skill.c 350 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <time.h>
  7. #include <limits.h>
  8. #include "../common/timer.h"
  9. #include "../common/nullpo.h"
  10. #include "../common/malloc.h"
  11. #include "../common/showmsg.h"
  12. #include "../common/grfio.h"
  13. #include "../common/ers.h"
  14. #include "skill.h"
  15. #include "map.h"
  16. #include "clif.h"
  17. #include "pc.h"
  18. #include "status.h"
  19. #include "pet.h"
  20. #include "mercenary.h" //[orn]
  21. #include "mob.h"
  22. #include "battle.h"
  23. #include "party.h"
  24. #include "itemdb.h"
  25. #include "script.h"
  26. #include "intif.h"
  27. #include "log.h"
  28. #include "chrif.h"
  29. #include "guild.h"
  30. #include "date.h"
  31. #include "unit.h"
  32. #define SKILLUNITTIMER_INVERVAL 100
  33. //Guild Skills are shifted to these to make them stick into the skill array.
  34. #define GD_SKILLRANGEMIN 900
  35. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  36. #define HM_SKILLRANGEMIN 800
  37. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  38. int skill_names_id[MAX_SKILL_DB];
  39. const struct skill_name_db skill_names[] = {
  40. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
  41. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
  42. { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
  43. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
  44. { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
  45. { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
  46. { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
  47. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  48. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  49. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  50. { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
  51. { AL_CURE, "AL_CURE", "Cure" } ,
  52. { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
  53. { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
  54. { AL_DP, "AL_DP", "Divine_Protection" } ,
  55. { AL_HEAL, "AL_HEAL", "Heal" } ,
  56. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
  57. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
  58. { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
  59. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  60. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  61. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  62. { AL_WARP, "AL_WARP", "Warp_Portal" } ,
  63. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
  64. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
  65. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
  66. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  67. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
  68. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
  69. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
  70. { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
  71. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
  72. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
  73. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  74. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  75. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
  76. { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
  77. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
  78. { AM_REST, "AM_REST", "Vaporize" } ,
  79. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
  80. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
  81. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
  82. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
  83. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
  84. { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
  85. { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
  86. { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
  87. { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
  88. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
  89. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  90. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
  91. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  92. { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
  93. { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
  94. { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
  95. { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
  96. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
  97. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
  98. { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
  99. { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
  100. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
  101. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
  102. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
  103. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
  104. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
  105. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
  106. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
  107. { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
  108. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
  109. { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
  110. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  111. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
  112. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  113. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
  114. { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
  115. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  116. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
  117. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
  118. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
  119. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
  120. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
  121. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
  122. { BS_AXE, "BS_AXE", "Smith_Axe" } ,
  123. { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
  124. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  125. { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
  126. { BS_GREED, "BS_GREED", "Greed" } ,
  127. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
  128. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
  129. { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
  130. { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
  131. { BS_MACE, "BS_MACE", "Smith_Mace" } ,
  132. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
  133. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
  134. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  135. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
  136. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
  137. { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
  138. { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
  139. { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
  140. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  141. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
  142. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
  143. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
  144. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
  145. { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
  146. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
  147. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
  148. { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
  149. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
  150. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
  151. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
  152. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  153. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
  154. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
  155. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  156. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  157. { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
  158. { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
  159. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  160. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
  161. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
  162. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
  163. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
  164. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
  165. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
  166. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  167. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  168. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
  169. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
  170. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
  171. { CR_TRUST, "CR_TRUST", "Faith" } ,
  172. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
  173. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
  174. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
  175. { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
  176. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  177. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
  178. { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
  179. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
  180. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
  181. { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
  182. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
  183. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
  184. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
  185. { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
  186. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
  187. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
  188. { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
  189. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
  190. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
  191. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
  192. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  193. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  194. { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
  195. { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
  196. { GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } ,
  197. { GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } ,
  198. { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
  199. { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
  200. { GS_DISARM, "GS_DISARM", "Disarm" } ,
  201. { GS_DUST, "GS_DUST", "Dust" } ,
  202. { GS_FLING, "GS_FLING", "Fling" } ,
  203. { GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } ,
  204. { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } ,
  205. { GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } ,
  206. { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } ,
  207. { GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } ,
  208. { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } ,
  209. { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } ,
  210. { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } ,
  211. { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } ,
  212. { GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } ,
  213. { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } ,
  214. { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } ,
  215. { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
  216. { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } ,
  217. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  218. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  219. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
  220. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  221. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
  222. { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
  223. { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
  224. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
  225. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
  226. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  227. { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
  228. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  229. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
  230. { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
  231. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
  232. { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
  233. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
  234. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  235. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
  236. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
  237. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
  238. { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
  239. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
  240. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  241. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
  242. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
  243. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
  244. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
  245. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
  246. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
  247. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
  248. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
  249. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
  250. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
  251. { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
  252. { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
  253. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  254. { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
  255. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
  256. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
  257. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
  258. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
  259. { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
  260. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  261. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
  262. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
  263. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
  264. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  265. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
  266. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  267. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
  268. { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
  269. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  270. { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
  271. { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
  272. { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
  273. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  274. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  275. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  276. { MC_VENDING, "MC_VENDING", "Vending" } ,
  277. { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
  278. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
  279. { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
  280. { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
  281. { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
  282. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
  283. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
  284. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
  285. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
  286. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  287. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
  288. { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
  289. { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
  290. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  291. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
  292. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
  293. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  294. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  295. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
  296. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
  297. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
  298. { MO_DODGE, "MO_DODGE", "Flee" } ,
  299. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  300. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
  301. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
  302. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
  303. { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
  304. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
  305. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
  306. { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
  307. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
  308. { NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } ,
  309. { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } ,
  310. { NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } ,
  311. { NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } ,
  312. { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } ,
  313. { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } ,
  314. { NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } ,
  315. { NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } ,
  316. { NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } ,
  317. { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } ,
  318. { NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } ,
  319. { NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } ,
  320. { NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } ,
  321. { NJ_NEN, "NJ_NEN", "NJ_NEN" } ,
  322. { NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } ,
  323. { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } ,
  324. { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } ,
  325. { NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } ,
  326. { NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } ,
  327. { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } ,
  328. { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } ,
  329. { NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } ,
  330. { NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } ,
  331. { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
  332. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  333. { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
  334. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
  335. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  336. { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
  337. { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
  338. { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
  339. { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
  340. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
  341. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  342. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  343. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  344. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  345. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  346. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  347. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
  348. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
  349. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
  350. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
  351. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  352. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
  353. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
  354. { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
  355. { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
  356. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  357. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
  358. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
  359. { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
  360. { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
  361. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
  362. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  363. { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
  364. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
  365. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  366. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  367. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
  368. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
  369. { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
  370. { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
  371. { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
  372. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  373. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  374. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  375. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  376. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
  377. { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
  378. { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
  379. { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
  380. { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
  381. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  382. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
  383. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
  384. { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
  385. { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
  386. { NPC_RUN, "NPC_RUN", "NPC_RUN" },
  387. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
  388. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
  389. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  390. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  391. { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
  392. { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
  393. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  394. { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
  395. { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
  396. { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
  397. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  398. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  399. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  400. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  401. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
  402. { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
  403. { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
  404. { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
  405. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  406. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
  407. { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
  408. { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
  409. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
  410. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
  411. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
  412. { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
  413. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  414. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  415. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
  416. { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
  417. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
  418. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
  419. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  420. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
  421. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  422. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
  423. { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
  424. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
  425. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
  426. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
  427. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  428. { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
  429. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  430. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  431. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
  432. { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
  433. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  434. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
  435. { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
  436. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  437. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
  438. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  439. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  440. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  441. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  442. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  443. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  444. { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
  445. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  446. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  447. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
  448. { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
  449. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
  450. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
  451. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  452. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  453. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
  454. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  455. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
  456. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
  457. { SA_COMA, "SA_COMA", "Coma" } ,
  458. { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
  459. { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
  460. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  461. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  462. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  463. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
  464. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
  465. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
  466. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
  467. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
  468. { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
  469. { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
  470. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
  471. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  472. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  473. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  474. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
  475. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  476. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
  477. { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
  478. { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
  479. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  480. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
  481. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
  482. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
  483. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
  484. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
  485. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  486. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  487. { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
  488. { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
  489. { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
  490. { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
  491. { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
  492. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
  493. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
  494. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
  495. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
  496. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
  497. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
  498. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
  499. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
  500. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
  501. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
  502. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
  503. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
  504. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
  505. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
  506. { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
  507. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
  508. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
  509. { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
  510. { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
  511. { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
  512. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  513. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  514. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  515. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  516. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  517. { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
  518. { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
  519. { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
  520. { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
  521. { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
  522. { SL_SKA, "SL_SKA", "Eska" } ,
  523. { SL_SKE, "SL_SKE", "Eske" } ,
  524. { SL_SMA, "SL_SMA", "Esma" } ,
  525. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
  526. { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
  527. { SL_STIN, "SL_STIN", "Estin" } ,
  528. { SL_STUN, "SL_STUN", "Estun" } ,
  529. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
  530. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  531. { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
  532. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  533. { SM_BASH, "SM_BASH", "Bash" } ,
  534. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  535. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
  536. { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
  537. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
  538. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  539. { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
  540. { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
  541. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
  542. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
  543. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
  544. { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
  545. { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
  546. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  547. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
  548. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  549. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
  550. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
  551. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  552. { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
  553. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  554. { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
  555. { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
  556. { TF_POISON, "TF_POISON", "Envenom" } ,
  557. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
  558. { TF_STEAL, "TF_STEAL", "Steal" } ,
  559. { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
  560. { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
  561. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  562. { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
  563. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
  564. { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
  565. { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
  566. { TK_MISSION, "TK_MISSION", "Mission" } ,
  567. { TK_POWER, "TK_POWER", "Kihop" } ,
  568. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
  569. { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
  570. { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
  571. { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
  572. { TK_RUN, "TK_RUN", "Sprint" } ,
  573. { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
  574. { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
  575. { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
  576. { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
  577. { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
  578. { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
  579. { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
  580. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
  581. { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
  582. { WE_MALE, "WE_MALE", "Undying_Love" } ,
  583. { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
  584. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
  585. { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
  586. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
  587. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
  588. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
  589. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
  590. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
  591. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
  592. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  593. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
  594. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
  595. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
  596. { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
  597. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
  598. { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
  599. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  600. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
  601. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  602. { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
  603. { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
  604. { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
  605. //[blackhole89]
  606. { HLIF_HEAL, "HLIF_HEAL", "Healing_Touch" },
  607. { HLIF_AVOID, "HLIF_AVOID", "Avoid" },
  608. { HLIF_BRAIN, "HLIF_BRAIN", "Brain_Surgery" },
  609. { HLIF_CHANGE, "HLIF_CHANGE", "Change" },
  610. { HAMI_CASTLE, "HAMI_CASTLE", "Castling" },
  611. { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" },
  612. { HAMI_SKIN, "HAMI_SKIN", "Adamantium_Skin" },
  613. { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" },
  614. { HFLI_MOON, "HFLI_MOON", "Moonlight" },
  615. { HFLI_FLEET, "HFLI_FLEET", "Fleeting_Move" },
  616. { HFLI_SPEED, "HFLI_SPEED", "Speed" },
  617. { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" },
  618. { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" },
  619. { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction_of_Chaos" },
  620. { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" },
  621. { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio_Explosion" },
  622. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  623. };
  624. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  625. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  626. struct skill_db skill_db[MAX_SKILL_DB];
  627. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  628. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  629. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  630. // macros to check for out of bounds errors [celest]
  631. // i: Skill ID, l: Skill Level, var: Value to return after checking
  632. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  633. // for values that might need to use a different function just skill_chk would suffice.
  634. #define skill_chk(i, l) \
  635. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
  636. if (i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX) { return 0; } \
  637. if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
  638. if (i >= HM_SKILLBASE) {i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;} \
  639. if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
  640. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  641. #define skill_get(var, i, l) \
  642. { skill_chk(i, l); return var; }
  643. // Skill DB
  644. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  645. int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
  646. int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
  647. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  648. int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
  649. int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
  650. int skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  651. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  652. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  653. int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  654. int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  655. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  656. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  657. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  658. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  659. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  660. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  661. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  662. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  663. int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  664. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  665. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  666. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  667. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  668. int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
  669. int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  670. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  671. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  672. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  673. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  674. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  675. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  676. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  677. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  678. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  679. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  680. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  681. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  682. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  683. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  684. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  685. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  686. const char* skill_get_name( int id ){
  687. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  688. return "UNKNOWN_SKILL";
  689. if (id >= GD_SKILLBASE)
  690. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  691. if (id >= HM_SKILLBASE) //[orn]
  692. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  693. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
  694. return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  695. return skill_db[id].name;
  696. }
  697. int skill_tree_get_max(int id, int b_class){
  698. int i, skillid;
  699. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  700. if (id == skillid) return skill_tree[b_class][i].max;
  701. return skill_get_max (id);
  702. }
  703. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  704. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  705. int status_change_timer_sub(struct block_list *bl, va_list ap);
  706. int skill_attack_area(struct block_list *bl,va_list ap);
  707. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  708. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  709. int skill_greed(struct block_list *bl, va_list ap);
  710. int skill_landprotector(struct block_list *bl, va_list ap);
  711. int skill_ganbatein(struct block_list *bl, va_list ap);
  712. int skill_trap_splash(struct block_list *bl, va_list ap);
  713. int skill_count_target(struct block_list *bl, va_list ap);
  714. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  715. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  716. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  717. int skill_unit_effect(struct block_list *bl,va_list ap);
  718. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);
  719. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  720. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  721. int skill_get_casttype (int id)
  722. {
  723. int inf = skill_get_inf(id);
  724. if (inf&(INF_GROUND_SKILL))
  725. return CAST_GROUND;
  726. if (inf&INF_SUPPORT_SKILL)
  727. return CAST_NODAMAGE;
  728. if (inf&INF_SELF_SKILL) {
  729. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  730. return CAST_DAMAGE; //Combo skill.
  731. return CAST_NODAMAGE;
  732. }
  733. if (skill_get_nk(id)&NK_NO_DAMAGE)
  734. return CAST_NODAMAGE;
  735. return CAST_DAMAGE;
  736. };
  737. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  738. int skill_get_range2 (struct block_list *bl, int id, int lv)
  739. {
  740. int range = skill_get_range(id, lv);
  741. if(range < 0) {
  742. if (battle_config.use_weapon_skill_range&bl->type)
  743. return status_get_range(bl);
  744. range *=-1;
  745. }
  746. //Use attack range.
  747. if(!range && !(skill_get_inf(id)&INF_SELF_SKILL))
  748. return status_get_range(bl);
  749. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  750. switch (id) {
  751. case AC_SHOWER:
  752. case AC_DOUBLE:
  753. case HT_BLITZBEAT:
  754. case AC_CHARGEARROW:
  755. case SN_FALCONASSAULT:
  756. case SN_SHARPSHOOTING:
  757. case HT_POWER:
  758. if (bl->type == BL_PC)
  759. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  760. else
  761. range += 10; //Assume level 10?
  762. break;
  763. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  764. case GS_RAPIDSHOWER:
  765. case GS_TRACKING:
  766. case GS_PIERCINGSHOT:
  767. case GS_FULLBUSTER:
  768. case GS_SPREADATTACK:
  769. case GS_GROUNDDRIFT:
  770. if (bl->type == BL_PC)
  771. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  772. else
  773. range += 10; //Assume level 10?
  774. break;
  775. case NJ_KIRIKAGE:
  776. if (bl->type == BL_PC)
  777. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  778. break;
  779. }
  780. if(!range && bl->type != BL_PC)
  781. return 9; // Enable non players to use self skills on others. [Skotlex]
  782. return range;
  783. }
  784. int skill_calc_heal (struct block_list *bl, int skill_lv)
  785. {
  786. int skill, heal;
  787. if (skill_lv >= battle_config.max_heal_lv)
  788. return battle_config.max_heal;
  789. heal = ( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8);
  790. if(bl->type == BL_PC && (skill = pc_checkskill((TBL_PC*)bl, HP_MEDITATIO)) > 0)
  791. heal += heal * skill * 2 / 100;
  792. if(bl->type == BL_HOM && (skill = merc_hom_checkskill( ((TBL_HOM*)bl)->master, HLIF_BRAIN)) > 0) //[orn]
  793. heal += heal * skill * 2 / 100;
  794. return heal;
  795. }
  796. // Making plagiarize check its own function [Aru]
  797. int can_copy (struct map_session_data *sd, int skillid)
  798. {
  799. // Never copy NPC/Wedding Skills
  800. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  801. return 0;
  802. // High-class skills
  803. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  804. {
  805. if(battle_config.copyskill_restrict == 2)
  806. return 0;
  807. else if(battle_config.copyskill_restrict)
  808. return (sd->status.class_ == JOB_STALKER);
  809. }
  810. return 1;
  811. }
  812. // [MouseJstr] - skill ok to cast? and when?
  813. int skillnotok (int skillid, struct map_session_data *sd)
  814. {
  815. int i = skillid,m;
  816. nullpo_retr (1, sd);
  817. m = sd->bl.m;
  818. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  819. return 1;
  820. if (i >= GD_SKILLBASE)
  821. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  822. if (i >= HM_SKILLBASE) //[orn]
  823. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  824. if (i > MAX_SKILL || i < 0)
  825. return 1;
  826. if (sd->blockskill[i] > 0)
  827. return 1;
  828. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  829. return 0; // gm's can do anything damn thing they want
  830. // Check skill restrictions [Celest]
  831. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  832. return 1;
  833. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  834. return 1;
  835. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  836. return 1;
  837. if(agit_flag && skill_get_nocast (skillid) & 8)
  838. return 1;
  839. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  840. return 1;
  841. switch (skillid) {
  842. case AL_WARP:
  843. if(map[m].flag.nowarp) {
  844. clif_skill_teleportmessage(sd,0);
  845. return 1;
  846. }
  847. return 0;
  848. break;
  849. case AL_TELEPORT:
  850. if(map[m].flag.noteleport) {
  851. clif_skill_teleportmessage(sd,0);
  852. return 1;
  853. }
  854. return 0;
  855. case TK_HIGHJUMP:
  856. if(map[m].flag.noteleport && !map_flag_vs(m))
  857. { //Can't be used on noteleport maps, except for vs maps [Skotlex]
  858. clif_skill_fail(sd,skillid,0,0);
  859. return 1;
  860. }
  861. break;
  862. case WE_CALLPARTNER:
  863. case WE_CALLPARENT:
  864. case WE_CALLBABY:
  865. if (map[m].flag.nomemo) {
  866. clif_skill_teleportmessage(sd,1);
  867. return 1;
  868. }
  869. break;
  870. case MC_VENDING:
  871. case MC_IDENTIFY:
  872. return 0; // always allowed
  873. case WZ_ICEWALL:
  874. // noicewall flag [Valaris]
  875. if (map[m].flag.noicewall) {
  876. clif_skill_fail(sd,skillid,0,0);
  877. return 1;
  878. }
  879. break;
  880. case GD_EMERGENCYCALL:
  881. if ( //No use map_flag_gvg since config already takes that into account
  882. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  883. !(battle_config.emergency_call&
  884. (map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  885. (battle_config.emergency_call&16 && map[m].flag.nowarpto)
  886. ) {
  887. clif_skill_fail(sd,skillid,0,0);
  888. return 1;
  889. }
  890. break;
  891. }
  892. return (map[m].flag.noskill);
  893. }
  894. // [orn] - skill ok to cast? and when? //homunculus
  895. int skillnotok_hom (int skillid, struct homun_data *hd)
  896. {
  897. int i = skillid;
  898. nullpo_retr (1, hd);
  899. //if (sd == 0)
  900. //return 0;
  901. //return 1;
  902. // I think it was meant to be "no skills allowed when not a valid sd"
  903. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  904. return 1;
  905. if (i >= GD_SKILLBASE)
  906. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  907. if (i >= HM_SKILLBASE) //[orn]
  908. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  909. if (i > MAX_SKILL || i < 0)
  910. return 1;
  911. if (hd->blockskill[i] > 0)
  912. return 1;
  913. // Check skill restrictions [Celest]
  914. if(!map_flag_vs(hd->bl.m) && skill_get_nocast (skillid) & 1)
  915. return 1;
  916. if(map[hd->bl.m].flag.pvp) {
  917. if(!battle_config.pk_mode && skill_get_nocast (skillid) & 2)
  918. return 1;
  919. if(battle_config.pk_mode && skill_get_nocast (skillid) & 16)
  920. return 1;
  921. }
  922. if(map_flag_gvg(hd->bl.m) && skill_get_nocast (skillid) & 4)
  923. return 1;
  924. if(agit_flag && skill_get_nocast (skillid) & 8)
  925. return 1;
  926. if(map[hd->bl.m].flag.restricted && map[hd->bl.m].zone && skill_get_nocast (skillid) & (8*map[hd->bl.m].zone))
  927. return 1;
  928. return (map[hd->bl.m].flag.noskill);
  929. }
  930. struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  931. int firewall_unit_pos;
  932. int icewall_unit_pos;
  933. struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
  934. {
  935. int pos = skill_get_unit_layout_type(skillid,skilllv);
  936. int dir;
  937. if (pos != -1)
  938. return &skill_unit_layout[pos];
  939. if (src->x == x && src->y == y)
  940. dir = 2;
  941. else
  942. dir = map_calc_dir(src,x,y);
  943. if (skillid == MG_FIREWALL)
  944. return &skill_unit_layout [firewall_unit_pos + dir];
  945. else if (skillid == WZ_ICEWALL)
  946. return &skill_unit_layout [icewall_unit_pos + dir];
  947. ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
  948. return &skill_unit_layout[0];
  949. }
  950. /*==========================================
  951. *
  952. *------------------------------------------
  953. */
  954. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  955. {
  956. struct map_session_data *sd=NULL, *dstsd=NULL;
  957. struct mob_data *md=NULL, *dstmd=NULL;
  958. struct status_data *sstatus, *tstatus;
  959. struct status_change *sc, *tsc;
  960. int skill;
  961. int rate;
  962. nullpo_retr(0, src);
  963. nullpo_retr(0, bl);
  964. if(skillid < 0)
  965. { // remove the debug print when this case is finished
  966. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  967. src, bl,skillid,skilllv,attack_type,tick);
  968. return 0;
  969. }
  970. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  971. switch (src->type) {
  972. case BL_PC:
  973. sd = (struct map_session_data *)src;
  974. break;
  975. case BL_MOB:
  976. md = (struct mob_data *)src;
  977. break;
  978. }
  979. switch (bl->type) {
  980. case BL_PC:
  981. dstsd=(struct map_session_data *)bl;
  982. break;
  983. case BL_MOB:
  984. dstmd=(struct mob_data *)bl;
  985. break;
  986. }
  987. sc = status_get_sc(src);
  988. tsc = status_get_sc(bl);
  989. sstatus = status_get_status_data(src);
  990. tstatus = status_get_status_data(bl);
  991. if (!tsc) //skill additional effect is about adding effects to the target...
  992. //So if the target can't be inflicted with statuses, this is pointless.
  993. return 0;
  994. switch(skillid){
  995. case 0: // Normal attacks (no skill used)
  996. {
  997. if(sd) {
  998. // Automatic trigger of Blitz Beat
  999. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1000. rand()%1000 <= sstatus->luk*10/3+1 ) {
  1001. int lv=(sd->status.job_level+9)/10;
  1002. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
  1003. }
  1004. // Gank
  1005. if(dstmd && dstmd->state.steal_flag<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW &&
  1006. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1007. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  1008. if(pc_steal_item(sd,bl))
  1009. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1010. else
  1011. clif_skill_fail(sd,RG_SNATCHER,0,0);
  1012. }
  1013. // Chance to trigger Taekwon kicks [Dralnu]
  1014. if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
  1015. if(sd->sc.data[SC_READYSTORM].timer != -1 &&
  1016. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  1017. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1018. ; //Stance triggered
  1019. else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
  1020. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  1021. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1022. ; //Stance triggered
  1023. else if(sd->sc.data[SC_READYTURN].timer != -1 &&
  1024. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  1025. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1026. ; //Stance triggered
  1027. else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
  1028. { //additional chance from SG_FRIEND [Komurka]
  1029. rate = 20;
  1030. if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  1031. rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
  1032. status_change_end(src,SC_SKILLRATE_UP,-1);
  1033. }
  1034. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  1035. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  1036. }
  1037. }
  1038. }
  1039. if (sc && sc->count) {
  1040. // Enchant Poison gives a chance to poison attacked enemies
  1041. if(sc->data[SC_ENCPOISON].timer != -1) //Don't use sc_start since chance comes in 1/10000 rate.
  1042. status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val2,
  1043. sc->data[SC_ENCPOISON].val1,0,0,0,
  1044. skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
  1045. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1046. if(sc->data[SC_EDP].timer != -1)
  1047. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  1048. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  1049. }
  1050. if (tsc->count) {
  1051. if (tsc->data[SC_SPLASHER].timer != -1)
  1052. sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
  1053. tsc->data[SC_SPLASHER].val1,0,0,0,
  1054. skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1));
  1055. }
  1056. }
  1057. break;
  1058. case SM_BASH:
  1059. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1060. //TODO: How much % per base level it actually is?
  1061. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  1062. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  1063. }
  1064. break;
  1065. case AS_VENOMKNIFE:
  1066. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1067. skilllv = pc_checkskill(sd, TF_POISON);
  1068. case TF_POISON:
  1069. case AS_SPLASHER:
  1070. if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  1071. && sd && skillid==TF_POISON
  1072. )
  1073. clif_skill_fail(sd,skillid,0,0);
  1074. break;
  1075. case AS_SONICBLOW:
  1076. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  1077. break;
  1078. case AS_GRIMTOOTH:
  1079. {
  1080. int type = dstsd?SC_SLOWDOWN:SC_STOP;
  1081. if (tsc->data[type].timer == -1)
  1082. sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv));
  1083. break;
  1084. }
  1085. case MG_FROSTDIVER:
  1086. case WZ_FROSTNOVA:
  1087. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  1088. break;
  1089. case WZ_STORMGUST:
  1090. tsc->data[SC_FREEZE].val3++;
  1091. if(tsc->data[SC_FREEZE].val3 >= 3) //Tharis pointed out that this is normal freeze chance with a base of 300%
  1092. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv));
  1093. break;
  1094. case WZ_METEOR:
  1095. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1096. break;
  1097. case WZ_VERMILION:
  1098. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1099. break;
  1100. case HT_FREEZINGTRAP:
  1101. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  1102. break;
  1103. case HT_FLASHER:
  1104. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1105. break;
  1106. case HT_LANDMINE:
  1107. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1108. break;
  1109. case HT_SHOCKWAVE:
  1110. status_percent_damage(src, bl, 0, 15*skilllv+5);
  1111. break;
  1112. case HT_SANDMAN:
  1113. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  1114. break;
  1115. case TF_SPRINKLESAND:
  1116. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  1117. break;
  1118. case TF_THROWSTONE:
  1119. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  1120. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  1121. break;
  1122. case NPC_DARKCROSS:
  1123. case CR_HOLYCROSS:
  1124. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1125. break;
  1126. case CR_GRANDCROSS:
  1127. case NPC_GRANDDARKNESS:
  1128. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  1129. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  1130. break;
  1131. case AM_ACIDTERROR:
  1132. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1133. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  1134. clif_emotion(bl,23);
  1135. break;
  1136. case AM_DEMONSTRATION:
  1137. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  1138. break;
  1139. case CR_SHIELDCHARGE:
  1140. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  1141. break;
  1142. case PA_PRESSURE:
  1143. status_percent_damage(src, bl, 0, 15+5*skilllv);
  1144. break;
  1145. case RG_RAID:
  1146. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1147. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1148. break;
  1149. case BA_FROSTJOKE:
  1150. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1151. break;
  1152. case DC_SCREAM:
  1153. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1154. break;
  1155. case BD_LULLABY:
  1156. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  1157. break;
  1158. case DC_UGLYDANCE:
  1159. rate = 5+5*skilllv;
  1160. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1161. rate += 5+skill;
  1162. status_zap(bl, 0, rate);
  1163. break;
  1164. case SL_STUN:
  1165. if (tstatus->size==1) //Only stuns mid-sized mobs.
  1166. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1167. break;
  1168. case NPC_PETRIFYATTACK:
  1169. case NPC_CURSEATTACK:
  1170. case NPC_SLEEPATTACK:
  1171. case NPC_BLINDATTACK:
  1172. case NPC_POISON:
  1173. case NPC_SILENCEATTACK:
  1174. case NPC_STUNATTACK:
  1175. sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv));
  1176. break;
  1177. case NPC_MENTALBREAKER:
  1178. status_percent_damage(src, bl, 0, -(10+skilllv));
  1179. break;
  1180. // Equipment breaking monster skills [Celest]
  1181. case NPC_BREAKWEAPON:
  1182. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1183. break;
  1184. case NPC_BREAKARMOR:
  1185. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1186. break;
  1187. case NPC_BREAKHELM:
  1188. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1189. break;
  1190. case NPC_BREAKSHIELD:
  1191. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1192. break;
  1193. case CH_TIGERFIST:
  1194. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  1195. break;
  1196. case LK_SPIRALPIERCE:
  1197. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  1198. break;
  1199. case ST_REJECTSWORD:
  1200. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  1201. break;
  1202. case PF_FOGWALL:
  1203. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1204. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1205. break;
  1206. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  1207. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1208. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  1209. break;
  1210. case LK_JOINTBEAT:
  1211. sc_start(bl,SkillStatusChangeTable(skillid),(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv));
  1212. break;
  1213. case ASC_METEORASSAULT:
  1214. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1215. switch(rand()%3) {
  1216. case 0:
  1217. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  1218. break;
  1219. case 1:
  1220. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  1221. break;
  1222. default:
  1223. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1224. }
  1225. break;
  1226. case HW_NAPALMVULCAN:
  1227. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1228. break;
  1229. case WS_CARTTERMINATION: // Cart termination
  1230. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1231. break;
  1232. case CR_ACIDDEMONSTRATION:
  1233. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1234. break;
  1235. case TK_DOWNKICK:
  1236. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  1237. break;
  1238. case TK_JUMPKICK:
  1239. //Cancel out Soul Linker status of the target. [Skotlex]
  1240. if (tsc->count) {
  1241. if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
  1242. break;
  1243. //Remove pitched potions effect.
  1244. if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
  1245. status_change_end(bl, SC_ASPDPOTION0, -1);
  1246. if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
  1247. status_change_end(bl, SC_ASPDPOTION1, -1);
  1248. if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
  1249. status_change_end(bl, SC_ASPDPOTION2, -1);
  1250. if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
  1251. status_change_end(bl, SC_ASPDPOTION3, -1);
  1252. if (tsc->data[SC_SPIRIT].timer != -1)
  1253. status_change_end(bl, SC_SPIRIT, -1);
  1254. if (tsc->data[SC_ONEHAND].timer != -1)
  1255. status_change_end(bl, SC_ONEHAND, -1);
  1256. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1257. status_change_end(bl, SC_ADRENALINE2, -1);
  1258. }
  1259. break;
  1260. case TK_TURNKICK:
  1261. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1262. if(attack_type == BF_MISC) //70% base stun chance...
  1263. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1264. break;
  1265. case GS_BULLSEYE: //0.1% coma rate.
  1266. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  1267. break;
  1268. case GS_CRACKER:
  1269. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  1270. sc_start(bl,SC_STUN,(100 - 10*distance_bl(src, bl)),skilllv,skill_get_time2(skillid,skilllv)); //Temp stun rate
  1271. break;
  1272. case GS_PIERCINGSHOT:
  1273. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1274. break;
  1275. case NJ_HYOUSYOURAKU:
  1276. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1277. break;
  1278. case GS_FLING:
  1279. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1280. break;
  1281. }
  1282. if(sd && attack_type&BF_WEAPON &&
  1283. skillid != MC_CARTREVOLUTION &&
  1284. skillid != AM_DEMONSTRATION &&
  1285. skillid != CR_REFLECTSHIELD
  1286. ){ //Trigger status effects
  1287. int i, type;
  1288. for(i=0; i < MAX_PC_BONUS && sd->addeff[i].flag; i++)
  1289. {
  1290. rate = sd->addeff[i].rate;
  1291. type = sd->state.arrow_atk; //Ranged?
  1292. if (type)
  1293. rate += sd->addeff[i].arrow_rate;
  1294. if (!rate) continue;
  1295. if (!(sd->addeff[i].flag&ATF_LONG && sd->addeff[i].flag&ATF_SHORT))
  1296. { //Trigger has range consideration.
  1297. if ((sd->addeff[i].flag&ATF_LONG && !type) ||
  1298. (sd->addeff[i].flag&ATF_SHORT && type))
  1299. continue; //Range Failed.
  1300. }
  1301. type = sd->addeff[i].id;
  1302. skill = skill_get_time2(StatusSkillChangeTable[type],7);
  1303. if (sd->addeff[i].flag&ATF_TARGET)
  1304. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  1305. if (sd->addeff[i].flag&ATF_SELF)
  1306. status_change_start(src,type,rate,7,0,0,0,skill,0);
  1307. }
  1308. }
  1309. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1310. { //Pass heritage to Master for status causing effects. [Skotlex]
  1311. sd = map_id2sd(md->master_id);
  1312. src = sd?&sd->bl:src;
  1313. }
  1314. //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
  1315. if(sd && !status_isdead(bl) && src != bl &&
  1316. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) {
  1317. struct block_list *tbl;
  1318. struct unit_data *ud;
  1319. int i, skilllv;
  1320. for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
  1321. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1322. if (skillnotok(skill, sd))
  1323. continue;
  1324. skilllv = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
  1325. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1326. if (rand()%1000 > rate)
  1327. continue;
  1328. if (sd->autospell[i].id < 0)
  1329. tbl = src;
  1330. else
  1331. tbl = bl;
  1332. if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skilllv)))
  1333. continue; //Autoskills DO check for target-src range. [Skotlex]
  1334. rate = skill_get_inf(skill);
  1335. switch (skill_get_casttype(skill)) {
  1336. case CAST_GROUND:
  1337. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1338. break;
  1339. case CAST_NODAMAGE:
  1340. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1341. break;
  1342. case CAST_DAMAGE:
  1343. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1344. break;
  1345. }
  1346. //Set canact delay. [Skotlex]
  1347. ud = unit_bl2ud(src);
  1348. if (ud) {
  1349. rate = skill_delayfix(src, skill, skilllv)/2;
  1350. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1351. ud->canact_tick = tick+rate;
  1352. }
  1353. break; //Only one auto skill comes off at a time.
  1354. }
  1355. }
  1356. //Polymorph
  1357. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  1358. dstmd && !(tstatus->mode&MD_BOSS) && !dstmd->guardian_data &&
  1359. (dstmd->class_ < 1324 || dstmd->class_ > 1363) && //Treasure boxes
  1360. !mob_is_clone(dstmd->class_) &&
  1361. (rand()%10000 < sd->classchange))
  1362. {
  1363. struct mob_db *mob;
  1364. int class_;
  1365. skill = 0;
  1366. do {
  1367. do {
  1368. class_ = rand() % MAX_MOB_DB;
  1369. } while (!mobdb_checkid(class_));
  1370. rate = rand() % 1000000;
  1371. mob = mob_db(class_);
  1372. } while (
  1373. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1374. (skill++) < 2000);
  1375. if (skill < 2000)
  1376. mob_class_change(dstmd,class_);
  1377. }
  1378. return 0;
  1379. }
  1380. /* Splitted off from skill_additional_effect, which is never called when the
  1381. * attack skill kills the enemy. Place in this function counter status effects
  1382. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1383. * from cards) that will take effect on the source, not the target. [Skotlex]
  1384. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1385. * type of skills, so not every instance of skill_additional_effect needs a call
  1386. * to this one.
  1387. */
  1388. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1389. {
  1390. int rate;
  1391. struct map_session_data *sd=NULL;
  1392. struct map_session_data *dstsd=NULL;
  1393. struct status_change *tsc;
  1394. nullpo_retr(0, src);
  1395. nullpo_retr(0, bl);
  1396. if(skillid < 0)
  1397. { // remove the debug print when this case is finished
  1398. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1399. src, bl,skillid,skilllv,attack_type,tick);
  1400. return 0;
  1401. }
  1402. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1403. tsc = status_get_sc(bl);
  1404. if (tsc && !tsc->count)
  1405. tsc = NULL;
  1406. BL_CAST(BL_PC, src, sd);
  1407. BL_CAST(BL_PC, bl, dstsd);
  1408. switch(skillid){
  1409. case 0: //Normal Attack
  1410. if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
  1411. tsc->data[SC_KAAHI].val4 = add_timer(
  1412. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
  1413. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1414. break;
  1415. case MO_EXTREMITYFIST:
  1416. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1417. break;
  1418. case GS_FULLBUSTER:
  1419. sc_start(src,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1420. break;
  1421. }
  1422. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1423. skill_get_inf(skillid)!=INF_GROUND_SKILL &&
  1424. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1425. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1426. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1427. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1428. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1429. }
  1430. if(dstsd && attack_type&BF_WEAPON)
  1431. { //Counter effects.
  1432. int i, type, time;
  1433. for(i=0; i < MAX_PC_BONUS && dstsd->addeff2[i].flag; i++)
  1434. {
  1435. rate = dstsd->addeff2[i].rate;
  1436. type = (sd && sd->state.arrow_atk) || (status_get_range(src)>2);
  1437. if (type)
  1438. rate+=dstsd->addeff2[i].arrow_rate;
  1439. if (!rate) continue;
  1440. if (!(dstsd->addeff2[i].flag&ATF_LONG && dstsd->addeff2[i].flag&ATF_SHORT))
  1441. { //Trigger has range consideration.
  1442. if ((dstsd->addeff2[i].flag&ATF_LONG && !type) ||
  1443. (dstsd->addeff2[i].flag&ATF_SHORT && type))
  1444. continue; //Range Failed.
  1445. }
  1446. type = dstsd->addeff2[i].id;
  1447. time = skill_get_time2(StatusSkillChangeTable[type],7);
  1448. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1449. status_change_start(src,type,rate,7,0,0,0,time,0);
  1450. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1451. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1452. }
  1453. }
  1454. //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
  1455. if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1456. {
  1457. struct block_list *tbl;
  1458. struct unit_data *ud;
  1459. int i, skillid, skilllv, rate;
  1460. for (i = 0; i < MAX_PC_BONUS; i++) {
  1461. if (dstsd->autospell2[i].id == 0)
  1462. break;
  1463. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1464. skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
  1465. rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
  1466. dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
  1467. if (skillnotok(skillid, dstsd))
  1468. continue;
  1469. if (rand()%1000 > rate)
  1470. continue;
  1471. if (dstsd->autospell2[i].id < 0)
  1472. tbl = bl;
  1473. else
  1474. tbl = src;
  1475. if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv)))
  1476. continue; //Autoskills DO check for target-src range. [Skotlex]
  1477. switch (skill_get_casttype(skillid)) {
  1478. case CAST_GROUND:
  1479. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1480. break;
  1481. case CAST_NODAMAGE:
  1482. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1483. break;
  1484. case CAST_DAMAGE:
  1485. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1486. break;
  1487. }
  1488. //Set canact delay. [Skotlex]
  1489. ud = unit_bl2ud(bl);
  1490. if (ud) {
  1491. rate = skill_delayfix(bl, skillid, skilllv)/2;
  1492. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1493. ud->canact_tick = tick+rate;
  1494. }
  1495. break; //trigger only one auto-spell per hit.
  1496. }
  1497. }
  1498. return 0;
  1499. }
  1500. /*=========================================================================
  1501. Breaks equipment. On-non players causes the corresponding strip effect.
  1502. - rate goes from 0 to 10000 (100.00%)
  1503. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1504. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1505. --------------------------------------------------------------------------*/
  1506. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1507. {
  1508. static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1509. static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1510. static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1511. struct status_change *sc = status_get_sc(bl);
  1512. int i,j;
  1513. TBL_PC *sd;
  1514. BL_CAST(BL_PC, bl, sd);
  1515. if (sc && !sc->count)
  1516. sc = NULL;
  1517. if (sd) {
  1518. if (sd->unbreakable_equip)
  1519. where &= ~sd->unbreakable_equip;
  1520. if (sd->unbreakable)
  1521. rate -= rate*sd->unbreakable/100;
  1522. if (where&EQP_WEAPON) {
  1523. switch (sd->status.weapon) {
  1524. case W_FIST: //Bare fists should not break :P
  1525. case W_1HAXE:
  1526. case W_2HAXE:
  1527. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1528. case W_STAFF:
  1529. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1530. where &= ~EQP_WEAPON;
  1531. }
  1532. }
  1533. }
  1534. if (flag&BCT_ENEMY) {
  1535. if (battle_config.equip_skill_break_rate != 100)
  1536. rate = rate*battle_config.equip_skill_break_rate/100;
  1537. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1538. if (battle_config.equip_self_break_rate != 100)
  1539. rate = rate*battle_config.equip_self_break_rate/100;
  1540. }
  1541. for (i = 0; i < 4; i++) {
  1542. if (where&where_list[i]) {
  1543. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1544. where&=~where_list[i];
  1545. else if (rand()%10000 >= rate)
  1546. where&=~where_list[i];
  1547. else if (!sd) //Cause Strip effect.
  1548. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1549. }
  1550. }
  1551. if (!where) //Nothing to break.
  1552. return 0;
  1553. if (sd) {
  1554. for (i = 0; i < EQI_MAX; i++) {
  1555. j = sd->equip_index[i];
  1556. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1557. continue;
  1558. flag = 0;
  1559. switch(i) {
  1560. case EQI_HEAD_TOP: //Upper Head
  1561. flag = (where&EQP_HELM);
  1562. break;
  1563. case EQI_ARMOR: //Body
  1564. flag = (where&EQP_ARMOR);
  1565. break;
  1566. case EQI_HAND_R: //Left/Right hands
  1567. case EQI_HAND_L:
  1568. flag = (
  1569. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1570. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1571. break;
  1572. default:
  1573. continue;
  1574. }
  1575. if (flag) {
  1576. sd->status.inventory[j].attribute = 1;
  1577. pc_unequipitem(sd, j, 3);
  1578. }
  1579. }
  1580. clif_equiplist(sd);
  1581. }
  1582. return where; //Return list of pieces broken.
  1583. }
  1584. /*=========================================================================
  1585. Used to knock back players, monsters, traps, etc
  1586. If count&0xf00000, the direction is send in the 6th byte.
  1587. If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
  1588. If count&0x20000, position update packets must not be sent.
  1589. IF count&0X40000, direction is random.
  1590. --------------------------------------------------------------------------*/
  1591. int skill_blown (struct block_list *src, struct block_list *target, int count)
  1592. {
  1593. int dx=0,dy=0,nx,ny;
  1594. int x=target->x,y=target->y;
  1595. int dir,ret;
  1596. struct skill_unit *su=NULL;
  1597. nullpo_retr(0, src);
  1598. if (src != target && map_flag_gvg(target->m))
  1599. return 0; //No knocking back in WoE
  1600. if (!count&0xffff)
  1601. return 0; //Actual knockback distance is 0.
  1602. switch (target->type) {
  1603. case BL_MOB:
  1604. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1605. return 0;
  1606. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1607. return 0;
  1608. break;
  1609. case BL_SKILL:
  1610. su=(struct skill_unit *)target;
  1611. break;
  1612. }
  1613. if (count&0xf00000)
  1614. dir = (count>>20)&0xf;
  1615. else if (count&0x10000 || (target->x==src->x && target->y==src->y))
  1616. dir = unit_getdir(target);
  1617. else if (count&0x40000) //Flag for random pushing.
  1618. dir = rand()%8;
  1619. else
  1620. dir = map_calc_dir(target,src->x,src->y);
  1621. if (dir>=0 && dir<8){
  1622. dx = -dirx[dir];
  1623. dy = -diry[dir];
  1624. }
  1625. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1626. nx=ret>>16;
  1627. ny=ret&0xffff;
  1628. if (!su)
  1629. unit_stop_walking(target,0);
  1630. dx = nx - x;
  1631. dy = ny - y;
  1632. if (!dx && !dy) //Could not knockback.
  1633. return 0;
  1634. map_foreachinmovearea(clif_outsight,target->m,
  1635. x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
  1636. dx,dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1637. if(su)
  1638. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1639. else
  1640. map_moveblock(target, nx, ny, gettick());
  1641. map_foreachinmovearea(clif_insight,target->m,
  1642. nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,
  1643. -dx,-dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1644. if(!(count&0x20000))
  1645. clif_blown(target);
  1646. return (count&0xFFFF); //Return amount of knocked back cells.
  1647. }
  1648. /*
  1649. * =========================================================================
  1650. * スキル?U??果?�?まとめ
  1651. * flagの?明?B16?i?
  1652. * 00XRTTff
  1653. * ff = magicで計算に渡される?j
  1654. * TT = パケットのtype部分(0でデフォルト?j
  1655. * X = パケットのスキルLv
  1656. * R = 予約?iskill_area_subで使用する?j
  1657. *-------------------------------------------------------------------------
  1658. */
  1659. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1660. {
  1661. struct Damage dmg;
  1662. struct status_data *sstatus, *tstatus;
  1663. struct status_change *sc;
  1664. struct map_session_data *sd, *tsd;
  1665. int type,lv,damage,rdamage=0;
  1666. if(skillid > 0 && skilllv <= 0) return 0;
  1667. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1668. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1669. nullpo_retr(0, bl); //Target to be attacked.
  1670. if (src != dsrc) {
  1671. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1672. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1673. return 0;
  1674. } else if (flag && skill_get_nk(skillid)&NK_SPLASH) {
  1675. //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]
  1676. if (!status_check_skilluse(dsrc, bl, skillid, 2))
  1677. return 0;
  1678. }
  1679. BL_CAST(BL_PC, dsrc, sd);
  1680. BL_CAST(BL_PC, bl, tsd);
  1681. sstatus = status_get_status_data(dsrc);
  1682. tstatus = status_get_status_data(bl);
  1683. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1684. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1685. return 0;
  1686. type=-1;
  1687. lv=(flag>>20)&0xf;
  1688. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff );
  1689. //Skotlex: Adjusted to the new system
  1690. if(src->type==BL_PET && (struct pet_data *)src)
  1691. { // [Valaris]
  1692. struct pet_data *pd = (struct pet_data *)src;
  1693. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1694. {
  1695. int element = skill_get_pl(skillid);
  1696. if (skillid == -1)
  1697. element = sstatus->rhw.ele;
  1698. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1699. dmg.damage2=0;
  1700. dmg.div_= pd->a_skill->div_;
  1701. }
  1702. }
  1703. sc= status_get_sc(bl);
  1704. if (sc && !sc->count) sc = NULL; //Don't need it.
  1705. if (attack_type&BF_MAGIC) {
  1706. if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
  1707. && !(sstatus->mode&MD_BOSS) && (sd || status_get_lv(src) <= 80) )
  1708. { //Works on players or mobs with level under 80.
  1709. clif_specialeffect(bl, 438, AREA);
  1710. if (--sc->data[SC_KAITE].val2 <= 0)
  1711. status_change_end(bl, SC_KAITE, -1);
  1712. bl = src; //Just make the skill attack yourself @.@
  1713. sc = status_get_sc(bl);
  1714. tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
  1715. if (sc && !sc->count)
  1716. sc = NULL; //Don't need it.
  1717. //Spirit of Wizard blocks bounced back spells.
  1718. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD
  1719. && !(tsd && (type = pc_search_inventory (tsd, 7321)) < 0))
  1720. {
  1721. if (tsd) pc_delitem(tsd, type, 1, 0);
  1722. dmg.damage = dmg.damage2 = 0;
  1723. dmg.dmg_lv = ATK_FLEE;
  1724. }
  1725. }
  1726. if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
  1727. //struct unit_data *ud;
  1728. int sp = skill_get_sp(skillid,skilllv);
  1729. dmg.damage = dmg.damage2 = 0;
  1730. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1731. sp = sp * sc->data[SC_MAGICROD].val2 / 100;
  1732. if(skillid == WZ_WATERBALL && skilllv > 1)
  1733. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1734. status_heal(bl, 0, sp, 2);
  1735. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
  1736. /* It was reported you don't get an act delay once it triggers.
  1737. ud = unit_bl2ud(bl);
  1738. if (ud) ud->canact_tick = tick
  1739. + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1);
  1740. */
  1741. }
  1742. }
  1743. damage = dmg.damage + dmg.damage2;
  1744. if (damage > 0 && src != bl && src == dsrc)
  1745. rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
  1746. if(lv==15)
  1747. lv=-1;
  1748. if( flag&0xff00 )
  1749. type=(flag&0xff00)>>8;
  1750. if((damage <= 0 || damage < dmg.div_)
  1751. && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
  1752. dmg.blewcount = 0;
  1753. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1754. if(battle_config.gx_disptype) dsrc = src;
  1755. if(src == bl) type = 4;
  1756. }
  1757. if(sd) {
  1758. //Sorry for removing the Japanese comments, but they were actually distracting
  1759. //from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
  1760. if (sd->sc.data[SC_COMBO].timer!=-1)
  1761. { //End combo state after skill is invoked. [Skotlex]
  1762. switch (skillid) {
  1763. case TK_TURNKICK:
  1764. case TK_STORMKICK:
  1765. case TK_DOWNKICK:
  1766. case TK_COUNTER:
  1767. if (pc_famerank(sd->char_id,MAPID_TAEKWON))
  1768. { //Extend combo time.
  1769. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1770. sd->skilllv_old = skilllv;
  1771. sd->sc.data[SC_COMBO].val1 = skillid; //Update combo-skill
  1772. delete_timer(sd->sc.data[SC_COMBO].timer, status_change_timer);
  1773. sd->sc.data[SC_COMBO].timer = add_timer(
  1774. tick+sd->sc.data[SC_COMBO].val4,
  1775. status_change_timer, src->id, SC_COMBO);
  1776. break;
  1777. }
  1778. default:
  1779. status_change_end(src,SC_COMBO,-1);
  1780. }
  1781. }
  1782. switch(skillid)
  1783. {
  1784. case MO_TRIPLEATTACK:
  1785. {
  1786. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1787. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1788. delay += 300 * battle_config.combo_delay_rate / 100;
  1789. sc_start(src,SC_COMBO,100,MO_TRIPLEATTACK,delay);
  1790. clif_combo_delay(src, delay);
  1791. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1792. party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
  1793. break;
  1794. }
  1795. case MO_CHAINCOMBO:
  1796. {
  1797. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1798. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1799. delay += 300 * battle_config.combo_delay_rate /100;
  1800. sc_start(src,SC_COMBO,100,MO_CHAINCOMBO,delay);
  1801. clif_combo_delay(src,delay);
  1802. break;
  1803. }
  1804. case MO_COMBOFINISH:
  1805. {
  1806. int delay = 700 - 4*sstatus->agi - 2*sstatus->dex;
  1807. if (
  1808. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1809. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1810. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1811. )
  1812. delay += 300 * battle_config.combo_delay_rate /100;
  1813. sc_start(src,SC_COMBO,100,MO_COMBOFINISH,delay);
  1814. clif_combo_delay(src,delay);
  1815. break;
  1816. }
  1817. case CH_TIGERFIST:
  1818. { //Tigerfist is now a combo-only skill. [Skotlex]
  1819. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1820. if(
  1821. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1822. (pc_checkskill(sd, CH_CHAINCRUSH) > 0)
  1823. )
  1824. delay += 300 * battle_config.combo_delay_rate /100;
  1825. sc_start(src,SC_COMBO,100,CH_TIGERFIST,delay);
  1826. clif_combo_delay(src,delay);
  1827. break;
  1828. }
  1829. case CH_CHAINCRUSH:
  1830. {
  1831. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1832. if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 &&
  1833. sd->spiritball >= 1 &&
  1834. sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1)
  1835. delay += 300 * battle_config.combo_delay_rate /100;
  1836. sc_start(src,SC_COMBO,100,CH_CHAINCRUSH,delay);
  1837. clif_combo_delay(src,delay);
  1838. break;
  1839. }
  1840. case AC_DOUBLE:
  1841. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1842. pc_checkskill(sd, HT_POWER)) {
  1843. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1844. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1845. clif_combo_delay(src,2000);
  1846. }
  1847. break;
  1848. case TK_COUNTER:
  1849. { //bonus from SG_FRIEND [Komurka]
  1850. int level;
  1851. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1852. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1853. }
  1854. break;
  1855. case SL_STIN:
  1856. case SL_STUN:
  1857. if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
  1858. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1859. break;
  1860. case GS_FULLBUSTER:
  1861. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1862. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1863. break;
  1864. } //Switch End
  1865. }
  1866. //Display damage.
  1867. switch(skillid){
  1868. //Skills who's damage should't show any skill-animation.
  1869. case SM_MAGNUM:
  1870. case AS_SPLASHER:
  1871. case ASC_METEORASSAULT:
  1872. // case GS_SPREADATTACK: <- as it is, it shows no animation at all.
  1873. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1874. break;
  1875. case KN_BRANDISHSPEAR:
  1876. case NJ_KAMAITACHI:
  1877. case NJ_HUUMA:
  1878. { //Only display skill animation for skill's target.
  1879. struct unit_data *ud = unit_bl2ud(src);
  1880. if (ud && ud->skilltarget == bl->id)
  1881. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
  1882. else
  1883. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,8,dmg.damage2); // can't know why 8, but it works for all skills...
  1884. break;
  1885. }
  1886. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1887. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1888. break;
  1889. case NPC_SELFDESTRUCTION:
  1890. if(src->type==BL_PC)
  1891. dmg.blewcount = 10;
  1892. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1893. case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
  1894. case TF_DOUBLE:
  1895. case GS_CHAINACTION:
  1896. case SN_SHARPSHOOTING:
  1897. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1898. break;
  1899. case CR_GRANDCROSS:
  1900. case NPC_GRANDDARKNESS:
  1901. //Only show animation when hitting yourself. [Skotlex]
  1902. if (src!=bl) {
  1903. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1904. break;
  1905. }
  1906. default:
  1907. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
  1908. }
  1909. map_freeblock_lock();
  1910. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1911. && pc_checkskill(tsd,RG_PLAGIARISM)
  1912. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  1913. && damage < tsd->status.hp)
  1914. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1915. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1916. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1917. {
  1918. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1919. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1920. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1921. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1922. }
  1923. tsd->cloneskill_id = skillid;
  1924. tsd->status.skill[skillid].id = skillid;
  1925. tsd->status.skill[skillid].lv = skilllv;
  1926. if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1927. tsd->status.skill[skillid].lv = lv;
  1928. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1929. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1930. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1931. clif_skillinfoblock(tsd);
  1932. }
  1933. }
  1934. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1935. struct skill_unit* su = (struct skill_unit*)bl;
  1936. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1937. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1938. }
  1939. if (!dmg.amotion) {
  1940. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1941. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  1942. if (!status_isdead(bl))
  1943. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1944. //Counter status effects [Skotlex]
  1945. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1946. }
  1947. }
  1948. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1949. if (dmg.blewcount > 0 && !status_isdead(bl))
  1950. skill_blown(skillid==NJ_TATAMIGAESHI?src:dsrc,bl,dmg.blewcount);
  1951. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1952. if (dmg.amotion)
  1953. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1954. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1955. int rate = 50 + skilllv * 5;
  1956. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1957. if(rand()%100 < rate)
  1958. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1959. }
  1960. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1961. if (battle_config.left_cardfix_to_right)
  1962. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1963. else
  1964. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1965. }
  1966. if (rdamage>0) {
  1967. if (dmg.amotion)
  1968. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1969. else
  1970. status_fix_damage(bl,src,rdamage,0);
  1971. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1972. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1973. if (tsd && src != bl)
  1974. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1975. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  1976. }
  1977. if (!(flag & 1) &&
  1978. (
  1979. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1980. ) &&
  1981. (sc = status_get_sc(src)) &&
  1982. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  1983. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  1984. {
  1985. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1986. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1987. }
  1988. map_freeblock_unlock();
  1989. return damage;
  1990. }
  1991. /*==========================================
  1992. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1993. * flagについて?F16?i?を確認
  1994. * MSB <- 00fTffff ->LSB
  1995. * T =タ?ゲット選?用(BCT_*)
  1996. * ffff=自由に使用可能
  1997. * 0 =予約?B0に固定
  1998. *------------------------------------------
  1999. */
  2000. static int skill_area_temp[8];
  2001. static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  2002. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  2003. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2004. int skill_area_sub (struct block_list *bl, va_list ap)
  2005. {
  2006. struct block_list *src;
  2007. int skill_id,skill_lv,flag;
  2008. unsigned int tick;
  2009. SkillFunc func;
  2010. nullpo_retr(0, bl);
  2011. nullpo_retr(0, ap);
  2012. src=va_arg(ap,struct block_list *);
  2013. skill_id=va_arg(ap,int);
  2014. skill_lv=va_arg(ap,int);
  2015. tick=va_arg(ap,unsigned int);
  2016. flag=va_arg(ap,int);
  2017. func=va_arg(ap,SkillFunc);
  2018. if(battle_check_target(src,bl,flag) > 0)
  2019. func(src,bl,skill_id,skill_lv,tick,flag);
  2020. return 0;
  2021. }
  2022. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2023. {
  2024. struct skill_unit *unit;
  2025. int skillid,g_skillid;
  2026. unit = (struct skill_unit *)bl;
  2027. if(bl->prev == NULL || bl->type != BL_SKILL)
  2028. return 0;
  2029. if(!unit->alive)
  2030. return 0;
  2031. skillid = va_arg(ap,int);
  2032. g_skillid = unit->group->skill_id;
  2033. switch (skillid)
  2034. {
  2035. case MG_SAFETYWALL:
  2036. case AL_PNEUMA:
  2037. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  2038. return 0;
  2039. break;
  2040. case AL_WARP:
  2041. case HT_SKIDTRAP:
  2042. case HT_LANDMINE:
  2043. case HT_ANKLESNARE:
  2044. case HT_SHOCKWAVE:
  2045. case HT_SANDMAN:
  2046. case HT_FLASHER:
  2047. case HT_FREEZINGTRAP:
  2048. case HT_BLASTMINE:
  2049. case HT_CLAYMORETRAP:
  2050. case HT_TALKIEBOX:
  2051. case HP_BASILICA:
  2052. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2053. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2054. return 0;
  2055. break;
  2056. default: //Avoid stacking with same kind of trap. [Skotlex]
  2057. if (g_skillid != skillid)
  2058. return 0;
  2059. break;
  2060. }
  2061. return 1;
  2062. }
  2063. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2064. {
  2065. //Non players do not check for the skill's splash-trigger area.
  2066. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2067. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2068. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2069. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2070. return 0;
  2071. }
  2072. range += layout_type;
  2073. return map_foreachinarea(skill_check_unit_range_sub,bl->m,
  2074. x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2075. }
  2076. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2077. {
  2078. int skillid;
  2079. if(bl->prev == NULL)
  2080. return 0;
  2081. if(status_isdead(bl))
  2082. return 0;
  2083. skillid = va_arg(ap,int);
  2084. if (skillid==HP_BASILICA && bl->type==BL_PC)
  2085. return 0;
  2086. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  2087. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2088. return 1;
  2089. }
  2090. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2091. {
  2092. int range, type;
  2093. switch (skillid) { // to be expanded later
  2094. case WZ_ICEWALL:
  2095. range = 2;
  2096. break;
  2097. default:
  2098. {
  2099. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2100. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2101. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2102. return 0;
  2103. }
  2104. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2105. }
  2106. break;
  2107. }
  2108. // if the caster is a monster/NPC, only check for players
  2109. // otherwise just check characters
  2110. if (bl->type == BL_PC)
  2111. type = BL_CHAR;
  2112. else
  2113. type = BL_PC;
  2114. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2115. x - range, y - range, x + range, y + range,
  2116. type, skillid);
  2117. }
  2118. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  2119. {
  2120. struct map_session_data *sd;
  2121. int gid, id, strvit, agidex;
  2122. sd = (struct map_session_data *)bl;
  2123. id = va_arg(ap,int);
  2124. gid = va_arg(ap,int);
  2125. if (sd->status.guild_id != gid)
  2126. return 0;
  2127. if(id == sd->bl.id && battle_config.guild_aura&16)
  2128. return 0;
  2129. strvit = va_arg(ap,int);
  2130. agidex = va_arg(ap,int);
  2131. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2132. if (sd->sc.data[SC_GUILDAURA].val3 != strvit ||
  2133. sd->sc.data[SC_GUILDAURA].val4 != agidex) {
  2134. sd->sc.data[SC_GUILDAURA].val3 = strvit;
  2135. sd->sc.data[SC_GUILDAURA].val4 = agidex;
  2136. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2137. }
  2138. return 0;
  2139. }
  2140. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2141. return 1;
  2142. }
  2143. /*==========================================
  2144. * [orn]
  2145. * Checks that you have the requirements for casting a skill for homunculus.
  2146. * Flag:
  2147. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2148. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2149. *------------------------------------------
  2150. */
  2151. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  2152. {
  2153. struct status_data *status;
  2154. struct status_change *sc;
  2155. TBL_PC * sd;
  2156. int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
  2157. int index[10],itemid[10],amount[10];
  2158. int checkitem_flag = 1, delitem_flag = 1;
  2159. nullpo_retr(0, hd);
  2160. sd = hd->master;
  2161. if (lv <= 0) return 0;
  2162. status = &hd->battle_status;
  2163. sc = &hd->sc;
  2164. if (!sc->count)
  2165. sc = NULL;
  2166. // for the guild skills [celest]
  2167. if (skill >= HM_SKILLBASE) //[orn]
  2168. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  2169. else
  2170. j = skill;
  2171. if (j < 0 || j >= MAX_SKILL_DB)
  2172. return 0;
  2173. //Code speedup, rather than using skill_get_* over and over again.
  2174. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  2175. return 0;
  2176. for(i = 0; i < 10; i++) {
  2177. itemid[i] = skill_db[j].itemid[i];
  2178. amount[i] = skill_db[j].amount[i];
  2179. }
  2180. hp = skill_db[j].hp[lv-1];
  2181. sp = skill_db[j].sp[lv-1];
  2182. hp_rate = skill_db[j].hp_rate[lv-1];
  2183. sp_rate = skill_db[j].sp_rate[lv-1];
  2184. state = skill_db[j].state;
  2185. mhp = skill_db[j].mhp[lv-1];
  2186. if(mhp > 0)
  2187. hp += (status->max_hp * mhp)/100;
  2188. if(hp_rate > 0)
  2189. hp += (status->hp * hp_rate)/100;
  2190. else
  2191. hp += (status->max_hp * (-hp_rate))/100;
  2192. if(sp_rate > 0)
  2193. sp += (status->sp * sp_rate)/100;
  2194. else
  2195. sp += (status->max_sp * (-sp_rate))/100;
  2196. switch(skill) { // Check for cost reductions due to skills & SCs
  2197. case HFLI_SBR44:
  2198. if(sd->homunculus.intimacy < 200)
  2199. return 0;
  2200. break;
  2201. case HVAN_EXPLOSION:
  2202. if(sd->homunculus.intimacy < battle_config.hvan_explosion_intimate)
  2203. return 0;
  2204. break;
  2205. }
  2206. if(!(type&2)){
  2207. if( hp>0 && status->hp <= (unsigned int)hp) {
  2208. clif_skill_fail(sd,skill,2,0);
  2209. return 0;
  2210. }
  2211. if( sp>0 && status->sp < (unsigned int)sp) {
  2212. clif_skill_fail(sd,skill,1,0);
  2213. return 0;
  2214. }
  2215. }
  2216. switch(state) {
  2217. case ST_MOVE_ENABLE:
  2218. //Check only on begin casting. [Skotlex]
  2219. if(!type && !unit_can_move(&hd->bl)) {
  2220. clif_skill_fail(sd,skill,0,0);
  2221. return 0;
  2222. }
  2223. break;
  2224. }
  2225. if (checkitem_flag) {
  2226. for(i=0;i<10;i++) {
  2227. index[i] = -1;
  2228. if(itemid[i] <= 0)
  2229. continue;
  2230. index[i] = pc_search_inventory(sd,itemid[i]);
  2231. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
  2232. {
  2233. clif_skill_fail(sd,skill,0,0);
  2234. return 0;
  2235. }
  2236. }
  2237. }
  2238. if(!(type&1))
  2239. return 1;
  2240. if(delitem_flag) {
  2241. for(i=0;i<10;i++) {
  2242. if(index[i] >= 0)
  2243. pc_delitem(sd,index[i],amount[i],0);
  2244. }
  2245. }
  2246. if(type&2)
  2247. return 1;
  2248. if(sp || hp)
  2249. status_zap(&hd->bl, hp, sp);
  2250. return 1;
  2251. }
  2252. /*=========================================================================
  2253. *
  2254. */
  2255. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2256. {
  2257. if(skill_area_temp[0] < 0xffff)
  2258. skill_area_temp[0]++;
  2259. return 1;
  2260. }
  2261. int skill_count_water (struct block_list *src, int range)
  2262. {
  2263. int i,x,y,cnt = 0,size = range*2+1;
  2264. struct skill_unit *unit;
  2265. for (i=0;i<size*size;i++) {
  2266. x = src->x+(i%size-range);
  2267. y = src->y+(i/size-range);
  2268. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2269. cnt++;
  2270. continue;
  2271. }
  2272. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2273. if (!unit)
  2274. unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL);
  2275. if (unit) {
  2276. cnt++;
  2277. skill_delunit(unit);
  2278. }
  2279. }
  2280. return cnt;
  2281. }
  2282. /*==========================================
  2283. *
  2284. *------------------------------------------
  2285. */
  2286. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  2287. {
  2288. struct block_list *src = map_id2bl(id),*target;
  2289. struct unit_data *ud = unit_bl2ud(src);
  2290. struct skill_timerskill *skl = NULL;
  2291. int range;
  2292. nullpo_retr(0, src);
  2293. nullpo_retr(0, ud);
  2294. skl = ud->skilltimerskill[data];
  2295. nullpo_retr(0, skl);
  2296. ud->skilltimerskill[data] = NULL;
  2297. do {
  2298. if(src->prev == NULL)
  2299. break;
  2300. if(skl->target_id) {
  2301. target = map_id2bl(skl->target_id);
  2302. if(!target && skl->skill_id == RG_INTIMIDATE)
  2303. target = src; //Required since it has to warp.
  2304. if(target == NULL)
  2305. break;
  2306. if(target->prev == NULL)
  2307. break;
  2308. if(src->m != target->m)
  2309. break;
  2310. if(status_isdead(src))
  2311. break;
  2312. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2313. break;
  2314. switch(skl->skill_id) {
  2315. case RG_INTIMIDATE:
  2316. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2317. short x,y;
  2318. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2319. if (target != src && !status_isdead(target))
  2320. unit_warp(target, -1, x, y, 3);
  2321. }
  2322. break;
  2323. case BA_FROSTJOKE:
  2324. case DC_SCREAM:
  2325. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2326. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2327. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2328. break;
  2329. case WZ_WATERBALL:
  2330. if (!status_isdead(target))
  2331. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2332. if (skl->type>1 && !status_isdead(target)) {
  2333. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2334. } else {
  2335. struct status_change *sc = status_get_sc(src);
  2336. if(sc && sc->data[SC_MAGICPOWER].timer != -1)
  2337. status_change_end(src,SC_MAGICPOWER,-1);
  2338. }
  2339. break;
  2340. default:
  2341. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2342. break;
  2343. }
  2344. }
  2345. else {
  2346. if(src->m != skl->map)
  2347. break;
  2348. switch(skl->skill_id) {
  2349. case WZ_METEOR:
  2350. if(skl->type >= 0) {
  2351. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2352. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2353. }
  2354. else
  2355. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2356. break;
  2357. }
  2358. }
  2359. } while (0);
  2360. //Free skl now that it is no longer needed.
  2361. ers_free(skill_timer_ers, skl);
  2362. return 0;
  2363. }
  2364. /*==========================================
  2365. *
  2366. *------------------------------------------
  2367. */
  2368. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  2369. {
  2370. int i;
  2371. struct unit_data *ud;
  2372. nullpo_retr(1, src);
  2373. ud = unit_bl2ud(src);
  2374. nullpo_retr(1, ud);
  2375. for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++);
  2376. if (i==MAX_SKILLTIMERSKILL) return 1;
  2377. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2378. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2379. ud->skilltimerskill[i]->src_id = src->id;
  2380. ud->skilltimerskill[i]->target_id = target;
  2381. ud->skilltimerskill[i]->skill_id = skill_id;
  2382. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2383. ud->skilltimerskill[i]->map = src->m;
  2384. ud->skilltimerskill[i]->x = x;
  2385. ud->skilltimerskill[i]->y = y;
  2386. ud->skilltimerskill[i]->type = type;
  2387. ud->skilltimerskill[i]->flag = flag;
  2388. return 0;
  2389. }
  2390. /*==========================================
  2391. *
  2392. *------------------------------------------
  2393. */
  2394. int skill_cleartimerskill (struct block_list *src)
  2395. {
  2396. int i;
  2397. struct unit_data *ud;
  2398. nullpo_retr(0, src);
  2399. ud = unit_bl2ud(src);
  2400. nullpo_retr(0, ud);
  2401. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2402. if(ud->skilltimerskill[i]) {
  2403. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2404. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2405. ud->skilltimerskill[i]=NULL;
  2406. }
  2407. }
  2408. return 1;
  2409. }
  2410. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2411. {
  2412. TBL_SKILL *su = (TBL_SKILL*)bl;
  2413. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2414. { //Reveal trap.
  2415. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2416. //clif_changetraplook(bl, su->group->unit_id);
  2417. clif_skill_setunit(su);
  2418. return 1;
  2419. }
  2420. return 0;
  2421. }
  2422. /*==========================================
  2423. *
  2424. *
  2425. *------------------------------------------
  2426. */
  2427. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2428. {
  2429. struct map_session_data *sd = NULL, *tsd = NULL;
  2430. struct status_data *tstatus;
  2431. struct status_change *sc;
  2432. if (skillid > 0 && skilllv <= 0) return 0;
  2433. nullpo_retr(1, src);
  2434. nullpo_retr(1, bl);
  2435. if (src->m != bl->m)
  2436. return 1;
  2437. if (bl->prev == NULL)
  2438. return 1;
  2439. if (src->type == BL_PC)
  2440. sd = (struct map_session_data *)src;
  2441. if (bl->type == BL_PC)
  2442. tsd = (struct map_session_data *)bl;
  2443. if (status_isdead(bl))
  2444. return 1;
  2445. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl))
  2446. { //GTB makes all targetted magic fail silently.
  2447. if (sd) clif_skill_fail(sd,skillid,0,0);
  2448. return 1;
  2449. }
  2450. sc = status_get_sc(src);
  2451. if (sc && !sc->count)
  2452. sc = NULL; //Unneeded
  2453. tstatus = status_get_status_data(bl);
  2454. map_freeblock_lock();
  2455. switch(skillid)
  2456. {
  2457. case SM_BASH:
  2458. case MC_MAMMONITE:
  2459. case TF_DOUBLE:
  2460. case AC_DOUBLE:
  2461. case AS_SONICBLOW:
  2462. case KN_PIERCE:
  2463. case KN_SPEARBOOMERANG:
  2464. case KN_BRANDISHSPEAR:
  2465. case TF_POISON:
  2466. case TF_SPRINKLESAND:
  2467. case AC_CHARGEARROW:
  2468. case RG_RAID:
  2469. case RG_INTIMIDATE:
  2470. case AM_ACIDTERROR:
  2471. case BA_MUSICALSTRIKE:
  2472. case DC_THROWARROW:
  2473. case BA_DISSONANCE:
  2474. case CR_HOLYCROSS:
  2475. case NPC_DARKCROSS:
  2476. case CR_SHIELDCHARGE:
  2477. case CR_SHIELDBOOMERANG:
  2478. case NPC_PIERCINGATT:
  2479. case NPC_MENTALBREAKER:
  2480. case NPC_RANGEATTACK:
  2481. case NPC_CRITICALSLASH:
  2482. case NPC_COMBOATTACK:
  2483. case NPC_GUIDEDATTACK:
  2484. case NPC_POISON:
  2485. case NPC_BLINDATTACK:
  2486. case NPC_SILENCEATTACK:
  2487. case NPC_STUNATTACK:
  2488. case NPC_PETRIFYATTACK:
  2489. case NPC_CURSEATTACK:
  2490. case NPC_SLEEPATTACK:
  2491. case NPC_RANDOMATTACK:
  2492. case NPC_WATERATTACK:
  2493. case NPC_GROUNDATTACK:
  2494. case NPC_FIREATTACK:
  2495. case NPC_WINDATTACK:
  2496. case NPC_POISONATTACK:
  2497. case NPC_HOLYATTACK:
  2498. case NPC_DARKNESSATTACK:
  2499. case NPC_TELEKINESISATTACK:
  2500. case NPC_UNDEADATTACK:
  2501. case NPC_BREAKARMOR:
  2502. case NPC_BREAKWEAPON:
  2503. case NPC_BREAKHELM:
  2504. case NPC_BREAKSHIELD:
  2505. case LK_AURABLADE:
  2506. case LK_SPIRALPIERCE:
  2507. case LK_HEADCRUSH:
  2508. case LK_JOINTBEAT:
  2509. case CG_ARROWVULCAN:
  2510. case HW_MAGICCRASHER:
  2511. case ASC_METEORASSAULT:
  2512. case ITM_TOMAHAWK:
  2513. case MO_TRIPLEATTACK:
  2514. case CH_CHAINCRUSH:
  2515. case CH_TIGERFIST:
  2516. case PA_SHIELDCHAIN: // Shield Chain
  2517. case PA_SACRIFICE:
  2518. case WS_CARTTERMINATION: // Cart Termination
  2519. case AS_VENOMKNIFE:
  2520. case HT_PHANTASMIC:
  2521. case HT_POWER:
  2522. case TK_DOWNKICK:
  2523. case TK_COUNTER:
  2524. case GS_TRIPLEACTION:
  2525. case GS_MAGICALBULLET:
  2526. case GS_CRACKER:
  2527. case GS_TRACKING:
  2528. case GS_PIERCINGSHOT:
  2529. case GS_RAPIDSHOWER:
  2530. case GS_DUST:
  2531. case GS_FULLBUSTER:
  2532. case NJ_SYURIKEN:
  2533. case NJ_KUNAI:
  2534. case ASC_BREAKER:
  2535. case HFLI_MOON: //[orn]
  2536. case HFLI_SBR44: //[orn]
  2537. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2538. break;
  2539. case MO_COMBOFINISH:
  2540. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2541. { //Becomes a splash attack when Soul Linked.
  2542. map_foreachinrange(skill_area_sub, bl,
  2543. skill_get_splash(skillid, skilllv),BL_CHAR,
  2544. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2545. skill_castend_damage_id);
  2546. } else
  2547. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2548. break;
  2549. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2550. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2551. map_foreachinrange(skill_attack_area, src,
  2552. skill_get_splash(skillid, skilllv), BL_CHAR,
  2553. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2554. break;
  2555. case TK_JUMPKICK:
  2556. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2557. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2558. clif_slide(src,bl->x,bl->y);
  2559. break;
  2560. case SN_SHARPSHOOTING:
  2561. case NJ_KAMAITACHI:
  2562. //It won't shoot through walls since on castend there has to be a direct
  2563. //line of sight between caster and target.
  2564. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2565. skill_get_splash(skillid, skilllv),BL_CHAR,
  2566. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2567. break;
  2568. case MO_INVESTIGATE:
  2569. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2570. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2571. status_change_end(src,SC_BLADESTOP,-1);
  2572. break;
  2573. case RG_BACKSTAP:
  2574. {
  2575. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2576. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2577. if (sc && sc->data[SC_HIDING].timer != -1)
  2578. status_change_end(src, SC_HIDING, -1);
  2579. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2580. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2581. unit_setdir(bl,dir);
  2582. }
  2583. else if (sd)
  2584. clif_skill_fail(sd,skillid,0,0);
  2585. }
  2586. break;
  2587. case MO_FINGEROFFENSIVE:
  2588. {
  2589. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2590. if (battle_config.finger_offensive_type && sd) {
  2591. int i;
  2592. for (i = 1; i < sd->spiritball_old; i++)
  2593. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2594. // sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; Should be handled by the canmove delay on skill_cast_db [Skotlex]
  2595. }
  2596. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2597. status_change_end(src,SC_BLADESTOP,-1);
  2598. }
  2599. break;
  2600. case MO_CHAINCOMBO:
  2601. {
  2602. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2603. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2604. status_change_end(src,SC_BLADESTOP,-1);
  2605. }
  2606. break;
  2607. case MO_EXTREMITYFIST:
  2608. if (sc && sc->count)
  2609. {
  2610. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2611. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2612. if (sc->data[SC_BLADESTOP].timer != -1)
  2613. status_change_end(src,SC_BLADESTOP,-1);
  2614. }
  2615. case KN_CHARGEATK:
  2616. if(!check_distance_bl(src, bl, 2)) { //Need to move to target.
  2617. int dx,dy;
  2618. dx = bl->x - src->x;
  2619. dy = bl->y - src->y;
  2620. if(dx > 0) dx++;
  2621. else if(dx < 0) dx--;
  2622. if (dy > 0) dy++;
  2623. else if(dy < 0) dy--;
  2624. if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
  2625. flag = distance_bl(src, bl);
  2626. if (!unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) {
  2627. if (sd) clif_skill_fail(sd,skillid,0,0);
  2628. break;
  2629. }
  2630. clif_slide(src,src->x,src->y);
  2631. } else //Assume minimum distance of 1 for Charge.
  2632. flag = 1;
  2633. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2634. break;
  2635. //Splash attack skills.
  2636. case AS_SPLASHER:
  2637. if ((flag&1) && bl->id == skill_area_temp[1])
  2638. { //Should do 100% damage on targetted character.
  2639. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, 0);
  2640. break;
  2641. }
  2642. case AS_GRIMTOOTH:
  2643. case MC_CARTREVOLUTION:
  2644. case NPC_SPLASHATTACK:
  2645. case AC_SHOWER:
  2646. case MG_NAPALMBEAT:
  2647. case MG_FIREBALL:
  2648. case HW_NAPALMVULCAN:
  2649. case NJ_HUUMA:
  2650. case NJ_BAKUENRYU:
  2651. if (flag&1) //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2652. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2653. else {
  2654. if ( skillid == NJ_BAKUENRYU ) clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2655. skill_area_temp[0] = 0;
  2656. skill_area_temp[1] = bl->id;
  2657. if (skill_get_nk(skillid)&NK_SPLASHSPLIT)
  2658. map_foreachinrange(skill_area_sub, bl,
  2659. skill_get_splash(skillid, skilllv), BL_CHAR,
  2660. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2661. else if (skillid==AS_SPLASHER) //Need split damage anyway.
  2662. skill_area_temp[0] = 2;
  2663. map_foreachinrange(skill_area_sub, bl,
  2664. skill_get_splash(skillid, skilllv), BL_CHAR,
  2665. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2666. skill_castend_damage_id);
  2667. }
  2668. break;
  2669. //Done apart because you can't mix the flag with BCT_ENEMY for auto-blitz.
  2670. case HT_BLITZBEAT:
  2671. if (flag&1) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
  2672. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2673. else {
  2674. skill_area_temp[0] = 0;
  2675. skill_area_temp[1] = bl->id;
  2676. //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
  2677. if (skillid==HT_BLITZBEAT && flag&0xf00000)
  2678. map_foreachinrange(skill_area_sub, bl,
  2679. skill_get_splash(skillid, skilllv), BL_CHAR,
  2680. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2681. else
  2682. skill_area_temp[0] = 1;
  2683. map_foreachinrange(skill_area_sub, bl,
  2684. skill_get_splash(skillid, skilllv), BL_CHAR,
  2685. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2686. skill_castend_damage_id);
  2687. }
  2688. break;
  2689. case SM_MAGNUM:
  2690. if(flag&1)
  2691. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2692. else {
  2693. //If we get here, someone changed magnum to be a enemy targetted skill,
  2694. //so treat it as such.
  2695. map_foreachinrange(skill_area_sub, bl,
  2696. skill_get_splash(skillid, skilllv),BL_CHAR,
  2697. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2698. skill_castend_damage_id);
  2699. //Initiate 10% of your damage becomes fire element.
  2700. clif_skill_nodamage (src,bl,skillid,skilllv,1);
  2701. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2702. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2703. }
  2704. break;
  2705. case KN_BOWLINGBASH:
  2706. if(flag&1){
  2707. if(bl->id==skill_area_temp[1])
  2708. break;
  2709. //Splash damage is always two hits for 500%
  2710. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2711. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2712. } else {
  2713. int i,c;
  2714. c = skill_get_blewcount(skillid,skilllv);
  2715. for(i=0;i<c;i++){
  2716. if (!skill_blown(src,bl,0x20000|1))
  2717. break; //Can't knockback
  2718. skill_area_temp[0]=0;
  2719. map_foreachinrange(skill_area_sub,bl,
  2720. skill_get_splash(skillid, skilllv),BL_CHAR,
  2721. src,skillid,skilllv,tick, flag|BCT_ENEMY,
  2722. skill_area_sub_count);
  2723. if(skill_area_temp[0]>1) break;
  2724. }
  2725. clif_blown(bl); //Update target pos.
  2726. if (i==c) { //No targets found. Single attack for 600%
  2727. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,1);
  2728. } else {
  2729. skill_area_temp[1]=bl->id;
  2730. map_foreachinrange(skill_area_sub,bl,
  2731. skill_get_splash(skillid, skilllv),BL_CHAR,
  2732. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2733. skill_castend_damage_id);
  2734. //Weirdo dual-hit property, two attacks for 500%
  2735. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2736. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2737. }
  2738. }
  2739. break;
  2740. case KN_SPEARSTAB:
  2741. if(flag&1){
  2742. if (bl->id==skill_area_temp[1])
  2743. break;
  2744. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500))
  2745. skill_blown(src,bl,skill_area_temp[2]);
  2746. } else {
  2747. int x=bl->x,y=bl->y,i,dir;
  2748. dir = map_calc_dir(bl,src->x,src->y);
  2749. skill_area_temp[1] = bl->id;
  2750. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
  2751. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2752. skill_blown(src,bl,skill_area_temp[2]);
  2753. for (i=0;i<4;i++) {
  2754. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2755. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2756. skill_castend_damage_id);
  2757. x += dirx[dir];
  2758. y += diry[dir];
  2759. }
  2760. }
  2761. break;
  2762. case TK_TURNKICK:
  2763. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2764. {
  2765. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2766. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2767. map_foreachinrange(skill_area_sub,bl,
  2768. skill_get_splash(skillid, skilllv),BL_CHAR,
  2769. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2770. skill_castend_nodamage_id);
  2771. }
  2772. break;
  2773. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2774. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2775. clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
  2776. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2777. break;
  2778. case PR_TURNUNDEAD:
  2779. case ALL_RESURRECTION:
  2780. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2781. break;
  2782. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2783. break;
  2784. case MG_SOULSTRIKE:
  2785. case NPC_DARKSTRIKE:
  2786. case MG_COLDBOLT:
  2787. case MG_FIREBOLT:
  2788. case MG_LIGHTNINGBOLT:
  2789. case WZ_EARTHSPIKE:
  2790. case AL_HEAL:
  2791. case AL_HOLYLIGHT:
  2792. case WZ_JUPITEL:
  2793. case NPC_DARKTHUNDER:
  2794. case NPC_MAGICALATTACK:
  2795. case PR_ASPERSIO:
  2796. case MG_FROSTDIVER:
  2797. case WZ_SIGHTBLASTER:
  2798. case WZ_SIGHTRASHER:
  2799. case NJ_KOUENKA:
  2800. case NJ_HYOUSENSOU:
  2801. case NJ_HUUJIN:
  2802. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2803. break;
  2804. case HVAN_CAPRICE: //[blackhole89]
  2805. {
  2806. int ran=rand()%4;
  2807. int sid = 0;
  2808. switch(ran)
  2809. {
  2810. case 0: sid=MG_COLDBOLT; break;
  2811. case 1: sid=MG_FIREBOLT; break;
  2812. case 2: sid=MG_LIGHTNINGBOLT; break;
  2813. case 3: sid=WZ_EARTHSPIKE; break;
  2814. }
  2815. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag);
  2816. }
  2817. break;
  2818. case WZ_WATERBALL: /* 繧ヲ繧ゥ繝シ繧ソ繝シ繝懊�繝ォ */
  2819. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2820. if (skilllv>1) {
  2821. int range = skilllv/2;
  2822. int cnt;
  2823. if (sd)
  2824. cnt = skill_count_water(src,range);
  2825. else {
  2826. range = 2*range+1;
  2827. cnt = range*range;
  2828. }
  2829. cnt--;
  2830. if (cnt > 0)
  2831. skill_addtimerskill(src,tick+125,bl->id,0,0,
  2832. skillid,skilllv,cnt,flag);
  2833. } else if (sd) //Eat up deluge tiles.
  2834. skill_count_water(src,0);
  2835. break;
  2836. case PR_BENEDICTIO:
  2837. //Should attack undead and demons. [Skotlex]
  2838. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2839. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2840. break;
  2841. case SL_STIN:
  2842. case SL_STUN:
  2843. case SL_SMA:
  2844. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2845. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2846. clif_skill_fail(sd,skillid,0,0);
  2847. break;
  2848. }
  2849. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2850. break;
  2851. case NPC_DARKBREATH:
  2852. clif_emotion(src,7);
  2853. case SN_FALCONASSAULT:
  2854. case PA_PRESSURE:
  2855. case CR_ACIDDEMONSTRATION:
  2856. case TF_THROWSTONE:
  2857. case NPC_SMOKING:
  2858. case GS_FLING:
  2859. case NJ_ZENYNAGE:
  2860. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2861. break;
  2862. case HVAN_EXPLOSION:
  2863. case NPC_SELFDESTRUCTION:
  2864. if (src != bl)
  2865. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2866. break;
  2867. // Celest
  2868. case PF_SOULBURN:
  2869. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2870. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2871. if (skilllv == 5)
  2872. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
  2873. status_percent_damage(src, bl, 0, 100);
  2874. } else {
  2875. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2876. if (skilllv == 5)
  2877. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
  2878. status_percent_damage(src, src, 0, 100);
  2879. }
  2880. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2881. break;
  2882. case NPC_BLOODDRAIN:
  2883. case NPC_ENERGYDRAIN:
  2884. {
  2885. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2886. src, src, bl, skillid, skilllv, tick, flag);
  2887. if (heal > 0){
  2888. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2889. status_heal(src, heal, 0, 0);
  2890. }
  2891. }
  2892. break;
  2893. case GS_BULLSEYE:
  2894. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  2895. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2896. else if (sd)
  2897. clif_skill_fail(sd,skillid,0,0);
  2898. break;
  2899. case GS_DESPERADO:
  2900. case GS_SPREADATTACK:
  2901. if(flag&1)
  2902. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2903. else {
  2904. //If we get here, someone changed it to be a enemy targetted skill,
  2905. //so treat it as such.
  2906. map_foreachinrange(skill_area_sub, bl,
  2907. skill_get_splash(skillid, skilllv),BL_CHAR,
  2908. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2909. skill_castend_damage_id);
  2910. }
  2911. break;
  2912. case NJ_KASUMIKIRI:
  2913. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2914. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2915. break;
  2916. case NJ_KIRIKAGE:
  2917. {
  2918. int dir = map_calc_dir(src,bl->x,bl->y);
  2919. status_change_end(src, SC_HIDING, -1);
  2920. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2921. if (unit_movepos(src, bl->x - dirx[dir], bl->y - diry[dir], 0, 0))
  2922. clif_slide(src,src->x,src->y);
  2923. }
  2924. break;
  2925. case NJ_ISSEN:
  2926. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2927. if (sc && sc->data[SC_NEN].timer != -1)
  2928. status_change_end(src,SC_NEN,-1);
  2929. break;
  2930. case 0:
  2931. if(sd) {
  2932. if (flag & 3){
  2933. if (bl->id != skill_area_temp[1])
  2934. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500);
  2935. } else {
  2936. skill_area_temp[1] = bl->id;
  2937. map_foreachinrange(skill_area_sub, bl,
  2938. sd->splash_range, BL_CHAR,
  2939. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2940. skill_castend_damage_id);
  2941. }
  2942. }
  2943. break;
  2944. default:
  2945. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2946. map_freeblock_unlock();
  2947. return 1;
  2948. }
  2949. map_freeblock_unlock();
  2950. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2951. battle_consume_ammo(sd, skillid, skilllv);
  2952. return 0;
  2953. }
  2954. /*==========================================
  2955. *
  2956. *------------------------------------------
  2957. */
  2958. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2959. {
  2960. struct map_session_data *sd = NULL;
  2961. struct homun_data *hd = NULL;
  2962. struct map_session_data *dstsd = NULL;
  2963. struct status_data *sstatus, *tstatus;
  2964. struct status_change *tsc;
  2965. struct mob_data *md = NULL;
  2966. struct mob_data *dstmd = NULL;
  2967. int i,type=-1;
  2968. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2969. nullpo_retr(1, src);
  2970. nullpo_retr(1, bl);
  2971. if (src->m != bl->m)
  2972. return 1;
  2973. if (src->type == BL_PC) {
  2974. sd = (struct map_session_data *)src;
  2975. } else if (src->type == BL_HOM) { //[orn]
  2976. hd = (struct homun_data *)src;
  2977. } else if (src->type == BL_MOB) {
  2978. md = (struct mob_data *)src;
  2979. }
  2980. if (bl->type == BL_PC){
  2981. dstsd = (struct map_session_data *)bl;
  2982. } else if (bl->type == BL_MOB){
  2983. dstmd = (struct mob_data *)bl;
  2984. }
  2985. if(bl->prev == NULL)
  2986. return 1;
  2987. if(status_isdead(src))
  2988. return 1;
  2989. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2990. return 1;
  2991. tstatus = status_get_status_data(bl);
  2992. sstatus = status_get_status_data(src);
  2993. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2994. switch (skillid) {
  2995. case HLIF_HEAL: //[orn]
  2996. if (bl->type != BL_HOM) {
  2997. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2998. break ;
  2999. }
  3000. case AL_HEAL:
  3001. case ALL_RESURRECTION:
  3002. case PR_ASPERSIO:
  3003. //Apparently only player casted skills can be offensive like this.
  3004. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3005. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  3006. //Offensive heal does not works on non-enemies. [Skotlex]
  3007. clif_skill_fail(sd,skillid,0,0);
  3008. return 0;
  3009. }
  3010. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3011. }
  3012. break;
  3013. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  3014. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3015. default:
  3016. //Skill is actually ground placed.
  3017. if ((src == bl || skillid == PF_SPIDERWEB) && skill_get_unit_id(skillid,0))
  3018. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  3019. }
  3020. if (skillid > 0)
  3021. type = SkillStatusChangeTable(skillid);
  3022. tsc = status_get_sc(bl);
  3023. map_freeblock_lock();
  3024. switch(skillid)
  3025. {
  3026. case HLIF_HEAL: //[orn]
  3027. case AL_HEAL:
  3028. {
  3029. int heal = skill_calc_heal(src, skilllv);
  3030. int heal_get_jobexp;
  3031. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  3032. heal=0;
  3033. if (sd) {
  3034. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  3035. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  3036. heal = heal*2;
  3037. }
  3038. if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
  3039. && !(sstatus->mode&MD_BOSS)
  3040. ) { //Bounce back heal
  3041. if (--tsc->data[SC_KAITE].val2 <= 0)
  3042. status_change_end(bl, SC_KAITE, -1);
  3043. if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
  3044. clif_skill_nodamage (src, src, skillid, heal, 1);
  3045. heal_get_jobexp = status_heal(src,heal,0,0);
  3046. } else {
  3047. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3048. heal_get_jobexp = status_heal(bl,heal,0,0);
  3049. }
  3050. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3051. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3052. if (heal_get_jobexp <= 0)
  3053. heal_get_jobexp = 1;
  3054. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  3055. }
  3056. }
  3057. break;
  3058. case PR_REDEMPTIO:
  3059. if (sd && !(flag&1)) {
  3060. if (sd->status.party_id == 0) {
  3061. clif_skill_fail(sd,skillid,0,0);
  3062. break;
  3063. }
  3064. skill_area_temp[0] = 0;
  3065. party_foreachsamemap(skill_area_sub,
  3066. sd,skill_get_splash(skillid, skilllv),
  3067. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3068. skill_castend_nodamage_id);
  3069. if (skill_area_temp[0] == 0) {
  3070. clif_skill_fail(sd,skillid,0,0);
  3071. break;
  3072. }
  3073. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3074. if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
  3075. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  3076. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  3077. clif_updatestatus(sd,SP_BASEEXP);
  3078. clif_updatestatus(sd,SP_JOBEXP);
  3079. }
  3080. status_set_hp(src, 1, 0);
  3081. status_set_sp(src, 0, 0);
  3082. break;
  3083. } else if (status_isdead(bl) && flag&1) { //Revive
  3084. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3085. skilllv = 3; //Resurrection level 3 is used
  3086. } else //Invalid target, skip resurrection.
  3087. break;
  3088. case ALL_RESURRECTION:
  3089. if(sd && map_flag_gvg(bl->m))
  3090. { //No reviving in WoE grounds!
  3091. clif_skill_fail(sd,skillid,0,0);
  3092. break;
  3093. }
  3094. if (!status_isdead(bl))
  3095. break;
  3096. {
  3097. int per = 0, sper = 0;
  3098. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  3099. break;
  3100. switch(skilllv){
  3101. case 1: per=10; break;
  3102. case 2: per=30; break;
  3103. case 3: per=50; break;
  3104. case 4: per=80; break;
  3105. }
  3106. if(dstsd && dstsd->special_state.restart_full_recover)
  3107. per = sper = 100;
  3108. if (status_revive(bl, per, sper))
  3109. {
  3110. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
  3111. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3112. {
  3113. int exp = 0,jexp = 0;
  3114. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3115. if(lv > 0) {
  3116. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3117. if (exp < 1) exp = 1;
  3118. }
  3119. if(jlv > 0) {
  3120. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3121. if (jexp < 1) jexp = 1;
  3122. }
  3123. if(exp > 0 || jexp > 0)
  3124. pc_gainexp (sd, bl, exp, jexp);
  3125. }
  3126. }
  3127. }
  3128. break;
  3129. case AL_DECAGI:
  3130. clif_skill_nodamage (src, bl, skillid, skilllv,
  3131. sc_start(bl, type,
  3132. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  3133. skilllv, skill_get_time(skillid,skilllv)));
  3134. break;
  3135. case AL_CRUCIS:
  3136. if (flag & 1) {
  3137. if (battle_check_target (src, bl, BCT_ENEMY))
  3138. sc_start(bl,type,
  3139. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3140. skilllv,60000);
  3141. } else {
  3142. map_foreachinrange(skill_area_sub, src,
  3143. skill_get_splash(skillid, skilllv), BL_CHAR,
  3144. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  3145. skill_castend_nodamage_id);
  3146. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3147. }
  3148. break;
  3149. case PR_LEXDIVINA:
  3150. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3151. status_change_end(bl,type, -1);
  3152. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3153. } else
  3154. clif_skill_nodamage (src, bl, skillid, skilllv,
  3155. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3156. break;
  3157. case SA_ABRACADABRA:
  3158. {
  3159. int abra_skillid = 0, abra_skilllv;
  3160. do {
  3161. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3162. if (
  3163. //Unneeded check, use the "per" field to know if the skill is valid.
  3164. // skill_get_inf2(abra_skillid)&(INF2_NPC_SKILL|INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) || //NPC/Song/Dance skills are out
  3165. !skill_get_inf(abra_skillid) || //Passive skills cannot be casted
  3166. skill_abra_db[abra_skillid].req_lv > skilllv || //Required lv for it to appear
  3167. rand()%10000 >= skill_abra_db[abra_skillid].per
  3168. )
  3169. abra_skillid = 0; // reset to get a new id
  3170. } while (abra_skillid == 0);
  3171. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  3172. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3173. if (sd)
  3174. { //Crash-protection against Abracadabra casting pets
  3175. sd->skillitem = abra_skillid;
  3176. sd->skillitemlv = abra_skilllv;
  3177. sd->state.abra_flag = 1;
  3178. clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
  3179. } else
  3180. { // [Skotlex]
  3181. struct unit_data *ud = unit_bl2ud(src);
  3182. int inf = skill_get_inf(abra_skillid);
  3183. int target_id = 0;
  3184. if (!ud) break;
  3185. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3186. if (src->type == BL_PET)
  3187. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3188. if (!bl) bl = src;
  3189. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3190. } else { //Assume offensive skills
  3191. if (ud->target)
  3192. target_id = ud->target;
  3193. else switch (src->type) {
  3194. case BL_MOB:
  3195. target_id = ((TBL_MOB*)src)->target_id;
  3196. break;
  3197. case BL_PET:
  3198. target_id = ((TBL_PET*)src)->target_id;
  3199. break;
  3200. }
  3201. if (!target_id)
  3202. break;
  3203. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3204. bl = map_id2bl(target_id);
  3205. if (!bl) bl = src;
  3206. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3207. } else
  3208. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3209. }
  3210. }
  3211. }
  3212. break;
  3213. case SA_COMA:
  3214. clif_skill_nodamage(src,bl,skillid,skilllv,
  3215. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3216. break;
  3217. case SA_FULLRECOVERY:
  3218. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3219. if (status_isimmune(bl))
  3220. break;
  3221. status_percent_heal(bl, 100, 100);
  3222. break;
  3223. case SA_SUMMONMONSTER:
  3224. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3225. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3226. break;
  3227. case SA_LEVELUP:
  3228. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3229. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3230. break;
  3231. case SA_INSTANTDEATH:
  3232. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3233. status_set_hp(bl,1,0);
  3234. break;
  3235. case SA_QUESTION:
  3236. case SA_GRAVITY:
  3237. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3238. break;
  3239. case SA_CLASSCHANGE:
  3240. {
  3241. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3242. ,1157,1159,1190,1272,1312,1373,1492};
  3243. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3244. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3245. if(dstmd) mob_class_change(dstmd,class_);
  3246. }
  3247. break;
  3248. case SA_MONOCELL:
  3249. {
  3250. static int poringclass[]={1002};
  3251. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3252. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3253. if(dstmd) mob_class_change(dstmd,class_);
  3254. }
  3255. break;
  3256. case SA_DEATH:
  3257. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3258. status_kill(bl);
  3259. break;
  3260. case SA_REVERSEORCISH:
  3261. clif_skill_nodamage(src,bl,skillid,skilllv,
  3262. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3263. break;
  3264. case SA_FORTUNE:
  3265. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3266. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3267. break;
  3268. case SA_TAMINGMONSTER:
  3269. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3270. if (sd && dstmd) {
  3271. for (i = 0; i < MAX_PET_DB; i++) {
  3272. if (dstmd->class_ == pet_db[i].class_) {
  3273. pet_catch_process1 (sd, dstmd->class_);
  3274. break;
  3275. }
  3276. }
  3277. }
  3278. break;
  3279. case AL_INCAGI:
  3280. case AL_BLESSING:
  3281. case PR_SLOWPOISON:
  3282. case PR_IMPOSITIO:
  3283. case PR_LEXAETERNA:
  3284. case PR_SUFFRAGIUM:
  3285. case PR_BENEDICTIO:
  3286. clif_skill_nodamage(src,bl,skillid,skilllv,
  3287. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3288. break;
  3289. case CR_PROVIDENCE:
  3290. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3291. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3292. clif_skill_fail(sd,skillid,0,0);
  3293. map_freeblock_unlock();
  3294. return 1;
  3295. }
  3296. }
  3297. clif_skill_nodamage(src,bl,skillid,skilllv,
  3298. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3299. break;
  3300. case CG_MARIONETTE:
  3301. {
  3302. struct status_change *sc= status_get_sc(src);
  3303. int type2 = SC_MARIONETTE2;
  3304. if(sc && tsc){
  3305. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3306. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  3307. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  3308. clif_marionette(src, bl);
  3309. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3310. }
  3311. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3312. sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) {
  3313. status_change_end(src, type, -1);
  3314. status_change_end(bl, type2, -1);
  3315. }
  3316. else {
  3317. if (sd) clif_skill_fail(sd,skillid,0,0);
  3318. map_freeblock_unlock();
  3319. return 1;
  3320. }
  3321. }
  3322. }
  3323. break;
  3324. case RG_CLOSECONFINE:
  3325. clif_skill_nodamage(src,bl,skillid,skilllv,
  3326. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3327. break;
  3328. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3329. case SA_FROSTWEAPON:
  3330. case SA_LIGHTNINGLOADER:
  3331. case SA_SEISMICWEAPON:
  3332. if (dstsd) {
  3333. if(dstsd->status.weapon == W_FIST ||
  3334. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3335. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3336. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3337. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3338. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3339. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3340. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3341. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3342. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3343. ))
  3344. ) {
  3345. if (sd) clif_skill_fail(sd,skillid,0,0);
  3346. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3347. break;
  3348. }
  3349. }
  3350. if (sd) {
  3351. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3352. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3353. clif_skill_fail(sd,skillid,0,0);
  3354. break;
  3355. }
  3356. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3357. }
  3358. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3359. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3360. if (sd)
  3361. clif_skill_fail(sd,skillid,0,0);
  3362. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3363. clif_displaymessage(sd->fd,"You broke target's weapon");
  3364. }
  3365. break;
  3366. case PR_ASPERSIO:
  3367. if (sd && dstmd) {
  3368. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3369. break;
  3370. }
  3371. clif_skill_nodamage(src,bl,skillid,skilllv,
  3372. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3373. break;
  3374. case TK_SEVENWIND:
  3375. switch(skilllv){
  3376. case 1:
  3377. type=SC_EARTHWEAPON;
  3378. break;
  3379. case 2:
  3380. type=SC_WINDWEAPON;
  3381. break;
  3382. case 3:
  3383. type=SC_WATERWEAPON;
  3384. break;
  3385. case 4:
  3386. type=SC_FIREWEAPON;
  3387. break;
  3388. case 5:
  3389. type=SC_GHOSTWEAPON;
  3390. break;
  3391. case 6:
  3392. type=SC_SHADOWWEAPON;
  3393. break;
  3394. case 7:
  3395. type=SC_ASPERSIO;
  3396. break;
  3397. }
  3398. clif_skill_nodamage(src,bl,skillid,skilllv,
  3399. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3400. break;
  3401. case PR_KYRIE:
  3402. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3403. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3404. break;
  3405. //Passive Magnum, should had been casted on yourself.
  3406. case SM_MAGNUM:
  3407. map_foreachinrange(skill_area_sub, src,
  3408. skill_get_splash(skillid, skilllv),BL_CHAR,
  3409. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3410. skill_castend_damage_id);
  3411. //Initiate 10% of your damage becomes fire element.
  3412. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3413. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3414. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3415. break;
  3416. case LK_BERSERK:
  3417. case KN_AUTOCOUNTER:
  3418. case KN_TWOHANDQUICKEN:
  3419. case KN_ONEHAND:
  3420. case CR_SPEARQUICKEN:
  3421. case CR_REFLECTSHIELD:
  3422. case AS_POISONREACT:
  3423. case MC_LOUD:
  3424. case MG_ENERGYCOAT:
  3425. case MG_SIGHT:
  3426. case AL_RUWACH:
  3427. case MO_EXPLOSIONSPIRITS:
  3428. case MO_STEELBODY:
  3429. case MO_BLADESTOP:
  3430. case LK_AURABLADE:
  3431. case LK_PARRYING:
  3432. case LK_CONCENTRATION:
  3433. case WS_CARTBOOST:
  3434. case SN_SIGHT:
  3435. case WS_MELTDOWN:
  3436. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3437. case ST_REJECTSWORD:
  3438. case HW_MAGICPOWER:
  3439. case PF_MEMORIZE:
  3440. case PA_SACRIFICE:
  3441. case ASC_EDP: // [Celest]
  3442. case NPC_STOP:
  3443. case WZ_SIGHTBLASTER:
  3444. case SG_SUN_COMFORT:
  3445. case SG_MOON_COMFORT:
  3446. case SG_STAR_COMFORT:
  3447. case NPC_HALLUCINATION:
  3448. case HP_ASSUMPTIO:
  3449. case GS_MADNESSCANCEL:
  3450. case GS_ADJUSTMENT:
  3451. case GS_INCREASING:
  3452. case GS_CRACKER:
  3453. case NJ_KASUMIKIRI:
  3454. case NJ_UTSUSEMI:
  3455. case NJ_NEN:
  3456. clif_skill_nodamage(src,bl,skillid,skilllv,
  3457. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3458. break;
  3459. case HLIF_AVOID:
  3460. case HAMI_DEFENCE:
  3461. i = skill_get_time(skillid,skilllv);
  3462. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3463. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3464. break;
  3465. case NJ_BUNSINJYUTSU:
  3466. clif_skill_nodamage(src,bl,skillid,skilllv,
  3467. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3468. if (tsc && tsc->data[SC_NEN].timer != -1)
  3469. status_change_end(bl,SC_NEN,-1);
  3470. break;
  3471. case CG_MOONLIT:
  3472. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3473. if (sd && battle_config.player_skill_partner_check &&
  3474. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)) {
  3475. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  3476. } else
  3477. skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
  3478. break;
  3479. /* Was modified to only affect targetted char. [Skotlex]
  3480. case HP_ASSUMPTIO:
  3481. if (flag&1)
  3482. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3483. else
  3484. {
  3485. map_foreachinrange(skill_area_sub, bl,
  3486. skill_get_splash(skillid, skilllv), BL_PC,
  3487. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3488. skill_castend_nodamage_id);
  3489. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3490. }
  3491. break;
  3492. */
  3493. case SM_ENDURE:
  3494. clif_skill_nodamage(src,bl,skillid,skilllv,
  3495. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3496. if (sd)
  3497. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3498. break;
  3499. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3500. if (sd && dstsd && dstsd->sc.count) {
  3501. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3502. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3503. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3504. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3505. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3506. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3507. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3508. ) {
  3509. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3510. clif_skill_fail(sd,skillid,0,0);
  3511. break;
  3512. }
  3513. }
  3514. clif_skill_nodamage(src,bl,skillid,skilllv,
  3515. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3516. break;
  3517. case LK_TENSIONRELAX:
  3518. clif_skill_nodamage(src,bl,skillid,skilllv,
  3519. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3520. skill_get_time(skillid,skilllv)));
  3521. break;
  3522. case MC_CHANGECART:
  3523. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3524. break;
  3525. case TK_MISSION:
  3526. if (sd) {
  3527. int id;
  3528. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3529. clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
  3530. clif_skill_fail(sd,skillid,0,0);
  3531. break;
  3532. }
  3533. id = mob_get_random_id(0,0, sd->status.base_level);
  3534. if (!id) {
  3535. clif_skill_fail(sd,skillid,0,0);
  3536. break;
  3537. }
  3538. sd->mission_mobid = id;
  3539. sd->mission_count = 0;
  3540. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3541. clif_mission_mob(sd, id, 0);
  3542. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3543. }
  3544. break;
  3545. case AC_CONCENTRATION:
  3546. {
  3547. clif_skill_nodamage(src,bl,skillid,skilllv,
  3548. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3549. map_foreachinrange( status_change_timer_sub, src,
  3550. skill_get_splash(skillid, skilllv), BL_CHAR,
  3551. src,status_get_sc(src),type,tick);
  3552. }
  3553. break;
  3554. case SM_PROVOKE:
  3555. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3556. map_freeblock_unlock();
  3557. return 1;
  3558. }
  3559. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3560. clif_skill_nodamage(src,bl,skillid,skilllv,
  3561. (i=sc_start(bl,type,
  3562. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3563. skilllv,skill_get_time(skillid,skilllv))));
  3564. if (!i)
  3565. {
  3566. if (sd)
  3567. clif_skill_fail(sd,skillid,0,0);
  3568. map_freeblock_unlock();
  3569. return 0;
  3570. }
  3571. unit_skillcastcancel(bl, 2);
  3572. if(tsc && tsc->count){
  3573. if(tsc->data[SC_FREEZE].timer!=-1)
  3574. status_change_end(bl,SC_FREEZE,-1);
  3575. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3576. status_change_end(bl,SC_STONE,-1);
  3577. if(tsc->data[SC_SLEEP].timer!=-1)
  3578. status_change_end(bl,SC_SLEEP,-1);
  3579. }
  3580. if(dstmd) {
  3581. dstmd->state.provoke_flag = src->id;
  3582. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3583. }
  3584. break;
  3585. case CR_DEVOTION:
  3586. if(sd && dstsd)
  3587. {
  3588. int lv = sd->status.base_level - dstsd->status.base_level;
  3589. if (lv < 0) lv = -lv;
  3590. if (lv > battle_config.devotion_level_difference ||
  3591. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3592. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3593. clif_skill_fail(sd,skillid,0,0);
  3594. map_freeblock_unlock();
  3595. return 1;
  3596. }
  3597. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3598. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3599. if (i == skilllv)
  3600. {
  3601. clif_skill_fail(sd,skillid,0,0);
  3602. map_freeblock_unlock();
  3603. return 1;
  3604. }
  3605. sd->devotion[i] = bl->id;
  3606. clif_skill_nodamage(src,bl,skillid,skilllv,
  3607. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3608. clif_devotion(sd);
  3609. }
  3610. else
  3611. if (sd)
  3612. clif_skill_fail(sd,skillid,0,0);
  3613. break;
  3614. case MO_CALLSPIRITS:
  3615. if(sd) {
  3616. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3617. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3618. }
  3619. break;
  3620. case CH_SOULCOLLECT:
  3621. if(sd) {
  3622. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3623. for (i = 0; i < 5; i++)
  3624. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3625. }
  3626. break;
  3627. case MO_KITRANSLATION:
  3628. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3629. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3630. }
  3631. break;
  3632. case TK_TURNKICK:
  3633. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3634. if (skill_area_temp[1] != bl->id) {
  3635. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3636. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3637. }
  3638. break;
  3639. case MO_ABSORBSPIRITS:
  3640. i = 0;
  3641. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3642. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3643. i = dstsd->spiritball * 10;
  3644. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3645. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3646. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3647. i = 2 * dstmd->db->lv;
  3648. mob_target(dstmd,src,0);
  3649. }
  3650. if (i) {
  3651. status_heal(src, 0, i, 3);
  3652. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3653. }
  3654. break;
  3655. case AC_MAKINGARROW:
  3656. if(sd) {
  3657. clif_arrow_create_list(sd);
  3658. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3659. }
  3660. break;
  3661. case AM_PHARMACY:
  3662. if(sd) {
  3663. clif_skill_produce_mix_list(sd,22);
  3664. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3665. }
  3666. break;
  3667. case SA_CREATECON:
  3668. if(sd) {
  3669. clif_skill_produce_mix_list(sd,23);
  3670. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3671. }
  3672. break;
  3673. case BS_HAMMERFALL:
  3674. clif_skill_nodamage(src,bl,skillid,skilllv,
  3675. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3676. break;
  3677. case RG_RAID:
  3678. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3679. map_foreachinrange(skill_area_sub, bl,
  3680. skill_get_splash(skillid, skilllv), BL_CHAR,
  3681. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3682. skill_castend_damage_id);
  3683. status_change_end(src, SC_HIDING, -1);
  3684. break;
  3685. case ASC_METEORASSAULT:
  3686. case GS_SPREADATTACK:
  3687. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3688. map_foreachinrange(skill_area_sub, src,
  3689. skill_get_splash(skillid, skilllv), BL_CHAR,
  3690. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3691. skill_castend_damage_id);
  3692. break;
  3693. case KN_BRANDISHSPEAR:
  3694. {
  3695. int c,n=4;
  3696. int dir = map_calc_dir(src,bl->x,bl->y);
  3697. struct square tc;
  3698. int x=bl->x,y=bl->y;
  3699. skill_brandishspear_first(&tc,dir,x,y);
  3700. skill_brandishspear_dir(&tc,dir,4);
  3701. if(skilllv > 9){
  3702. for(c=1;c<4;c++){
  3703. map_foreachincell(skill_area_sub,
  3704. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3705. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3706. skill_castend_damage_id);
  3707. }
  3708. }
  3709. if(skilllv > 6){
  3710. skill_brandishspear_dir(&tc,dir,-1);
  3711. n--;
  3712. }else{
  3713. skill_brandishspear_dir(&tc,dir,-2);
  3714. n-=2;
  3715. }
  3716. if(skilllv > 3){
  3717. for(c=0;c<5;c++){
  3718. map_foreachincell(skill_area_sub,
  3719. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3720. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3721. skill_castend_damage_id);
  3722. if(skilllv > 6 && n==3 && c==4){
  3723. skill_brandishspear_dir(&tc,dir,-1);
  3724. n--;c=-1;
  3725. }
  3726. }
  3727. }
  3728. for(c=0;c<10;c++){
  3729. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3730. map_foreachincell(skill_area_sub,
  3731. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3732. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3733. skill_castend_damage_id);
  3734. }
  3735. }
  3736. break;
  3737. case WZ_SIGHTRASHER:
  3738. //Passive side of the attack.
  3739. status_change_end(src,SC_SIGHT,-1);
  3740. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3741. map_foreachinrange(skill_area_sub,src,
  3742. skill_get_splash(skillid, skilllv),BL_CHAR,
  3743. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3744. skill_castend_damage_id);
  3745. break;
  3746. case NJ_HYOUSYOURAKU:
  3747. case NJ_RAIGEKISAI:
  3748. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3749. case WZ_FROSTNOVA:
  3750. map_foreachinrange(skill_attack_area, src,
  3751. skill_get_splash(skillid, skilllv), BL_CHAR,
  3752. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3753. break;
  3754. case HVAN_EXPLOSION: //[orn]
  3755. if(hd){
  3756. hd->master->homunculus.intimacy = 200;
  3757. clif_send_homdata(hd->master,0x100,hd->master->homunculus.intimacy/100);
  3758. }
  3759. case NPC_SELFDESTRUCTION:
  3760. //Self Destruction hits everyone in range (allies+enemies)
  3761. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3762. i = ((hd || (md && md->special_state.ai == 2)) && !map_flag_vs(src->m))?
  3763. BCT_ENEMY:BCT_ALL;
  3764. clif_skill_nodamage(src, src, skillid, -1, 1);
  3765. map_foreachinrange(skill_area_sub, bl,
  3766. skill_get_splash(skillid, skilllv), BL_CHAR,
  3767. src, skillid, skilllv, tick, flag|i,
  3768. skill_castend_damage_id);
  3769. status_damage(src, src, sstatus->max_hp,0,0,1);
  3770. break;
  3771. case AL_ANGELUS:
  3772. case PR_MAGNIFICAT:
  3773. case PR_GLORIA:
  3774. case SN_WINDWALK:
  3775. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3776. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3777. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3778. } else if (sd) {
  3779. party_foreachsamemap (skill_area_sub,
  3780. sd,skill_get_splash(skillid, skilllv),
  3781. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3782. skill_castend_nodamage_id);
  3783. }
  3784. break;
  3785. case BS_ADRENALINE:
  3786. case BS_ADRENALINE2:
  3787. case BS_WEAPONPERFECT:
  3788. case BS_OVERTHRUST:
  3789. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3790. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3791. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3792. } else if (sd) {
  3793. party_foreachsamemap(skill_area_sub,
  3794. sd,skill_get_splash(skillid, skilllv),
  3795. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3796. skill_castend_nodamage_id);
  3797. }
  3798. break;
  3799. case BS_MAXIMIZE:
  3800. case NV_TRICKDEAD:
  3801. case CR_DEFENDER:
  3802. case CR_AUTOGUARD:
  3803. case TK_READYSTORM:
  3804. case TK_READYDOWN:
  3805. case TK_READYTURN:
  3806. case TK_READYCOUNTER:
  3807. case TK_DODGE:
  3808. case CR_SHRINK:
  3809. case ST_PRESERVE:
  3810. case SG_FUSION:
  3811. case GS_GATLINGFEVER:
  3812. if (tsc && tsc->data[type].timer != -1)
  3813. i = status_change_end(bl, type, -1);
  3814. else
  3815. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3816. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3817. break;
  3818. case SL_KAITE:
  3819. case SL_KAAHI:
  3820. case SL_KAIZEL:
  3821. case SL_KAUPE:
  3822. if (sd) {
  3823. if (!dstsd || !(
  3824. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3825. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3826. dstsd->char_id == sd->char_id ||
  3827. dstsd->char_id == sd->status.partner_id ||
  3828. dstsd->char_id == sd->status.child
  3829. )) {
  3830. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3831. clif_skill_fail(sd,skillid,0,0);
  3832. break;
  3833. }
  3834. }
  3835. clif_skill_nodamage(src,bl,skillid,skilllv,
  3836. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3837. break;
  3838. case SM_AUTOBERSERK: // Celest
  3839. if (tsc && tsc->data[type].timer != -1)
  3840. i = status_change_end(bl, type, -1);
  3841. else
  3842. i = sc_start(bl,type,100,skilllv,60000);
  3843. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3844. break;
  3845. case TF_HIDING:
  3846. case ST_CHASEWALK:
  3847. if (tsc && tsc->data[type].timer != -1)
  3848. i = status_change_end(bl, type, -1);
  3849. else
  3850. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3851. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3852. break;
  3853. case TK_RUN:
  3854. if (tsc && tsc->data[type].timer != -1)
  3855. i = status_change_end(bl, type, -1);
  3856. else
  3857. i = sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0);
  3858. // If the client receives a skill-use packet inmediately before
  3859. // a walkok packet, it will discard the walk packet! [Skotlex]
  3860. // clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3861. break;
  3862. case AS_CLOAKING:
  3863. if(tsc && tsc->data[type].timer!=-1 )
  3864. i = status_change_end(bl, type, -1);
  3865. else
  3866. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3867. clif_skill_nodamage(src,bl,skillid,-1,i);
  3868. if (!i && sd)
  3869. clif_skill_fail(sd,skillid,0,0);
  3870. break;
  3871. case BD_ADAPTATION:
  3872. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3873. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3874. skill_stop_dancing(bl);
  3875. }
  3876. break;
  3877. case BA_FROSTJOKE:
  3878. case DC_SCREAM:
  3879. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3880. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3881. if (md) {
  3882. char temp[128];
  3883. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3884. break; //Message won't fit on buffer. [Skotlex]
  3885. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3886. clif_message(&md->bl,temp);
  3887. }
  3888. break;
  3889. case BA_PANGVOICE:
  3890. clif_skill_nodamage(src,bl,skillid,skilllv,
  3891. sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3892. break;
  3893. case DC_WINKCHARM:
  3894. if(dstsd){
  3895. clif_skill_nodamage(src,bl,skillid,skilllv,
  3896. sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3897. }else if(dstmd)
  3898. {
  3899. if(status_get_lv(src)>status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)) {
  3900. clif_skill_nodamage(src,bl,skillid,skilllv,
  3901. sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3902. } else{
  3903. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3904. if(sd) clif_skill_fail(sd,skillid,0,0);
  3905. }
  3906. }
  3907. break;
  3908. case TF_STEAL:
  3909. if(sd) {
  3910. if(pc_steal_item(sd,bl))
  3911. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3912. else
  3913. clif_skill_fail(sd,skillid,0x0a,0);
  3914. }
  3915. break;
  3916. case RG_STEALCOIN:
  3917. if(sd) {
  3918. if(pc_steal_coin(sd,bl))
  3919. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3920. else
  3921. clif_skill_fail(sd,skillid,0,0);
  3922. }
  3923. break;
  3924. case MG_STONECURSE:
  3925. {
  3926. if (tstatus->mode&MD_BOSS) {
  3927. if (sd) clif_skill_fail(sd,skillid,0,0);
  3928. break;
  3929. }
  3930. if(status_isimmune(bl) || !tsc)
  3931. break;
  3932. if (dstmd)
  3933. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3934. if (tsc->data[SC_STONE].timer != -1) {
  3935. status_change_end(bl,SC_STONE,-1);
  3936. if (sd) clif_skill_fail(sd,skillid,0,0);
  3937. break;
  3938. }
  3939. if (sc_start(bl,SC_STONE,(skilllv*4+20),skilllv,skill_get_time2(skillid,skilllv)))
  3940. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3941. else if(sd) {
  3942. clif_skill_fail(sd,skillid,0,0);
  3943. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3944. if (skilllv > 5) break;
  3945. }
  3946. if (sd) {
  3947. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  3948. break; //Do not delete the gemstone.
  3949. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3950. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3951. }
  3952. }
  3953. break;
  3954. case NV_FIRSTAID:
  3955. clif_skill_nodamage(src,bl,skillid,5,1);
  3956. status_heal(bl,5,0,0);
  3957. break;
  3958. case AL_CURE:
  3959. if(status_isimmune(bl)) {
  3960. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3961. break;
  3962. }
  3963. status_change_end(bl, SC_SILENCE , -1 );
  3964. status_change_end(bl, SC_BLIND , -1 );
  3965. status_change_end(bl, SC_CONFUSION, -1 );
  3966. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3967. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3968. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3969. break;
  3970. case TF_DETOXIFY:
  3971. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3972. status_change_end(bl, SC_POISON , -1 );
  3973. status_change_end(bl, SC_DPOISON , -1 );
  3974. break;
  3975. case PR_STRECOVERY:
  3976. if(status_isimmune(bl)) {
  3977. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3978. break;
  3979. }
  3980. status_change_end(bl, SC_FREEZE , -1 );
  3981. status_change_end(bl, SC_STONE , -1 );
  3982. status_change_end(bl, SC_SLEEP , -1 );
  3983. status_change_end(bl, SC_STUN , -1 );
  3984. //Is this equation really right? It looks so... special.
  3985. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  3986. {
  3987. status_change_start(bl, SC_BLIND,
  3988. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3989. 1,0,0,0,
  3990. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3991. }
  3992. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3993. if(dstmd)
  3994. mob_unlocktarget(dstmd,tick);
  3995. break;
  3996. case WZ_ESTIMATION:
  3997. if(sd) {
  3998. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3999. clif_skill_estimation((struct map_session_data *)src,bl);
  4000. }
  4001. break;
  4002. case BS_REPAIRWEAPON:
  4003. if(sd && dstsd)
  4004. clif_item_repair_list(sd,dstsd);
  4005. break;
  4006. case MC_IDENTIFY:
  4007. if(sd)
  4008. clif_item_identify_list(sd);
  4009. break;
  4010. // Weapon Refining [Celest]
  4011. case WS_WEAPONREFINE:
  4012. if(sd)
  4013. clif_item_refine_list(sd);
  4014. break;
  4015. case MC_VENDING:
  4016. if(sd)
  4017. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4018. if ( pc_can_give_items(pc_isGM(sd)) )
  4019. clif_skill_fail(sd,skillid,0,0);
  4020. else
  4021. clif_openvendingreq(sd,2+skilllv);
  4022. }
  4023. break;
  4024. case AL_TELEPORT:
  4025. if(sd) {
  4026. if (map[bl->m].flag.noteleport) {
  4027. clif_skill_teleportmessage(sd,0);
  4028. break;
  4029. }
  4030. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  4031. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4032. break;
  4033. }
  4034. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4035. if(skilllv == 1) {
  4036. // possibility to skip menu [LuzZza]
  4037. if(!battle_config.skip_teleport_lv1_menu &&
  4038. sd->skillitem != AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
  4039. clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
  4040. else
  4041. pc_randomwarp(sd,3);
  4042. } else {
  4043. if (sd->skillitem != AL_TELEPORT)
  4044. clif_skill_warppoint(sd,skillid,skilllv,"Random",
  4045. mapindex_id2name(sd->status.save_point.map),"","");
  4046. else //Autocasted Teleport level 2??
  4047. pc_setpos(sd,sd->status.save_point.map,
  4048. sd->status.save_point.x,sd->status.save_point.y,3);
  4049. }
  4050. } else
  4051. unit_warp(bl,-1,-1,-1,3);
  4052. break;
  4053. case AL_HOLYWATER:
  4054. if(sd) {
  4055. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4056. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4057. else
  4058. clif_skill_fail(sd,skillid,0,0);
  4059. }
  4060. break;
  4061. case TF_PICKSTONE:
  4062. if(sd) {
  4063. int eflag;
  4064. struct item item_tmp;
  4065. struct block_list tbl;
  4066. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4067. memset(&item_tmp,0,sizeof(item_tmp));
  4068. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4069. item_tmp.nameid = 7049;
  4070. item_tmp.identify = 1;
  4071. tbl.id = 0;
  4072. clif_takeitem(&sd->bl,&tbl);
  4073. eflag = pc_additem(sd,&item_tmp,1);
  4074. if(eflag) {
  4075. clif_additem(sd,0,0,eflag);
  4076. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4077. }
  4078. }
  4079. break;
  4080. case ASC_CDP:
  4081. if(sd) {
  4082. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4083. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4084. }
  4085. break;
  4086. case RG_STRIPWEAPON:
  4087. case RG_STRIPSHIELD:
  4088. case RG_STRIPARMOR:
  4089. case RG_STRIPHELM:
  4090. case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
  4091. case GS_DISARM: // Added disarm. [Reddozen]
  4092. {
  4093. int strip_fix, equip = 0;
  4094. int sclist[4] = {0,0,0,0};
  4095. switch (skillid) {
  4096. case RG_STRIPWEAPON:
  4097. case GS_DISARM:
  4098. equip = EQP_WEAPON;
  4099. break;
  4100. case RG_STRIPSHIELD:
  4101. equip = EQP_SHIELD;
  4102. break;
  4103. case RG_STRIPARMOR:
  4104. equip = EQP_ARMOR;
  4105. break;
  4106. case RG_STRIPHELM:
  4107. equip = EQP_HELM;
  4108. break;
  4109. case ST_FULLSTRIP:
  4110. equip = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4111. break;
  4112. }
  4113. strip_fix = sstatus->dex - tstatus->dex;
  4114. if(strip_fix < 0)
  4115. strip_fix=0;
  4116. if (rand()%100 >= 5+2*skilllv+strip_fix/5)
  4117. {
  4118. if (sd)
  4119. clif_skill_fail(sd,skillid,0,0);
  4120. break;
  4121. }
  4122. if (dstsd) {
  4123. for (i=0;i<EQI_MAX;i++) {
  4124. if (dstsd->equip_index[i]<0 || !dstsd->inventory_data[dstsd->equip_index[i]])
  4125. continue;
  4126. switch (i) {
  4127. case EQI_HAND_L: //Shield / left-hand weapon
  4128. if(dstsd->inventory_data[dstsd->equip_index[i]]->type == IT_ARMOR)
  4129. { //Shield
  4130. if (equip&EQP_SHIELD &&
  4131. !(dstsd->unstripable_equip&EQP_SHIELD) &&
  4132. !(tsc && tsc->data[SC_CP_SHIELD].timer != -1)
  4133. ){
  4134. sclist[1] = SC_STRIPSHIELD; // Okay, we found a shield to strip - It is really a shield, not a two-handed weapon or a left-hand weapon
  4135. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4136. }
  4137. continue;
  4138. }
  4139. //Continue to weapon
  4140. case EQI_HAND_R:
  4141. if (equip&EQP_WEAPON &&
  4142. !(dstsd->unstripable_equip&EQP_WEAPON) &&
  4143. !(tsc && tsc->data[SC_CP_WEAPON].timer != -1)
  4144. ) {
  4145. sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
  4146. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4147. }
  4148. break;
  4149. case EQI_ARMOR: //Armor
  4150. if (equip &EQP_ARMOR &&
  4151. !(dstsd->unstripable_equip &EQP_ARMOR) &&
  4152. !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)
  4153. ) {
  4154. sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
  4155. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4156. }
  4157. break;
  4158. case EQI_HEAD_TOP: //Helm
  4159. if (equip &EQP_HELM &&
  4160. !(dstsd->unstripable_equip &EQP_HELM) &&
  4161. !(tsc && tsc->data[SC_CP_HELM].timer != -1)
  4162. ) {
  4163. sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
  4164. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4165. }
  4166. break;
  4167. }
  4168. }
  4169. } else if (!(tstatus->mode&MD_BOSS)) {
  4170. if (equip&EQP_WEAPON && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1))
  4171. sclist[0] = SC_STRIPWEAPON;
  4172. if (equip&EQP_SHIELD && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1))
  4173. sclist[1] = SC_STRIPSHIELD;
  4174. if (equip&EQP_ARMOR && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1))
  4175. sclist[2] = SC_STRIPARMOR;
  4176. if (equip&EQP_HELM && !(tsc && tsc->data[SC_CP_HELM].timer != -1))
  4177. sclist[3] = SC_STRIPHELM;
  4178. }
  4179. equip = 0; //Reuse equip to hold how many stats are invoked.
  4180. for (i=0;i<4;i++) {
  4181. if (sclist[i]) // Start the SC only if an equipment was stripped from this location
  4182. equip+=sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2);
  4183. }
  4184. if (equip)
  4185. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4186. else if (sd) //Nothing stripped.
  4187. clif_skill_fail(sd,skillid,0,0);
  4188. break;
  4189. }
  4190. /* PotionPitcher */
  4191. case AM_BERSERKPITCHER:
  4192. case AM_POTIONPITCHER:
  4193. {
  4194. int i,x,hp = 0,sp = 0,bonus=100;
  4195. if(sd) {
  4196. x = skilllv%11 - 1;
  4197. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4198. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4199. clif_skill_fail(sd,skillid,0,0);
  4200. map_freeblock_unlock();
  4201. return 1;
  4202. }
  4203. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4204. clif_skill_fail(sd,skillid,0,0);
  4205. map_freeblock_unlock();
  4206. return 1;
  4207. }
  4208. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4209. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  4210. clif_skill_fail(sd,skillid,0,0);
  4211. map_freeblock_unlock();
  4212. return 1;
  4213. }
  4214. }
  4215. potion_flag = 1;
  4216. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4217. potion_target = bl->id;
  4218. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4219. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4220. potion_flag = potion_target = 0;
  4221. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4222. bonus += sd->status.base_level;
  4223. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4224. hp = tstatus->max_hp * potion_per_hp / 100;
  4225. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4226. if(dstsd) {
  4227. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4228. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4229. }
  4230. }
  4231. else {
  4232. if(potion_hp > 0) {
  4233. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4234. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4235. if(dstsd)
  4236. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4237. }
  4238. if(potion_sp > 0) {
  4239. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4240. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4241. if(dstsd)
  4242. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4243. }
  4244. }
  4245. }
  4246. else {
  4247. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4248. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4249. if(dstsd)
  4250. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4251. }
  4252. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4253. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4254. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4255. if(sp > 0)
  4256. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4257. status_heal(bl,hp,sp,0);
  4258. }
  4259. break;
  4260. case AM_CP_WEAPON:
  4261. case AM_CP_SHIELD:
  4262. case AM_CP_ARMOR:
  4263. case AM_CP_HELM:
  4264. {
  4265. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4266. if(tsc && tsc->data[scid].timer != -1)
  4267. status_change_end(bl, scid, -1 );
  4268. clif_skill_nodamage(src,bl,skillid,skilllv,
  4269. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4270. }
  4271. break;
  4272. case AM_TWILIGHT1:
  4273. if (sd) {
  4274. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4275. //Prepare 200 White Potions.
  4276. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4277. clif_skill_fail(sd,skillid,0,0);
  4278. }
  4279. break;
  4280. case AM_TWILIGHT2:
  4281. if (sd) {
  4282. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4283. //Prepare 200 Slim White Potions.
  4284. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4285. clif_skill_fail(sd,skillid,0,0);
  4286. }
  4287. break;
  4288. case AM_TWILIGHT3:
  4289. if (sd) {
  4290. //check if you can produce all three, if not, then fail:
  4291. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4292. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4293. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4294. ) {
  4295. clif_skill_fail(sd,skillid,0,0);
  4296. break;
  4297. }
  4298. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4299. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4300. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4301. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4302. }
  4303. break;
  4304. case SA_DISPELL:
  4305. {
  4306. int i;
  4307. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4308. i = status_get_sc_def_mdef(bl);
  4309. if (i >= 10000 ||
  4310. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4311. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4312. rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
  4313. {
  4314. if (sd)
  4315. clif_skill_fail(sd,skillid,0,0);
  4316. break;
  4317. }
  4318. if(status_isimmune(bl) || !tsc->count)
  4319. break;
  4320. for(i=0;i<SC_MAX;i++){
  4321. if (tsc->data[i].timer == -1)
  4322. continue;
  4323. if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
  4324. || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
  4325. || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
  4326. || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
  4327. || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
  4328. || i==SC_SAFETYWALL || i==SC_SMA || i==SC_SPEEDUP0
  4329. )
  4330. continue;
  4331. if(i==SC_BERSERK) tsc->data[i].val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  4332. status_change_end(bl,i,-1);
  4333. }
  4334. }
  4335. break;
  4336. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4337. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4338. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4339. break;
  4340. case TK_HIGHJUMP:
  4341. {
  4342. int x,y, dir = unit_getdir(src);
  4343. x = src->x + dirx[dir]*skilllv*2;
  4344. y = src->y + diry[dir]*skilllv*2;
  4345. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4346. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4347. unit_movepos(src, x, y, 1, 0);
  4348. clif_slide(src,x,y);
  4349. }
  4350. }
  4351. break;
  4352. case SA_CASTCANCEL:
  4353. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4354. unit_skillcastcancel(src,1);
  4355. if(sd) {
  4356. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4357. sp = sp * (90 - (skilllv-1)*20) / 100;
  4358. if(sp < 0) sp = 0;
  4359. status_zap(src, 0, sp);
  4360. }
  4361. break;
  4362. case SA_SPELLBREAKER:
  4363. {
  4364. int sp;
  4365. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4366. sp = skill_get_sp(skillid,skilllv);
  4367. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4368. if(sp < 1) sp = 1;
  4369. status_heal(bl,0,sp,2);
  4370. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4371. status_percent_damage(bl, src, 0, -20); //20% max SP damage.
  4372. } else {
  4373. struct unit_data *ud = unit_bl2ud(bl);
  4374. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4375. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4376. bl_skillid = ud->skillid;
  4377. bl_skilllv = ud->skilllv;
  4378. if (tstatus->mode & MD_BOSS)
  4379. { //Only 10% success chance against bosses. [Skotlex]
  4380. if (rand()%100 < 90)
  4381. {
  4382. if (sd) clif_skill_fail(sd,skillid,0,0);
  4383. break;
  4384. }
  4385. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4386. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4387. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4388. unit_skillcastcancel(bl,0);
  4389. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4390. status_zap(bl, hp, sp);
  4391. if (hp && skilllv >= 5)
  4392. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4393. else
  4394. hp = 0;
  4395. if (skilllv > 1 && sp) //Recover some of the SP used
  4396. sp = sp*(25*(skilllv-1))/100;
  4397. else
  4398. sp = 0;
  4399. if(hp || sp)
  4400. status_heal(src, hp, sp, 2);
  4401. }
  4402. }
  4403. break;
  4404. case SA_MAGICROD:
  4405. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4406. break;
  4407. case SA_AUTOSPELL:
  4408. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4409. if(sd)
  4410. clif_autospell(sd,skilllv);
  4411. else {
  4412. int maxlv=1,spellid=0;
  4413. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4414. if(skilllv >= 10) {
  4415. spellid = MG_FROSTDIVER;
  4416. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4417. // maxlv = 10;
  4418. // else
  4419. maxlv = skilllv - 9;
  4420. }
  4421. else if(skilllv >=8) {
  4422. spellid = MG_FIREBALL;
  4423. maxlv = skilllv - 7;
  4424. }
  4425. else if(skilllv >=5) {
  4426. spellid = MG_SOULSTRIKE;
  4427. maxlv = skilllv - 4;
  4428. }
  4429. else if(skilllv >=2) {
  4430. int i = rand()%3;
  4431. spellid = spellarray[i];
  4432. maxlv = skilllv - 1;
  4433. }
  4434. else if(skilllv > 0) {
  4435. spellid = MG_NAPALMBEAT;
  4436. maxlv = 3;
  4437. }
  4438. if(spellid > 0)
  4439. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4440. skill_get_time(SA_AUTOSPELL,skilllv));
  4441. }
  4442. break;
  4443. case BS_GREED:
  4444. if(sd){
  4445. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4446. map_foreachinrange(skill_greed,bl,
  4447. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4448. }
  4449. break;
  4450. case SA_ELEMENTWATER:
  4451. case SA_ELEMENTFIRE:
  4452. case SA_ELEMENTGROUND:
  4453. case SA_ELEMENTWIND:
  4454. if(sd && !dstmd) //Only works on monsters.
  4455. break;
  4456. if(tstatus->mode&MD_BOSS)
  4457. break;
  4458. case NPC_ATTRICHANGE:
  4459. case NPC_CHANGEWATER:
  4460. case NPC_CHANGEGROUND:
  4461. case NPC_CHANGEFIRE:
  4462. case NPC_CHANGEWIND:
  4463. case NPC_CHANGEPOISON:
  4464. case NPC_CHANGEHOLY:
  4465. case NPC_CHANGEDARKNESS:
  4466. case NPC_CHANGETELEKINESIS:
  4467. case NPC_CHANGEUNDEAD:
  4468. clif_skill_nodamage(src,bl,skillid,skilllv,
  4469. sc_start4(bl, type, 100, skilllv, skillid, skill_get_pl(skillid), 0,
  4470. skill_get_time(skillid, skilllv)));
  4471. break;
  4472. case NPC_PROVOCATION:
  4473. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4474. if(md && md->skillidx >= 0)
  4475. clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
  4476. break;
  4477. case NPC_KEEPING:
  4478. case NPC_BARRIER:
  4479. {
  4480. int skill_time = skill_get_time(skillid,skilllv);
  4481. struct unit_data *ud = unit_bl2ud(bl);
  4482. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4483. sc_start(bl,type,100,skilllv,skill_time))
  4484. && ud) { //Disable attacking/acting/moving for skill's duration.
  4485. ud->attackabletime =
  4486. ud->canact_tick =
  4487. ud->canmove_tick = tick + skill_time;
  4488. }
  4489. }
  4490. break;
  4491. case NPC_REBIRTH:
  4492. //New rebirth System uses Kaizel lv1. [Skotlex]
  4493. sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv));
  4494. break;
  4495. case NPC_DARKBLESSING:
  4496. clif_skill_nodamage(src,bl,skillid,skilllv,
  4497. sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4498. break;
  4499. case NPC_LICK:
  4500. status_zap(bl, 0, 100);
  4501. clif_skill_nodamage(src,bl,skillid,skilllv,
  4502. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4503. break;
  4504. case NPC_SUICIDE:
  4505. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4506. status_kill(src); //When suiciding, neither exp nor drops is given.
  4507. break;
  4508. case NPC_SUMMONSLAVE:
  4509. case NPC_SUMMONMONSTER:
  4510. if(md && md->skillidx >= 0)
  4511. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4512. break;
  4513. case NPC_CALLSLAVE:
  4514. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4515. break;
  4516. case NPC_RANDOMMOVE:
  4517. if (md) {
  4518. md->next_walktime = tick - 1;
  4519. mob_randomwalk(md,tick);
  4520. }
  4521. break;
  4522. case NPC_SPEEDUP:
  4523. {
  4524. // or does it increase casting rate? just a guess xD
  4525. int i = SC_ASPDPOTION0 + skilllv - 1;
  4526. if (i > SC_ASPDPOTION3)
  4527. i = SC_ASPDPOTION3;
  4528. clif_skill_nodamage(src,bl,skillid,skilllv,
  4529. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4530. }
  4531. break;
  4532. case NPC_REVENGE:
  4533. // not really needed... but adding here anyway ^^
  4534. if (md && md->master_id > 0) {
  4535. struct block_list *mbl, *tbl;
  4536. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4537. (tbl = battle_gettargeted(mbl)) == NULL)
  4538. break;
  4539. md->state.provoke_flag = tbl->id;
  4540. mob_target(md, tbl, sstatus->rhw.range);
  4541. }
  4542. break;
  4543. case NPC_RUN:
  4544. {
  4545. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4546. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4547. unit_stop_attack(src);
  4548. //Run skillv tiles overriding the can-move check.
  4549. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4550. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4551. }
  4552. break;
  4553. case NPC_TRANSFORMATION:
  4554. case NPC_METAMORPHOSIS:
  4555. if(md && md->skillidx >= 0) {
  4556. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4557. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4558. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4559. if (class_) mob_class_change(md, class_);
  4560. }
  4561. break;
  4562. case NPC_EMOTION_ON:
  4563. case NPC_EMOTION:
  4564. if(md && md->skillidx >= 0)
  4565. {
  4566. clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
  4567. if(!md->special_state.ai &&
  4568. (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
  4569. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4570. //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
  4571. //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
  4572. sc_start4(src, type, 100, skilllv,
  4573. md->db->skill[md->skillidx].val[1],
  4574. skillid==NPC_EMOTION_ON?md->db->skill[md->skillidx].val[2]:0,
  4575. skillid==NPC_EMOTION ?md->db->skill[md->skillidx].val[2]:0,
  4576. skill_get_time(skillid, skilllv));
  4577. }
  4578. break;
  4579. case NPC_DEFENDER:
  4580. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4581. break;
  4582. case NPC_POWERUP:
  4583. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4584. clif_skill_nodamage(src,bl,skillid,skilllv,
  4585. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4586. break;
  4587. case NPC_AGIUP:
  4588. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4589. clif_skill_nodamage(src,bl,skillid,skilllv,
  4590. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4591. break;
  4592. case NPC_INVISIBLE:
  4593. //On level 1, use level 10 cloaking (no speed penalty)
  4594. //with val4 passed as 1 is for "infinite cloak".
  4595. clif_skill_nodamage(src,bl,skillid,skilllv,
  4596. sc_start4(bl,type,100,9+skilllv,0,0,1,skill_get_time(skillid,skilllv)));
  4597. break;
  4598. case NPC_SIEGEMODE:
  4599. // not sure what it does
  4600. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4601. break;
  4602. case WE_MALE:
  4603. {
  4604. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4605. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  4606. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4607. }
  4608. break;
  4609. case WE_FEMALE:
  4610. {
  4611. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4612. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  4613. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4614. }
  4615. break;
  4616. // parent-baby skills
  4617. case WE_BABY:
  4618. if(sd){
  4619. struct map_session_data *f_sd = pc_get_father(sd);
  4620. struct map_session_data *m_sd = pc_get_mother(sd);
  4621. // if neither was found
  4622. if(!f_sd && !m_sd){
  4623. clif_skill_fail(sd,skillid,0,0);
  4624. map_freeblock_unlock();
  4625. return 0;
  4626. }
  4627. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4628. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4629. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4630. }
  4631. break;
  4632. case PF_HPCONVERSION:
  4633. {
  4634. int hp, sp;
  4635. hp = sstatus->max_hp/10;
  4636. sp = hp * 10 * skilllv / 100;
  4637. if (!status_charge(src,hp,0)) {
  4638. if (sd) clif_skill_fail(sd,skillid,0,0);
  4639. break;
  4640. }
  4641. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4642. status_heal(bl,0,sp,2);
  4643. }
  4644. break;
  4645. case HT_REMOVETRAP:
  4646. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4647. {
  4648. struct skill_unit *su=NULL;
  4649. struct item item_tmp;
  4650. int flag;
  4651. if((bl->type==BL_SKILL) &&
  4652. (su=(struct skill_unit *)bl) &&
  4653. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4654. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4655. {
  4656. if(sd && !su->group->state.into_abyss)
  4657. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4658. if(battle_config.skill_removetrap_type){
  4659. for(i=0;i<10;i++) {
  4660. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4661. memset(&item_tmp,0,sizeof(item_tmp));
  4662. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4663. item_tmp.identify = 1;
  4664. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4665. clif_additem(sd,0,0,flag);
  4666. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4667. }
  4668. }
  4669. }
  4670. }else{
  4671. memset(&item_tmp,0,sizeof(item_tmp));
  4672. item_tmp.nameid = 1065;
  4673. item_tmp.identify = 1;
  4674. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4675. clif_additem(sd,0,0,flag);
  4676. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4677. }
  4678. }
  4679. }
  4680. skill_delunit(su);
  4681. }
  4682. }
  4683. break;
  4684. case HT_SPRINGTRAP:
  4685. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4686. {
  4687. struct skill_unit *su=NULL;
  4688. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4689. switch(su->group->unit_id){
  4690. case UNT_ANKLESNARE: // ankle snare
  4691. if (su->group->val2 != 0)
  4692. // if it is already trapping something don't spring it,
  4693. // remove trap should be used instead
  4694. break;
  4695. // otherwise fallthrough to below
  4696. case UNT_BLASTMINE:
  4697. case UNT_SKIDTRAP:
  4698. case UNT_LANDMINE:
  4699. case UNT_SHOCKWAVE:
  4700. case UNT_SANDMAN:
  4701. case UNT_FLASHER:
  4702. case UNT_FREEZINGTRAP:
  4703. case UNT_CLAYMORETRAP:
  4704. case UNT_TALKIEBOX:
  4705. su->group->unit_id = UNT_USED_TRAPS;
  4706. clif_changetraplook(bl, UNT_USED_TRAPS);
  4707. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4708. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4709. }
  4710. }
  4711. }
  4712. break;
  4713. case BD_ENCORE:
  4714. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4715. if(sd)
  4716. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4717. break;
  4718. case AS_SPLASHER:
  4719. if(tstatus->max_hp*3/4 < tstatus->hp) {
  4720. map_freeblock_unlock();
  4721. return 1;
  4722. }
  4723. clif_skill_nodamage(src,bl,skillid,skilllv,
  4724. sc_start4(bl,type,100,
  4725. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4726. break;
  4727. case PF_MINDBREAKER:
  4728. {
  4729. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4730. {
  4731. map_freeblock_unlock();
  4732. return 1;
  4733. }
  4734. if (tsc && tsc->data[type].timer != -1)
  4735. { //HelloKitty2 (?) explained that this silently fails when target is
  4736. //already inflicted. [Skotlex]
  4737. map_freeblock_unlock();
  4738. return 1;
  4739. }
  4740. //Has a 55% + skilllv*5% success chance.
  4741. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4742. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4743. {
  4744. if (sd) clif_skill_fail(sd,skillid,0,0);
  4745. map_freeblock_unlock();
  4746. return 0;
  4747. }
  4748. unit_skillcastcancel(bl,0);
  4749. if(tsc && tsc->count){
  4750. if(tsc->data[SC_FREEZE].timer!=-1)
  4751. status_change_end(bl,SC_FREEZE,-1);
  4752. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4753. status_change_end(bl,SC_STONE,-1);
  4754. if(tsc->data[SC_SLEEP].timer!=-1)
  4755. status_change_end(bl,SC_SLEEP,-1);
  4756. }
  4757. if(dstmd)
  4758. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4759. }
  4760. break;
  4761. case PF_SOULCHANGE:
  4762. {
  4763. unsigned int sp1 = 0, sp2 = 0;
  4764. if (dstmd) {
  4765. if (dstmd->state.soul_change_flag) {
  4766. if(sd) clif_skill_fail(sd,skillid,0,0);
  4767. break;
  4768. }
  4769. dstmd->state.soul_change_flag = 1;
  4770. sp2 = sstatus->max_sp * 3 /100;
  4771. status_heal(src, 0, sp2, 2);
  4772. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4773. break;
  4774. }
  4775. sp1 = sstatus->sp;
  4776. sp2 = tstatus->sp;
  4777. status_set_sp(src, sp2, 3);
  4778. status_set_sp(bl, sp1, 3);
  4779. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4780. }
  4781. break;
  4782. // Slim Pitcher (normally Condensed Potion doesn't give SP (Heals party members))
  4783. case CR_SLIMPITCHER:
  4784. if (potion_hp || potion_sp) {
  4785. int hp = potion_hp, sp = potion_sp;
  4786. hp = hp * (100 + (tstatus->vit<<1))/100;
  4787. sp = sp * (100 + (tstatus->int_<<1))/100;
  4788. if (dstsd) {
  4789. if (hp)
  4790. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4791. if (sp)
  4792. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4793. }
  4794. if(hp > 0)
  4795. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4796. if(sp > 0)
  4797. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4798. status_heal(bl,hp,sp,0);
  4799. }
  4800. break;
  4801. // Full Chemical Protection
  4802. case CR_FULLPROTECTION:
  4803. {
  4804. int i, skilltime;
  4805. skilltime = skill_get_time(skillid,skilllv);
  4806. if (!tsc) {
  4807. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4808. break;
  4809. }
  4810. for (i=0; i<4; i++) {
  4811. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4812. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4813. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4814. }
  4815. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4816. }
  4817. break;
  4818. case RG_CLEANER: //AppleGirl
  4819. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4820. break;
  4821. case PF_DOUBLECASTING:
  4822. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4823. sc_start(bl,type,30+ 10*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4824. if (sd) clif_skill_fail(sd,skillid,0,0);
  4825. break;
  4826. case CG_LONGINGFREEDOM:
  4827. {
  4828. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4829. && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4830. {
  4831. clif_skill_nodamage(src,bl,skillid,skilllv,
  4832. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4833. }
  4834. }
  4835. break;
  4836. case CG_TAROTCARD:
  4837. {
  4838. int eff, count = -1;
  4839. if (rand() % 100 > skilllv * 8) {
  4840. if (sd) clif_skill_fail(sd,skillid,0,0);
  4841. map_freeblock_unlock();
  4842. return 0;
  4843. }
  4844. do {
  4845. eff = rand() % 14;
  4846. clif_specialeffect(bl, 523 + eff, AREA);
  4847. switch (eff)
  4848. {
  4849. case 0: // heals SP to 0
  4850. status_percent_damage(src, bl, 0, 100);
  4851. break;
  4852. case 1: // matk halved
  4853. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4854. break;
  4855. case 2: // all buffs removed
  4856. status_change_clear_buffs(bl,1);
  4857. break;
  4858. case 3: // 1000 damage, random armor destroyed
  4859. {
  4860. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4861. status_fix_damage(src, bl, 1000, 0);
  4862. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4863. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4864. }
  4865. break;
  4866. case 4: // atk halved
  4867. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4868. break;
  4869. case 5: // 2000HP heal, random teleported
  4870. status_heal(src, 2000, 0, 0);
  4871. unit_warp(src, -1,-1,-1, 3);
  4872. break;
  4873. case 6: // random 2 other effects
  4874. if (count == -1)
  4875. count = 3;
  4876. else
  4877. count++; //Should not retrigger this one.
  4878. break;
  4879. case 7: // stop freeze or stoned
  4880. {
  4881. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4882. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4883. }
  4884. break;
  4885. case 8: // curse coma and poison
  4886. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4887. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4888. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4889. break;
  4890. case 9: // confusion
  4891. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4892. break;
  4893. case 10: // 6666 damage, atk matk halved, cursed
  4894. status_fix_damage(src, bl, 6666, 0);
  4895. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4896. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4897. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4898. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4899. break;
  4900. case 11: // 4444 damage
  4901. status_fix_damage(src, bl, 4444, 0);
  4902. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4903. break;
  4904. case 12: // stun
  4905. sc_start(bl,SC_STUN,100,skilllv,5000);
  4906. break;
  4907. case 13: // atk,matk,hit,flee,def reduced
  4908. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4909. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4910. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4911. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4912. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4913. break;
  4914. default:
  4915. break;
  4916. }
  4917. } while ((--count) > 0);
  4918. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4919. }
  4920. break;
  4921. case SL_ALCHEMIST:
  4922. case SL_ASSASIN:
  4923. case SL_BARDDANCER:
  4924. case SL_BLACKSMITH:
  4925. case SL_CRUSADER:
  4926. case SL_HUNTER:
  4927. case SL_KNIGHT:
  4928. case SL_MONK:
  4929. case SL_PRIEST:
  4930. case SL_ROGUE:
  4931. case SL_SAGE:
  4932. case SL_SOULLINKER:
  4933. case SL_STAR:
  4934. case SL_SUPERNOVICE:
  4935. case SL_WIZARD:
  4936. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4937. clif_skill_fail(sd,skillid,0,0);
  4938. break;
  4939. }
  4940. clif_skill_nodamage(src,bl,skillid,skilllv,
  4941. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4942. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4943. break;
  4944. case SL_HIGH:
  4945. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4946. clif_skill_fail(sd,skillid,0,0);
  4947. break;
  4948. }
  4949. clif_skill_nodamage(src,bl,skillid,skilllv,
  4950. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4951. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4952. break;
  4953. case SL_SWOO:
  4954. if (tsc && tsc->data[type].timer != -1) {
  4955. sc_start(src,SC_STUN,100,skilllv,10000);
  4956. break;
  4957. }
  4958. case SL_SKA: // [marquis007]
  4959. case SL_SKE:
  4960. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4961. clif_skill_fail(sd,skillid,0,0);
  4962. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4963. } else
  4964. clif_skill_nodamage(src,bl,skillid,skilllv,
  4965. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4966. if (skillid == SL_SKE)
  4967. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4968. break;
  4969. // New guild skills [Celest]
  4970. case GD_BATTLEORDER:
  4971. if(flag&1) {
  4972. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4973. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4974. } else if (status_get_guild_id(src)) {
  4975. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4976. map_foreachinrange(skill_area_sub, src,
  4977. skill_get_splash(skillid, skilllv), BL_CHAR,
  4978. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4979. skill_castend_nodamage_id);
  4980. if (sd)
  4981. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4982. }
  4983. break;
  4984. case GD_REGENERATION:
  4985. if(flag&1) {
  4986. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4987. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4988. } else if (status_get_guild_id(src)) {
  4989. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4990. map_foreachinrange(skill_area_sub, src,
  4991. skill_get_splash(skillid, skilllv), BL_CHAR,
  4992. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4993. skill_castend_nodamage_id);
  4994. if (sd)
  4995. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4996. }
  4997. break;
  4998. case GD_RESTORE:
  4999. if(flag&1) {
  5000. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5001. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  5002. } else if (status_get_guild_id(src)) {
  5003. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5004. map_foreachinrange(skill_area_sub, src,
  5005. skill_get_splash(skillid, skilllv), BL_CHAR,
  5006. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5007. skill_castend_nodamage_id);
  5008. if (sd)
  5009. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5010. }
  5011. break;
  5012. case GD_EMERGENCYCALL:
  5013. {
  5014. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5015. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5016. int j = 0;
  5017. struct guild *g = NULL;
  5018. // i don't know if it actually summons in a circle, but oh well. ;P
  5019. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5020. if (!g)
  5021. break;
  5022. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5023. for(i = 0; i < g->max_member; i++, j++) {
  5024. if (j>8) j=0;
  5025. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  5026. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  5027. continue;
  5028. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5029. dx[j] = dy[j] = 0;
  5030. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  5031. }
  5032. }
  5033. if (sd)
  5034. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5035. }
  5036. break;
  5037. case SG_FEEL:
  5038. if (sd) {
  5039. if(!sd->feel_map[skilllv-1].index) {
  5040. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  5041. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5042. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5043. }
  5044. else
  5045. clif_feel_info(sd, skilllv-1);
  5046. }
  5047. break;
  5048. case SG_HATE:
  5049. if (sd) {
  5050. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5051. if(dstsd) //PC
  5052. {
  5053. sd->hate_mob[skilllv-1] = dstsd->status.class_;
  5054. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
  5055. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5056. }
  5057. else if(dstmd) // mob
  5058. {
  5059. switch(skilllv)
  5060. {
  5061. case 1:
  5062. if (tstatus->size==0)
  5063. {
  5064. sd->hate_mob[0] = dstmd->class_;
  5065. pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
  5066. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5067. } else clif_skill_fail(sd,skillid,0,0);
  5068. break;
  5069. case 2:
  5070. if (tstatus->size==1 && tstatus->max_hp>=6000)
  5071. {
  5072. sd->hate_mob[1] = dstmd->class_;
  5073. pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
  5074. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5075. } else clif_skill_fail(sd,skillid,0,0);
  5076. break;
  5077. case 3:
  5078. if (tstatus->size==2 && tstatus->max_hp>=20000)
  5079. {
  5080. sd->hate_mob[2] = dstmd->class_;
  5081. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
  5082. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5083. } else clif_skill_fail(sd,skillid,0,0);
  5084. break;
  5085. default:
  5086. clif_skill_fail(sd,skillid,0,0);
  5087. break;
  5088. }
  5089. }
  5090. }
  5091. break;
  5092. case GS_GLITTERING:
  5093. if(sd) {
  5094. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5095. if(rand()%100 < (10+10*skilllv))
  5096. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5097. else if(sd->spiritball > 0)
  5098. pc_delspiritball(sd,1,0);
  5099. }
  5100. break;
  5101. case AM_REST: //[orn]
  5102. if (sd && !merc_hom_vaporize(sd,1))
  5103. clif_skill_fail(sd,skillid,0,0);
  5104. break;
  5105. case HAMI_CASTLE: //[orn]
  5106. if (src == bl && sd && sd->hd && merc_is_hom_active(sd->hd)) // (If used with @useskill, put the homunc as dest)
  5107. bl = &sd->hd->bl;
  5108. if(rand()%100 < 20*skilllv && src != bl)
  5109. {
  5110. int x,y;
  5111. x = src->x;
  5112. y = src->y;
  5113. if (hd)
  5114. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5115. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5116. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5117. clif_fixpos(src) ;
  5118. if (unit_movepos(bl,x,y,0,0))
  5119. clif_fixpos(bl) ;
  5120. //TODO: Shouldn't also players and the like switch targets?
  5121. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5122. AREA_SIZE, BL_MOB, bl, src);
  5123. }
  5124. }
  5125. else
  5126. {
  5127. // Failed
  5128. if (hd)
  5129. clif_skill_fail(hd->master, skillid, 0, 0);
  5130. else
  5131. clif_skill_fail(sd, skillid, 0, 0);
  5132. }
  5133. break;
  5134. case HVAN_CHAOTIC: //[orn]
  5135. {
  5136. if(hd){
  5137. //HOM,PC,MOB
  5138. struct block_list* heal_target=NULL;
  5139. int heal = skill_calc_heal( src, 1+rand()%skilllv );
  5140. static const int per[10][2]={{20,50},{50,60},{25,75},{60,64},{34,67},
  5141. {34,67},{34,67},{34,67},{34,67},{34,67}};
  5142. int rnd = rand()%100;
  5143. if(rnd<per[skilllv-1][0])
  5144. {
  5145. heal_target = &hd->bl;
  5146. }else if(rnd<per[skilllv-1][1])
  5147. {
  5148. if(!status_isdead(&hd->master->bl))
  5149. heal_target = &hd->master->bl;
  5150. else
  5151. heal_target = &hd->bl;
  5152. }else{//MOB
  5153. heal_target = map_id2bl(hd->target_id);
  5154. if(heal_target==NULL)
  5155. heal_target = &hd->bl;
  5156. }
  5157. clif_skill_nodamage(src,heal_target,AL_HEAL,heal,1);
  5158. clif_skill_nodamage(src,heal_target,skillid,heal,1);
  5159. status_heal(heal_target, heal, 0, 0);
  5160. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
  5161. }
  5162. }
  5163. break;
  5164. case HAMI_BLOODLUST: //[orn]
  5165. case HFLI_FLEET: //[orn]
  5166. case HFLI_SPEED: //[orn]
  5167. if ( hd ) {
  5168. clif_skill_nodamage(src,bl,skillid,skilllv,
  5169. sc_start(&hd->bl,type,100,skilllv,skill_get_time(skillid,skilllv))) ;
  5170. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
  5171. }
  5172. else
  5173. clif_skill_fail(hd->master,skillid,0,0);
  5174. break;
  5175. case HLIF_CHANGE: //[orn]
  5176. clif_skill_nodamage(src,bl,skillid,skilllv,
  5177. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5178. if (hd)
  5179. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5180. break;
  5181. default:
  5182. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5183. map_freeblock_unlock();
  5184. return 1;
  5185. }
  5186. if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5187. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5188. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  5189. battle_consume_ammo(sd, skillid, skilllv);
  5190. map_freeblock_unlock();
  5191. return 0;
  5192. }
  5193. /*==========================================
  5194. *
  5195. *------------------------------------------
  5196. */
  5197. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  5198. {
  5199. struct block_list *target, *src = map_id2bl(id);
  5200. struct map_session_data* sd = NULL;
  5201. struct homun_data* hd = NULL; //[orn]
  5202. struct mob_data* md = NULL;
  5203. struct unit_data* ud = unit_bl2ud(src);
  5204. struct status_change *sc = NULL;
  5205. int inf,inf2;
  5206. nullpo_retr(0, ud);
  5207. BL_CAST( BL_PC, src, sd);
  5208. BL_CAST( BL_HOM, src, hd); //[orn]
  5209. BL_CAST( BL_MOB, src, md);
  5210. if( src->prev == NULL ) {
  5211. ud->skilltimer = -1;
  5212. return 0;
  5213. }
  5214. switch (ud->skillid) {
  5215. //These should become skill_castend_pos
  5216. case WE_CALLPARTNER:
  5217. case WE_CALLPARENT:
  5218. case WE_CALLBABY:
  5219. case AM_CALLHOMUN:
  5220. case AM_RESURRECTHOMUN:
  5221. //Find a random spot to place the skill. [Skotlex]
  5222. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5223. ud->skillx = src->x + inf2;
  5224. ud->skilly = src->y + inf2;
  5225. if (!map_random_dir(src, &ud->skillx, &ud->skilly)) {
  5226. ud->skillx = src->x;
  5227. ud->skilly = src->y;
  5228. }
  5229. return skill_castend_pos(tid,tick,id,data);
  5230. }
  5231. if(ud->skillid != SA_CASTCANCEL ) {
  5232. if( ud->skilltimer != tid ) {
  5233. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5234. ud->skilltimer = -1;
  5235. return 0;
  5236. }
  5237. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5238. status_freecast_switch(sd);
  5239. ud->skilltimer=-1;
  5240. }
  5241. if (ud->skilltarget == id)
  5242. target = src;
  5243. else
  5244. target = map_id2bl(ud->skilltarget);
  5245. // Use a do so that you can break out of it when the skill fails.
  5246. do {
  5247. if(!target || target->prev==NULL) break;
  5248. if(src->m != target->m || status_isdead(src)) break;
  5249. if(ud->skillid == RG_BACKSTAP) {
  5250. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5251. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5252. break;
  5253. }
  5254. }
  5255. if (ud->skillid == PR_LEXDIVINA)
  5256. {
  5257. sc = status_get_sc(target);
  5258. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  5259. (!sc || sc->data[SC_SILENCE].timer == -1))
  5260. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5261. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5262. break;
  5263. }
  5264. } else {
  5265. //Check target validity.
  5266. inf = skill_get_inf(ud->skillid);
  5267. inf2 = skill_get_inf2(ud->skillid);
  5268. if(inf&INF_ATTACK_SKILL ||
  5269. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5270. inf = BCT_ENEMY; //Offensive skill.
  5271. else
  5272. inf = 0;
  5273. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5274. inf |=
  5275. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5276. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0)|
  5277. (inf2&INF2_ALLOW_ENEMY?BCT_ENEMY:0);
  5278. if (inf && battle_check_target(src, target, inf) <= 0)
  5279. break;
  5280. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5281. sc->count && sc->data[SC_FOGWALL].timer != -1 &&
  5282. rand()%100 < 75)
  5283. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5284. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5285. break;
  5286. }
  5287. }
  5288. //Avoid doing double checks for instant-cast skills.
  5289. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5290. break;
  5291. if(md) {
  5292. if(ud->skillid != NPC_EMOTION)//Set afterskill delay.
  5293. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
  5294. if(md->skillidx >= 0) {
  5295. md->skilldelay[md->skillidx]=tick;
  5296. if (md->db->skill[md->skillidx].emotion >= 0)
  5297. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5298. }
  5299. }
  5300. if(src != target && battle_config.skill_add_range &&
  5301. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5302. {
  5303. if (sd) {
  5304. clif_skill_fail(sd,ud->skillid,0,0);
  5305. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5306. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5307. }
  5308. break;
  5309. }
  5310. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  5311. break;
  5312. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  5313. break;
  5314. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5315. unit_stop_walking(src,1);
  5316. if (ud->skillid == SA_MAGICROD)
  5317. ud->canact_tick = tick;
  5318. else
  5319. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5320. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5321. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5322. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5323. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  5324. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5325. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5326. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5327. else
  5328. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5329. sc = status_get_sc(src);
  5330. if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5331. status_change_end(src,SC_MAGICPOWER,-1);
  5332. if (ud->skilltimer == -1) {
  5333. if(md) md->skillidx = -1;
  5334. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5335. ud->skilllv = ud->skilltarget = 0;
  5336. }
  5337. return 1;
  5338. } while(0);
  5339. //Skill failed.
  5340. if (ud->skillid == MO_EXTREMITYFIST && sd &&
  5341. !(sc && sc->count && sc->data[SC_FOGWALL].timer != -1))
  5342. { //When Asura fails... (except when it fails from Fog of Wall)
  5343. //Consume SP/spheres
  5344. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5345. status_set_sp(src, 0, 0);
  5346. sc = &sd->sc;
  5347. if (sc->count)
  5348. { //End states
  5349. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  5350. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5351. if (sc->data[SC_BLADESTOP].timer != -1)
  5352. status_change_end(src,SC_BLADESTOP,-1);
  5353. }
  5354. if (target && target->m == src->m)
  5355. { //Move character to target anyway.
  5356. int dx,dy;
  5357. dx = target->x - src->x;
  5358. dy = target->y - src->y;
  5359. if(dx > 0) dx++;
  5360. else if(dx < 0) dx--;
  5361. if (dy > 0) dy++;
  5362. else if(dy < 0) dy--;
  5363. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5364. { //Display movement + animation.
  5365. clif_slide(src,src->x,src->y);
  5366. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5367. }
  5368. clif_skill_fail(sd,ud->skillid,0,0);
  5369. }
  5370. }
  5371. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5372. ud->canact_tick = tick;
  5373. if(sd) sd->skillitem = sd->skillitemlv = -1;
  5374. if(md) md->skillidx = -1;
  5375. return 0;
  5376. }
  5377. /*==========================================
  5378. *
  5379. *------------------------------------------
  5380. */
  5381. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  5382. {
  5383. struct block_list* src = map_id2bl(id);
  5384. int maxcount;
  5385. struct map_session_data *sd = NULL;
  5386. struct homun_data *hd = NULL; //[orn]
  5387. struct unit_data *ud = unit_bl2ud(src);
  5388. struct mob_data *md = NULL;
  5389. nullpo_retr(0, ud);
  5390. BL_CAST( BL_PC , src, sd);
  5391. BL_CAST( BL_HOM , src, hd); //[orn]
  5392. BL_CAST( BL_MOB, src, md);
  5393. if( src->prev == NULL ) {
  5394. ud->skilltimer = -1;
  5395. return 0;
  5396. }
  5397. if( ud->skilltimer != tid )
  5398. {
  5399. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5400. ud->skilltimer = -1;
  5401. return 0;
  5402. }
  5403. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5404. status_freecast_switch(sd);
  5405. ud->skilltimer=-1;
  5406. do {
  5407. if(status_isdead(src)) break;
  5408. if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) &&
  5409. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5410. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5411. )
  5412. break;
  5413. if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset &&
  5414. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5415. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5416. )
  5417. break;
  5418. if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit &&
  5419. (maxcount = skill_get_maxcount(ud->skillid)) > 0
  5420. ) {
  5421. int i;
  5422. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5423. if(ud->skillunit[i]->skill_id == ud->skillid)
  5424. maxcount--;
  5425. }
  5426. if(!maxcount)
  5427. break;
  5428. }
  5429. if(tid != -1)
  5430. { //Avoid double checks on instant cast skills. [Skotlex]
  5431. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5432. break;
  5433. if(battle_config.skill_add_range &&
  5434. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5435. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5436. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5437. break;
  5438. }
  5439. }
  5440. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  5441. break;
  5442. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  5443. break;
  5444. if(md) {
  5445. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
  5446. if(md->skillidx >= 0) {
  5447. md->skilldelay[md->skillidx]=tick;
  5448. if (md->db->skill[md->skillidx].emotion >= 0)
  5449. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5450. }
  5451. }
  5452. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5453. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5454. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5455. unit_stop_walking(src,1);
  5456. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5457. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5458. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5459. if (ud->skilltimer == -1) {
  5460. if (md) md->skillidx = -1;
  5461. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5462. ud->skilllv = ud->skillx = ud->skilly = 0;
  5463. }
  5464. return 1;
  5465. } while(0);
  5466. ud->canact_tick = tick;
  5467. ud->skillid = ud->skilllv = 0;
  5468. if(sd) {
  5469. clif_skill_fail(sd,ud->skillid,0,0);
  5470. sd->skillitem = sd->skillitemlv = -1;
  5471. }
  5472. if(md) md->skillidx = -1;
  5473. return 0;
  5474. }
  5475. /*==========================================
  5476. *
  5477. *------------------------------------------
  5478. */
  5479. int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5480. {
  5481. struct map_session_data *sd=NULL;
  5482. struct status_change *sc;
  5483. struct skill_unit_group *sg;
  5484. int i,type;
  5485. //if(skilllv <= 0) return 0;
  5486. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5487. nullpo_retr(0, src);
  5488. if(status_isdead(src))
  5489. return 0;
  5490. if(src->type==BL_PC)
  5491. sd=(struct map_session_data *)src;
  5492. sc = status_get_sc(src);
  5493. if (sc && !sc->count)
  5494. sc = NULL; //Unneeded.
  5495. type = SkillStatusChangeTable(skillid);
  5496. switch (skillid) { //Skill effect.
  5497. case WZ_METEOR:
  5498. case MO_BODYRELOCATION:
  5499. case CR_CULTIVATION:
  5500. case HW_GANBANTEIN:
  5501. break; //Effect is displayed on respective switch case.
  5502. default:
  5503. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5504. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5505. else
  5506. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5507. }
  5508. switch(skillid)
  5509. {
  5510. case PR_BENEDICTIO:
  5511. skill_area_temp[1] = src->id;
  5512. i = skill_get_splash(skillid, skilllv);
  5513. map_foreachinarea(skill_area_sub,
  5514. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5515. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5516. skill_castend_nodamage_id);
  5517. map_foreachinarea(skill_area_sub,
  5518. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5519. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5520. skill_castend_damage_id);
  5521. break;
  5522. case BS_HAMMERFALL:
  5523. i = skill_get_splash(skillid, skilllv);
  5524. map_foreachinarea (skill_area_sub,
  5525. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5526. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5527. skill_castend_nodamage_id);
  5528. break;
  5529. case HT_DETECTING:
  5530. i = skill_get_splash(skillid, skilllv);
  5531. map_foreachinarea( status_change_timer_sub,
  5532. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5533. src,status_get_sc(src),SC_SIGHT,tick);
  5534. if(battle_config.traps_setting&1)
  5535. map_foreachinarea( skill_reveal_trap,
  5536. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5537. break;
  5538. case MG_SAFETYWALL:
  5539. case MG_FIREWALL:
  5540. case MG_THUNDERSTORM:
  5541. case AL_PNEUMA:
  5542. case WZ_ICEWALL:
  5543. case WZ_FIREPILLAR:
  5544. case WZ_QUAGMIRE:
  5545. case WZ_VERMILION:
  5546. case WZ_STORMGUST:
  5547. case WZ_HEAVENDRIVE:
  5548. case PR_SANCTUARY:
  5549. case PR_MAGNUS:
  5550. case CR_GRANDCROSS:
  5551. case NPC_GRANDDARKNESS:
  5552. case HT_SKIDTRAP:
  5553. case HT_LANDMINE:
  5554. case HT_ANKLESNARE:
  5555. case HT_SHOCKWAVE:
  5556. case HT_SANDMAN:
  5557. case HT_FLASHER:
  5558. case HT_FREEZINGTRAP:
  5559. case HT_BLASTMINE:
  5560. case HT_CLAYMORETRAP:
  5561. case AS_VENOMDUST:
  5562. case AM_DEMONSTRATION:
  5563. case PF_FOGWALL:
  5564. case PF_SPIDERWEB:
  5565. case HT_TALKIEBOX:
  5566. case WE_CALLPARTNER:
  5567. case WE_CALLPARENT:
  5568. case WE_CALLBABY:
  5569. case AC_SHOWER: //Ground-placed skill implementation.
  5570. case SA_VOLCANO:
  5571. case SA_DELUGE:
  5572. case SA_VIOLENTGALE:
  5573. case SA_LANDPROTECTOR:
  5574. case BD_LULLABY:
  5575. case BD_RICHMANKIM:
  5576. case BD_ETERNALCHAOS:
  5577. case BD_DRUMBATTLEFIELD:
  5578. case BD_RINGNIBELUNGEN:
  5579. case BD_ROKISWEIL:
  5580. case BD_INTOABYSS:
  5581. case BD_SIEGFRIED:
  5582. case BA_DISSONANCE:
  5583. case BA_POEMBRAGI:
  5584. case BA_WHISTLE:
  5585. case BA_ASSASSINCROSS:
  5586. case BA_APPLEIDUN:
  5587. case DC_UGLYDANCE:
  5588. case DC_HUMMING:
  5589. case DC_DONTFORGETME:
  5590. case DC_FORTUNEKISS:
  5591. case DC_SERVICEFORYOU:
  5592. case GS_DESPERADO:
  5593. case NJ_KAENSIN:
  5594. case NJ_BAKUENRYU:
  5595. case NJ_SUITON:
  5596. case NJ_HYOUSYOURAKU:
  5597. case NJ_RAIGEKISAI:
  5598. case NJ_KAMAITACHI:
  5599. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5600. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5601. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5602. break;
  5603. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5604. skill_clear_unitgroup(src);
  5605. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5606. flag|=1;
  5607. break;
  5608. case HP_BASILICA:
  5609. skill_clear_unitgroup(src);
  5610. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5611. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5612. flag|=1;
  5613. break;
  5614. case CG_HERMODE:
  5615. skill_clear_unitgroup(src);
  5616. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5617. sc_start4(src,SC_DANCING,100,
  5618. skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  5619. flag|=1;
  5620. break;
  5621. case RG_CLEANER: // [Valaris]
  5622. i = skill_get_splash(skillid, skilllv);
  5623. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5624. break;
  5625. case WZ_METEOR:
  5626. {
  5627. int flag=0, area = skill_get_splash(skillid, skilllv);
  5628. short tmpx, tmpy, x1 = 0, y1 = 0;
  5629. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5630. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5631. for(i=0;i<2+(skilllv>>1);i++) {
  5632. tmpx = x;
  5633. tmpy = y;
  5634. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5635. continue;
  5636. if(!(flag&1)){
  5637. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5638. flag=flag|1;
  5639. }
  5640. if(i > 0)
  5641. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5642. x1 = tmpx;
  5643. y1 = tmpy;
  5644. }
  5645. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5646. }
  5647. break;
  5648. case AL_WARP:
  5649. if(sd) {
  5650. clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
  5651. (skilllv>1 && sd->status.memo_point[0].map)?mapindex_id2name(sd->status.memo_point[0].map):"",
  5652. (skilllv>2 && sd->status.memo_point[1].map)?mapindex_id2name(sd->status.memo_point[1].map):"",
  5653. (skilllv>3 && sd->status.memo_point[2].map)?mapindex_id2name(sd->status.memo_point[2].map):"");
  5654. }
  5655. break;
  5656. case MO_BODYRELOCATION:
  5657. if (unit_movepos(src, x, y, 1, 1)) {
  5658. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5659. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5660. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5661. }
  5662. break;
  5663. case NJ_SHADOWJUMP:
  5664. {
  5665. unit_movepos(src, x, y, 1, 0);
  5666. unit_setdir(src, (unit_getdir(src) + 4)%8);
  5667. clif_slide(src,x,y);
  5668. if (sc && sc->data[SC_HIDING].timer != -1)
  5669. status_change_end(src, SC_HIDING, -1);
  5670. }
  5671. break;
  5672. case AM_SPHEREMINE:
  5673. case AM_CANNIBALIZE:
  5674. if(sd) {
  5675. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5676. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5677. struct mob_data *md;
  5678. // Correct info, don't change any of this! [celest]
  5679. md = mob_once_spawn_sub(src, src->m, x, y, sd->status.name,class_,"");
  5680. if (md) {
  5681. md->master_id = src->id;
  5682. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5683. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5684. mob_spawn (md); //Now it is ready for spawning.
  5685. }
  5686. }
  5687. break;
  5688. // Slim Pitcher [Celest] (normally Condensed Potion doesn't give SP (Heals party members))
  5689. case CR_SLIMPITCHER:
  5690. if (sd) {
  5691. int i = skilllv%11 - 1;
  5692. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5693. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5694. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5695. clif_skill_fail(sd,skillid,0,0);
  5696. return 1;
  5697. }
  5698. potion_flag = 1;
  5699. potion_hp = 0;
  5700. potion_sp = 0;
  5701. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5702. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5703. potion_flag = 0;
  5704. //Apply skill bonuses
  5705. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5706. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5707. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  5708. potion_hp = potion_hp * (100+i)/100;
  5709. potion_sp = potion_sp * (100+i)/100;
  5710. if(potion_hp > 0 || potion_sp > 0) {
  5711. i = skill_get_splash(skillid, skilllv);
  5712. map_foreachinarea(skill_area_sub,
  5713. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5714. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5715. skill_castend_nodamage_id);
  5716. }
  5717. } else {
  5718. int i = skilllv%11 - 1;
  5719. struct item_data *item = itemdb_search(i);
  5720. i = skill_db[skillid].itemid[i];
  5721. item = itemdb_search(i);
  5722. potion_flag = 1;
  5723. potion_hp = 0;
  5724. potion_sp = 0;
  5725. run_script(item->script,0,src->id,0);
  5726. potion_flag = 0;
  5727. i = skill_get_max(CR_SLIMPITCHER)*10;
  5728. potion_hp = potion_hp * (100+i)/100;
  5729. potion_sp = potion_sp * (100+i)/100;
  5730. if(potion_hp > 0 || potion_sp > 0) {
  5731. i = skill_get_splash(skillid, skilllv);
  5732. map_foreachinarea(skill_area_sub,
  5733. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5734. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5735. skill_castend_nodamage_id);
  5736. }
  5737. }
  5738. break;
  5739. case HW_GANBANTEIN:
  5740. if (rand()%100 < 80) {
  5741. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5742. i = skill_get_splash(skillid, skilllv);
  5743. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5744. } else {
  5745. if (sd) clif_skill_fail(sd,skillid,0,0);
  5746. return 1;
  5747. }
  5748. break;
  5749. case HW_GRAVITATION:
  5750. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5751. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5752. flag|=1;
  5753. break;
  5754. // Plant Cultivation [Celest]
  5755. case CR_CULTIVATION:
  5756. if (sd) {
  5757. int i = skilllv - 1;
  5758. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5759. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5760. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5761. clif_skill_fail(sd,skillid,0,0);
  5762. return 1;
  5763. }
  5764. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5765. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5766. if (rand()%100 < 50)
  5767. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5768. else
  5769. clif_skill_fail(sd,skillid,0,0);
  5770. }
  5771. break;
  5772. case SG_SUN_WARM:
  5773. case SG_MOON_WARM:
  5774. case SG_STAR_WARM:
  5775. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5776. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5777. flag|=1;
  5778. break;
  5779. case PA_GOSPEL:
  5780. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_SELF)
  5781. status_change_end(src,SC_GOSPEL,-1);
  5782. else
  5783. {
  5784. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5785. if (sc && sc->data[type].timer != -1)
  5786. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5787. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5788. }
  5789. break;
  5790. case NJ_TATAMIGAESHI:
  5791. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5792. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5793. break;
  5794. case AM_CALLHOMUN: //[orn]
  5795. if (sd && !merc_call_homunculus(sd, x, y))
  5796. clif_skill_fail(sd,skillid,0,0);
  5797. break;
  5798. case AM_RESURRECTHOMUN: //[orn]
  5799. if (sd)
  5800. {
  5801. if (map_flag_gvg(src->m) || //No reviving in WoE grounds!
  5802. !merc_revive_homunculus(sd, 10*skilllv, x, y))
  5803. {
  5804. clif_skill_fail(sd,skillid,0,0);
  5805. break;
  5806. }
  5807. }
  5808. break;
  5809. default:
  5810. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5811. return 1;
  5812. }
  5813. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5814. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5815. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5816. battle_consume_ammo(sd, skillid, skilllv);
  5817. return 0;
  5818. }
  5819. /*==========================================
  5820. *
  5821. *------------------------------------------
  5822. */
  5823. int skill_castend_map (struct map_session_data *sd, int skill_num, const char *map)
  5824. {
  5825. int x=0,y=0;
  5826. nullpo_retr(0, sd);
  5827. //Simplify skill_failed code.
  5828. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
  5829. if( sd->bl.prev == NULL || pc_isdead(sd) )
  5830. return 0;
  5831. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5832. skill_failed(sd);
  5833. return 0;
  5834. }
  5835. if(sd->sc.count && (
  5836. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5837. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5838. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5839. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5840. sd->sc.data[SC_DANCING].timer!=-1 ||
  5841. sd->sc.data[SC_BERSERK].timer != -1 ||
  5842. sd->sc.data[SC_MARIONETTE].timer != -1
  5843. ))
  5844. return 0;
  5845. if( skill_num != sd->menuskill_id)
  5846. return 0;
  5847. if (strlen(map) > MAP_NAME_LENGTH-1)
  5848. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5849. if (battle_config.error_log)
  5850. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5851. skill_failed(sd);
  5852. return 0;
  5853. }
  5854. pc_stop_attack(sd);
  5855. pc_stop_walking(sd,0);
  5856. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5857. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5858. if(strcmp(map,"cancel")==0) {
  5859. skill_failed(sd);
  5860. return 0;
  5861. }
  5862. switch(skill_num){
  5863. case AL_TELEPORT:
  5864. if(strcmp(map,"Random")==0)
  5865. pc_randomwarp(sd,3);
  5866. else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
  5867. pc_setpos(sd,sd->status.save_point.map,
  5868. sd->status.save_point.x,sd->status.save_point.y,3);
  5869. break;
  5870. case AL_WARP:
  5871. {
  5872. const struct point *p[4];
  5873. struct skill_unit_group *group;
  5874. int i, lv, wx, wy;
  5875. int maxcount=0;
  5876. unsigned short mapindex;
  5877. mapindex = mapindex_name2id((char*)map);
  5878. if(!mapindex) { //Given map not found?
  5879. clif_skill_fail(sd,skill_num,0,0);
  5880. skill_failed(sd);
  5881. return 0;
  5882. }
  5883. p[0] = &sd->status.save_point;
  5884. p[1] = &sd->status.memo_point[0];
  5885. p[2] = &sd->status.memo_point[1];
  5886. p[3] = &sd->status.memo_point[2];
  5887. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5888. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5889. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5890. maxcount--;
  5891. }
  5892. if(!maxcount) {
  5893. clif_skill_fail(sd,skill_num,0,0);
  5894. skill_failed(sd);
  5895. return 0;
  5896. }
  5897. }
  5898. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5899. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5900. wx = sd->menuskill_lv>>16;
  5901. wy = sd->menuskill_lv&0xffff;
  5902. if(lv <= 0) return 0;
  5903. for(i=0;i<lv;i++){
  5904. if(mapindex == p[i]->map){
  5905. x=p[i]->x;
  5906. y=p[i]->y;
  5907. break;
  5908. }
  5909. }
  5910. if(x==0 || y==0) {
  5911. skill_failed(sd);
  5912. return 0;
  5913. }
  5914. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5915. {
  5916. skill_failed(sd);
  5917. return 0;
  5918. }
  5919. if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5920. clif_skill_fail(sd,0,0,0);
  5921. skill_failed(sd);
  5922. return 0;
  5923. }
  5924. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5925. skill_failed(sd);
  5926. return 0;
  5927. }
  5928. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5929. group->val2=(x<<16)|y;
  5930. group->val3 = mapindex;
  5931. }
  5932. break;
  5933. }
  5934. sd->menuskill_id = sd->menuskill_lv = 0;
  5935. return 0;
  5936. #undef skill_failed
  5937. }
  5938. static int skill_dance_overlap_sub(struct block_list *bl, va_list ap)
  5939. {
  5940. struct skill_unit *target = (struct skill_unit*)bl,
  5941. *src = va_arg(ap, struct skill_unit*);
  5942. int flag = va_arg(ap, int);
  5943. if (src == target)
  5944. return 0;
  5945. if (!target->group || !(target->group->state.song_dance&0x1))
  5946. return 0;
  5947. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5948. return 0;
  5949. if (flag) { //Set dissonance
  5950. target->val1 = src->val1 = target->val2&UF_SONG?BA_DISSONANCE:DC_UGLYDANCE;
  5951. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5952. } else { //Remove dissonance
  5953. target->val1 = target->group->skill_id; //Restore skill id
  5954. target->val2 &= ~UF_ENSEMBLE;
  5955. }
  5956. clif_skill_setunit(target); //Update look of affected cell.
  5957. return 1;
  5958. }
  5959. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5960. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5961. //When 1, this unit has been positioned, so start the cancel effect.
  5962. int skill_dance_overlap(struct skill_unit *unit, int flag)
  5963. {
  5964. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  5965. return 0;
  5966. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5967. return 0; //Nothing to remove, this unit is not overlapped.
  5968. if (unit->val1 != unit->group->skill_id)
  5969. { //Reset state
  5970. unit->val1 = unit->group->skill_id;
  5971. unit->val2 &= ~UF_ENSEMBLE;
  5972. }
  5973. return map_foreachincell(skill_dance_overlap_sub,
  5974. unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL,unit,flag);
  5975. }
  5976. /*==========================================
  5977. * Initializes and sets a ground skill.
  5978. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5979. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5980. *------------------------------------------
  5981. */
  5982. struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, int skilllv, int x, int y, int flag)
  5983. {
  5984. struct skill_unit_group *group;
  5985. int i,limit,val1=0,val2=0,val3=0;
  5986. int count=0;
  5987. int target,interval,range,unit_flag;
  5988. struct skill_unit_layout *layout;
  5989. struct map_session_data *sd;
  5990. struct status_data *status;
  5991. struct status_change *sc;
  5992. int active_flag=1;
  5993. nullpo_retr(0, src);
  5994. limit = skill_get_time(skillid,skilllv);
  5995. range = skill_get_unit_range(skillid,skilllv);
  5996. interval = skill_get_unit_interval(skillid);
  5997. target = skill_get_unit_target(skillid);
  5998. unit_flag = skill_get_unit_flag(skillid);
  5999. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  6000. if (skillid == AL_WARP && flag && src->type == BL_SKILL)
  6001. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  6002. group= ((TBL_SKILL*)src)->group;
  6003. src = map_id2bl(group->src_id);
  6004. if (!src) return NULL;
  6005. val2=group->val2; //Copy the (x,y) position you warp to
  6006. val3=group->val3; //as well as the mapindex to warp to.
  6007. }
  6008. BL_CAST(BL_PC, src, sd);
  6009. status = status_get_status_data(src);
  6010. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  6011. if (sc && !sc->count)
  6012. sc = NULL;
  6013. switch(skillid){
  6014. case MG_SAFETYWALL:
  6015. val2=skilllv+1;
  6016. break;
  6017. case MG_FIREWALL:
  6018. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  6019. limit = limit*3/2;
  6020. val2=4+skilllv;
  6021. break;
  6022. case AL_WARP:
  6023. val1=skilllv+6;
  6024. if(!(flag&1))
  6025. limit=2000;
  6026. break;
  6027. case PR_SANCTUARY:
  6028. val1=(skilllv+3)*2;
  6029. val2=(skilllv>6)?777:skilllv*100;
  6030. break;
  6031. case WZ_FIREPILLAR:
  6032. if((flag&1)!=0)
  6033. limit=1000;
  6034. val1=skilllv+2;
  6035. break;
  6036. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6037. case AM_DEMONSTRATION:
  6038. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6039. && (src->type&battle_config.vs_traps_bctall))
  6040. target = BCT_ALL;
  6041. break;
  6042. case NJ_SUITON:
  6043. skill_clear_group(src,1);
  6044. break;
  6045. case HT_SHOCKWAVE:
  6046. val1=skilllv*15+10;
  6047. case HT_SANDMAN:
  6048. case HT_CLAYMORETRAP:
  6049. case HT_SKIDTRAP:
  6050. case HT_LANDMINE:
  6051. case HT_ANKLESNARE:
  6052. case HT_FLASHER:
  6053. case HT_FREEZINGTRAP:
  6054. case HT_BLASTMINE:
  6055. if (map_flag_gvg(src->m))
  6056. limit *= 4; // longer trap times in WOE [celest]
  6057. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  6058. && (src->type&battle_config.vs_traps_bctall))
  6059. target = BCT_ALL;
  6060. break;
  6061. case SA_LANDPROTECTOR:
  6062. {
  6063. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  6064. val1=skilllv*15+10;
  6065. aoe_diameter=skilllv+skilllv%2+5;
  6066. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  6067. }
  6068. //No break because we also have to check if we use gemstones. [Skotlex]
  6069. case SA_VOLCANO:
  6070. case SA_DELUGE:
  6071. case SA_VIOLENTGALE:
  6072. {
  6073. struct skill_unit_group *old_sg;
  6074. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6075. {
  6076. if (old_sg->skill_id == skillid && old_sg->limit > 0)
  6077. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6078. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6079. if (limit < 0) //This can happen...
  6080. limit = skill_get_time(skillid,skilllv);
  6081. }
  6082. skill_clear_group(src,1);
  6083. }
  6084. break;
  6085. }
  6086. case BA_DISSONANCE:
  6087. case DC_UGLYDANCE:
  6088. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6089. break;
  6090. case BA_WHISTLE:
  6091. val1 = skilllv +status->agi/10; // Flee increase
  6092. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6093. if(sd){
  6094. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6095. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6096. }
  6097. break;
  6098. case DC_HUMMING:
  6099. val1 = 2*skilllv+status->dex/10; // Hit increase
  6100. if(sd)
  6101. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  6102. break;
  6103. case BA_POEMBRAGI:
  6104. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6105. //For some reason at level 10 the base delay reduction is 50%.
  6106. val2 = (skilllv<10?3*skilllv:50)+status->int_/10; // After-cast delay reduction
  6107. if(sd){
  6108. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6109. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6110. }
  6111. break;
  6112. case DC_DONTFORGETME:
  6113. val1 = 30*skilllv+status->dex; // ASPD decrease
  6114. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  6115. if(sd){
  6116. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6117. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  6118. }
  6119. if (val2 < 1) val2 = 1;
  6120. break;
  6121. case BA_APPLEIDUN:
  6122. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6123. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  6124. if(sd){
  6125. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6126. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6127. }
  6128. break;
  6129. case DC_SERVICEFORYOU:
  6130. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  6131. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  6132. if(sd){
  6133. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6134. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6135. }
  6136. break;
  6137. case BA_ASSASSINCROSS:
  6138. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6139. if(sd)
  6140. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6141. break;
  6142. case DC_FORTUNEKISS:
  6143. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6144. if(sd)
  6145. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6146. val1*=10; //Because every 10 crit is an actual cri point.
  6147. break;
  6148. case BD_DRUMBATTLEFIELD:
  6149. val1 = (skilllv+1)*25; //Watk increase
  6150. val2 = (skilllv+1)*2; //Def increase
  6151. break;
  6152. case BD_RINGNIBELUNGEN:
  6153. val1 = (skilllv+2)*25; //Watk increase
  6154. break;
  6155. case BD_RICHMANKIM:
  6156. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6157. break;
  6158. case BD_SIEGFRIED:
  6159. val1 = 55 + skilllv*5; //Elemental Resistance
  6160. val2 = skilllv*10; //Status ailment resistance
  6161. break;
  6162. case PF_FOGWALL:
  6163. if(sc && (
  6164. sc->data[SC_DELUGE].timer!=-1 || sc->data[SC_SUITON].timer != -1
  6165. )) limit *= 2;
  6166. break;
  6167. case RG_GRAFFITI: /* Graffiti */
  6168. count=1; // Leave this at 1 [Valaris]
  6169. break;
  6170. case WE_CALLPARTNER:
  6171. if (sd) val1 = sd->status.partner_id;
  6172. break;
  6173. case WE_CALLPARENT:
  6174. if (sd) {
  6175. val1 = sd->status.father;
  6176. val2 = sd->status.mother;
  6177. }
  6178. break;
  6179. case WE_CALLBABY:
  6180. if (sd) val1 = sd->status.child;
  6181. break;
  6182. case NJ_KAENSIN:
  6183. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6184. val2 = (skilllv+1)/2 + 4;
  6185. break;
  6186. case GS_GROUNDDRIFT:
  6187. { //Take on the base element, not the elemental one.
  6188. struct status_data *bstatus = status_get_base_status(src);
  6189. val1 = bstatus?bstatus->rhw.ele:status->rhw.ele;
  6190. if (sd) sd->state.arrow_atk = 0; //Disable consumption right away.
  6191. else if (!val1) val1 = ELE_WATER+rand()%(ELE_WIND-ELE_WATER);
  6192. break;
  6193. }
  6194. }
  6195. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  6196. skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
  6197. group->val1=val1;
  6198. group->val2=val2;
  6199. group->val3=val3;
  6200. group->target_flag=target;
  6201. group->bl_flag= skill_get_unit_bl_target(skillid);
  6202. group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  6203. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
  6204. group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo.
  6205. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  6206. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6207. if (DIFF_TICK(group->tick, gettick()) > 100)
  6208. active_flag = 0;
  6209. if(skillid==HT_TALKIEBOX ||
  6210. skillid==RG_GRAFFITI){
  6211. group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
  6212. if(group->valstr==NULL){
  6213. ShowFatalError("skill_castend_map: out of memory !\n");
  6214. exit(1);
  6215. }
  6216. memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
  6217. group->valstr[MESSAGE_SIZE-1] = '\0';
  6218. }
  6219. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6220. val1=skilllv;
  6221. val2=0;
  6222. limit=group->limit;
  6223. count=group->unit_count;
  6224. for(i=0;i<count;i++){
  6225. struct skill_unit *unit;
  6226. int ux,uy,alive=1;
  6227. ux = x + layout->dx[i];
  6228. uy = y + layout->dy[i];
  6229. switch (skillid) {
  6230. case MG_FIREWALL:
  6231. case NJ_KAENSIN:
  6232. val2=group->val2;
  6233. break;
  6234. case WZ_ICEWALL:
  6235. if(skilllv <= 1)
  6236. val1 = 500;
  6237. else
  6238. val1 = 200 + 200*skilllv;
  6239. break;
  6240. case RG_GRAFFITI: /* Graffiti [Valaris] */
  6241. ux+=(i%5-2);
  6242. uy+=(i/5-2);
  6243. break;
  6244. default:
  6245. if (group->state.song_dance&0x1) {
  6246. val1 = skillid; //Holds SKILL id to use.
  6247. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6248. }
  6249. break;
  6250. }
  6251. if(range<=0)
  6252. map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6253. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6254. alive = 0;
  6255. if (alive && battle_config.skill_wall_check) {
  6256. //Check if there's a path between cell and center of casting.
  6257. if (!path_search_long(NULL,src->m,ux,uy,x,y))
  6258. alive = 0;
  6259. }
  6260. if(alive && skillid == WZ_ICEWALL) {
  6261. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  6262. alive=0;
  6263. else {
  6264. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6265. if(val2==5 || val2==1)
  6266. alive=0;
  6267. else
  6268. clif_changemapcell(src->m,ux,uy,5,0);
  6269. }
  6270. }
  6271. if(alive){
  6272. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6273. unit->limit=limit;
  6274. unit->range=range;
  6275. if (range==0 && active_flag)
  6276. map_foreachincell(skill_unit_effect,unit->bl.m,
  6277. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6278. }
  6279. }
  6280. if (skillid == NJ_TATAMIGAESHI)
  6281. { //Disable it, since it should do instant damage
  6282. //(which was done in the map_foreachincell call up there) [Skotlex]
  6283. group->target_flag=BCT_NOONE;
  6284. group->bl_flag= 0;
  6285. }
  6286. if (!group->alive_count)
  6287. { //No cells? Something that was blocked completely by Land Protector?
  6288. skill_delunitgroup(src, group);
  6289. return NULL;
  6290. }
  6291. return group;
  6292. }
  6293. /*==========================================
  6294. *
  6295. *------------------------------------------
  6296. */
  6297. int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6298. {
  6299. struct skill_unit_group *sg;
  6300. struct block_list *ss;
  6301. struct status_change *sc;
  6302. int type,skillid;
  6303. nullpo_retr(0, src);
  6304. nullpo_retr(0, bl);
  6305. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6306. return 0;
  6307. nullpo_retr(0, sg=src->group);
  6308. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6309. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  6310. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6311. return 0; //AoE skills are ineffective. [Skotlex]
  6312. sc = status_get_sc(bl);
  6313. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6314. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  6315. type = SkillStatusChangeTable(sg->skill_id);
  6316. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6317. switch (sg->unit_id) {
  6318. case UNT_SAFETYWALL:
  6319. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6320. if (sc && sc->data[type].timer == -1)
  6321. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6322. break;
  6323. case UNT_WARP_WAITING:
  6324. if(bl->type==BL_PC){
  6325. struct map_session_data *sd = (struct map_session_data *)bl;
  6326. if((!sd->chatID || battle_config.chat_warpportal)
  6327. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  6328. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6329. if (--sg->val1<=0 || sg->src_id == bl->id)
  6330. skill_delunitgroup(NULL, sg);
  6331. }
  6332. }
  6333. } else
  6334. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6335. {
  6336. int m = map_mapindex2mapid(sg->val3);
  6337. if (m < 0) break; //Map not available on this map-server.
  6338. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6339. }
  6340. break;
  6341. case UNT_QUAGMIRE:
  6342. if(sc && sc->data[type].timer==-1)
  6343. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6344. break;
  6345. case UNT_VOLCANO:
  6346. case UNT_DELUGE:
  6347. case UNT_VIOLENTGALE:
  6348. case UNT_SUITON:
  6349. if(sc && sc->data[type].timer==-1)
  6350. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6351. break;
  6352. case UNT_RICHMANKIM:
  6353. case UNT_ETERNALCHAOS:
  6354. case UNT_DRUMBATTLEFIELD:
  6355. case UNT_RINGNIBELUNGEN:
  6356. case UNT_ROKISWEIL:
  6357. case UNT_INTOABYSS:
  6358. case UNT_SIEGFRIED:
  6359. case UNT_HERMODE:
  6360. //Needed to check when a dancer/bard leaves their ensemble area.
  6361. if (sg->src_id==bl->id &&
  6362. !(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
  6363. return skillid;
  6364. if (sc && sc->data[type].timer==-1)
  6365. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6366. break;
  6367. case UNT_WHISTLE:
  6368. case UNT_ASSASSINCROSS:
  6369. case UNT_POEMBRAGI:
  6370. case UNT_APPLEIDUN:
  6371. case UNT_HUMMING:
  6372. case UNT_DONTFORGETME:
  6373. case UNT_FORTUNEKISS:
  6374. case UNT_SERVICEFORYOU:
  6375. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6376. return 0;
  6377. if (!sc) return 0;
  6378. if (sc->data[type].timer==-1)
  6379. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6380. else if (sc->data[type].val4 == 1) {
  6381. //Readjust timers since the effect will not last long.
  6382. sc->data[type].val4 = 0;
  6383. delete_timer(sc->data[type].timer, status_change_timer);
  6384. sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6385. }
  6386. break;
  6387. case UNT_FOGWALL:
  6388. if (sc && sc->data[type].timer==-1)
  6389. {
  6390. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6391. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6392. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6393. }
  6394. break;
  6395. case UNT_GRAVITATION:
  6396. if (sc && sc->data[type].timer==-1)
  6397. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6398. break;
  6399. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6400. src->val1 = 0;
  6401. if(src->limit + sg->tick > tick + 700)
  6402. src->limit = DIFF_TICK(tick+700,sg->tick);
  6403. break;
  6404. }
  6405. return skillid;
  6406. }
  6407. /*==========================================
  6408. *
  6409. *------------------------------------------
  6410. */
  6411. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6412. {
  6413. struct skill_unit_group *sg;
  6414. struct block_list *ss;
  6415. struct map_session_data *sd;
  6416. struct status_data *tstatus, *sstatus;
  6417. struct status_change *tsc, *sc;
  6418. struct skill_unit_group_tickset *ts;
  6419. int matk_min = 0, matk_max = 0; //For Magic power...
  6420. int type, skillid;
  6421. int diff=0;
  6422. nullpo_retr(0, src);
  6423. nullpo_retr(0, bl);
  6424. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6425. return 0;
  6426. nullpo_retr(0, sg=src->group);
  6427. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6428. BL_CAST(BL_PC, ss, sd);
  6429. tsc = status_get_sc(bl);
  6430. tstatus = status_get_status_data(bl);
  6431. if (sg->state.magic_power) //For magic power.
  6432. {
  6433. sc = status_get_sc(ss);
  6434. sstatus = status_get_status_data(ss);
  6435. } else {
  6436. sc = NULL;
  6437. sstatus = NULL;
  6438. }
  6439. type = SkillStatusChangeTable(sg->skill_id);
  6440. skillid = sg->skill_id;
  6441. if (sg->interval == -1) {
  6442. switch (sg->unit_id) {
  6443. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6444. case UNT_SPIDERWEB:
  6445. case UNT_FIREPILLAR_ACTIVE:
  6446. return 0;
  6447. default:
  6448. if (battle_config.error_log)
  6449. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6450. return 0;
  6451. }
  6452. }
  6453. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6454. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6455. diff = DIFF_TICK(tick,ts->tick);
  6456. if (diff < 0)
  6457. return 0;
  6458. ts->tick = tick+sg->interval;
  6459. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6460. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6461. }
  6462. //Temporarily set magic power to have it take effect. [Skotlex]
  6463. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6464. { //Store previous values.
  6465. matk_min = sstatus->matk_min;
  6466. matk_max = sstatus->matk_max;
  6467. //Note to NOT return from the function until this is unset!
  6468. sstatus->matk_min = sc->data[SC_MAGICPOWER].val3;
  6469. sstatus->matk_max = sc->data[SC_MAGICPOWER].val4;
  6470. }
  6471. switch (sg->unit_id)
  6472. {
  6473. case UNT_FIREWALL:
  6474. {
  6475. int count=0;
  6476. if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) {
  6477. //This is the best Aegis approximation we can do without
  6478. //changing the minimum skill unit interval. [Skotlex]
  6479. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6480. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6481. } else {
  6482. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6483. src->val2--;
  6484. }
  6485. if (src->val2<=0)
  6486. skill_delunit(src);
  6487. break;
  6488. }
  6489. case UNT_SANCTUARY:
  6490. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6491. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6492. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6493. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6494. // reduce healing count if this was meant for damaging [hekate]
  6495. sg->val1 -= 2;
  6496. } else {
  6497. int heal = sg->val2;
  6498. if (tstatus->hp >= tstatus->max_hp)
  6499. break;
  6500. if (status_isimmune(bl))
  6501. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6502. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6503. status_heal(bl, heal, 0, 0);
  6504. if (diff >= 500)
  6505. sg->val1--;
  6506. }
  6507. if (sg->val1 <= 0)
  6508. skill_delunitgroup(NULL,sg);
  6509. break;
  6510. case UNT_MAGNUS:
  6511. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6512. break;
  6513. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6514. break;
  6515. case UNT_ATTACK_SKILLS:
  6516. switch (sg->skill_id)
  6517. {
  6518. case SG_SUN_WARM: //SG skills [Komurka]
  6519. case SG_MOON_WARM:
  6520. case SG_STAR_WARM:
  6521. if(bl->type==BL_PC)
  6522. //Only damage SP [Skotlex]
  6523. status_zap(bl, 0, 60);
  6524. else if(status_charge(bl, 0, 2))
  6525. //Otherwise, Knockback attack.
  6526. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6527. break;
  6528. default:
  6529. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6530. }
  6531. break;
  6532. case UNT_FIREPILLAR_WAITING:
  6533. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6534. skill_delunit(src);
  6535. break;
  6536. case UNT_FIREPILLAR_ACTIVE:
  6537. map_foreachinrange(skill_attack_area,bl,
  6538. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6539. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6540. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6541. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6542. break;
  6543. case UNT_SKIDTRAP:
  6544. {
  6545. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6546. sg->unit_id = UNT_USED_TRAPS;
  6547. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6548. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6549. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6550. }
  6551. break;
  6552. case UNT_SPIDERWEB:
  6553. case UNT_ANKLESNARE:
  6554. if(sg->val2==0 && tsc && tsc->data[type].timer==-1){
  6555. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6556. if (sc_start(bl,type,100,sg->skill_lv,sec))
  6557. {
  6558. struct TimerData* td = get_timer(tsc->data[type].timer);
  6559. if (td) sec = DIFF_TICK(td->tick, tick);
  6560. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6561. clif_fixpos(bl);
  6562. sg->val2=bl->id;
  6563. } else
  6564. sec = 3000; //Couldn't trap it?
  6565. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6566. // 01AC: long ID
  6567. // Indicates that an object is trapped, but ID is not a
  6568. // valid monster or player ID.
  6569. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6570. sg->interval = -1;
  6571. src->range = 0;
  6572. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6573. }
  6574. break;
  6575. case UNT_VENOMDUST:
  6576. if(tsc && tsc->data[type].timer==-1 )
  6577. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6578. break;
  6579. case UNT_LANDMINE:
  6580. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6581. sg->unit_id = UNT_USED_TRAPS;
  6582. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6583. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6584. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6585. break;
  6586. case UNT_CLAYMORETRAP:
  6587. case UNT_BLASTMINE:
  6588. //Hold number of targets (required for damage calculation)
  6589. type = map_foreachinrange(skill_count_target,&src->bl,
  6590. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl);
  6591. case UNT_SHOCKWAVE:
  6592. case UNT_SANDMAN:
  6593. case UNT_FLASHER:
  6594. case UNT_FREEZINGTRAP:
  6595. map_foreachinrange(skill_trap_splash,&src->bl,
  6596. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6597. &src->bl,tick,type);
  6598. sg->unit_id = UNT_USED_TRAPS;
  6599. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6600. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6601. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6602. break;
  6603. case UNT_TALKIEBOX:
  6604. if (sg->src_id == bl->id)
  6605. break;
  6606. if (sg->val2 == 0){
  6607. clif_talkiebox(&src->bl, sg->valstr);
  6608. sg->unit_id = UNT_USED_TRAPS;
  6609. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6610. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6611. sg->val2 = -1;
  6612. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6613. }
  6614. break;
  6615. case UNT_LULLABY:
  6616. if (ss->id == bl->id)
  6617. break;
  6618. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6619. break;
  6620. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6621. if (ss->id != bl->id)
  6622. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6623. break;
  6624. case UNT_DISSONANCE:
  6625. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6626. break;
  6627. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6628. {
  6629. int heal;
  6630. if (sg->src_id == bl->id)
  6631. break;
  6632. heal = sg->val2;
  6633. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6634. status_heal(bl, heal, 0, 0);
  6635. break;
  6636. }
  6637. case UNT_TATAMIGAESHI:
  6638. case UNT_DEMONSTRATION:
  6639. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6640. break;
  6641. case UNT_GOSPEL:
  6642. if (rand()%100 > sg->skill_lv*10)
  6643. break;
  6644. if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
  6645. int i = rand()%13; // Positive buff count
  6646. switch (i)
  6647. {
  6648. case 0: // Heal 1~9999 HP
  6649. {
  6650. int heal = rand() %9999+1;
  6651. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6652. status_heal(bl,heal,0,0);
  6653. }
  6654. break;
  6655. case 1: // End all negative status
  6656. status_change_clear_buffs(bl,2);
  6657. break;
  6658. case 2: // Level 10 Blessing
  6659. sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6660. break;
  6661. case 3: // Level 10 Increase AGI
  6662. sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6663. break;
  6664. case 4: // Enchant weapon with Holy element
  6665. sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6666. break;
  6667. case 5: // Enchant armor with Holy element
  6668. sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6669. break;
  6670. case 6: // MaxHP +100%
  6671. sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6672. break;
  6673. case 7: // MaxSP +100%
  6674. sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6675. break;
  6676. case 8: // All stats +20
  6677. sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv));
  6678. break;
  6679. case 9: // DEF +25%
  6680. sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv));
  6681. break;
  6682. case 10: // ATK +100%
  6683. sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6684. break;
  6685. case 11: // HIT/Flee +50
  6686. sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6687. sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6688. break;
  6689. case 12: // Immunity to all status
  6690. sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6691. break;
  6692. }
  6693. }
  6694. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
  6695. int i = rand()%9; // Negative buff count
  6696. switch (i)
  6697. {
  6698. case 0: // Deal 1~9999 damage
  6699. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6700. break;
  6701. case 1: // Curse
  6702. sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6703. break;
  6704. case 2: // Blind
  6705. sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6706. break;
  6707. case 3: // Poison
  6708. sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6709. break;
  6710. case 4: // Level 10 Provoke
  6711. sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6712. break;
  6713. case 5: // DEF -100%
  6714. sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6715. break;
  6716. case 6: // ATK -100%
  6717. sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6718. break;
  6719. case 7: // Flee -100%
  6720. sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6721. break;
  6722. case 8: // Speed/ASPD -25%
  6723. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv));
  6724. break;
  6725. }
  6726. }
  6727. break;
  6728. case UNT_GRAVITATION:
  6729. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6730. break;
  6731. case UNT_DESPERADO:
  6732. if (!(rand()%5)) //Has a low chance of connecting. [Skotlex]
  6733. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6734. break;
  6735. case UNT_GROUNDDRIFT:
  6736. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1);
  6737. sg->unit_id = UNT_USED_TRAPS;
  6738. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6739. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6740. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6741. break;
  6742. case UNT_KAENSIN:
  6743. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6744. if (--src->val2 <= 0)
  6745. skill_delunit(src);
  6746. break;
  6747. }
  6748. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6749. { //Unset magic power.
  6750. sstatus->matk_min = matk_min;
  6751. sstatus->matk_max = matk_max;
  6752. }
  6753. if (bl->type == BL_MOB && ss != bl)
  6754. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6755. return skillid;
  6756. }
  6757. /*==========================================
  6758. *
  6759. *------------------------------------------
  6760. */
  6761. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6762. {
  6763. struct skill_unit_group *sg;
  6764. struct status_change *sc;
  6765. int type;
  6766. nullpo_retr(0, src);
  6767. nullpo_retr(0, bl);
  6768. nullpo_retr(0, sg=src->group);
  6769. sc = status_get_sc(bl);
  6770. if (sc && !sc->count)
  6771. sc = NULL;
  6772. type = SkillStatusChangeTable(sg->skill_id);
  6773. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6774. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6775. return 0;
  6776. switch(sg->unit_id){
  6777. case UNT_SAFETYWALL:
  6778. if (sc && sc->data[type].timer!=-1)
  6779. status_change_end(bl,type,-1);
  6780. break;
  6781. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6782. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6783. status_change_end(bl,type,-1);
  6784. break;
  6785. case UNT_SPIDERWEB:
  6786. {
  6787. struct block_list *target = map_id2bl(sg->val2);
  6788. if (target && target==bl)
  6789. {
  6790. status_change_end(bl,SC_SPIDERWEB,-1);
  6791. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6792. }
  6793. break;
  6794. }
  6795. }
  6796. return sg->skill_id;
  6797. }
  6798. /*==========================================
  6799. * Triggered when a char steps out of a skill group [Skotlex]
  6800. *------------------------------------------
  6801. */
  6802. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6803. {
  6804. struct status_change *sc;
  6805. int type;
  6806. sc = status_get_sc(bl);
  6807. if (sc && !sc->count)
  6808. sc = NULL;
  6809. type = SkillStatusChangeTable(skill_id);
  6810. switch (skill_id)
  6811. {
  6812. case WZ_QUAGMIRE:
  6813. if (bl->type==BL_MOB)
  6814. break;
  6815. if (sc && sc->data[type].timer != -1)
  6816. status_change_end(bl, type, -1);
  6817. break;
  6818. case BD_LULLABY:
  6819. case BD_RICHMANKIM:
  6820. case BD_ETERNALCHAOS:
  6821. case BD_DRUMBATTLEFIELD:
  6822. case BD_RINGNIBELUNGEN:
  6823. case BD_ROKISWEIL:
  6824. case BD_INTOABYSS:
  6825. case BD_SIEGFRIED:
  6826. if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id)
  6827. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6828. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6829. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6830. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6831. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6832. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6833. skill_stop_dancing(bl);
  6834. }
  6835. case MG_SAFETYWALL:
  6836. case AL_PNEUMA:
  6837. case SA_VOLCANO:
  6838. case SA_DELUGE:
  6839. case SA_VIOLENTGALE:
  6840. case CG_HERMODE:
  6841. case HW_GRAVITATION:
  6842. case NJ_SUITON:
  6843. if (sc && sc->data[type].timer != -1)
  6844. status_change_end(bl, type, -1);
  6845. break;
  6846. case BA_POEMBRAGI:
  6847. case BA_WHISTLE:
  6848. case BA_ASSASSINCROSS:
  6849. case BA_APPLEIDUN:
  6850. case DC_HUMMING:
  6851. case DC_DONTFORGETME:
  6852. case DC_FORTUNEKISS:
  6853. case DC_SERVICEFORYOU:
  6854. if (sc && sc->data[type].timer != -1)
  6855. {
  6856. delete_timer(sc->data[type].timer, status_change_timer);
  6857. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6858. //not possible on our current implementation.
  6859. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6860. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6861. }
  6862. break;
  6863. case PF_FOGWALL:
  6864. if (sc && sc->data[type].timer != -1)
  6865. {
  6866. status_change_end(bl,type,-1);
  6867. if (sc->data[SC_BLIND].timer!=-1)
  6868. {
  6869. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6870. status_change_end(bl, SC_BLIND, -1);
  6871. else {
  6872. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6873. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6874. }
  6875. }
  6876. }
  6877. break;
  6878. case UNT_GOSPEL:
  6879. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  6880. status_change_end(bl, type, -1);
  6881. break;
  6882. }
  6883. return skill_id;
  6884. }
  6885. /*==========================================
  6886. * Invoked when a unit cell has been placed/removed/deleted.
  6887. * flag values:
  6888. * flag&1: Invoke onplace function (otherwise invoke onout)
  6889. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6890. *------------------------------------------
  6891. */
  6892. int skill_unit_effect (struct block_list *bl, va_list ap)
  6893. {
  6894. struct skill_unit *unit;
  6895. struct skill_unit_group *group;
  6896. int flag,unit_id=0,skill_id;
  6897. unsigned int tick;
  6898. unit=va_arg(ap,struct skill_unit*);
  6899. tick = va_arg(ap,unsigned int);
  6900. flag = va_arg(ap,unsigned int);
  6901. if (!unit->alive || bl->prev==NULL)
  6902. return 0;
  6903. nullpo_retr(0, group=unit->group);
  6904. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  6905. skill_id = group->skill_id;
  6906. //Target-type check.
  6907. if(!(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0))
  6908. {
  6909. if (flag&4 && group->src_id == bl->id && group->state.song_dance&0x2)
  6910. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  6911. return 0;
  6912. }
  6913. if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
  6914. { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
  6915. //Values will be restored on proper switch case.
  6916. flag|=64; //Signal to remember to restore it.
  6917. unit_id = group->unit_id;
  6918. unit->val1 = group->skill_id;
  6919. if (unit->val2&UF_SONG) {
  6920. group->unit_id = UNT_DISSONANCE;
  6921. group->skill_id = BA_DISSONANCE;
  6922. } else {
  6923. group->unit_id = UNT_UGLYDANCE;
  6924. group->skill_id = DC_UGLYDANCE;
  6925. }
  6926. }
  6927. if (flag&1)
  6928. skill_unit_onplace(unit,bl,tick);
  6929. else
  6930. skill_unit_onout(unit,bl,tick);
  6931. if (flag&64)
  6932. { //TODO: Normally, this is dangerous since the unit and group could be freed
  6933. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  6934. //cells do not get deleted within them. [Skotlex]
  6935. skill_id = group->skill_id;
  6936. group->unit_id = unit_id;
  6937. group->skill_id = unit->val1;
  6938. }
  6939. if (flag&4) skill_unit_onleft(skill_id, bl, tick);
  6940. return 0;
  6941. }
  6942. /*==========================================
  6943. *
  6944. *------------------------------------------
  6945. */
  6946. int skill_unit_onlimit (struct skill_unit *src, unsigned int tick)
  6947. {
  6948. struct skill_unit_group *sg;
  6949. nullpo_retr(0, src);
  6950. nullpo_retr(0, sg=src->group);
  6951. switch(sg->unit_id){
  6952. case UNT_WARP_ACTIVE:
  6953. skill_unitsetting(&src->bl,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6954. break;
  6955. case UNT_ICEWALL:
  6956. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6957. break;
  6958. case UNT_CALLFAMILY:
  6959. {
  6960. struct map_session_data *sd = NULL;
  6961. if(sg->val1) {
  6962. sd = map_charid2sd(sg->val1);
  6963. sg->val1 = 0;
  6964. if (sd && !map[sd->bl.m].flag.nowarp)
  6965. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6966. }
  6967. if(sg->val2) {
  6968. sd = map_charid2sd(sg->val2);
  6969. sg->val2 = 0;
  6970. if (sd && !map[sd->bl.m].flag.nowarp)
  6971. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6972. }
  6973. }
  6974. break;
  6975. case UNT_ANKLESNARE:
  6976. {
  6977. struct block_list *target = map_id2bl(sg->val2);
  6978. if(target)
  6979. status_change_end(target,SC_ANKLE,-1);
  6980. }
  6981. break;
  6982. }
  6983. return 0;
  6984. }
  6985. /*==========================================
  6986. *
  6987. *------------------------------------------
  6988. */
  6989. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  6990. {
  6991. struct skill_unit_group *sg;
  6992. nullpo_retr(0, src);
  6993. nullpo_retr(0, sg=src->group);
  6994. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6995. skill_delunitgroup(NULL,sg);
  6996. else
  6997. switch(sg->unit_id){
  6998. case UNT_ICEWALL:
  6999. src->val1-=damage;
  7000. break;
  7001. default:
  7002. damage = 0;
  7003. break;
  7004. }
  7005. return damage;
  7006. }
  7007. static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
  7008. struct block_list *src = va_arg(ap, struct block_list*);
  7009. struct block_list *partner = va_arg(ap, struct block_list*);
  7010. int blowcount = va_arg(ap, int);
  7011. if (bl == src || bl == partner)
  7012. return 0;
  7013. skill_blown(src, bl, blowcount);
  7014. return 1;
  7015. }
  7016. /*==========================================
  7017. * Starts the moonlit effect by first knocking back all other characters in the vecinity.
  7018. * partner may be null, but src cannot be.
  7019. *------------------------------------------
  7020. */
  7021. static void skill_moonlit (struct block_list* src, struct block_list* partner, int skilllv)
  7022. {
  7023. int range = skill_get_splash(CG_MOONLIT, skilllv);
  7024. int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
  7025. map_foreachinrange(skill_moonlit_sub,src,
  7026. range, BL_CHAR,src,partner,blowcount);
  7027. if(partner)
  7028. map_foreachinrange(skill_moonlit_sub,partner,
  7029. range, BL_CHAR,src,partner,blowcount);
  7030. sc_start4(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000);
  7031. sc_start4(src,SkillStatusChangeTable(CG_MOONLIT),100,skilllv,0,0,0,time);
  7032. if (partner) {
  7033. sc_start4(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000);
  7034. sc_start4(partner,SkillStatusChangeTable(CG_MOONLIT),100,skilllv,0,0,0,time);
  7035. }
  7036. }
  7037. /*==========================================
  7038. *
  7039. *------------------------------------------
  7040. */
  7041. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7042. {
  7043. int *c, skillid;
  7044. struct block_list *src;
  7045. struct map_session_data *sd;
  7046. struct map_session_data *tsd;
  7047. int *p_sd; //Contains the list of characters found.
  7048. nullpo_retr(0, bl);
  7049. nullpo_retr(0, ap);
  7050. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7051. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7052. nullpo_retr(0, sd=(struct map_session_data*)src);
  7053. c=va_arg(ap,int *);
  7054. p_sd = va_arg(ap, int *);
  7055. skillid = va_arg(ap,int);
  7056. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7057. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7058. if (bl == src)
  7059. return 0;
  7060. if(pc_isdead(tsd))
  7061. return 0;
  7062. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.opt1))
  7063. return 0;
  7064. switch(skillid)
  7065. {
  7066. case PR_BENEDICTIO:
  7067. {
  7068. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7069. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7070. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7071. && sd->status.sp >= 10)
  7072. p_sd[(*c)++]=tsd->bl.id;
  7073. return 1;
  7074. }
  7075. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7076. {
  7077. int skilllv;
  7078. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7079. return 0;
  7080. if (sd->status.sex != tsd->status.sex &&
  7081. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7082. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7083. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7084. sd->status.party_id && tsd->status.party_id &&
  7085. sd->status.party_id == tsd->status.party_id &&
  7086. tsd->sc.data[SC_DANCING].timer == -1)
  7087. {
  7088. p_sd[(*c)++]=tsd->bl.id;
  7089. return skilllv;
  7090. } else {
  7091. return 0;
  7092. }
  7093. }
  7094. break;
  7095. }
  7096. return 0;
  7097. }
  7098. /*==========================================
  7099. * Checks and stores partners for ensemble skills [Skotlex]
  7100. *------------------------------------------
  7101. */
  7102. int skill_check_pc_partner (struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  7103. {
  7104. static int c=0;
  7105. static int p_sd[2] = { 0, 0 };
  7106. int i;
  7107. if (cast_flag)
  7108. { //Execute the skill on the partners.
  7109. struct map_session_data* tsd;
  7110. switch (skill_id)
  7111. {
  7112. case PR_BENEDICTIO:
  7113. for (i = 0; i < c; i++)
  7114. {
  7115. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7116. status_charge(&tsd->bl, 0, 10);
  7117. }
  7118. return c;
  7119. case CG_MOONLIT:
  7120. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7121. {
  7122. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7123. skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
  7124. tsd->skillid_dance = skill_id;
  7125. tsd->skilllv_dance = *skill_lv;
  7126. }
  7127. return c;
  7128. default: //Warning: Assuming Ensemble skills here (for speed)
  7129. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7130. {
  7131. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  7132. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  7133. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7134. tsd->skillid_dance = skill_id;
  7135. tsd->skilllv_dance = *skill_lv;
  7136. }
  7137. return c;
  7138. }
  7139. }
  7140. //Else: new search for partners.
  7141. c = 0;
  7142. memset (p_sd, 0, sizeof(p_sd));
  7143. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  7144. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7145. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7146. *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.
  7147. return c;
  7148. }
  7149. /*==========================================
  7150. *
  7151. *------------------------------------------
  7152. */
  7153. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7154. {
  7155. int *c,src_id,mob_class,skill;
  7156. struct mob_data *md;
  7157. md=(struct mob_data*)bl;
  7158. src_id=va_arg(ap,int);
  7159. mob_class=va_arg(ap,int);
  7160. skill=va_arg(ap,int);
  7161. c=va_arg(ap,int *);
  7162. if(md->master_id != src_id ||
  7163. md->special_state.ai != (skill == AM_SPHEREMINE?2:3))
  7164. return 0; //Non alchemist summoned mobs have nothing to do here.
  7165. if(md->class_==mob_class)
  7166. (*c)++;
  7167. return 1;
  7168. }
  7169. static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
  7170. {
  7171. struct npc_data *nd;
  7172. nd=(struct npc_data*)bl;
  7173. if (nd->bl.subtype == WARP)
  7174. return 1;
  7175. return 0;
  7176. }
  7177. /*==========================================
  7178. * Determines if a given skill should be made to consume ammo
  7179. * when used by the player. [Skotlex]
  7180. *------------------------------------------
  7181. */
  7182. int skill_isammotype (TBL_PC *sd, int skill)
  7183. {
  7184. return (
  7185. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7186. skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET &&
  7187. skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE)
  7188. );
  7189. }
  7190. /*==========================================
  7191. * Checks that you have the requirements for casting a skill.
  7192. * Flag:
  7193. * &1: finished casting the skill (invoke hp/sp/item consumption)
  7194. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  7195. *------------------------------------------
  7196. */
  7197. int skill_check_condition (struct map_session_data *sd, int skill, int lv, int type)
  7198. {
  7199. struct status_data *status;
  7200. struct status_change *sc;
  7201. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  7202. int index[10],itemid[10],amount[10];
  7203. int delitem_flag = 1, checkitem_flag = 1;
  7204. nullpo_retr(0, sd);
  7205. if (lv <= 0) return 0;
  7206. if( battle_config.gm_skilluncond &&
  7207. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7208. sd->skillitem != skill)
  7209. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7210. sd->skillitem = sd->skillitemlv = -1;
  7211. return 1;
  7212. }
  7213. status = &sd->battle_status;
  7214. sc = &sd->sc;
  7215. if (!sc->count)
  7216. sc = NULL;
  7217. if(pc_is90overweight(sd)) {
  7218. clif_skill_fail(sd,skill,9,0);
  7219. sd->skillitem = sd->skillitemlv = -1;
  7220. return 0;
  7221. }
  7222. if (sd->state.abra_flag)
  7223. {
  7224. sd->skillitem = sd->skillitemlv = -1;
  7225. if(type&1) sd->state.abra_flag = 0;
  7226. return 1;
  7227. }
  7228. if (sd->menuskill_id == AM_PHARMACY &&
  7229. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  7230. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  7231. )) {
  7232. sd->skillitem = sd->skillitemlv = -1;
  7233. return 0;
  7234. }
  7235. if(sd->skillitem == skill) {
  7236. if(!type) //When a target was selected
  7237. { //Consume items that were skipped in pc_use_item [Skotlex]
  7238. if((i = sd->itemindex) == -1 ||
  7239. sd->status.inventory[i].nameid != sd->itemid ||
  7240. sd->inventory_data[i] == NULL ||
  7241. !sd->inventory_data[i]->flag.delay_consume ||
  7242. sd->status.inventory[i].amount < 1
  7243. )
  7244. { //Something went wrong, item exploit?
  7245. sd->itemid = sd->itemindex = -1;
  7246. return 0;
  7247. }
  7248. //Consume
  7249. sd->itemid = sd->itemindex = -1;
  7250. if(skill == WZ_EARTHSPIKE && sc &&
  7251. sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007]
  7252. ; //Do not consume item.
  7253. else
  7254. pc_delitem(sd,i,1,0);
  7255. }
  7256. if (type&1) //Casting finished
  7257. sd->skillitem = sd->skillitemlv = -1;
  7258. return 1;
  7259. }
  7260. // for the guild skills [celest]
  7261. if (skill >= GD_SKILLBASE)
  7262. j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  7263. else if (skill >= HM_SKILLBASE) //[orn]
  7264. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  7265. else
  7266. j = skill;
  7267. if (j < 0 || j >= MAX_SKILL_DB)
  7268. return 0;
  7269. //Code speedup, rather than using skill_get_* over and over again.
  7270. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  7271. return 0;
  7272. hp = skill_db[j].hp[lv-1];
  7273. sp = skill_db[j].sp[lv-1];
  7274. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7275. sp=sp/2;
  7276. hp_rate = skill_db[j].hp_rate[lv-1];
  7277. sp_rate = skill_db[j].sp_rate[lv-1];
  7278. zeny = skill_db[j].zeny[lv-1];
  7279. weapon = skill_db[j].weapon;
  7280. ammo = skill_db[j].ammo;
  7281. ammo_qty = skill_db[j].ammo_qty[lv-1];
  7282. state = skill_db[j].state;
  7283. spiritball = skill_db[j].spiritball[lv-1];
  7284. mhp = skill_db[j].mhp[lv-1];
  7285. for(i = 0; i < 10; i++) {
  7286. itemid[i] = skill_db[j].itemid[i];
  7287. amount[i] = skill_db[j].amount[i];
  7288. }
  7289. if(mhp > 0)
  7290. hp += (status->max_hp * mhp)/100;
  7291. if(hp_rate > 0)
  7292. hp += (status->hp * hp_rate)/100;
  7293. else
  7294. hp += (status->max_hp * (-hp_rate))/100;
  7295. if(sp_rate > 0)
  7296. sp += (status->sp * sp_rate)/100;
  7297. else
  7298. sp += (status->max_sp * (-sp_rate))/100;
  7299. if (!ammo && skill && skill_isammotype(sd, skill))
  7300. { //Assume this skill is using the weapon, therefore it requires arrows.
  7301. ammo = 2; //1<<1 <- look 1 (arrows) moved right 1 times.
  7302. ammo_qty = skill_get_num(skill, lv);
  7303. if (ammo_qty < 0) ammo_qty *= -1;
  7304. }
  7305. switch(skill) { // Check for cost reductions due to skills & SCs
  7306. case MC_MAMMONITE:
  7307. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7308. zeny -= zeny*10/100;
  7309. break;
  7310. case AL_HOLYLIGHT:
  7311. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_PRIEST)
  7312. sp *= 5;
  7313. break;
  7314. case SL_SMA:
  7315. case SL_STUN:
  7316. case SL_STIN:
  7317. {
  7318. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7319. if(kaina_lv==0 || sd->status.base_level<70)
  7320. break;
  7321. if(sd->status.base_level>=90)
  7322. sp -= sp*7*kaina_lv/100;
  7323. else if(sd->status.base_level>=80)
  7324. sp -= sp*5*kaina_lv/100;
  7325. else if(sd->status.base_level>=70)
  7326. sp -= sp*3*kaina_lv/100;
  7327. }
  7328. break;
  7329. case MO_TRIPLEATTACK:
  7330. case MO_CHAINCOMBO:
  7331. case MO_COMBOFINISH:
  7332. case CH_TIGERFIST:
  7333. case CH_CHAINCRUSH:
  7334. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  7335. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7336. break;
  7337. }
  7338. if(sd->dsprate!=100)
  7339. sp=sp*sd->dsprate/100;
  7340. switch(skill) {
  7341. case SA_CASTCANCEL:
  7342. if(sd->ud.skilltimer == -1) {
  7343. clif_skill_fail(sd,skill,0,0);
  7344. return 0;
  7345. }
  7346. break;
  7347. case BS_MAXIMIZE:
  7348. case NV_TRICKDEAD:
  7349. case TF_HIDING:
  7350. case AS_CLOAKING:
  7351. case CR_AUTOGUARD:
  7352. case CR_DEFENDER:
  7353. case ST_CHASEWALK:
  7354. case PA_GOSPEL:
  7355. case CR_SHRINK:
  7356. case TK_RUN:
  7357. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7358. return 1; //Allow turning off.
  7359. break;
  7360. case AL_WARP:
  7361. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7362. delitem_flag = 0;
  7363. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7364. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7365. return 0;
  7366. }
  7367. break;
  7368. case MO_CALLSPIRITS:
  7369. if(sd->spiritball >= lv) {
  7370. clif_skill_fail(sd,skill,0,0);
  7371. return 0;
  7372. }
  7373. break;
  7374. case CH_SOULCOLLECT:
  7375. if(sd->spiritball >= 5) {
  7376. clif_skill_fail(sd,skill,0,0);
  7377. return 0;
  7378. }
  7379. break;
  7380. case MO_FINGEROFFENSIVE: //謖�シセ
  7381. case GS_FLING:
  7382. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7383. spiritball = sd->spiritball;
  7384. sd->spiritball_old = sd->spiritball;
  7385. }
  7386. else sd->spiritball_old = spiritball;
  7387. break;
  7388. case MO_BODYRELOCATION:
  7389. if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7390. spiritball = 0;
  7391. break;
  7392. case MO_CHAINCOMBO:
  7393. if(!sc)
  7394. return 0;
  7395. if(sc->data[SC_BLADESTOP].timer!=-1)
  7396. break;
  7397. if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
  7398. break;
  7399. return 0;
  7400. case MO_COMBOFINISH: //迪幃セ肴教
  7401. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7402. return 0;
  7403. break;
  7404. case CH_TIGERFIST: //莨剰剋諡ウ
  7405. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
  7406. return 0;
  7407. break;
  7408. case CH_CHAINCRUSH: //騾」譟ア蟠ゥ謦�
  7409. if(!sc || sc->data[SC_COMBO].timer == -1)
  7410. return 0;
  7411. if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
  7412. return 0;
  7413. break;
  7414. case MO_EXTREMITYFIST:
  7415. // if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7416. // return 0;
  7417. if(sc && sc->data[SC_BLADESTOP].timer!=-1)
  7418. spiritball--;
  7419. else if (sc && sc->data[SC_COMBO].timer != -1) {
  7420. switch(sc->data[SC_COMBO].val1) {
  7421. case MO_COMBOFINISH:
  7422. spiritball = 4;
  7423. break;
  7424. case CH_TIGERFIST:
  7425. spiritball = 3;
  7426. break;
  7427. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7428. spiritball = sd->spiritball?sd->spiritball:1;
  7429. break;
  7430. default:
  7431. return 0;
  7432. }
  7433. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7434. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7435. clif_skill_fail(sd,skill,0,0);
  7436. return 0;
  7437. }
  7438. break;
  7439. case TK_MISSION: //Does not works on Non-Taekwon
  7440. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7441. clif_skill_fail(sd,skill,0,0);
  7442. return 0;
  7443. }
  7444. break;
  7445. case TK_READYCOUNTER:
  7446. case TK_READYDOWN:
  7447. case TK_READYSTORM:
  7448. case TK_READYTURN:
  7449. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7450. return 1; //Enable disabling them regardless of who you are.
  7451. case TK_JUMPKICK:
  7452. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7453. //They do not work on Soul Linkers.
  7454. clif_skill_fail(sd,skill,0,0);
  7455. return 0;
  7456. }
  7457. break;
  7458. case TK_TURNKICK:
  7459. case TK_STORMKICK:
  7460. case TK_DOWNKICK:
  7461. case TK_COUNTER:
  7462. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7463. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7464. if(!sc || sc->data[SC_COMBO].timer == -1)
  7465. return 0; //Combo needs to be ready
  7466. if (pc_famerank(sd->char_id,MAPID_TAEKWON))
  7467. { //Unlimited Combo
  7468. if (skill == sd->skillid_old) {
  7469. status_change_end(&sd->bl, SC_COMBO, -1);
  7470. sd->skillid_old = sd->skilllv_old = 0;
  7471. return 0; //Can't repeat previous combo skill.
  7472. }
  7473. break;
  7474. } else
  7475. if(sc->data[SC_COMBO].val1 == skill)
  7476. break; //Combo ready.
  7477. return 0;
  7478. case BD_ADAPTATION: /* 繧「繝峨Μ繝� */
  7479. {
  7480. struct skill_unit_group *group=NULL;
  7481. int time;
  7482. if(!sc || sc->data[SC_DANCING].timer==-1)
  7483. {
  7484. clif_skill_fail(sd,skill,0,0);
  7485. return 0;
  7486. }
  7487. group=(struct skill_unit_group*)sc->data[SC_DANCING].val2;
  7488. time = 1000*(sc->data[SC_DANCING].val3>>16);
  7489. if (!group || (skill_get_time(sc->data[SC_DANCING].val1,group->skill_lv) - time <= skill_get_time2(skill,lv)))
  7490. {
  7491. clif_skill_fail(sd,skill,0,0);
  7492. return 0;
  7493. }
  7494. }
  7495. break;
  7496. case PR_BENEDICTIO:
  7497. {
  7498. if (!battle_config.player_skill_partner_check ||
  7499. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  7500. )
  7501. break; //No need to do any partner checking [Skotlex]
  7502. if (!(type&1))
  7503. { //Started casting.
  7504. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7505. {
  7506. clif_skill_fail(sd,skill,0,0);
  7507. return 0;
  7508. }
  7509. }
  7510. else
  7511. { //Done casting
  7512. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7513. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7514. }
  7515. }
  7516. break;
  7517. case AM_CANNIBALIZE:
  7518. case AM_SPHEREMINE:
  7519. if(type&1){
  7520. int c=0;
  7521. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7522. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7523. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7524. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7525. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7526. if(c >= maxcount || (skill==AM_CANNIBALIZE && c != i))
  7527. { //Fails when: exceed max limit. There are other plant types already out.
  7528. clif_skill_fail(sd,skill,0,0);
  7529. return 0;
  7530. }
  7531. }
  7532. }
  7533. break;
  7534. case WZ_FIREPILLAR: // celest
  7535. if (lv <= 5) // no gems required at level 1-5
  7536. itemid[0] = 0;
  7537. break;
  7538. case SL_SMA:
  7539. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7540. if(!sc || sc->data[SC_SMA].timer == -1)
  7541. return 0;
  7542. break;
  7543. case HT_POWER:
  7544. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill)
  7545. return 0;
  7546. break;
  7547. case AM_BERSERKPITCHER:
  7548. case AM_POTIONPITCHER:
  7549. case CR_SLIMPITCHER:
  7550. case MG_STONECURSE:
  7551. case CR_CULTIVATION:
  7552. case SA_FLAMELAUNCHER:
  7553. case SA_FROSTWEAPON:
  7554. case SA_LIGHTNINGLOADER:
  7555. case SA_SEISMICWEAPON:
  7556. delitem_flag = 0;
  7557. break;
  7558. case SA_DELUGE:
  7559. case SA_VOLCANO:
  7560. case SA_VIOLENTGALE:
  7561. case SA_LANDPROTECTOR:
  7562. { //Does not consumes if the skill is already active. [Skotlex]
  7563. struct skill_unit_group *sg;
  7564. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
  7565. {
  7566. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7567. checkitem_flag = delitem_flag = 0;
  7568. else sg->limit = 0; //Disable it.
  7569. }
  7570. break;
  7571. }
  7572. case CG_HERMODE:
  7573. if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
  7574. skill_get_splash(skill, lv), BL_NPC) < 1)
  7575. {
  7576. clif_skill_fail(sd,skill,0,0);
  7577. return 0;
  7578. }
  7579. break;
  7580. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7581. {
  7582. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7583. int size = range*2+1;
  7584. for (i=0;i<size*size;i++) {
  7585. x = sd->bl.x+(i%size-range);
  7586. y = sd->bl.y+(i/size-range);
  7587. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7588. clif_skill_fail(sd,skill,0,0);
  7589. return 0;
  7590. }
  7591. }
  7592. }
  7593. break;
  7594. case PR_REDEMPTIO:
  7595. {
  7596. int exp;
  7597. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7598. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7599. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7600. return 0;
  7601. }
  7602. break;
  7603. }
  7604. case AM_TWILIGHT2:
  7605. case AM_TWILIGHT3:
  7606. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7607. {
  7608. clif_skill_fail(sd,skill,0,0);
  7609. return 0;
  7610. }
  7611. break;
  7612. //SHOULD BE OPTIMALIZED [Komurka]
  7613. //Optimized #1. optimize comfort later. [Vicious]
  7614. case SG_SUN_WARM:
  7615. case SG_MOON_WARM:
  7616. case SG_STAR_WARM:
  7617. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7618. break;
  7619. clif_skill_fail(sd,skill,0,0);
  7620. return 0;
  7621. break;
  7622. case SG_SUN_COMFORT:
  7623. if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7624. break;
  7625. clif_skill_fail(sd,skill,0,0);
  7626. return 0;
  7627. case SG_MOON_COMFORT:
  7628. if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7629. break;
  7630. clif_skill_fail(sd,skill,0,0);
  7631. return 0;
  7632. case SG_STAR_COMFORT:
  7633. if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7634. break;
  7635. clif_skill_fail(sd,skill,0,0);
  7636. return 0;
  7637. case SG_FUSION:
  7638. if (!sc || sc->data[SC_FUSION].timer!=-1)
  7639. return 1;
  7640. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR)
  7641. break;
  7642. return 0;
  7643. case GD_BATTLEORDER:
  7644. case GD_REGENERATION:
  7645. case GD_RESTORE:
  7646. //Emergency Recall is handled on skill_notok
  7647. if (!agit_flag) {
  7648. clif_skill_fail(sd,skill,0,0);
  7649. return 0;
  7650. }
  7651. case GD_EMERGENCYCALL:
  7652. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7653. return 0;
  7654. if (lv <= 0)
  7655. return 0;
  7656. break;
  7657. case GS_GLITTERING:
  7658. if(sd->spiritball >= 10) {
  7659. clif_skill_fail(sd,skill,0,0);
  7660. return 0;
  7661. }
  7662. break;
  7663. case NJ_ISSEN:
  7664. case NJ_BUNSINJYUTSU:
  7665. if (!sc || sc->data[SC_NEN].timer==-1) {
  7666. clif_skill_fail(sd,skill,0,0);
  7667. return 0;
  7668. }
  7669. break;
  7670. case NJ_ZENYNAGE:
  7671. if(sd->status.zeny < zeny) {
  7672. clif_skill_fail(sd,skill,5,0);
  7673. return 0;
  7674. }
  7675. zeny = 0; //Zeny is reduced on skill_attack.
  7676. break;
  7677. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7678. if (sd->status.hom_id && !sd->homunculus.vaporize) {
  7679. clif_skill_fail(sd,skill,0,0);
  7680. return 0;
  7681. }
  7682. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7683. checkitem_flag = delitem_flag = 0;
  7684. break;
  7685. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7686. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7687. {
  7688. clif_skill_fail(sd,skill,0,0);
  7689. return 0;
  7690. }
  7691. break;
  7692. case AM_RESURRECTHOMUN: // Can't resurrect homun if you don't have a dead homun
  7693. if (!sd->status.hom_id || sd->homunculus.vaporize || !sd->hd || sd->hd->battle_status.hp)
  7694. {
  7695. clif_skill_fail(sd,skill,0,0);
  7696. return 0;
  7697. }
  7698. break;
  7699. }
  7700. if(!(type&2)){
  7701. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7702. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7703. return 0;
  7704. }
  7705. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7706. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7707. return 0;
  7708. }
  7709. if( zeny>0 && sd->status.zeny < zeny) {
  7710. clif_skill_fail(sd,skill,5,0);
  7711. return 0;
  7712. }
  7713. if(!pc_check_weapontype(sd,weapon)) {
  7714. clif_skill_fail(sd,skill,6,0);
  7715. return 0;
  7716. }
  7717. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7718. if((i=sd->equip_index[10]) < 0 ||
  7719. !sd->inventory_data[i] ||
  7720. sd->status.inventory[i].amount < ammo_qty
  7721. ) {
  7722. clif_arrow_fail(sd,0);
  7723. return 0;
  7724. }
  7725. if (!(ammo&1<<sd->inventory_data[i]->look))
  7726. { //Ammo type check. Send the "wrong weapon type" message
  7727. //which is the closest we have to wrong ammo type. [Skotlex]
  7728. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7729. //clif_skill_fail(sd,skill,6,0);
  7730. return 0;
  7731. }
  7732. }
  7733. if( spiritball > 0 && sd->spiritball < spiritball) {
  7734. clif_skill_fail(sd,skill,0,0);
  7735. return 0;
  7736. }
  7737. }
  7738. switch(state) {
  7739. case ST_HIDING:
  7740. if(!(sc && sc->option&OPTION_HIDE)) {
  7741. clif_skill_fail(sd,skill,0,0);
  7742. return 0;
  7743. }
  7744. break;
  7745. case ST_CLOAKING:
  7746. if(!pc_iscloaking(sd)) {
  7747. clif_skill_fail(sd,skill,0,0);
  7748. return 0;
  7749. }
  7750. break;
  7751. case ST_HIDDEN:
  7752. if(!pc_ishiding(sd)) {
  7753. clif_skill_fail(sd,skill,0,0);
  7754. return 0;
  7755. }
  7756. break;
  7757. case ST_RIDING:
  7758. if(!pc_isriding(sd)) {
  7759. clif_skill_fail(sd,skill,0,0);
  7760. return 0;
  7761. }
  7762. break;
  7763. case ST_FALCON:
  7764. if(!pc_isfalcon(sd)) {
  7765. clif_skill_fail(sd,skill,0,0);
  7766. return 0;
  7767. }
  7768. break;
  7769. case ST_CART:
  7770. if(!pc_iscarton(sd)) {
  7771. clif_skill_fail(sd,skill,0,0);
  7772. return 0;
  7773. }
  7774. break;
  7775. case ST_SHIELD:
  7776. if(sd->status.shield <= 0) {
  7777. clif_skill_fail(sd,skill,0,0);
  7778. return 0;
  7779. }
  7780. break;
  7781. case ST_SIGHT:
  7782. if((!sc || sc->data[SC_SIGHT].timer == -1) && type&1) {
  7783. clif_skill_fail(sd,skill,0,0);
  7784. return 0;
  7785. }
  7786. break;
  7787. case ST_EXPLOSIONSPIRITS:
  7788. if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7789. clif_skill_fail(sd,skill,0,0);
  7790. return 0;
  7791. }
  7792. break;
  7793. case ST_CARTBOOST:
  7794. if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) {
  7795. clif_skill_fail(sd,skill,0,0);
  7796. return 0;
  7797. }
  7798. break;
  7799. case ST_RECOV_WEIGHT_RATE:
  7800. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7801. clif_skill_fail(sd,skill,0,0);
  7802. return 0;
  7803. }
  7804. break;
  7805. case ST_MOVE_ENABLE:
  7806. if(type)//Check only on begin casting. [Skotlex]
  7807. break;
  7808. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill)
  7809. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7810. if (!unit_can_move(&sd->bl)) {
  7811. clif_skill_fail(sd,skill,0,0);
  7812. return 0;
  7813. }
  7814. break;
  7815. case ST_WATER:
  7816. if (sc && (sc->data[SC_DELUGE].timer != -1 || sc->data[SC_SUITON].timer != -1))
  7817. break;
  7818. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7819. break;
  7820. clif_skill_fail(sd,skill,0,0);
  7821. return 0;
  7822. }
  7823. if (checkitem_flag) {
  7824. for(i=0;i<10;i++) {
  7825. int x = lv%11 - 1;
  7826. index[i] = -1;
  7827. if(itemid[i] <= 0)
  7828. continue;
  7829. if(itemid[i] >= 715 && itemid[i] <= 717 && skill != HW_GANBANTEIN)
  7830. {
  7831. if (sd->special_state.no_gemstone)
  7832. { //Make it substract 1 gem rather than skipping the cost.
  7833. if (--amount[i] < 1)
  7834. continue;
  7835. }
  7836. if(sc && sc->data[SC_INTOABYSS].timer != -1)
  7837. continue;
  7838. } else
  7839. if(itemid[i] == 1065 && sc && sc->data[SC_INTOABYSS].timer != -1)
  7840. continue;
  7841. if((skill == AM_POTIONPITCHER ||
  7842. skill == CR_SLIMPITCHER ||
  7843. skill == CR_CULTIVATION) && i != x)
  7844. continue;
  7845. index[i] = pc_search_inventory(sd,itemid[i]);
  7846. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7847. if(itemid[i] == 716 || itemid[i] == 717)
  7848. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  7849. else
  7850. clif_skill_fail(sd,skill,0,0);
  7851. return 0;
  7852. }
  7853. if(itemid[i] >= 715 && itemid[i] <= 717 && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  7854. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7855. }
  7856. }
  7857. if(!(type&1))
  7858. return 1;
  7859. sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end.
  7860. if(delitem_flag) {
  7861. for(i=0;i<10;i++) {
  7862. if(index[i] >= 0)
  7863. pc_delitem(sd,index[i],amount[i],0);
  7864. }
  7865. // Ammo is now reduced in battle_calc_weapon_attack. [Skotlex]
  7866. // if (ammo && battle_config.arrow_decrement)
  7867. // pc_delitem(sd,sd->equip_index[10],ammo_qty,0);
  7868. }
  7869. if(type&2)
  7870. return 1;
  7871. if(sp || hp)
  7872. status_zap(&sd->bl, hp, sp);
  7873. if(zeny > 0) // Zeny豸郁イサ
  7874. pc_payzeny(sd,zeny);
  7875. if(spiritball > 0)
  7876. pc_delspiritball(sd,spiritball,0);
  7877. return 1;
  7878. }
  7879. /*==========================================
  7880. *
  7881. *------------------------------------------
  7882. */
  7883. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7884. {
  7885. int castnodex = skill_get_castnodex(skill_id, skill_lv);
  7886. int time = skill_get_cast(skill_id, skill_lv);
  7887. struct map_session_data *sd;
  7888. nullpo_retr(0, bl);
  7889. BL_CAST(BL_PC, bl, sd);
  7890. // calculate base cast time (reduced by dex)
  7891. if (!(castnodex&1)) { // castnodex&~1? wtf. [blackhole89]
  7892. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7893. if (scale > 0) // not instant cast
  7894. time = time * scale / battle_config.castrate_dex_scale;
  7895. else return 0; // instant cast
  7896. }
  7897. // calculate cast time reduced by card bonuses
  7898. if (sd && sd->castrate != 100)
  7899. time = time * sd->castrate / 100;
  7900. // config cast time multiplier
  7901. if (battle_config.cast_rate != 100)
  7902. time = time * battle_config.cast_rate / 100;
  7903. // calculate cast time reduced by skill bonuses
  7904. if (!(castnodex&2))
  7905. time = skill_castfix_sc(bl, time);
  7906. // return final cast time
  7907. return (time > 0) ? time : 0;
  7908. }
  7909. /*==========================================
  7910. * Does cast-time reductions based on sc data.
  7911. *------------------------------------------
  7912. */
  7913. int skill_castfix_sc (struct block_list *bl, int time)
  7914. {
  7915. struct status_change *sc = status_get_sc(bl);
  7916. if (sc && sc->count) {
  7917. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  7918. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  7919. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7920. }
  7921. if (time <= 0)
  7922. return 0; //Only Suffragium gets consumed even if time is 0
  7923. if (sc->data[SC_MEMORIZE].timer != -1 && time > 0) {
  7924. time>>=1;
  7925. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  7926. status_change_end(bl, SC_MEMORIZE, -1);
  7927. }
  7928. if (sc->data[SC_POEMBRAGI].timer != -1)
  7929. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7930. }
  7931. return (time > 0) ? time : 0;
  7932. }
  7933. /*==========================================
  7934. *
  7935. *------------------------------------------
  7936. */
  7937. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7938. {
  7939. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7940. int time = skill_get_delay(skill_id, skill_lv);
  7941. nullpo_retr(0, bl);
  7942. if (bl->type&battle_config.no_skill_delay)
  7943. return battle_config.min_skill_delay_limit;
  7944. // instant cast attack skills depend on aspd as delay [celest]
  7945. if (time == 0) {
  7946. if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  7947. time = status_get_adelay(bl); //Use attack delay as default delay.
  7948. else
  7949. time = battle_config.default_skill_delay;
  7950. } else if (time < 0)
  7951. time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added.
  7952. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7953. { // if skill casttime is allowed to be reduced by dex
  7954. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7955. if (scale > 0)
  7956. time = time * scale / battle_config.castrate_dex_scale;
  7957. else //To be capped later to minimum.
  7958. time = 0;
  7959. }
  7960. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7961. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7962. if (battle_config.delay_rate != 100)
  7963. time = time * battle_config.delay_rate / 100;
  7964. if (!(delaynodex&2))
  7965. {
  7966. struct status_change *sc;
  7967. sc= status_get_sc(bl);
  7968. if (sc && sc->count) {
  7969. if (sc->data[SC_POEMBRAGI].timer != -1)
  7970. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7971. if (sc->data[SC_SPIRIT].timer != -1)
  7972. switch (skill_id) {
  7973. case CR_SHIELDBOOMERANG:
  7974. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  7975. time /=2;
  7976. break;
  7977. case AS_SONICBLOW:
  7978. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  7979. time /= 2;
  7980. break;
  7981. }
  7982. }
  7983. }
  7984. return (time < battle_config.min_skill_delay_limit)?
  7985. battle_config.min_skill_delay_limit:time;
  7986. }
  7987. /*=========================================
  7988. *
  7989. *----------------------------------------
  7990. */
  7991. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  7992. {
  7993. nullpo_retv(tc);
  7994. if(dir == 0){
  7995. tc->val1[0]=x-2;
  7996. tc->val1[1]=x-1;
  7997. tc->val1[2]=x;
  7998. tc->val1[3]=x+1;
  7999. tc->val1[4]=x+2;
  8000. tc->val2[0]=
  8001. tc->val2[1]=
  8002. tc->val2[2]=
  8003. tc->val2[3]=
  8004. tc->val2[4]=y-1;
  8005. }
  8006. else if(dir==2){
  8007. tc->val1[0]=
  8008. tc->val1[1]=
  8009. tc->val1[2]=
  8010. tc->val1[3]=
  8011. tc->val1[4]=x+1;
  8012. tc->val2[0]=y+2;
  8013. tc->val2[1]=y+1;
  8014. tc->val2[2]=y;
  8015. tc->val2[3]=y-1;
  8016. tc->val2[4]=y-2;
  8017. }
  8018. else if(dir==4){
  8019. tc->val1[0]=x-2;
  8020. tc->val1[1]=x-1;
  8021. tc->val1[2]=x;
  8022. tc->val1[3]=x+1;
  8023. tc->val1[4]=x+2;
  8024. tc->val2[0]=
  8025. tc->val2[1]=
  8026. tc->val2[2]=
  8027. tc->val2[3]=
  8028. tc->val2[4]=y+1;
  8029. }
  8030. else if(dir==6){
  8031. tc->val1[0]=
  8032. tc->val1[1]=
  8033. tc->val1[2]=
  8034. tc->val1[3]=
  8035. tc->val1[4]=x-1;
  8036. tc->val2[0]=y+2;
  8037. tc->val2[1]=y+1;
  8038. tc->val2[2]=y;
  8039. tc->val2[3]=y-1;
  8040. tc->val2[4]=y-2;
  8041. }
  8042. else if(dir==1){
  8043. tc->val1[0]=x-1;
  8044. tc->val1[1]=x;
  8045. tc->val1[2]=x+1;
  8046. tc->val1[3]=x+2;
  8047. tc->val1[4]=x+3;
  8048. tc->val2[0]=y-4;
  8049. tc->val2[1]=y-3;
  8050. tc->val2[2]=y-1;
  8051. tc->val2[3]=y;
  8052. tc->val2[4]=y+1;
  8053. }
  8054. else if(dir==3){
  8055. tc->val1[0]=x+3;
  8056. tc->val1[1]=x+2;
  8057. tc->val1[2]=x+1;
  8058. tc->val1[3]=x;
  8059. tc->val1[4]=x-1;
  8060. tc->val2[0]=y-1;
  8061. tc->val2[1]=y;
  8062. tc->val2[2]=y+1;
  8063. tc->val2[3]=y+2;
  8064. tc->val2[4]=y+3;
  8065. }
  8066. else if(dir==5){
  8067. tc->val1[0]=x+1;
  8068. tc->val1[1]=x;
  8069. tc->val1[2]=x-1;
  8070. tc->val1[3]=x-2;
  8071. tc->val1[4]=x-3;
  8072. tc->val2[0]=y+3;
  8073. tc->val2[1]=y+2;
  8074. tc->val2[2]=y+1;
  8075. tc->val2[3]=y;
  8076. tc->val2[4]=y-1;
  8077. }
  8078. else if(dir==7){
  8079. tc->val1[0]=x-3;
  8080. tc->val1[1]=x-2;
  8081. tc->val1[2]=x-1;
  8082. tc->val1[3]=x;
  8083. tc->val1[4]=x+1;
  8084. tc->val2[1]=y;
  8085. tc->val2[0]=y+1;
  8086. tc->val2[2]=y-1;
  8087. tc->val2[3]=y-2;
  8088. tc->val2[4]=y-3;
  8089. }
  8090. }
  8091. /*=========================================
  8092. *
  8093. *-----------------------------------------
  8094. */
  8095. void skill_brandishspear_dir (struct square *tc, int dir, int are)
  8096. {
  8097. int c;
  8098. nullpo_retv(tc);
  8099. for(c=0;c<5;c++){
  8100. if(dir==0){
  8101. tc->val2[c]+=are;
  8102. }else if(dir==1){
  8103. tc->val1[c]-=are; tc->val2[c]+=are;
  8104. }else if(dir==2){
  8105. tc->val1[c]-=are;
  8106. }else if(dir==3){
  8107. tc->val1[c]-=are; tc->val2[c]-=are;
  8108. }else if(dir==4){
  8109. tc->val2[c]-=are;
  8110. }else if(dir==5){
  8111. tc->val1[c]+=are; tc->val2[c]-=are;
  8112. }else if(dir==6){
  8113. tc->val1[c]+=are;
  8114. }else if(dir==7){
  8115. tc->val1[c]+=are; tc->val2[c]+=are;
  8116. }
  8117. }
  8118. }
  8119. /*==========================================
  8120. * Weapon Repair [Celest/DracoRPG]
  8121. *------------------------------------------
  8122. */
  8123. void skill_repairweapon (struct map_session_data *sd, int idx)
  8124. {
  8125. int material;
  8126. int materials[4] = { 1002, 998, 999, 756 };
  8127. struct item *item;
  8128. struct map_session_data *target_sd;
  8129. nullpo_retv(sd);
  8130. target_sd = map_id2sd(sd->menuskill_lv);
  8131. if (!target_sd) //Failed....
  8132. return;
  8133. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8134. return;
  8135. if(idx < 0 || idx >= MAX_INVENTORY)
  8136. return; //Invalid index??
  8137. item = &target_sd->status.inventory[idx];
  8138. if(item->nameid <= 0 || item->attribute == 0)
  8139. return; //Again invalid item....
  8140. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  8141. clif_item_repaireffect(sd,item->nameid,1);
  8142. return;
  8143. }
  8144. if (itemdb_type(item->nameid)==4)
  8145. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8146. else
  8147. material = materials [2]; // Armors consume 1 Steel
  8148. if (pc_search_inventory(sd,material) < 0 ) {
  8149. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8150. return;
  8151. }
  8152. item->attribute=0;
  8153. clif_equiplist(target_sd);
  8154. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8155. clif_item_repaireffect(sd,item->nameid,0);
  8156. if(sd!=target_sd)
  8157. clif_item_repaireffect(target_sd,item->nameid,0);
  8158. }
  8159. /*==========================================
  8160. * Item Appraisal
  8161. *------------------------------------------
  8162. */
  8163. void skill_identify (struct map_session_data *sd, int idx)
  8164. {
  8165. int flag=1;
  8166. nullpo_retv(sd);
  8167. if(idx >= 0 && idx < MAX_INVENTORY) {
  8168. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8169. flag=0;
  8170. sd->status.inventory[idx].identify=1;
  8171. }
  8172. }
  8173. clif_item_identified(sd,idx,flag);
  8174. }
  8175. /*==========================================
  8176. * Weapon Refine [Celest]
  8177. *------------------------------------------
  8178. */
  8179. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8180. {
  8181. int i = 0, ep = 0, per;
  8182. int material[5] = { 0, 1010, 1011, 984, 984 };
  8183. struct item *item;
  8184. nullpo_retv(sd);
  8185. if (idx >= 0 && idx < MAX_INVENTORY) {
  8186. struct item_data *ditem = sd->inventory_data[idx];
  8187. item = &sd->status.inventory[idx];
  8188. if(item->nameid > 0 && ditem->type == 4) {
  8189. if (item->refine >= sd->menuskill_lv ||
  8190. item->refine >= MAX_REFINE || // if it's no longer refineable
  8191. ditem->flag.no_refine || // if the item isn't refinable
  8192. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  8193. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8194. return;
  8195. }
  8196. per = percentrefinery [ditem->wlv][(int)item->refine];
  8197. per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8198. if (per > rand() % 100) {
  8199. item->refine++;
  8200. pc_delitem(sd, i, 1, 0);
  8201. if(item->equip) {
  8202. ep = item->equip;
  8203. pc_unequipitem(sd,idx,3);
  8204. }
  8205. clif_refine(sd->fd,sd,0,idx,item->refine);
  8206. clif_delitem(sd,idx,1);
  8207. clif_additem(sd,idx,1,0);
  8208. if (ep)
  8209. pc_equipitem(sd,idx,ep);
  8210. clif_misceffect(&sd->bl,3);
  8211. if(item->refine == MAX_REFINE && item->card[0] == CARD0_FORGE &&
  8212. MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG]
  8213. switch(ditem->wlv){
  8214. case 1:
  8215. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8216. break;
  8217. case 2:
  8218. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8219. break;
  8220. case 3:
  8221. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8222. break;
  8223. }
  8224. }
  8225. } else {
  8226. pc_delitem(sd, i, 1, 0);
  8227. item->refine = 0;
  8228. if(item->equip)
  8229. pc_unequipitem(sd,idx,3);
  8230. clif_refine(sd->fd,sd,1,idx,item->refine);
  8231. pc_delitem(sd,idx,1,0);
  8232. clif_misceffect(&sd->bl,2);
  8233. clif_emotion(&sd->bl, 23);
  8234. }
  8235. }
  8236. }
  8237. }
  8238. /*==========================================
  8239. *
  8240. *------------------------------------------
  8241. */
  8242. int skill_autospell (struct map_session_data *sd, int skillid)
  8243. {
  8244. int skilllv;
  8245. int maxlv=1,lv;
  8246. nullpo_retr(0, sd);
  8247. skilllv = sd->menuskill_lv;
  8248. lv=pc_checkskill(sd,skillid);
  8249. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8250. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8251. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8252. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  8253. maxlv =10; //Soul Linker bonus. [Skotlex]
  8254. else if(skilllv==2) maxlv=1;
  8255. else if(skilllv==3) maxlv=2;
  8256. else if(skilllv>=4) maxlv=3;
  8257. }
  8258. else if(skillid==MG_SOULSTRIKE){
  8259. if(skilllv==5) maxlv=1;
  8260. else if(skilllv==6) maxlv=2;
  8261. else if(skilllv>=7) maxlv=3;
  8262. }
  8263. else if(skillid==MG_FIREBALL){
  8264. if(skilllv==8) maxlv=1;
  8265. else if(skilllv>=9) maxlv=2;
  8266. }
  8267. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8268. else return 0;
  8269. if(maxlv > lv)
  8270. maxlv = lv;
  8271. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8272. skill_get_time(SA_AUTOSPELL,skilllv));
  8273. return 0;
  8274. }
  8275. /*==========================================
  8276. *
  8277. *------------------------------------------
  8278. */
  8279. static int skill_gangster_count (struct block_list *bl, va_list ap)
  8280. {
  8281. struct map_session_data *sd;
  8282. sd=(struct map_session_data*)bl;
  8283. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8284. return 1;
  8285. return 0;
  8286. }
  8287. static int skill_gangster_in (struct block_list *bl, va_list ap)
  8288. {
  8289. struct map_session_data *sd;
  8290. sd=(struct map_session_data*)bl;
  8291. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8292. sd->state.gangsterparadise=1;
  8293. return 0;
  8294. }
  8295. static int skill_gangster_out (struct block_list *bl, va_list ap)
  8296. {
  8297. struct map_session_data *sd;
  8298. sd=(struct map_session_data*)bl;
  8299. if(sd && sd->state.gangsterparadise)
  8300. sd->state.gangsterparadise=0;
  8301. return 0;
  8302. }
  8303. int skill_gangsterparadise (struct map_session_data *sd, int type)
  8304. {
  8305. int range;
  8306. nullpo_retr(0, sd);
  8307. if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0)
  8308. return 0;
  8309. range = skill_get_splash(RG_GANGSTER, range);
  8310. if(type==1) {
  8311. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1)
  8312. {
  8313. map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
  8314. sd->state.gangsterparadise = 1;
  8315. }
  8316. return 0;
  8317. }
  8318. else if(type==0) {
  8319. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
  8320. map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC);
  8321. sd->state.gangsterparadise = 0;
  8322. return 0;
  8323. }
  8324. return 0;
  8325. }
  8326. /*==========================================
  8327. * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
  8328. *------------------------------------------
  8329. */
  8330. static int skill_rest_count (struct block_list *bl, va_list ap)
  8331. {
  8332. struct map_session_data *sd;
  8333. sd=(struct map_session_data*)bl;
  8334. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8335. return 1;
  8336. return 0;
  8337. }
  8338. static int skill_rest_in(struct block_list *bl, va_list ap)
  8339. {
  8340. struct map_session_data *sd;
  8341. nullpo_retr(0, bl);
  8342. nullpo_retr(0, ap);
  8343. sd=(struct map_session_data*)bl;
  8344. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
  8345. sd->state.rest=1;
  8346. status_calc_pc(sd,0);
  8347. }
  8348. return 0;
  8349. }
  8350. static int skill_rest_out(struct block_list *bl, va_list ap)
  8351. {
  8352. struct map_session_data *sd;
  8353. sd=(struct map_session_data*)bl;
  8354. if(sd && sd->state.rest != 0)
  8355. sd->state.rest=0;
  8356. return 0;
  8357. }
  8358. int skill_rest(struct map_session_data *sd, int type)
  8359. {
  8360. int range;
  8361. nullpo_retr(0, sd);
  8362. if((range = pc_checkskill(sd,TK_HPTIME)) > 0)
  8363. range = skill_get_splash(TK_HPTIME, range);
  8364. else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0)
  8365. range = skill_get_splash(TK_SPTIME, range);
  8366. else
  8367. return 0;
  8368. if(type==1) { //When you sit down
  8369. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1)
  8370. {
  8371. map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC);
  8372. sd->state.rest = 1;
  8373. status_calc_pc(sd,0);
  8374. }
  8375. return 0;
  8376. }
  8377. else if(type==0) { //When you stand up
  8378. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2)
  8379. map_foreachinrange(skill_rest_out,&sd->bl, range, BL_PC);
  8380. sd->state.rest = 0;
  8381. status_calc_pc(sd,0);
  8382. return 0;
  8383. }
  8384. return 0;
  8385. }
  8386. /*==========================================
  8387. *
  8388. *------------------------------------------
  8389. */
  8390. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8391. {
  8392. struct block_list *src;
  8393. int skillnum,skilllv;
  8394. unsigned int tick;
  8395. nullpo_retr(0, bl);
  8396. nullpo_retr(0, ap);
  8397. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8398. skillnum=va_arg(ap,int);
  8399. skilllv=va_arg(ap,int);
  8400. if(skilllv <= 0) return 0;
  8401. tick=va_arg(ap,unsigned int);
  8402. if (src == bl || status_isdead(bl))
  8403. return 0;
  8404. if (bl->type == BL_PC) {
  8405. struct map_session_data *sd = (struct map_session_data *)bl;
  8406. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8407. return 0;
  8408. }
  8409. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8410. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8411. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8412. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8413. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8414. return 0;
  8415. }
  8416. /*==========================================
  8417. *
  8418. *------------------------------------------
  8419. */
  8420. void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8421. {
  8422. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8423. int size = range*2+1;
  8424. for (i=0;i<size*size;i++) {
  8425. x = src->bl.x+(i%size-range);
  8426. y = src->bl.y+(i/size-range);
  8427. map_setcell(src->bl.m,x,y,flag);
  8428. }
  8429. }
  8430. /*==========================================
  8431. * Sets a map cell around the caster, according to the skill's splash range.
  8432. *------------------------------------------
  8433. */
  8434. void skill_setmapcell (struct block_list *src, int skill_num, int skill_lv, int flag)
  8435. {
  8436. int i,x,y,range = skill_get_splash(skill_num, skill_lv);
  8437. int size = range*2+1;
  8438. for (i=0;i<size*size;i++) {
  8439. x = src->x+(i%size-range);
  8440. y = src->y+(i/size-range);
  8441. map_setcell(src->m,x,y,flag);
  8442. }
  8443. }
  8444. /*==========================================
  8445. *
  8446. *------------------------------------------
  8447. */
  8448. int skill_attack_area (struct block_list *bl, va_list ap)
  8449. {
  8450. struct block_list *src,*dsrc;
  8451. int atk_type,skillid,skilllv,flag,type;
  8452. unsigned int tick;
  8453. if(status_isdead(bl))
  8454. return 0;
  8455. atk_type = va_arg(ap,int);
  8456. src=va_arg(ap,struct block_list*);
  8457. dsrc=va_arg(ap,struct block_list*);
  8458. skillid=va_arg(ap,int);
  8459. skilllv=va_arg(ap,int);
  8460. tick=va_arg(ap,unsigned int);
  8461. flag=va_arg(ap,int);
  8462. type=va_arg(ap,int);
  8463. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8464. !status_check_skilluse(NULL, bl, skillid, 2))
  8465. return 0;
  8466. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8467. }
  8468. /*==========================================
  8469. *
  8470. *------------------------------------------
  8471. */
  8472. int skill_clear_group (struct block_list *bl, int flag)
  8473. {
  8474. struct unit_data *ud = unit_bl2ud(bl);
  8475. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8476. int i, count=0;
  8477. nullpo_retr(0, bl);
  8478. if (!ud) return 0;
  8479. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8480. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8481. {
  8482. switch (ud->skillunit[i]->skill_id) {
  8483. case SA_DELUGE:
  8484. case SA_VOLCANO:
  8485. case SA_VIOLENTGALE:
  8486. case SA_LANDPROTECTOR:
  8487. case NJ_SUITON:
  8488. case NJ_KAENSIN:
  8489. if (flag&1)
  8490. group[count++]= ud->skillunit[i];
  8491. break;
  8492. default:
  8493. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8494. group[count++]= ud->skillunit[i];
  8495. break;
  8496. }
  8497. }
  8498. for (i=0;i<count;i++)
  8499. skill_delunitgroup(bl, group[i]);
  8500. return count;
  8501. }
  8502. /*==========================================
  8503. * Returns the first element field found [Skotlex]
  8504. *------------------------------------------
  8505. */
  8506. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8507. {
  8508. struct unit_data *ud = unit_bl2ud(bl);
  8509. int i;
  8510. nullpo_retr(0, bl);
  8511. if (!ud) return NULL;
  8512. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8513. switch (ud->skillunit[i]->skill_id) {
  8514. case SA_DELUGE:
  8515. case SA_VOLCANO:
  8516. case SA_VIOLENTGALE:
  8517. case SA_LANDPROTECTOR:
  8518. case NJ_SUITON:
  8519. return ud->skillunit[i];
  8520. }
  8521. }
  8522. return NULL;
  8523. }
  8524. // for graffiti cleaner [Valaris]
  8525. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8526. {
  8527. struct skill_unit *unit=NULL;
  8528. nullpo_retr(0, bl);
  8529. nullpo_retr(0, ap);
  8530. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8531. return 0;
  8532. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8533. skill_delunit(unit);
  8534. return 0;
  8535. }
  8536. int skill_greed (struct block_list *bl, va_list ap)
  8537. {
  8538. struct block_list *src;
  8539. struct map_session_data *sd=NULL;
  8540. struct flooritem_data *fitem=NULL;
  8541. nullpo_retr(0, bl);
  8542. nullpo_retr(0, ap);
  8543. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8544. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8545. pc_takeitem(sd, fitem);
  8546. return 0;
  8547. }
  8548. /*==========================================
  8549. *
  8550. *------------------------------------------
  8551. */
  8552. int skill_landprotector (struct block_list *bl, va_list ap)
  8553. {
  8554. int skillid;
  8555. int *alive;
  8556. struct skill_unit *unit;
  8557. struct block_list *src;
  8558. skillid = va_arg(ap,int);
  8559. alive = va_arg(ap,int *);
  8560. src = va_arg(ap,struct block_list *);
  8561. unit = (struct skill_unit *)bl;
  8562. if (unit == NULL || unit->group == NULL)
  8563. return 0;
  8564. switch (skillid)
  8565. {
  8566. case SA_LANDPROTECTOR:
  8567. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8568. battle_check_target(bl, src, BCT_ENEMY) > 0)
  8569. { //Check for offensive Land Protector to delete both. [Skotlex]
  8570. (*alive) = 0;
  8571. skill_delunit(unit);
  8572. return 1;
  8573. }
  8574. //Delete the rest of types.
  8575. case HW_GANBANTEIN:
  8576. if(skill_get_type(unit->group->skill_id) == BF_MAGIC)
  8577. { //Delete Magical effects
  8578. skill_delunit(unit);
  8579. return 1;
  8580. }
  8581. break;
  8582. case SA_VOLCANO:
  8583. case SA_DELUGE:
  8584. case SA_VIOLENTGALE:
  8585. case NJ_SUITON:
  8586. case NJ_KAENSIN:
  8587. switch (unit->group->skill_id)
  8588. { //These cannot override each other.
  8589. case SA_VOLCANO:
  8590. case SA_DELUGE:
  8591. case SA_VIOLENTGALE:
  8592. case NJ_SUITON:
  8593. case NJ_KAENSIN:
  8594. (*alive) = 0;
  8595. return 1;
  8596. }
  8597. break;
  8598. case HP_BASILICA:
  8599. if (unit->group->skill_id == HP_BASILICA)
  8600. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8601. (*alive) = 0;
  8602. return 1;
  8603. }
  8604. break;
  8605. }
  8606. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8607. skill_get_type(skillid) == BF_MAGIC)
  8608. { //Magic tile won't be activated
  8609. (*alive) = 0;
  8610. return 1;
  8611. }
  8612. return 0;
  8613. }
  8614. /*==========================================
  8615. * variation of skill_landprotector
  8616. *------------------------------------------
  8617. */
  8618. int skill_ganbatein (struct block_list *bl, va_list ap)
  8619. {
  8620. struct skill_unit *unit;
  8621. nullpo_retr(0, bl);
  8622. nullpo_retr(0, ap);
  8623. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8624. return 0;
  8625. // Apparently, it REMOVES traps.
  8626. // if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8627. // return 0; //Do not remove traps.
  8628. if (unit->group->skill_id == SA_LANDPROTECTOR)
  8629. skill_delunit(unit);
  8630. else skill_delunitgroup(NULL, unit->group);
  8631. return 1;
  8632. }
  8633. /*==========================================
  8634. *
  8635. *------------------------------------------
  8636. */
  8637. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8638. {
  8639. struct mob_data* md;
  8640. struct unit_data*ud = unit_bl2ud(bl);
  8641. struct block_list *from_bl;
  8642. struct block_list *to_bl;
  8643. md = (struct mob_data*)bl;
  8644. from_bl = va_arg(ap,struct block_list *);
  8645. to_bl = va_arg(ap,struct block_list *);
  8646. if(ud && ud->target == from_bl->id)
  8647. ud->target = to_bl->id;
  8648. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8649. md->target_id = to_bl->id;
  8650. return 0;
  8651. }
  8652. /*==========================================
  8653. * 謖�ョ夂ッ�峇蜀�〒src縺ォ蟇セ縺励※譛牙柑縺ェ繧ソ繝シ繧イ繝�ヨ縺ョbl縺ョ謨ー繧呈焚縺医k(foreachinarea)
  8654. *------------------------------------------
  8655. */
  8656. int skill_count_target (struct block_list *bl, va_list ap)
  8657. {
  8658. struct block_list *src = va_arg(ap,struct block_list *);
  8659. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8660. return 1;
  8661. return 0;
  8662. }
  8663. /*==========================================
  8664. *
  8665. *------------------------------------------
  8666. */
  8667. int skill_trap_splash (struct block_list *bl, va_list ap)
  8668. {
  8669. struct block_list *src;
  8670. int tick;
  8671. struct skill_unit *unit;
  8672. struct skill_unit_group *sg;
  8673. struct block_list *ss;
  8674. int i,count;
  8675. src = va_arg(ap,struct block_list *);
  8676. unit = (struct skill_unit *)src;
  8677. tick = va_arg(ap,int);
  8678. count = va_arg(ap,int);
  8679. nullpo_retr(0, sg = unit->group);
  8680. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8681. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  8682. switch(sg->unit_id){
  8683. case UNT_SHOCKWAVE:
  8684. case UNT_SANDMAN:
  8685. case UNT_FLASHER:
  8686. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8687. break;
  8688. case UNT_BLASTMINE:
  8689. case UNT_CLAYMORETRAP:
  8690. //Special property: Each target is hit N times (N = number of targets on splash area)
  8691. if (!count) count = 1;
  8692. for(i=0;i<count;i++)
  8693. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8694. break;
  8695. case UNT_FREEZINGTRAP:
  8696. skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8697. break;
  8698. }
  8699. }
  8700. return 0;
  8701. }
  8702. /*==========================================
  8703. *
  8704. *------------------------------------------
  8705. */
  8706. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8707. {
  8708. struct status_change *sc;
  8709. nullpo_retr(0, bl);
  8710. nullpo_retr(0, sc= status_get_sc(bl));
  8711. if (!sc->count) return 0;
  8712. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1)
  8713. status_change_end(bl, SC_ENCPOISON, -1);
  8714. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1)
  8715. status_change_end(bl, SC_ASPERSIO, -1);
  8716. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1)
  8717. status_change_end(bl, SC_FIREWEAPON, -1);
  8718. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1)
  8719. status_change_end(bl, SC_WATERWEAPON, -1);
  8720. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1)
  8721. status_change_end(bl, SC_WINDWEAPON, -1);
  8722. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1)
  8723. status_change_end(bl, SC_EARTHWEAPON, -1);
  8724. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8725. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8726. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8727. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8728. return 0;
  8729. }
  8730. int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
  8731. {
  8732. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8733. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8734. int end = 1,i;
  8735. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8736. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8737. { //Check for walls.
  8738. for (i = 0; i < 8; i++)
  8739. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8740. {
  8741. end = 0;
  8742. break;
  8743. }
  8744. } else
  8745. end = 0; //No wall check.
  8746. if(end){
  8747. if (sc->data[SC_CLOAKING].timer != -1) {
  8748. if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
  8749. status_change_end(bl, SC_CLOAKING, -1);
  8750. else if(sc->data[SC_CLOAKING].val4&1)
  8751. { //Remove wall bonus
  8752. sc->data[SC_CLOAKING].val4&=~1;
  8753. status_calc_bl(bl,SCB_SPEED);
  8754. }
  8755. }
  8756. }
  8757. else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
  8758. { //Add wall speed bonus
  8759. sc->data[SC_CLOAKING].val4|=1;
  8760. status_calc_bl(bl,SCB_SPEED);
  8761. }
  8762. return end;
  8763. }
  8764. /*
  8765. *----------------------------------------------------------------------------
  8766. *
  8767. *----------------------------------------------------------------------------
  8768. */
  8769. /*==========================================
  8770. *
  8771. *
  8772. *------------------------------------------
  8773. */
  8774. void skill_stop_dancing (struct block_list *src)
  8775. {
  8776. struct status_change* sc;
  8777. struct skill_unit_group* group;
  8778. struct map_session_data* dsd = NULL;
  8779. nullpo_retv(src);
  8780. nullpo_retv(sc = status_get_sc(src));
  8781. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8782. return;
  8783. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8784. sc->data[SC_DANCING].val2 = 0;
  8785. if (sc->data[SC_DANCING].val4)
  8786. {
  8787. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8788. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8789. sc->data[SC_DANCING].val4 = 0;
  8790. }
  8791. if (group)
  8792. skill_delunitgroup(NULL, group);
  8793. if (dsd)
  8794. {
  8795. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  8796. status_change_end(&dsd->bl, SC_DANCING, -1);
  8797. }
  8798. status_change_end(src, SC_DANCING, -1);
  8799. }
  8800. /*==========================================
  8801. *
  8802. *------------------------------------------
  8803. */
  8804. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8805. {
  8806. struct skill_unit *unit;
  8807. nullpo_retr(NULL, group);
  8808. nullpo_retr(NULL, unit=&group->unit[idx]);
  8809. if(!unit->alive)
  8810. group->alive_count++;
  8811. unit->bl.id=map_addobject(&unit->bl);
  8812. unit->bl.type=BL_SKILL;
  8813. unit->bl.m=group->map;
  8814. unit->bl.x=x;
  8815. unit->bl.y=y;
  8816. unit->group=group;
  8817. unit->alive=1;
  8818. unit->val1=val1;
  8819. unit->val2=val2;
  8820. map_addblock(&unit->bl);
  8821. switch (group->skill_id) {
  8822. case AL_PNEUMA:
  8823. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  8824. break;
  8825. case MG_SAFETYWALL:
  8826. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  8827. break;
  8828. case SA_LANDPROTECTOR:
  8829. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  8830. break;
  8831. case HP_BASILICA:
  8832. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  8833. break;
  8834. case WZ_ICEWALL:
  8835. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  8836. break;
  8837. default:
  8838. if (group->state.song_dance&0x1) //Check for dissonance.
  8839. skill_dance_overlap(unit, 1);
  8840. break;
  8841. }
  8842. clif_skill_setunit(unit);
  8843. return unit;
  8844. }
  8845. /*==========================================
  8846. *
  8847. *------------------------------------------
  8848. */
  8849. int skill_delunit (struct skill_unit *unit)
  8850. {
  8851. struct skill_unit_group *group;
  8852. nullpo_retr(0, unit);
  8853. if(!unit->alive)
  8854. return 0;
  8855. nullpo_retr(0, group=unit->group);
  8856. skill_unit_onlimit( unit,gettick() );
  8857. if (group->state.song_dance&0x1) //Restore dissonance effect.
  8858. skill_dance_overlap(unit, 0);
  8859. if (!unit->range) {
  8860. map_foreachincell(skill_unit_effect,unit->bl.m,
  8861. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8862. }
  8863. switch (group->skill_id) {
  8864. case AL_PNEUMA:
  8865. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  8866. break;
  8867. case MG_SAFETYWALL:
  8868. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  8869. break;
  8870. case SA_LANDPROTECTOR:
  8871. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  8872. break;
  8873. case HP_BASILICA:
  8874. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  8875. break;
  8876. case WZ_ICEWALL:
  8877. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  8878. break;
  8879. }
  8880. clif_skill_delunit(unit);
  8881. unit->group=NULL;
  8882. unit->alive=0;
  8883. map_delobjectnofree(unit->bl.id);
  8884. if(--group->alive_count==0)
  8885. skill_delunitgroup(NULL, group);
  8886. return 0;
  8887. }
  8888. /*==========================================
  8889. *
  8890. *------------------------------------------
  8891. */
  8892. static int skill_unit_group_newid = MAX_SKILL_DB;
  8893. struct skill_unit_group *skill_initunitgroup (struct block_list *src, int count, int skillid, int skilllv, int unit_id, int limit, int interval)
  8894. {
  8895. struct unit_data *ud = unit_bl2ud(src);
  8896. struct skill_unit_group *group=NULL;
  8897. int i;
  8898. if(skilllv <= 0) return 0;
  8899. nullpo_retr(NULL, src);
  8900. nullpo_retr(NULL, ud);
  8901. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++);
  8902. if(i == MAX_SKILLUNITGROUP) {
  8903. int j=0;
  8904. unsigned maxdiff=0,x,tick=gettick();
  8905. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8906. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8907. maxdiff=x;
  8908. j=i;
  8909. }
  8910. skill_delunitgroup(src, ud->skillunit[j]);
  8911. //Since elements must have shifted, we use the last slot.
  8912. i = MAX_SKILLUNITGROUP-1;
  8913. }
  8914. if (!ud->skillunit[i])
  8915. ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8916. group=ud->skillunit[i];
  8917. group->src_id=src->id;
  8918. group->party_id=status_get_party_id(src);
  8919. group->guild_id=status_get_guild_id(src);
  8920. group->group_id=skill_unit_group_newid++;
  8921. if(skill_unit_group_newid<=0)
  8922. skill_unit_group_newid = MAX_SKILL_DB;
  8923. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8924. group->unit_count=count;
  8925. group->alive_count=0;
  8926. group->val1=group->val2=group->val3=0;
  8927. group->skill_id=skillid;
  8928. group->skill_lv=skilllv;
  8929. group->unit_id=unit_id;
  8930. group->map=src->m;
  8931. group->limit=limit;
  8932. group->interval=interval;
  8933. group->tick=gettick();
  8934. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8935. group->tick += 1500;
  8936. group->valstr=NULL;
  8937. i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
  8938. if (i&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  8939. struct map_session_data *sd = NULL;
  8940. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  8941. sd->skillid_dance=skillid;
  8942. sd->skilllv_dance=skilllv;
  8943. }
  8944. sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
  8945. if (sd && i&UF_ENSEMBLE &&
  8946. battle_config.player_skill_partner_check &&
  8947. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
  8948. ) {
  8949. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  8950. }
  8951. }
  8952. return group;
  8953. }
  8954. /*==========================================
  8955. *
  8956. *------------------------------------------
  8957. */
  8958. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  8959. {
  8960. struct unit_data *ud;
  8961. int i,j;
  8962. nullpo_retr(0, group);
  8963. if (!src) src=map_id2bl(group->src_id);
  8964. ud = unit_bl2ud(src);
  8965. if(!src || !ud) {
  8966. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8967. return 0;
  8968. }
  8969. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  8970. {
  8971. struct status_change* sc = status_get_sc(src);
  8972. if (sc && sc->data[SC_DANCING].timer != -1)
  8973. {
  8974. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8975. status_change_end(src,SC_DANCING,-1);
  8976. }
  8977. }
  8978. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  8979. struct status_change *sc = status_get_sc(src);
  8980. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  8981. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  8982. status_change_end(src,SC_GOSPEL,-1);
  8983. }
  8984. }
  8985. if (group->skill_id == SG_SUN_WARM ||
  8986. group->skill_id == SG_MOON_WARM ||
  8987. group->skill_id == SG_STAR_WARM) {
  8988. struct status_change *sc = status_get_sc(src);
  8989. if(sc && sc->data[SC_WARM].timer != -1) {
  8990. sc->data[SC_WARM].val4 = 0;
  8991. status_change_end(src,SC_WARM,-1);
  8992. }
  8993. }
  8994. if (src->type==BL_PC && group->state.ammo_consume)
  8995. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8996. group->alive_count=0;
  8997. if(group->unit!=NULL){
  8998. for(i=0;i<group->unit_count;i++)
  8999. if(group->unit[i].alive)
  9000. skill_delunit(&group->unit[i]);
  9001. }
  9002. if(group->valstr!=NULL){
  9003. aFree(group->valstr);
  9004. group->valstr=NULL;
  9005. }
  9006. map_freeblock((struct block_list*)group->unit);
  9007. group->unit=NULL;
  9008. group->group_id=0;
  9009. group->unit_count=0;
  9010. //Locate and clear this unit from the array.
  9011. for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++);
  9012. for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++);
  9013. j--;
  9014. if (i<MAX_SKILLUNITGROUP) {
  9015. ud->skillunit[i] = ud->skillunit[j];
  9016. ud->skillunit[j] = NULL;
  9017. ers_free(skill_unit_ers, group);
  9018. } else
  9019. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9020. return 1;
  9021. }
  9022. /*==========================================
  9023. *
  9024. *------------------------------------------
  9025. */
  9026. int skill_clear_unitgroup (struct block_list *src)
  9027. {
  9028. struct unit_data *ud = unit_bl2ud(src);
  9029. nullpo_retr(0, ud);
  9030. while (ud->skillunit[0])
  9031. skill_delunitgroup(src, ud->skillunit[0]);
  9032. return 1;
  9033. }
  9034. /*==========================================
  9035. *
  9036. *------------------------------------------
  9037. */
  9038. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9039. {
  9040. int i,j=-1,k,s,id;
  9041. struct unit_data *ud;
  9042. struct skill_unit_group_tickset *set;
  9043. nullpo_retr(0, bl);
  9044. if (group->interval==-1)
  9045. return NULL;
  9046. ud = unit_bl2ud(bl);
  9047. if (!ud) return NULL;
  9048. set = ud->skillunittick;
  9049. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9050. id = s = group->skill_id;
  9051. else
  9052. id = s = group->group_id;
  9053. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9054. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9055. if (set[k].id == id)
  9056. return &set[k];
  9057. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9058. j=k;
  9059. }
  9060. if (j == -1) {
  9061. if(battle_config.error_log) {
  9062. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9063. }
  9064. j = id % MAX_SKILLUNITGROUPTICKSET;
  9065. }
  9066. set[j].id = id;
  9067. set[j].tick = tick;
  9068. return &set[j];
  9069. }
  9070. /*==========================================
  9071. *
  9072. *------------------------------------------
  9073. */
  9074. int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
  9075. {
  9076. struct skill_unit *unit;
  9077. struct skill_unit_group *group;
  9078. unsigned int tick;
  9079. unit = va_arg(ap,struct skill_unit *);
  9080. tick = va_arg(ap,unsigned int);
  9081. if (!unit->alive || bl->prev==NULL)
  9082. return 0;
  9083. nullpo_retr(0, group=unit->group);
  9084. if (skill_get_type(group->skill_id)==BF_MAGIC
  9085. && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  9086. return 0; //AoE skills are ineffective. [Skotlex]
  9087. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  9088. return 0;
  9089. if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
  9090. { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
  9091. //Values will be restored on proper switch case.
  9092. int id = group->unit_id;
  9093. unit->val1 = group->skill_id;
  9094. if (unit->val2&UF_SONG) {
  9095. group->unit_id = UNT_DISSONANCE;
  9096. group->skill_id = BA_DISSONANCE;
  9097. } else {
  9098. group->unit_id = UNT_UGLYDANCE;
  9099. group->skill_id = DC_UGLYDANCE;
  9100. }
  9101. skill_unit_onplace_timer(unit,bl,tick);
  9102. group->unit_id = id;
  9103. group->skill_id = unit->val1;
  9104. } else
  9105. skill_unit_onplace_timer(unit,bl,tick);
  9106. return 0;
  9107. }
  9108. /*==========================================
  9109. *
  9110. *------------------------------------------
  9111. */
  9112. int skill_unit_timer_sub (struct block_list *bl, va_list ap)
  9113. {
  9114. struct skill_unit *unit;
  9115. struct skill_unit_group *group;
  9116. unsigned int tick;
  9117. unit=(struct skill_unit *)bl;
  9118. tick=va_arg(ap,unsigned int);
  9119. if(!unit->alive)
  9120. return 0;
  9121. group=unit->group;
  9122. nullpo_retr(0, group);
  9123. if (unit->range>=0 && group->interval!=-1) {
  9124. if (battle_config.skill_wall_check)
  9125. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9126. group->bl_flag,bl,tick);
  9127. else
  9128. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9129. group->bl_flag,bl,tick);
  9130. if (!unit->alive)
  9131. return 0;
  9132. }
  9133. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  9134. switch(group->unit_id){
  9135. case UNT_BLASTMINE:
  9136. group->unit_id = UNT_USED_TRAPS;
  9137. clif_changetraplook(bl, UNT_USED_TRAPS);
  9138. group->limit=DIFF_TICK(tick+1500,group->tick);
  9139. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9140. break;
  9141. case UNT_SKIDTRAP:
  9142. case UNT_ANKLESNARE:
  9143. case UNT_LANDMINE:
  9144. case UNT_SHOCKWAVE:
  9145. case UNT_SANDMAN:
  9146. case UNT_FLASHER:
  9147. case UNT_FREEZINGTRAP:
  9148. case UNT_CLAYMORETRAP:
  9149. case UNT_TALKIEBOX:
  9150. {
  9151. struct block_list *src=map_id2bl(group->src_id);
  9152. if(group->unit_id == UNT_ANKLESNARE && group->val2);
  9153. else{
  9154. if(src && src->type==BL_PC && !group->state.into_abyss)
  9155. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  9156. struct item item_tmp;
  9157. memset(&item_tmp,0,sizeof(item_tmp));
  9158. item_tmp.nameid=1065;
  9159. item_tmp.identify=1;
  9160. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0);
  9161. }
  9162. }
  9163. skill_delunit(unit);
  9164. }
  9165. break;
  9166. case 0xc1:
  9167. case 0xc2:
  9168. case 0xc3:
  9169. case 0xc4:
  9170. {
  9171. struct block_list *src=map_id2bl(group->src_id);
  9172. if (src)
  9173. group->tick = tick;
  9174. }
  9175. break;
  9176. default:
  9177. skill_delunit(unit);
  9178. }
  9179. }
  9180. if(group->unit_id == UNT_ICEWALL) {
  9181. unit->val1 -= 5;
  9182. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  9183. unit->limit = DIFF_TICK(tick+700,group->tick);
  9184. }
  9185. return 0;
  9186. }
  9187. /*==========================================
  9188. *
  9189. *------------------------------------------
  9190. */
  9191. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  9192. {
  9193. map_freeblock_lock();
  9194. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9195. map_freeblock_unlock();
  9196. return 0;
  9197. }
  9198. /*==========================================
  9199. *
  9200. *------------------------------------------
  9201. */
  9202. int skill_unit_move_sub (struct block_list *bl, va_list ap)
  9203. {
  9204. struct skill_unit *unit = (struct skill_unit *)bl;
  9205. struct skill_unit_group *group;
  9206. struct block_list *target;
  9207. unsigned int tick,flag,result;
  9208. int skill_id,unit_id=0; //Set to 0 to shut-up compiler warnings.
  9209. target=va_arg(ap,struct block_list*);
  9210. tick = va_arg(ap,unsigned int);
  9211. flag = va_arg(ap,int);
  9212. nullpo_retr(0, group=unit->group);
  9213. if (!unit->alive || target->prev==NULL)
  9214. return 0;
  9215. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9216. skill_id = unit->group->skill_id;
  9217. if (unit->group->interval!=-1 &&
  9218. !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
  9219. return 0;
  9220. //Target-type check.
  9221. if(!(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag)>0))
  9222. {
  9223. if(group->src_id == target->id && group->state.song_dance&0x2)
  9224. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9225. if (flag&1)
  9226. {
  9227. if (flag&2)
  9228. { //Clear skill ids we have stored in onout.
  9229. int i;
  9230. for(i=0; i<8 && skill_unit_temp[i]!=skill_id; i++);
  9231. if (i<8)
  9232. skill_unit_temp[i] = 0;
  9233. }
  9234. }
  9235. else
  9236. {
  9237. if (flag&2 && skill_unit_index < 7) //Store this unit id.
  9238. skill_unit_temp[skill_unit_index++] = skill_id;
  9239. }
  9240. if (flag&4)
  9241. skill_unit_onleft(skill_id,target,tick);
  9242. }
  9243. return 0;
  9244. }
  9245. if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
  9246. { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
  9247. //Values will be restored on proper switch case.
  9248. flag|=64; //Signal to remember to restore it.
  9249. unit_id = group->unit_id;
  9250. unit->val1 = group->skill_id;
  9251. if (unit->val2&UF_SONG) {
  9252. group->unit_id = UNT_DISSONANCE;
  9253. group->skill_id = BA_DISSONANCE;
  9254. } else {
  9255. group->unit_id = UNT_UGLYDANCE;
  9256. group->skill_id = DC_UGLYDANCE;
  9257. }
  9258. }
  9259. if (flag&1)
  9260. {
  9261. result = skill_unit_onplace(unit,target,tick);
  9262. if (flag&2 && result)
  9263. { //Clear skill ids we have stored in onout.
  9264. int i;
  9265. for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
  9266. if (i<8)
  9267. skill_unit_temp[i] = 0;
  9268. }
  9269. }
  9270. else
  9271. {
  9272. result = skill_unit_onout(unit,target,tick);
  9273. if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
  9274. skill_unit_temp[skill_unit_index++] = result;
  9275. }
  9276. if (flag&64)
  9277. { //TODO: Normally, this is dangerous since the unit and group could be freed
  9278. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9279. //cells do not get deleted within them. [Skotlex]
  9280. skill_id = group->skill_id;
  9281. group->unit_id = unit_id;
  9282. group->skill_id = unit->val1;
  9283. }
  9284. if (flag&4)
  9285. skill_unit_onleft(skill_id,target,tick);
  9286. return 1;
  9287. }
  9288. /*==========================================
  9289. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9290. * Flag values:
  9291. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9292. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9293. * units to figure out when they have left a group.
  9294. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9295. *------------------------------------------
  9296. */
  9297. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9298. {
  9299. nullpo_retr(0, bl);
  9300. if(bl->prev==NULL )
  9301. return 0;
  9302. if (flag&2 && !(flag&1))
  9303. { //Onout, clear data
  9304. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  9305. skill_unit_index=0;
  9306. }
  9307. map_foreachincell(skill_unit_move_sub,
  9308. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9309. if (flag&2 && flag&1)
  9310. { //Onplace, check any skill units you have left.
  9311. int i;
  9312. for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
  9313. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9314. }
  9315. return 0;
  9316. }
  9317. /*==========================================
  9318. *
  9319. *------------------------------------------
  9320. */
  9321. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9322. {
  9323. int i,j;
  9324. unsigned int tick = gettick();
  9325. int *m_flag;
  9326. struct skill_unit *unit1;
  9327. struct skill_unit *unit2;
  9328. nullpo_retr(0, group);
  9329. if (group->unit_count<=0)
  9330. return 0;
  9331. if (group->unit==NULL)
  9332. return 0;
  9333. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  9334. return 0;
  9335. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9336. // m_flag
  9337. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9338. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9339. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9340. // 3: Both 1+2.
  9341. for(i=0;i<group->unit_count;i++){
  9342. unit1=&group->unit[i];
  9343. if (!unit1->alive || unit1->bl.m!=m)
  9344. continue;
  9345. for(j=0;j<group->unit_count;j++){
  9346. unit2=&group->unit[j];
  9347. if (!unit2->alive)
  9348. continue;
  9349. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9350. m_flag[i] |= 0x1;
  9351. }
  9352. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9353. m_flag[i] |= 0x2;
  9354. }
  9355. }
  9356. }
  9357. j = 0;
  9358. for (i=0;i<group->unit_count;i++) {
  9359. unit1=&group->unit[i];
  9360. if (!unit1->alive)
  9361. continue;
  9362. if (!(m_flag[i]&0x2)) {
  9363. if (group->state.song_dance&0x1) //Restore dissonance effect.
  9364. skill_dance_overlap(unit1, 0);
  9365. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9366. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9367. }
  9368. //Move Cell using "smart" criteria (avoid useless moving around)
  9369. switch(m_flag[i])
  9370. {
  9371. case 0:
  9372. //Cell moves independently, safely move it.
  9373. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9374. break;
  9375. case 1:
  9376. //Cell moves unto another cell, look for a replacement cell that won't collide
  9377. //and has no cell moving into it (flag == 2)
  9378. for(;j<group->unit_count;j++)
  9379. {
  9380. if(m_flag[j]!=2 || !group->unit[j].alive)
  9381. continue;
  9382. //Move to where this cell would had moved.
  9383. unit2 = &group->unit[j];
  9384. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9385. j++; //Skip this cell as we have used it.
  9386. break;
  9387. }
  9388. break;
  9389. case 2:
  9390. case 3:
  9391. break; //Don't move the cell as a cell will end on this tile anyway.
  9392. }
  9393. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9394. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9395. skill_dance_overlap(unit1, 1);
  9396. clif_skill_setunit(unit1);
  9397. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9398. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9399. }
  9400. }
  9401. aFree(m_flag);
  9402. return 0;
  9403. }
  9404. /*----------------------------------------------------------------------------
  9405. *
  9406. *----------------------------------------------------------------------------
  9407. */
  9408. /*==========================================
  9409. *
  9410. *------------------------------------------
  9411. */
  9412. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9413. {
  9414. int i,j;
  9415. nullpo_retr(0, sd);
  9416. if(nameid<=0)
  9417. return 0;
  9418. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9419. if(skill_produce_db[i].nameid == nameid )
  9420. break;
  9421. }
  9422. if( i >= MAX_SKILL_PRODUCE_DB )
  9423. return 0;
  9424. if(trigger>=0){
  9425. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9426. if(skill_produce_db[i].itemlv!=trigger)
  9427. return 0;
  9428. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9429. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9430. return 0;
  9431. } else { // Weapon (itemlv must be higher or equal)
  9432. if(skill_produce_db[i].itemlv>trigger)
  9433. return 0;
  9434. }
  9435. }
  9436. if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
  9437. return 0;
  9438. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9439. int id,x,y;
  9440. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9441. continue;
  9442. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9443. if(pc_search_inventory(sd,id) < 0)
  9444. return 0;
  9445. }
  9446. else {
  9447. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9448. if( sd->status.inventory[y].nameid == id )
  9449. x+=sd->status.inventory[y].amount;
  9450. if(x<qty*skill_produce_db[i].mat_amount[j])
  9451. return 0;
  9452. }
  9453. }
  9454. return i+1;
  9455. }
  9456. /*==========================================
  9457. *
  9458. *------------------------------------------
  9459. */
  9460. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9461. {
  9462. int slot[3];
  9463. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9464. struct status_data *status;
  9465. nullpo_retr(0, sd);
  9466. status = status_get_status_data(&sd->bl);
  9467. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9468. return 0;
  9469. idx--;
  9470. if (qty < 1)
  9471. qty = 1;
  9472. if (!skill_id) //A skill can be specified for some override cases.
  9473. skill_id = skill_produce_db[idx].req_skill;
  9474. slot[0]=slot1;
  9475. slot[1]=slot2;
  9476. slot[2]=slot3;
  9477. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9478. int j;
  9479. if( slot[i]<=0 )
  9480. continue;
  9481. j = pc_search_inventory(sd,slot[i]);
  9482. if(j < 0)
  9483. continue;
  9484. if(slot[i]==1000){ /* Star Crumb */
  9485. pc_delitem(sd,j,1,1);
  9486. sc++;
  9487. }
  9488. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9489. static const int ele_table[4]={3,1,4,2};
  9490. pc_delitem(sd,j,1,1);
  9491. ele=ele_table[slot[i]-994];
  9492. }
  9493. }
  9494. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9495. int j,id,x;
  9496. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9497. continue;
  9498. x=qty*skill_produce_db[idx].mat_amount[i];
  9499. do{
  9500. int y=0;
  9501. j = pc_search_inventory(sd,id);
  9502. if(j >= 0){
  9503. y = sd->status.inventory[j].amount;
  9504. if(y>x)y=x;
  9505. pc_delitem(sd,j,y,0);
  9506. }else {
  9507. if(battle_config.error_log)
  9508. ShowError("skill_produce_mix: material item error\n");
  9509. }
  9510. x-=y;
  9511. }while( j>=0 && x>0 );
  9512. }
  9513. if((equip=itemdb_isequip(nameid)))
  9514. wlv = itemdb_wlv(nameid);
  9515. if(!equip) {
  9516. switch(skill_id){
  9517. case BS_IRON:
  9518. case BS_STEEL:
  9519. case BS_ENCHANTEDSTONE:
  9520. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9521. i = pc_checkskill(sd,skill_id);
  9522. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9523. switch(nameid){
  9524. case 998: // Iron
  9525. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9526. break;
  9527. case 999: // Steel
  9528. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9529. break;
  9530. case 1000: //Star Crumb
  9531. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9532. break;
  9533. default: // Enchanted Stones
  9534. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9535. break;
  9536. }
  9537. break;
  9538. case ASC_CDP:
  9539. make_per = (2000 + 40*status->dex + 20*status->luk);
  9540. break;
  9541. case AL_HOLYWATER:
  9542. make_per = 100000; //100% success
  9543. break;
  9544. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9545. case AM_TWILIGHT1:
  9546. case AM_TWILIGHT2:
  9547. case AM_TWILIGHT3:
  9548. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9549. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9550. + status->int_*5 + status->dex*10+status->luk*10;
  9551. switch(nameid){
  9552. case 501: // Red Potion
  9553. case 503: // Yellow Potion
  9554. case 504: // White Potion
  9555. case 605: // Anodyne
  9556. case 606: // Aloevera
  9557. make_per += 2000;
  9558. break;
  9559. case 505: // Blue Potion
  9560. make_per -= 500;
  9561. break;
  9562. case 545: // Condensed Red Potion
  9563. case 546: // Condensed Yellow Potion
  9564. case 547: // Condensed White Potion
  9565. make_per -= 1000;
  9566. break;
  9567. case 970: // Alcohol
  9568. make_per += 1000;
  9569. break;
  9570. case 7139: // Glistening Coat
  9571. make_per -= 1000;
  9572. break;
  9573. case 7135: // Bottle Grenade
  9574. case 7136: // Acid Bottle
  9575. case 7137: // Plant Bottle
  9576. case 7138: // Marine Sphere Bottle
  9577. default:
  9578. break;
  9579. }
  9580. if(battle_config.pp_rate != 100)
  9581. make_per = make_per * battle_config.pp_rate / 100;
  9582. break;
  9583. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9584. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9585. sd->status.job_level*20 + status->int_*10 + status->dex*10;
  9586. switch(nameid){
  9587. case 12114:
  9588. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9589. if (flag > 0)
  9590. make_per += 1000*flag-500;
  9591. break;
  9592. case 12115:
  9593. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9594. if (flag > 0)
  9595. make_per += 1000*flag-500;
  9596. break;
  9597. case 12116:
  9598. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9599. if (flag > 0)
  9600. make_per += 1000*flag-500;
  9601. break;
  9602. case 12117:
  9603. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9604. if (flag > 0)
  9605. make_per += 1000*flag-500;
  9606. break;
  9607. }
  9608. break;
  9609. default:
  9610. if (sd->menuskill_id == AM_PHARMACY &&
  9611. sd->menuskill_lv > 10 && sd->menuskill_lv <= 20)
  9612. { //Assume Cooking Dish
  9613. if (sd->menuskill_lv >= 15) //Legendary Cooking Set.
  9614. make_per = 10000; //100% Success
  9615. else
  9616. make_per = 1200*(sd->menuskill_lv-10) //12% chance per set level.
  9617. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9618. break;
  9619. }
  9620. make_per = 5000;
  9621. break;
  9622. }
  9623. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9624. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9625. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9626. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  9627. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  9628. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9629. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9630. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9631. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9632. if(battle_config.wp_rate != 100)
  9633. make_per = make_per * battle_config.wp_rate / 100;
  9634. }
  9635. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9636. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9637. make_per = (make_per * 80) / 100; //Lupus
  9638. if(make_per < 1) make_per = 1;
  9639. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9640. struct item tmp_item;
  9641. memset(&tmp_item,0,sizeof(tmp_item));
  9642. tmp_item.nameid=nameid;
  9643. tmp_item.amount=1;
  9644. tmp_item.identify=1;
  9645. if(equip){
  9646. tmp_item.card[0]=CARD0_FORGE;
  9647. tmp_item.card[1]=((sc*5)<<8)+ele;
  9648. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9649. tmp_item.card[3]=GetWord(sd->char_id,1);
  9650. } else {
  9651. //Flag is only used on the end, so it can be used here. [Skotlex]
  9652. switch (skill_id) {
  9653. case AM_PHARMACY:
  9654. case AM_TWILIGHT1:
  9655. case AM_TWILIGHT2:
  9656. case AM_TWILIGHT3:
  9657. flag = battle_config.produce_potion_name_input;
  9658. break;
  9659. case AL_HOLYWATER:
  9660. flag = battle_config.holywater_name_input;
  9661. break;
  9662. case ASC_CDP:
  9663. flag = battle_config.cdp_name_input;
  9664. break;
  9665. default:
  9666. flag = battle_config.produce_item_name_input;
  9667. break;
  9668. }
  9669. if (flag) {
  9670. tmp_item.card[0]=CARD0_CREATE;
  9671. tmp_item.card[1]=0;
  9672. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9673. tmp_item.card[3]=GetWord(sd->char_id,1);
  9674. }
  9675. }
  9676. // if(log_config.produce > 0)
  9677. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9678. //TODO update PICKLOG
  9679. if(equip){
  9680. clif_produceeffect(sd,0,nameid);
  9681. clif_misceffect(&sd->bl,3);
  9682. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9683. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9684. } else {
  9685. int fame = 0;
  9686. tmp_item.amount = 0;
  9687. for (i=0; i< qty; i++)
  9688. { //Apply quantity modifiers.
  9689. if (rand()%10000 < make_per || qty == 1)
  9690. { //Success
  9691. tmp_item.amount++;
  9692. if(nameid < 545 || nameid > 547)
  9693. continue;
  9694. if(skill_id != AM_PHARMACY &&
  9695. skill_id != AM_TWILIGHT1 &&
  9696. skill_id != AM_TWILIGHT2 &&
  9697. skill_id != AM_TWILIGHT3)
  9698. continue;
  9699. //Add fame as needed.
  9700. switch(++sd->potion_success_counter) {
  9701. case 3:
  9702. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9703. break;
  9704. case 5:
  9705. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9706. break;
  9707. case 7:
  9708. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9709. break;
  9710. case 10:
  9711. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9712. sd->potion_success_counter = 0;
  9713. break;
  9714. }
  9715. } else //Failure
  9716. sd->potion_success_counter = 0;
  9717. }
  9718. if (fame)
  9719. pc_addfame(sd,fame);
  9720. //Visual effects and the like.
  9721. switch (skill_id) {
  9722. case AM_PHARMACY:
  9723. case AM_TWILIGHT1:
  9724. case AM_TWILIGHT2:
  9725. case AM_TWILIGHT3:
  9726. case ASC_CDP:
  9727. clif_produceeffect(sd,2,nameid);
  9728. clif_misceffect(&sd->bl,5);
  9729. break;
  9730. case BS_IRON:
  9731. case BS_STEEL:
  9732. case BS_ENCHANTEDSTONE:
  9733. clif_produceeffect(sd,0,nameid);
  9734. clif_misceffect(&sd->bl,3);
  9735. break;
  9736. default: //Those that don't require a skill?
  9737. if (skill_produce_db[idx].itemlv>10 &&
  9738. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9739. clif_specialeffect(&sd->bl, 608, AREA);
  9740. break;
  9741. }
  9742. }
  9743. if (tmp_item.amount) { //Success
  9744. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9745. clif_additem(sd,0,0,flag);
  9746. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9747. }
  9748. return 1;
  9749. }
  9750. }
  9751. //Failure
  9752. // if(log_config.produce)
  9753. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9754. //TODO update PICKLOG
  9755. if(equip){
  9756. clif_produceeffect(sd,1,nameid);
  9757. clif_misceffect(&sd->bl,2);
  9758. } else {
  9759. switch (skill_id) {
  9760. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9761. status_percent_damage(NULL, &sd->bl, -25, 0);
  9762. case AM_PHARMACY:
  9763. case AM_TWILIGHT1:
  9764. case AM_TWILIGHT2:
  9765. case AM_TWILIGHT3:
  9766. clif_produceeffect(sd,3,nameid);
  9767. clif_misceffect(&sd->bl,6);
  9768. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9769. break;
  9770. case BS_IRON:
  9771. case BS_STEEL:
  9772. case BS_ENCHANTEDSTONE:
  9773. clif_produceeffect(sd,1,nameid);
  9774. clif_misceffect(&sd->bl,2);
  9775. break;
  9776. default:
  9777. if (skill_produce_db[idx].itemlv>10 &&
  9778. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9779. clif_specialeffect(&sd->bl, 609, AREA);
  9780. }
  9781. }
  9782. return 0;
  9783. }
  9784. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9785. {
  9786. int i,j,flag,index=-1;
  9787. struct item tmp_item;
  9788. nullpo_retr(0, sd);
  9789. if(nameid <= 0)
  9790. return 1;
  9791. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9792. if(nameid == skill_arrow_db[i].nameid) {
  9793. index = i;
  9794. break;
  9795. }
  9796. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9797. return 1;
  9798. pc_delitem(sd,j,1,0);
  9799. for(i=0;i<5;i++) {
  9800. memset(&tmp_item,0,sizeof(tmp_item));
  9801. tmp_item.identify = 1;
  9802. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9803. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9804. if(battle_config.making_arrow_name_input) {
  9805. tmp_item.card[0]=CARD0_CREATE;
  9806. tmp_item.card[1]=0;
  9807. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9808. tmp_item.card[3]=GetWord(sd->char_id,1);
  9809. }
  9810. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9811. continue;
  9812. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9813. clif_additem(sd,0,0,flag);
  9814. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9815. }
  9816. }
  9817. return 0;
  9818. }
  9819. /*==========================================
  9820. *
  9821. *------------------------------------------
  9822. */
  9823. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  9824. {
  9825. struct map_session_data *sd = map_id2sd(id);
  9826. if (data <= 0 || data >= MAX_SKILL)
  9827. return 0;
  9828. if (sd) sd->blockskill[data] = 0;
  9829. return 1;
  9830. }
  9831. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9832. {
  9833. nullpo_retr (-1, sd);
  9834. if (skillid >= GD_SKILLBASE)
  9835. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9836. if (skillid >= HM_SKILLBASE) //[orn]
  9837. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  9838. if (skillid < 1 || skillid > MAX_SKILL)
  9839. return -1;
  9840. sd->blockskill[skillid] = 1;
  9841. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9842. }
  9843. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  9844. {
  9845. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9846. if (data <= 0 || data >= MAX_SKILL)
  9847. return 0;
  9848. if (hd) hd->blockskill[data] = 0;
  9849. return 1;
  9850. }
  9851. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9852. {
  9853. nullpo_retr (-1, hd);
  9854. if (skillid >= GD_SKILLBASE)
  9855. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9856. if (skillid >= HM_SKILLBASE) //[orn]
  9857. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  9858. if (skillid < 1 || skillid > MAX_SKILL)
  9859. return -1;
  9860. hd->blockskill[skillid] = 1;
  9861. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  9862. }
  9863. /*----------------------------------------------------------------------------
  9864. *
  9865. */
  9866. /*
  9867. *
  9868. */
  9869. int skill_split_str (char *str, char **val, int num)
  9870. {
  9871. int i;
  9872. for (i=0; i<num && str; i++){
  9873. val[i] = str;
  9874. str = strchr(str,',');
  9875. if (str)
  9876. *str++=0;
  9877. }
  9878. return i;
  9879. }
  9880. /*
  9881. *
  9882. */
  9883. int skill_split_atoi (char *str, int *val)
  9884. {
  9885. int i, j, diff, step = 1;
  9886. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9887. if (!str) break;
  9888. val[i] = atoi(str);
  9889. str = strchr(str,':');
  9890. if (str)
  9891. *str++=0;
  9892. }
  9893. if(i==0) //No data found.
  9894. return 0;
  9895. if(i==1)
  9896. { //Single value, have the whole range have the same value.
  9897. for (; i < MAX_SKILL_LEVEL; i++)
  9898. val[i] = val[i-1];
  9899. return i;
  9900. }
  9901. //Check for linear change with increasing steps until we reach half of the data acquired.
  9902. for (step = 1; step <= i/2; step++)
  9903. {
  9904. diff = val[i-1] - val[i-step-1];
  9905. for(j = i-1; j >= step; j--)
  9906. if ((val[j]-val[j-step]) != diff)
  9907. break;
  9908. if (j>=step) //No match, try next step.
  9909. continue;
  9910. for(; i < MAX_SKILL_LEVEL; i++)
  9911. { //Apply linear increase
  9912. val[i] = val[i-step]+diff;
  9913. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9914. { val[i] = 1; diff = 0; step = 1; }
  9915. }
  9916. return i;
  9917. }
  9918. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9919. for (;i<MAX_SKILL_LEVEL; i++)
  9920. val[i] = val[i-1];
  9921. return i;
  9922. }
  9923. /*
  9924. *
  9925. */
  9926. void skill_init_unit_layout (void)
  9927. {
  9928. int i,j,size,pos = 0;
  9929. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9930. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9931. size = i*2+1;
  9932. skill_unit_layout[i].count = size*size;
  9933. for (j=0; j<size*size; j++) {
  9934. skill_unit_layout[i].dx[j] = (j%size-i);
  9935. skill_unit_layout[i].dy[j] = (j/size-i);
  9936. }
  9937. }
  9938. pos = i;
  9939. for (i=0;i<MAX_SKILL_DB;i++) {
  9940. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9941. continue;
  9942. switch (i) {
  9943. case MG_FIREWALL:
  9944. case WZ_ICEWALL:
  9945. break;
  9946. case PR_SANCTUARY:
  9947. {
  9948. static const int dx[] = {
  9949. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9950. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9951. static const int dy[]={
  9952. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9953. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9954. skill_unit_layout[pos].count = 21;
  9955. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9956. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9957. break;
  9958. }
  9959. case PR_MAGNUS:
  9960. {
  9961. static const int dx[] = {
  9962. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9963. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9964. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9965. static const int dy[] = {
  9966. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9967. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9968. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9969. skill_unit_layout[pos].count = 33;
  9970. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9971. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9972. break;
  9973. }
  9974. case AS_VENOMDUST:
  9975. {
  9976. static const int dx[] = {-1, 0, 0, 0, 1};
  9977. static const int dy[] = { 0,-1, 0, 1, 0};
  9978. skill_unit_layout[pos].count = 5;
  9979. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9980. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9981. break;
  9982. }
  9983. case CR_GRANDCROSS:
  9984. case NPC_GRANDDARKNESS:
  9985. {
  9986. static const int dx[] = {
  9987. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9988. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9989. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9990. static const int dy[] = {
  9991. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9992. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9993. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9994. skill_unit_layout[pos].count = 29;
  9995. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9996. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9997. break;
  9998. }
  9999. case PF_FOGWALL:
  10000. {
  10001. static const int dx[] = {
  10002. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10003. static const int dy[] = {
  10004. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10005. skill_unit_layout[pos].count = 15;
  10006. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10007. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10008. break;
  10009. }
  10010. case PA_GOSPEL:
  10011. {
  10012. static const int dx[] = {
  10013. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10014. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10015. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10016. -1, 0, 1};
  10017. static const int dy[] = {
  10018. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10019. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10020. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10021. 3, 3, 3};
  10022. skill_unit_layout[pos].count = 33;
  10023. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10024. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10025. break;
  10026. }
  10027. case NJ_KAENSIN:
  10028. {
  10029. 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};
  10030. 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};
  10031. skill_unit_layout[pos].count = 24;
  10032. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10033. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10034. break;
  10035. }
  10036. case NJ_TATAMIGAESHI:
  10037. {
  10038. //Level 1 (count 4, cross of 3x3)
  10039. static const int dx1[] = {-1, 1, 0, 0};
  10040. static const int dy1[] = { 0, 0,-1, 1};
  10041. //Level 2-3 (count 8, cross of 5x5)
  10042. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10043. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10044. //Level 4-5 (count 12, cross of 7x7
  10045. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10046. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10047. //lv1
  10048. j = 0;
  10049. skill_unit_layout[pos].count = 4;
  10050. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10051. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10052. skill_db[i].unit_layout_type[j] = pos;
  10053. //lv2/3
  10054. j++;
  10055. pos++;
  10056. skill_unit_layout[pos].count = 8;
  10057. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10058. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10059. skill_db[i].unit_layout_type[j] = pos;
  10060. skill_db[i].unit_layout_type[++j] = pos;
  10061. //lv4/5
  10062. j++;
  10063. pos++;
  10064. skill_unit_layout[pos].count = 12;
  10065. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10066. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10067. skill_db[i].unit_layout_type[j] = pos;
  10068. skill_db[i].unit_layout_type[++j] = pos;
  10069. //Fill in the rest using lv 5.
  10070. for (;j<MAX_SKILL_LEVEL;j++)
  10071. skill_db[i].unit_layout_type[j] = pos;
  10072. //Skip, this way the check below will fail and continue to the next skill.
  10073. pos++;
  10074. break;
  10075. }
  10076. default:
  10077. ShowError("unknown unit layout at skill %d\n",i);
  10078. break;
  10079. }
  10080. if (!skill_unit_layout[pos].count)
  10081. continue;
  10082. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10083. skill_db[i].unit_layout_type[j] = pos;
  10084. pos++;
  10085. }
  10086. firewall_unit_pos = pos;
  10087. for (i=0;i<8;i++) {
  10088. if (i&1) {
  10089. skill_unit_layout[pos].count = 5;
  10090. if (i&0x2) {
  10091. int dx[] = {-1,-1, 0, 0, 1};
  10092. int dy[] = { 1, 0, 0,-1,-1};
  10093. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10094. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10095. } else {
  10096. int dx[] = { 1, 1 ,0, 0,-1};
  10097. int dy[] = { 1, 0, 0,-1,-1};
  10098. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10099. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10100. }
  10101. } else {
  10102. skill_unit_layout[pos].count = 3;
  10103. if (i%4==0) {
  10104. int dx[] = {-1, 0, 1};
  10105. int dy[] = { 0, 0, 0};
  10106. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10107. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10108. } else {
  10109. int dx[] = { 0, 0, 0};
  10110. int dy[] = {-1, 0, 1};
  10111. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10112. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10113. }
  10114. }
  10115. pos++;
  10116. }
  10117. icewall_unit_pos = pos;
  10118. for (i=0;i<8;i++) {
  10119. skill_unit_layout[pos].count = 5;
  10120. if (i&1) {
  10121. if (i&0x2) {
  10122. int dx[] = {-2,-1, 0, 1, 2};
  10123. int dy[] = { 2, 1, 0,-1,-2};
  10124. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10125. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10126. } else {
  10127. int dx[] = { 2, 1 ,0,-1,-2};
  10128. int dy[] = { 2, 1, 0,-1,-2};
  10129. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10130. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10131. }
  10132. } else {
  10133. if (i%4==0) {
  10134. int dx[] = {-2,-1, 0, 1, 2};
  10135. int dy[] = { 0, 0, 0, 0, 0};
  10136. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10137. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10138. } else {
  10139. int dx[] = { 0, 0, 0, 0, 0};
  10140. int dy[] = {-2,-1, 0, 1, 2};
  10141. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10142. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10143. }
  10144. }
  10145. pos++;
  10146. }
  10147. }
  10148. /*==========================================
  10149. * DB reading.
  10150. * skill_db.txt
  10151. * skill_cast_db.txt
  10152. * produce_db.txt
  10153. * create_arrow_db.txt
  10154. * abra_db.txt
  10155. *------------------------------------------
  10156. */
  10157. int skill_readdb (void)
  10158. {
  10159. int i,j,k,l,m;
  10160. FILE *fp;
  10161. char line[1024],path[1024],*p;
  10162. char *filename[]={"produce_db.txt","produce_db2.txt"};
  10163. memset(skill_db,0,sizeof(skill_db));
  10164. sprintf(path, "%s/skill_db.txt", db_path);
  10165. fp=fopen(path,"r");
  10166. if(fp==NULL){
  10167. ShowError("can't read %s\n", path);
  10168. return 1;
  10169. }
  10170. while(fgets(line,1020,fp)){
  10171. char *split[50];
  10172. if(line[0]=='/' && line[1]=='/')
  10173. continue;
  10174. j = skill_split_str(line,split,15);
  10175. if(j < 15 || split[14]==NULL)
  10176. continue;
  10177. i=atoi(split[0]);
  10178. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  10179. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  10180. continue;
  10181. }
  10182. if (i >= GD_SKILLBASE)
  10183. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10184. if (i >= HM_SKILLBASE) //[orn]
  10185. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10186. if(i<=0 || i>MAX_SKILL_DB)
  10187. continue;
  10188. skill_split_atoi(split[1],skill_db[i].range);
  10189. skill_db[i].hit=atoi(split[2]);
  10190. skill_db[i].inf=atoi(split[3]);
  10191. skill_db[i].pl=atoi(split[4]);
  10192. skill_db[i].nk=atoi(split[5]);
  10193. skill_split_atoi(split[6],skill_db[i].splash);
  10194. skill_db[i].max=atoi(split[7]);
  10195. skill_split_atoi(split[8],skill_db[i].num);
  10196. if(strcmpi(split[9],"yes") == 0)
  10197. skill_db[i].castcancel=1;
  10198. else
  10199. skill_db[i].castcancel=0;
  10200. skill_db[i].cast_def_rate=atoi(split[10]);
  10201. skill_db[i].inf2=atoi(split[11]);
  10202. skill_db[i].maxcount=atoi(split[12]);
  10203. if(strcmpi(split[13],"weapon") == 0)
  10204. skill_db[i].skill_type=BF_WEAPON;
  10205. else if(strcmpi(split[13],"magic") == 0)
  10206. skill_db[i].skill_type=BF_MAGIC;
  10207. else if(strcmpi(split[13],"misc") == 0)
  10208. skill_db[i].skill_type=BF_MISC;
  10209. else
  10210. skill_db[i].skill_type=0;
  10211. skill_split_atoi(split[14],skill_db[i].blewcount);
  10212. for (j = 0; skill_names[j].id != 0; j++)
  10213. if (skill_names[j].id == i) {
  10214. skill_db[i].name = skill_names[j].name;
  10215. skill_db[i].desc = skill_names[j].desc;
  10216. break;
  10217. }
  10218. }
  10219. fclose(fp);
  10220. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10221. sprintf(path, "%s/skill_require_db.txt", db_path);
  10222. fp=fopen(path,"r");
  10223. if(fp==NULL){
  10224. ShowError("can't read %s\n", path);
  10225. return 1;
  10226. }
  10227. while(fgets(line,1020,fp)){
  10228. char *split[50];
  10229. if(line[0]=='/' && line[1]=='/')
  10230. continue;
  10231. j = skill_split_str(line,split,32);
  10232. if(j < 32 || split[31]==NULL)
  10233. continue;
  10234. i=atoi(split[0]);
  10235. if (i >= GD_SKILLBASE)
  10236. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10237. if (i >= HM_SKILLBASE) //[orn]
  10238. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10239. if(i<=0 || i>MAX_SKILL_DB)
  10240. continue;
  10241. skill_split_atoi(split[1],skill_db[i].hp);
  10242. skill_split_atoi(split[2],skill_db[i].mhp);
  10243. skill_split_atoi(split[3],skill_db[i].sp);
  10244. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10245. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10246. skill_split_atoi(split[6],skill_db[i].zeny);
  10247. p = split[7];
  10248. for(j=0;j<32;j++){
  10249. l = atoi(p);
  10250. if (l==99) {
  10251. skill_db[i].weapon = 0xffffffff;
  10252. break;
  10253. }
  10254. else
  10255. skill_db[i].weapon |= 1<<l;
  10256. p=strchr(p,':');
  10257. if(!p)
  10258. break;
  10259. p++;
  10260. }
  10261. p = split[8];
  10262. for(j=0;j<32;j++){
  10263. l = atoi(p);
  10264. if (l)
  10265. skill_db[i].ammo |= 1<<l;
  10266. p=strchr(p,':');
  10267. if(!p)
  10268. break;
  10269. p++;
  10270. }
  10271. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10272. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  10273. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  10274. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  10275. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
  10276. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  10277. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
  10278. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  10279. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  10280. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  10281. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  10282. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  10283. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  10284. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
  10285. else skill_db[i].state=ST_NONE;
  10286. skill_split_atoi(split[11],skill_db[i].spiritball);
  10287. for (j = 0; j < 10; j++) {
  10288. skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
  10289. skill_db[i].amount[j]=atoi(split[13+ 2*j]);
  10290. }
  10291. }
  10292. fclose(fp);
  10293. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10294. sprintf(path, "%s/skill_cast_db.txt", db_path);
  10295. fp=fopen(path,"r");
  10296. if(fp==NULL){
  10297. ShowError("can't read %s\n", path);
  10298. return 1;
  10299. }
  10300. l=0;
  10301. while(fgets(line,1020,fp)){
  10302. char *split[50];
  10303. l++;
  10304. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  10305. if(line[0]=='/' && line[1]=='/')
  10306. continue;
  10307. j = skill_split_str(line,split,6);
  10308. if(split[0]==NULL || j<2)
  10309. continue; //Blank line.
  10310. if(split[5]==NULL || j<6) {
  10311. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  10312. continue;
  10313. }
  10314. i=atoi(split[0]);
  10315. if (i >= GD_SKILLBASE)
  10316. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10317. if (i >= HM_SKILLBASE) //[orn]
  10318. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10319. if(i<=0 || i>MAX_SKILL_DB)
  10320. continue;
  10321. skill_split_atoi(split[1],skill_db[i].cast);
  10322. skill_split_atoi(split[2],skill_db[i].delay);
  10323. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10324. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10325. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10326. }
  10327. fclose(fp);
  10328. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10329. sprintf(path, "%s/skill_unit_db.txt", db_path);
  10330. fp=fopen(path,"r");
  10331. if (fp==NULL) {
  10332. ShowError("can't read %s\n", path);
  10333. return 1;
  10334. }
  10335. k = 0;
  10336. while (fgets(line,1020,fp)) {
  10337. char *split[50];
  10338. if (line[0]=='/' && line[1]=='/')
  10339. continue;
  10340. j = skill_split_str(line,split,8);
  10341. if (split[7]==NULL || j<8)
  10342. continue;
  10343. i=atoi(split[0]);
  10344. if (i >= GD_SKILLBASE)
  10345. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10346. if (i >= HM_SKILLBASE) //[orn]
  10347. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10348. if(i<=0 || i>MAX_SKILL_DB)
  10349. continue;
  10350. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10351. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10352. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10353. skill_split_atoi(split[4],skill_db[i].unit_range);
  10354. skill_db[i].unit_interval = atoi(split[5]);
  10355. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10356. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10357. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  10358. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  10359. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  10360. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  10361. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  10362. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  10363. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10364. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10365. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10366. skill_db[i].unit_target=BCT_NOENEMY;
  10367. //By default, target just characters.
  10368. skill_db[i].unit_target |= BL_CHAR;
  10369. if (skill_db[i].unit_flag&UF_NOPC)
  10370. skill_db[i].unit_target &= ~BL_PC;
  10371. if (skill_db[i].unit_flag&UF_NOMOB)
  10372. skill_db[i].unit_target &= ~BL_MOB;
  10373. if (skill_db[i].unit_flag&UF_SKILL)
  10374. skill_db[i].unit_target |= BL_SKILL;
  10375. k++;
  10376. }
  10377. fclose(fp);
  10378. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10379. skill_init_unit_layout();
  10380. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10381. for(m=0;m<2;m++){
  10382. sprintf(path, "%s/%s", db_path, filename[m]);
  10383. fp=fopen(path,"r");
  10384. if(fp==NULL){
  10385. if(m>0)
  10386. continue;
  10387. ShowError("can't read %s\n",path);
  10388. return 1;
  10389. }
  10390. k=0;
  10391. while(fgets(line,1020,fp)){
  10392. char *split[6 + MAX_PRODUCE_RESOURCE * 2];
  10393. int x,y;
  10394. if(line[0]=='/' && line[1]=='/')
  10395. continue;
  10396. memset(split,0,sizeof(split));
  10397. j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
  10398. if(split[0]==0) //fixed by Lupus
  10399. continue;
  10400. i=atoi(split[0]);
  10401. if(i<=0) continue;
  10402. skill_produce_db[k].nameid=i;
  10403. skill_produce_db[k].itemlv=atoi(split[1]);
  10404. skill_produce_db[k].req_skill=atoi(split[2]);
  10405. for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  10406. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  10407. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  10408. }
  10409. k++;
  10410. if(k >= MAX_SKILL_PRODUCE_DB)
  10411. break;
  10412. }
  10413. fclose(fp);
  10414. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10415. }
  10416. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10417. sprintf(path, "%s/create_arrow_db.txt", db_path);
  10418. fp=fopen(path,"r");
  10419. if(fp==NULL){
  10420. ShowError("can't read %s\n", path);
  10421. return 1;
  10422. }
  10423. k=0;
  10424. while(fgets(line,1020,fp)){
  10425. char *split[16];
  10426. int x,y;
  10427. if(line[0]=='/' && line[1]=='/')
  10428. continue;
  10429. memset(split,0,sizeof(split));
  10430. j = skill_split_str(line,split,13);
  10431. if(split[0]==0) //fixed by Lupus
  10432. continue;
  10433. i=atoi(split[0]);
  10434. if(i<=0)
  10435. continue;
  10436. skill_arrow_db[k].nameid=i;
  10437. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  10438. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  10439. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  10440. }
  10441. k++;
  10442. if(k >= MAX_SKILL_ARROW_DB)
  10443. break;
  10444. }
  10445. fclose(fp);
  10446. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10447. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10448. sprintf(path, "%s/abra_db.txt", db_path);
  10449. fp=fopen(path,"r");
  10450. if(fp==NULL){
  10451. ShowError("can't read %s\n", path);
  10452. return 1;
  10453. }
  10454. k=0;
  10455. while(fgets(line,1020,fp)){
  10456. char *split[16];
  10457. if(line[0]=='/' && line[1]=='/')
  10458. continue;
  10459. memset(split,0,sizeof(split));
  10460. j = skill_split_str(line,split,13);
  10461. if(split[0]==0) //fixed by Lupus
  10462. continue;
  10463. i=atoi(split[0]);
  10464. if(i<=0)
  10465. continue;
  10466. skill_abra_db[i].req_lv=atoi(split[2]);
  10467. skill_abra_db[i].per=atoi(split[3]);
  10468. k++;
  10469. if(k >= MAX_SKILL_ABRA_DB)
  10470. break;
  10471. }
  10472. fclose(fp);
  10473. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10474. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10475. fp=fopen(path,"r");
  10476. if(fp==NULL){
  10477. ShowError("can't read %s\n", path);
  10478. return 1;
  10479. }
  10480. while(fgets(line,1020,fp)){
  10481. char *split[50];
  10482. if(line[0]=='/' && line[1]=='/')
  10483. continue;
  10484. memset(split,0,sizeof(split));
  10485. j = skill_split_str(line,split,3);
  10486. if(split[0]==0) //fixed by Lupus
  10487. continue;
  10488. i=atoi(split[0]);
  10489. if (i >= GD_SKILLBASE)
  10490. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10491. if(i<=0 || i>MAX_SKILL_DB)
  10492. continue;
  10493. skill_split_atoi(split[1],skill_db[i].castnodex);
  10494. if (!split[2])
  10495. continue;
  10496. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10497. }
  10498. fclose(fp);
  10499. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10500. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10501. fp=fopen(path,"r");
  10502. if(fp==NULL){
  10503. ShowError("can't read %s\n", path);
  10504. return 1;
  10505. }
  10506. k=0;
  10507. while(fgets(line,1020,fp)){
  10508. char *split[16];
  10509. if(line[0]=='/' && line[1]=='/')
  10510. continue;
  10511. memset(split,0,sizeof(split));
  10512. j = skill_split_str(line,split,2);
  10513. if(split[0]==0) //fixed by Lupus
  10514. continue;
  10515. i=atoi(split[0]);
  10516. if (i >= GD_SKILLBASE)
  10517. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10518. if(i<=0 || i>MAX_SKILL_DB)
  10519. continue;
  10520. skill_db[i].nocast|=atoi(split[1]);
  10521. k++;
  10522. }
  10523. fclose(fp);
  10524. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10525. return 0;
  10526. }
  10527. /*===============================================
  10528. * For reading leveluseskillspamount.txt [Celest]
  10529. *-----------------------------------------------
  10530. */
  10531. static int skill_read_skillspamount (void)
  10532. {
  10533. char *buf,*p;
  10534. struct skill_db *skill = NULL;
  10535. int s, idx, new_flag=1, level=1, sp=0;
  10536. buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
  10537. if(buf==NULL)
  10538. return -1;
  10539. buf[s]=0;
  10540. for(p=buf;p-buf<s;){
  10541. char buf2[64];
  10542. if (sscanf(p,"%[@]",buf2) == 1) {
  10543. level = 1;
  10544. new_flag = 1;
  10545. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  10546. for (idx=0; skill_names[idx].id != 0; idx++) {
  10547. if (strstr(buf2, skill_names[idx].name) != NULL) {
  10548. skill = &skill_db[ skill_names[idx].id ];
  10549. new_flag = 0;
  10550. break;
  10551. }
  10552. }
  10553. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  10554. skill->sp[level-1]=sp;
  10555. level++;
  10556. }
  10557. p=strchr(p,10);
  10558. if(!p) break;
  10559. p++;
  10560. }
  10561. aFree(buf);
  10562. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  10563. return 0;
  10564. }
  10565. void skill_reload (void)
  10566. {
  10567. skill_readdb();
  10568. if (battle_config.skill_sp_override_grffile)
  10569. skill_read_skillspamount();
  10570. }
  10571. /*==========================================
  10572. *
  10573. *------------------------------------------
  10574. */
  10575. int do_init_skill (void)
  10576. {
  10577. skill_readdb();
  10578. skill_unit_ers = ers_new((uint32)sizeof(struct skill_unit_group));
  10579. skill_timer_ers = ers_new((uint32)sizeof(struct skill_timerskill));
  10580. if (battle_config.skill_sp_override_grffile)
  10581. skill_read_skillspamount();
  10582. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10583. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10584. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10585. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10586. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10587. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10588. return 0;
  10589. }
  10590. int do_final_skill(void)
  10591. {
  10592. ers_destroy(skill_unit_ers);
  10593. ers_destroy(skill_timer_ers);
  10594. return 0;
  10595. }