_id = src->id;
  12965. md->special_state.ai = AI_FAW;
  12966. if( md->deletetimer != INVALID_TIMER )
  12967. delete_timer(md->deletetimer, mob_timer_delete);
  12968. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12969. mob_spawn(md);
  12970. }
  12971. }
  12972. break;
  12973. case NC_MAGICDECOY:
  12974. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  12975. break;
  12976. case SC_FEINTBOMB: {
  12977. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  12978. if( group == nullptr || group->unit == nullptr ) {
  12979. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12980. return 1;
  12981. }
  12982. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  12983. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  12984. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  12985. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12986. }
  12987. break;
  12988. case SC_ESCAPE:
  12989. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12990. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  12991. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12992. flag |= 1;
  12993. break;
  12994. case LG_BANDING:
  12995. if( sc && sc->getSCE(SC_BANDING) )
  12996. status_change_end(src,SC_BANDING);
  12997. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  12998. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12999. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  13000. break;
  13001. case WM_DOMINION_IMPULSE:
  13002. i = skill_get_splash(skill_id, skill_lv);
  13003. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  13004. break;
  13005. case WM_GREAT_ECHO:
  13006. i = skill_get_splash(skill_id,skill_lv);
  13007. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  13008. break;
  13009. case WM_SEVERE_RAINSTORM:
  13010. flag |= 1;
  13011. if (sd)
  13012. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  13013. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13014. break;
  13015. case GN_CRAZYWEED: {
  13016. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  13017. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  13018. int x1 = x - area + rnd()%(area * 2 + 1);
  13019. int y1 = y - area + rnd()%(area * 2 + 1);
  13020. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  13021. }
  13022. }
  13023. break;
  13024. case GN_FIRE_EXPANSION: {
  13025. struct unit_data* ud = unit_bl2ud(src);
  13026. if (!ud) break;
  13027. auto predicate = [x, y](std::shared_ptr<s_skill_unit_group> sg) { auto* su = sg->unit; return sg->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4; };
  13028. auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate);
  13029. if (it != ud->skillunits.end()) {
  13030. auto* unit_group = it->get();
  13031. skill_unit* su = unit_group->unit;
  13032. switch (skill_lv) {
  13033. case 1: {
  13034. // TODO:
  13035. int duration = (int)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
  13036. skill_delunit(su);
  13037. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  13038. flag |= 1;
  13039. }
  13040. break;
  13041. case 2:
  13042. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  13043. if (su != NULL)
  13044. skill_delunit(su);
  13045. break;
  13046. case 3:
  13047. skill_delunit(su);
  13048. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  13049. flag |= 1;
  13050. break;
  13051. case 4:
  13052. skill_delunit(su);
  13053. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  13054. flag |= 1;
  13055. break;
  13056. case 5: {
  13057. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  13058. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  13059. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  13060. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  13061. if (su != NULL)
  13062. skill_delunit(su);
  13063. }
  13064. break;
  13065. }
  13066. }
  13067. }
  13068. break;
  13069. case SO_FIREWALK:
  13070. case SO_ELECTRICWALK:
  13071. case NPC_FIREWALK:
  13072. case NPC_ELECTRICWALK:
  13073. if( sc && sc->getSCE(type) )
  13074. status_change_end(src,type);
  13075. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  13076. break;
  13077. case KO_MAKIBISHI:
  13078. for( i = 0; i < (skill_lv+2); i++ ) {
  13079. x = src->x - 1 + rnd()%3;
  13080. y = src->y - 1 + rnd()%3;
  13081. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13082. }
  13083. break;
  13084. case KO_MUCHANAGE: {
  13085. struct status_data *sstatus;
  13086. int rate = 0;
  13087. sstatus = status_get_status_data(src);
  13088. i = skill_get_splash(skill_id,skill_lv);
  13089. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  13090. if( rate < 0 )
  13091. rate = 0;
  13092. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  13093. if( rnd()%100 < rate )
  13094. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  13095. }
  13096. break;
  13097. case RL_FALLEN_ANGEL:
  13098. if (unit_movepos(src,x,y,1,1)) {
  13099. clif_snap(src, src->x, src->y);
  13100. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  13101. } else {
  13102. if (sd)
  13103. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13104. }
  13105. break;
  13106. case RL_FIRE_RAIN: {
  13107. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  13108. int sx = x = src->x, sy = y = src->y;
  13109. for (w = 0; w <= wave; w++) {
  13110. switch (dir) {
  13111. case DIR_NORTH:
  13112. case DIR_NORTHWEST:
  13113. case DIR_NORTHEAST:
  13114. sy = y + w;
  13115. break;
  13116. case DIR_WEST:
  13117. sx = x - w;
  13118. break;
  13119. case DIR_SOUTHWEST:
  13120. case DIR_SOUTH:
  13121. case DIR_SOUTHEAST:
  13122. sy = y - w;
  13123. break;
  13124. case DIR_EAST:
  13125. sx = x + w;
  13126. break;
  13127. }
  13128. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  13129. }
  13130. }
  13131. break;
  13132. case NPC_MAGMA_ERUPTION:
  13133. case NC_MAGMA_ERUPTION:
  13134. // 1st, AoE 'slam' damage
  13135. i = skill_get_splash(skill_id, skill_lv);
  13136. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  13137. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  13138. // 2nd, AoE 'eruption' unit
  13139. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  13140. break;
  13141. case SU_LOPE:
  13142. {
  13143. uint8 dir = map_calc_dir(src, x, y);
  13144. // Fails on noteleport maps, except for GvG and BG maps
  13145. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  13146. x = src->x;
  13147. y = src->y;
  13148. }
  13149. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  13150. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  13151. clif_blown(src);
  13152. }
  13153. break;
  13154. case AG_ASTRAL_STRIKE:
  13155. i = skill_get_splash(skill_id, skill_lv);
  13156. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  13157. flag |= 1;
  13158. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13159. break;
  13160. case AG_VIOLENT_QUAKE:
  13161. case AG_ALL_BLOOM: {
  13162. int area = skill_get_splash(skill_id, skill_lv);
  13163. int unit_time = skill_get_time(skill_id, skill_lv);
  13164. int unit_interval = skill_get_unit_interval(skill_id);
  13165. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  13166. // Grab Climax's effect level if active.
  13167. // This affects the behavior of certain skills in certain ways.
  13168. if (sc && sc->getSCE(SC_CLIMAX))
  13169. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  13170. if (skill_id == AG_VIOLENT_QUAKE) {
  13171. sub_skill = AG_VIOLENT_QUAKE_ATK;
  13172. // Fixes rising rocks spawn area to 7x7.
  13173. if (climax_lv == 5)
  13174. area = 3;
  13175. } else { // AG_ALL_BLOOM
  13176. sub_skill = AG_ALL_BLOOM_ATK;
  13177. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  13178. unit_time /= 2;
  13179. unit_interval /= 2;
  13180. }
  13181. }
  13182. // Displays the earthquake / flower garden.
  13183. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13184. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  13185. i = skill_get_splash(skill_id, skill_lv);
  13186. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  13187. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  13188. tmpx = x - area + rnd() % (area * 2 + 1);
  13189. tmpy = y - area + rnd() % (area * 2 + 1);
  13190. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13191. if ((skill_id == AG_VIOLENT_QUAKE && climax_lv == 1) || (skill_id == AG_ALL_BLOOM && climax_lv == 2)) { // Spwan a 2nd rising rock / rose bud along with the 1st one.
  13192. tmpx = x - area + rnd() % (area * 2 + 1);
  13193. tmpy = y - area + rnd() % (area * 2 + 1);
  13194. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13195. }
  13196. }
  13197. // One final attack the size of the flower garden is dealt after
  13198. // all rose buds explode if Climax level 5 is active.
  13199. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  13200. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  13201. }
  13202. break;
  13203. case NPC_RAINOFMETEOR:
  13204. {
  13205. int area = skill_get_splash(skill_id, skill_lv);
  13206. short tmpx = 0, tmpy = 0;
  13207. for (i = 1; i <= (skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id)); i++) {
  13208. // Casts a double meteor in the first interval.
  13209. if (i == 1) {
  13210. // The first meteor is at the center
  13211. skill_unitsetting(src, skill_id, skill_lv, x, y, flag+skill_get_unit_interval(skill_id));
  13212. // The second meteor is near the first
  13213. tmpx = x - 1 + rnd()%3;
  13214. tmpy = y - 1 + rnd()%3;
  13215. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+skill_get_unit_interval(skill_id));
  13216. }
  13217. else { // Casts 1 meteor per interval in the splash area
  13218. tmpx = x - area + rnd()%(area * 2 + 1);
  13219. tmpy = y - area + rnd()%(area * 2 + 1);
  13220. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  13221. }
  13222. }
  13223. }
  13224. break;
  13225. case HN_JACK_FROST_NOVA:
  13226. case HN_GROUND_GRAVITATION: {
  13227. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13228. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13229. return 0;
  13230. }
  13231. int splash = skill_get_splash(skill_id, skill_lv);
  13232. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13233. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13234. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13235. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13236. }
  13237. }
  13238. break;
  13239. case HN_METEOR_STORM_BUSTER: {
  13240. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13241. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13242. return 0;
  13243. }
  13244. int splash = skill_get_splash(skill_id, skill_lv);
  13245. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13246. skill_unitsetting(src, skill_id, skill_lv, x, y, skill_get_unit_interval(skill_id));
  13247. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_time2(skill_id, skill_lv)); i++) {
  13248. skill_addtimerskill(src, tick + (t_tick)i*skill_get_time2(skill_id, skill_lv), 0, x, y, skill_id, skill_lv, 0, flag);
  13249. }
  13250. }
  13251. break;
  13252. case NW_WILD_FIRE:
  13253. i = skill_get_splash(skill_id, skill_lv);
  13254. if (sd && sd->status.weapon == W_GRENADE)
  13255. i += 2;
  13256. map_foreachinallarea(skill_area_sub,
  13257. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13258. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13259. skill_castend_damage_id);
  13260. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  13261. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  13262. break;
  13263. case NW_HASTY_FIRE_IN_THE_HOLE:
  13264. i = skill_get_splash(skill_id, skill_lv);
  13265. if (flag & 1){
  13266. i++;
  13267. }
  13268. if (flag & 2){
  13269. i++;
  13270. }
  13271. map_foreachinallarea(skill_area_sub,
  13272. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13273. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13274. skill_castend_damage_id);
  13275. if (!(flag & 1)) {
  13276. skill_addtimerskill(src, tick + 300, 0, x, y, skill_id, skill_lv, 0, flag | 1 | SKILL_NOCONSUME_REQ);
  13277. skill_addtimerskill(src, tick + 600, 0, x, y, skill_id, skill_lv, 0, flag | 3 | SKILL_NOCONSUME_REQ);
  13278. }
  13279. break;
  13280. case NW_GRENADES_DROPPING: {
  13281. uint16 splash = skill_get_splash(skill_id, skill_lv);
  13282. uint16 tmpx = rnd_value( x - splash, x + splash );
  13283. uint16 tmpy = rnd_value( y - splash, y + splash );
  13284. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag);
  13285. for (i = 0; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13286. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13287. }
  13288. } break;
  13289. case NW_MISSION_BOMBARD:
  13290. i = skill_get_splash(skill_id,skill_lv);
  13291. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SKILL_ALTDMG_FLAG|1,skill_castend_damage_id);
  13292. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13293. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13294. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13295. }
  13296. break;
  13297. default:
  13298. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  13299. return 1;
  13300. }
  13301. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  13302. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  13303. if( sd )
  13304. {// ensure that the skill last-cast tick is recorded
  13305. sd->canskill_tick = gettick();
  13306. if( sd->state.arrow_atk && !(flag&1) )
  13307. {// consume arrow if this is a ground skill
  13308. battle_consume_ammo(sd, skill_id, skill_lv);
  13309. }
  13310. skill_onskillusage(sd, NULL, skill_id, tick);
  13311. // perform skill requirement consumption
  13312. if (!(flag&SKILL_NOCONSUME_REQ))
  13313. skill_consume_requirement(sd,skill_id,skill_lv,2);
  13314. }
  13315. return 0;
  13316. }
  13317. /*==========================================
  13318. *
  13319. *------------------------------------------*/
  13320. int skill_castend_map (map_session_data *sd, uint16 skill_id, const char *mapname)
  13321. {
  13322. nullpo_ret(sd);
  13323. //Simplify skill_failed code.
  13324. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  13325. if(skill_id != sd->menuskill_id)
  13326. return 0;
  13327. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  13328. skill_failed(sd);
  13329. return 0;
  13330. }
  13331. if( sd->sc.cant.cast ) {
  13332. skill_failed(sd);
  13333. return 0;
  13334. }
  13335. pc_stop_attack(sd);
  13336. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  13337. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  13338. if(strcmp(mapname,"cancel")==0) {
  13339. skill_failed(sd);
  13340. return 0;
  13341. }
  13342. switch(skill_id)
  13343. {
  13344. case AL_TELEPORT:
  13345. case ALL_ODINS_RECALL:
  13346. //The storage window is closed automatically by the client when there's
  13347. //any kind of map change, so we need to restore it automatically
  13348. //bugreport:8027
  13349. if(strcmp(mapname,"Random") == 0)
  13350. pc_randomwarp(sd,CLR_TELEPORT);
  13351. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  13352. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ),sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  13353. clif_refresh_storagewindow(sd);
  13354. break;
  13355. case AL_WARP:
  13356. {
  13357. const struct s_point_str *p[4];
  13358. std::shared_ptr<s_skill_unit_group> group;
  13359. int i, lv, wx, wy;
  13360. int maxcount=0;
  13361. int x,y;
  13362. unsigned short mapindex;
  13363. mapindex = mapindex_name2id((char*)mapname);
  13364. if(!mapindex) { //Given map not found?
  13365. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13366. skill_failed(sd);
  13367. return 0;
  13368. }
  13369. p[0] = &sd->status.save_point;
  13370. p[1] = &sd->status.memo_point[0];
  13371. p[2] = &sd->status.memo_point[1];
  13372. p[3] = &sd->status.memo_point[2];
  13373. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  13374. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  13375. if (maxcount == 0) {
  13376. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13377. skill_failed(sd);
  13378. return 0;
  13379. }
  13380. }
  13381. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  13382. wx = sd->menuskill_val>>16;
  13383. wy = sd->menuskill_val&0xffff;
  13384. if( lv <= 0 ) return 0;
  13385. if( lv > 4 ) lv = 4; // crash prevention
  13386. // check if the chosen map exists in the memo list
  13387. ARR_FIND( 0, lv, i, strncmp( p[i]->map, mapname, sizeof( p[i]->map ) ) == 0 );
  13388. if( i < lv ) {
  13389. x=p[i]->x;
  13390. y=p[i]->y;
  13391. } else {
  13392. skill_failed(sd);
  13393. return 0;
  13394. }
  13395. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  13396. { // This checks versus skill_id/skill_lv...
  13397. skill_failed(sd);
  13398. return 0;
  13399. }
  13400. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  13401. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  13402. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  13403. skill_failed(sd);
  13404. return 0;
  13405. }
  13406. group->val1 = (group->val1<<16)|(short)0;
  13407. // record the destination coordinates
  13408. group->val2 = (x<<16)|y;
  13409. group->val3 = mapindex;
  13410. }
  13411. break;
  13412. }
  13413. sd->menuskill_id = sd->menuskill_val = 0;
  13414. return 0;
  13415. #undef skill_failed
  13416. }
  13417. /// transforms 'target' skill unit into dissonance (if conditions are met)
  13418. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  13419. {
  13420. struct skill_unit* target = (struct skill_unit*)bl;
  13421. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  13422. int flag = va_arg(ap, int);
  13423. if (src == target)
  13424. return 0;
  13425. if (!target->group || !(target->group->state.song_dance&0x1))
  13426. return 0;
  13427. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  13428. return 0;
  13429. if (flag) //Set dissonance
  13430. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  13431. else //Remove dissonance
  13432. target->val2 &= ~(1 << UF_ENSEMBLE);
  13433. skill_getareachar_skillunit_visibilty(target, AREA);
  13434. return 1;
  13435. }
  13436. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  13437. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  13438. //When 1, this unit has been positioned, so start the cancel effect.
  13439. int skill_dance_overlap(struct skill_unit* unit, int flag)
  13440. {
  13441. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  13442. return 0;
  13443. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  13444. return 0; //Nothing to remove, this unit is not overlapped.
  13445. if (unit->val1 != unit->group->skill_id)
  13446. { //Reset state
  13447. unit->val1 = unit->group->skill_id;
  13448. unit->val2 &= ~(1 << UF_ENSEMBLE);
  13449. }
  13450. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  13451. }
  13452. /**
  13453. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  13454. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  13455. * @param flag 0 Convert
  13456. * @param flag 1 Revert
  13457. * @return true success
  13458. * @TODO: This should be completely removed later and rewritten
  13459. * The entire execution of the overlapping songs instances is dirty and hacked together
  13460. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  13461. */
  13462. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  13463. {
  13464. static int prevflag = 1; // by default the backup is empty
  13465. static s_skill_unit_group backup;
  13466. std::shared_ptr<s_skill_unit_group> group;
  13467. if( unit == nullptr || (group = unit->group) == nullptr )
  13468. return false;
  13469. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  13470. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  13471. return false;
  13472. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  13473. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  13474. flag ? "read an empty backup" : "write to a full backup",
  13475. group->skill_id, group->skill_lv, group->src_id);
  13476. return false;
  13477. }
  13478. prevflag = flag;
  13479. if (!flag) { //Transform
  13480. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  13481. // backup
  13482. backup.skill_id = group->skill_id;
  13483. backup.skill_lv = group->skill_lv;
  13484. backup.unit_id = group->unit_id;
  13485. backup.target_flag = group->target_flag;
  13486. backup.bl_flag = group->bl_flag;
  13487. backup.interval = group->interval;
  13488. // replace
  13489. group->skill_id = skill_id;
  13490. group->skill_lv = 1;
  13491. group->unit_id = skill_get_unit_id(skill_id);
  13492. group->target_flag = skill_get_unit_target(skill_id);
  13493. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13494. group->interval = skill_get_unit_interval(skill_id);
  13495. } else { //Restore
  13496. group->skill_id = backup.skill_id;
  13497. group->skill_lv = backup.skill_lv;
  13498. group->unit_id = backup.unit_id;
  13499. group->target_flag = backup.target_flag;
  13500. group->bl_flag = backup.bl_flag;
  13501. group->interval = backup.interval;
  13502. }
  13503. return true;
  13504. }
  13505. /**
  13506. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  13507. * @param src Object that triggers the skill
  13508. * @param skill_id Skill ID
  13509. * @param skill_lv Skill level of used skill
  13510. * @param x Position x
  13511. * @param y Position y
  13512. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  13513. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  13514. * @return s_skill_unit_group
  13515. */
  13516. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  13517. {
  13518. std::shared_ptr<s_skill_unit_group> group;
  13519. int i, val1 = 0, val2 = 0, val3 = 0;
  13520. t_tick limit;
  13521. int link_group_id = 0;
  13522. int target, interval, range;
  13523. t_itemid req_item = 0;
  13524. struct s_skill_unit_layout *layout;
  13525. map_session_data *sd;
  13526. struct status_data *status;
  13527. status_change *sc;
  13528. int active_flag = 1;
  13529. int subunt = 0;
  13530. bool hidden = false;
  13531. struct map_data *mapdata;
  13532. nullpo_retr(nullptr, src);
  13533. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13534. mapdata = map_getmapdata(src->m);
  13535. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  13536. range = skill_get_unit_range(skill_id,skill_lv);
  13537. interval = skill->unit_interval;
  13538. target = skill_get_unit_target(skill_id);
  13539. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13540. sd = BL_CAST(BL_PC, src);
  13541. status = status_get_status_data(src);
  13542. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  13543. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  13544. switch( skill_id ) {
  13545. case MH_STEINWAND:
  13546. val2 = 4 + skill_lv;
  13547. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  13548. break;
  13549. case MG_SAFETYWALL:
  13550. val2 = skill_lv + 1;
  13551. #ifdef RENEWAL
  13552. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  13553. #endif
  13554. break;
  13555. case MG_FIREWALL:
  13556. if(sc && sc->getSCE(SC_VIOLENTGALE))
  13557. limit = limit*3/2;
  13558. val2 = 4+skill_lv;
  13559. break;
  13560. case AL_WARP:
  13561. val1=skill_lv+6;
  13562. if(!(flag&1))
  13563. limit=2000;
  13564. else // previous implementation (not used anymore)
  13565. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  13566. if( src->type != BL_SKILL ) return nullptr;
  13567. group = ((TBL_SKILL*)src)->group;
  13568. src = map_id2bl(group->src_id);
  13569. if( !src ) return nullptr;
  13570. val2 = group->val2; //Copy the (x,y) position you warp to
  13571. val3 = group->val3; //as well as the mapindex to warp to.
  13572. }
  13573. break;
  13574. #ifndef RENEWAL
  13575. case HP_BASILICA:
  13576. val1 = src->id; // Store caster id.
  13577. break;
  13578. #endif
  13579. case PR_SANCTUARY:
  13580. case NPC_EVILLAND:
  13581. val1=skill_lv+3;
  13582. break;
  13583. case WZ_METEOR:
  13584. case SU_CN_METEOR:
  13585. case SU_CN_METEOR2:
  13586. case NPC_RAINOFMETEOR:
  13587. case HN_METEOR_STORM_BUSTER:
  13588. limit = flag;
  13589. flag = 0; // Flag should not influence anything else for these skills
  13590. break;
  13591. case WZ_FIREPILLAR:
  13592. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13593. return nullptr;
  13594. if((flag&1)!=0)
  13595. limit=1000;
  13596. val1=skill_lv+2;
  13597. break;
  13598. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  13599. case AM_DEMONSTRATION:
  13600. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  13601. target = BCT_ALL;
  13602. break;
  13603. case HT_SKIDTRAP:
  13604. case MA_SKIDTRAP:
  13605. //Save position of caster
  13606. val1 = ((src->x)<<16)|(src->y);
  13607. [[fallthrough]];
  13608. case HT_ANKLESNARE:
  13609. case HT_SHOCKWAVE:
  13610. case HT_SANDMAN:
  13611. case MA_SANDMAN:
  13612. case HT_CLAYMORETRAP:
  13613. case HT_LANDMINE:
  13614. case MA_LANDMINE:
  13615. case HT_FLASHER:
  13616. case HT_FREEZINGTRAP:
  13617. case MA_FREEZINGTRAP:
  13618. case HT_BLASTMINE:
  13619. case RA_ELECTRICSHOCKER:
  13620. case RA_CLUSTERBOMB:
  13621. case RA_MAGENTATRAP:
  13622. case RA_COBALTTRAP:
  13623. case RA_MAIZETRAP:
  13624. case RA_VERDURETRAP:
  13625. case RA_FIRINGTRAP:
  13626. case RA_ICEBOUNDTRAP:
  13627. case RL_B_TRAP:
  13628. case SC_ESCAPE:
  13629. {
  13630. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  13631. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  13632. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  13633. req_item = req.itemid[i];
  13634. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  13635. break;
  13636. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  13637. target = BCT_ALL;
  13638. }
  13639. break;
  13640. case SA_LANDPROTECTOR:
  13641. case SA_VOLCANO:
  13642. case SA_DELUGE:
  13643. case SA_VIOLENTGALE:
  13644. case SC_CHAOSPANIC:
  13645. {
  13646. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  13647. if (old_sg != nullptr)
  13648. { //HelloKitty confirmed that these are interchangeable,
  13649. //so you can change element and not consume gemstones.
  13650. if ((
  13651. old_sg->skill_id == SA_VOLCANO ||
  13652. old_sg->skill_id == SA_DELUGE ||
  13653. old_sg->skill_id == SA_VIOLENTGALE
  13654. ) && old_sg->limit > 0)
  13655. { //Use the previous limit (minus the elapsed time) [Skotlex]
  13656. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  13657. if (limit < 0) //This can happen...
  13658. limit = skill_get_time(skill_id,skill_lv);
  13659. }
  13660. skill_clear_group(src,1);
  13661. }
  13662. break;
  13663. }
  13664. case BA_WHISTLE:
  13665. val1 = skill_lv + status->agi / 10; // Flee increase
  13666. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  13667. if (sd) {
  13668. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13669. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  13670. }
  13671. break;
  13672. case DC_HUMMING:
  13673. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  13674. if (sd)
  13675. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13676. break;
  13677. case BA_POEMBRAGI:
  13678. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  13679. //For some reason at level 10 the base delay reduction is 50%.
  13680. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  13681. if (sd) {
  13682. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  13683. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  13684. }
  13685. break;
  13686. case DC_DONTFORGETME:
  13687. #ifdef RENEWAL
  13688. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  13689. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  13690. #else
  13691. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  13692. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  13693. #endif
  13694. if (sd) {
  13695. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13696. #ifdef RENEWAL
  13697. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13698. #else
  13699. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  13700. #endif
  13701. }
  13702. val1 *= 10; //Because 10 is actually 1% aspd
  13703. break;
  13704. case DC_SERVICEFORYOU:
  13705. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  13706. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  13707. if (sd) {
  13708. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13709. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13710. }
  13711. break;
  13712. case BA_ASSASSINCROSS:
  13713. if (sd)
  13714. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13715. val1 += 5 + skill_lv + (status->agi / 20);
  13716. val1 *= 10; // ASPD works with 1000 as 100%
  13717. break;
  13718. case DC_FORTUNEKISS:
  13719. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  13720. val1 *= 10; //Because every 10 crit is an actual cri point.
  13721. if (sd)
  13722. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  13723. break;
  13724. case BD_DRUMBATTLEFIELD:
  13725. val1 = (skill_lv+1)*25; //Atk increase
  13726. val2 = (skill_lv+1)*2; //Def increase
  13727. break;
  13728. case BD_RINGNIBELUNGEN:
  13729. val1 = (skill_lv+2)*25; //Atk increase
  13730. break;
  13731. case BD_RICHMANKIM:
  13732. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  13733. break;
  13734. case BD_SIEGFRIED:
  13735. val1 = 55 + skill_lv*5; //Elemental Resistance
  13736. val2 = skill_lv*10; //Status ailment resistance
  13737. break;
  13738. case WE_CALLPARTNER:
  13739. if (sd) val1 = sd->status.partner_id;
  13740. break;
  13741. case WE_CALLPARENT:
  13742. if (sd) {
  13743. val1 = sd->status.father;
  13744. val2 = sd->status.mother;
  13745. }
  13746. break;
  13747. case WE_CALLBABY:
  13748. if (sd) val1 = sd->status.child;
  13749. break;
  13750. case NJ_KAENSIN:
  13751. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  13752. val2 = (skill_lv+1)/2 + 4;
  13753. break;
  13754. case NJ_SUITON:
  13755. skill_clear_group(src, 1);
  13756. break;
  13757. case GS_GROUNDDRIFT:
  13758. {
  13759. // Ground Drift Element is decided when it's placed.
  13760. int ele = skill_get_ele(skill_id, skill_lv);
  13761. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  13762. if (ele == ELE_RANDOM)
  13763. val1 = element[rnd()%5]; // Use random from available unit visual?
  13764. else if (ele == ELE_ENDOWED)
  13765. val1 = status_get_attack_sc_element(src,sc);
  13766. else if (ele == ELE_WEAPON) {
  13767. val1 = status->rhw.ele;
  13768. if (sc && sc->getSCE(SC_ENCHANTARMS))
  13769. val1 = sc->getSCE(SC_ENCHANTARMS)->val1;
  13770. }
  13771. switch (val1) {
  13772. case ELE_FIRE:
  13773. subunt++;
  13774. [[fallthrough]];
  13775. case ELE_WATER:
  13776. subunt++;
  13777. [[fallthrough]];
  13778. case ELE_POISON:
  13779. subunt++;
  13780. [[fallthrough]];
  13781. case ELE_DARK:
  13782. subunt++;
  13783. [[fallthrough]];
  13784. case ELE_WIND:
  13785. break;
  13786. default:
  13787. subunt = rnd()%5;
  13788. break;
  13789. }
  13790. break;
  13791. }
  13792. case GC_POISONSMOKE:
  13793. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) )
  13794. return nullptr;
  13795. val2 = sc->getSCE(SC_POISONINGWEAPON)->val2; // Type of Poison
  13796. val3 = sc->getSCE(SC_POISONINGWEAPON)->val1;
  13797. limit = skill_get_time(skill_id, skill_lv);
  13798. break;
  13799. case NPC_COMET:
  13800. case WL_COMET:
  13801. if (sc) {
  13802. sc->comet_x = x;
  13803. sc->comet_y = y;
  13804. }
  13805. break;
  13806. case GD_LEADERSHIP:
  13807. case GD_GLORYWOUNDS:
  13808. case GD_SOULCOLD:
  13809. case GD_HAWKEYES:
  13810. limit = 1000000;//it doesn't matter
  13811. break;
  13812. case LG_BANDING:
  13813. limit = -1;
  13814. break;
  13815. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  13816. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  13817. target = BCT_ALL;
  13818. [[fallthrough]];
  13819. case WM_SEVERE_RAINSTORM:
  13820. case SO_WATER_INSIGNIA:
  13821. case SO_FIRE_INSIGNIA:
  13822. case SO_WIND_INSIGNIA:
  13823. case SO_EARTH_INSIGNIA:
  13824. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13825. return nullptr;
  13826. break;
  13827. case SO_CLOUD_KILL:
  13828. case NPC_CLOUD_KILL:
  13829. skill_clear_group(src, 4);
  13830. break;
  13831. case SO_WARMER:
  13832. skill_clear_group(src, 8);
  13833. break;
  13834. case SO_FIREWALK:
  13835. case SO_ELECTRICWALK:
  13836. limit = skill_get_time2(skill_id, skill_lv);
  13837. break;
  13838. case GN_WALLOFTHORN:
  13839. // Turns to Firewall
  13840. if( flag&1 )
  13841. limit = 3000;
  13842. val3 = (x<<16)|y;
  13843. break;
  13844. case GN_DEMONIC_FIRE:
  13845. if (flag) { // Fire Expansion level 1
  13846. limit = flag + 10000;
  13847. flag = 0;
  13848. }
  13849. break;
  13850. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13851. case GN_FIRE_EXPANSION_TEAR_GAS:
  13852. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  13853. break;
  13854. case KO_ZENKAI:
  13855. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  13856. val1 = sd->spiritcharm;
  13857. val2 = sd->spiritcharm_type;
  13858. limit = 6000 * val1;
  13859. subunt = sd->spiritcharm_type - 1;
  13860. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  13861. }
  13862. break;
  13863. #ifndef RENEWAL
  13864. case HW_GRAVITATION:
  13865. if(sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  13866. link_group_id = sc->getSCE(SC_GRAVITATION)->val4;
  13867. break;
  13868. #endif
  13869. case SO_VACUUM_EXTREME:
  13870. // Coordinates
  13871. val1 = x;
  13872. val2 = y;
  13873. val3 = 0; // Suck target at n seconds.
  13874. break;
  13875. case MH_POISON_MIST:
  13876. case MH_BLAST_FORGE:
  13877. case MH_LAVA_SLIDE:
  13878. skill_clear_group(src, 1);
  13879. break;
  13880. case MH_VOLCANIC_ASH:
  13881. if (!map_flag_vs(src->m))
  13882. target = BCT_ENEMY;
  13883. break;
  13884. case AG_VIOLENT_QUAKE:
  13885. case AG_ALL_BLOOM:
  13886. if (sc && sc->getSCE(SC_CLIMAX)) {
  13887. if (skill_id == AG_ALL_BLOOM && sc->getSCE(SC_CLIMAX)->val1 == 1)
  13888. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  13889. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  13890. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  13891. }
  13892. break;
  13893. case AG_VIOLENT_QUAKE_ATK:
  13894. case AG_ALL_BLOOM_ATK:
  13895. case AG_ALL_BLOOM_ATK2:
  13896. limit = flag;
  13897. flag = 0;
  13898. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  13899. range = 4; // Rising rocks splash is increased to 9x9.
  13900. break;
  13901. case WH_DEEPBLINDTRAP:
  13902. case WH_SOLIDTRAP:
  13903. case WH_SWIFTTRAP:
  13904. case WH_FLAMETRAP:
  13905. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  13906. break;
  13907. case NW_GRENADES_DROPPING:
  13908. limit = skill_get_time2(skill_id,skill_lv);
  13909. break;
  13910. }
  13911. // Init skill unit group
  13912. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  13913. if (group == nullptr)
  13914. return nullptr;
  13915. group->val1 = val1;
  13916. group->val2 = val2;
  13917. group->val3 = val3;
  13918. group->link_group_id = link_group_id;
  13919. group->target_flag = target;
  13920. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13921. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  13922. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  13923. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  13924. group->item_id = req_item;
  13925. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  13926. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  13927. active_flag = 0;
  13928. // Put message for Talkie Box & Graffiti
  13929. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  13930. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  13931. if (sd)
  13932. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  13933. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  13934. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  13935. }
  13936. // Dance skill
  13937. if (group->state.song_dance) {
  13938. if(sd) {
  13939. sd->skill_id_dance = skill_id;
  13940. sd->skill_lv_dance = skill_lv;
  13941. }
  13942. if (
  13943. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  13944. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  13945. )
  13946. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13947. }
  13948. // Set skill unit
  13949. limit = group->limit;
  13950. for( i = 0; i < layout->count; i++ ) {
  13951. struct skill_unit *unit;
  13952. int ux = x + layout->dx[i];
  13953. int uy = y + layout->dy[i];
  13954. int unit_val1 = skill_lv;
  13955. int unit_val2 = 0;
  13956. int alive = 1;
  13957. // are the coordinates out of range?
  13958. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  13959. continue;
  13960. }
  13961. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  13962. continue; // don't place skill units on walls (except for songs/dances/encores)
  13963. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  13964. continue; // no path between cell and caster
  13965. switch( skill_id ) {
  13966. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  13967. case HT_LANDMINE:
  13968. case MA_LANDMINE:
  13969. case HT_ANKLESNARE:
  13970. case HT_SHOCKWAVE:
  13971. case HT_SANDMAN:
  13972. case MA_SANDMAN:
  13973. case HT_FLASHER:
  13974. case HT_FREEZINGTRAP:
  13975. case MA_FREEZINGTRAP:
  13976. case HT_SKIDTRAP:
  13977. case MA_SKIDTRAP:
  13978. case HT_CLAYMORETRAP:
  13979. case HT_BLASTMINE:
  13980. case SC_ESCAPE:
  13981. unit_val1 = 3500;
  13982. break;
  13983. case MG_FIREWALL:
  13984. case NJ_KAENSIN:
  13985. unit_val2 = group->val2;
  13986. break;
  13987. case CR_GRANDCROSS:
  13988. case NPC_GRANDDARKNESS:
  13989. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  13990. break;
  13991. case WZ_ICEWALL:
  13992. unit_val1 = 200 + 200*skill_lv;
  13993. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  13994. break;
  13995. case WZ_WATERBALL:
  13996. //Check if there are cells that can be turned into waterball units
  13997. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  13998. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  13999. break; //Turn water, deluge or suiton into waterball cell
  14000. continue;
  14001. case GS_DESPERADO:
  14002. unit_val1 = abs(layout->dx[i]);
  14003. unit_val2 = abs(layout->dy[i]);
  14004. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  14005. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  14006. if (unit_val1) unit_val1--;
  14007. unit_val1 = 36 -12*unit_val1;
  14008. } else //Diagonal edges
  14009. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  14010. if (unit_val1 < 1) unit_val1 = 1;
  14011. unit_val2 = 0;
  14012. break;
  14013. case NPC_REVERBERATION:
  14014. unit_val1 = 1 + skill_lv;
  14015. break;
  14016. case WM_POEMOFNETHERWORLD:
  14017. unit_val1 = 1 + skill_lv;
  14018. break;
  14019. case GN_WALLOFTHORN:
  14020. if (flag&1) // Turned become Firewall
  14021. break;
  14022. unit_val1 = 2000 + 2000 * skill_lv; // HP
  14023. unit_val2 = 20; // Max hits
  14024. break;
  14025. case RL_B_TRAP:
  14026. unit_val1 = 3500;
  14027. unit_val2 = 0;
  14028. break;
  14029. default:
  14030. if (group->state.song_dance&0x1)
  14031. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  14032. break;
  14033. }
  14034. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  14035. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  14036. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  14037. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  14038. // Check active cell to failing or remove current unit
  14039. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  14040. if( !alive )
  14041. continue;
  14042. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  14043. unit->limit = limit;
  14044. unit->range = range;
  14045. if (skill_id == PF_FOGWALL && alive == 2)
  14046. { //Double duration of cells on top of Deluge/Suiton
  14047. unit->limit *= 2;
  14048. group->limit = unit->limit;
  14049. }
  14050. // Execute on all targets standing on this cell
  14051. if (range == 0 && active_flag)
  14052. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  14053. }
  14054. if (!group->alive_count)
  14055. { //No cells? Something that was blocked completely by Land Protector?
  14056. skill_delunitgroup(group);
  14057. return nullptr;
  14058. }
  14059. //success, unit created.
  14060. switch( skill_id ) {
  14061. case NJ_TATAMIGAESHI: //Store number of tiles.
  14062. group->val1 = group->alive_count;
  14063. break;
  14064. }
  14065. return group;
  14066. }
  14067. /*==========================================
  14068. *
  14069. *------------------------------------------*/
  14070. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14071. {
  14072. skill_unit_onplace(unit, bl, tick);
  14073. }
  14074. /**
  14075. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  14076. * while skill unit initialized or moved (such by knock back).
  14077. * As a follow of skill_unit_effect flag &1
  14078. * @param unit
  14079. * @param bl Target
  14080. * @param tick
  14081. */
  14082. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14083. {
  14084. struct block_list *ss; // Actual source that cast the skill unit
  14085. status_change *sc;
  14086. struct status_change_entry *sce;
  14087. struct status_data *tstatus;
  14088. enum sc_type type;
  14089. uint16 skill_id;
  14090. nullpo_ret(unit);
  14091. nullpo_ret(bl);
  14092. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  14093. return 0;
  14094. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14095. if (sg == nullptr)
  14096. return 0;
  14097. nullpo_ret(ss = map_id2bl(sg->src_id));
  14098. tstatus = status_get_status_data(bl);
  14099. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  14100. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  14101. return 0; //AoE skills are ineffective. [Skotlex]
  14102. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  14103. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  14104. return 0; //Songs don't work in Basilica
  14105. sc = status_get_sc(bl);
  14106. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  14107. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  14108. if (sc && sc->getSCE(SC_VACUUM_EXTREME) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  14109. status_change_end(bl, SC_VACUUM_EXTREME);
  14110. if (sc && sc->getSCE(SC_HOVERING) && skill->inf2[INF2_IGNOREHOVERING])
  14111. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  14112. type = skill_get_sc(sg->skill_id);
  14113. sce = (sc && type != SC_NONE) ? sc->getSCE(type) : NULL;
  14114. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  14115. switch (sg->unit_id) {
  14116. case UNT_SPIDERWEB:
  14117. if (sc) {
  14118. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  14119. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  14120. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14121. const struct TimerData* td;
  14122. struct map_data *mapdata = map_getmapdata(bl->m);
  14123. if (mapdata_flag_vs(mapdata))
  14124. sec /= 2;
  14125. if (sc->getSCE(type)) {
  14126. if (sc->getSCE(type)->val2 && sc->getSCE(type)->val3 && sc->getSCE(type)->val4) {
  14127. //Already triple affected, immune
  14128. sg->limit = DIFF_TICK(tick, sg->tick);
  14129. break;
  14130. }
  14131. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  14132. if (mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 3)
  14133. sec *= (sc->getSCE(type)->val1 + 1);
  14134. else if(!mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 2)
  14135. sec *= (sc->getSCE(type)->val1 + 1);
  14136. //Add group id to status change
  14137. if (sc->getSCE(type)->val2 == 0)
  14138. sc->getSCE(type)->val2 = sg->group_id;
  14139. else if (sc->getSCE(type)->val3 == 0)
  14140. sc->getSCE(type)->val3 = sg->group_id;
  14141. else if (sc->getSCE(type)->val4 == 0)
  14142. sc->getSCE(type)->val4 = sg->group_id;
  14143. //Overwrite status change with new duration
  14144. if ((td = get_timer(sc->getSCE(type)->timer))!=NULL)
  14145. status_change_start(ss, bl, type, 10000, sc->getSCE(type)->val1 + 1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4,
  14146. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  14147. }
  14148. else {
  14149. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  14150. td = sc->getSCE(type) ? get_timer(sc->getSCE(type)->timer) : NULL;
  14151. if (td)
  14152. sec = DIFF_TICK(td->tick, tick);
  14153. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14154. clif_fixpos(bl);
  14155. }
  14156. else
  14157. sec = 3000; //Couldn't trap it?
  14158. }
  14159. sg->val2 = bl->id;
  14160. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14161. }
  14162. break;
  14163. case UNT_SAFETYWALL:
  14164. if (!sce)
  14165. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  14166. break;
  14167. case UNT_BLOODYLUST:
  14168. if (sg->src_id == bl->id)
  14169. break; //Does not affect the caster.
  14170. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  14171. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  14172. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  14173. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  14174. break;
  14175. case UNT_PNEUMA:
  14176. if (!sce)
  14177. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14178. break;
  14179. case UNT_CHAOSPANIC:
  14180. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  14181. break;
  14182. case UNT_WARP_WAITING: {
  14183. int working = sg->val1&0xffff;
  14184. if(bl->type==BL_PC && !working){
  14185. map_session_data *sd = (map_session_data *)bl;
  14186. if((!sd->chatID || battle_config.chat_warpportal)
  14187. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  14188. {
  14189. int x = sg->val2>>16;
  14190. int y = sg->val2&0xffff;
  14191. int count = sg->val1>>16;
  14192. unsigned short m = sg->val3;
  14193. if( --count <= 0 )
  14194. skill_delunitgroup(sg);
  14195. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  14196. working = 1;/* we break it because officials break it, lovely stuff. */
  14197. sg->val1 = (count<<16)|working;
  14198. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  14199. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  14200. }
  14201. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  14202. int16 m = map_mapindex2mapid(sg->val3);
  14203. if (m < 0) break; //Map not available on this map-server.
  14204. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  14205. }
  14206. }
  14207. break;
  14208. case UNT_QUAGMIRE:
  14209. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  14210. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14211. break;
  14212. case UNT_VOLCANO:
  14213. case UNT_DELUGE:
  14214. case UNT_VIOLENTGALE:
  14215. case UNT_FIRE_INSIGNIA:
  14216. case UNT_WATER_INSIGNIA:
  14217. case UNT_WIND_INSIGNIA:
  14218. case UNT_EARTH_INSIGNIA:
  14219. if(!sce)
  14220. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14221. break;
  14222. case UNT_WATER_BARRIER:
  14223. case UNT_ZEPHYR:
  14224. case UNT_POWER_OF_GAIA:
  14225. if (bl->id == ss->id)
  14226. break; // Doesn't affect the Elemental
  14227. if (!sce)
  14228. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14229. break;
  14230. case UNT_SUITON:
  14231. if(!sce)
  14232. sc_start4(ss, bl,type,100,sg->skill_lv,
  14233. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  14234. 0,0,sg->limit);
  14235. break;
  14236. case UNT_HERMODE:
  14237. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  14238. status_change_clear_buffs(bl, SCCB_HERMODE); //Should dispell only allies.
  14239. [[fallthrough]];
  14240. case UNT_RICHMANKIM:
  14241. case UNT_ETERNALCHAOS:
  14242. case UNT_DRUMBATTLEFIELD:
  14243. case UNT_RINGNIBELUNGEN:
  14244. case UNT_ROKISWEIL:
  14245. case UNT_INTOABYSS:
  14246. case UNT_SIEGFRIED:
  14247. //Needed to check when a dancer/bard leaves their ensemble area.
  14248. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14249. return skill_id;
  14250. if (!sce)
  14251. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14252. break;
  14253. case UNT_WHISTLE:
  14254. case UNT_ASSASSINCROSS:
  14255. case UNT_POEMBRAGI:
  14256. case UNT_APPLEIDUN:
  14257. case UNT_HUMMING:
  14258. case UNT_DONTFORGETME:
  14259. case UNT_FORTUNEKISS:
  14260. case UNT_SERVICEFORYOU:
  14261. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14262. return 0;
  14263. if (!sc) return 0;
  14264. if (!sce)
  14265. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14266. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  14267. sce->val4 = 0; //remove the mark that we stepped out
  14268. delete_timer(sce->timer, status_change_timer);
  14269. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  14270. }
  14271. break;
  14272. case UNT_FOGWALL:
  14273. if (!sce)
  14274. {
  14275. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  14276. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14277. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  14278. }
  14279. break;
  14280. #ifndef RENEWAL
  14281. case UNT_GRAVITATION:
  14282. if (!sce)
  14283. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  14284. break;
  14285. case UNT_BASILICA:
  14286. {
  14287. int i = battle_check_target(bl, bl, BCT_ENEMY);
  14288. if (i > 0) {
  14289. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14290. break;
  14291. }
  14292. if (!sce && i <= 0)
  14293. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14294. }
  14295. break;
  14296. #endif
  14297. case UNT_MOONLIT:
  14298. //Knockback out of area if affected char isn't in Moonlit effect
  14299. if (sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT)
  14300. break;
  14301. if (ss == bl) //Also needed to prevent infinite loop crash.
  14302. break;
  14303. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  14304. break;
  14305. case UNT_REVERBERATION:
  14306. if (sg->src_id == bl->id)
  14307. break; //Does not affect the caster.
  14308. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14309. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  14310. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  14311. sg->unit_id = UNT_USED_TRAPS;
  14312. break;
  14313. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  14314. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  14315. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14316. break;
  14317. case UNT_FIRE_EXPANSION_TEAR_GAS:
  14318. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  14319. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  14320. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  14321. break;
  14322. case UNT_VOLCANIC_ASH:
  14323. if (!sce)
  14324. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  14325. break;
  14326. case UNT_KINGS_GRACE:
  14327. if (!sce) {
  14328. int state = 0;
  14329. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  14330. state |= BCT_GUILD;
  14331. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  14332. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  14333. }
  14334. break;
  14335. case UNT_STEALTHFIELD:
  14336. if( bl->id == sg->src_id )
  14337. break; // Doesn't work on self (video shows that)
  14338. if (!sce)
  14339. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14340. break;
  14341. case UNT_NEUTRALBARRIER:
  14342. if (!sce)
  14343. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  14344. break;
  14345. case UNT_WARMER:
  14346. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  14347. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  14348. break;
  14349. case UNT_CATNIPPOWDER:
  14350. if (sg->src_id == bl->id)
  14351. break; // Does not affect the caster or Boss.
  14352. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14353. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14354. break;
  14355. case UNT_NYANGGRASS:
  14356. if (!sce)
  14357. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14358. break;
  14359. case UNT_CREATINGSTAR:
  14360. if (!sce)
  14361. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  14362. break;
  14363. case UNT_GD_LEADERSHIP:
  14364. case UNT_GD_GLORYWOUNDS:
  14365. case UNT_GD_SOULCOLD:
  14366. case UNT_GD_HAWKEYES:
  14367. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  14368. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  14369. break;
  14370. }
  14371. return skill_id;
  14372. }
  14373. /**
  14374. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  14375. * @param unit Skill unit
  14376. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  14377. * @param tick
  14378. */
  14379. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14380. {
  14381. struct block_list *ss;
  14382. TBL_PC* tsd;
  14383. struct status_data *tstatus;
  14384. status_change *sc, *tsc;
  14385. struct skill_unit_group_tickset *ts;
  14386. enum sc_type type;
  14387. uint16 skill_id;
  14388. t_tick diff = 0;
  14389. nullpo_ret(unit);
  14390. nullpo_ret(bl);
  14391. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  14392. return 0;
  14393. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14394. if (sg == nullptr)
  14395. return 0;
  14396. nullpo_ret(ss = map_id2bl(sg->src_id));
  14397. tsd = BL_CAST(BL_PC, bl);
  14398. tsc = status_get_sc(bl);
  14399. sc = status_get_sc(ss);
  14400. tstatus = status_get_status_data(bl);
  14401. type = skill_get_sc(sg->skill_id);
  14402. skill_id = sg->skill_id;
  14403. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14404. if (sc && sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == bl->id && inf2[INF2_ISTRAP])
  14405. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  14406. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  14407. return 0; // Under Hovering characters are immune to trap and ground target skills.
  14408. if (sg->interval == -1) {
  14409. switch (sg->unit_id) {
  14410. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  14411. case UNT_FIREPILLAR_ACTIVE:
  14412. case UNT_ELECTRICSHOCKER:
  14413. case UNT_MANHOLE:
  14414. return 0;
  14415. default:
  14416. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  14417. return 0;
  14418. }
  14419. }
  14420. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  14421. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  14422. diff = DIFF_TICK(tick,ts->tick);
  14423. if (diff < 0)
  14424. return 0;
  14425. ts->tick = tick+sg->interval;
  14426. }
  14427. // Wall of Thorn damaged by Fire element unit [Cydh]
  14428. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  14429. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  14430. struct skill_unit *su = (struct skill_unit *)bl;
  14431. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  14432. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  14433. su->group->limit = sg->limit = 0;
  14434. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  14435. return skill_id;
  14436. }
  14437. }
  14438. switch (sg->unit_id) {
  14439. // Units that deals simple attack
  14440. case UNT_GRAVITATION:
  14441. case UNT_EARTHSTRAIN:
  14442. case UNT_FIREWALK:
  14443. case UNT_ELECTRICWALK:
  14444. case UNT_PSYCHIC_WAVE:
  14445. case UNT_LAVA_SLIDE:
  14446. case UNT_MAKIBISHI:
  14447. case UNT_VENOMFOG:
  14448. case UNT_ICEMINE:
  14449. case UNT_FLAMECROSS:
  14450. case UNT_HELLBURNING:
  14451. case UNT_RAIN_OF_CRYSTAL:
  14452. case UNT_MYSTERY_ILLUSION:
  14453. case UNT_STRANTUM_TREMOR:
  14454. case UNT_TORNADO_STORM:
  14455. case UNT_FLORAL_FLARE_ROAD:
  14456. case UNT_CROSS_RAIN:
  14457. case UNT_PNEUMATICUS_PROCELLA:
  14458. case UNT_LIGHTNING_LAND:
  14459. case UNT_VENOM_SWAMP:
  14460. case UNT_CONFLAGRATION:
  14461. case UNT_DEEPBLINDTRAP:
  14462. case UNT_SOLIDTRAP:
  14463. case UNT_SWIFTTRAP:
  14464. case UNT_FLAMETRAP:
  14465. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14466. break;
  14467. case UNT_DUMMYSKILL:
  14468. switch (sg->skill_id) {
  14469. case SG_SUN_WARM: //SG skills [Komurka]
  14470. case SG_MOON_WARM:
  14471. case SG_STAR_WARM: {
  14472. int count = 0;
  14473. const int x = bl->x, y = bl->y;
  14474. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  14475. do {
  14476. if( bl->type == BL_PC )
  14477. status_zap(bl, 0, 15); // sp damage to players
  14478. else // mobs
  14479. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  14480. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  14481. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  14482. } else { //should end when out of sp.
  14483. sg->limit = DIFF_TICK(tick,sg->tick);
  14484. break;
  14485. }
  14486. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  14487. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  14488. }
  14489. break;
  14490. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  14491. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  14492. if (tsc)
  14493. tsc->sg_counter++; //SG hit counter.
  14494. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  14495. tsc->sg_counter=0; //Attack absorbed.
  14496. break;
  14497. #endif
  14498. case GS_DESPERADO:
  14499. if (rnd()%100 < unit->val1)
  14500. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14501. break;
  14502. case NPC_COMET:
  14503. case WL_COMET:
  14504. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  14505. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14506. break;
  14507. case NPC_WIDESUCK: {
  14508. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14509. if (heal > 0) {
  14510. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  14511. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  14512. status_heal(ss,heal,0,0);
  14513. }
  14514. }
  14515. break;
  14516. case CR_GRANDCROSS:
  14517. case NPC_GRANDDARKNESS:
  14518. if(!battle_config.gx_allhit)
  14519. unit->val1--;
  14520. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14521. break;
  14522. default:
  14523. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14524. }
  14525. break;
  14526. case UNT_FIREWALL:
  14527. case UNT_KAEN: {
  14528. int count = 0;
  14529. const int x = bl->x, y = bl->y;
  14530. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  14531. break;
  14532. //Take into account these hit more times than the timer interval can handle.
  14533. do
  14534. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  14535. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  14536. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  14537. if (unit->val2 <= 0)
  14538. skill_delunit(unit);
  14539. }
  14540. break;
  14541. case UNT_SANCTUARY:
  14542. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  14543. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  14544. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  14545. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  14546. } else {
  14547. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14548. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14549. #ifdef RENEWAL
  14550. if (md && md->mob_id == MOBID_EMPERIUM)
  14551. break;
  14552. #endif
  14553. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  14554. break;
  14555. if( tstatus->hp >= tstatus->max_hp )
  14556. break;
  14557. if( status_isimmune(bl) )
  14558. heal = 0;
  14559. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14560. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal )
  14561. heal = ~heal + 1;
  14562. status_heal(bl, heal, 0, 0);
  14563. }
  14564. break;
  14565. case UNT_EVILLAND:
  14566. //Will heal demon and undead element monsters, but not players.
  14567. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  14568. { //Damage enemies
  14569. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14570. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14571. } else {
  14572. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14573. if (tstatus->hp >= tstatus->max_hp)
  14574. break;
  14575. if (status_isimmune(bl))
  14576. heal = 0;
  14577. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14578. status_heal(bl, heal, 0, 0);
  14579. }
  14580. break;
  14581. case UNT_MAGNUS:
  14582. #ifndef RENEWAL
  14583. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  14584. break;
  14585. #endif
  14586. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14587. break;
  14588. case UNT_FIREPILLAR_WAITING:
  14589. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  14590. skill_delunit(unit);
  14591. break;
  14592. case UNT_SKIDTRAP: {
  14593. //Knockback away from position of user during placement [Playtester]
  14594. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  14595. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  14596. sg->unit_id = UNT_USED_TRAPS;
  14597. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14598. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  14599. //Target will be stopped for 3 seconds
  14600. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  14601. }
  14602. break;
  14603. case UNT_ANKLESNARE:
  14604. case UNT_MANHOLE:
  14605. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  14606. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  14607. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  14608. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):NULL;
  14609. if( td )
  14610. sec = DIFF_TICK(td->tick, tick);
  14611. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  14612. || !unit_blown_immune(bl,0x1) )
  14613. {
  14614. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  14615. clif_fixpos(bl);
  14616. }
  14617. sg->val2 = bl->id;
  14618. } else
  14619. sec = 3000; //Couldn't trap it?
  14620. if (sg->unit_id == UNT_ANKLESNARE) {
  14621. clif_skillunit_update(&unit->bl);
  14622. /**
  14623. * If you're snared from a trap that was invisible this makes the trap be
  14624. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  14625. * bugreport:3961
  14626. **/
  14627. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  14628. }
  14629. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  14630. sg->interval = -1;
  14631. unit->range = 0;
  14632. }
  14633. break;
  14634. case UNT_EARTHQUAKE:
  14635. sg->val1++; // Hit count
  14636. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
  14637. break;
  14638. case UNT_ELECTRICSHOCKER:
  14639. if( bl->id != ss->id ) {
  14640. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  14641. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14642. clif_fixpos(bl);
  14643. }
  14644. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14645. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14646. }
  14647. break;
  14648. case UNT_VENOMDUST:
  14649. if(tsc && !tsc->getSCE(type))
  14650. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  14651. break;
  14652. case UNT_LANDMINE:
  14653. //Land Mine only hits single target
  14654. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14655. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14656. sg->limit = 1500;
  14657. break;
  14658. case UNT_MAGENTATRAP:
  14659. case UNT_COBALTTRAP:
  14660. case UNT_MAIZETRAP:
  14661. case UNT_VERDURETRAP:
  14662. if( bl->type == BL_PC )// it won't work on players
  14663. break;
  14664. [[fallthrough]];
  14665. case UNT_FIRINGTRAP:
  14666. case UNT_ICEBOUNDTRAP:
  14667. case UNT_CLUSTERBOMB:
  14668. if( bl->id == ss->id )// it won't trigger on caster
  14669. break;
  14670. [[fallthrough]];
  14671. case UNT_BLASTMINE:
  14672. case UNT_SHOCKWAVE:
  14673. case UNT_SANDMAN:
  14674. case UNT_FLASHER:
  14675. case UNT_FREEZINGTRAP:
  14676. case UNT_FIREPILLAR_ACTIVE:
  14677. case UNT_CLAYMORETRAP:
  14678. {
  14679. int bl_flag = sg->bl_flag;
  14680. if (tsc && tsc->getSCE(SC__MANHOLE))
  14681. break;
  14682. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  14683. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  14684. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  14685. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  14686. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  14687. sg->limit = DIFF_TICK(tick, sg->tick) +
  14688. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  14689. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  14690. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  14691. }
  14692. break;
  14693. case UNT_TALKIEBOX:
  14694. if (sg->src_id == bl->id)
  14695. break;
  14696. if (sg->val2 == 0) {
  14697. clif_talkiebox(&unit->bl, sg->valstr);
  14698. sg->unit_id = UNT_USED_TRAPS;
  14699. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14700. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  14701. sg->val2 = -1;
  14702. }
  14703. break;
  14704. case UNT_LULLABY:
  14705. if (ss->id == bl->id)
  14706. break;
  14707. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14708. break;
  14709. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  14710. if (ss->id != bl->id)
  14711. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14712. break;
  14713. case UNT_DISSONANCE:
  14714. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14715. break;
  14716. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  14717. int heal;
  14718. #ifdef RENEWAL
  14719. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14720. if (md && md->mob_id == MOBID_EMPERIUM)
  14721. break;
  14722. #endif
  14723. if (sg->src_id == bl->id && !(tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14724. break; // affects self only when soullinked
  14725. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  14726. if (tsc->getSCE(SC_AKAITSUKI) && heal)
  14727. heal = ~heal + 1;
  14728. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14729. status_heal(bl, heal, 0, 0);
  14730. }
  14731. break;
  14732. case UNT_TATAMIGAESHI:
  14733. case UNT_DEMONSTRATION:
  14734. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14735. break;
  14736. case UNT_GOSPEL:
  14737. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  14738. break;
  14739. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  14740. { // Support Effect only on party, not guild
  14741. int heal;
  14742. int i = rnd() % 13; // Positive buff count
  14743. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  14744. switch (i)
  14745. {
  14746. case 0: // Heal 1000~9999 HP
  14747. heal = rnd() % 9000 + 1000;
  14748. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  14749. status_heal(bl, heal, 0, 0);
  14750. break;
  14751. case 1: // End all negative status
  14752. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  14753. if (tsd) clif_gospel_info(tsd, 0x15);
  14754. break;
  14755. case 2: // Immunity to all status
  14756. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  14757. if (tsd) clif_gospel_info(tsd, 0x16);
  14758. break;
  14759. case 3: // MaxHP +100%
  14760. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  14761. if (tsd) clif_gospel_info(tsd, 0x17);
  14762. break;
  14763. case 4: // MaxSP +100%
  14764. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  14765. if (tsd) clif_gospel_info(tsd, 0x18);
  14766. break;
  14767. case 5: // All stats +20
  14768. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  14769. if (tsd) clif_gospel_info(tsd, 0x19);
  14770. break;
  14771. case 6: // Level 10 Blessing
  14772. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  14773. break;
  14774. case 7: // Level 10 Increase AGI
  14775. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  14776. break;
  14777. case 8: // Enchant weapon with Holy element
  14778. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  14779. if (tsd) clif_gospel_info(tsd, 0x1c);
  14780. break;
  14781. case 9: // Enchant armor with Holy element
  14782. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  14783. if (tsd) clif_gospel_info(tsd, 0x1d);
  14784. break;
  14785. case 10: // DEF +25%
  14786. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  14787. if (tsd) clif_gospel_info(tsd, 0x1e);
  14788. break;
  14789. case 11: // ATK +100%
  14790. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  14791. if (tsd) clif_gospel_info(tsd, 0x1f);
  14792. break;
  14793. case 12: // HIT/Flee +50
  14794. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  14795. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  14796. if (tsd) clif_gospel_info(tsd, 0x20);
  14797. break;
  14798. }
  14799. }
  14800. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14801. { // Offensive Effect
  14802. int i = rnd() % 10; // Negative buff count
  14803. switch (i)
  14804. {
  14805. case 0: // Deal 3000~7999 damage reduced by DEF
  14806. case 1: // Deal 1500~5499 damage unreducable
  14807. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  14808. break;
  14809. case 2: // Curse
  14810. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  14811. break;
  14812. case 3: // Blind
  14813. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  14814. break;
  14815. case 4: // Poison
  14816. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  14817. break;
  14818. case 5: // Level 10 Provoke
  14819. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  14820. break;
  14821. case 6: // DEF -100%
  14822. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  14823. break;
  14824. case 7: // ATK -100%
  14825. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  14826. break;
  14827. case 8: // Flee -100%
  14828. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  14829. break;
  14830. case 9: // Speed/ASPD -25%
  14831. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  14832. break;
  14833. }
  14834. }
  14835. break;
  14836. #ifndef RENEWAL
  14837. case UNT_BASILICA:
  14838. {
  14839. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  14840. if (i > 0) {
  14841. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14842. break;
  14843. }
  14844. if (i <= 0 && (!tsc || !tsc->getSCE(SC_BASILICA)))
  14845. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14846. }
  14847. break;
  14848. #endif
  14849. case UNT_GROUNDDRIFT_WIND:
  14850. case UNT_GROUNDDRIFT_DARK:
  14851. case UNT_GROUNDDRIFT_POISON:
  14852. case UNT_GROUNDDRIFT_WATER:
  14853. case UNT_GROUNDDRIFT_FIRE:
  14854. map_foreachinrange(skill_trap_splash,&unit->bl,
  14855. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  14856. &unit->bl,tick);
  14857. sg->unit_id = UNT_USED_TRAPS;
  14858. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  14859. sg->limit=DIFF_TICK(tick,sg->tick);
  14860. break;
  14861. case UNT_POISONSMOKE:
  14862. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(sg->val2)) && rnd()%100 < 50 )
  14863. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  14864. break;
  14865. case UNT_EPICLESIS:
  14866. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  14867. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  14868. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  14869. int hp, sp;
  14870. switch( sg->skill_lv ) {
  14871. case 1: case 2: hp = 3; sp = 2; break;
  14872. case 3: case 4: hp = 4; sp = 3; break;
  14873. case 5: default: hp = 5; sp = 4; break;
  14874. }
  14875. hp = tstatus->max_hp * hp / 100;
  14876. sp = tstatus->max_sp * sp / 100;
  14877. if (tstatus->hp < tstatus->max_hp)
  14878. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  14879. if (tstatus->sp < tstatus->max_sp)
  14880. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  14881. if (tsc && tsc->getSCE(SC_AKAITSUKI) && hp)
  14882. hp = ~hp + 1;
  14883. status_heal(bl, hp, sp, 3);
  14884. }
  14885. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  14886. // Doesn't remove Invisibility or Chase Walk.
  14887. status_change_end(bl,SC_HIDING);
  14888. status_change_end(bl,SC_CLOAKING);
  14889. status_change_end(bl,SC_CLOAKINGEXCEED);
  14890. status_change_end(bl,SC_CAMOUFLAGE);
  14891. status_change_end(bl,SC_NEWMOON);
  14892. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  14893. status_change_end(bl, SC__SHADOWFORM);
  14894. }
  14895. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  14896. }
  14897. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  14898. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  14899. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  14900. break;
  14901. case UNT_DIMENSIONDOOR:
  14902. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  14903. pc_randomwarp(tsd,CLR_TELEPORT);
  14904. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  14905. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  14906. break;
  14907. case UNT_REVERBERATION:
  14908. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14909. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14910. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  14911. sg->unit_id = UNT_USED_TRAPS;
  14912. break;
  14913. case UNT_SEVERE_RAINSTORM:
  14914. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14915. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  14916. break;
  14917. case UNT_NETHERWORLD:
  14918. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  14919. if (!(tsc && tsc->getSCE(type))) {
  14920. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14921. sg->limit = DIFF_TICK(tick,sg->tick);
  14922. sg->unit_id = UNT_USED_TRAPS;
  14923. }
  14924. }
  14925. break;
  14926. case UNT_THORNS_TRAP:
  14927. if( tsc ) {
  14928. if( !sg->val2 ) {
  14929. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14930. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  14931. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):NULL;
  14932. if( td )
  14933. sec = DIFF_TICK(td->tick, tick);
  14934. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  14935. clif_fixpos(bl);
  14936. sg->val2 = bl->id;
  14937. } else
  14938. sec = 3000; // Couldn't trap it?
  14939. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14940. } else if( tsc->getSCE(SC_THORNSTRAP) && bl->id == sg->val2 )
  14941. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  14942. }
  14943. break;
  14944. case UNT_WALLOFTHORN:
  14945. if (unit->val2-- <= 0) // Max hit reached
  14946. break;
  14947. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  14948. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  14949. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  14950. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  14951. break;
  14952. case UNT_DEMONIC_FIRE:
  14953. switch( sg->val2 ) {
  14954. case 1:
  14955. default:
  14956. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  14957. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  14958. break;
  14959. }
  14960. break;
  14961. case UNT_ZEPHYR:
  14962. if (ss == bl)
  14963. break; // Doesn't affect the Elemental
  14964. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  14965. break;
  14966. case UNT_CLOUD_KILL:
  14967. if (tsc && !tsc->getSCE(type))
  14968. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  14969. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14970. break;
  14971. case UNT_VACUUM_EXTREME:
  14972. if (tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) || tsc->getSCE(SC_HOVERING) || tsc->getSCE(SC_VACUUM_EXTREME) ||
  14973. (tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY) && tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY)->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  14974. return 0;
  14975. // Apply effect and suck targets one-by-one each n seconds
  14976. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1 << 16) | (sg->val2), ++sg->val3 * 500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  14977. break;
  14978. case UNT_BANDING:
  14979. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(SC_BANDING_DEFENCE)) )
  14980. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  14981. break;
  14982. case UNT_FIRE_MANTLE:
  14983. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14984. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14985. break;
  14986. case UNT_ZENKAI_WATER:
  14987. case UNT_ZENKAI_LAND:
  14988. case UNT_ZENKAI_FIRE:
  14989. case UNT_ZENKAI_WIND:
  14990. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  14991. switch( sg->unit_id ) {
  14992. case UNT_ZENKAI_WATER:
  14993. switch (rnd()%2 + 1) {
  14994. case 1:
  14995. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14996. break;
  14997. case 2:
  14998. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14999. break;
  15000. }
  15001. break;
  15002. case UNT_ZENKAI_LAND:
  15003. switch (rnd()%2 + 1) {
  15004. case 1:
  15005. sc_start2(ss, bl, SC_STONEWAIT, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv), skill_get_time(sg->skill_id, sg->skill_lv));
  15006. break;
  15007. case 2:
  15008. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  15009. break;
  15010. }
  15011. break;
  15012. case UNT_ZENKAI_FIRE:
  15013. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  15014. break;
  15015. case UNT_ZENKAI_WIND:
  15016. switch (rnd()%3 + 1) {
  15017. case 1:
  15018. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15019. break;
  15020. case 2:
  15021. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15022. break;
  15023. case 3:
  15024. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15025. break;
  15026. }
  15027. break;
  15028. }
  15029. } else
  15030. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  15031. break;
  15032. case UNT_POISON_MIST:
  15033. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15034. status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  15035. break;
  15036. case UNT_CHAOSPANIC:
  15037. if (tsc && tsc->getSCE(type))
  15038. break;
  15039. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  15040. break;
  15041. case UNT_B_TRAP:
  15042. if (tsc && tsc->getSCE(type))
  15043. break;
  15044. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  15045. unit->val2++; // Mark as ever been used
  15046. break;
  15047. case UNT_FIRE_RAIN:
  15048. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  15049. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  15050. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  15051. break;
  15052. case UNT_MAGMA_ERUPTION:
  15053. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15054. if (sg->skill_id == NC_MAGMA_ERUPTION)
  15055. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15056. else
  15057. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15058. break;
  15059. case UNT_ACIDIFIED_ZONE_WATER:
  15060. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  15061. break;
  15062. case UNT_ACIDIFIED_ZONE_GROUND:
  15063. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  15064. break;
  15065. case UNT_ACIDIFIED_ZONE_WIND:
  15066. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  15067. break;
  15068. case UNT_ACIDIFIED_ZONE_FIRE:
  15069. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  15070. break;
  15071. case UNT_ASTRAL_STRIKE:
  15072. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  15073. break;
  15074. case UNT_ABYSS_SQUARE: {
  15075. short flag = 0;
  15076. // Check to see if the caster is in the AoE.
  15077. if (distance_bl(ss, &unit->bl) <= unit->range)
  15078. flag |= 2; // If yes, skill hits twice.
  15079. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  15080. }
  15081. break;
  15082. }
  15083. if (bl->type == BL_MOB && ss != bl)
  15084. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  15085. return skill_id;
  15086. }
  15087. /**
  15088. * Triggered when a char steps out of a skill unit
  15089. * @param src Skill unit from char moved out
  15090. * @param bl Char
  15091. * @param tick
  15092. */
  15093. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  15094. {
  15095. status_change *sc;
  15096. struct status_change_entry *sce;
  15097. enum sc_type type;
  15098. nullpo_ret(src);
  15099. nullpo_ret(bl);
  15100. std::shared_ptr<s_skill_unit_group> sg = src->group;
  15101. if (sg == nullptr)
  15102. return 0;
  15103. sc = status_get_sc(bl);
  15104. type = skill_get_sc(sg->skill_id);
  15105. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  15106. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  15107. return 0;
  15108. switch(sg->unit_id){
  15109. case UNT_SAFETYWALL:
  15110. case UNT_PNEUMA:
  15111. case UNT_EPICLESIS://Arch Bishop
  15112. if (sce)
  15113. status_change_end(bl, type);
  15114. break;
  15115. #ifndef RENEWAL
  15116. case UNT_BASILICA:
  15117. if (sce && sce->val4 != bl->id)
  15118. status_change_end(bl, type);
  15119. break;
  15120. #endif
  15121. case UNT_HERMODE: //Clear Hermode if the owner moved.
  15122. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  15123. status_change_end(bl, type);
  15124. break;
  15125. case UNT_DISSONANCE:
  15126. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  15127. {
  15128. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  15129. if(skill_get_inf2(i, INF2_ISSONG)) {
  15130. type = skill_get_sc(i);
  15131. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  15132. if(sce)
  15133. return i;
  15134. }
  15135. }
  15136. }
  15137. [[fallthrough]];
  15138. case UNT_WHISTLE:
  15139. case UNT_ASSASSINCROSS:
  15140. case UNT_POEMBRAGI:
  15141. case UNT_APPLEIDUN:
  15142. case UNT_HUMMING:
  15143. case UNT_DONTFORGETME:
  15144. case UNT_FORTUNEKISS:
  15145. case UNT_SERVICEFORYOU:
  15146. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  15147. return -1;
  15148. }
  15149. return sg->skill_id;
  15150. }
  15151. /**
  15152. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  15153. * @param skill_id Skill ID
  15154. * @param bl A char
  15155. * @param tick
  15156. */
  15157. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  15158. {
  15159. status_change *sc;
  15160. struct status_change_entry *sce;
  15161. enum sc_type type;
  15162. sc = status_get_sc(bl);
  15163. if (sc && !sc->count)
  15164. sc = NULL;
  15165. type = skill_get_sc(skill_id);
  15166. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  15167. switch (skill_id)
  15168. {
  15169. case WZ_QUAGMIRE:
  15170. if (bl->type==BL_MOB)
  15171. break;
  15172. if (sce)
  15173. status_change_end(bl, type);
  15174. break;
  15175. case BD_LULLABY:
  15176. case BD_RICHMANKIM:
  15177. case BD_ETERNALCHAOS:
  15178. case BD_DRUMBATTLEFIELD:
  15179. case BD_RINGNIBELUNGEN:
  15180. case BD_ROKISWEIL:
  15181. case BD_INTOABYSS:
  15182. case BD_SIEGFRIED:
  15183. if(sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == skill_id)
  15184. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  15185. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  15186. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  15187. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  15188. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  15189. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  15190. status_change_end(bl, SC_DANCING);
  15191. }
  15192. [[fallthrough]];
  15193. case MH_STEINWAND:
  15194. case MG_SAFETYWALL:
  15195. case AL_PNEUMA:
  15196. case SA_VOLCANO:
  15197. case SA_DELUGE:
  15198. case SA_VIOLENTGALE:
  15199. case CG_HERMODE:
  15200. #ifndef RENEWAL
  15201. case HW_GRAVITATION:
  15202. case HP_BASILICA:
  15203. #endif
  15204. case NJ_SUITON:
  15205. case SC_MAELSTROM:
  15206. case EL_WATER_BARRIER:
  15207. case EL_ZEPHYR:
  15208. case EL_POWER_OF_GAIA:
  15209. case SO_WARMER:
  15210. case SO_FIRE_INSIGNIA:
  15211. case SO_WATER_INSIGNIA:
  15212. case SO_WIND_INSIGNIA:
  15213. case SO_EARTH_INSIGNIA:
  15214. case SJ_BOOKOFCREATINGSTAR:
  15215. case SC_BLOODYLUST:
  15216. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  15217. case GN_FIRE_EXPANSION_TEAR_GAS:
  15218. case LG_KINGS_GRACE:
  15219. case NC_STEALTHFIELD:
  15220. case NC_NEUTRALBARRIER:
  15221. case SU_NYANGGRASS:
  15222. if (sce)
  15223. status_change_end(bl, type);
  15224. break;
  15225. case BA_DISSONANCE:
  15226. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  15227. {
  15228. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  15229. if(skill_get_inf2(i, INF2_ISSONG)){
  15230. type = skill_get_sc(i);
  15231. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  15232. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  15233. delete_timer(sce->timer, status_change_timer);
  15234. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  15235. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  15236. }
  15237. }
  15238. }
  15239. }
  15240. break;
  15241. case BA_POEMBRAGI:
  15242. case BA_WHISTLE:
  15243. case BA_ASSASSINCROSS:
  15244. case BA_APPLEIDUN:
  15245. case DC_HUMMING:
  15246. case DC_DONTFORGETME:
  15247. case DC_FORTUNEKISS:
  15248. case DC_SERVICEFORYOU:
  15249. if (sce)
  15250. {
  15251. delete_timer(sce->timer, status_change_timer);
  15252. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  15253. //not possible on our current implementation.
  15254. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  15255. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  15256. }
  15257. break;
  15258. case PF_FOGWALL:
  15259. if (sce)
  15260. {
  15261. status_change_end(bl, type);
  15262. if ((sce=sc->getSCE(SC_BLIND)))
  15263. {
  15264. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  15265. status_change_end(bl, SC_BLIND);
  15266. else {
  15267. delete_timer(sce->timer, status_change_timer);
  15268. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  15269. }
  15270. }
  15271. }
  15272. break;
  15273. case GD_LEADERSHIP:
  15274. case GD_GLORYWOUNDS:
  15275. case GD_SOULCOLD:
  15276. case GD_HAWKEYES:
  15277. if( !(sce && sce->val4) )
  15278. status_change_end(bl, type);
  15279. break;
  15280. }
  15281. return skill_id;
  15282. }
  15283. /*==========================================
  15284. * Invoked when a unit cell has been placed/removed/deleted.
  15285. * flag values:
  15286. * flag&1: Invoke onplace function (otherwise invoke onout)
  15287. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  15288. * flag&8: Recursive
  15289. *------------------------------------------*/
  15290. static int skill_unit_effect(struct block_list* bl, va_list ap)
  15291. {
  15292. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  15293. t_tick tick = va_arg(ap,t_tick);
  15294. unsigned int flag = va_arg(ap,unsigned int);
  15295. uint16 skill_id;
  15296. bool dissonance = false;
  15297. bool isTarget = false;
  15298. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  15299. return 0;
  15300. std::shared_ptr<s_skill_unit_group> group = unit->group;
  15301. if (group == nullptr)
  15302. return 0;
  15303. if( !(flag&8) ) {
  15304. dissonance = skill_dance_switch(unit, 0);
  15305. //Target-type check.
  15306. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  15307. }
  15308. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  15309. skill_id = group->skill_id;
  15310. if( isTarget ){
  15311. if( flag&1 )
  15312. skill_unit_onplace(unit,bl,tick);
  15313. else {
  15314. if( skill_unit_onout(unit,bl,tick) == -1 )
  15315. return 0; // Don't let a Bard/Dancer update their own song timer
  15316. }
  15317. if( flag&4 )
  15318. skill_unit_onleft(skill_id, bl, tick);
  15319. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  15320. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  15321. if( dissonance ) {
  15322. skill_dance_switch(unit, 1);
  15323. //we placed a dissonance, let's update
  15324. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  15325. }
  15326. return 0;
  15327. }
  15328. /**
  15329. * Check skill unit while receiving damage
  15330. * @param unit Skill unit
  15331. * @param damage Received damage
  15332. * @return Damage
  15333. */
  15334. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  15335. {
  15336. nullpo_ret(unit);
  15337. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  15338. if (sg == nullptr)
  15339. return 0;
  15340. switch( sg->unit_id ) {
  15341. case UNT_BLASTMINE:
  15342. case UNT_SKIDTRAP:
  15343. case UNT_LANDMINE:
  15344. case UNT_SHOCKWAVE:
  15345. case UNT_SANDMAN:
  15346. case UNT_FLASHER:
  15347. case UNT_CLAYMORETRAP:
  15348. case UNT_FREEZINGTRAP:
  15349. case UNT_ANKLESNARE:
  15350. case UNT_ICEWALL:
  15351. case UNT_WALLOFTHORN:
  15352. case UNT_REVERBERATION:
  15353. case UNT_NETHERWORLD:
  15354. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  15355. break;
  15356. default:
  15357. damage = 0;
  15358. break;
  15359. }
  15360. return damage;
  15361. }
  15362. /**
  15363. * Check char condition around the skill caster
  15364. * @param bl Char around area
  15365. * @param *c Counter for 'valid' condition found
  15366. * @param *p_sd Stores 'rid' of char found
  15367. * @param skill_id Skill ID
  15368. * @param skill_lv Level of used skill
  15369. */
  15370. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  15371. {
  15372. int *c, skill_id;
  15373. struct block_list *src;
  15374. map_session_data *sd;
  15375. map_session_data *tsd;
  15376. int *p_sd; //Contains the list of characters found.
  15377. nullpo_ret(bl);
  15378. nullpo_ret(tsd=(map_session_data*)bl);
  15379. nullpo_ret(src=va_arg(ap,struct block_list *));
  15380. nullpo_ret(sd=(map_session_data*)src);
  15381. c=va_arg(ap,int *);
  15382. p_sd = va_arg(ap, int *);
  15383. skill_id = va_arg(ap,int);
  15384. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15385. if (skill_id == PR_BENEDICTIO) {
  15386. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  15387. return 0;
  15388. }
  15389. else if (is_chorus) {
  15390. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  15391. return 0;
  15392. }
  15393. else if (*c >= 1) // Check for one companion for all other cases.
  15394. return 0;
  15395. if (bl == src)
  15396. return 0;
  15397. if(pc_isdead(tsd))
  15398. return 0;
  15399. if (tsd->sc.cant.cast)
  15400. return 0;
  15401. if( is_chorus ) {
  15402. if( tsd->status.party_id && sd->status.party_id &&
  15403. tsd->status.party_id == sd->status.party_id &&
  15404. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  15405. p_sd[(*c)++] = tsd->bl.id;
  15406. return 1;
  15407. } else {
  15408. switch(skill_id) {
  15409. case PR_BENEDICTIO: {
  15410. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  15411. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  15412. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  15413. && sd->status.sp >= 10)
  15414. p_sd[(*c)++]=tsd->bl.id;
  15415. return 1;
  15416. }
  15417. case AB_ADORAMUS:
  15418. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  15419. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  15420. p_sd[(*c)++] = tsd->bl.id;
  15421. return 1;
  15422. case TR_GEF_NOCTURN:
  15423. case TR_ROKI_CAPRICCIO:
  15424. case TR_AIN_RHAPSODY:
  15425. case TR_MUSICAL_INTERLUDE:
  15426. case TR_JAWAII_SERENADE:
  15427. case TR_NIPELHEIM_REQUIEM:
  15428. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  15429. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  15430. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  15431. p_sd[(*c)++] = tsd->bl.id;
  15432. return 1;
  15433. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  15434. {
  15435. uint16 skill_lv;
  15436. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  15437. return 0;
  15438. if (sd->status.sex != tsd->status.sex &&
  15439. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  15440. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  15441. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  15442. sd->status.party_id && tsd->status.party_id &&
  15443. sd->status.party_id == tsd->status.party_id &&
  15444. !tsd->sc.getSCE(SC_DANCING))
  15445. {
  15446. p_sd[(*c)++]=tsd->bl.id;
  15447. return skill_lv;
  15448. }
  15449. }
  15450. break;
  15451. }
  15452. }
  15453. return 0;
  15454. }
  15455. /**
  15456. * Checks and stores partners for ensemble skills [Skotlex]
  15457. * Max partners is 2.
  15458. * @param sd Caster
  15459. * @param skill_id
  15460. * @param skill_lv
  15461. * @param range Area range to check
  15462. * @param cast_flag Special handle
  15463. */
  15464. int skill_check_pc_partner(map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  15465. {
  15466. static int c=0;
  15467. static int p_sd[MAX_PARTY];
  15468. int i;
  15469. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15470. if (!sd)
  15471. return 0;
  15472. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  15473. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  15474. if (cast_flag) { //Execute the skill on the partners.
  15475. map_session_data* tsd;
  15476. switch (skill_id) {
  15477. case PR_BENEDICTIO:
  15478. case WM_GREAT_ECHO:
  15479. for (i = 0; i < c; i++) {
  15480. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  15481. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  15482. }
  15483. return c;
  15484. case AB_ADORAMUS:
  15485. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  15486. i = 2 * (*skill_lv);
  15487. status_charge(&tsd->bl, 0, i);
  15488. }
  15489. break;
  15490. default:
  15491. if( is_chorus )
  15492. break;//Chorus skills are not to be parsed as ensembles
  15493. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  15494. if (c > 0 && sd->sc.getSCE(SC_DANCING) && (tsd = map_id2sd(p_sd[0])) != NULL) {
  15495. sd->sc.getSCE(SC_DANCING)->val4 = tsd->bl.id;
  15496. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.getSCE(SC_DANCING)->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  15497. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  15498. tsd->skill_id_dance = skill_id;
  15499. tsd->skill_lv_dance = *skill_lv;
  15500. #ifdef RENEWAL
  15501. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15502. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15503. #endif
  15504. }
  15505. }
  15506. return c;
  15507. }
  15508. }
  15509. //Else: new search for partners.
  15510. c = 0;
  15511. memset (p_sd, 0, sizeof(p_sd));
  15512. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  15513. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  15514. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  15515. *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.
  15516. return c;
  15517. }
  15518. /**
  15519. * Sub function to count how many spawned mob is around.
  15520. * Some skills check with matched AI.
  15521. * @param rid Source ID
  15522. * @param mob_class Monster ID
  15523. * @param skill_id Used skill
  15524. * @param *c Counter for found monster
  15525. */
  15526. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  15527. {
  15528. int *c,src_id,mob_class,skill;
  15529. uint16 ai;
  15530. struct mob_data *md;
  15531. md=(struct mob_data*)bl;
  15532. src_id=va_arg(ap,int);
  15533. mob_class=va_arg(ap,int);
  15534. skill=va_arg(ap,int);
  15535. c=va_arg(ap,int *);
  15536. switch (skill) {
  15537. case AM_SPHEREMINE:
  15538. ai = AI_SPHERE;
  15539. break;
  15540. case AM_CANNIBALIZE:
  15541. ai = AI_FLORA;
  15542. break;
  15543. case KO_ZANZOU:
  15544. ai = AI_ZANZOU;
  15545. break;
  15546. case MH_SUMMON_LEGION:
  15547. ai = AI_LEGION;
  15548. break;
  15549. case NC_SILVERSNIPER:
  15550. case NC_MAGICDECOY:
  15551. ai = AI_FAW;
  15552. break;
  15553. case MT_SUMMON_ABR_BATTLE_WARIOR:
  15554. case MT_SUMMON_ABR_DUAL_CANNON:
  15555. case MT_SUMMON_ABR_MOTHER_NET:
  15556. case MT_SUMMON_ABR_INFINITY:
  15557. ai = AI_ABR;
  15558. break;
  15559. case BO_WOODENWARRIOR:
  15560. case BO_WOODEN_FAIRY:
  15561. case BO_CREEPER:
  15562. case BO_HELLTREE:
  15563. ai = AI_BIONIC;
  15564. break;
  15565. default:
  15566. ai = AI_FLORA;
  15567. break;
  15568. }
  15569. if( md->master_id != src_id || md->special_state.ai != ai)
  15570. return 0; //Non alchemist summoned mobs have nothing to do here.
  15571. if(md->mob_id==mob_class)
  15572. (*c)++;
  15573. return 1;
  15574. }
  15575. /**
  15576. * Determines if a given skill should be made to consume ammo
  15577. * when used by the player. [Skotlex]
  15578. * @param sd Player
  15579. * @param skill_id Skill ID
  15580. * @return True if skill is need ammo; False otherwise.
  15581. */
  15582. int skill_isammotype(map_session_data *sd, unsigned short skill_id)
  15583. {
  15584. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15585. return (
  15586. battle_config.arrow_decrement == 2 &&
  15587. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  15588. skill_id != HT_PHANTASMIC &&
  15589. skill->skill_type == BF_WEAPON &&
  15590. !skill->nk[NK_NODAMAGE] &&
  15591. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  15592. );
  15593. }
  15594. /**
  15595. * Check SC required to cast a skill
  15596. * @param sc
  15597. * @param skill_id
  15598. * @return True if condition is met, False otherwise
  15599. **/
  15600. static bool skill_check_condition_sc_required(map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  15601. if (require == nullptr || require->status.empty())
  15602. return true;
  15603. nullpo_ret(sd);
  15604. status_change *sc = &sd->sc;
  15605. if (sc == nullptr) {
  15606. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15607. return false;
  15608. }
  15609. // May have multiple requirements
  15610. for (const auto &reqStatus : require->status) {
  15611. if (reqStatus == SC_NONE)
  15612. continue;
  15613. useskill_fail_cause cause;
  15614. switch (reqStatus) {
  15615. // Official fail message
  15616. case SC_PUSH_CART:
  15617. cause = USESKILL_FAIL_CART;
  15618. break;
  15619. case SC_POISONINGWEAPON:
  15620. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  15621. break;
  15622. case SC_WEAPONBLOCK_ON:
  15623. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  15624. break;
  15625. default:
  15626. cause = USESKILL_FAIL_LEVEL;
  15627. break;
  15628. }
  15629. if (!sc->getSCE(reqStatus)) {
  15630. clif_skill_fail(sd, skill_id, cause, 0);
  15631. return false;
  15632. }
  15633. }
  15634. return true;
  15635. }
  15636. /**
  15637. * Check SC of BL
  15638. * @param sc
  15639. * @param skill_id
  15640. * @return 1 if condition is met, 0 otherwise
  15641. **/
  15642. int skill_check_bl_sc(struct block_list *target, va_list ap) {
  15643. nullpo_ret(target);
  15644. int sc_id = va_arg(ap,int);
  15645. status_change *sc = status_get_sc(target);
  15646. if (sc && sc->getSCE(sc_id))
  15647. return 1;
  15648. return 0;
  15649. }
  15650. /**
  15651. * Check skill condition when cast begin
  15652. * For ammo, only check if the skill need ammo
  15653. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  15654. * @param sd Player who uses skill
  15655. * @param skill_id ID of used skill
  15656. * @param skill_lv Level of used skill
  15657. * @return true: All condition passed, false: Failed
  15658. */
  15659. bool skill_check_condition_castbegin(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15660. {
  15661. struct status_data *status;
  15662. status_change *sc;
  15663. struct s_skill_condition require;
  15664. int i;
  15665. nullpo_retr(false,sd);
  15666. if (sd->chatID)
  15667. return false;
  15668. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  15669. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15670. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15671. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  15672. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  15673. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  15674. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  15675. return true;
  15676. }
  15677. switch( sd->menuskill_id ) {
  15678. case AM_PHARMACY:
  15679. switch( skill_id ) {
  15680. case AM_PHARMACY:
  15681. case AC_MAKINGARROW:
  15682. case BS_REPAIRWEAPON:
  15683. case AM_TWILIGHT1:
  15684. case AM_TWILIGHT2:
  15685. case AM_TWILIGHT3:
  15686. return false;
  15687. }
  15688. break;
  15689. case GN_MIX_COOKING:
  15690. case GN_MAKEBOMB:
  15691. case GN_S_PHARMACY:
  15692. case GN_CHANGEMATERIAL:
  15693. case MT_M_MACHINE:
  15694. case BO_BIONIC_PHARMACY:
  15695. if( sd->menuskill_id != skill_id )
  15696. return false;
  15697. break;
  15698. }
  15699. status = &sd->battle_status;
  15700. sc = &sd->sc;
  15701. if( !sc->count )
  15702. sc = NULL;
  15703. if( sd->skillitem == skill_id )
  15704. {
  15705. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  15706. sd->state.abra_flag = 0;
  15707. else
  15708. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  15709. if( (i = sd->itemindex) == -1 ||
  15710. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  15711. sd->inventory_data[i] == NULL ||
  15712. sd->inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  15713. sd->inventory.u.items_inventory[i].amount < 1
  15714. )
  15715. { //Something went wrong, item exploit?
  15716. sd->itemid = 0;
  15717. sd->itemindex = -1;
  15718. return false;
  15719. }
  15720. //Consume
  15721. sd->itemid = 0;
  15722. sd->itemindex = -1;
  15723. if( (skill_id == WZ_EARTHSPIKE && sc && sc->getSCE(SC_EARTHSCROLL) && rnd()%100 > sc->getSCE(SC_EARTHSCROLL)->val2) || sd->inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  15724. ; //Do not consume item.
  15725. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  15726. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  15727. }
  15728. if(!sd->skillitem_keep_requirement)
  15729. return true;
  15730. }
  15731. if( pc_is90overweight(sd) ) {
  15732. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  15733. return false;
  15734. }
  15735. if( sc && ( sc->getSCE(SC__SHADOWFORM) || sc->getSCE(SC__IGNORANCE) ) )
  15736. return false;
  15737. //Checks if disabling skill - in which case no SP requirements are necessary
  15738. if( sc && skill_disable_check(*sc,skill_id))
  15739. return true;
  15740. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15741. // Check the skills that can be used while mounted on a warg
  15742. if( pc_isridingwug(sd) ) {
  15743. if(!inf2[INF2_ALLOWONWARG])
  15744. return false; // in official there is no message.
  15745. }
  15746. if( pc_ismadogear(sd) ) {
  15747. // Skills that are unusable when Mado is equipped. [Jobbie]
  15748. if(!inf2[INF2_ALLOWONMADO]){
  15749. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  15750. return false;
  15751. }
  15752. }
  15753. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  15754. // return false;
  15755. require = skill_get_requirement(sd,skill_id,skill_lv);
  15756. //Can only update state when weapon/arrow info is checked.
  15757. sd->state.arrow_atk = require.ammo?1:0;
  15758. // perform skill-group checks
  15759. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  15760. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  15761. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15762. return false;
  15763. }
  15764. }
  15765. else if(inf2[INF2_ISENSEMBLE]) {
  15766. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->getSCE(SC_KVASIR_SONATA))) {
  15767. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15768. return false;
  15769. }
  15770. }
  15771. // perform skill-specific checks (and actions)
  15772. switch( skill_id ) {
  15773. case RG_GRAFFITI:
  15774. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  15775. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15776. return false;
  15777. }
  15778. break;
  15779. case SO_SPELLFIST:
  15780. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  15781. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15782. return false;
  15783. }
  15784. [[fallthrough]];
  15785. case SA_CASTCANCEL:
  15786. if(sd->ud.skilltimer == INVALID_TIMER) {
  15787. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15788. return false;
  15789. }
  15790. break;
  15791. case AS_CLOAKING:
  15792. {
  15793. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  15794. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  15795. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15796. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15797. int di;
  15798. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  15799. if( di == 8 ) {
  15800. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15801. return false;
  15802. }
  15803. }
  15804. break;
  15805. }
  15806. case AL_WARP:
  15807. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  15808. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  15809. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  15810. return false;
  15811. }
  15812. break;
  15813. case AL_HOLYWATER:
  15814. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  15815. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15816. return false;
  15817. }
  15818. break;
  15819. case MO_CALLSPIRITS:
  15820. if(sc && sc->getSCE(SC_RAISINGDRAGON))
  15821. skill_lv += sc->getSCE(SC_RAISINGDRAGON)->val1;
  15822. if(sd->spiritball >= skill_lv) {
  15823. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15824. return false;
  15825. }
  15826. break;
  15827. case MO_FINGEROFFENSIVE:
  15828. case GS_FLING:
  15829. case SR_RIDEINLIGHTNING:
  15830. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  15831. sd->spiritball_old = require.spiritball = sd->spiritball;
  15832. else
  15833. sd->spiritball_old = require.spiritball;
  15834. break;
  15835. case MO_CHAINCOMBO:
  15836. if(!sc)
  15837. return false;
  15838. if(sc->getSCE(SC_BLADESTOP))
  15839. break;
  15840. if(sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_TRIPLEATTACK)
  15841. break;
  15842. return false;
  15843. case MO_COMBOFINISH:
  15844. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_CHAINCOMBO))
  15845. return false;
  15846. break;
  15847. case CH_TIGERFIST:
  15848. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_COMBOFINISH))
  15849. return false;
  15850. break;
  15851. case CH_CHAINCRUSH:
  15852. if(!(sc && sc->getSCE(SC_COMBO)))
  15853. return false;
  15854. if(sc->getSCE(SC_COMBO)->val1 != MO_COMBOFINISH && sc->getSCE(SC_COMBO)->val1 != CH_TIGERFIST)
  15855. return false;
  15856. break;
  15857. case SJ_SOLARBURST:
  15858. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SJ_PROMINENCEKICK))
  15859. return 0;
  15860. break;
  15861. case MO_EXTREMITYFIST:
  15862. // if(sc && sc->getSCE(SC_EXTREMITYFIST)) //To disable Asura during the 5 min skill block uncomment this...
  15863. // return false;
  15864. if( sc && (sc->getSCE(SC_BLADESTOP) || sc->getSCE(SC_CURSEDCIRCLE_ATKER)) )
  15865. break;
  15866. if( sc && sc->getSCE(SC_COMBO) ) {
  15867. switch(sc->getSCE(SC_COMBO)->val1) {
  15868. case MO_COMBOFINISH:
  15869. case CH_TIGERFIST:
  15870. case CH_CHAINCRUSH:
  15871. break;
  15872. default:
  15873. return false;
  15874. }
  15875. }
  15876. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  15877. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15878. return false;
  15879. }
  15880. #ifdef RENEWAL
  15881. sd->spiritball_old = sd->spiritball;
  15882. #endif
  15883. break;
  15884. case TK_MISSION:
  15885. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  15886. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15887. return false;
  15888. }
  15889. break;
  15890. case ASC_EDP:
  15891. #ifdef RENEWAL
  15892. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  15893. #else
  15894. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  15895. #endif
  15896. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15897. return false;
  15898. }
  15899. break;
  15900. case TK_READYCOUNTER:
  15901. case TK_READYDOWN:
  15902. case TK_READYSTORM:
  15903. case TK_READYTURN:
  15904. case TK_JUMPKICK:
  15905. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  15906. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15907. return false;
  15908. }
  15909. break;
  15910. case TK_TURNKICK:
  15911. case TK_STORMKICK:
  15912. case TK_DOWNKICK:
  15913. case TK_COUNTER:
  15914. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  15915. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  15916. if(!(sc && sc->getSCE(SC_COMBO)) || sc->getSCE(SC_COMBO)->val1 == TK_JUMPKICK)
  15917. return false; //Combo needs to be ready
  15918. if (sc->getSCE(SC_COMBO)->val3) { //Kick chain
  15919. //Do not repeat a kick.
  15920. if (sc->getSCE(SC_COMBO)->val3 != skill_id)
  15921. break;
  15922. status_change_end(&sd->bl, SC_COMBO);
  15923. return false;
  15924. }
  15925. if(sc->getSCE(SC_COMBO)->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  15926. unit_cancel_combo(&sd->bl);
  15927. return false;
  15928. }
  15929. break; //Combo ready.
  15930. #ifndef RENEWAL
  15931. case BD_ADAPTATION:
  15932. {
  15933. int time;
  15934. if(!(sc && sc->getSCE(SC_DANCING))) {
  15935. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15936. return false;
  15937. }
  15938. time = 1000*(sc->getSCE(SC_DANCING)->val3>>16);
  15939. if (skill_get_time(
  15940. (sc->getSCE(SC_DANCING)->val1&0xFFFF), //Dance Skill ID
  15941. (sc->getSCE(SC_DANCING)->val1>>16)) //Dance Skill LV
  15942. - time < skill_get_time2(skill_id,skill_lv))
  15943. {
  15944. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15945. return false;
  15946. }
  15947. }
  15948. break;
  15949. #endif
  15950. case PR_BENEDICTIO:
  15951. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  15952. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15953. return false;
  15954. }
  15955. break;
  15956. case SL_SMA:
  15957. if(!sc || !(sc->getSCE(SC_SMA) || sc->getSCE(SC_USE_SKILL_SP_SHA)))
  15958. return false;
  15959. break;
  15960. case HT_POWER:
  15961. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == AC_DOUBLE))
  15962. return false;
  15963. break;
  15964. #ifndef RENEWAL
  15965. case CG_HERMODE:
  15966. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  15967. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15968. return false;
  15969. }
  15970. break;
  15971. #endif
  15972. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  15973. {
  15974. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  15975. int size = range*2+1;
  15976. for (s=0;s<size*size;s++) {
  15977. int x = sd->bl.x+(s%size-range);
  15978. int y = sd->bl.y+(s/size-range);
  15979. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  15980. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15981. return false;
  15982. }
  15983. }
  15984. }
  15985. break;
  15986. #ifndef RENEWAL
  15987. case PR_REDEMPTIO:
  15988. {
  15989. t_exp exp = pc_nextbaseexp(sd);
  15990. uint32 exp_needp = battle_config.exp_cost_redemptio;
  15991. if (exp_needp && (exp > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
  15992. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  15993. return false;
  15994. }
  15995. break;
  15996. }
  15997. case HP_BASILICA:
  15998. if( !sc || (sc && !sc->getSCE(SC_BASILICA))) {
  15999. if( sd ) {
  16000. // When castbegin, needs 7x7 clear area
  16001. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  16002. int size = range*2+1;
  16003. for( s=0;s<size*size;s++ ) {
  16004. int x = sd->bl.x+(s%size-range);
  16005. int y = sd->bl.y+(s/size-range);
  16006. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  16007. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  16008. return false;
  16009. }
  16010. }
  16011. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_MOB|BL_PC, &sd->bl) ) {
  16012. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  16013. return false;
  16014. }
  16015. }
  16016. }
  16017. break;
  16018. #endif
  16019. case AM_TWILIGHT2:
  16020. case AM_TWILIGHT3:
  16021. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  16022. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16023. return false;
  16024. }
  16025. break;
  16026. case SG_SUN_WARM:
  16027. case SG_MOON_WARM:
  16028. case SG_STAR_WARM:
  16029. if (sc && sc->getSCE(SC_MIRACLE))
  16030. break;
  16031. i = skill_id-SG_SUN_WARM;
  16032. if (sd->bl.m == sd->feel_map[i].m)
  16033. break;
  16034. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16035. return false;
  16036. break;
  16037. case SG_SUN_COMFORT:
  16038. case SG_MOON_COMFORT:
  16039. case SG_STAR_COMFORT:
  16040. if (sc && sc->getSCE(SC_MIRACLE))
  16041. break;
  16042. i = skill_id-SG_SUN_COMFORT;
  16043. if (sd->bl.m == sd->feel_map[i].m &&
  16044. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  16045. break;
  16046. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16047. return false;
  16048. case SG_FUSION:
  16049. if (sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_STAR)
  16050. break;
  16051. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  16052. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  16053. if( require.sp > 0 ) {
  16054. if (status->sp < (unsigned int)require.sp)
  16055. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  16056. else
  16057. status_zap(&sd->bl, 0, require.sp);
  16058. }
  16059. return false;
  16060. case GD_BATTLEORDER:
  16061. case GD_REGENERATION:
  16062. case GD_RESTORE:
  16063. case GD_CHARGESHOUT_FLAG:
  16064. case GD_CHARGESHOUT_BEATING:
  16065. case GD_EMERGENCY_MOVE:
  16066. if (!map_flag_gvg2(sd->bl.m)) {
  16067. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16068. return false;
  16069. }
  16070. [[fallthrough]];
  16071. case GD_EMERGENCYCALL:
  16072. case GD_ITEMEMERGENCYCALL:
  16073. // other checks were already done in skill_isNotOk()
  16074. if (!sd->status.guild_id || (sd->state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  16075. return false;
  16076. break;
  16077. case GS_GLITTERING:
  16078. case RL_RICHS_COIN:
  16079. if(sd->spiritball >= 10) {
  16080. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16081. return false;
  16082. }
  16083. break;
  16084. case NJ_ISSEN:
  16085. #ifdef RENEWAL
  16086. if (status->hp < (status->hp/100)) {
  16087. #else
  16088. if (status->hp < 2) {
  16089. #endif
  16090. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16091. return false;
  16092. }
  16093. [[fallthrough]];
  16094. case NJ_BUNSINJYUTSU:
  16095. if (!(sc && sc->getSCE(SC_NEN))) {
  16096. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16097. return false;
  16098. }
  16099. break;
  16100. case NJ_ZENYNAGE:
  16101. case KO_MUCHANAGE:
  16102. if(sd->status.zeny < require.zeny) {
  16103. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  16104. return false;
  16105. }
  16106. break;
  16107. case PF_HPCONVERSION:
  16108. if (status->sp == status->max_sp)
  16109. return false; //Unusable when at full SP.
  16110. break;
  16111. case SP_KAUTE: // Fail if below 30% MaxHP.
  16112. if (status->hp < 30 * status->max_hp / 100) {
  16113. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16114. return false;
  16115. }
  16116. break;
  16117. case AM_CALLHOMUN: //Can't summon if a hom is already out
  16118. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  16119. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16120. return false;
  16121. }
  16122. break;
  16123. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  16124. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  16125. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16126. return false;
  16127. }
  16128. break;
  16129. case AB_ANCILLA: {
  16130. int count = 0;
  16131. for( i = 0; i < MAX_INVENTORY; i++ )
  16132. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  16133. count += sd->inventory.u.items_inventory[i].amount;
  16134. if( count >= 3 ) {
  16135. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  16136. return false;
  16137. }
  16138. }
  16139. break;
  16140. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  16141. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  16142. && sd->special_state.no_gemstone == 0
  16143. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  16144. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16145. return false;
  16146. }
  16147. break;
  16148. case WL_SUMMONFB:
  16149. case WL_SUMMONBL:
  16150. case WL_SUMMONWB:
  16151. case WL_SUMMONSTONE:
  16152. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  16153. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->getSCE(i));
  16154. if (i == SC_SPHERE_5 + 1) { // No more free slots
  16155. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  16156. return false;
  16157. }
  16158. }
  16159. break;
  16160. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  16161. case WL_RELEASE: {
  16162. int active_spheres = 0, req_spheres = 0;
  16163. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  16164. if (sc && sc->getSCE(i))
  16165. active_spheres++;
  16166. }
  16167. // Cast requirement
  16168. if (skill_id == WL_TETRAVORTEX)
  16169. req_spheres = 4;
  16170. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  16171. req_spheres = 1;
  16172. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  16173. clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0);
  16174. return false;
  16175. }
  16176. }
  16177. break;
  16178. case GC_HALLUCINATIONWALK:
  16179. if( sc && (sc->getSCE(SC_HALLUCINATIONWALK) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY)) ) {
  16180. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16181. return false;
  16182. }
  16183. break;
  16184. case NPC_HALLUCINATIONWALK:
  16185. if( sc && sc->getSCE(SC_NPC_HALLUCINATIONWALK) ) {
  16186. return false;
  16187. }
  16188. break;
  16189. case RA_WUGMASTERY:
  16190. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(sd) || sd->sc.getSCE(SC__GROOMY)) {
  16191. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16192. return false;
  16193. }
  16194. break;
  16195. case RA_WUGSTRIKE:
  16196. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  16197. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16198. return false;
  16199. }
  16200. break;
  16201. case RA_WUGRIDER:
  16202. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  16203. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16204. return false;
  16205. }
  16206. break;
  16207. case RA_WUGDASH:
  16208. if(!pc_isridingwug(sd)) {
  16209. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16210. return false;
  16211. }
  16212. else {
  16213. int16 sx = sd->bl.x;
  16214. int16 sy = sd->bl.y;
  16215. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  16216. switch (dir) {
  16217. case 0: case 8: sy++; break;
  16218. case 1: sx--; sy++; break;
  16219. case 2: sx--; break;
  16220. case 3: sx--; sy--; break;
  16221. case 4: sy--; break;
  16222. case 5: sx++; sy--; break;
  16223. case 6: sx++; break;
  16224. case 7: sx++; sy++; break;
  16225. }
  16226. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  16227. return false;
  16228. }
  16229. }
  16230. break;
  16231. case LG_RAYOFGENESIS:
  16232. case LG_BANDING:
  16233. if( sc && sc->getSCE(SC_INSPIRATION) )
  16234. return true; // Don't check for partner.
  16235. break;
  16236. case LG_PRESTIGE:
  16237. if( sc && sc->getSCE(SC_INSPIRATION) )
  16238. return true; // Don't check for partner.
  16239. if( sc && sc->getSCE(SC_BANDING) ) {
  16240. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16241. return false;
  16242. }
  16243. break;
  16244. case LG_RAGEBURST:
  16245. if( sd->spiritball == 0 ) {
  16246. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  16247. return false;
  16248. }
  16249. sd->spiritball_old = require.spiritball = sd->spiritball;
  16250. break;
  16251. case SR_FALLENEMPIRE:
  16252. if( !(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_DRAGONCOMBO) )
  16253. return false;
  16254. break;
  16255. case SR_CRESCENTELBOW:
  16256. if( sc && sc->getSCE(SC_CRESCENTELBOW) ) {
  16257. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  16258. return false;
  16259. }
  16260. break;
  16261. case SR_CURSEDCIRCLE:
  16262. if (map_flag_gvg2(sd->bl.m)) {
  16263. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  16264. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  16265. char output[128];
  16266. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  16267. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  16268. return false;
  16269. }
  16270. }
  16271. if( sd->spiritball > 0 )
  16272. sd->spiritball_old = require.spiritball = sd->spiritball;
  16273. else {
  16274. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16275. return false;
  16276. }
  16277. break;
  16278. case SR_GATEOFHELL:
  16279. if( sd->spiritball > 0 )
  16280. sd->spiritball_old = require.spiritball;
  16281. break;
  16282. case SC_MANHOLE:
  16283. case SC_DIMENSIONDOOR:
  16284. if( sc && sc->getSCE(SC_MAGNETICFIELD) ) {
  16285. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16286. return false;
  16287. }
  16288. break;
  16289. case SC_FEINTBOMB:
  16290. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKMAELSTROM) ) {
  16291. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16292. return false;
  16293. }
  16294. break;
  16295. case WM_GREAT_ECHO: {
  16296. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  16297. if (count > 0)
  16298. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  16299. }
  16300. break;
  16301. case SO_FIREWALK:
  16302. case SO_ELECTRICWALK:
  16303. case NPC_FIREWALK:
  16304. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  16305. if( sc && sc->getSCE(SC_PROPERTYWALK) &&
  16306. sc->getSCE(SC_PROPERTYWALK)->val3 < skill_get_maxcount(sc->getSCE(SC_PROPERTYWALK)->val1,sc->getSCE(SC_PROPERTYWALK)->val2) ) {
  16307. if( sd )
  16308. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16309. return false;
  16310. }
  16311. break;
  16312. case SO_EL_CONTROL:
  16313. if( !sd->status.ele_id || !sd->ed ) {
  16314. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16315. return false;
  16316. }
  16317. break;
  16318. case KO_JYUMONJIKIRI:
  16319. if (sd->weapontype1 != W_FIST && (sd->weapontype2 != W_FIST || sd->status.shield != W_FIST))
  16320. return true;
  16321. else {
  16322. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16323. return false;
  16324. }
  16325. break;
  16326. case KO_KAHU_ENTEN:
  16327. case KO_HYOUHU_HUBUKI:
  16328. case KO_KAZEHU_SEIRAN:
  16329. case KO_DOHU_KOUKAI:
  16330. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  16331. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  16332. return false;
  16333. }
  16334. break;
  16335. case KO_KAIHOU:
  16336. case KO_ZENKAI:
  16337. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  16338. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  16339. return false;
  16340. }
  16341. break;
  16342. case SJ_FULLMOONKICK:
  16343. if (!(sc && sc->getSCE(SC_NEWMOON))) {
  16344. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16345. return false;
  16346. }
  16347. break;
  16348. case SJ_STAREMPEROR:
  16349. case SJ_NOVAEXPLOSING:
  16350. case SJ_GRAVITYCONTROL:
  16351. case SJ_BOOKOFDIMENSION:
  16352. case SJ_BOOKOFCREATINGSTAR:
  16353. case SP_SOULDIVISION:
  16354. case SP_SOULEXPLOSION:
  16355. if (!map_flag_vs(sd->bl.m)) {
  16356. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16357. return false;
  16358. }
  16359. break;
  16360. case SP_SWHOO:
  16361. if (!(sc && sc->getSCE(SC_USE_SKILL_SP_SPA)))
  16362. return false;
  16363. break;
  16364. case DK_SERVANT_W_PHANTOM:
  16365. case DK_SERVANT_W_DEMOL:
  16366. if (sd->servantball > 0 && sd->servantball < require.spiritball)
  16367. sd->servantball_old = require.spiritball = sd->servantball;
  16368. else
  16369. sd->servantball_old = require.spiritball;
  16370. break;
  16371. case IQ_SECOND_FAITH:
  16372. case IQ_THIRD_PUNISH:
  16373. if (!(sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16374. return false;
  16375. break;
  16376. case IQ_SECOND_JUDGEMENT:
  16377. case IQ_THIRD_CONSECRATION:
  16378. if (!(sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16379. return false;
  16380. break;
  16381. case IQ_SECOND_FLAME:
  16382. case IQ_THIRD_FLAME_BOMB:
  16383. if (!(sc && sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16384. return false;
  16385. break;
  16386. }
  16387. /* check state required */
  16388. switch (require.state) {
  16389. case ST_HIDDEN:
  16390. if(!pc_ishiding(sd)) {
  16391. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16392. return false;
  16393. }
  16394. break;
  16395. case ST_RIDING:
  16396. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  16397. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16398. return false;
  16399. }
  16400. break;
  16401. case ST_FALCON:
  16402. if(!pc_isfalcon(sd)) {
  16403. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16404. return false;
  16405. }
  16406. break;
  16407. case ST_CART:
  16408. if(!pc_iscarton(sd)) {
  16409. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  16410. return false;
  16411. }
  16412. break;
  16413. case ST_SHIELD:
  16414. if(sd->status.shield <= 0) {
  16415. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16416. return false;
  16417. }
  16418. break;
  16419. case ST_RECOVER_WEIGHT_RATE:
  16420. #ifdef RENEWAL
  16421. if(pc_is70overweight(sd)) {
  16422. #else
  16423. if(pc_is50overweight(sd)) {
  16424. #endif
  16425. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16426. return false;
  16427. }
  16428. break;
  16429. case ST_MOVE_ENABLE:
  16430. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  16431. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  16432. if (!unit_can_move(&sd->bl)) {
  16433. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16434. return false;
  16435. }
  16436. break;
  16437. case ST_WATER:
  16438. if (sc && (sc->getSCE(SC_DELUGE) || sc->getSCE(SC_SUITON)))
  16439. break;
  16440. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
  16441. break;
  16442. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16443. return false;
  16444. case ST_RIDINGDRAGON:
  16445. if( !pc_isridingdragon(sd) ) {
  16446. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  16447. return false;
  16448. }
  16449. break;
  16450. case ST_WUG:
  16451. if( !pc_iswug(sd) ) {
  16452. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16453. return false;
  16454. }
  16455. break;
  16456. case ST_RIDINGWUG:
  16457. if( !pc_isridingwug(sd) ) {
  16458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16459. return false;
  16460. }
  16461. break;
  16462. case ST_MADO:
  16463. if( !pc_ismadogear(sd) ) {
  16464. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  16465. return false;
  16466. }
  16467. break;
  16468. case ST_ELEMENTALSPIRIT:
  16469. case ST_ELEMENTALSPIRIT2:
  16470. if(!sd->ed) {
  16471. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  16472. return false;
  16473. }
  16474. break;
  16475. case ST_PECO:
  16476. if(!pc_isriding(sd)) {
  16477. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16478. return false;
  16479. }
  16480. break;
  16481. case ST_SUNSTANCE:
  16482. if (!(sc && (sc->getSCE(SC_SUNSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16483. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16484. return false;
  16485. }
  16486. break;
  16487. case ST_MOONSTANCE:
  16488. if (!(sc && (sc->getSCE(SC_LUNARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16489. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16490. return false;
  16491. }
  16492. break;
  16493. case ST_STARSTANCE:
  16494. if (!(sc && (sc->getSCE(SC_STARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16495. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16496. return false;
  16497. }
  16498. break;
  16499. case ST_UNIVERSESTANCE:
  16500. if (!(sc && sc->getSCE(SC_UNIVERSESTANCE))) {
  16501. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16502. return false;
  16503. }
  16504. break;
  16505. }
  16506. /* check the status required */
  16507. if (!require.status.empty()) {
  16508. switch (skill_id) {
  16509. // Being checked later in skill_check_condition_castend()
  16510. case WZ_SIGHTRASHER:
  16511. break;
  16512. default:
  16513. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16514. return false;
  16515. break;
  16516. }
  16517. }
  16518. // Check for equipped item(s)
  16519. if (!require.eqItem.empty()) {
  16520. size_t count = require.eqItem.size();
  16521. for (const auto &it : require.eqItem) {
  16522. t_itemid reqeqit = it;
  16523. if (!reqeqit)
  16524. break; // Skill has no required item(s); get out of here
  16525. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  16526. case NC_PILEBUNKER:
  16527. case RL_P_ALTER:
  16528. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16529. count--;
  16530. if (!count) {
  16531. if( skill_id == RL_P_ALTER ){
  16532. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  16533. }else{
  16534. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16535. }
  16536. return false;
  16537. } else
  16538. continue;
  16539. }
  16540. break;
  16541. case NC_ACCELERATION:
  16542. case NC_SELFDESTRUCTION:
  16543. case NC_SHAPESHIFT:
  16544. case NC_EMERGENCYCOOL:
  16545. case NC_MAGNETICFIELD:
  16546. case NC_NEUTRALBARRIER:
  16547. case NC_STEALTHFIELD:
  16548. if (pc_search_inventory(sd, reqeqit) == -1) {
  16549. count--;
  16550. if (!count) {
  16551. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
  16552. return false;
  16553. } else
  16554. continue;
  16555. }
  16556. break;
  16557. default:
  16558. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16559. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
  16560. return false;
  16561. }
  16562. break;
  16563. }
  16564. }
  16565. }
  16566. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  16567. //mhp is the max-hp-requirement, that is,
  16568. //you must have this % or less of HP to cast it.
  16569. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16570. return false;
  16571. }
  16572. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16573. switch(skill_id) {
  16574. case RA_AIMEDBOLT:
  16575. break;
  16576. default:
  16577. switch((unsigned int)log2(require.weapon)) {
  16578. case W_REVOLVER:
  16579. clif_msg(sd, SKILL_NEED_REVOLVER);
  16580. break;
  16581. case W_RIFLE:
  16582. clif_msg(sd, SKILL_NEED_RIFLE);
  16583. break;
  16584. case W_GATLING:
  16585. clif_msg(sd, SKILL_NEED_GATLING);
  16586. break;
  16587. case W_SHOTGUN:
  16588. clif_msg(sd, SKILL_NEED_SHOTGUN);
  16589. break;
  16590. case W_GRENADE:
  16591. clif_msg(sd, SKILL_NEED_GRENADE);
  16592. break;
  16593. default:
  16594. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  16595. break;
  16596. }
  16597. return false;
  16598. }
  16599. }
  16600. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  16601. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  16602. return false;
  16603. }
  16604. if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
  16605. clif_skill_fail(sd,skill_id,USESKILL_FAIL_AP_INSUFFICIENT,0);
  16606. return false;
  16607. }
  16608. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  16609. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  16610. return false;
  16611. }
  16612. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  16613. switch (skill_id) { // Skills that require soul spheres.
  16614. case SP_SOULGOLEM:
  16615. case SP_SOULSHADOW:
  16616. case SP_SOULFALCON:
  16617. case SP_SOULFAIRY:
  16618. case SP_SOULCURSE:
  16619. case SP_SPA:
  16620. case SP_SHA:
  16621. case SP_SWHOO:
  16622. case SP_SOULUNITY:
  16623. case SP_SOULDIVISION:
  16624. case SP_SOULREAPER:
  16625. case SP_SOULEXPLOSION:
  16626. case SP_KAUTE:
  16627. if (sd->soulball < require.spiritball) {
  16628. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16629. return false;
  16630. }
  16631. break;
  16632. // Skills that requires servants.
  16633. case DK_SERVANT_W_SIGN:
  16634. case DK_SERVANT_W_PHANTOM:
  16635. case DK_SERVANT_W_DEMOL:
  16636. if (sd->servantball < require.spiritball) {
  16637. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16638. return false;
  16639. }
  16640. break;
  16641. default: // Skills that require spirit/coin spheres.
  16642. if (sd->spiritball < require.spiritball) {
  16643. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  16644. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  16645. else
  16646. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  16647. return false;
  16648. }
  16649. break;
  16650. }
  16651. }
  16652. return true;
  16653. }
  16654. /**
  16655. * Check skill condition when cast end.
  16656. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  16657. * @param sd Player who uses skill
  16658. * @param skill_id ID of used skill
  16659. * @param skill_lv Level of used skill
  16660. * @return true: All condition passed, false: Failed
  16661. */
  16662. bool skill_check_condition_castend(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16663. {
  16664. struct s_skill_condition require;
  16665. struct status_data *status;
  16666. int i;
  16667. short index[MAX_SKILL_ITEM_REQUIRE];
  16668. nullpo_retr(false,sd);
  16669. if( sd->chatID )
  16670. return false;
  16671. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  16672. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16673. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16674. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  16675. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  16676. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  16677. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  16678. return true;
  16679. }
  16680. switch( sd->menuskill_id ) { // Cast start or cast end??
  16681. case AM_PHARMACY:
  16682. switch( skill_id ) {
  16683. case AM_PHARMACY:
  16684. case AC_MAKINGARROW:
  16685. case BS_REPAIRWEAPON:
  16686. case AM_TWILIGHT1:
  16687. case AM_TWILIGHT2:
  16688. case AM_TWILIGHT3:
  16689. return false;
  16690. }
  16691. break;
  16692. case GN_MIX_COOKING:
  16693. case GN_MAKEBOMB:
  16694. case GN_S_PHARMACY:
  16695. case GN_CHANGEMATERIAL:
  16696. case MT_M_MACHINE:
  16697. case BO_BIONIC_PHARMACY:
  16698. if( sd->menuskill_id != skill_id )
  16699. return false;
  16700. break;
  16701. }
  16702. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  16703. return true;
  16704. if( pc_is90overweight(sd) ) {
  16705. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  16706. return false;
  16707. }
  16708. // perform skill-specific checks (and actions)
  16709. switch( skill_id ) {
  16710. case PR_BENEDICTIO:
  16711. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  16712. break;
  16713. case AM_CANNIBALIZE:
  16714. case AM_SPHEREMINE: {
  16715. int c=0;
  16716. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  16717. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  16718. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  16719. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  16720. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16721. if(c >= maxcount ||
  16722. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  16723. { //Fails when: exceed max limit. There are other plant types already out.
  16724. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16725. return false;
  16726. }
  16727. }
  16728. break;
  16729. }
  16730. case NC_SILVERSNIPER:
  16731. case NC_MAGICDECOY: {
  16732. int c = 0;
  16733. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  16734. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  16735. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  16736. if( skill_id == NC_MAGICDECOY ) {
  16737. int j;
  16738. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  16739. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  16740. } else
  16741. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16742. if( c >= maxcount ) {
  16743. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16744. return false;
  16745. }
  16746. }
  16747. }
  16748. break;
  16749. case KO_ZANZOU: {
  16750. int c = 0;
  16751. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  16752. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  16753. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16754. return false;
  16755. }
  16756. }
  16757. break;
  16758. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16759. case MT_SUMMON_ABR_DUAL_CANNON:
  16760. case MT_SUMMON_ABR_MOTHER_NET:
  16761. case MT_SUMMON_ABR_INFINITY: {
  16762. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  16763. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16764. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16765. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], skill_id, &c);
  16766. if (c >= maxcount) {
  16767. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16768. return false;
  16769. }
  16770. }
  16771. break;
  16772. }
  16773. case BO_WOODENWARRIOR:
  16774. case BO_WOODEN_FAIRY:
  16775. case BO_CREEPER:
  16776. case BO_HELLTREE: {
  16777. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  16778. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16779. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16780. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, bionics[4 - (BO_HELLTREE - skill_id)], skill_id, &c);
  16781. if (c >= maxcount) {
  16782. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16783. return false;
  16784. }
  16785. }
  16786. break;
  16787. }
  16788. #ifdef RENEWAL
  16789. case ASC_EDP:
  16790. if(sd) {
  16791. int16 item_edp = itemdb_group.item_exists_pc(sd, IG_EDP);
  16792. if (item_edp < 0) {
  16793. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, 1, ITEMID_POISON_BOTTLE ); // [%s] required '%d' amount.
  16794. return false;
  16795. } else
  16796. pc_delitem(sd, item_edp, 1, 0, 1, LOG_TYPE_CONSUME);
  16797. }
  16798. break;
  16799. #endif
  16800. }
  16801. status = &sd->battle_status;
  16802. require = skill_get_requirement(sd,skill_id,skill_lv);
  16803. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  16804. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16805. return false;
  16806. }
  16807. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16808. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16809. return false;
  16810. }
  16811. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  16812. uint8 extra_ammo = 0;
  16813. #ifdef RENEWAL
  16814. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  16815. case WM_SEVERE_RAINSTORM:
  16816. case RL_FIREDANCE:
  16817. case RL_R_TRIP:
  16818. case RL_FIRE_RAIN:
  16819. extra_ammo = 1;
  16820. break;
  16821. default:
  16822. break;
  16823. }
  16824. #endif
  16825. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  16826. clif_arrow_fail(sd,0);
  16827. return false;
  16828. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  16829. char e_msg[100];
  16830. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  16831. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  16832. return false;
  16833. }
  16834. else if (require.ammo&(1<<AMMO_KUNAI)) {
  16835. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  16836. return false;
  16837. }
  16838. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  16839. skill_get_desc(skill_id),
  16840. require.ammo_qty,
  16841. itemdb_ename(sd->inventory.u.items_inventory[i].nameid));
  16842. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  16843. return false;
  16844. }
  16845. if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  16846. //which is the closest we have to wrong ammo type. [Skotlex]
  16847. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  16848. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16849. return false;
  16850. }
  16851. }
  16852. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  16853. if( !require.itemid[i] )
  16854. continue;
  16855. index[i] = pc_search_inventory(sd,require.itemid[i]);
  16856. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  16857. if( require.itemid[i] == ITEMID_HOLY_WATER )
  16858. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  16859. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  16860. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  16861. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  16862. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  16863. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  16864. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  16865. else if( require.itemid[i] == ITEMID_ANCILLA )
  16866. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  16867. else
  16868. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  16869. return false;
  16870. }
  16871. }
  16872. /* check the status required */
  16873. if (!require.status.empty()) {
  16874. switch (skill_id) {
  16875. case WZ_SIGHTRASHER:
  16876. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16877. return false;
  16878. break;
  16879. default:
  16880. break;
  16881. }
  16882. }
  16883. return true;
  16884. }
  16885. /** Consume skill requirement
  16886. * @param sd Player who uses the skill
  16887. * @param skill_id ID of used skill
  16888. * @param skill_lv Level of used skill
  16889. * @param type Consume type
  16890. * type&1: consume the others (before skill was used);
  16891. * type&2: consume items (after skill was used)
  16892. */
  16893. void skill_consume_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  16894. {
  16895. struct s_skill_condition require;
  16896. nullpo_retv(sd);
  16897. require = skill_get_requirement(sd,skill_id,skill_lv);
  16898. if( type&1 ) {
  16899. switch( skill_id ) {
  16900. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  16901. case MC_IDENTIFY:
  16902. require.sp = 0;
  16903. break;
  16904. case MO_KITRANSLATION:
  16905. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  16906. require.spiritball = 0;
  16907. [[fallthrough]];
  16908. default:
  16909. if(sd->state.autocast)
  16910. require.sp = 0;
  16911. break;
  16912. }
  16913. if(require.hp || require.sp || require.ap)
  16914. status_zap(&sd->bl, require.hp, require.sp, require.ap);
  16915. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  16916. switch (skill_id) { // Skills that require soul spheres.
  16917. case SP_SOULGOLEM:
  16918. case SP_SOULSHADOW:
  16919. case SP_SOULFALCON:
  16920. case SP_SOULFAIRY:
  16921. case SP_SOULCURSE:
  16922. case SP_SPA:
  16923. case SP_SHA:
  16924. case SP_SWHOO:
  16925. case SP_SOULUNITY:
  16926. case SP_SOULDIVISION:
  16927. case SP_SOULREAPER:
  16928. case SP_SOULEXPLOSION:
  16929. case SP_KAUTE:
  16930. pc_delsoulball(sd, require.spiritball, false);
  16931. break;
  16932. // Skills that require servants.
  16933. // Note: We don't update the servants display here
  16934. // since using these skills auto trigger an animation
  16935. // with them in unique ways that makes them vanish.
  16936. case DK_SERVANT_W_SIGN:
  16937. case DK_SERVANT_W_PHANTOM:
  16938. case DK_SERVANT_W_DEMOL:
  16939. pc_delservantball( *sd, require.spiritball );
  16940. break;
  16941. default: // Skills that require spirit/coin spheres.
  16942. pc_delspiritball(sd, require.spiritball, 0);
  16943. break;
  16944. }
  16945. }
  16946. else if(require.spiritball == -1) {
  16947. sd->spiritball_old = sd->spiritball;
  16948. pc_delspiritball(sd,sd->spiritball,0);
  16949. }
  16950. if(require.zeny > 0)
  16951. {
  16952. if( skill_id == NJ_ZENYNAGE )
  16953. require.zeny = 0; //Zeny is reduced on skill_attack.
  16954. if( sd->status.zeny < require.zeny )
  16955. require.zeny = sd->status.zeny;
  16956. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME);
  16957. }
  16958. }
  16959. if( type&2 ) {
  16960. status_change *sc = &sd->sc;
  16961. int n,i;
  16962. if( !sc->count )
  16963. sc = NULL;
  16964. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  16965. {
  16966. if( !require.itemid[i] )
  16967. continue;
  16968. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  16969. continue; //Gemstones are checked, but not substracted from inventory.
  16970. switch( skill_id ){
  16971. case SA_SEISMICWEAPON:
  16972. if( sc && sc->getSCE(SC_UPHEAVAL_OPTION) && rnd()%100 < 50 )
  16973. continue;
  16974. break;
  16975. case SA_FLAMELAUNCHER:
  16976. case SA_VOLCANO:
  16977. if( sc && sc->getSCE(SC_TROPIC_OPTION) && rnd()%100 < 50 )
  16978. continue;
  16979. break;
  16980. case SA_FROSTWEAPON:
  16981. case SA_DELUGE:
  16982. if( sc && sc->getSCE(SC_CHILLY_AIR_OPTION) && rnd()%100 < 50 )
  16983. continue;
  16984. break;
  16985. case SA_LIGHTNINGLOADER:
  16986. case SA_VIOLENTGALE:
  16987. if( sc && sc->getSCE(SC_WILD_STORM_OPTION) && rnd()%100 < 50 )
  16988. continue;
  16989. break;
  16990. }
  16991. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  16992. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  16993. }
  16994. }
  16995. }
  16996. /**
  16997. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  16998. * @param sd Player's that will be checked
  16999. * @param skill_id Skill that's being used
  17000. * @param skill_lv Skill level of used skill
  17001. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  17002. */
  17003. struct s_skill_condition skill_get_requirement(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  17004. {
  17005. struct s_skill_condition req;
  17006. struct status_data *status;
  17007. status_change *sc;
  17008. int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  17009. memset(&req,0,sizeof(req));
  17010. if( !sd )
  17011. return req;
  17012. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  17013. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  17014. sc = &sd->sc;
  17015. if( !sc->count )
  17016. sc = NULL;
  17017. //Checks if disabling skill - in which case no SP requirements are necessary
  17018. if( sc && skill_disable_check(*sc,skill_id) )
  17019. return req;
  17020. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  17021. status = &sd->battle_status;
  17022. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  17023. req.hp = skill->require.hp[skill_lv - 1];
  17024. hp_rate = skill->require.hp_rate[skill_lv - 1];
  17025. if(hp_rate > 0)
  17026. req.hp += (status->hp * hp_rate)/100;
  17027. else
  17028. req.hp += (status->max_hp * (-hp_rate))/100;
  17029. req.sp = skill->require.sp[skill_lv-1];
  17030. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  17031. req.sp /= 2;
  17032. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  17033. req.sp -= req.sp * 30 / 100;
  17034. sp_rate = skill->require.sp_rate[skill_lv-1];
  17035. if(sp_rate > 0)
  17036. req.sp += (status->sp * sp_rate)/100;
  17037. else
  17038. req.sp += (status->max_sp * (-sp_rate))/100;
  17039. if( sd->dsprate != 100 )
  17040. req.sp = req.sp * sd->dsprate / 100;
  17041. for (auto &it : sd->skillusesprate) {
  17042. if (it.id == skill_id) {
  17043. sp_skill_rate_bonus -= it.val;
  17044. break;
  17045. }
  17046. }
  17047. for (auto &it : sd->skillusesp) {
  17048. if (it.id == skill_id) {
  17049. req.sp -= it.val;
  17050. break;
  17051. }
  17052. }
  17053. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  17054. req.sp += req.sp * 30 / 100;
  17055. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  17056. if( sc ) {
  17057. if( sc->getSCE(SC__LAZINESS) )
  17058. req.sp += req.sp + sc->getSCE(SC__LAZINESS)->val1 * 10;
  17059. if( sc->getSCE(SC_RECOGNIZEDSPELL) )
  17060. req.sp += req.sp / 4;
  17061. if( sc->getSCE(SC_OFFERTORIUM))
  17062. req.sp += req.sp * sc->getSCE(SC_OFFERTORIUM)->val3 / 100;
  17063. if( sc->getSCE(SC_TELEKINESIS_INTENSE) && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  17064. req.sp -= req.sp * sc->getSCE(SC_TELEKINESIS_INTENSE)->val2 / 100;
  17065. #ifdef RENEWAL
  17066. if (sc->getSCE(SC_ADAPTATION) && (skill_get_inf2(skill_id, INF2_ISSONG)))
  17067. req.sp -= req.sp * 20 / 100;
  17068. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPCONSUM)
  17069. req.sp -= req.sp * 30 / 100;
  17070. #endif
  17071. if (sc->getSCE(SC_GLOOMYDAY))
  17072. req.sp += req.sp * (skill_lv * 10) / 100;
  17073. if (sc->getSCE(SC_CRESCIVEBOLT))
  17074. req.sp += req.sp * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  17075. }
  17076. req.ap = skill->require.ap[skill_lv - 1];
  17077. ap_rate = skill->require.ap_rate[skill_lv - 1];
  17078. if (ap_rate > 0)
  17079. req.ap += (status->ap * ap_rate) / 100;
  17080. else
  17081. req.ap += (status->max_ap * (-ap_rate)) / 100;
  17082. req.zeny = skill->require.zeny[skill_lv-1];
  17083. if( sc && sc->getSCE(SC__UNLUCKY) ) {
  17084. if(sc->getSCE(SC__UNLUCKY)->val1 < 3)
  17085. req.zeny += sc->getSCE(SC__UNLUCKY)->val1 * 250;
  17086. else
  17087. req.zeny += 1000;
  17088. }
  17089. req.spiritball = skill->require.spiritball[skill_lv-1];
  17090. req.state = skill->require.state;
  17091. req.mhp = skill->require.mhp[skill_lv-1];
  17092. req.weapon = skill->require.weapon;
  17093. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  17094. if (skill_id == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING)
  17095. req.ammo_qty += 4;
  17096. if (req.ammo_qty)
  17097. req.ammo = skill->require.ammo;
  17098. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  17099. { //Assume this skill is using the weapon, therefore it requires arrows.
  17100. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  17101. req.ammo_qty = 1;
  17102. }
  17103. req.status = skill->require.status;
  17104. req.eqItem = skill->require.eqItem;
  17105. // Level dependence flag is determined based on the ItemCost Level label
  17106. bool level_dependent = skill->require.itemid_level_dependent;
  17107. switch( skill_id ) {
  17108. /* Skill level-dependent checks */
  17109. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  17110. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  17111. req.itemid[1] = skill->require.itemid[skill->max];
  17112. req.amount[1] = skill->require.amount[skill->max];
  17113. [[fallthrough]];
  17114. /* Normal skill requirements and gemstone checks */
  17115. default:
  17116. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  17117. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  17118. if (!level_dependent) {
  17119. switch( skill_id ) {
  17120. case AM_POTIONPITCHER:
  17121. case CR_SLIMPITCHER:
  17122. case CR_CULTIVATION:
  17123. if (i != skill_lv%11 - 1)
  17124. continue;
  17125. break;
  17126. #ifdef RENEWAL
  17127. case AM_CALLHOMUN:
  17128. // Player has no homunculus, only requires first item
  17129. if (i > 0 && sd->hd == nullptr) {
  17130. i = MAX_SKILL_ITEM_REQUIRE;
  17131. continue;
  17132. }
  17133. // Recalling from Rest state has a different consume item (stored as second item)
  17134. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  17135. req.itemid[0] = skill->require.itemid[1];
  17136. req.amount[0] = skill->require.amount[1];
  17137. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  17138. skill_area_temp[0] = 0;
  17139. i = MAX_SKILL_ITEM_REQUIRE;
  17140. continue;
  17141. }
  17142. break;
  17143. #else
  17144. case AM_CALLHOMUN:
  17145. if (sd->status.hom_id) //Don't delete items when hom is already out.
  17146. continue;
  17147. break;
  17148. #endif
  17149. case AB_ADORAMUS:
  17150. if( itemdb_group.item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  17151. continue;
  17152. break;
  17153. }
  17154. req.itemid[i] = skill->require.itemid[i];
  17155. req.amount[i] = skill->require.amount[i];
  17156. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  17157. int16 itIndex;
  17158. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  17159. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  17160. req.itemid[i] = ITEMID_TRAP;
  17161. else
  17162. req.itemid[i] = ITEMID_TRAP_ALLOY;
  17163. req.amount[i] = 1;
  17164. }
  17165. break;
  17166. }
  17167. }
  17168. else {
  17169. // Process level_dependent requirement
  17170. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE && i == 0) {
  17171. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  17172. req.amount[0] = skill->require.amount[skill_lv - 1];
  17173. }
  17174. }
  17175. // Check requirement for gemstone.
  17176. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  17177. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  17178. req.itemid[i] = req.amount[i] = 0;
  17179. else {
  17180. if( sd->special_state.no_gemstone || (sc && sc->getSCE(SC_INTOABYSS)) )
  17181. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  17182. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  17183. req.itemid[i] = req.amount[i] = 0;
  17184. else if( --req.amount[i] < 1 )
  17185. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  17186. }
  17187. }
  17188. }
  17189. // Check requirement for Magic Gear Fuel
  17190. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  17191. req.itemid[i] = req.amount[i] = 0;
  17192. }
  17193. break;
  17194. }
  17195. // Check for cost reductions due to skills & SCs
  17196. switch(skill_id) {
  17197. case MC_MAMMONITE:
  17198. #ifdef RENEWAL
  17199. case WS_CARTTERMINATION:
  17200. #endif
  17201. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  17202. #ifdef RENEWAL
  17203. req.zeny -= req.zeny*20/100;
  17204. #else
  17205. req.zeny -= req.zeny*10/100;
  17206. #endif
  17207. break;
  17208. case AL_HOLYLIGHT:
  17209. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  17210. req.sp *= 5;
  17211. break;
  17212. case SL_SMA:
  17213. case SL_STUN:
  17214. case SL_STIN:
  17215. {
  17216. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  17217. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  17218. break;
  17219. if(sd->status.base_level>=90)
  17220. req.sp -= req.sp*7*kaina_lv/100;
  17221. else if(sd->status.base_level>=80)
  17222. req.sp -= req.sp*5*kaina_lv/100;
  17223. else if(sd->status.base_level>=70)
  17224. req.sp -= req.sp*3*kaina_lv/100;
  17225. }
  17226. break;
  17227. case MO_CHAINCOMBO:
  17228. case MO_COMBOFINISH:
  17229. case CH_TIGERFIST:
  17230. case CH_CHAINCRUSH:
  17231. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  17232. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  17233. break;
  17234. case MO_BODYRELOCATION:
  17235. if( sc && sc->getSCE(SC_EXPLOSIONSPIRITS) )
  17236. req.spiritball = 0;
  17237. break;
  17238. case MO_EXTREMITYFIST:
  17239. if( sc ) {
  17240. if( sc->getSCE(SC_BLADESTOP) )
  17241. req.spiritball--;
  17242. else if( sc->getSCE(SC_COMBO) ) {
  17243. #ifndef RENEWAL
  17244. switch( sc->getSCE(SC_COMBO)->val1 ) {
  17245. case MO_COMBOFINISH:
  17246. req.spiritball = 4;
  17247. break;
  17248. case CH_TIGERFIST:
  17249. req.spiritball = 3;
  17250. break;
  17251. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  17252. req.spiritball = sd->spiritball?sd->spiritball:1;
  17253. break;
  17254. }
  17255. #else
  17256. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  17257. #endif
  17258. } else if( sc->getSCE(SC_RAISINGDRAGON) && sd->spiritball > 5)
  17259. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  17260. }
  17261. break;
  17262. case LG_RAGEBURST:
  17263. req.spiritball = sd->spiritball?sd->spiritball:1;
  17264. break;
  17265. case SR_FALLENEMPIRE:
  17266. if (sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17267. req.spiritball = 0;
  17268. break;
  17269. case SR_TIGERCANNON:
  17270. if (sc && sc->getSCE(SC_THIRD_EXOR_FLAME))
  17271. req.spiritball = 0;
  17272. break;
  17273. case SR_RAMPAGEBLASTER:
  17274. case SR_RIDEINLIGHTNING:
  17275. if (sc && sc->getSCE(SC_MASSIVE_F_BLASTER))
  17276. req.spiritball = 0;
  17277. break;
  17278. case SR_GATEOFHELL:
  17279. if( sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE )
  17280. req.sp -= req.sp * 10 / 100;
  17281. break;
  17282. case SR_FLASHCOMBO:
  17283. if (sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17284. req.spiritball = 0;
  17285. break;
  17286. case SO_SUMMON_AGNI:
  17287. case SO_SUMMON_AQUA:
  17288. case SO_SUMMON_VENTUS:
  17289. case SO_SUMMON_TERA: {
  17290. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  17291. if( spirit_sympathy )
  17292. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  17293. }
  17294. break;
  17295. case NPC_PSYCHIC_WAVE:
  17296. case SO_PSYCHIC_WAVE:
  17297. if( sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION) || sc->getSCE(SC_BLAST_OPTION)) )
  17298. req.sp += req.sp / 2; // 1.5x SP cost
  17299. break;
  17300. }
  17301. //Check if player is using the copied skill [Cydh]
  17302. uint16 idx = skill_get_index(skill_id);
  17303. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  17304. uint16 req_opt = skill->copyable.req_opt;
  17305. if (req_opt & SKILL_REQ_HPCOST)
  17306. req.hp = 0;
  17307. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  17308. req.mhp = 0;
  17309. if (req_opt & SKILL_REQ_SPCOST)
  17310. req.sp = 0;
  17311. if (req_opt & SKILL_REQ_HPRATECOST)
  17312. req.hp_rate = 0;
  17313. if (req_opt & SKILL_REQ_SPRATECOST)
  17314. req.sp_rate = 0;
  17315. if (req_opt & SKILL_REQ_ZENYCOST)
  17316. req.zeny = 0;
  17317. if (req_opt & SKILL_REQ_WEAPON)
  17318. req.weapon = 0;
  17319. if (req_opt & SKILL_REQ_AMMO) {
  17320. req.ammo = 0;
  17321. req.ammo_qty = 0;
  17322. }
  17323. if (req_opt & SKILL_REQ_STATE)
  17324. req.state = ST_NONE;
  17325. if (req_opt & SKILL_REQ_STATUS) {
  17326. req.status.clear();
  17327. req.status.shrink_to_fit();
  17328. }
  17329. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  17330. req.spiritball = 0;
  17331. if (req_opt & SKILL_REQ_ITEMCOST) {
  17332. memset(req.itemid, 0, sizeof(req.itemid));
  17333. memset(req.amount, 0, sizeof(req.amount));
  17334. }
  17335. if (req_opt & SKILL_REQ_EQUIPMENT) {
  17336. req.eqItem.clear();
  17337. req.eqItem.shrink_to_fit();
  17338. }
  17339. if (req_opt & SKILL_REQ_APCOST)
  17340. req.ap = 0;
  17341. if (req_opt & SKILL_REQ_APRATECOST)
  17342. req.ap_rate = 0;
  17343. }
  17344. return req;
  17345. }
  17346. /*==========================================
  17347. * Does cast-time reductions based on dex, item bonuses and config setting
  17348. *------------------------------------------*/
  17349. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  17350. nullpo_ret(bl);
  17351. double time = skill_get_cast(skill_id, skill_lv);
  17352. #ifndef RENEWAL_CAST
  17353. {
  17354. map_session_data *sd = BL_CAST(BL_PC, bl);
  17355. status_change *sc = status_get_sc(bl);
  17356. int reduce_cast_rate = 0;
  17357. uint8 flag = skill_get_castnodex(skill_id);
  17358. // Calculate base cast time (reduced by dex)
  17359. if (!(flag&1)) {
  17360. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17361. if (scale > 0) // not instant cast
  17362. time = time * (float)scale / battle_config.castrate_dex_scale;
  17363. else
  17364. return 0; // instant cast
  17365. }
  17366. // Calculate cast time reduced by item/card bonuses
  17367. if (sd) {
  17368. if (!(flag&4)) {
  17369. if (sd->castrate != 100)
  17370. reduce_cast_rate += 100 - sd->castrate;
  17371. if (sd->bonus.add_varcast != 0)
  17372. time += sd->bonus.add_varcast; // bonus bVariableCast
  17373. }
  17374. // Skill-specific reductions work regardless of flag
  17375. for (const auto &it : sd->skillcastrate) {
  17376. if (it.id == skill_id) {
  17377. time += time * it.val / 100;
  17378. break;
  17379. }
  17380. }
  17381. for (const auto &it : sd->skillvarcast) {
  17382. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17383. time += it.val;
  17384. break;
  17385. }
  17386. }
  17387. }
  17388. // These cast time reductions are processed even if the skill fails
  17389. if (sc && sc->count) {
  17390. // Magic Strings stacks additively with item bonuses
  17391. if (!(flag&2) && sc->getSCE(SC_POEMBRAGI))
  17392. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17393. // Foresight halves the cast time, it does not stack additively
  17394. if (sc->getSCE(SC_MEMORIZE)) {
  17395. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17396. if(!(flag&2))
  17397. time -= time * 50 / 100;
  17398. // Foresight counter gets reduced even if the skill is not affected by it
  17399. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17400. status_change_end(bl, SC_MEMORIZE);
  17401. }
  17402. }
  17403. }
  17404. time = time * (1 - (float)reduce_cast_rate / 100);
  17405. }
  17406. #endif
  17407. // config cast time multiplier
  17408. if (battle_config.cast_rate != 100)
  17409. time = time * battle_config.cast_rate / 100;
  17410. // return final cast time
  17411. time = max((int)time, 0);
  17412. //ShowInfo("Castime castfix = %f\n",time);
  17413. return (int)time;
  17414. }
  17415. #ifndef RENEWAL_CAST
  17416. /**
  17417. * Get the skill cast time for Pre-Re cast
  17418. * @param bl: The caster
  17419. * @param time: Cast time before Status Change addition or reduction
  17420. * @return time: Modified castime after status change addition or reduction
  17421. */
  17422. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  17423. {
  17424. if (time < 0)
  17425. return 0;
  17426. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17427. return (int)time;
  17428. status_change *sc = status_get_sc(bl);
  17429. if (sc && sc->count) {
  17430. if (!(flag&2)) {
  17431. if (sc->getSCE(SC_SLOWCAST))
  17432. time += time * sc->getSCE(SC_SLOWCAST)->val2 / 100;
  17433. if (sc->getSCE(SC_PARALYSIS))
  17434. time += sc->getSCE(SC_PARALYSIS)->val3;
  17435. if (sc->getSCE(SC_IZAYOI))
  17436. time -= time * 50 / 100;
  17437. if (sc->getSCE(SC_2011RWC_SCROLL))
  17438. time -= time * 5 / 100;
  17439. }
  17440. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17441. if(!(flag&2))
  17442. time -= time * sc->getSCE(SC_SUFFRAGIUM)->val2 / 100;
  17443. //Suffragium ends even if the skill is not affected by it
  17444. status_change_end(bl, SC_SUFFRAGIUM);
  17445. }
  17446. }
  17447. time = std::max(time, 0.0);
  17448. //ShowInfo("Castime castfix_sc = %f\n",time);
  17449. return (int)time;
  17450. }
  17451. #else
  17452. /**
  17453. * Get the skill cast time for RENEWAL_CAST.
  17454. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  17455. * Additive value:
  17456. * Variable CastTime : time += value
  17457. * Fixed CastTime : fixed += value
  17458. * Multipicative value
  17459. * Variable CastTime : VARCAST_REDUCTION(value)
  17460. * Fixed CastTime : FIXEDCASTRATE2(value)
  17461. * @param bl: The caster
  17462. * @param time: Cast time without reduction
  17463. * @param skill_id: Skill ID of the casted skill
  17464. * @param skill_lv: Skill level of the casted skill
  17465. * @return time: Modified castime after status and bonus addition or reduction
  17466. */
  17467. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  17468. {
  17469. nullpo_ret(bl);
  17470. if (time < 0)
  17471. return 0;
  17472. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17473. return (int)time;
  17474. status_change *sc = status_get_sc(bl);
  17475. map_session_data *sd = BL_CAST(BL_PC, bl);
  17476. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  17477. uint8 flag = skill_get_castnodex(skill_id);
  17478. if (fixed < 0) {
  17479. if (battle_config.default_fixed_castrate > 0) {
  17480. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  17481. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  17482. } else
  17483. fixed = 0;
  17484. }
  17485. // Additive Variable Cast bonus adjustments by items
  17486. if (sd && !(flag&4)) {
  17487. if (sd->bonus.varcastrate != 0)
  17488. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  17489. if (sd->bonus.fixcastrate != 0)
  17490. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  17491. if (sd->bonus.add_varcast != 0)
  17492. time += sd->bonus.add_varcast; // bonus bVariableCast
  17493. if (sd->bonus.add_fixcast != 0)
  17494. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  17495. for (const auto &it : sd->skillfixcast) {
  17496. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  17497. fixed += it.val;
  17498. break;
  17499. }
  17500. }
  17501. for (const auto &it : sd->skillvarcast) {
  17502. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17503. time += it.val;
  17504. break;
  17505. }
  17506. }
  17507. for (const auto &it : sd->skillcastrate) {
  17508. if (it.id == skill_id) { // bonus2 bVariableCastrate
  17509. reduce_cast_rate += it.val;
  17510. break;
  17511. }
  17512. }
  17513. for (const auto &it : sd->skillfixcastrate) {
  17514. if (it.id == skill_id) { // bonus2 bFixedCastrate
  17515. fixcast_r = max(fixcast_r, it.val);
  17516. break;
  17517. }
  17518. }
  17519. }
  17520. // Adjusted by active statuses
  17521. if (sc && sc->count && !(flag&2)) {
  17522. // Multiplicative Variable CastTime values
  17523. if (sc->getSCE(SC_SLOWCAST))
  17524. VARCAST_REDUCTION(-sc->getSCE(SC_SLOWCAST)->val2);
  17525. if (sc->getSCE(SC__LAZINESS))
  17526. VARCAST_REDUCTION(-sc->getSCE(SC__LAZINESS)->val2);
  17527. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17528. VARCAST_REDUCTION(sc->getSCE(SC_SUFFRAGIUM)->val2);
  17529. #ifndef RENEWAL
  17530. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  17531. #endif
  17532. }
  17533. if (sc->getSCE(SC_MEMORIZE)) {
  17534. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17535. reduce_cast_rate += 50;
  17536. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17537. status_change_end(bl, SC_MEMORIZE);
  17538. }
  17539. }
  17540. if (sc->getSCE(SC_POEMBRAGI))
  17541. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17542. if (sc->getSCE(SC_IZAYOI))
  17543. VARCAST_REDUCTION(50);
  17544. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  17545. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  17546. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  17547. VARCAST_REDUCTION(sc->getSCE(SC_TELEKINESIS_INTENSE)->val2);
  17548. if (sc->getSCE(SC_SOULFAIRY))
  17549. VARCAST_REDUCTION(sc->getSCE(SC_SOULFAIRY)->val3);
  17550. if (sc->getSCE(SC_EP16_2_BUFF_AC))
  17551. VARCAST_REDUCTION(80);
  17552. // Multiplicative Fixed CastTime values
  17553. if (sc->getSCE(SC_SECRAMENT))
  17554. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17555. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  17556. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  17557. if (sc->getSCE(SC_DANCEWITHWUG))
  17558. fixcast_r = max(fixcast_r, sc->getSCE(SC_DANCEWITHWUG)->val4);
  17559. if (sc->getSCE(SC_HEAT_BARREL))
  17560. fixcast_r = max(fixcast_r, sc->getSCE(SC_HEAT_BARREL)->val2);
  17561. if (sc->getSCE(SC_FREEZING))
  17562. fixcast_r -= 50;
  17563. if (sc->getSCE(SC_SWINGDANCE))
  17564. fixcast_r = max(fixcast_r, skill_lv * 6);
  17565. // Additive Fixed CastTime values
  17566. if (sc->getSCE(SC_MANDRAGORA))
  17567. fixed += sc->getSCE(SC_MANDRAGORA)->val1 * 500;
  17568. if (sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION))
  17569. fixed -= 1000;
  17570. if (sc->getSCE(SC_IZAYOI))
  17571. fixed = 0;
  17572. if (sc->getSCE(SC_GLOOMYDAY))
  17573. fixed += skill_lv * 500;
  17574. if (sc->getSCE(SC_2011RWC_SCROLL))
  17575. VARCAST_REDUCTION(5);
  17576. }
  17577. if (sc && sc->getSCE(SC_SECRAMENT) && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  17578. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17579. if (varcast_r < 0)
  17580. time = time * (1 - (float)min(varcast_r, 100) / 100);
  17581. // Apply Variable CastTime calculation by INT & DEX
  17582. if (!(flag&1))
  17583. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  17584. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  17585. time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  17586. return (int)time;
  17587. }
  17588. #endif
  17589. /*==========================================
  17590. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  17591. *------------------------------------------*/
  17592. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  17593. {
  17594. nullpo_ret(bl);
  17595. if (skill_id == SA_ABRACADABRA)
  17596. return 0; //Will use picked skill's delay.
  17597. if (bl->type&battle_config.no_skill_delay)
  17598. return battle_config.min_skill_delay_limit;
  17599. int delaynodex = skill_get_delaynodex(skill_id);
  17600. double time = skill_get_delay(skill_id, skill_lv);
  17601. if (time < 0)
  17602. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  17603. status_change* sc = status_get_sc(bl);
  17604. // Delay reductions
  17605. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  17606. case MO_TRIPLEATTACK:
  17607. case MO_CHAINCOMBO:
  17608. case MO_COMBOFINISH:
  17609. case CH_TIGERFIST:
  17610. case CH_CHAINCRUSH:
  17611. case SR_DRAGONCOMBO:
  17612. case SR_FALLENEMPIRE:
  17613. case SJ_PROMINENCEKICK:
  17614. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  17615. if (time == 0)
  17616. time = 1000;
  17617. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  17618. break;
  17619. #ifndef RENEWAL
  17620. case HP_BASILICA:
  17621. if (sc && !sc->getSCE(SC_BASILICA))
  17622. time = 0; // There is no Delay on Basilica creation, only on cancel
  17623. break;
  17624. #endif
  17625. default:
  17626. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  17627. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17628. if (scale > 0)
  17629. time = time * scale / battle_config.castrate_dex_scale;
  17630. else //To be capped later to minimum.
  17631. time = 0;
  17632. }
  17633. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  17634. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  17635. if (scale > 0)
  17636. time = time * scale / battle_config.castrate_dex_scale;
  17637. else //To be capped later to minimum.
  17638. time = 0;
  17639. }
  17640. }
  17641. if (sc && sc->count) {
  17642. if (sc->getSCE(SC_SPIRIT)) {
  17643. switch (skill_id) {
  17644. case CR_SHIELDBOOMERANG:
  17645. if (sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER)
  17646. time /= 2;
  17647. break;
  17648. case AS_SONICBLOW:
  17649. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  17650. time /= 2;
  17651. break;
  17652. }
  17653. }
  17654. }
  17655. int delay = 0;
  17656. if (!(delaynodex&2)) {
  17657. if (sc && sc->count) {
  17658. if (sc->getSCE(SC_POEMBRAGI))
  17659. delay += sc->getSCE(SC_POEMBRAGI)->val3;
  17660. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  17661. delay += 50; // After Delay of Wind element spells reduced by 50%.
  17662. if (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 0)
  17663. delay += sc->getSCE(SC_MAGICMUSHROOM)->val2;
  17664. }
  17665. }
  17666. if (!(delaynodex&4) && bl->type == BL_PC) {
  17667. map_session_data* sd = (map_session_data*)bl;
  17668. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  17669. delay += sd->bonus.delayrate;
  17670. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  17671. if (it.id == skill_id) {
  17672. time += it.val;
  17673. break;
  17674. }
  17675. }
  17676. }
  17677. if (delay != 0)
  17678. time = time * (1 - (float)min(delay, 100) / 100);
  17679. if (battle_config.delay_rate != 100)
  17680. time = time * battle_config.delay_rate / 100;
  17681. //ShowInfo("Delay delayfix = %f\n",time);
  17682. return max((int)time,0);
  17683. }
  17684. /*==========================================
  17685. * Weapon Repair [Celest/DracoRPG]
  17686. *------------------------------------------*/
  17687. void skill_repairweapon(map_session_data *sd, int idx) {
  17688. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  17689. ITEMID_IRON_ORE,
  17690. ITEMID_IRON,
  17691. ITEMID_STEEL,
  17692. ITEMID_ORIDECON_STONE,
  17693. #ifdef RENEWAL
  17694. 0
  17695. #endif
  17696. };
  17697. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  17698. ITEMID_STEEL,
  17699. #ifdef RENEWAL
  17700. 0
  17701. #endif
  17702. };
  17703. t_itemid material = 0;
  17704. struct item *item;
  17705. map_session_data *target_sd;
  17706. nullpo_retv(sd);
  17707. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  17708. return;
  17709. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  17710. return;
  17711. if( idx < 0 || idx >= MAX_INVENTORY )
  17712. return; //Invalid index??
  17713. item = &target_sd->inventory.u.items_inventory[idx];
  17714. if( !item->nameid || !item->attribute )
  17715. return; //Again invalid item....
  17716. if (itemdb_ishatched_egg(item))
  17717. return;
  17718. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  17719. clif_item_repaireffect(sd, idx, 1);
  17720. return;
  17721. }
  17722. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  17723. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  17724. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  17725. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  17726. }
  17727. if( material == 0 || pc_search_inventory( sd, material ) < 0 ){
  17728. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17729. return;
  17730. }
  17731. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  17732. item->attribute = 0;/* clear broken state */
  17733. clif_equiplist(target_sd);
  17734. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  17735. clif_item_repaireffect(sd,idx,0);
  17736. if( sd != target_sd )
  17737. clif_item_repaireffect(target_sd,idx,0);
  17738. }
  17739. /*==========================================
  17740. * Item Appraisal
  17741. *------------------------------------------*/
  17742. void skill_identify(map_session_data *sd, int idx)
  17743. {
  17744. int flag=1;
  17745. nullpo_retv(sd);
  17746. sd->state.workinprogress = WIP_DISABLE_NONE;
  17747. if(idx >= 0 && idx < MAX_INVENTORY) {
  17748. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17749. flag=0;
  17750. sd->inventory.u.items_inventory[idx].identify = 1;
  17751. }
  17752. }
  17753. clif_item_identified(sd,idx,flag);
  17754. }
  17755. /*==========================================
  17756. * Weapon Refine [Celest]
  17757. *------------------------------------------*/
  17758. void skill_weaponrefine(map_session_data *sd, int idx)
  17759. {
  17760. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  17761. ITEMID_PHRACON,
  17762. ITEMID_EMVERETARCON,
  17763. ITEMID_ORIDECON,
  17764. ITEMID_ORIDECON,
  17765. #ifdef RENEWAL
  17766. 0
  17767. #endif
  17768. };
  17769. nullpo_retv(sd);
  17770. if (idx >= 0 && idx < MAX_INVENTORY)
  17771. {
  17772. struct item *item;
  17773. struct item_data *ditem = sd->inventory_data[idx];
  17774. item = &sd->inventory.u.items_inventory[idx];
  17775. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  17776. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  17777. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17778. return;
  17779. }
  17780. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  17781. clif_upgrademessage(sd, 2, item->nameid);
  17782. return;
  17783. }
  17784. int i = pc_search_inventory( sd, material[ditem->weapon_level - 1] );
  17785. if( i < 0 ) {
  17786. clif_upgrademessage( sd, 3, material[ditem->weapon_level - 1] );
  17787. return;
  17788. }
  17789. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  17790. if( info == nullptr ){
  17791. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17792. return;
  17793. }
  17794. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  17795. if( cost == nullptr ){
  17796. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17797. return;
  17798. }
  17799. if( cost->nameid != material[ditem->weapon_level - 1] ){
  17800. ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid );
  17801. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17802. return;
  17803. }
  17804. int per = ( cost->chance / 100 );
  17805. if( sd->class_&JOBL_THIRD )
  17806. per += 10;
  17807. else
  17808. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  17809. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  17810. if (per > rnd() % 100) {
  17811. int ep=0;
  17812. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  17813. item->refine++;
  17814. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  17815. if(item->equip) {
  17816. ep = item->equip;
  17817. pc_unequipitem(sd,idx,3);
  17818. }
  17819. clif_delitem(sd,idx,1,3);
  17820. clif_upgrademessage(sd, 0, item->nameid);
  17821. clif_inventorylist(sd);
  17822. clif_refine(sd->fd,0,idx,item->refine);
  17823. if( ditem->type == IT_WEAPON ){
  17824. achievement_update_objective(sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  17825. }
  17826. if (ep)
  17827. pc_equipitem(sd,idx,ep);
  17828. clif_misceffect(&sd->bl,3);
  17829. if(item->refine == 10 &&
  17830. item->card[0] == CARD0_FORGE &&
  17831. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  17832. { // Fame point system [DracoRPG]
  17833. switch(ditem->weapon_level){
  17834. case 1:
  17835. pc_addfame(*sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  17836. break;
  17837. case 2:
  17838. pc_addfame(*sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  17839. break;
  17840. case 3:
  17841. pc_addfame(*sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  17842. break;
  17843. }
  17844. }
  17845. } else {
  17846. item->refine = 0;
  17847. if(item->equip)
  17848. pc_unequipitem(sd,idx,3);
  17849. clif_upgrademessage(sd, 1, item->nameid);
  17850. clif_refine(sd->fd,1,idx,item->refine);
  17851. achievement_update_objective(sd, AG_ENCHANT_FAIL, 1, 1);
  17852. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  17853. clif_misceffect(&sd->bl,2);
  17854. clif_emotion(&sd->bl, ET_HUK);
  17855. }
  17856. }
  17857. }
  17858. }
  17859. /*==========================================
  17860. *
  17861. *------------------------------------------*/
  17862. int skill_autospell(map_session_data *sd, uint16 skill_id)
  17863. {
  17864. nullpo_ret(sd);
  17865. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  17866. return 0;
  17867. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  17868. uint16 maxlv = 1;
  17869. if (skill_lv == 0 || lv == 0)
  17870. return 0; // Player must learn the skill before doing auto-spell [Lance]
  17871. #ifdef RENEWAL
  17872. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17873. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17874. else
  17875. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  17876. #else
  17877. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  17878. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  17879. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17880. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17881. else if(skill_lv==2) maxlv=1;
  17882. else if(skill_lv==3) maxlv=2;
  17883. else if(skill_lv>=4) maxlv=3;
  17884. }
  17885. else if(skill_id==MG_SOULSTRIKE){
  17886. if(skill_lv==5) maxlv=1;
  17887. else if(skill_lv==6) maxlv=2;
  17888. else if(skill_lv>=7) maxlv=3;
  17889. }
  17890. else if(skill_id==MG_FIREBALL){
  17891. if(skill_lv==8) maxlv=1;
  17892. else if(skill_lv>=9) maxlv=2;
  17893. }
  17894. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  17895. else return 0;
  17896. #endif
  17897. maxlv = min(lv, maxlv);
  17898. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  17899. skill_get_time(SA_AUTOSPELL,skill_lv));
  17900. return 0;
  17901. }
  17902. /**
  17903. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  17904. * @param bl: Player object
  17905. * @param ap: va_arg list
  17906. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  17907. */
  17908. static int skill_sit_count(struct block_list *bl, va_list ap)
  17909. {
  17910. map_session_data *sd = (map_session_data*)bl;
  17911. int flag = va_arg(ap, int);
  17912. if (!pc_issit(sd))
  17913. return 0;
  17914. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17915. return 1;
  17916. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  17917. return 1;
  17918. return 0;
  17919. }
  17920. /**
  17921. * Triggered when a player sits down to activate bonus states.
  17922. * @param bl: Player object
  17923. * @param ap: va_arg list
  17924. * @return 0
  17925. */
  17926. static int skill_sit_in(struct block_list *bl, va_list ap)
  17927. {
  17928. map_session_data *sd = (map_session_data*)bl;
  17929. int flag = va_arg(ap, int);
  17930. if (!pc_issit(sd))
  17931. return 0;
  17932. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17933. sd->state.gangsterparadise = 1;
  17934. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  17935. sd->state.rest = 1;
  17936. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17937. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17938. }
  17939. return 0;
  17940. }
  17941. /**
  17942. * Triggered when a player stands up to deactivate bonus states.
  17943. * @param bl: Player object
  17944. * @param ap: va_arg list
  17945. * @return 0
  17946. */
  17947. static int skill_sit_out(struct block_list *bl, va_list ap)
  17948. {
  17949. map_session_data *sd = (map_session_data*)bl;
  17950. int flag = va_arg(ap, int), range = va_arg(ap, int);
  17951. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17952. return 0;
  17953. if (flag&1 && sd->state.gangsterparadise)
  17954. sd->state.gangsterparadise = 0;
  17955. if (flag&2 && sd->state.rest) {
  17956. sd->state.rest = 0;
  17957. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17958. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17959. }
  17960. return 0;
  17961. }
  17962. /**
  17963. * Toggle Sit icon and player bonuses when sitting/standing.
  17964. * @param sd: Player data
  17965. * @param sitting: True when sitting or false when standing
  17966. * @return 0
  17967. */
  17968. int skill_sit(map_session_data *sd, bool sitting)
  17969. {
  17970. int flag = 0, range = 0, lv;
  17971. nullpo_ret(sd);
  17972. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  17973. flag |= 1;
  17974. range = skill_get_splash(RG_GANGSTER, lv);
  17975. }
  17976. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  17977. flag |= 2;
  17978. range = skill_get_splash(TK_HPTIME, lv);
  17979. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  17980. flag |= 2;
  17981. range = skill_get_splash(TK_SPTIME, lv);
  17982. }
  17983. if (sitting)
  17984. clif_status_load(&sd->bl, EFST_SIT, 1);
  17985. else
  17986. clif_status_load(&sd->bl, EFST_SIT, 0);
  17987. if (!flag) // No need to count area if no skills are learned.
  17988. return 0;
  17989. if (sitting) {
  17990. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17991. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  17992. } else
  17993. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  17994. return 0;
  17995. }
  17996. /*==========================================
  17997. * Do Forstjoke/Scream effect
  17998. *------------------------------------------*/
  17999. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  18000. {
  18001. struct block_list *src;
  18002. uint16 skill_id,skill_lv;
  18003. t_tick tick;
  18004. nullpo_ret(bl);
  18005. nullpo_ret(src = va_arg(ap,struct block_list*));
  18006. skill_id = va_arg(ap,int);
  18007. skill_lv = va_arg(ap,int);
  18008. if(!skill_lv)
  18009. return 0;
  18010. tick = va_arg(ap,t_tick);
  18011. if (src == bl || status_isdead(bl))
  18012. return 0;
  18013. if (bl->type == BL_PC) {
  18014. map_session_data *sd = (map_session_data *)bl;
  18015. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  18016. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  18017. }
  18018. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  18019. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  18020. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  18021. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  18022. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  18023. return 0;
  18024. }
  18025. /**
  18026. * Set map cell flag as skill unit effect
  18027. * @param src Skill unit
  18028. * @param skill_id
  18029. * @param skill_lv
  18030. * @param cell Cell type cell_t
  18031. * @param flag 0/1
  18032. */
  18033. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  18034. {
  18035. int range = skill_get_unit_range(skill_id,skill_lv);
  18036. int x, y;
  18037. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  18038. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  18039. map_setcell(src->bl.m, x, y, cell, flag);
  18040. }
  18041. /**
  18042. * Do skill attack area (such splash effect) around the 'first' target.
  18043. * First target will skip skill condition, always receive damage. But,
  18044. * around it, still need target/condition validation by
  18045. * battle_check_target and status_check_skilluse
  18046. * @param bl
  18047. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  18048. */
  18049. int skill_attack_area(struct block_list *bl, va_list ap)
  18050. {
  18051. struct block_list *src,*dsrc;
  18052. int atk_type,skill_id,skill_lv,flag,type;
  18053. t_tick tick;
  18054. if(status_isdead(bl))
  18055. return 0;
  18056. atk_type = va_arg(ap,int);
  18057. src = va_arg(ap,struct block_list*);
  18058. dsrc = va_arg(ap,struct block_list*);
  18059. skill_id = va_arg(ap,int);
  18060. skill_lv = va_arg(ap,int);
  18061. tick = va_arg(ap,t_tick);
  18062. flag = va_arg(ap,int);
  18063. type = va_arg(ap,int);
  18064. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  18065. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18066. }
  18067. if(battle_check_target(dsrc,bl,type) <= 0 ||
  18068. !status_check_skilluse(NULL, bl, skill_id, 2))
  18069. return 0;
  18070. switch (skill_id) {
  18071. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  18072. if (src->x == bl->x && src->y == bl->y)
  18073. return 0; //Does not hit current cell
  18074. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  18075. return 0;
  18076. [[fallthrough]];
  18077. case NPC_ACIDBREATH:
  18078. case NPC_DARKNESSBREATH:
  18079. case NPC_FIREBREATH:
  18080. case NPC_ICEBREATH:
  18081. case NPC_ICEBREATH2:
  18082. case NPC_THUNDERBREATH:
  18083. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18084. default:
  18085. //Area-splash, disable skill animation.
  18086. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  18087. }
  18088. }
  18089. /**
  18090. * Clear skill unit group
  18091. * @param bl: Unit to check
  18092. * @param flag: Skill group to clear
  18093. */
  18094. int skill_clear_group(block_list *bl, uint8 flag)
  18095. {
  18096. nullpo_ret(bl);
  18097. unit_data *ud = unit_bl2ud(bl);
  18098. if (ud == nullptr)
  18099. return 0;
  18100. size_t count = 0;
  18101. bool deleted = false;
  18102. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18103. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  18104. switch ((*it)->skill_id) {
  18105. case SA_DELUGE:
  18106. case SA_VOLCANO:
  18107. case SA_VIOLENTGALE:
  18108. case SA_LANDPROTECTOR:
  18109. case NJ_SUITON:
  18110. case NJ_KAENSIN:
  18111. case SC_CHAOSPANIC:
  18112. case MH_POISON_MIST:
  18113. case MH_LAVA_SLIDE:
  18114. if (flag & 1) {
  18115. skill_delunitgroup(*it);
  18116. count++;
  18117. deleted = true;
  18118. }
  18119. break;
  18120. case SO_CLOUD_KILL:
  18121. case NPC_CLOUD_KILL:
  18122. if (flag & 4) {
  18123. skill_delunitgroup(*it);
  18124. count++;
  18125. deleted = true;
  18126. }
  18127. break;
  18128. case SO_WARMER:
  18129. if (flag & 8) {
  18130. skill_delunitgroup(*it);
  18131. count++;
  18132. deleted = true;
  18133. }
  18134. break;
  18135. default:
  18136. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  18137. skill_delunitgroup(*it);
  18138. count++;
  18139. deleted = true;
  18140. }
  18141. break;
  18142. }
  18143. }
  18144. return static_cast<int>(count);
  18145. }
  18146. /**
  18147. * Returns the first element field found [Skotlex]
  18148. * @param bl
  18149. * @return s_skill_unit_group
  18150. */
  18151. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  18152. {
  18153. nullpo_ret(bl);
  18154. unit_data *ud = unit_bl2ud(bl);
  18155. if (ud == nullptr)
  18156. return nullptr;
  18157. for (const auto su : ud->skillunits) {
  18158. switch (su->skill_id) {
  18159. case SA_DELUGE:
  18160. case SA_VOLCANO:
  18161. case SA_VIOLENTGALE:
  18162. case SA_LANDPROTECTOR:
  18163. case NJ_SUITON:
  18164. case SO_CLOUD_KILL:
  18165. case NPC_CLOUD_KILL:
  18166. case SO_WARMER:
  18167. case SC_CHAOSPANIC:
  18168. case MH_POISON_MIST:
  18169. case MH_LAVA_SLIDE:
  18170. return su;
  18171. }
  18172. }
  18173. return nullptr;
  18174. }
  18175. /// Graffiti cleaner [Valaris]
  18176. int skill_graffitiremover(struct block_list *bl, va_list ap)
  18177. {
  18178. struct skill_unit *unit = NULL;
  18179. int remove = va_arg(ap, int);
  18180. nullpo_retr(0, bl);
  18181. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  18182. return 0;
  18183. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  18184. if (remove == 1)
  18185. skill_delunit(unit);
  18186. return 1;
  18187. }
  18188. return 0;
  18189. }
  18190. /// Greed effect
  18191. int skill_greed(struct block_list *bl, va_list ap)
  18192. {
  18193. struct block_list *src;
  18194. map_session_data *sd = NULL;
  18195. struct flooritem_data *fitem = NULL;
  18196. nullpo_ret(bl);
  18197. nullpo_ret(src = va_arg(ap, struct block_list *));
  18198. if(src->type == BL_PC && (sd = (map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  18199. pc_takeitem(sd, fitem);
  18200. return 0;
  18201. }
  18202. /// Ranger's Detonator [Jobbie/3CeAM]
  18203. int skill_detonator(struct block_list *bl, va_list ap)
  18204. {
  18205. nullpo_ret(bl);
  18206. if (bl->type != BL_SKILL)
  18207. return 0;
  18208. block_list *src = va_arg(ap, block_list *);
  18209. skill_unit *unit = (skill_unit *)bl;
  18210. if (unit == nullptr)
  18211. return 0;
  18212. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18213. if (group == nullptr || group->src_id != src->id)
  18214. return 0;
  18215. int unit_id = group->unit_id;
  18216. switch( unit_id )
  18217. { //List of Hunter and Ranger Traps that can be detonate.
  18218. case UNT_BLASTMINE:
  18219. case UNT_SANDMAN:
  18220. case UNT_CLAYMORETRAP:
  18221. case UNT_TALKIEBOX:
  18222. case UNT_CLUSTERBOMB:
  18223. case UNT_FIRINGTRAP:
  18224. case UNT_ICEBOUNDTRAP:
  18225. switch(unit_id) {
  18226. case UNT_TALKIEBOX:
  18227. clif_talkiebox(bl,group->valstr);
  18228. group->val2 = -1;
  18229. break;
  18230. case UNT_CLAYMORETRAP:
  18231. case UNT_FIRINGTRAP:
  18232. case UNT_ICEBOUNDTRAP:
  18233. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  18234. break;
  18235. default:
  18236. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  18237. break;
  18238. }
  18239. if (unit->group == nullptr)
  18240. return 0;
  18241. clif_changetraplook(bl, UNT_USED_TRAPS);
  18242. group->unit_id = UNT_USED_TRAPS;
  18243. group->limit = DIFF_TICK(gettick(),group->tick) +
  18244. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  18245. break;
  18246. }
  18247. return 0;
  18248. }
  18249. /**
  18250. * Calculate Royal Guard's Banding bonus
  18251. * @param sd: Player data
  18252. * @return Number of Royal Guard
  18253. */
  18254. int skill_banding_count(map_session_data *sd)
  18255. {
  18256. nullpo_ret(sd);
  18257. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  18258. }
  18259. /**
  18260. * Rebellion's Bind Trap explosion
  18261. * @author [Cydh]
  18262. */
  18263. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  18264. struct skill_unit *su = NULL;
  18265. struct block_list *src = NULL;
  18266. nullpo_ret(bl);
  18267. src = va_arg(ap,struct block_list *);
  18268. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  18269. return 0;
  18270. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  18271. return 0;
  18272. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  18273. clif_changetraplook(bl, UNT_USED_TRAPS);
  18274. su->group->unit_id = UNT_USED_TRAPS;
  18275. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  18276. return 1;
  18277. }
  18278. /*==========================================
  18279. * Check new skill unit cell when overlapping in other skill unit cell.
  18280. * Catched skill in cell value pushed to *unit pointer.
  18281. * Set (*alive) to 0 will ends 'new unit' check
  18282. *------------------------------------------*/
  18283. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  18284. {
  18285. uint16 skill_id;
  18286. int *alive;
  18287. struct skill_unit *unit;
  18288. skill_id = va_arg(ap,int);
  18289. alive = va_arg(ap,int *);
  18290. unit = (struct skill_unit *)bl;
  18291. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  18292. return 0;
  18293. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  18294. return 0;
  18295. switch (skill_id) {
  18296. case SA_LANDPROTECTOR: {
  18297. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  18298. (*alive) = 0;
  18299. skill_delunit(unit);
  18300. return 1;
  18301. }
  18302. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  18303. //It deletes everything except traps and barriers
  18304. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  18305. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  18306. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18307. skill_delunitgroup(unit->group);
  18308. } else
  18309. skill_delunit(unit);
  18310. return 1;
  18311. }
  18312. }
  18313. break;
  18314. case GN_CRAZYWEED_ATK:
  18315. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  18316. break;
  18317. [[fallthrough]];
  18318. case HW_GANBANTEIN:
  18319. case LG_EARTHDRIVE:
  18320. // Officially songs/dances are removed
  18321. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  18322. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18323. skill_delunitgroup(unit->group);
  18324. } else
  18325. skill_delunit(unit);
  18326. return 1;
  18327. case SA_VOLCANO:
  18328. case SA_DELUGE:
  18329. case SA_VIOLENTGALE:
  18330. // The official implementation makes them fail to appear when casted on top of ANYTHING
  18331. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  18332. // hence, I leave the alternate implementation here, commented. [Skotlex]
  18333. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  18334. {
  18335. (*alive) = 0;
  18336. return 1;
  18337. }
  18338. /*
  18339. switch (unit->group->skill_id)
  18340. { //These cannot override each other.
  18341. case SA_VOLCANO:
  18342. case SA_DELUGE:
  18343. case SA_VIOLENTGALE:
  18344. (*alive) = 0;
  18345. return 1;
  18346. }
  18347. */
  18348. break;
  18349. case PF_FOGWALL:
  18350. switch(unit->group->skill_id) {
  18351. case SA_VOLCANO: //Can't be placed on top of these
  18352. case SA_VIOLENTGALE:
  18353. (*alive) = 0;
  18354. return 1;
  18355. case SA_DELUGE:
  18356. case NJ_SUITON:
  18357. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  18358. (*alive) = 2;
  18359. break;
  18360. }
  18361. break;
  18362. case WZ_WATERBALL:
  18363. switch (unit->group->skill_id) {
  18364. case SA_DELUGE:
  18365. case NJ_SUITON:
  18366. //Consumes deluge/suiton
  18367. skill_delunit(unit);
  18368. return 1;
  18369. }
  18370. break;
  18371. case WZ_ICEWALL:
  18372. #ifndef RENEWAL
  18373. case HP_BASILICA:
  18374. case HW_GRAVITATION:
  18375. #endif
  18376. //These can't be placed on top of themselves (duration can't be refreshed)
  18377. if (unit->group->skill_id == skill_id)
  18378. {
  18379. (*alive) = 0;
  18380. return 1;
  18381. }
  18382. break;
  18383. case RL_FIRE_RAIN: {
  18384. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  18385. if (uf[UF_REMOVEDBYFIRERAIN]) {
  18386. if (uf[UF_RANGEDSINGLEUNIT]) {
  18387. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18388. skill_delunitgroup(unit->group);
  18389. } else
  18390. skill_delunit(unit);
  18391. return 1;
  18392. }
  18393. }
  18394. break;
  18395. }
  18396. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  18397. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  18398. (*alive) = 0;
  18399. return 1;
  18400. }
  18401. return 0;
  18402. }
  18403. /*==========================================
  18404. * Splash effect for skill unit 'trap type'.
  18405. * Chance triggered when damaged, timeout, or char step on it.
  18406. *------------------------------------------*/
  18407. static int skill_trap_splash(struct block_list *bl, va_list ap)
  18408. {
  18409. struct block_list *src = va_arg(ap,struct block_list *);
  18410. struct skill_unit *unit = NULL;
  18411. t_tick tick = va_arg(ap,t_tick);
  18412. struct block_list *ss; //Skill src bl
  18413. nullpo_ret(src);
  18414. unit = (struct skill_unit *)src;
  18415. if (!unit || !unit->alive || bl->prev == NULL)
  18416. return 0;
  18417. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  18418. if (sg == nullptr)
  18419. return 0;
  18420. nullpo_ret(ss = map_id2bl(sg->src_id));
  18421. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  18422. return 0;
  18423. switch (sg->unit_id) {
  18424. case UNT_B_TRAP:
  18425. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  18426. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  18427. break;
  18428. case UNT_SHOCKWAVE:
  18429. case UNT_SANDMAN:
  18430. case UNT_FLASHER:
  18431. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  18432. break;
  18433. case UNT_GROUNDDRIFT_WIND:
  18434. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18435. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  18436. break;
  18437. case UNT_GROUNDDRIFT_DARK:
  18438. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18439. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  18440. break;
  18441. case UNT_GROUNDDRIFT_POISON:
  18442. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18443. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  18444. break;
  18445. case UNT_GROUNDDRIFT_WATER:
  18446. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18447. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  18448. break;
  18449. case UNT_GROUNDDRIFT_FIRE:
  18450. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18451. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  18452. break;
  18453. case UNT_ELECTRICSHOCKER:
  18454. if (bl->id != ss->id) {
  18455. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  18456. break;
  18457. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  18458. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  18459. clif_fixpos(bl);
  18460. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  18461. }
  18462. }
  18463. break;
  18464. case UNT_MAGENTATRAP:
  18465. case UNT_COBALTTRAP:
  18466. case UNT_MAIZETRAP:
  18467. case UNT_VERDURETRAP:
  18468. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  18469. struct status_data *status = status_get_status_data(bl);
  18470. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  18471. status->ele_lv = (unsigned char)sg->skill_lv;
  18472. }
  18473. break;
  18474. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  18475. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  18476. break;
  18477. case UNT_FIRINGTRAP:
  18478. case UNT_ICEBOUNDTRAP:
  18479. if( src->id == bl->id ) break;
  18480. if( bl->type == BL_SKILL ) {
  18481. struct skill_unit *su = (struct skill_unit *)bl;
  18482. if (su && su->group->unit_id == UNT_USED_TRAPS)
  18483. break;
  18484. }
  18485. [[fallthrough]];
  18486. case UNT_CLUSTERBOMB:
  18487. if( ss != bl )
  18488. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  18489. break;
  18490. case UNT_CLAYMORETRAP:
  18491. if( src->id == bl->id ) break;
  18492. if( bl->type == BL_SKILL ) {
  18493. struct skill_unit *su = (struct skill_unit *)bl;
  18494. if (!su)
  18495. return 0;
  18496. switch(su->group->unit_id) {
  18497. case UNT_CLAYMORETRAP:
  18498. case UNT_LANDMINE:
  18499. case UNT_BLASTMINE:
  18500. case UNT_SHOCKWAVE:
  18501. case UNT_SANDMAN:
  18502. case UNT_FLASHER:
  18503. case UNT_FREEZINGTRAP:
  18504. case UNT_FIRINGTRAP:
  18505. case UNT_ICEBOUNDTRAP:
  18506. clif_changetraplook(bl, UNT_USED_TRAPS);
  18507. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  18508. su->group->unit_id = UNT_USED_TRAPS;
  18509. break;
  18510. }
  18511. }
  18512. [[fallthrough]];
  18513. default: {
  18514. int split_count = 0;
  18515. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  18516. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  18517. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  18518. }
  18519. break;
  18520. }
  18521. return 1;
  18522. }
  18523. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  18524. {
  18525. uint16 skill_id, skill_lv;
  18526. struct skill_unit *unit;
  18527. nullpo_ret(bl);
  18528. skill_id = va_arg(ap,int);
  18529. skill_lv = va_arg(ap,int);
  18530. unit = (struct skill_unit *)bl;
  18531. if( unit == NULL || unit->group == NULL )
  18532. return 0;
  18533. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  18534. return 0;
  18535. if( unit->group->skill_id == SC_MAELSTROM ) {
  18536. struct block_list *src;
  18537. if( (src = map_id2bl(unit->group->src_id)) ){
  18538. int sp = unit->group->skill_lv * skill_lv;
  18539. if( src->type == BL_PC )
  18540. sp += ((TBL_PC*)src)->status.job_level / 5;
  18541. status_heal(src, 0, sp/2, 1);
  18542. }
  18543. }
  18544. return 0;
  18545. }
  18546. /**
  18547. * Check cloaking condition
  18548. * @param bl
  18549. * @param sce
  18550. * @return True if near wall; False otherwise
  18551. */
  18552. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  18553. {
  18554. bool wall = true;
  18555. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  18556. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  18557. { //Check for walls.
  18558. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18559. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18560. int i;
  18561. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18562. if( i == 8 )
  18563. wall = false;
  18564. }
  18565. if( sce ) {
  18566. if( !wall ) {
  18567. if( sce->val1 < 3 ) //End cloaking.
  18568. status_change_end(bl, SC_CLOAKING);
  18569. else if( sce->val4&1 ) { //Remove wall bonus
  18570. sce->val4&=~1;
  18571. status_calc_bl(bl, { SCB_SPEED });
  18572. }
  18573. } else {
  18574. if( !(sce->val4&1) ) { //Add wall speed bonus
  18575. sce->val4|=1;
  18576. status_calc_bl(bl, { SCB_SPEED });
  18577. }
  18578. }
  18579. }
  18580. return wall;
  18581. }
  18582. /** Check Shadow Form on the target
  18583. * @param bl: Target
  18584. * @param damage: Damage amount
  18585. * @param hit
  18586. * @return true - in Shadow Form state; false - otherwise
  18587. */
  18588. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  18589. {
  18590. status_change *sc;
  18591. nullpo_retr(false,bl);
  18592. if (!damage)
  18593. return false;
  18594. sc = status_get_sc(bl);
  18595. if( sc && sc->getSCE(SC__SHADOWFORM) ) {
  18596. struct block_list *src = map_id2bl(sc->getSCE(SC__SHADOWFORM)->val2);
  18597. if( !src || src->m != bl->m ) {
  18598. status_change_end(bl, SC__SHADOWFORM);
  18599. return false;
  18600. }
  18601. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  18602. if( src->type == BL_PC )
  18603. ((TBL_PC*)src)->shadowform_id = 0;
  18604. status_change_end(bl, SC__SHADOWFORM);
  18605. return false;
  18606. }
  18607. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
  18608. if( sc && sc->getSCE(SC__SHADOWFORM) && (--sc->getSCE(SC__SHADOWFORM)->val3) <= 0 ) {
  18609. status_change_end(bl, SC__SHADOWFORM);
  18610. if( src->type == BL_PC )
  18611. ((TBL_PC*)src)->shadowform_id = 0;
  18612. }
  18613. return true;
  18614. }
  18615. return false;
  18616. }
  18617. /**
  18618. * Check camouflage condition
  18619. * @param bl
  18620. * @param sce
  18621. * @return True if near wall; False otherwise
  18622. * @TODO: Seems wrong
  18623. */
  18624. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  18625. {
  18626. bool wall = true;
  18627. if( bl->type == BL_PC ) { //Check for walls.
  18628. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18629. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18630. int i;
  18631. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18632. if( i == 8 )
  18633. wall = false;
  18634. }
  18635. if( sce ) {
  18636. if( !wall && sce->val1 < 3 ) //End camouflage.
  18637. status_change_end(bl, SC_CAMOUFLAGE);
  18638. status_calc_bl(bl, { SCB_SPEED });
  18639. }
  18640. return wall;
  18641. }
  18642. /**
  18643. * Process skill unit visibilty for single BL in area
  18644. * @param bl
  18645. * @param ap
  18646. * @author [Cydh]
  18647. **/
  18648. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  18649. struct skill_unit *su = NULL;
  18650. struct block_list *src = NULL;
  18651. unsigned int party1 = 0;
  18652. bool visible = true;
  18653. nullpo_ret(bl);
  18654. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  18655. nullpo_ret((src = va_arg(ap, struct block_list*)));
  18656. party1 = va_arg(ap, unsigned int);
  18657. if (src != bl) {
  18658. unsigned int party2 = status_get_party_id(bl);
  18659. if (!party1 || !party2 || party1 != party2)
  18660. visible = false;
  18661. }
  18662. clif_getareachar_skillunit(bl, su, SELF, visible);
  18663. return 1;
  18664. }
  18665. /**
  18666. * Check for skill unit visibilty in area on
  18667. * - skill first placement
  18668. * - skill moved (knocked back, moved dance)
  18669. * @param su Skill unit
  18670. * @param target Affected target for this visibility @see enum send_target
  18671. * @author [Cydh]
  18672. **/
  18673. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  18674. nullpo_retv(su);
  18675. if (!su->hidden) // It's not hidden, just do this!
  18676. clif_getareachar_skillunit(&su->bl, su, target, true);
  18677. else {
  18678. struct block_list *src = battle_get_master(&su->bl);
  18679. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  18680. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  18681. }
  18682. }
  18683. /**
  18684. * Check for skill unit visibilty on single BL on insight/spawn action
  18685. * @param su Skill unit
  18686. * @param bl Block list
  18687. * @author [Cydh]
  18688. **/
  18689. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  18690. bool visible = true;
  18691. struct block_list *src = NULL;
  18692. nullpo_retv(bl);
  18693. nullpo_retv(su);
  18694. nullpo_retv((src = battle_get_master(&su->bl)));
  18695. if (su->hidden && src != bl) {
  18696. unsigned int party1 = status_get_party_id(src);
  18697. unsigned int party2 = status_get_party_id(bl);
  18698. if (!party1 || !party2 || party1 != party2)
  18699. visible = false;
  18700. }
  18701. clif_getareachar_skillunit(bl, su, SELF, visible);
  18702. }
  18703. /**
  18704. * Initialize new skill unit for skill unit group.
  18705. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  18706. * @param group Skill unit group
  18707. * @param idx
  18708. * @param x
  18709. * @param y
  18710. * @param val1
  18711. * @param val2
  18712. */
  18713. struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int idx, int x, int y, int val1, int val2, bool hidden)
  18714. {
  18715. if (group == nullptr || group->unit == nullptr)
  18716. return nullptr;
  18717. skill_unit *unit = &group->unit[idx];
  18718. if (unit == nullptr)
  18719. return nullptr;
  18720. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  18721. return unit;
  18722. if(!unit->alive)
  18723. group->alive_count++;
  18724. unit->bl.id = map_get_new_object_id();
  18725. unit->bl.type = BL_SKILL;
  18726. unit->bl.m = group->map;
  18727. unit->bl.x = x;
  18728. unit->bl.y = y;
  18729. unit->group = group;
  18730. unit->alive = 1;
  18731. unit->val1 = val1;
  18732. unit->val2 = val2;
  18733. unit->hidden = hidden;
  18734. // Stores new skill unit
  18735. idb_put(skillunit_db, unit->bl.id, unit);
  18736. map_addiddb(&unit->bl);
  18737. if(map_addblock(&unit->bl))
  18738. return NULL;
  18739. // Perform oninit actions
  18740. switch (group->skill_id) {
  18741. case WZ_ICEWALL:
  18742. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  18743. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  18744. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  18745. break;
  18746. case SA_LANDPROTECTOR:
  18747. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  18748. break;
  18749. #ifndef RENEWAL
  18750. case HP_BASILICA:
  18751. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  18752. break;
  18753. #endif
  18754. case SC_MAELSTROM:
  18755. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  18756. break;
  18757. default:
  18758. if (group->state.song_dance&0x1) //Check for dissonance.
  18759. skill_dance_overlap(unit, 1);
  18760. break;
  18761. }
  18762. skill_getareachar_skillunit_visibilty(unit, AREA);
  18763. return unit;
  18764. }
  18765. /**
  18766. * Remove unit
  18767. * @param unit
  18768. */
  18769. int skill_delunit(struct skill_unit* unit)
  18770. {
  18771. nullpo_ret(unit);
  18772. if( !unit->alive )
  18773. return 0;
  18774. unit->alive = 0;
  18775. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18776. if (group == nullptr)
  18777. return 0;
  18778. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  18779. skill_dance_overlap(unit, 0);
  18780. // invoke onout event
  18781. if( !unit->range )
  18782. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  18783. // perform ondelete actions
  18784. switch (group->skill_id) {
  18785. case HT_ANKLESNARE:
  18786. case SC_ESCAPE:
  18787. {
  18788. struct block_list* target = map_id2bl(group->val2);
  18789. if( target )
  18790. status_change_end(target, SC_ANKLE);
  18791. }
  18792. break;
  18793. case WZ_ICEWALL:
  18794. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  18795. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  18796. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  18797. break;
  18798. case SA_LANDPROTECTOR:
  18799. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  18800. break;
  18801. #ifndef RENEWAL
  18802. case HP_BASILICA:
  18803. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  18804. break;
  18805. #endif
  18806. case RA_ELECTRICSHOCKER: {
  18807. struct block_list* target = map_id2bl(group->val2);
  18808. if( target )
  18809. status_change_end(target, SC_ELECTRICSHOCKER);
  18810. }
  18811. break;
  18812. case SC_MAELSTROM:
  18813. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  18814. break;
  18815. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  18816. if( group->val2 ) { // Someone Traped
  18817. status_change *tsc = status_get_sc( map_id2bl(group->val2));
  18818. if( tsc && tsc->getSCE(SC__MANHOLE) )
  18819. tsc->getSCE(SC__MANHOLE)->val4 = 0; // Remove the Unit ID
  18820. }
  18821. break;
  18822. }
  18823. clif_skill_delunit(unit);
  18824. unit->group=NULL;
  18825. map_delblock(&unit->bl); // don't free yet
  18826. map_deliddb(&unit->bl);
  18827. idb_remove(skillunit_db, unit->bl.id);
  18828. if(--group->alive_count==0)
  18829. skill_delunitgroup(group);
  18830. return 0;
  18831. }
  18832. static std::unordered_map<int, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int group_id -> struct s_skill_unit_group*
  18833. /// Returns the target s_skill_unit_group or nullptr if not found.
  18834. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  18835. return util::umap_find(skillunit_group_db, group_id);
  18836. }
  18837. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  18838. /**
  18839. * Returns a new group_id that isn't being used in skillunit_group_db.
  18840. * Fatal error if nothing is available.
  18841. */
  18842. static int skill_get_new_group_id(void)
  18843. {
  18844. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  18845. return skill_unit_group_newid++;// available
  18846. {// find next id
  18847. int base_id = skill_unit_group_newid;
  18848. while( base_id != ++skill_unit_group_newid )
  18849. {
  18850. if( skill_unit_group_newid < MAX_SKILL )
  18851. skill_unit_group_newid = MAX_SKILL;
  18852. if( skill_id2group(skill_unit_group_newid) == NULL )
  18853. return skill_unit_group_newid++;// available
  18854. }
  18855. // full loop, nothing available
  18856. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  18857. exit(1);
  18858. }
  18859. }
  18860. /**
  18861. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  18862. * @param src Object that cast the skill
  18863. * @param count How many 'cells' used that needed. Related with skill layout
  18864. * @param skill_id ID of used skill
  18865. * @param skill_lv Skill level of used skill
  18866. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  18867. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  18868. * @param interval Time interval
  18869. * @return s_skill_unit_group
  18870. */
  18871. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  18872. {
  18873. nullpo_retr(nullptr, src);
  18874. unit_data *ud = unit_bl2ud(src);
  18875. nullpo_retr(nullptr, ud);
  18876. if (skill_id == 0 || skill_lv == 0)
  18877. return 0;
  18878. auto group = std::make_shared<s_skill_unit_group>();
  18879. group->src_id = src->id;
  18880. group->party_id = status_get_party_id(src);
  18881. group->guild_id = status_get_guild_id(src);
  18882. group->bg_id = bg_team_get_id(src);
  18883. group->group_id = skill_get_new_group_id();
  18884. group->link_group_id = 0;
  18885. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  18886. group->unit_count = count;
  18887. group->alive_count = 0;
  18888. group->val1 = 0;
  18889. group->val2 = 0;
  18890. group->val3 = 0;
  18891. group->skill_id = skill_id;
  18892. group->skill_lv = skill_lv;
  18893. group->unit_id = unit_id;
  18894. group->map = src->m;
  18895. group->limit = limit;
  18896. group->interval = interval;
  18897. group->tick = gettick();
  18898. group->valstr = nullptr;
  18899. ud->skillunits.push_back(group);
  18900. // Stores this new group
  18901. skillunit_group_db.insert({ group->group_id, group });
  18902. return group;
  18903. }
  18904. /**
  18905. * Remove skill unit group
  18906. * @param group
  18907. * @param file
  18908. * @param line
  18909. * @param *func
  18910. */
  18911. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  18912. {
  18913. struct block_list* src;
  18914. struct unit_data *ud;
  18915. short i;
  18916. int link_group_id;
  18917. if( group == nullptr ) {
  18918. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  18919. return 0;
  18920. }
  18921. src = map_id2bl(group->src_id);
  18922. ud = unit_bl2ud(src);
  18923. if (!src || !ud) {
  18924. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18925. return 0;
  18926. }
  18927. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  18928. switch( group->skill_id ) {
  18929. case BA_DISSONANCE:
  18930. case BA_POEMBRAGI:
  18931. case BA_WHISTLE:
  18932. case BA_ASSASSINCROSS:
  18933. case BA_APPLEIDUN:
  18934. case DC_UGLYDANCE:
  18935. case DC_HUMMING:
  18936. case DC_DONTFORGETME:
  18937. case DC_FORTUNEKISS:
  18938. case DC_SERVICEFORYOU:
  18939. case NC_NEUTRALBARRIER:
  18940. case NC_STEALTHFIELD:
  18941. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  18942. break;
  18943. }
  18944. }
  18945. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  18946. status_change* sc = status_get_sc(src);
  18947. if (sc && sc->getSCE(SC_DANCING)) {
  18948. sc->getSCE(SC_DANCING)->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  18949. status_change_end(src, SC_DANCING);
  18950. }
  18951. }
  18952. // End SC from the master when the skill group is deleted
  18953. i = SC_NONE;
  18954. switch (group->unit_id) {
  18955. case UNT_GOSPEL: i = SC_GOSPEL; break;
  18956. #ifndef RENEWAL
  18957. case UNT_BASILICA: i = SC_BASILICA; break;
  18958. #endif
  18959. }
  18960. if (i != SC_NONE) {
  18961. status_change *sc = status_get_sc(src);
  18962. if (sc && sc->getSCE(i)) {
  18963. sc->getSCE(i)->val3 = 0; //Remove reference to this group. [Skotlex]
  18964. status_change_end(src, (sc_type)i);
  18965. }
  18966. }
  18967. switch( group->skill_id ) {
  18968. case PF_SPIDERWEB:
  18969. {
  18970. struct block_list* target = map_id2bl(group->val2);
  18971. status_change *sc;
  18972. bool removed = true;
  18973. //Clear group id from status change
  18974. if (target && (sc = status_get_sc(target)) != NULL && sc->getSCE(SC_SPIDERWEB)) {
  18975. if (sc->getSCE(SC_SPIDERWEB)->val2 == group->group_id)
  18976. sc->getSCE(SC_SPIDERWEB)->val2 = 0;
  18977. else if (sc->getSCE(SC_SPIDERWEB)->val3 == group->group_id)
  18978. sc->getSCE(SC_SPIDERWEB)->val3 = 0;
  18979. else if (sc->getSCE(SC_SPIDERWEB)->val4 == group->group_id)
  18980. sc->getSCE(SC_SPIDERWEB)->val4 = 0;
  18981. else //Group was already removed in status_change_end, don't call it again!
  18982. removed = false;
  18983. //The last group was cleared, end status change
  18984. if(removed && sc->getSCE(SC_SPIDERWEB)->val2 == 0 && sc->getSCE(SC_SPIDERWEB)->val3 == 0 && sc->getSCE(SC_SPIDERWEB)->val4 == 0)
  18985. status_change_end(target, SC_SPIDERWEB);
  18986. }
  18987. }
  18988. break;
  18989. case SG_SUN_WARM:
  18990. case SG_MOON_WARM:
  18991. case SG_STAR_WARM: {
  18992. status_change *sc = status_get_sc(src);
  18993. if (sc && sc->getSCE(SC_WARM)) {
  18994. sc->getSCE(SC_WARM)->val4 = 0;
  18995. status_change_end(src, SC_WARM);
  18996. }
  18997. }
  18998. break;
  18999. case LG_BANDING: {
  19000. status_change *sc = status_get_sc(src);
  19001. if (sc && sc->getSCE(SC_BANDING)) {
  19002. sc->getSCE(SC_BANDING)->val4 = 0;
  19003. status_change_end(src, SC_BANDING);
  19004. }
  19005. }
  19006. break;
  19007. case NC_NEUTRALBARRIER:
  19008. {
  19009. status_change *sc = NULL;
  19010. if( (sc = status_get_sc(src)) != NULL ) {
  19011. if ( sc->getSCE(SC_NEUTRALBARRIER_MASTER) )
  19012. {
  19013. sc->getSCE(SC_NEUTRALBARRIER_MASTER)->val2 = 0;
  19014. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  19015. }
  19016. status_change_end(src,SC_NEUTRALBARRIER);
  19017. }
  19018. }
  19019. break;
  19020. case NC_STEALTHFIELD:
  19021. {
  19022. status_change *sc = NULL;
  19023. if( (sc = status_get_sc(src)) != NULL && sc->getSCE(SC_STEALTHFIELD_MASTER) ) {
  19024. sc->getSCE(SC_STEALTHFIELD_MASTER)->val2 = 0;
  19025. status_change_end(src,SC_STEALTHFIELD_MASTER);
  19026. }
  19027. }
  19028. break;
  19029. }
  19030. if (src->type==BL_PC && group->state.ammo_consume)
  19031. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  19032. group->alive_count=0;
  19033. // remove all unit cells
  19034. if(group->unit != NULL)
  19035. for( int j = 0; j < group->unit_count; j++ )
  19036. skill_delunit(&group->unit[j]);
  19037. // clear Talkie-box string
  19038. if( group->valstr != NULL ) {
  19039. aFree(group->valstr);
  19040. group->valstr = NULL;
  19041. }
  19042. link_group_id = group->link_group_id;
  19043. if (skillunit_group_db.erase(group->group_id) != 1)
  19044. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  19045. util::vector_erase_if_exists(ud->skillunits, group);
  19046. if(link_group_id) {
  19047. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  19048. if(group_cur)
  19049. skill_delunitgroup(group_cur);
  19050. }
  19051. return 1;
  19052. }
  19053. /**
  19054. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  19055. * @param src
  19056. */
  19057. void skill_clear_unitgroup(struct block_list *src)
  19058. {
  19059. nullpo_retv(src);
  19060. unit_data *ud = unit_bl2ud(src);
  19061. nullpo_retv(ud);
  19062. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  19063. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  19064. skill_delunitgroup(*it);
  19065. }
  19066. }
  19067. /**
  19068. * Search tickset for skill unit in skill unit group
  19069. * @param bl Block List for skill_unit
  19070. * @param group Skill unit group
  19071. * @param tick
  19072. * @return skill_unit_group_tickset if found
  19073. */
  19074. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  19075. {
  19076. int i, j = -1, s, id;
  19077. struct unit_data *ud;
  19078. struct skill_unit_group_tickset *set;
  19079. nullpo_ret(bl);
  19080. if (group->interval == -1)
  19081. return NULL;
  19082. ud = unit_bl2ud(bl);
  19083. if (!ud)
  19084. return NULL;
  19085. set = ud->skillunittick;
  19086. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  19087. id = s = group->skill_id;
  19088. else
  19089. id = s = group->group_id;
  19090. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  19091. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  19092. if (set[k].id == id)
  19093. return &set[k];
  19094. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  19095. j=k;
  19096. }
  19097. if (j == -1) {
  19098. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  19099. j = id % MAX_SKILLUNITGROUPTICKSET;
  19100. }
  19101. set[j].id = id;
  19102. set[j].tick = tick;
  19103. return &set[j];
  19104. }
  19105. /*==========================================
  19106. * Check for validity skill unit that triggered by skill_unit_timer_sub
  19107. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  19108. *------------------------------------------*/
  19109. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  19110. {
  19111. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  19112. t_tick tick = va_arg(ap,t_tick);
  19113. nullpo_ret(unit);
  19114. if( !unit->alive || bl->prev == NULL )
  19115. return 0;
  19116. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19117. if (group == nullptr)
  19118. return 0;
  19119. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  19120. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  19121. return 0; //AoE skills are ineffective. [Skotlex]
  19122. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  19123. return 0;
  19124. skill_unit_onplace_timer(unit,bl,tick);
  19125. return 1;
  19126. }
  19127. /**
  19128. * @see DBApply
  19129. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  19130. */
  19131. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  19132. {
  19133. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  19134. t_tick tick = va_arg(ap,t_tick);
  19135. bool dissonance;
  19136. struct block_list* bl = &unit->bl;
  19137. nullpo_ret(unit);
  19138. if( !unit->alive )
  19139. return 0;
  19140. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19141. if (group == nullptr)
  19142. return 0;
  19143. // Check for expiration
  19144. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  19145. {// skill unit expired (inlined from skill_unit_onlimit())
  19146. switch( group->unit_id ) {
  19147. case UNT_ICEWALL:
  19148. unit->val1 -= 50; // icewall loses 50 hp every second
  19149. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  19150. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  19151. if( unit->val1 <= 0 )
  19152. skill_delunit(unit);
  19153. break;
  19154. case UNT_BLASTMINE:
  19155. #ifdef RENEWAL
  19156. case UNT_CLAYMORETRAP:
  19157. #endif
  19158. case UNT_GROUNDDRIFT_WIND:
  19159. case UNT_GROUNDDRIFT_DARK:
  19160. case UNT_GROUNDDRIFT_POISON:
  19161. case UNT_GROUNDDRIFT_WATER:
  19162. case UNT_GROUNDDRIFT_FIRE:
  19163. group->unit_id = UNT_USED_TRAPS;
  19164. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  19165. group->limit=DIFF_TICK(tick+1500,group->tick);
  19166. unit->limit=DIFF_TICK(tick+1500,group->tick);
  19167. break;
  19168. case UNT_ANKLESNARE:
  19169. case UNT_ELECTRICSHOCKER:
  19170. if (group->val2 > 0) { //Used Trap doesn't return back to item
  19171. skill_delunit(unit);
  19172. break;
  19173. }
  19174. [[fallthrough]];
  19175. case UNT_SKIDTRAP:
  19176. case UNT_LANDMINE:
  19177. case UNT_SHOCKWAVE:
  19178. case UNT_SANDMAN:
  19179. case UNT_FLASHER:
  19180. case UNT_FREEZINGTRAP:
  19181. #ifndef RENEWAL
  19182. case UNT_CLAYMORETRAP:
  19183. #endif
  19184. case UNT_TALKIEBOX:
  19185. case UNT_CLUSTERBOMB:
  19186. case UNT_MAGENTATRAP:
  19187. case UNT_COBALTTRAP:
  19188. case UNT_MAIZETRAP:
  19189. case UNT_VERDURETRAP:
  19190. case UNT_FIRINGTRAP:
  19191. case UNT_ICEBOUNDTRAP:
  19192. {
  19193. struct block_list* src;
  19194. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  19195. { // revert unit back into a trap
  19196. struct item item_tmp;
  19197. memset(&item_tmp,0,sizeof(item_tmp));
  19198. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  19199. item_tmp.identify = 1;
  19200. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  19201. }
  19202. skill_delunit(unit);
  19203. }
  19204. break;
  19205. case UNT_WARP_ACTIVE:
  19206. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  19207. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  19208. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  19209. // restart timers
  19210. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  19211. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  19212. // apply effect to all units standing on it
  19213. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  19214. break;
  19215. case UNT_CALLFAMILY:
  19216. {
  19217. map_session_data *sd = NULL;
  19218. if(group->val1) {
  19219. sd = map_charid2sd(group->val1);
  19220. group->val1 = 0;
  19221. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  19222. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  19223. }
  19224. if(group->val2) {
  19225. sd = map_charid2sd(group->val2);
  19226. group->val2 = 0;
  19227. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  19228. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  19229. }
  19230. skill_delunit(unit);
  19231. }
  19232. break;
  19233. case UNT_REVERBERATION:
  19234. case UNT_NETHERWORLD:
  19235. if( unit->val1 <= 0 ) { // If it was deactivated.
  19236. skill_delunit(unit);
  19237. break;
  19238. }
  19239. clif_changetraplook(bl,UNT_USED_TRAPS);
  19240. if (group->unit_id == UNT_REVERBERATION)
  19241. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19242. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19243. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19244. group->unit_id = UNT_USED_TRAPS;
  19245. break;
  19246. case UNT_FEINTBOMB: {
  19247. struct block_list *src = map_id2bl(group->src_id);
  19248. if (src)
  19249. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  19250. skill_delunit(unit);
  19251. }
  19252. break;
  19253. case UNT_BANDING:
  19254. {
  19255. struct block_list *src = map_id2bl(group->src_id);
  19256. status_change *sc;
  19257. if( !src || (sc = status_get_sc(src)) == NULL || !sc->getSCE(SC_BANDING) ) {
  19258. skill_delunit(unit);
  19259. break;
  19260. }
  19261. // This unit isn't removed while SC_BANDING is active.
  19262. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  19263. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  19264. }
  19265. break;
  19266. case UNT_B_TRAP:
  19267. {
  19268. struct block_list* src;
  19269. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  19270. struct item item_tmp;
  19271. memset(&item_tmp, 0, sizeof(item_tmp));
  19272. item_tmp.nameid = group->item_id;
  19273. item_tmp.identify = 1;
  19274. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  19275. }
  19276. skill_delunit(unit);
  19277. }
  19278. break;
  19279. default:
  19280. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19281. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19282. group->skill_id == HN_METEOR_STORM_BUSTER)) {
  19283. // Deal damage before expiration
  19284. break;
  19285. }
  19286. skill_delunit(unit);
  19287. break;
  19288. }
  19289. } else {// skill unit is still active
  19290. switch( group->unit_id ) {
  19291. case UNT_BLASTMINE:
  19292. case UNT_SKIDTRAP:
  19293. case UNT_LANDMINE:
  19294. case UNT_SHOCKWAVE:
  19295. case UNT_SANDMAN:
  19296. case UNT_FLASHER:
  19297. case UNT_CLAYMORETRAP:
  19298. case UNT_FREEZINGTRAP:
  19299. case UNT_TALKIEBOX:
  19300. case UNT_ANKLESNARE:
  19301. case UNT_B_TRAP:
  19302. if( unit->val1 <= 0 ) {
  19303. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  19304. skill_delunit(unit);
  19305. else {
  19306. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  19307. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  19308. group->unit_id = UNT_USED_TRAPS;
  19309. }
  19310. }
  19311. break;
  19312. case UNT_REVERBERATION:
  19313. case UNT_NETHERWORLD:
  19314. if (unit->val1 <= 0) {
  19315. clif_changetraplook(bl,UNT_USED_TRAPS);
  19316. if (group->unit_id == UNT_REVERBERATION)
  19317. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19318. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19319. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19320. group->unit_id = UNT_USED_TRAPS;
  19321. }
  19322. break;
  19323. case UNT_WALLOFTHORN:
  19324. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  19325. skill_delunitgroup(group);
  19326. break;
  19327. }
  19328. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  19329. skill_delunit(unit);
  19330. break;
  19331. case UNT_SANCTUARY:
  19332. if (group->val1 <= 0) {
  19333. skill_delunitgroup(group);
  19334. }
  19335. break;
  19336. default:
  19337. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19338. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19339. group->skill_id == HN_METEOR_STORM_BUSTER) {
  19340. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  19341. // Unit will expire the next interval, start dropping Meteor
  19342. block_list *src = map_id2bl(group->src_id);
  19343. if (src != nullptr) {
  19344. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  19345. clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
  19346. else
  19347. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  19348. group->val2 = 1;
  19349. }
  19350. }
  19351. // No damage until expiration
  19352. return 0;
  19353. }
  19354. break;
  19355. }
  19356. }
  19357. //Don't continue if unit or even group is expired and has been deleted.
  19358. if( !group || !unit->alive )
  19359. return 0;
  19360. dissonance = skill_dance_switch(unit, 0);
  19361. if( unit->range >= 0 && group->interval != -1 )
  19362. {
  19363. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  19364. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  19365. group->unit_id = UNT_USED_TRAPS;
  19366. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  19367. unit->range = -1; //Disable processed cell.
  19368. if (--group->val1 <= 0) { // number of live cells
  19369. //All tiles were processed, disable skill.
  19370. group->target_flag=BCT_NOONE;
  19371. group->bl_flag= BL_NUL;
  19372. }
  19373. }
  19374. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19375. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19376. group->skill_id == HN_METEOR_STORM_BUSTER ||
  19377. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  19378. skill_delunit(unit);
  19379. return 0;
  19380. }
  19381. }
  19382. if( dissonance )
  19383. skill_dance_switch(unit, 1);
  19384. return 0;
  19385. }
  19386. /*==========================================
  19387. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  19388. *------------------------------------------*/
  19389. TIMER_FUNC(skill_unit_timer){
  19390. map_freeblock_lock();
  19391. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  19392. map_freeblock_unlock();
  19393. return 0;
  19394. }
  19395. static std::vector<int16> skill_unit_cell; // Temporary storage for tracking skill unit skill IDs as players move in/out of them
  19396. /*==========================================
  19397. * flag :
  19398. * 1 : store that skill_unit in array
  19399. * 2 : clear that skill_unit
  19400. * 4 : call_on_left
  19401. *------------------------------------------*/
  19402. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  19403. {
  19404. struct skill_unit* unit = (struct skill_unit *)bl;
  19405. struct block_list* target = va_arg(ap,struct block_list*);
  19406. t_tick tick = va_arg(ap,t_tick);
  19407. int flag = va_arg(ap,int);
  19408. bool dissonance;
  19409. uint16 skill_id;
  19410. nullpo_ret(unit);
  19411. nullpo_ret(target);
  19412. if( !unit->alive || target->prev == NULL )
  19413. return 0;
  19414. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19415. if (group == nullptr)
  19416. return 0;
  19417. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  19418. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  19419. dissonance = skill_dance_switch(unit, 0);
  19420. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  19421. skill_id = group->skill_id;
  19422. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  19423. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  19424. if( dissonance ) {
  19425. skill_dance_switch(unit, 1);
  19426. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  19427. }
  19428. return 0;
  19429. }
  19430. //Target-type check.
  19431. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  19432. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  19433. if( flag&1 ) {
  19434. if( flag&2 ) { //Clear this skill id.
  19435. util::vector_erase_if_exists(skill_unit_cell, skill_id);
  19436. }
  19437. } else {
  19438. if( flag&2 ) { //Store this skill id.
  19439. skill_unit_cell.push_back(skill_id);
  19440. }
  19441. }
  19442. if( flag&4 )
  19443. skill_unit_onleft(skill_id,target,tick);
  19444. }
  19445. if( dissonance )
  19446. skill_dance_switch(unit, 1);
  19447. return 0;
  19448. } else {
  19449. if( flag&1 ) {
  19450. int result = skill_unit_onplace(unit,target,tick);
  19451. if( flag&2 && result > 0 ) { //Clear skill ids we have stored in onout.
  19452. util::vector_erase_if_exists(skill_unit_cell, result);
  19453. }
  19454. } else {
  19455. int result = skill_unit_onout(unit,target,tick);
  19456. if( flag&2 && result > 0 ) { //Store this unit id.
  19457. skill_unit_cell.push_back(skill_id);
  19458. }
  19459. }
  19460. //TODO: Normally, this is dangerous since the unit and group could be freed
  19461. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  19462. //cells do not get deleted within them. [Skotlex]
  19463. if( dissonance )
  19464. skill_dance_switch(unit, 1);
  19465. if( flag&4 )
  19466. skill_unit_onleft(skill_id,target,tick);
  19467. return 1;
  19468. }
  19469. }
  19470. /*==========================================
  19471. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  19472. * Flag values:
  19473. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  19474. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  19475. * units to figure out when they have left a group.
  19476. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  19477. *------------------------------------------*/
  19478. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  19479. {
  19480. nullpo_ret(bl);
  19481. if( bl->prev == NULL )
  19482. return 0;
  19483. if( flag&2 && !(flag&1) ) //Onout, clear data
  19484. skill_unit_cell.clear();
  19485. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  19486. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  19487. for (const auto &it : skill_unit_cell) {
  19488. skill_unit_onleft(it, bl, tick);
  19489. }
  19490. }
  19491. return 0;
  19492. }
  19493. /*==========================================
  19494. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  19495. * @param bl Skill unit
  19496. * @param m Map
  19497. * @param dx
  19498. * @param dy
  19499. *------------------------------------------*/
  19500. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  19501. t_tick tick = gettick();
  19502. struct skill_unit *su;
  19503. if (bl->type != BL_SKILL)
  19504. return;
  19505. if (!(su = (struct skill_unit *)bl))
  19506. return;
  19507. if (!su->alive)
  19508. return;
  19509. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  19510. return; //Ensembles may not be moved around.
  19511. if (!bl->prev) {
  19512. bl->x = dx;
  19513. bl->y = dy;
  19514. return;
  19515. }
  19516. map_moveblock(bl, dx, dy, tick);
  19517. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  19518. skill_getareachar_skillunit_visibilty(su, AREA);
  19519. return;
  19520. }
  19521. /**
  19522. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  19523. * @param group Skill Group
  19524. * @param m Map
  19525. * @param dx
  19526. * @param dy
  19527. */
  19528. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  19529. {
  19530. int i, j;
  19531. t_tick tick = gettick();
  19532. int *m_flag;
  19533. struct skill_unit *unit1;
  19534. struct skill_unit *unit2;
  19535. if (group == NULL)
  19536. return;
  19537. if (group->unit_count <= 0)
  19538. return;
  19539. if (group->unit == NULL)
  19540. return;
  19541. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  19542. return; //Ensembles may not be moved around.
  19543. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  19544. // m_flag
  19545. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  19546. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  19547. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  19548. // 3: Both 1+2.
  19549. for(i = 0; i < group->unit_count; i++) {
  19550. unit1 =& group->unit[i];
  19551. if (!unit1->alive || unit1->bl.m != m)
  19552. continue;
  19553. for(j = 0; j < group->unit_count; j++) {
  19554. unit2 = &group->unit[j];
  19555. if (!unit2->alive)
  19556. continue;
  19557. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  19558. m_flag[i] |= 0x1;
  19559. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  19560. m_flag[i] |= 0x2;
  19561. }
  19562. }
  19563. j = 0;
  19564. for (i = 0; i < group->unit_count; i++) {
  19565. unit1 = &group->unit[i];
  19566. if (!unit1->alive)
  19567. continue;
  19568. if (!(m_flag[i]&0x2)) {
  19569. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  19570. skill_dance_overlap(unit1, 0);
  19571. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  19572. }
  19573. //Move Cell using "smart" criteria (avoid useless moving around)
  19574. switch(m_flag[i]) {
  19575. case 0:
  19576. //Cell moves independently, safely move it.
  19577. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  19578. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  19579. break;
  19580. case 1:
  19581. //Cell moves unto another cell, look for a replacement cell that won't collide
  19582. //and has no cell moving into it (flag == 2)
  19583. for(; j < group->unit_count; j++) {
  19584. int dx2, dy2;
  19585. if(m_flag[j] != 2 || !group->unit[j].alive)
  19586. continue;
  19587. //Move to where this cell would had moved.
  19588. unit2 = &group->unit[j];
  19589. dx2 = unit2->bl.x + dx - unit1->bl.x;
  19590. dy2 = unit2->bl.y + dy - unit1->bl.y;
  19591. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  19592. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  19593. j++; //Skip this cell as we have used it.
  19594. break;
  19595. }
  19596. break;
  19597. case 2:
  19598. case 3:
  19599. break; //Don't move the cell as a cell will end on this tile anyway.
  19600. }
  19601. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  19602. if (group->state.song_dance&0x1) //Check for dissonance effect.
  19603. skill_dance_overlap(unit1, 1);
  19604. skill_getareachar_skillunit_visibilty(unit1, AREA);
  19605. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  19606. }
  19607. }
  19608. aFree(m_flag);
  19609. }
  19610. /**
  19611. * Checking product requirement in player's inventory.
  19612. * Checking if player has the item or not, the amount, and the weight limit.
  19613. * @param sd Player
  19614. * @param nameid Product requested
  19615. * @param trigger Trigger criteria to match will 'ItemLv'
  19616. * @param qty Amount of item will be created
  19617. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  19618. */
  19619. short skill_can_produce_mix(map_session_data *sd, t_itemid nameid, int trigger, int qty)
  19620. {
  19621. nullpo_ret(sd);
  19622. if (!item_db.exists(nameid))
  19623. return 0;
  19624. short i, j;
  19625. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  19626. if (skill_produce_db[i].nameid == nameid) {
  19627. if ((j = skill_produce_db[i].req_skill) > 0 &&
  19628. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  19629. continue; // must iterate again to check other skills that produce it. [malufett]
  19630. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  19631. continue; // special case
  19632. break;
  19633. }
  19634. }
  19635. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  19636. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  19637. return 0;
  19638. }
  19639. if (i >= MAX_SKILL_PRODUCE_DB)
  19640. return 0;
  19641. // Cannot carry the produced stuff
  19642. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  19643. return 0;
  19644. // Matching the requested produce list
  19645. if (trigger >= 0) {
  19646. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  19647. if (skill_produce_db[i].itemlv != trigger)
  19648. return 0;
  19649. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  19650. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  19651. return 0;
  19652. } else { // Weapon (itemlv must be higher or equal)
  19653. if (skill_produce_db[i].itemlv > trigger)
  19654. return 0;
  19655. }
  19656. }
  19657. // Check on player's inventory
  19658. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  19659. t_itemid nameid_produce;
  19660. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  19661. continue;
  19662. if (skill_produce_db[i].mat_amount[j] == 0) {
  19663. if (pc_search_inventory(sd,nameid_produce) < 0)
  19664. return 0;
  19665. } else {
  19666. unsigned short idx, amt;
  19667. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  19668. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  19669. amt += sd->inventory.u.items_inventory[idx].amount;
  19670. if (amt < qty * skill_produce_db[i].mat_amount[j])
  19671. return 0;
  19672. }
  19673. }
  19674. return i + 1;
  19675. }
  19676. /**
  19677. * Attempt to produce an item
  19678. * @param sd Player
  19679. * @param skill_id Skill used
  19680. * @param nameid Requested product
  19681. * @param slot1
  19682. * @param slot2
  19683. * @param slot3
  19684. * @param qty Amount of requested item
  19685. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  19686. * @return True is success, False if failed
  19687. */
  19688. bool skill_produce_mix(map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  19689. {
  19690. int slot[3];
  19691. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  19692. int num = -1; // exclude the recipe
  19693. struct status_data *status;
  19694. nullpo_ret(sd);
  19695. status = status_get_status_data(&sd->bl);
  19696. if( sd->skill_id_old == skill_id )
  19697. skill_lv = sd->skill_lv_old;
  19698. if (produce_idx == -1) {
  19699. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  19700. return false;
  19701. idx--;
  19702. }
  19703. else
  19704. idx = produce_idx;
  19705. if (qty < 1)
  19706. qty = 1;
  19707. if (!skill_id) //A skill can be specified for some override cases.
  19708. skill_id = skill_produce_db[idx].req_skill;
  19709. if( skill_id == GC_RESEARCHNEWPOISON )
  19710. skill_id = GC_CREATENEWPOISON;
  19711. slot[0] = slot1;
  19712. slot[1] = slot2;
  19713. slot[2] = slot3;
  19714. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  19715. short j;
  19716. if (slot[i] <= 0)
  19717. continue;
  19718. j = pc_search_inventory(sd,slot[i]);
  19719. if (j < 0)
  19720. continue;
  19721. if (slot[i] == ITEMID_STAR_CRUMB) {
  19722. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19723. sc++;
  19724. }
  19725. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  19726. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  19727. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19728. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  19729. }
  19730. }
  19731. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  19732. short x, j;
  19733. t_itemid id = skill_produce_db[idx].mat_id[i];
  19734. if (!item_db.exists(id))
  19735. continue;
  19736. num++;
  19737. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  19738. do {
  19739. int y = 0;
  19740. j = pc_search_inventory(sd,id);
  19741. if (j >= 0) {
  19742. y = sd->inventory.u.items_inventory[j].amount;
  19743. if (y > x)
  19744. y = x;
  19745. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  19746. } else {
  19747. ShowError("skill_produce_mix: material item error\n");
  19748. return false;
  19749. }
  19750. x -= y;
  19751. } while( j >= 0 && x > 0 );
  19752. }
  19753. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  19754. wlv = itemdb_wlv(nameid);
  19755. else
  19756. wlv = 0;
  19757. if (!equip) {
  19758. switch (skill_id) {
  19759. case BS_IRON:
  19760. case BS_STEEL:
  19761. case BS_ENCHANTEDSTONE:
  19762. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  19763. i = pc_checkskill(sd,skill_id);
  19764. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  19765. switch (nameid) {
  19766. case ITEMID_IRON:
  19767. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  19768. break;
  19769. case ITEMID_STEEL:
  19770. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  19771. break;
  19772. case ITEMID_STAR_CRUMB:
  19773. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  19774. break;
  19775. default: // Enchanted Stones
  19776. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  19777. break;
  19778. }
  19779. break;
  19780. case ASC_CDP:
  19781. make_per = (2000 + 40*status->dex + 20*status->luk);
  19782. break;
  19783. case AL_HOLYWATER:
  19784. case AB_ANCILLA:
  19785. make_per = 100000; //100% success
  19786. break;
  19787. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  19788. case AM_TWILIGHT1:
  19789. case AM_TWILIGHT2:
  19790. case AM_TWILIGHT3:
  19791. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  19792. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  19793. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  19794. if (hom_is_active(sd->hd)) {//Player got a homun
  19795. int skill;
  19796. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  19797. make_per += skill*100; //+1% bonus per level
  19798. }
  19799. switch(nameid){
  19800. case ITEMID_RED_POTION:
  19801. case ITEMID_YELLOW_POTION:
  19802. case ITEMID_WHITE_POTION:
  19803. make_per += (1+rnd()%100)*10 + 2000;
  19804. break;
  19805. case ITEMID_ALCOHOL:
  19806. make_per += (1+rnd()%100)*10 + 1000;
  19807. break;
  19808. case ITEMID_FIRE_BOTTLE:
  19809. case ITEMID_ACID_BOTTLE:
  19810. case ITEMID_MAN_EATER_BOTTLE:
  19811. case ITEMID_MINI_BOTTLE:
  19812. make_per += (1+rnd()%100)*10;
  19813. break;
  19814. case ITEMID_YELLOW_SLIM_POTION:
  19815. make_per -= (1+rnd()%50)*10;
  19816. break;
  19817. case ITEMID_WHITE_SLIM_POTION:
  19818. case ITEMID_COATING_BOTTLE:
  19819. make_per -= (1+rnd()%100)*10;
  19820. break;
  19821. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  19822. case ITEMID_BLUE_POTION:
  19823. case ITEMID_RED_SLIM_POTION:
  19824. case ITEMID_ANODYNE:
  19825. case ITEMID_ALOEBERA:
  19826. default:
  19827. break;
  19828. }
  19829. if (battle_config.pp_rate != 100)
  19830. make_per = make_per * battle_config.pp_rate / 100;
  19831. break;
  19832. case SA_CREATECON: // Elemental Converter Creation
  19833. make_per = 100000; // should be 100% success rate
  19834. break;
  19835. case RK_RUNEMASTERY: {
  19836. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  19837. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  19838. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  19839. int D = 0;
  19840. switch (nameid) { //rune rank it_diff 9 craftable rune
  19841. case ITEMID_BERKANA:
  19842. D = -2000;
  19843. break; //Rank S
  19844. case ITEMID_NAUTHIZ:
  19845. case ITEMID_URUZ:
  19846. D = -1500;
  19847. break; //Rank A
  19848. case ITEMID_ISA:
  19849. case ITEMID_WYRD:
  19850. D = -1000;
  19851. break; //Rank B
  19852. case ITEMID_RAIDO:
  19853. case ITEMID_THURISAZ:
  19854. case ITEMID_HAGALAZ:
  19855. case ITEMID_OTHILA:
  19856. D = -500;
  19857. break; //Rank C
  19858. default:
  19859. D = -1500;
  19860. break; //not specified =-15%
  19861. }
  19862. make_per = A + B + C + D;
  19863. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  19864. if (runemastery_skill_lv > 9)
  19865. qty = 2 + rnd() % 5; // 2~6
  19866. else if (runemastery_skill_lv > 4)
  19867. qty = 2 + rnd() % 3; // 2~4
  19868. else
  19869. qty = 2;
  19870. }
  19871. break;
  19872. case GC_CREATENEWPOISON:
  19873. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19874. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19875. break;
  19876. case GN_CHANGEMATERIAL:
  19877. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19878. if (skill_changematerial_db[i].nameid == nameid) {
  19879. make_per = skill_changematerial_db[i].rate * 10;
  19880. break;
  19881. }
  19882. }
  19883. break;
  19884. case GN_S_PHARMACY:
  19885. {
  19886. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  19887. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  19888. switch (nameid) { // Item difficulty factor
  19889. case ITEMID_HP_INCREASE_POTION_SMALL:
  19890. case ITEMID_SP_INCREASE_POTION_SMALL:
  19891. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  19892. difficulty += 10;
  19893. break;
  19894. case ITEMID_BOMB_MUSHROOM_SPORE:
  19895. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  19896. difficulty += 15;
  19897. break;
  19898. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  19899. case ITEMID_SP_INCREASE_POTION_LARGE:
  19900. case ITEMID_VITATA500:
  19901. difficulty += 20;
  19902. break;
  19903. case ITEMID_SEED_OF_HORNY_PLANT:
  19904. case ITEMID_BLOODSUCK_PLANT_SEED:
  19905. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  19906. difficulty += 30;
  19907. break;
  19908. case ITEMID_HP_INCREASE_POTION_LARGE:
  19909. case ITEMID_CURE_FREE:
  19910. difficulty += 40;
  19911. break;
  19912. }
  19913. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  19914. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  19915. make_per -= difficulty;
  19916. qty = production_count[skill_lv - 1];
  19917. // Determine quantity from difficulty
  19918. if (make_per < 1)
  19919. qty -= 6;
  19920. else if (make_per < 100)
  19921. qty -= 5;
  19922. else if (make_per < 300)
  19923. qty -= 4;
  19924. else if (make_per < 400)
  19925. qty -= 3;
  19926. make_per = 100000; // Adjust success back to 100% for crafting
  19927. }
  19928. break;
  19929. case GN_MAKEBOMB:
  19930. case GN_MIX_COOKING:
  19931. {
  19932. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  19933. switch (nameid) { // Item difficulty factor
  19934. // GN_MAKEBOMB
  19935. case ITEMID_APPLE_BOMB:
  19936. difficulty += 5;
  19937. break;
  19938. case ITEMID_COCONUT_BOMB:
  19939. case ITEMID_MELON_BOMB:
  19940. difficulty += 10;
  19941. break;
  19942. case ITEMID_PINEAPPLE_BOMB:
  19943. difficulty += 15;
  19944. break;
  19945. case ITEMID_BANANA_BOMB:
  19946. difficulty += 20;
  19947. break;
  19948. // GN_MIX_COOKING
  19949. case ITEMID_SAVAGE_FULL_ROAST:
  19950. case ITEMID_COCKTAIL_WARG_BLOOD:
  19951. case ITEMID_MINOR_STEW:
  19952. case ITEMID_SIROMA_ICED_TEA:
  19953. case ITEMID_DROSERA_HERB_SALAD:
  19954. case ITEMID_PETITE_TAIL_NOODLES:
  19955. difficulty += 15;
  19956. break;
  19957. }
  19958. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster's Job Level / 4) + (Caster's LUK / 2) + (Caster's DEX / 3)
  19959. if (skill_lv > 1) {
  19960. make_per -= difficulty;
  19961. // Determine quantity from difficulty
  19962. if (make_per >= 30)
  19963. qty = 10 + rnd() % 2;
  19964. else if (make_per >= 10)
  19965. qty = 10;
  19966. else if (make_per >= -10)
  19967. qty = 8;
  19968. else if (make_per >= -30)
  19969. qty = 5;
  19970. else
  19971. qty = 0;
  19972. } else {
  19973. if (make_per < difficulty)
  19974. qty = 0;
  19975. }
  19976. make_per = 100000; // Adjust success back to 100% for crafting
  19977. }
  19978. break;
  19979. case MT_M_MACHINE:
  19980. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  19981. if (skill_id == MT_M_MACHINE)
  19982. qty = 7 + skill_lv;
  19983. else // BO_BIONIC_PHARMACY
  19984. qty = 10 + skill_lv;
  19985. make_per = 100000;
  19986. break;
  19987. default:
  19988. if (sd->menuskill_id == AM_PHARMACY &&
  19989. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  19990. { //Assume Cooking Dish
  19991. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  19992. make_per = 10000; //100% Success
  19993. else
  19994. make_per = 1200 * (sd->menuskill_val - 10)
  19995. + 20 * (sd->status.base_level + 1)
  19996. + 20 * (status->dex + 1)
  19997. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  19998. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  19999. - 10 * (100 - status->luk + 1)
  20000. - 500 * (num - 1)
  20001. - 100 * (rnd()%4 + 1);
  20002. break;
  20003. }
  20004. make_per = 5000;
  20005. break;
  20006. }
  20007. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  20008. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  20009. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  20010. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  20011. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  20012. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  20013. if( wlv >= 3 ){
  20014. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  20015. }
  20016. // Element Stone: -20%
  20017. if( ele ){
  20018. make_per -= 2000;
  20019. }
  20020. // Star Crumb: -15% each
  20021. make_per -= sc * 1500;
  20022. // Weapon level malus: -0/-10/-20/-30
  20023. if( wlv > 1 ){
  20024. make_per -= ( wlv * 1000 );
  20025. }
  20026. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  20027. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  20028. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  20029. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  20030. if (battle_config.wp_rate != 100)
  20031. make_per = make_per * battle_config.wp_rate / 100;
  20032. }
  20033. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  20034. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  20035. if (make_per < 1) make_per = 1;
  20036. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  20037. struct item tmp_item;
  20038. memset(&tmp_item,0,sizeof(tmp_item));
  20039. tmp_item.nameid = nameid;
  20040. tmp_item.amount = 1;
  20041. tmp_item.identify = 1;
  20042. if (equip) {
  20043. tmp_item.card[0] = CARD0_FORGE;
  20044. tmp_item.card[1] = ((sc*5)<<8)+ele;
  20045. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20046. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20047. } else {
  20048. //Flag is only used on the end, so it can be used here. [Skotlex]
  20049. switch (skill_id) {
  20050. case BS_DAGGER:
  20051. case BS_SWORD:
  20052. case BS_TWOHANDSWORD:
  20053. case BS_AXE:
  20054. case BS_MACE:
  20055. case BS_KNUCKLE:
  20056. case BS_SPEAR:
  20057. flag = battle_config.produce_item_name_input&0x1;
  20058. break;
  20059. case AM_PHARMACY:
  20060. case AM_TWILIGHT1:
  20061. case AM_TWILIGHT2:
  20062. case AM_TWILIGHT3:
  20063. flag = battle_config.produce_item_name_input&0x2;
  20064. break;
  20065. case AL_HOLYWATER:
  20066. case AB_ANCILLA:
  20067. flag = battle_config.produce_item_name_input&0x8;
  20068. break;
  20069. case ASC_CDP:
  20070. flag = battle_config.produce_item_name_input&0x10;
  20071. break;
  20072. default:
  20073. flag = battle_config.produce_item_name_input&0x80;
  20074. break;
  20075. }
  20076. if (flag) {
  20077. tmp_item.card[0] = CARD0_CREATE;
  20078. tmp_item.card[1] = 0;
  20079. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20080. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20081. }
  20082. }
  20083. // if(log_config.produce > 0)
  20084. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  20085. //TODO update PICKLOG
  20086. if (equip) {
  20087. clif_produceeffect(sd,0,nameid);
  20088. clif_misceffect(&sd->bl,3);
  20089. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  20090. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  20091. } else {
  20092. int fame = 0;
  20093. tmp_item.amount = 0;
  20094. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  20095. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY || skill_id == MT_M_MACHINE || skill_id == BO_BIONIC_PHARMACY) && make_per > 1) {
  20096. tmp_item.amount = qty;
  20097. break;
  20098. }
  20099. if (qty == 1 || rnd()%10000 < make_per) { //Success
  20100. tmp_item.amount++;
  20101. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  20102. continue;
  20103. if (skill_id != AM_PHARMACY &&
  20104. skill_id != AM_TWILIGHT1 &&
  20105. skill_id != AM_TWILIGHT2 &&
  20106. skill_id != AM_TWILIGHT3)
  20107. continue;
  20108. //Add fame as needed.
  20109. switch(++sd->potion_success_counter) {
  20110. case 3:
  20111. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  20112. break;
  20113. case 5:
  20114. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  20115. break;
  20116. case 7:
  20117. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  20118. break;
  20119. case 10:
  20120. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  20121. sd->potion_success_counter = 0;
  20122. break;
  20123. }
  20124. } else //Failure
  20125. sd->potion_success_counter = 0;
  20126. }
  20127. if (fame)
  20128. pc_addfame(*sd, fame);
  20129. //Visual effects and the like.
  20130. switch (skill_id) {
  20131. case AM_PHARMACY:
  20132. case AM_TWILIGHT1:
  20133. case AM_TWILIGHT2:
  20134. case AM_TWILIGHT3:
  20135. case ASC_CDP:
  20136. case GC_CREATENEWPOISON:
  20137. clif_produceeffect(sd,2,nameid);
  20138. clif_misceffect(&sd->bl,5);
  20139. break;
  20140. case BS_IRON:
  20141. case BS_STEEL:
  20142. case BS_ENCHANTEDSTONE:
  20143. clif_produceeffect(sd,0,nameid);
  20144. clif_misceffect(&sd->bl,3);
  20145. break;
  20146. default: //Those that don't require a skill?
  20147. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  20148. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  20149. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  20150. }
  20151. break;
  20152. }
  20153. }
  20154. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  20155. int j, k = 0, l;
  20156. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  20157. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  20158. if (skill_changematerial_db[i].nameid == nameid){
  20159. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  20160. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  20161. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  20162. tmp_item.amount = (isStackable ? total_qty : 1);
  20163. for (l = 0; l < total_qty; l += tmp_item.amount) {
  20164. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20165. clif_additem(sd,0,0,flag);
  20166. if( battle_config.skill_drop_items_full ){
  20167. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20168. }
  20169. }
  20170. }
  20171. k++;
  20172. }
  20173. }
  20174. break;
  20175. }
  20176. }
  20177. if (k) {
  20178. clif_produceeffect(sd,6,nameid);
  20179. clif_misceffect(&sd->bl,5);
  20180. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  20181. return true;
  20182. }
  20183. } else if (tmp_item.amount) { //Success
  20184. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20185. clif_additem(sd,0,0,flag);
  20186. if( battle_config.skill_drop_items_full ){
  20187. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20188. }
  20189. }
  20190. switch (skill_id) {
  20191. case RK_RUNEMASTERY:
  20192. clif_produceeffect(sd, 4, nameid);
  20193. clif_misceffect(&sd->bl, 5);
  20194. break;
  20195. case GN_MIX_COOKING:
  20196. case GN_MAKEBOMB:
  20197. case GN_S_PHARMACY:
  20198. clif_produceeffect(sd, 6, nameid);
  20199. clif_misceffect(&sd->bl, 5);
  20200. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  20201. break;
  20202. case MT_M_MACHINE:
  20203. clif_produceeffect(sd, 0, nameid);
  20204. clif_misceffect(&sd->bl, 3);
  20205. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  20206. break;
  20207. case BO_BIONIC_PHARMACY:
  20208. clif_produceeffect(sd, 2, nameid);
  20209. clif_misceffect(&sd->bl, 5);
  20210. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  20211. break;
  20212. }
  20213. return true;
  20214. }
  20215. }
  20216. //Failure
  20217. // if(log_config.produce)
  20218. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  20219. //TODO update PICKLOG
  20220. if (equip) {
  20221. clif_produceeffect(sd,1,nameid);
  20222. clif_misceffect(&sd->bl,2);
  20223. } else {
  20224. switch (skill_id) {
  20225. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  20226. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  20227. [[fallthrough]];
  20228. case AM_PHARMACY:
  20229. case AM_TWILIGHT1:
  20230. case AM_TWILIGHT2:
  20231. case AM_TWILIGHT3:
  20232. case GC_CREATENEWPOISON:
  20233. clif_produceeffect(sd,3,nameid);
  20234. clif_misceffect(&sd->bl,6);
  20235. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  20236. break;
  20237. case BS_IRON:
  20238. case BS_STEEL:
  20239. case BS_ENCHANTEDSTONE:
  20240. clif_produceeffect(sd,1,nameid);
  20241. clif_misceffect(&sd->bl,2);
  20242. break;
  20243. case RK_RUNEMASTERY:
  20244. clif_produceeffect(sd,5,nameid);
  20245. clif_misceffect(&sd->bl,6);
  20246. break;
  20247. case GN_MIX_COOKING:
  20248. if (qty == 0) {
  20249. item tmp_item;
  20250. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  20251. int rate = rnd() % 1000 + 1;
  20252. memset(&tmp_item, 0, sizeof(tmp_item));
  20253. if (rate < 500)
  20254. i = 0;
  20255. else if (rate < 750)
  20256. i = 1;
  20257. else if (rate < 850)
  20258. i = 2;
  20259. else if (rate < 950)
  20260. i = 3;
  20261. else
  20262. i = 4;
  20263. tmp_item.nameid = compensation[i];
  20264. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  20265. tmp_item.identify = 1;
  20266. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20267. clif_additem(sd,0,0,flag);
  20268. if( battle_config.skill_drop_items_full ){
  20269. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20270. }
  20271. }
  20272. clif_produceeffect(sd,7,nameid);
  20273. clif_misceffect(&sd->bl,6);
  20274. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  20275. }
  20276. break;
  20277. case GN_MAKEBOMB:
  20278. case GN_S_PHARMACY:
  20279. case GN_CHANGEMATERIAL:
  20280. clif_produceeffect(sd,7,nameid);
  20281. clif_misceffect(&sd->bl,6);
  20282. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  20283. break;
  20284. case MT_M_MACHINE:
  20285. clif_produceeffect(sd, 1, nameid);
  20286. clif_misceffect(&sd->bl, 2);
  20287. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  20288. break;
  20289. case BO_BIONIC_PHARMACY:
  20290. clif_produceeffect(sd, 3, nameid);
  20291. clif_misceffect(&sd->bl, 6);
  20292. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  20293. break;
  20294. default:
  20295. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  20296. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  20297. // todo: What in the world is this calculation
  20298. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  20299. }
  20300. break;
  20301. }
  20302. }
  20303. return false;
  20304. }
  20305. /**
  20306. * Attempt to create arrow by specified material
  20307. * @param sd Player
  20308. * @param nameid Item ID of material
  20309. * @return True if created, False is failed
  20310. */
  20311. bool skill_arrow_create(map_session_data *sd, t_itemid nameid)
  20312. {
  20313. nullpo_ret(sd);
  20314. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  20315. return false;
  20316. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  20317. for (const auto &it : skill_arrow_db) {
  20318. if (nameid == it.second->nameid) {
  20319. arrow = it.second;
  20320. break;
  20321. }
  20322. }
  20323. short j;
  20324. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  20325. return false;
  20326. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  20327. for (const auto &it : arrow->created) {
  20328. char flag = 0;
  20329. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  20330. continue;
  20331. struct item tmp_item = { 0 };
  20332. tmp_item.identify = 1;
  20333. tmp_item.nameid = it.first;
  20334. tmp_item.amount = it.second;
  20335. if (battle_config.produce_item_name_input&0x4) {
  20336. tmp_item.card[0] = CARD0_CREATE;
  20337. tmp_item.card[1] = 0;
  20338. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20339. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20340. }
  20341. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20342. clif_additem(sd,0,0,flag);
  20343. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20344. }
  20345. }
  20346. return true;
  20347. }
  20348. /**
  20349. * Enchant weapon with poison
  20350. * @param sd Player
  20351. * @nameid Item ID of poison type
  20352. */
  20353. int skill_poisoningweapon(map_session_data *sd, t_itemid nameid)
  20354. {
  20355. nullpo_ret(sd);
  20356. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  20357. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  20358. return 0;
  20359. }
  20360. sc_type type;
  20361. int chance;
  20362. //uint16 msg = 1443; //Official is using msgstringtable.txt
  20363. char output[CHAT_SIZE_MAX];
  20364. const char *msg;
  20365. switch( nameid ) {
  20366. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  20367. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  20368. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  20369. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  20370. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  20371. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  20372. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  20373. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  20374. default:
  20375. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  20376. return 0;
  20377. }
  20378. status_change_end(&sd->bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  20379. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  20380. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  20381. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  20382. status_change_start(&sd->bl, &sd->bl, type, 10000, sd->menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  20383. sprintf(output, msg_txt(sd,721), msg);
  20384. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  20385. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  20386. clif_msg(sd,msg);
  20387. #endif*/
  20388. return 0;
  20389. }
  20390. /**
  20391. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  20392. * @param bl: Object
  20393. * @param skill_id: Skill invoking to determine if Magic type
  20394. */
  20395. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  20396. {
  20397. status_change *sc = status_get_sc(bl);
  20398. // non-offensive and non-magic skills do not affect the status
  20399. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  20400. return;
  20401. if (sc && sc->count && sc->getSCE(SC_MAGICPOWER)) {
  20402. if (sc->getSCE(SC_MAGICPOWER)->val4) {
  20403. status_change_end(bl, SC_MAGICPOWER);
  20404. } else {
  20405. sc->getSCE(SC_MAGICPOWER)->val4 = 1;
  20406. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  20407. if(bl->type == BL_PC){// update current display.
  20408. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  20409. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  20410. }
  20411. }
  20412. }
  20413. }
  20414. int skill_magicdecoy(map_session_data *sd, t_itemid nameid) {
  20415. int x, y, i, class_, skill;
  20416. struct mob_data *md;
  20417. nullpo_ret(sd);
  20418. skill = sd->menuskill_val;
  20419. if( !nameid || !itemdb_group.item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  20420. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  20421. return 0;
  20422. }
  20423. // Spawn Position
  20424. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  20425. x = sd->sc.comet_x;
  20426. y = sd->sc.comet_y;
  20427. sd->sc.comet_x = 0;
  20428. sd->sc.comet_y = 0;
  20429. sd->menuskill_val = 0;
  20430. // Item picked decides the mob class
  20431. switch(nameid) {
  20432. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  20433. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  20434. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  20435. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  20436. default:
  20437. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  20438. return 0;
  20439. }
  20440. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  20441. if( md ) {
  20442. struct unit_data *ud = unit_bl2ud(&md->bl);
  20443. md->master_id = sd->bl.id;
  20444. md->special_state.ai = AI_FAW;
  20445. if(ud) {
  20446. ud->skill_id = NC_MAGICDECOY;
  20447. ud->skill_lv = skill;
  20448. }
  20449. if( md->deletetimer != INVALID_TIMER )
  20450. delete_timer(md->deletetimer, mob_timer_delete);
  20451. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  20452. mob_spawn(md);
  20453. }
  20454. return 0;
  20455. }
  20456. /**
  20457. * Process Warlock Spellbooks
  20458. * @param sd: Player data
  20459. * @param nameid: Spellbook item used
  20460. */
  20461. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  20462. if (reading_spellbook_db.empty())
  20463. return;
  20464. status_change *sc = status_get_sc(&sd.bl);
  20465. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  20466. if (sc == nullptr || sc->getSCE(i) == nullptr)
  20467. break;
  20468. if (i == SC_MAXSPELLBOOK) {
  20469. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  20470. return;
  20471. }
  20472. }
  20473. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  20474. if (spell == nullptr)
  20475. return;
  20476. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  20477. if (skill_lv == 0) { // Caster hasn't learned the skill
  20478. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  20479. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  20480. return;
  20481. }
  20482. uint16 points = spell->points;
  20483. if (sc && sc->getSCE(SC_FREEZE_SP)) {
  20484. if ((sc->getSCE(SC_FREEZE_SP)->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) {
  20485. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  20486. return;
  20487. }
  20488. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  20489. if (!sc->getSCE(i)) {
  20490. sc->getSCE(SC_FREEZE_SP)->val2 += points; // increase points
  20491. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20492. break;
  20493. }
  20494. }
  20495. } else {
  20496. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  20497. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20498. }
  20499. // Reading Spell Book SP cost same as the sealed spell.
  20500. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  20501. }
  20502. int skill_select_menu(map_session_data *sd,uint16 skill_id) {
  20503. int lv, prob, aslvl = 0;
  20504. uint16 id, sk_idx = 0;
  20505. nullpo_ret(sd);
  20506. if (sd->sc.getSCE(SC_STOP)) {
  20507. aslvl = sd->sc.getSCE(SC_STOP)->val1;
  20508. status_change_end(&sd->bl,SC_STOP);
  20509. }
  20510. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  20511. return 0;
  20512. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  20513. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  20514. return 0;
  20515. }
  20516. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  20517. lv = min(lv,sd->status.skill[sk_idx].lv);
  20518. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  20519. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  20520. return 0;
  20521. }
  20522. int skill_elementalanalysis(map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  20523. int i;
  20524. nullpo_ret(sd);
  20525. nullpo_ret(item_list);
  20526. if( n <= 0 )
  20527. return 1;
  20528. for( i = 0; i < n; i++ ) {
  20529. t_itemid nameid, product;
  20530. int add_amount, del_amount, idx;
  20531. struct item tmp_item;
  20532. idx = item_list[i*2+0]-2;
  20533. if( idx < 0 || idx >= MAX_INVENTORY ){
  20534. return 1;
  20535. }
  20536. del_amount = item_list[i*2+1];
  20537. if( skill_lv == 2 )
  20538. del_amount -= (del_amount % 10);
  20539. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  20540. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  20541. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20542. return 1;
  20543. }
  20544. switch( nameid ) {
  20545. // Level 1
  20546. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  20547. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  20548. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  20549. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  20550. // Level 2
  20551. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  20552. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  20553. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  20554. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  20555. default:
  20556. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20557. return 1;
  20558. }
  20559. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  20560. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20561. return 1;
  20562. }
  20563. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  20564. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20565. return 1;
  20566. }
  20567. memset(&tmp_item,0,sizeof(tmp_item));
  20568. tmp_item.nameid = product;
  20569. tmp_item.amount = add_amount;
  20570. tmp_item.identify = 1;
  20571. if( tmp_item.amount ) {
  20572. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  20573. if( flag != 0 ) {
  20574. clif_additem(sd,0,0,flag);
  20575. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20576. }
  20577. }
  20578. }
  20579. return 0;
  20580. }
  20581. int skill_changematerial(map_session_data *sd, int n, unsigned short *item_list) {
  20582. int i, j, k, c, p = 0, amount;
  20583. t_itemid nameid;
  20584. nullpo_ret(sd);
  20585. nullpo_ret(item_list);
  20586. // Search for objects that can be created.
  20587. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  20588. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  20589. p = 0;
  20590. do {
  20591. c = 0;
  20592. // Verification of overlap between the objects required and the list submitted.
  20593. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  20594. if( skill_produce_db[i].mat_id[j] > 0 ) {
  20595. for( k = 0; k < n; k++ ) {
  20596. int idx = item_list[k*2+0]-2;
  20597. if( idx < 0 || idx >= MAX_INVENTORY ){
  20598. return 0;
  20599. }
  20600. nameid = sd->inventory.u.items_inventory[idx].nameid;
  20601. amount = item_list[k*2+1];
  20602. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  20603. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  20604. return 0;
  20605. }
  20606. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  20607. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  20608. c++; // match
  20609. }
  20610. }
  20611. else
  20612. break; // No more items required
  20613. }
  20614. p++;
  20615. } while(n == j && c == n);
  20616. p--;
  20617. if ( p > 0 ) {
  20618. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  20619. return 1;
  20620. }
  20621. }
  20622. }
  20623. if( p == 0)
  20624. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  20625. return 0;
  20626. }
  20627. /**
  20628. * For Royal Guard's LG_TRAMPLE
  20629. */
  20630. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  20631. {
  20632. skill_unit *su = (struct skill_unit *)bl;
  20633. nullpo_ret(su);
  20634. std::shared_ptr<s_skill_unit_group> sg;
  20635. t_tick tick = va_arg(ap, t_tick);
  20636. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  20637. switch( sg->unit_id ) {
  20638. case UNT_CLAYMORETRAP:
  20639. case UNT_FIRINGTRAP:
  20640. case UNT_ICEBOUNDTRAP:
  20641. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  20642. break;
  20643. case UNT_LANDMINE:
  20644. case UNT_BLASTMINE:
  20645. case UNT_SHOCKWAVE:
  20646. case UNT_SANDMAN:
  20647. case UNT_FLASHER:
  20648. case UNT_FREEZINGTRAP:
  20649. case UNT_CLUSTERBOMB:
  20650. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  20651. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20652. else
  20653. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20654. break;
  20655. }
  20656. // Traps aren't recovered.
  20657. skill_delunit(su);
  20658. }
  20659. return 0;
  20660. }
  20661. /*==========================================
  20662. *
  20663. *------------------------------------------*/
  20664. int skill_blockpc_get(map_session_data *sd, int skillid) {
  20665. int i;
  20666. nullpo_retr(-1, sd);
  20667. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  20668. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  20669. }
  20670. TIMER_FUNC(skill_blockpc_end){
  20671. map_session_data *sd = map_id2sd(id);
  20672. int i = (int)data;
  20673. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  20674. return 0;
  20675. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  20676. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  20677. return 0;
  20678. }
  20679. aFree(sd->scd[i]);
  20680. sd->scd[i] = NULL;
  20681. return 1;
  20682. }
  20683. /**
  20684. * Flags a singular skill as being blocked from persistent usage.
  20685. * @param sd the player the skill delay affects
  20686. * @param skill_id the skill which should be delayed
  20687. * @param tick the length of time the delay should last
  20688. * @param load whether this assignment is being loaded upon player login
  20689. * @return 0 if successful, -1 otherwise
  20690. */
  20691. int skill_blockpc_start(map_session_data *sd, int skill_id, t_tick tick) {
  20692. int i;
  20693. nullpo_retr(-1, sd);
  20694. if (!skill_id || tick < 1)
  20695. return -1;
  20696. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  20697. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  20698. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20699. aFree(sd->scd[i]);
  20700. sd->scd[i] = NULL;
  20701. }
  20702. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  20703. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  20704. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  20705. sd->scd[i]->skill_id = skill_id;
  20706. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  20707. if (battle_config.display_status_timers)
  20708. clif_skill_cooldown(sd, skill_id, tick);
  20709. return 1;
  20710. } else {
  20711. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  20712. return 0;
  20713. }
  20714. }
  20715. int skill_blockpc_clear(map_session_data *sd) {
  20716. int i;
  20717. nullpo_ret(sd);
  20718. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  20719. if (!sd->scd[i])
  20720. continue;
  20721. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20722. aFree(sd->scd[i]);
  20723. sd->scd[i] = NULL;
  20724. }
  20725. return 1;
  20726. }
  20727. TIMER_FUNC(skill_blockhomun_end){
  20728. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  20729. if (hd) {
  20730. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  20731. if (skill != hd->blockskill.end())
  20732. hd->blockskill.erase(skill);
  20733. }
  20734. return 1;
  20735. }
  20736. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  20737. {
  20738. nullpo_retr(-1, hd);
  20739. if (!skill_db.exists(skill_id))
  20740. return -1;
  20741. auto skill = util::vector_get(hd->blockskill, skill_id);
  20742. if (tick < 1 && skill != hd->blockskill.end()) {
  20743. hd->blockskill.erase(skill);
  20744. return -1;
  20745. }
  20746. hd->blockskill.push_back(skill_id);
  20747. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  20748. }
  20749. TIMER_FUNC(skill_blockmerc_end){
  20750. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  20751. if (md) {
  20752. auto skill = util::vector_get(md->blockskill, (uint16)data);
  20753. if (skill != md->blockskill.end())
  20754. md->blockskill.erase(skill);
  20755. }
  20756. return 1;
  20757. }
  20758. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  20759. {
  20760. nullpo_retr(-1, md);
  20761. if (!skill_db.exists(skill_id))
  20762. return -1;
  20763. auto skill = util::vector_get(md->blockskill, skill_id);
  20764. if (tick < 1 && skill != md->blockskill.end()) {
  20765. md->blockskill.erase(skill);
  20766. return -1;
  20767. }
  20768. md->blockskill.push_back(skill_id);
  20769. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  20770. }
  20771. /**
  20772. * Adds a new skill unit entry for this player to recast after map load
  20773. * @param sd: Player
  20774. * @param skill_id: Skill ID to save
  20775. * @param skill_lv: Skill level to save
  20776. */
  20777. void skill_usave_add(map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  20778. {
  20779. struct skill_usave *sus = NULL;
  20780. if (idb_exists(skillusave_db,sd->status.char_id))
  20781. idb_remove(skillusave_db,sd->status.char_id);
  20782. CREATE(sus, struct skill_usave, 1);
  20783. idb_put(skillusave_db, sd->status.char_id, sus);
  20784. sus->skill_id = skill_id;
  20785. sus->skill_lv = skill_lv;
  20786. }
  20787. /**
  20788. * Loads saved skill unit entries for this player after map load
  20789. * @param sd: Player
  20790. */
  20791. void skill_usave_trigger(map_session_data *sd)
  20792. {
  20793. skill_usave *sus;
  20794. std::shared_ptr<s_skill_unit_group> group;
  20795. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  20796. return;
  20797. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  20798. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  20799. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  20800. idb_remove(skillusave_db, sd->status.char_id);
  20801. }
  20802. /*
  20803. *
  20804. */
  20805. int skill_split_str (char *str, char **val, int num)
  20806. {
  20807. int i;
  20808. for( i = 0; i < num && str; i++ ) {
  20809. val[i] = str;
  20810. str = strchr(str,',');
  20811. if( str )
  20812. *str++ = 0;
  20813. }
  20814. return i;
  20815. }
  20816. /*
  20817. *
  20818. */
  20819. void skill_init_unit_layout (void) {
  20820. int i,j,pos = 0;
  20821. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  20822. // standard square layouts go first
  20823. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  20824. int size = i*2+1;
  20825. skill_unit_layout[i].count = size*size;
  20826. for (j=0; j<size*size; j++) {
  20827. skill_unit_layout[i].dx[j] = (j%size-i);
  20828. skill_unit_layout[i].dy[j] = (j/size-i);
  20829. }
  20830. }
  20831. // afterwards add special ones
  20832. pos = i;
  20833. for (const auto &it : skill_db) {
  20834. std::shared_ptr<s_skill_db> skill = it.second;
  20835. uint16 skill_id = skill->nameid;
  20836. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  20837. continue;
  20838. if( skill_id == EL_FIRE_MANTLE ) {
  20839. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  20840. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  20841. skill_unit_layout[pos].count = 8;
  20842. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20843. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20844. } else {
  20845. switch (skill_id) {
  20846. case MG_FIREWALL:
  20847. case WZ_ICEWALL:
  20848. case WL_EARTHSTRAIN:
  20849. case RL_FIRE_RAIN:
  20850. // these will be handled later
  20851. break;
  20852. case PR_SANCTUARY:
  20853. case NPC_EVILLAND: {
  20854. static const int dx[] = {
  20855. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  20856. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  20857. static const int dy[]={
  20858. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  20859. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  20860. skill_unit_layout[pos].count = 21;
  20861. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20862. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20863. }
  20864. break;
  20865. case PR_MAGNUS: {
  20866. static const int dx[] = {
  20867. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20868. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20869. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  20870. static const int dy[] = {
  20871. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20872. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20873. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  20874. skill_unit_layout[pos].count = 33;
  20875. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20876. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20877. }
  20878. break;
  20879. case AS_VENOMDUST: {
  20880. static const int dx[] = {-1, 0, 0, 0, 1};
  20881. static const int dy[] = { 0,-1, 0, 1, 0};
  20882. skill_unit_layout[pos].count = 5;
  20883. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20884. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20885. }
  20886. break;
  20887. case CR_GRANDCROSS:
  20888. case NPC_GRANDDARKNESS: {
  20889. static const int dx[] = {
  20890. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  20891. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  20892. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  20893. static const int dy[] = {
  20894. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  20895. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  20896. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  20897. skill_unit_layout[pos].count = 29;
  20898. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20899. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20900. }
  20901. break;
  20902. case PF_FOGWALL: {
  20903. static const int dx[] = {
  20904. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20905. static const int dy[] = {
  20906. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  20907. skill_unit_layout[pos].count = 15;
  20908. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20909. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20910. }
  20911. break;
  20912. case PA_GOSPEL: {
  20913. static const int dx[] = {
  20914. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20915. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20916. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  20917. -1, 0, 1};
  20918. static const int dy[] = {
  20919. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20920. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20921. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  20922. 3, 3, 3};
  20923. skill_unit_layout[pos].count = 33;
  20924. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20925. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20926. }
  20927. break;
  20928. case NJ_KAENSIN: {
  20929. 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};
  20930. 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};
  20931. skill_unit_layout[pos].count = 24;
  20932. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20933. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20934. }
  20935. break;
  20936. case NJ_TATAMIGAESHI: {
  20937. //Level 1 (count 4, cross of 3x3)
  20938. static const int dx1[] = {-1, 1, 0, 0};
  20939. static const int dy1[] = { 0, 0,-1, 1};
  20940. //Level 2-3 (count 8, cross of 5x5)
  20941. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20942. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20943. //Level 4-5 (count 12, cross of 7x7
  20944. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  20945. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  20946. //lv1
  20947. j = 0;
  20948. skill_unit_layout[pos].count = 4;
  20949. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  20950. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  20951. skill->unit_layout_type[j] = pos;
  20952. //lv2/3
  20953. j++;
  20954. pos++;
  20955. skill_unit_layout[pos].count = 8;
  20956. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  20957. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  20958. skill->unit_layout_type[j] = pos;
  20959. skill->unit_layout_type[++j] = pos;
  20960. //lv4/5
  20961. j++;
  20962. pos++;
  20963. skill_unit_layout[pos].count = 12;
  20964. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  20965. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  20966. skill->unit_layout_type[j] = pos;
  20967. skill->unit_layout_type[++j] = pos;
  20968. //Fill in the rest using lv 5.
  20969. for (;j<MAX_SKILL_LEVEL;j++)
  20970. skill->unit_layout_type[j] = pos;
  20971. //Skip, this way the check below will fail and continue to the next skill.
  20972. pos++;
  20973. }
  20974. break;
  20975. case GN_WALLOFTHORN: {
  20976. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  20977. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  20978. skill_unit_layout[pos].count = 16;
  20979. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20980. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20981. }
  20982. break;
  20983. case NPC_FLAMECROSS: {
  20984. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20985. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20986. skill_unit_layout[pos].count = 8;
  20987. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20988. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20989. }
  20990. break;
  20991. default:
  20992. ShowError("unknown unit layout at skill %d\n",i);
  20993. break;
  20994. }
  20995. }
  20996. if (!skill_unit_layout[pos].count)
  20997. continue;
  20998. for (j=0;j<MAX_SKILL_LEVEL;j++)
  20999. skill->unit_layout_type[j] = pos;
  21000. pos++;
  21001. }
  21002. // firewall and icewall have 8 layouts (direction-dependent)
  21003. firewall_unit_pos = pos;
  21004. for (i=0;i<8;i++) {
  21005. if (i&1) {
  21006. skill_unit_layout[pos].count = 5;
  21007. if (i&0x2) {
  21008. int dx[] = {-1,-1, 0, 0, 1};
  21009. int dy[] = { 1, 0, 0,-1,-1};
  21010. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21011. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21012. } else {
  21013. int dx[] = { 1, 1 ,0, 0,-1};
  21014. int dy[] = { 1, 0, 0,-1,-1};
  21015. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21016. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21017. }
  21018. } else {
  21019. skill_unit_layout[pos].count = 3;
  21020. if (i%4==0) {
  21021. int dx[] = {-1, 0, 1};
  21022. int dy[] = { 0, 0, 0};
  21023. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21024. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21025. } else {
  21026. int dx[] = { 0, 0, 0};
  21027. int dy[] = {-1, 0, 1};
  21028. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21029. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21030. }
  21031. }
  21032. pos++;
  21033. }
  21034. icewall_unit_pos = pos;
  21035. for (i=0;i<8;i++) {
  21036. skill_unit_layout[pos].count = 5;
  21037. if (i&1) {
  21038. if (i&0x2) {
  21039. int dx[] = {-2,-1, 0, 1, 2};
  21040. int dy[] = { 2, 1, 0,-1,-2};
  21041. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21042. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21043. } else {
  21044. int dx[] = { 2, 1 ,0,-1,-2};
  21045. int dy[] = { 2, 1, 0,-1,-2};
  21046. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21047. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21048. }
  21049. } else {
  21050. if (i%4==0) {
  21051. int dx[] = {-2,-1, 0, 1, 2};
  21052. int dy[] = { 0, 0, 0, 0, 0};
  21053. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21054. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21055. } else {
  21056. int dx[] = { 0, 0, 0, 0, 0};
  21057. int dy[] = {-2,-1, 0, 1, 2};
  21058. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21059. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21060. }
  21061. }
  21062. pos++;
  21063. }
  21064. earthstrain_unit_pos = pos;
  21065. for( i = 0; i < 8; i++ )
  21066. { // For each Direction
  21067. skill_unit_layout[pos].count = 15;
  21068. switch( i )
  21069. {
  21070. case 0: case 1: case 3: case 4: case 5: case 7:
  21071. {
  21072. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  21073. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21074. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21075. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21076. }
  21077. break;
  21078. case 2:
  21079. case 6:
  21080. {
  21081. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21082. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  21083. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21084. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21085. }
  21086. break;
  21087. }
  21088. pos++;
  21089. }
  21090. firerain_unit_pos = pos;
  21091. for( i = 0; i < 8; i++ ) {
  21092. skill_unit_layout[pos].count = 3;
  21093. switch( i ) {
  21094. case 0: case 1: case 3: case 4: case 5: case 7:
  21095. {
  21096. static const int dx[] = {-1, 0, 1};
  21097. static const int dy[] = { 0, 0, 0};
  21098. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21099. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21100. }
  21101. break;
  21102. case 2:
  21103. case 6:
  21104. {
  21105. static const int dx[] = { 0, 0, 0};
  21106. static const int dy[] = {-1, 0, 1};
  21107. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21108. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21109. }
  21110. break;
  21111. }
  21112. pos++;
  21113. }
  21114. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  21115. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  21116. }
  21117. void skill_init_nounit_layout (void) {
  21118. int i, pos = 0;
  21119. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  21120. for( i = 0; i < 8; i++ ) {
  21121. if( i&1 ) {
  21122. skill_nounit_layout[pos].count = 33;
  21123. if( i&2 ) {
  21124. if( i&4 ) { // 7
  21125. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  21126. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  21127. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21128. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21129. } else { // 3
  21130. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  21131. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  21132. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21133. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21134. }
  21135. } else {
  21136. if( i&4 ) { // 5
  21137. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  21138. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  21139. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21140. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21141. } else { // 1
  21142. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  21143. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  21144. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21145. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21146. }
  21147. }
  21148. } else {
  21149. skill_nounit_layout[pos].count = 21;
  21150. if( i&2 ) {
  21151. if( i&4 ) { // 6
  21152. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  21153. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  21154. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21155. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21156. } else { // 2
  21157. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  21158. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  21159. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21160. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21161. }
  21162. } else {
  21163. if( i&4 ) { // 4
  21164. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  21165. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  21166. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21167. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21168. } else { // 0
  21169. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  21170. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  21171. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21172. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21173. }
  21174. }
  21175. }
  21176. pos++;
  21177. }
  21178. for( i = 0; i < 8; i++ ) {
  21179. if( i&1 ) {
  21180. skill_nounit_layout[pos].count = 74;
  21181. if( i&2 ) {
  21182. if( i&4 ) { // 7
  21183. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  21184. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  21185. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  21186. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21187. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  21188. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  21189. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  21190. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21191. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21192. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21193. } else { // 3
  21194. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  21195. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  21196. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  21197. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21198. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  21199. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  21200. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  21201. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21202. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21203. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21204. }
  21205. } else {
  21206. if( i&4 ) { // 5
  21207. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  21208. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  21209. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  21210. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21211. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  21212. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  21213. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  21214. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21215. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21216. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21217. } else { // 1
  21218. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  21219. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  21220. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  21221. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21222. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  21223. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  21224. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  21225. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21226. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21227. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21228. }
  21229. }
  21230. } else {
  21231. skill_nounit_layout[pos].count = 44;
  21232. if( i&2 ) {
  21233. if( i&4 ) { // 6
  21234. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  21235. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  21236. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21237. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21238. } else { // 2
  21239. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  21240. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  21241. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21242. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21243. }
  21244. } else {
  21245. if( i&4 ) { // 4
  21246. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21247. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21248. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21249. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21250. } else { // 0
  21251. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21252. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21253. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21254. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21255. }
  21256. }
  21257. }
  21258. pos++;
  21259. }
  21260. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  21261. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  21262. }
  21263. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  21264. status_change *sc = status_get_sc(bl);
  21265. if( !sc || !bl || !skill_id )
  21266. return 0; // Can do it
  21267. switch (type) {
  21268. case SC_ANKLE:
  21269. if (skill_id == AL_TELEPORT)
  21270. return 1;
  21271. break;
  21272. case SC_STASIS:
  21273. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  21274. return 1; // Can't do it.
  21275. break;
  21276. case SC_KAGEHUMI:
  21277. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  21278. return 1;
  21279. break;
  21280. case SC_BITE:
  21281. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  21282. return 1;
  21283. break;
  21284. }
  21285. return 0;
  21286. }
  21287. /**
  21288. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  21289. * @param sc: Status changes active on target
  21290. * @param skill_id: Skill to toggle
  21291. * @return True on success or false otherwise
  21292. */
  21293. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  21294. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  21295. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  21296. return false;
  21297. if (skill->inf2[INF2_TOGGLEABLE]) {
  21298. if (sc.getSCE(skill->sc))
  21299. return true;
  21300. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  21301. if (skill->nameid == NC_NEUTRALBARRIER && sc.getSCE(SC_NEUTRALBARRIER_MASTER))
  21302. return true;
  21303. if (skill->nameid == NC_STEALTHFIELD && sc.getSCE(SC_STEALTHFIELD_MASTER))
  21304. return true;
  21305. }
  21306. return false;
  21307. }
  21308. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  21309. int type = 0;
  21310. switch( skill_id ) {
  21311. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  21312. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  21313. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  21314. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  21315. }
  21316. type += skill_lv - 1;
  21317. return type;
  21318. }
  21319. /**
  21320. * Check before do `unit_movepos` call
  21321. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  21322. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  21323. **/
  21324. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  21325. status_change *sc;
  21326. nullpo_retr(false, bl);
  21327. struct map_data *mapdata = map_getmapdata(bl->m);
  21328. if (check_flag&1 && mapdata->getMapFlag(MF_BATTLEGROUND))
  21329. return false;
  21330. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  21331. return false;
  21332. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  21333. return false;
  21334. sc = status_get_sc(bl);
  21335. if (sc && sc->getSCE(SC_SV_ROOTTWIST))
  21336. return false;
  21337. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  21338. }
  21339. /**
  21340. * Get skill duration after adjustments by skill_duration mapflag
  21341. * @param mapdata: Source map data
  21342. * @param skill_id: Skill ID
  21343. * @param skill_lv: Skill level
  21344. * @return Adjusted skill duration
  21345. */
  21346. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  21347. int time = 0;
  21348. if (!(time = skill_get_time(skill_id, skill_lv)))
  21349. return 0;
  21350. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  21351. return time / 100 * mapdata->skill_duration[skill_id];
  21352. return time;
  21353. }
  21354. const std::string SkillDatabase::getDefaultLocation() {
  21355. return std::string(db_path) + "/skill_db.yml";
  21356. }
  21357. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  21358. int32 value;
  21359. const auto& skNode = node[c4::to_csubstr(nodeName)];
  21360. if (!skNode.is_seq()) {
  21361. if (!this->asInt32(node, nodeName, value))
  21362. return false;
  21363. for (size_t i = 0; i < S; i++)
  21364. arr[i] = value;
  21365. } else {
  21366. uint16 max_level = 0;
  21367. for (const auto& it : skNode) {
  21368. uint16 skill_lv;
  21369. if (!this->asUInt16(it, "Level", skill_lv))
  21370. continue;
  21371. if (skill_lv > MAX_SKILL_LEVEL) {
  21372. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  21373. return false;
  21374. }
  21375. if (!this->asInt32(it, subNodeName, value))
  21376. continue;
  21377. arr[skill_lv - 1] = value;
  21378. max_level = max(max_level, skill_lv);
  21379. }
  21380. size_t i = max_level, j;
  21381. // Check for linear change with increasing steps until we reach half of the data acquired.
  21382. for (size_t step = 1; step <= i / 2; step++) {
  21383. int diff = arr[i - 1] - arr[i - step - 1];
  21384. for (j = i - 1; j >= step; j--) {
  21385. if ((arr[j] - arr[j - step]) != diff)
  21386. break;
  21387. }
  21388. if (j >= step) // No match, try next step.
  21389. continue;
  21390. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  21391. arr[i] = arr[i - step] + diff;
  21392. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  21393. arr[i] = 1;
  21394. diff = 0;
  21395. step = 1;
  21396. }
  21397. }
  21398. return true;
  21399. }
  21400. // Unable to determine linear trend, fill remaining array values with last value
  21401. for (; i < S; i++)
  21402. arr[i] = arr[max_level - 1];
  21403. }
  21404. return true;
  21405. }
  21406. /**
  21407. * Reads and parses an entry from the skill_db.
  21408. * @param node: YAML node containing the entry.
  21409. * @return count of successfully parsed rows
  21410. */
  21411. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21412. uint16 skill_id;
  21413. if (!this->asUInt16(node, "Id", skill_id))
  21414. return 0;
  21415. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  21416. bool exists = skill != nullptr;
  21417. if (!exists) {
  21418. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  21419. return 0;
  21420. skill = std::make_shared<s_skill_db>();
  21421. skill->nameid = skill_id;
  21422. }
  21423. if (this->nodeExists(node, "Name")) {
  21424. std::string name;
  21425. if (!this->asString(node, "Name", name))
  21426. return 0;
  21427. name.resize(SKILL_NAME_LENGTH);
  21428. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  21429. }
  21430. if (this->nodeExists(node, "Description")) {
  21431. std::string name;
  21432. if (!this->asString(node, "Description", name))
  21433. return 0;
  21434. name.resize(SKILL_DESC_LENGTH);
  21435. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  21436. }
  21437. if (this->nodeExists(node, "MaxLevel")) {
  21438. uint16 skill_lv;
  21439. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  21440. return 0;
  21441. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  21442. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  21443. return 0;
  21444. }
  21445. skill->max = skill_lv;
  21446. }
  21447. if (this->nodeExists(node, "Type")) {
  21448. std::string type;
  21449. if (!this->asString(node, "Type", type))
  21450. return 0;
  21451. std::string type_constant = "BF_" + type;
  21452. int64 constant;
  21453. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21454. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  21455. return 0;
  21456. }
  21457. if (constant < BF_NONE || constant > BF_MISC) {
  21458. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  21459. return 0;
  21460. }
  21461. skill->skill_type = static_cast<e_battle_flag>(constant);
  21462. } else {
  21463. if (!exists)
  21464. skill->skill_type = BF_NONE;
  21465. }
  21466. if (this->nodeExists(node, "TargetType")) {
  21467. std::string inf;
  21468. if (!this->asString(node, "TargetType", inf))
  21469. return 0;
  21470. std::string inf_constant = "INF_" + inf + "_SKILL";
  21471. int64 constant;
  21472. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  21473. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  21474. return 0;
  21475. }
  21476. skill->inf = static_cast<uint16>(constant);
  21477. }
  21478. if (this->nodeExists(node, "DamageFlags")) {
  21479. const auto& damageNode = node["DamageFlags"];
  21480. for (const auto& it : damageNode) {
  21481. std::string nk;
  21482. c4::from_chars(it.key(), &nk);
  21483. std::string nk_constant = "NK_" + nk;
  21484. int64 constant;
  21485. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  21486. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  21487. return 0;
  21488. }
  21489. bool active;
  21490. if (!this->asBool(damageNode, nk, active))
  21491. return 0;
  21492. if (active)
  21493. skill->nk.set(static_cast<uint8>(constant));
  21494. else
  21495. skill->nk.reset(static_cast<uint8>(constant));
  21496. }
  21497. }
  21498. if (this->nodeExists(node, "Flags")) {
  21499. const auto& infoNode = node["Flags"];
  21500. for (const auto& it : infoNode) {
  21501. std::string inf2;
  21502. c4::from_chars(it.key(), &inf2);
  21503. std::string inf2_constant = "INF2_" + inf2;
  21504. int64 constant;
  21505. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  21506. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  21507. continue;
  21508. }
  21509. bool active;
  21510. if (!this->asBool(infoNode, inf2, active))
  21511. return 0;
  21512. if (active)
  21513. skill->inf2.set(static_cast<uint8>(constant));
  21514. else
  21515. skill->inf2.reset(static_cast<uint8>(constant));
  21516. }
  21517. }
  21518. if (this->nodeExists(node, "Range")) {
  21519. if (!this->parseNode("Range", "Size", node, skill->range))
  21520. return 0;
  21521. } else {
  21522. if (!exists)
  21523. memset(skill->range, 0, sizeof(skill->range));
  21524. }
  21525. if (this->nodeExists(node, "Hit")) {
  21526. std::string hit;
  21527. if (!this->asString(node, "Hit", hit))
  21528. return 0;
  21529. std::string hit_constant = "DMG_" + hit;
  21530. int64 constant;
  21531. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  21532. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  21533. return 0;
  21534. }
  21535. skill->hit = static_cast<e_damage_type>(constant);
  21536. } else {
  21537. if (!exists)
  21538. skill->hit = DMG_NORMAL;
  21539. }
  21540. if (this->nodeExists(node, "HitCount")) {
  21541. if (!this->parseNode("HitCount", "Count", node, skill->num))
  21542. return 0;
  21543. } else {
  21544. if (!exists)
  21545. memset(skill->num, 0, sizeof(skill->num));
  21546. }
  21547. if (this->nodeExists(node, "Element")) {
  21548. const auto elementNode = node["Element"];
  21549. std::string element;
  21550. if (!elementNode.is_seq()) {
  21551. if (!this->asString(node, "Element", element))
  21552. return 0;
  21553. std::string element_constant = "ELE_" + element;
  21554. int64 constant;
  21555. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21556. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21557. return 0;
  21558. }
  21559. if (constant == ELE_NONE) {
  21560. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21561. return 0;
  21562. }
  21563. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  21564. } else {
  21565. for (const auto& it : elementNode) {
  21566. uint16 skill_lv;
  21567. if (!this->asUInt16(it, "Level", skill_lv))
  21568. continue;
  21569. if (skill_lv > MAX_SKILL_LEVEL) {
  21570. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21571. return false;
  21572. }
  21573. if (!this->asString(it, "Element", element))
  21574. continue;
  21575. std::string element_constant = "ELE_" + element;
  21576. int64 constant;
  21577. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21578. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21579. return 0;
  21580. }
  21581. if (constant == ELE_NONE) {
  21582. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21583. return 0;
  21584. }
  21585. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  21586. }
  21587. }
  21588. } else {
  21589. if (!exists)
  21590. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  21591. }
  21592. if (this->nodeExists(node, "SplashArea")) {
  21593. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  21594. return 0;
  21595. } else {
  21596. if (!exists)
  21597. memset(skill->splash, 0, sizeof(skill->splash));
  21598. }
  21599. if (this->nodeExists(node, "ActiveInstance")) {
  21600. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  21601. return 0;
  21602. } else {
  21603. if (!exists)
  21604. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  21605. }
  21606. if (this->nodeExists(node, "Knockback")) {
  21607. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  21608. return 0;
  21609. } else {
  21610. if (!exists)
  21611. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  21612. }
  21613. if (this->nodeExists(node, "CopyFlags")) {
  21614. const auto& copyNode = node["CopyFlags"];
  21615. if (this->nodeExists(copyNode, "Skill")) {
  21616. const auto& copyskillNode = copyNode["Skill"];
  21617. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  21618. bool active;
  21619. if (!this->asBool(copyskillNode, "Plagiarism", active))
  21620. return 0;
  21621. if (active)
  21622. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  21623. else
  21624. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  21625. }
  21626. if (this->nodeExists(copyskillNode, "Reproduce")) {
  21627. bool active;
  21628. if (!this->asBool(copyskillNode, "Reproduce", active))
  21629. return 0;
  21630. if (active)
  21631. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  21632. else
  21633. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  21634. }
  21635. } else {
  21636. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  21637. return 0;
  21638. }
  21639. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  21640. const auto& copyreqNode = copyNode["RemoveRequirement"];
  21641. for (const auto& it : copyreqNode) {
  21642. std::string req;
  21643. c4::from_chars(it.key(), &req);
  21644. std::string req_constant = "SKILL_REQ_" + req;
  21645. int64 constant;
  21646. if (!script_get_constant(req_constant.c_str(), &constant)) {
  21647. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  21648. return 0;
  21649. }
  21650. skill->copyable.req_opt |= constant;
  21651. }
  21652. } else {
  21653. if (!exists)
  21654. skill->copyable.req_opt = 0;
  21655. }
  21656. }
  21657. if (this->nodeExists(node, "NoNearNpc")) {
  21658. const auto& npcNode = node["NoNearNpc"];
  21659. if (this->nodeExists(npcNode, "AdditionalRange")) {
  21660. uint16 range;
  21661. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  21662. return 0;
  21663. skill->unit_nonearnpc_range = range;
  21664. } else {
  21665. if (!exists)
  21666. skill->unit_nonearnpc_range = 0;
  21667. }
  21668. if (this->nodeExists(npcNode, "Type")) {
  21669. const auto& npctypeNode = npcNode["Type"];
  21670. for (const auto& it : npctypeNode) {
  21671. std::string type;
  21672. c4::from_chars(it.key(), &type);
  21673. std::string type_constant = "SKILL_NONEAR_" + type;
  21674. int64 constant;
  21675. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21676. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  21677. return 0;
  21678. }
  21679. bool active;
  21680. if (!this->asBool(npctypeNode, type, active))
  21681. return 0;
  21682. if (active)
  21683. skill->unit_nonearnpc_type |= constant;
  21684. else
  21685. skill->unit_nonearnpc_type &= ~constant;
  21686. }
  21687. } else {
  21688. if (!exists)
  21689. skill->unit_nonearnpc_type = 0;
  21690. }
  21691. }
  21692. if (this->nodeExists(node, "CastCancel")) {
  21693. bool active;
  21694. if (!this->asBool(node, "CastCancel", active))
  21695. return 0;
  21696. skill->castcancel = active;
  21697. } else {
  21698. if (!exists)
  21699. skill->castcancel = false;
  21700. }
  21701. if (this->nodeExists(node, "CastDefenseReduction")) {
  21702. uint16 reduction;
  21703. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  21704. return 0;
  21705. skill->cast_def_rate = reduction;
  21706. } else {
  21707. if (!exists)
  21708. skill->cast_def_rate = 0;
  21709. }
  21710. if (this->nodeExists(node, "CastTime")) {
  21711. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  21712. return 0;
  21713. } else {
  21714. if (!exists)
  21715. memset(skill->cast, 0, sizeof(skill->cast));
  21716. }
  21717. if (this->nodeExists(node, "AfterCastActDelay")) {
  21718. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  21719. return 0;
  21720. } else {
  21721. if (!exists)
  21722. memset(skill->delay, 0, sizeof(skill->delay));
  21723. }
  21724. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  21725. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  21726. return 0;
  21727. } else {
  21728. if (!exists)
  21729. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  21730. }
  21731. if (this->nodeExists(node, "Duration1")) {
  21732. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  21733. return 0;
  21734. } else {
  21735. if (!exists)
  21736. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  21737. }
  21738. if (this->nodeExists(node, "Duration2")) {
  21739. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  21740. return 0;
  21741. } else {
  21742. if (!exists)
  21743. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  21744. }
  21745. if (this->nodeExists(node, "Cooldown")) {
  21746. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  21747. return 0;
  21748. } else {
  21749. if (!exists)
  21750. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  21751. }
  21752. #ifdef RENEWAL_CAST
  21753. if (this->nodeExists(node, "FixedCastTime")) {
  21754. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  21755. return 0;
  21756. } else {
  21757. if (!exists)
  21758. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  21759. }
  21760. #endif
  21761. if (this->nodeExists(node, "CastTimeFlags")) {
  21762. const auto& castNode = node["CastTimeFlags"];
  21763. for (const auto& it : castNode) {
  21764. std::string flag;
  21765. c4::from_chars(it.key(), &flag);
  21766. std::string flag_constant = "SKILL_CAST_" + flag;
  21767. int64 constant;
  21768. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21769. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  21770. return 0;
  21771. }
  21772. bool active;
  21773. if (!this->asBool(castNode, flag, active))
  21774. return 0;
  21775. if (active)
  21776. skill->castnodex |= constant;
  21777. else
  21778. skill->castnodex &= ~constant;
  21779. }
  21780. }
  21781. if (this->nodeExists(node, "CastDelayFlags")) {
  21782. const auto& castNode = node["CastDelayFlags"];
  21783. for (const auto& it : castNode) {
  21784. std::string flag;
  21785. c4::from_chars(it.key(), &flag);
  21786. std::string flag_constant = "SKILL_CAST_" + flag;
  21787. int64 constant;
  21788. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21789. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  21790. return 0;
  21791. }
  21792. bool active;
  21793. if (!this->asBool(castNode, flag, active))
  21794. return 0;
  21795. if (active)
  21796. skill->delaynodex |= constant;
  21797. else
  21798. skill->delaynodex &= ~constant;
  21799. }
  21800. }
  21801. if (this->nodeExists(node, "Requires")) {
  21802. const auto& requireNode = node["Requires"];
  21803. if (this->nodeExists(requireNode, "HpCost")) {
  21804. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  21805. return 0;
  21806. } else {
  21807. if (!exists)
  21808. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  21809. }
  21810. if (this->nodeExists(requireNode, "SpCost")) {
  21811. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  21812. return 0;
  21813. } else {
  21814. if (!exists)
  21815. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  21816. }
  21817. if (this->nodeExists(requireNode, "ApCost")) {
  21818. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  21819. return 0;
  21820. } else {
  21821. if (!exists)
  21822. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  21823. }
  21824. if (this->nodeExists(requireNode, "HpRateCost")) {
  21825. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  21826. return 0;
  21827. } else {
  21828. if (!exists)
  21829. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  21830. }
  21831. if (this->nodeExists(requireNode, "SpRateCost")) {
  21832. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  21833. return 0;
  21834. } else {
  21835. if (!exists)
  21836. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  21837. }
  21838. if (this->nodeExists(requireNode, "ApRateCost")) {
  21839. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  21840. return 0;
  21841. } else {
  21842. if (!exists)
  21843. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  21844. }
  21845. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  21846. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  21847. return 0;
  21848. } else {
  21849. if (!exists)
  21850. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  21851. }
  21852. if (this->nodeExists(requireNode, "ZenyCost")) {
  21853. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  21854. return 0;
  21855. } else {
  21856. if (!exists)
  21857. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  21858. }
  21859. if (this->nodeExists(requireNode, "Weapon")) {
  21860. const auto& weaponNode = requireNode["Weapon"];
  21861. if (this->nodeExists(weaponNode, "All")) {
  21862. bool active;
  21863. if (!this->asBool(weaponNode, "All", active))
  21864. return 0;
  21865. if (active)
  21866. skill->require.weapon = 0;
  21867. } else {
  21868. for (const auto& it : weaponNode) {
  21869. std::string weapon;
  21870. c4::from_chars(it.key(), &weapon);
  21871. std::string weapon_constant = "W_" + weapon;
  21872. int64 constant;
  21873. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  21874. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  21875. return 0;
  21876. }
  21877. bool active;
  21878. if (!this->asBool(weaponNode, weapon, active))
  21879. return 0;
  21880. if (active)
  21881. skill->require.weapon |= 1 << constant;
  21882. else
  21883. skill->require.weapon &= ~(1 << constant);
  21884. }
  21885. }
  21886. } else {
  21887. if (!exists)
  21888. skill->require.weapon = 0;
  21889. }
  21890. if (this->nodeExists(requireNode, "Ammo")) {
  21891. const auto& ammoNode = requireNode["Ammo"];
  21892. if (this->nodeExists(ammoNode, "None")) {
  21893. bool active;
  21894. if (!this->asBool(ammoNode, "None", active))
  21895. return 0;
  21896. if (active)
  21897. skill->require.ammo = 0;
  21898. } else {
  21899. for (const auto& it : ammoNode) {
  21900. std::string ammo;
  21901. c4::from_chars(it.key(), &ammo);
  21902. std::string ammo_constant = "AMMO_" + ammo;
  21903. int64 constant;
  21904. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  21905. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  21906. return 0;
  21907. }
  21908. bool active;
  21909. if (!this->asBool(ammoNode, ammo, active))
  21910. return 0;
  21911. if (active)
  21912. skill->require.ammo |= 1 << constant;
  21913. else
  21914. skill->require.ammo &= ~(1 << constant);
  21915. }
  21916. }
  21917. } else {
  21918. if (!exists)
  21919. skill->require.ammo = 0;
  21920. }
  21921. if (this->nodeExists(requireNode, "AmmoAmount")) {
  21922. if (skill->require.ammo == 0) {
  21923. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  21924. return 0;
  21925. }
  21926. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  21927. return 0;
  21928. } else {
  21929. if (!exists)
  21930. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  21931. }
  21932. if (this->nodeExists(requireNode, "State")) {
  21933. std::string state;
  21934. if (!this->asString(requireNode, "State", state))
  21935. return 0;
  21936. std::string state_constant = "ST_" + state;
  21937. int64 constant;
  21938. if (!script_get_constant(state_constant.c_str(), &constant)) {
  21939. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  21940. return 0;
  21941. }
  21942. skill->require.state = static_cast<int32>(constant);
  21943. }
  21944. if (this->nodeExists(requireNode, "Status")) {
  21945. const auto& statusNode = requireNode["Status"];
  21946. for (const auto& it : statusNode) {
  21947. std::string status;
  21948. c4::from_chars(it.key(), &status);
  21949. std::string status_constant = "SC_" + status;
  21950. int64 constant;
  21951. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21952. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  21953. return 0;
  21954. }
  21955. bool active;
  21956. if (!this->asBool(statusNode, status, active))
  21957. return 0;
  21958. auto status_exists = util::vector_get(skill->require.status, constant);
  21959. if (active && status_exists == skill->require.status.end())
  21960. skill->require.status.push_back(static_cast<sc_type>(constant));
  21961. else if (!active && status_exists != skill->require.status.end())
  21962. skill->require.status.erase(status_exists);
  21963. }
  21964. }
  21965. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  21966. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  21967. return 0;
  21968. } else {
  21969. if (!exists)
  21970. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  21971. }
  21972. if (this->nodeExists(requireNode, "ItemCost")) {
  21973. const auto itemNode = requireNode["ItemCost"];
  21974. int32 count = 0;
  21975. for (const auto& it : itemNode) {
  21976. std::string item_name;
  21977. if (!this->asString(it, "Item", item_name))
  21978. continue;
  21979. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21980. if (item == nullptr) {
  21981. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  21982. return 0;
  21983. }
  21984. int32 amount;
  21985. if (!this->asInt32(it, "Amount", amount))
  21986. continue;
  21987. if (this->nodeExists(it, "Level")) {
  21988. uint16 cost_level;
  21989. if (!this->asUInt16(it, "Level", cost_level))
  21990. continue;
  21991. if (cost_level < 1 || cost_level > skill->max) {
  21992. this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max);
  21993. return 0;
  21994. }
  21995. count = cost_level - 1;
  21996. if (!skill->require.itemid_level_dependent)
  21997. skill->require.itemid_level_dependent = true;
  21998. }
  21999. skill->require.itemid[count] = item->nameid;
  22000. skill->require.amount[count] = amount;
  22001. count++;
  22002. }
  22003. }
  22004. if (this->nodeExists(requireNode, "Equipment")) {
  22005. const auto& equipNode = requireNode["Equipment"];
  22006. for (const auto& it : equipNode) {
  22007. std::string item_name;
  22008. c4::from_chars(it.key(), &item_name);
  22009. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22010. if (item == nullptr) {
  22011. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  22012. return 0;
  22013. }
  22014. bool active;
  22015. if (!this->asBool(equipNode, item_name, active))
  22016. return 0;
  22017. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  22018. if (active && equip_exists == skill->require.eqItem.end())
  22019. skill->require.eqItem.push_back(item->nameid);
  22020. else if (!active && equip_exists != skill->require.eqItem.end())
  22021. skill->require.eqItem.erase(equip_exists);
  22022. }
  22023. }
  22024. }
  22025. if (this->nodeExists(node, "GiveAp")) {
  22026. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  22027. return 0;
  22028. } else {
  22029. if (!exists)
  22030. memset(skill->giveap, 0, sizeof(skill->giveap));
  22031. }
  22032. if (this->nodeExists(node, "Unit")) {
  22033. const auto& unitNode = node["Unit"];
  22034. if (this->nodeExists(unitNode, "Id")) {
  22035. std::string unit;
  22036. if (!this->asString(unitNode, "Id", unit))
  22037. return 0;
  22038. std::string unit_constant = "UNT_" + unit;
  22039. int64 constant;
  22040. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  22041. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  22042. return 0;
  22043. }
  22044. skill->unit_id = static_cast<uint16>(constant);
  22045. } else {
  22046. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  22047. return 0;
  22048. }
  22049. if (this->nodeExists(unitNode, "AlternateId")) {
  22050. std::string unit;
  22051. if (!this->asString(unitNode, "AlternateId", unit))
  22052. return 0;
  22053. std::string unit_constant = "UNT_" + unit;
  22054. int64 constant;
  22055. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  22056. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  22057. return 0;
  22058. }
  22059. skill->unit_id2 = static_cast<uint16>(constant);
  22060. } else {
  22061. if (!exists)
  22062. skill->unit_id2 = 0;
  22063. }
  22064. if (this->nodeExists(unitNode, "Layout")) {
  22065. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  22066. return 0;
  22067. } else {
  22068. if (!exists)
  22069. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  22070. }
  22071. if (this->nodeExists(unitNode, "Range")) {
  22072. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  22073. return 0;
  22074. } else {
  22075. if (!exists)
  22076. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  22077. }
  22078. if (this->nodeExists(unitNode, "Interval")) {
  22079. int16 interval;
  22080. if (!this->asInt16(unitNode, "Interval", interval))
  22081. return 0;
  22082. skill->unit_interval = interval;
  22083. } else {
  22084. if (!exists)
  22085. skill->unit_interval = 0;
  22086. }
  22087. if (this->nodeExists(unitNode, "Target")) {
  22088. std::string target;
  22089. if (!this->asString(unitNode, "Target", target))
  22090. return 0;
  22091. std::string target_constant = "BCT_" + target;
  22092. int64 constant;
  22093. if (!script_get_constant(target_constant.c_str(), &constant)) {
  22094. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  22095. return 0;
  22096. }
  22097. skill->unit_target = static_cast<int32>(constant);
  22098. } else {
  22099. if (!exists)
  22100. skill->unit_target = BCT_ALL;
  22101. }
  22102. if (this->nodeExists(unitNode, "Flag")) {
  22103. const auto& flagNode = unitNode["Flag"];
  22104. for (const auto& it : flagNode) {
  22105. std::string flag;
  22106. c4::from_chars(it.key(), &flag);
  22107. std::string flag_constant = "UF_" + flag;
  22108. int64 constant;
  22109. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  22110. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  22111. return 0;
  22112. }
  22113. bool active;
  22114. if (!this->asBool(flagNode, flag, active))
  22115. return 0;
  22116. if (active)
  22117. skill->unit_flag.set(static_cast<uint8>(constant));
  22118. else
  22119. skill->unit_flag.reset(static_cast<uint8>(constant));
  22120. }
  22121. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  22122. skill->unit_target = BCT_NOENEMY;
  22123. // By default, target just characters.
  22124. skill->unit_target |= BL_CHAR;
  22125. if (skill->unit_flag[UF_NOPC])
  22126. skill->unit_target &= ~BL_PC;
  22127. if (skill->unit_flag[UF_NOMOB])
  22128. skill->unit_target &= ~BL_MOB;
  22129. if (skill->unit_flag[UF_SKILL])
  22130. skill->unit_target |= BL_SKILL;
  22131. } else {
  22132. if (!exists){
  22133. skill->unit_flag = UF_NONE;
  22134. // By default, target just characters.
  22135. skill->unit_target |= BL_CHAR;
  22136. }
  22137. }
  22138. }
  22139. if (this->nodeExists(node, "Status")) {
  22140. std::string status;
  22141. if (!this->asString(node, "Status", status))
  22142. return 0;
  22143. std::string status_constant = "SC_" + status;
  22144. int64 constant;
  22145. if (!script_get_constant(status_constant.c_str(), &constant)) {
  22146. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  22147. return 0;
  22148. }
  22149. if (constant < SC_NONE || constant >= SC_MAX) {
  22150. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  22151. constant = SC_NONE;
  22152. }
  22153. skill->sc = static_cast<sc_type>(constant);
  22154. } else {
  22155. if (!exists)
  22156. skill->sc = SC_NONE;
  22157. }
  22158. if (!exists) {
  22159. this->put(skill_id, skill);
  22160. this->skilldb_id2idx[skill_id] = this->skill_num;
  22161. this->skill_num++;
  22162. }
  22163. return 1;
  22164. }
  22165. void SkillDatabase::clear() {
  22166. TypesafeCachedYamlDatabase::clear();
  22167. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  22168. this->skill_num = 1;
  22169. }
  22170. void SkillDatabase::loadingFinished(){
  22171. if( this->skill_num > MAX_SKILL ){
  22172. ShowError( "There are more skills defined in the skill database (%d) than the MAX_SKILL (%d) define. Please increase it and recompile.\n", this->skill_num, MAX_SKILL );
  22173. }
  22174. TypesafeCachedYamlDatabase::loadingFinished();
  22175. }
  22176. /**
  22177. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  22178. * @param skill_id
  22179. * @param silent If Skill is undefined, show error message!
  22180. * @return Skill Index or 0 if not found/unset
  22181. **/
  22182. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
  22183. uint16 idx = this->skilldb_id2idx[skill_id];
  22184. if( idx == 0 && skill_id != 0 && !silent ){
  22185. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  22186. }
  22187. return idx;
  22188. }
  22189. SkillDatabase skill_db;
  22190. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  22191. return std::string(db_path) + "/spellbook_db.yml";
  22192. }
  22193. /**
  22194. * Reads and parses an entry from the spellbook_db.
  22195. * @param node: YAML node containing the entry.
  22196. * @return count of successfully parsed rows
  22197. */
  22198. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22199. std::string skill_name;
  22200. if (!this->asString(node, "Skill", skill_name))
  22201. return 0;
  22202. uint16 skill_id = skill_name2id(skill_name.c_str());
  22203. if (skill_id == 0) {
  22204. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  22205. return 0;
  22206. }
  22207. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  22208. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  22209. return 0;
  22210. }
  22211. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  22212. bool exists = spell != nullptr;
  22213. if (!exists) {
  22214. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  22215. return 0;
  22216. spell = std::make_shared<s_skill_spellbook_db>();
  22217. spell->skill_id = skill_id;
  22218. }
  22219. if (this->nodeExists(node, "Book")) {
  22220. std::string book_name;
  22221. if (!this->asString(node, "Book", book_name))
  22222. return 0;
  22223. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  22224. if (item == nullptr) {
  22225. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  22226. return 0;
  22227. }
  22228. spell->nameid = item->nameid;
  22229. }
  22230. if (this->nodeExists(node, "PreservePoints")) {
  22231. uint16 points;
  22232. if (!this->asUInt16(node, "PreservePoints", points))
  22233. return 0;
  22234. spell->points = points;
  22235. }
  22236. if (!exists)
  22237. this->put(skill_id, spell);
  22238. return 1;
  22239. }
  22240. /**
  22241. * Check if the specified item is available in the spellbook_db or not
  22242. * @param nameid: Book Item ID
  22243. * @return Spell data or nullptr otherwise
  22244. */
  22245. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  22246. if (!item_db.exists(nameid) || reading_spellbook_db.empty())
  22247. return nullptr;
  22248. for (const auto &spell : reading_spellbook_db) {
  22249. if (spell.second->nameid == nameid)
  22250. return spell.second;
  22251. }
  22252. return nullptr;
  22253. }
  22254. const std::string MagicMushroomDatabase::getDefaultLocation() {
  22255. return std::string(db_path) + "/magicmushroom_db.yml";
  22256. }
  22257. /**
  22258. * Reads and parses an entry from the magicmushroom_db.
  22259. * @param node: YAML node containing the entry.
  22260. * @return count of successfully parsed rows
  22261. */
  22262. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22263. std::string skill_name;
  22264. if (!this->asString(node, "Skill", skill_name))
  22265. return 0;
  22266. uint16 skill_id = skill_name2id(skill_name.c_str());
  22267. if (!skill_id) {
  22268. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  22269. return 0;
  22270. }
  22271. if (!skill_get_inf(skill_id)) {
  22272. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  22273. return 0;
  22274. }
  22275. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  22276. bool exists = mushroom != nullptr;
  22277. if (!exists) {
  22278. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  22279. mushroom->skill_id = skill_id;
  22280. this->put(skill_id, mushroom);
  22281. }
  22282. return 1;
  22283. }
  22284. /** Reads skill no cast db
  22285. * Structure: SkillID,Flag
  22286. */
  22287. static bool skill_parse_row_nocastdb( char* split[], size_t columns, size_t current ){
  22288. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  22289. if (!skill)
  22290. return false;
  22291. skill->nocast |= atoi(split[1]);
  22292. return true;
  22293. }
  22294. /** Reads Produce db
  22295. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  22296. */
  22297. static bool skill_parse_row_producedb( char* split[], size_t columns, size_t current ){
  22298. unsigned short x, y;
  22299. unsigned short id = atoi(split[0]);
  22300. t_itemid nameid = 0;
  22301. bool found = false;
  22302. if (id >= ARRAYLENGTH(skill_produce_db)) {
  22303. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  22304. return false;
  22305. }
  22306. // Clear previous data, for importing support
  22307. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  22308. // Import just for clearing/disabling from original data
  22309. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  22310. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  22311. return true;
  22312. }
  22313. if (!item_db.exists(nameid)) {
  22314. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  22315. return false;
  22316. }
  22317. skill_produce_db[id].nameid = nameid;
  22318. skill_produce_db[id].itemlv = atoi(split[2]);
  22319. skill_produce_db[id].req_skill = atoi(split[3]);
  22320. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  22321. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  22322. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  22323. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  22324. }
  22325. if (!found)
  22326. skill_produce_count++;
  22327. return true;
  22328. }
  22329. const std::string SkillArrowDatabase::getDefaultLocation() {
  22330. return std::string(db_path) + "/create_arrow_db.yml";
  22331. }
  22332. /**
  22333. * Reads and parses an entry from the create_arrow_db.
  22334. * @param node: YAML node containing the entry.
  22335. * @return count of successfully parsed rows
  22336. */
  22337. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22338. std::string source_name;
  22339. if (!this->asString(node, "Source", source_name))
  22340. return 0;
  22341. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  22342. if (item == nullptr) {
  22343. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  22344. return 0;
  22345. }
  22346. t_itemid nameid = item->nameid;
  22347. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  22348. bool exists = arrow != nullptr;
  22349. if (!exists) {
  22350. arrow = std::make_shared<s_skill_arrow_db>();
  22351. arrow->nameid = nameid;
  22352. }
  22353. const auto& MakeNode = node["Make"];
  22354. for (const auto &it : MakeNode) {
  22355. std::string item_name;
  22356. if (!this->asString(it, "Item", item_name))
  22357. return 0;
  22358. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22359. if (item == nullptr) {
  22360. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  22361. return 0;
  22362. }
  22363. uint16 amount;
  22364. if (!this->asUInt16(it, "Amount", amount))
  22365. return 0;
  22366. if (amount == 0) {
  22367. if (arrow->created.erase(item->nameid) == 0)
  22368. this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
  22369. continue;
  22370. }
  22371. if (amount > MAX_AMOUNT) {
  22372. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  22373. continue;
  22374. }
  22375. arrow->created[item->nameid] = amount;
  22376. }
  22377. if (!exists)
  22378. this->put(nameid, arrow);
  22379. return 1;
  22380. }
  22381. const std::string AbraDatabase::getDefaultLocation() {
  22382. return std::string(db_path) + "/abra_db.yml";
  22383. }
  22384. /**
  22385. * Reads and parses an entry from the abra_db.
  22386. * @param node: YAML node containing the entry.
  22387. * @return count of successfully parsed rows
  22388. */
  22389. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22390. std::string skill_name;
  22391. if (!this->asString(node, "Skill", skill_name))
  22392. return 0;
  22393. uint16 skill_id = skill_name2id(skill_name.c_str());
  22394. if (!skill_id) {
  22395. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  22396. return 0;
  22397. }
  22398. if (!skill_get_inf(skill_id)) {
  22399. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  22400. return 0;
  22401. }
  22402. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  22403. bool exists = abra != nullptr;
  22404. if (!exists) {
  22405. abra = std::make_shared<s_skill_abra_db>();
  22406. abra->skill_id = skill_id;
  22407. }
  22408. if (this->nodeExists(node, "Probability")) {
  22409. const auto& probNode = node["Probability"];
  22410. uint16 probability;
  22411. if (!probNode.is_seq()) {
  22412. if (!this->asUInt16Rate(probNode, "Probability", probability))
  22413. return 0;
  22414. abra->per.fill(probability);
  22415. } else {
  22416. abra->per.fill(0);
  22417. for (const auto& it : probNode) {
  22418. uint16 skill_lv;
  22419. if (!this->asUInt16(it, "Level", skill_lv))
  22420. continue;
  22421. if (skill_lv > MAX_SKILL_LEVEL) {
  22422. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  22423. return 0;
  22424. }
  22425. if (!this->asUInt16Rate(it, "Probability", probability))
  22426. continue;
  22427. abra->per[skill_lv - 1] = probability;
  22428. }
  22429. }
  22430. } else {
  22431. if (!exists)
  22432. abra->per.fill(500);
  22433. }
  22434. if (!exists)
  22435. this->put(skill_id, abra);
  22436. return 1;
  22437. }
  22438. /** Reads change material db
  22439. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  22440. */
  22441. static bool skill_parse_row_changematerialdb( char* split[], size_t columns, size_t current ){
  22442. uint16 id = atoi(split[0]);
  22443. t_itemid nameid = strtoul(split[1], nullptr, 10);
  22444. short rate = atoi(split[2]);
  22445. bool found = false;
  22446. int x, y;
  22447. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  22448. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  22449. return false;
  22450. }
  22451. // Clear previous data, for importing support
  22452. if (skill_changematerial_db[id].nameid > 0) {
  22453. found = true;
  22454. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22455. }
  22456. // Import just for clearing/disabling from original data
  22457. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  22458. if (nameid == 0) {
  22459. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22460. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  22461. return true;
  22462. }
  22463. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  22464. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  22465. if (skill_produce_db[x].nameid == nameid)
  22466. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  22467. break;
  22468. }
  22469. if (x >= MAX_SKILL_PRODUCE_DB) {
  22470. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  22471. return false;
  22472. }
  22473. skill_changematerial_db[id].nameid = nameid;
  22474. skill_changematerial_db[id].rate = rate;
  22475. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  22476. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  22477. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  22478. }
  22479. if (!found)
  22480. skill_changematerial_count++;
  22481. return true;
  22482. }
  22483. /**
  22484. * Reads skill damage adjustment
  22485. * @author [Lilith]
  22486. */
  22487. static bool skill_parse_row_skilldamage( char* split[], size_t columns, size_t current ){
  22488. int64 caster_tmp;
  22489. uint16 id;
  22490. int caster, value;
  22491. char *result;
  22492. trim(split[0]);
  22493. if (ISDIGIT(split[0][0])) {
  22494. value = strtol(split[0], &result, 10);
  22495. if (*result) {
  22496. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  22497. return false;
  22498. }
  22499. id = value;
  22500. } else
  22501. id = skill_name2id(split[0]);
  22502. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  22503. if (!skill)
  22504. return false;
  22505. skill->damage = {};
  22506. trim(split[1]);
  22507. if (ISDIGIT(split[1][0])) {
  22508. value = strtol(split[1], &result, 10);
  22509. if (*result) {
  22510. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  22511. return false;
  22512. }
  22513. caster = value;
  22514. } else { // Try to parse caster as constant
  22515. if (!script_get_constant(split[1], &caster_tmp)) {
  22516. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  22517. return false;
  22518. }
  22519. caster = static_cast<uint16>(caster_tmp);
  22520. }
  22521. skill->damage.caster |= caster;
  22522. value = strtol(split[2], &result, 10);
  22523. if (*result) {
  22524. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  22525. return false;
  22526. }
  22527. skill->damage.map |= value;
  22528. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  22529. value = strtol(split[offset], &result, 10);
  22530. if (*result && *result != ' ') {
  22531. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  22532. value = 0;
  22533. }
  22534. skill->damage.rate[i] = cap_value(value, -100, 100000);
  22535. }
  22536. return true;
  22537. }
  22538. /** Reads skill database files */
  22539. static void skill_readdb(void) {
  22540. int i;
  22541. const char* dbsubpath[] = {
  22542. "",
  22543. "/" DBIMPORT,
  22544. //add other path here
  22545. };
  22546. memset(skill_produce_db,0,sizeof(skill_produce_db));
  22547. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  22548. skill_produce_count = skill_changematerial_count = 0;
  22549. skill_db.load();
  22550. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  22551. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  22552. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  22553. char* dbsubpath1 = (char*)aMalloc(n1+1);
  22554. char* dbsubpath2 = (char*)aMalloc(n2+1);
  22555. if (i == 0) {
  22556. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22557. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  22558. } else {
  22559. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22560. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  22561. }
  22562. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  22563. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  22564. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  22565. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  22566. aFree(dbsubpath1);
  22567. aFree(dbsubpath2);
  22568. }
  22569. abra_db.load();
  22570. magic_mushroom_db.load();
  22571. reading_spellbook_db.load();
  22572. skill_arrow_db.load();
  22573. skill_init_unit_layout();
  22574. skill_init_nounit_layout();
  22575. }
  22576. void skill_reload (void) {
  22577. skill_db.clear();
  22578. abra_db.clear();
  22579. magic_mushroom_db.clear();
  22580. reading_spellbook_db.clear();
  22581. skill_arrow_db.clear();
  22582. skill_readdb();
  22583. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  22584. s_mapiterator *iter = mapit_getallusers();
  22585. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  22586. pc_validate_skill(sd);
  22587. clif_skillinfoblock(sd);
  22588. }
  22589. mapit_free(iter);
  22590. }
  22591. /*==========================================
  22592. *
  22593. *------------------------------------------*/
  22594. void do_init_skill(void)
  22595. {
  22596. skill_readdb();
  22597. skillunit_db = idb_alloc(DB_OPT_BASE);
  22598. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  22599. bowling_db = idb_alloc(DB_OPT_BASE);
  22600. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  22601. ers_chunk_size(skill_timer_ers, 150);
  22602. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  22603. add_timer_func_list(skill_castend_id,"skill_castend_id");
  22604. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  22605. add_timer_func_list(skill_timerskill,"skill_timerskill");
  22606. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  22607. add_timer_func_list(skill_keep_using, "skill_keep_using");
  22608. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  22609. }
  22610. void do_final_skill(void)
  22611. {
  22612. skill_db.clear();
  22613. abra_db.clear();
  22614. magic_mushroom_db.clear();
  22615. reading_spellbook_db.clear();
  22616. skill_arrow_db.clear();
  22617. db_destroy(skillunit_db);
  22618. db_destroy(skillusave_db);
  22619. db_destroy(bowling_db);
  22620. ers_destroy(skill_timer_ers);
  22621. }