skill.c 702 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. #define TIMERSKILL_INTERVAL 150
  42. // ranges reserved for mapping skill ids to skilldb offsets
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  45. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  46. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  47. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  48. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  49. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  50. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  51. #if GD_SKILLRANGEMAX > 999
  52. #error GD_SKILLRANGEMAX is greater than 999
  53. #endif
  54. static DBMap *skilldb_id2idx; /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id)
  55. struct s_skill_db **skill_db; /// Skill DB
  56. static uint16 skill_num; /// Skill count, also as last index
  57. #define skill_next_idx() ( skill_num++ ) /// Macro to get&increase last skill number/index
  58. static uint16 skill_db_create(uint16 skill_id);
  59. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  60. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  61. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  62. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  63. /**
  64. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  65. */
  66. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  67. struct skill_usave {
  68. uint16 skill_id, skill_lv;
  69. };
  70. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  71. static unsigned short skill_produce_count;
  72. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  73. static unsigned short skill_arrow_count;
  74. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  75. unsigned short skill_abra_count;
  76. struct s_skill_improvise_db {
  77. uint16 skill_id;
  78. unsigned short per;//1-10000
  79. };
  80. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  81. static unsigned short skill_improvise_count;
  82. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  83. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  84. struct s_skill_changematerial_db {
  85. unsigned short nameid;
  86. unsigned short rate;
  87. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  88. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  89. };
  90. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  91. static unsigned short skill_changematerial_count;
  92. //Warlock
  93. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  94. unsigned short skill_spellbook_count;
  95. //Guillotine Cross
  96. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  97. unsigned short skill_magicmushroom_count;
  98. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  99. int firewall_unit_pos;
  100. int icewall_unit_pos;
  101. int earthstrain_unit_pos;
  102. int firerain_unit_pos;
  103. int wallofthorn_unit_pos;
  104. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  105. int overbrand_nounit_pos;
  106. int overbrand_brandish_nounit_pos;
  107. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  108. //Early declaration
  109. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  110. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  111. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  112. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  113. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  114. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  115. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  116. // Since only mob-casted splash skills can hit ice-walls
  117. static inline int splash_target(struct block_list* bl) {
  118. #ifndef RENEWAL
  119. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  120. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  121. return BL_SKILL|BL_CHAR;
  122. #endif
  123. }
  124. uint16 SKILL_MAX_DB(void) {
  125. return skill_num;
  126. }
  127. /**
  128. * Get skill id from name
  129. * @param name
  130. * @return Skill ID of the skill, or 0 if not found.
  131. **/
  132. int skill_name2id(const char* name) {
  133. if( name == NULL )
  134. return 0;
  135. return strdb_iget(skilldb_name2id, name);
  136. }
  137. /**
  138. * Get Skill ID from Skill Index
  139. * @param idx
  140. * @return Skill ID or 0 if not found
  141. **/
  142. uint16 skill_idx2id(uint16 idx) {
  143. if (idx < SKILL_MAX_DB() && skill_db[idx])
  144. return skill_db[idx]->nameid;
  145. return 0;
  146. }
  147. /**
  148. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  149. * @param skill_id
  150. * @param silent If Skill is undefined, show error message!
  151. * @return Skill Index or 0 if not found/unset
  152. **/
  153. int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) {
  154. uint16 idx = (uint16)uidb_iget(skilldb_id2idx, skill_id);
  155. if (!idx && skill_id != 0 && !silent)
  156. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  157. return idx;
  158. }
  159. /**
  160. * Check if skill is set yet. If not, create new one (for skill_db files reading purpose)
  161. * @param skill_id
  162. * @return Skill index
  163. **/
  164. static uint16 skill_db_isset(uint16 skill_id, const char *func) {
  165. uint16 idx = skill_get_index2(skill_id);
  166. if (idx || idx == skill_id)
  167. return idx;
  168. ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id);
  169. idx = skill_db_create(skill_id);
  170. return idx;
  171. }
  172. /**
  173. * Get Skill name
  174. * @param skill_id
  175. * @return AEGIS Skill name
  176. **/
  177. const char* skill_get_name( uint16 skill_id ) {
  178. return skill_db[skill_get_index(skill_id)]->name;
  179. }
  180. /**
  181. * Get Skill name
  182. * @param skill_id
  183. * @return English Skill name
  184. **/
  185. const char* skill_get_desc( uint16 skill_id ) {
  186. return skill_db[skill_get_index(skill_id)]->desc;
  187. }
  188. /// out of bounds error checking [celest]
  189. static void skill_chk(uint16 *skill_id) {
  190. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  191. }
  192. /// checks/adjusts index. make sure we don't use negative index
  193. static void skill_chk2(int *idx) {
  194. if (*idx < 0) *idx = 0;
  195. }
  196. #define skill_get(id,var) { skill_chk(&id); if (!id) return 0; return var; }
  197. #define skill_get2(id, lv, arrvar) do {\
  198. int idx;\
  199. skill_chk(&(id));\
  200. if (!(id))\
  201. return 0;\
  202. idx = min((lv), MAX_SKILL_LEVEL) - 1;\
  203. if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1 && idx > 1) {\
  204. int a__ = (arrvar)[idx-2];\
  205. int b__ = (arrvar)[idx-1];\
  206. int c__ = (arrvar)[idx];\
  207. return (c__ + (((lv)-MAX_SKILL_LEVEL+1)*(b__-a__)/2) + (((lv)-MAX_SKILL_LEVEL)*(c__-b__)/2));\
  208. }\
  209. return ((arrvar)[idx]);\
  210. } while(0)
  211. #define skill_get3(id,x,var) { skill_chk(&id); if (!id) return 0; skill_chk2(&x); return var; }
  212. // Skill DB
  213. int skill_get_hit( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->hit); }
  214. int skill_get_inf( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf); }
  215. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->element); }
  216. int skill_get_nk( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nk); }
  217. int skill_get_max( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->max); }
  218. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->range); }
  219. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->splash); }
  220. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->num); }
  221. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cast); }
  222. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->delay); }
  223. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->walkdelay); }
  224. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time); }
  225. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time2); }
  226. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->cast_def_rate); }
  227. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf2); }
  228. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf3); }
  229. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castcancel); }
  230. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->maxcount); }
  231. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->blewcount); }
  232. int skill_get_castnodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castnodex); }
  233. int skill_get_delaynodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->delaynodex); }
  234. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nocast); }
  235. int skill_get_type( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->skill_type); }
  236. int skill_get_unit_id ( uint16 skill_id, int flag ) { skill_get (skill_id, skill_db[skill_id]->unit_id[flag]); }
  237. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_interval); }
  238. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_range); }
  239. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BCT_ALL); }
  240. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BL_ALL); }
  241. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_flag); }
  242. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_layout_type); }
  243. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cooldown); }
  244. #ifdef RENEWAL_CAST
  245. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->fixed_cast); }
  246. #endif
  247. // Skill requirements
  248. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp); }
  249. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.mhp); }
  250. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp); }
  251. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp_rate); }
  252. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp_rate); }
  253. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.zeny); }
  254. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.weapon); }
  255. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.ammo); }
  256. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.ammo_qty); }
  257. int skill_get_state( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.state); }
  258. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.status_count); }
  259. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.spiritball); }
  260. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.itemid[idx]); }
  261. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.amount[idx]); }
  262. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.eqItem[idx]); }
  263. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  264. int splash = skill_get_splash_(skill_id, skill_lv);
  265. if (splash < 0)
  266. return AREA_SIZE;
  267. return splash;
  268. }
  269. int skill_tree_get_max(uint16 skill_id, int b_class)
  270. {
  271. int i;
  272. b_class = pc_class2idx(b_class);
  273. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  274. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  275. return skill_tree[b_class][i].max;
  276. else
  277. return skill_get_max(skill_id);
  278. }
  279. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  280. int skill_attack_area(struct block_list *bl,va_list ap);
  281. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  282. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  283. int skill_greed(struct block_list *bl, va_list ap);
  284. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  285. static int skill_trap_splash(struct block_list *bl, va_list ap);
  286. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  287. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  288. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  289. static int skill_unit_effect(struct block_list *bl,va_list ap);
  290. static int skill_bind_trap(struct block_list *bl, va_list ap);
  291. int skill_get_casttype (uint16 skill_id) {
  292. int inf = skill_get_inf(skill_id);
  293. if (inf&(INF_GROUND_SKILL))
  294. return CAST_GROUND;
  295. if (inf&INF_SUPPORT_SKILL)
  296. return CAST_NODAMAGE;
  297. if (inf&INF_SELF_SKILL) {
  298. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  299. return CAST_DAMAGE; //Combo skill.
  300. return CAST_NODAMAGE;
  301. }
  302. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  303. return CAST_NODAMAGE;
  304. return CAST_DAMAGE;
  305. }
  306. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  307. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  308. int range, inf3=0;
  309. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  310. return 9; //Mobs have a range of 9 regardless of skill used.
  311. range = skill_get_range(skill_id, skill_lv);
  312. if( range < 0 ) {
  313. if( battle_config.use_weapon_skill_range&bl->type )
  314. return status_get_range(bl);
  315. range *=-1;
  316. }
  317. inf3 = skill_get_inf3(skill_id);
  318. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  319. if( bl->type == BL_PC ) {
  320. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  321. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  322. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  323. } else
  324. range += battle_config.mob_eye_range_bonus;
  325. }
  326. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  327. if( bl->type == BL_PC ) {
  328. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  329. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  330. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  331. }
  332. }
  333. if( !range && bl->type != BL_PC )
  334. return 9; // Enable non players to use self skills on others. [Skotlex]
  335. return range;
  336. }
  337. /** Copy Referral: dummy skills should point to their source.
  338. * @param skill_id Dummy skill ID
  339. * @return Real skill id if found
  340. **/
  341. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  342. switch (skill_id) {
  343. case AB_DUPLELIGHT_MELEE:
  344. case AB_DUPLELIGHT_MAGIC:
  345. return AB_DUPLELIGHT;
  346. case WL_CHAINLIGHTNING_ATK:
  347. return WL_CHAINLIGHTNING;
  348. case WL_TETRAVORTEX_FIRE:
  349. case WL_TETRAVORTEX_WATER:
  350. case WL_TETRAVORTEX_WIND:
  351. case WL_TETRAVORTEX_GROUND:
  352. return WL_TETRAVORTEX;
  353. case WL_SUMMON_ATK_FIRE:
  354. return WL_SUMMONFB;
  355. case WL_SUMMON_ATK_WIND:
  356. return WL_SUMMONBL;
  357. case WL_SUMMON_ATK_WATER:
  358. return WL_SUMMONWB;
  359. case WL_SUMMON_ATK_GROUND:
  360. return WL_SUMMONSTONE;
  361. case LG_OVERBRAND_BRANDISH:
  362. case LG_OVERBRAND_PLUSATK:
  363. return LG_OVERBRAND;
  364. case WM_REVERBERATION_MELEE:
  365. case WM_REVERBERATION_MAGIC:
  366. return WM_REVERBERATION;
  367. case WM_SEVERE_RAINSTORM_MELEE:
  368. return WM_SEVERE_RAINSTORM;
  369. case GN_CRAZYWEED_ATK:
  370. return GN_CRAZYWEED;
  371. case GN_HELLS_PLANT_ATK:
  372. return GN_HELLS_PLANT;
  373. case GN_SLINGITEM_RANGEMELEEATK:
  374. return GN_SLINGITEM;
  375. case RL_R_TRIP_PLUSATK:
  376. return RL_R_TRIP;
  377. }
  378. return skill_id;
  379. }
  380. /**
  381. * Calculates heal value of skill's effect
  382. * @param src
  383. * @param target
  384. * @param skill_id
  385. * @param skill_lv
  386. * @param heal
  387. * @return modified heal value
  388. */
  389. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  390. int skill, hp = 0;
  391. struct map_session_data *sd = BL_CAST(BL_PC, src);
  392. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  393. struct status_change *sc, *tsc;
  394. sc = status_get_sc(src);
  395. tsc = status_get_sc(target);
  396. switch( skill_id ) {
  397. case BA_APPLEIDUN:
  398. #ifdef RENEWAL
  399. hp = 100 + 5 * skill_lv + 5 * (status_get_vit(src) / 10); // HP recovery
  400. #else
  401. hp = 30 + 5 * skill_lv + 5 * (status_get_vit(src) / 10); // HP recovery
  402. #endif
  403. if( sd )
  404. hp += 5 * pc_checkskill(sd,BA_MUSICALLESSON);
  405. break;
  406. case PR_SANCTUARY:
  407. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  408. break;
  409. case NPC_EVILLAND:
  410. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  411. break;
  412. case AB_HIGHNESSHEAL:
  413. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd,AL_HEAL) : 1) * 8));
  414. hp = (hp * (17 + 3 * skill_lv)) / 10;
  415. break;
  416. default:
  417. if (skill_lv >= battle_config.max_heal_lv)
  418. return battle_config.max_heal;
  419. #ifdef RENEWAL
  420. /**
  421. * Renewal Heal Formula
  422. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  423. */
  424. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  425. #else
  426. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  427. #endif
  428. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  429. hp += hp * skill * 2 / 100;
  430. else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  431. hp += hp * skill * 2 / 100;
  432. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  433. hp *= 2;
  434. break;
  435. }
  436. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  437. hp >>= 1;
  438. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  439. hp += hp * skill / 100;
  440. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  441. hp += hp * skill / 100;
  442. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  443. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  444. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  445. if (tsc && tsc->count) {
  446. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  447. if (tsc->data[SC_INCHEALRATE])
  448. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  449. if (tsc->data[SC_EXTRACT_WHITE_POTION_Z])
  450. hp += hp * tsc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100;
  451. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  452. hp += hp / 10;
  453. }
  454. if (heal) {
  455. uint8 penalty = 0;
  456. if (tsc->data[SC_CRITICALWOUND])
  457. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  458. if (tsc->data[SC_DEATHHURT])
  459. penalty += 20;
  460. if (tsc->data[SC_NORECOVER_STATE])
  461. penalty = 100;
  462. if (penalty > 0)
  463. hp -= hp * penalty / 100;
  464. }
  465. }
  466. #ifdef RENEWAL
  467. // MATK part of the RE heal formula [malufett]
  468. // Note: in this part matk bonuses from items or skills are not applied
  469. switch( skill_id ) {
  470. case BA_APPLEIDUN:
  471. case PR_SANCTUARY:
  472. case NPC_EVILLAND:
  473. break;
  474. default:
  475. {
  476. struct status_data *status = status_get_status_data(src);
  477. int min, max;
  478. min = max = status_base_matk(src, status, status_get_lv(src));
  479. if( status->rhw.matk > 0 ){
  480. int wMatk, variance;
  481. wMatk = status->rhw.matk;
  482. variance = wMatk * status->rhw.wlv / 10;
  483. min += wMatk - variance;
  484. max += wMatk + variance;
  485. }
  486. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  487. min = max;
  488. if( sd && sd->right_weapon.overrefine > 0 ){
  489. min++;
  490. max += sd->right_weapon.overrefine - 1;
  491. }
  492. if(max > min)
  493. hp += min+rnd()%(max-min);
  494. else
  495. hp += min;
  496. }
  497. }
  498. #endif
  499. return hp;
  500. }
  501. /**
  502. * Making Plagiarism and Reproduce check their own function
  503. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  504. * @param sd: Player who will copy the skill
  505. * @param skill_id: Target skill
  506. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  507. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  508. */
  509. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) {
  510. // Only copy skill that player doesn't have or the skill is old clone
  511. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  512. return 0;
  513. // Check if the skill is copyable by class
  514. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  515. uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed;
  516. while (1) {
  517. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  518. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  519. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  520. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  521. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  522. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  523. return 0;
  524. }
  525. }
  526. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  527. if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  528. return 1;
  529. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  530. if (skill_db[skill_idx]->copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  531. return 2;
  532. return 0;
  533. }
  534. /**
  535. * Check if the skill is ok to cast and when.
  536. * Done before check_condition_begin, requirement
  537. * @param skill_id: Skill ID that casted
  538. * @param sd: Player who casted
  539. * @return true: Skill cannot be used, false: otherwise
  540. * @author [MouseJstr]
  541. */
  542. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  543. {
  544. int16 idx,m;
  545. nullpo_retr(1,sd);
  546. m = sd->bl.m;
  547. idx = skill_get_index(skill_id);
  548. if (idx == 0)
  549. return true; // invalid skill id
  550. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  551. return false; // can do any damn thing they want
  552. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  553. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  554. if (map[m].flag.noskill)
  555. return true;
  556. // Epoque:
  557. // This code will compare the player's attack motion value which is influenced by ASPD before
  558. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  559. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  560. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  561. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  562. {// attempted to cast a skill before the attack motion has finished
  563. return true;
  564. }
  565. if (skill_blockpc_get(sd, skill_id) != -1){
  566. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  567. return true;
  568. }
  569. /**
  570. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  571. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  572. */
  573. if( sd->skillitem == skill_id )
  574. return false;
  575. // Check skill restrictions [Celest]
  576. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  577. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  578. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  579. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  580. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  581. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  582. return true;
  583. }
  584. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  585. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  586. switch (skill_id) {
  587. case AL_WARP:
  588. case RETURN_TO_ELDICASTES:
  589. case ALL_GUARDIAN_RECALL:
  590. case ECLAGE_RECALL:
  591. if(map[m].flag.nowarp) {
  592. clif_skill_teleportmessage(sd,0);
  593. return true;
  594. }
  595. return false;
  596. case AL_TELEPORT:
  597. case SC_FATALMENACE:
  598. case SC_DIMENSIONDOOR:
  599. case ALL_ODINS_RECALL:
  600. if(map[m].flag.noteleport) {
  601. clif_skill_teleportmessage(sd,0);
  602. return true;
  603. }
  604. return false; // gonna be checked in 'skill_castend_nodamage_id'
  605. case WE_CALLPARTNER:
  606. case WE_CALLPARENT:
  607. case WE_CALLBABY:
  608. if (map[m].flag.nomemo) {
  609. clif_skill_teleportmessage(sd,1);
  610. return true;
  611. }
  612. break;
  613. case MC_VENDING:
  614. case ALL_BUYING_STORE:
  615. if( map[sd->bl.m].flag.novending ) {
  616. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  617. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  618. return true;
  619. }
  620. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  621. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  622. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  623. return true;
  624. }
  625. if( npc_isnear(&sd->bl) ) {
  626. // uncomment to send msg_txt.
  627. //char output[150];
  628. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  629. //clif_displaymessage(sd->fd, output);
  630. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  631. return true;
  632. }
  633. case MC_IDENTIFY:
  634. return false; // always allowed
  635. case WZ_ICEWALL:
  636. // noicewall flag [Valaris]
  637. if (map[m].flag.noicewall) {
  638. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  639. return true;
  640. }
  641. break;
  642. case GC_DARKILLUSION:
  643. if( map_flag_gvg(m) ) {
  644. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  645. return true;
  646. }
  647. break;
  648. case GD_EMERGENCYCALL:
  649. case GD_ITEMEMERGENCYCALL:
  650. if (
  651. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  652. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  653. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  654. ) {
  655. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  656. return true;
  657. }
  658. break;
  659. case WM_SIRCLEOFNATURE:
  660. case WM_SOUND_OF_DESTRUCTION:
  661. case WM_LULLABY_DEEPSLEEP:
  662. case WM_SATURDAY_NIGHT_FEVER:
  663. if( !map_flag_vs(m) ) {
  664. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  665. return true;
  666. }
  667. break;
  668. }
  669. return false;
  670. }
  671. /**
  672. * Check if the homunculus skill is ok to be processed
  673. * After checking from Homunculus side, also check the master condition
  674. * @param skill_id: Skill ID that casted
  675. * @param hd: Homunculus who casted
  676. * @return true: Skill cannot be used, false: otherwise
  677. */
  678. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  679. {
  680. uint16 idx = skill_get_index(skill_id);
  681. nullpo_retr(1,hd);
  682. if (idx == 0)
  683. return true; // invalid skill id
  684. if (hd->blockskill[idx] > 0)
  685. return true;
  686. switch(skill_id) {
  687. case MH_LIGHT_OF_REGENE: //must be cordial
  688. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  689. if (hd->master)
  690. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  691. return true;
  692. }
  693. break;
  694. case MH_GOLDENE_FERSE: //cant be used with angriff
  695. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  696. break;
  697. case MH_ANGRIFFS_MODUS:
  698. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  699. break;
  700. case MH_TINDER_BREAKER: //must be in grappling mode
  701. if(!&hd->sc
  702. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  703. || !hd->homunculus.spiritball) return true;
  704. break;
  705. case MH_SONIC_CRAW: //must be in fighting mode
  706. if(!&hd->sc
  707. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  708. || !hd->homunculus.spiritball) return true;
  709. break;
  710. case MH_SILVERVEIN_RUSH:
  711. if(!&hd->sc
  712. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  713. || hd->homunculus.spiritball < 2) return true;
  714. break;
  715. case MH_MIDNIGHT_FRENZY:
  716. if(!&hd->sc
  717. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  718. || !hd->homunculus.spiritball) return true;
  719. break;
  720. case MH_CBC:
  721. if(!&hd->sc
  722. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  723. || hd->homunculus.spiritball < 2) return true;
  724. break;
  725. case MH_EQC:
  726. if(!&hd->sc
  727. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  728. || hd->homunculus.spiritball < 3) return true;
  729. break;
  730. }
  731. //Use master's criteria.
  732. return skill_isNotOk(skill_id, hd->master);
  733. }
  734. /**
  735. * Check if the mercenary skill is ok to be processed
  736. * After checking from Homunculus side, also check the master condition
  737. * @param skill_id: Skill ID that casted
  738. * @param md: Mercenary who casted
  739. * @return true: Skill cannot be used, false: otherwise
  740. */
  741. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  742. {
  743. uint16 idx = skill_get_index(skill_id);
  744. nullpo_retr(1, md);
  745. if (!idx)
  746. return true; // Invalid Skill ID
  747. if (md->blockskill[idx] > 0)
  748. return true;
  749. return skill_isNotOk(skill_id, md->master);
  750. }
  751. /**
  752. * Check if the skill can be casted near NPC or not
  753. * @param src Object who casted
  754. * @param skill_id Skill ID that casted
  755. * @param skill_lv Skill Lv
  756. * @param pos_x Position x of the target
  757. * @param pos_y Position y of the target
  758. * @return true: Skill cannot be used, false: otherwise
  759. * @author [Cydh]
  760. */
  761. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  762. int inf;
  763. if (!src || !skill_get_index(skill_id))
  764. return false;
  765. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  766. return false;
  767. inf = skill_get_inf(skill_id);
  768. //if self skill
  769. if (inf&INF_SELF_SKILL) {
  770. pos_x = src->x;
  771. pos_y = src->y;
  772. }
  773. if (pos_x <= 0) pos_x = src->x;
  774. if (pos_y <= 0) pos_y = src->y;
  775. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  776. }
  777. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  778. {
  779. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  780. uint8 dir;
  781. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  782. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  783. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  784. }
  785. nullpo_retr(NULL, src);
  786. //Monsters sometimes deploy more units on level 10
  787. if (src->type == BL_MOB && skill_lv >= 10) {
  788. if (skill_id == WZ_WATERBALL)
  789. pos = 4; //9x9 Area
  790. }
  791. if (pos != -1) // simple single-definition layout
  792. return &skill_unit_layout[pos];
  793. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  794. if (skill_id == MG_FIREWALL)
  795. return &skill_unit_layout [firewall_unit_pos + dir];
  796. else if (skill_id == WZ_ICEWALL)
  797. return &skill_unit_layout [icewall_unit_pos + dir];
  798. else if( skill_id == WL_EARTHSTRAIN )
  799. return &skill_unit_layout [earthstrain_unit_pos + dir];
  800. else if( skill_id == RL_FIRE_RAIN )
  801. return &skill_unit_layout[firerain_unit_pos + dir];
  802. else if( skill_id == GN_WALLOFTHORN )
  803. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  804. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  805. return &skill_unit_layout[0]; // default 1x1 layout
  806. }
  807. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  808. {
  809. if( skill_id == LG_OVERBRAND )
  810. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  811. else if( skill_id == LG_OVERBRAND_BRANDISH )
  812. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  813. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  814. return &skill_nounit_layout[0];
  815. }
  816. /*==========================================
  817. * Add effect to skill when hit succesfully target
  818. *------------------------------------------*/
  819. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, unsigned int tick)
  820. {
  821. struct map_session_data *sd, *dstsd;
  822. struct mob_data *md, *dstmd;
  823. struct status_data *sstatus, *tstatus;
  824. struct status_change *sc, *tsc;
  825. enum sc_type status;
  826. int skill;
  827. int rate;
  828. int chorusbonus = 0;
  829. nullpo_ret(src);
  830. nullpo_ret(bl);
  831. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  832. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  833. return 0;
  834. sd = BL_CAST(BL_PC, src);
  835. md = BL_CAST(BL_MOB, src);
  836. dstsd = BL_CAST(BL_PC, bl);
  837. dstmd = BL_CAST(BL_MOB, bl);
  838. sc = status_get_sc(src);
  839. tsc = status_get_sc(bl);
  840. sstatus = status_get_status_data(src);
  841. tstatus = status_get_status_data(bl);
  842. if (!tsc) //skill additional effect is about adding effects to the target...
  843. //So if the target can't be inflicted with statuses, this is pointless.
  844. return 0;
  845. // Minstrel/Wanderer number check for chorus skills.
  846. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  847. if( sd && sd->status.party_id ) {
  848. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  849. if( chorusbonus > 7 )
  850. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  851. else if( chorusbonus > 2 )
  852. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  853. }
  854. if( sd )
  855. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  856. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  857. // Trigger status effects
  858. enum sc_type type;
  859. uint8 i;
  860. unsigned int time = 0;
  861. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  862. rate = sd->addeff[i].rate;
  863. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  864. rate += sd->addeff[i].arrow_rate;
  865. if( !rate )
  866. continue;
  867. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  868. // Trigger has attack type consideration.
  869. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  870. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  871. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) )
  872. ;
  873. else
  874. continue;
  875. }
  876. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  877. // Trigger has range consideration.
  878. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  879. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  880. continue; //Range Failed.
  881. }
  882. type = sd->addeff[i].sc;
  883. time = sd->addeff[i].duration;
  884. if (sd->addeff[i].flag&ATF_TARGET)
  885. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  886. if (sd->addeff[i].flag&ATF_SELF)
  887. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  888. }
  889. }
  890. if( skill_id ) {
  891. // Trigger status effects on skills
  892. enum sc_type type;
  893. uint8 i;
  894. unsigned int time = 0;
  895. for( i = 0; i < ARRAYLENGTH(sd->addeff_onskill) && sd->addeff_onskill[i].skill_id; i++ ) {
  896. if( skill_id != sd->addeff_onskill[i].skill_id || !sd->addeff_onskill[i].rate )
  897. continue;
  898. type = sd->addeff_onskill[i].sc;
  899. time = sd->addeff[i].duration;
  900. if( sd->addeff_onskill[i].target&ATF_TARGET )
  901. status_change_start(src,bl,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  902. if( sd->addeff_onskill[i].target&ATF_SELF )
  903. status_change_start(src,src,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  904. }
  905. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  906. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  907. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  908. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  909. clif_emotion(bl,E_OMG);
  910. }
  911. }
  912. }
  913. if( dmg_lv < ATK_DEF ) // no damage, return;
  914. return 0;
  915. switch(skill_id) {
  916. case 0:
  917. { // Normal attacks (no skill used)
  918. if( attack_type&BF_SKILL )
  919. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  920. if(sd) {
  921. // Automatic trigger of Blitz Beat
  922. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  923. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  924. rate=(sd->status.job_level+9)/10;
  925. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  926. }
  927. // Automatic trigger of Warg Strike [Jobbie]
  928. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  929. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  930. // Gank
  931. if(dstmd && sd->status.weapon != W_BOW &&
  932. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  933. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  934. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  935. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  936. else
  937. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  938. }
  939. // Chance to trigger Taekwon kicks [Dralnu]
  940. if(sc && !sc->data[SC_COMBO]) {
  941. if(sc->data[SC_READYSTORM] &&
  942. sc_start4(src,src,SC_COMBO, 15, TK_STORMKICK,
  943. bl->id, 2, 0,
  944. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  945. ; //Stance triggered
  946. else if(sc->data[SC_READYDOWN] &&
  947. sc_start4(src,src,SC_COMBO, 15, TK_DOWNKICK,
  948. bl->id, 2, 0,
  949. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  950. ; //Stance triggered
  951. else if(sc->data[SC_READYTURN] &&
  952. sc_start4(src,src,SC_COMBO, 15, TK_TURNKICK,
  953. bl->id, 2, 0,
  954. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  955. ; //Stance triggered
  956. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  957. rate = 20;
  958. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  959. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  960. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  961. }
  962. sc_start4(src,src, SC_COMBO, rate, TK_COUNTER,
  963. bl->id, 2, 0,
  964. (2000 - 4*sstatus->agi - 2*sstatus->dex))
  965. ; //Stance triggered
  966. }
  967. }
  968. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  969. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  970. }
  971. if (sc) {
  972. struct status_change_entry *sce;
  973. // Enchant Poison gives a chance to poison attacked enemies
  974. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  975. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  976. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  977. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  978. if((sce=sc->data[SC_EDP]))
  979. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  980. skill_get_time2(ASC_EDP,sce->val1));
  981. }
  982. }
  983. break;
  984. case SM_BASH:
  985. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  986. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  987. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  988. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  989. }
  990. break;
  991. case MER_CRASH:
  992. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  993. break;
  994. case AS_VENOMKNIFE:
  995. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  996. skill_lv = pc_checkskill(sd, TF_POISON);
  997. case TF_POISON:
  998. case AS_SPLASHER:
  999. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1000. && sd && skill_id==TF_POISON
  1001. )
  1002. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1003. break;
  1004. case AS_SONICBLOW:
  1005. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1006. break;
  1007. case WZ_FIREPILLAR:
  1008. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1009. break;
  1010. case MG_FROSTDIVER:
  1011. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1012. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1013. break;
  1014. case WZ_FROSTNOVA:
  1015. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1016. break;
  1017. case WZ_STORMGUST:
  1018. // Storm Gust counter was dropped in renewal
  1019. #ifdef RENEWAL
  1020. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1021. #else
  1022. //On third hit, there is a 150% to freeze the target
  1023. if(tsc->sg_counter >= 3 &&
  1024. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1025. tsc->sg_counter = 0;
  1026. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1027. else if( tsc->sg_counter > 250 )
  1028. tsc->sg_counter = 0;
  1029. #endif
  1030. break;
  1031. case WZ_METEOR:
  1032. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1033. break;
  1034. case WZ_VERMILION:
  1035. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1036. break;
  1037. case HT_FREEZINGTRAP:
  1038. case MA_FREEZINGTRAP:
  1039. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  1040. break;
  1041. case HT_FLASHER:
  1042. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  1043. break;
  1044. case HT_LANDMINE:
  1045. case MA_LANDMINE:
  1046. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  1047. break;
  1048. case HT_SHOCKWAVE:
  1049. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1050. break;
  1051. case HT_SANDMAN:
  1052. case MA_SANDMAN:
  1053. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1054. break;
  1055. case TF_SPRINKLESAND:
  1056. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1057. break;
  1058. case TF_THROWSTONE:
  1059. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1060. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1061. break;
  1062. case NPC_DARKCROSS:
  1063. case CR_HOLYCROSS:
  1064. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1065. break;
  1066. case CR_GRANDCROSS:
  1067. case NPC_GRANDDARKNESS:
  1068. //Chance to cause blind status vs demon and undead element, but not against players
  1069. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1070. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1071. attack_type |= BF_WEAPON;
  1072. break;
  1073. case AM_ACIDTERROR:
  1074. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1075. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1076. clif_emotion(bl,E_OMG);
  1077. break;
  1078. case AM_DEMONSTRATION:
  1079. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1080. break;
  1081. case CR_SHIELDCHARGE:
  1082. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1083. break;
  1084. case PA_PRESSURE:
  1085. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1086. //Fall through
  1087. case HW_GRAVITATION:
  1088. //Pressure and Gravitation can trigger physical autospells
  1089. attack_type |= BF_NORMAL;
  1090. attack_type |= BF_WEAPON;
  1091. break;
  1092. case RG_RAID:
  1093. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1094. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1095. #ifdef RENEWAL
  1096. sc_start(src,bl,SC_RAID,100,7,5000);
  1097. break;
  1098. case RG_BACKSTAP:
  1099. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1100. #endif
  1101. break;
  1102. case BA_FROSTJOKER:
  1103. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1104. break;
  1105. case DC_SCREAM:
  1106. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1107. break;
  1108. case BD_LULLABY:
  1109. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  1110. break;
  1111. case DC_UGLYDANCE:
  1112. rate = 5+5*skill_lv;
  1113. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1114. rate += 5+skill;
  1115. status_zap(bl, 0, rate);
  1116. break;
  1117. case SL_STUN:
  1118. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1119. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1120. break;
  1121. case NPC_PETRIFYATTACK:
  1122. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  1123. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1124. skill_get_time2(skill_id,skill_lv));
  1125. break;
  1126. case NPC_CURSEATTACK:
  1127. case NPC_SLEEPATTACK:
  1128. case NPC_BLINDATTACK:
  1129. case NPC_POISON:
  1130. case NPC_SILENCEATTACK:
  1131. case NPC_STUNATTACK:
  1132. case NPC_HELLPOWER:
  1133. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1134. break;
  1135. case NPC_ACIDBREATH:
  1136. case NPC_ICEBREATH:
  1137. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1138. break;
  1139. case NPC_BLEEDING:
  1140. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1141. break;
  1142. case NPC_MENTALBREAKER:
  1143. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1144. //equal to Matk*skLevel.
  1145. rate = sstatus->matk_min;
  1146. if (rate < sstatus->matk_max)
  1147. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1148. rate*=skill_lv;
  1149. status_zap(bl, 0, rate);
  1150. break;
  1151. }
  1152. // Equipment breaking monster skills [Celest]
  1153. case NPC_WEAPONBRAKER:
  1154. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1155. break;
  1156. case NPC_ARMORBRAKE:
  1157. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1158. break;
  1159. case NPC_HELMBRAKE:
  1160. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1161. break;
  1162. case NPC_SHIELDBRAKE:
  1163. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1164. break;
  1165. case CH_TIGERFIST:
  1166. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1167. break;
  1168. case LK_SPIRALPIERCE:
  1169. case ML_SPIRALPIERCE:
  1170. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1171. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1172. break;
  1173. case ST_REJECTSWORD:
  1174. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1175. break;
  1176. case PF_FOGWALL:
  1177. if (src != bl && !tsc->data[SC_DELUGE])
  1178. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1179. break;
  1180. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1181. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1182. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1183. break;
  1184. case LK_JOINTBEAT:
  1185. status = status_skill2sc(skill_id);
  1186. if (tsc->jb_flag) {
  1187. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1188. tsc->jb_flag = 0;
  1189. }
  1190. break;
  1191. case ASC_METEORASSAULT:
  1192. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1193. switch(rnd()%3) {
  1194. case 0:
  1195. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1196. break;
  1197. case 1:
  1198. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1199. break;
  1200. default:
  1201. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1202. }
  1203. break;
  1204. case HW_NAPALMVULCAN:
  1205. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1206. break;
  1207. case WS_CARTTERMINATION: // Cart termination
  1208. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1209. break;
  1210. case CR_ACIDDEMONSTRATION:
  1211. case GN_FIRE_EXPANSION_ACID:
  1212. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1213. break;
  1214. case TK_DOWNKICK:
  1215. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1216. break;
  1217. case TK_JUMPKICK:
  1218. // debuff the following statuses
  1219. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1220. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1221. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1222. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1223. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1224. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1225. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1226. }
  1227. break;
  1228. case TK_TURNKICK:
  1229. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1230. if(attack_type&BF_MISC) //70% base stun chance...
  1231. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1232. break;
  1233. case GS_BULLSEYE: //0.1% coma rate.
  1234. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1235. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1236. break;
  1237. case GS_PIERCINGSHOT:
  1238. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1239. break;
  1240. case NJ_HYOUSYOURAKU:
  1241. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1242. break;
  1243. case GS_FLING:
  1244. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1245. break;
  1246. case GS_DISARM:
  1247. rate = 3*skill_lv;
  1248. if (sstatus->dex > tstatus->dex)
  1249. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1250. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1251. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1252. break;
  1253. case NPC_EVILLAND:
  1254. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1255. break;
  1256. case NPC_HELLJUDGEMENT:
  1257. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1258. break;
  1259. case NPC_CRITICALWOUND:
  1260. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1261. break;
  1262. case RK_WINDCUTTER:
  1263. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1264. break;
  1265. case RK_DRAGONBREATH:
  1266. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1267. break;
  1268. case RK_DRAGONBREATH_WATER:
  1269. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1270. break;
  1271. case AB_ADORAMUS:
  1272. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1273. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time(skill_id, skill_lv));
  1274. break;
  1275. case WL_CRIMSONROCK:
  1276. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1277. break;
  1278. case WL_COMET:
  1279. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1280. break;
  1281. case WL_EARTHSTRAIN:
  1282. {
  1283. uint16 i;
  1284. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1285. if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
  1286. break;
  1287. for (i = 0; i < skill_lv; i++)
  1288. skill_strip_equip(src, bl, pos[i], 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1289. }
  1290. break;
  1291. case WL_JACKFROST:
  1292. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1293. break;
  1294. case RA_WUGBITE: {
  1295. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1296. if (wug_rate < 50)
  1297. wug_rate = 50;
  1298. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1299. }
  1300. break;
  1301. case RA_SENSITIVEKEEN:
  1302. if( rnd()%100 < 8 * skill_lv )
  1303. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1304. break;
  1305. case RA_FIRINGTRAP:
  1306. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1307. break;
  1308. case RA_ICEBOUNDTRAP:
  1309. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1310. break;
  1311. case NC_PILEBUNKER:
  1312. if( rnd()%100 < 25 + 15*skill_lv ) {
  1313. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1314. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1315. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1316. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1317. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1318. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1319. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1320. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1321. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1322. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1323. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1324. }
  1325. break;
  1326. case NC_FLAMELAUNCHER:
  1327. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1328. break;
  1329. case NC_COLDSLOWER:
  1330. // Status chances are applied officially through a check
  1331. // The skill first trys to give the frozen status to targets that are hit
  1332. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1333. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1334. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1335. break;
  1336. case NC_POWERSWING:
  1337. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1338. if( rnd()%100 < 5*skill_lv )
  1339. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1340. break;
  1341. case GC_WEAPONCRUSH:
  1342. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1343. break;
  1344. case LG_SHIELDPRESS:
  1345. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
  1346. break;
  1347. case LG_PINPOINTATTACK:
  1348. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1349. switch( skill_lv ) {
  1350. case 1:
  1351. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1352. break;
  1353. case 2:
  1354. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1355. break;
  1356. case 3:
  1357. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1358. break;
  1359. case 4:
  1360. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1361. break;
  1362. case 5:
  1363. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1364. break;
  1365. }
  1366. break;
  1367. case LG_MOONSLASHER:
  1368. rate = 32 + 8 * skill_lv;
  1369. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1370. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1371. else if( dstmd )
  1372. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv) + 1000 * (rnd()%3));
  1373. break;
  1374. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1375. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1376. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1377. break;
  1378. case LG_EARTHDRIVE:
  1379. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1380. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1381. break;
  1382. case LG_HESPERUSLIT:
  1383. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1384. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1385. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1386. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1387. break;
  1388. case SR_DRAGONCOMBO:
  1389. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1390. break;
  1391. case SR_FALLENEMPIRE:
  1392. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1393. break;
  1394. case SR_WINDMILL:
  1395. if( dstsd )
  1396. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1397. else if( dstmd && !is_boss(bl) )
  1398. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1399. break;
  1400. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1401. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1402. break;
  1403. case SR_EARTHSHAKER:
  1404. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1405. break;
  1406. case SR_HOWLINGOFLION:
  1407. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1408. break;
  1409. case WM_SOUND_OF_DESTRUCTION:
  1410. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1411. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1412. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1413. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1414. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1415. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1416. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1417. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF);
  1418. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1419. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1420. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1421. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1422. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1423. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1424. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1425. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1426. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1427. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1428. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1429. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1430. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1431. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1432. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1433. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1434. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1435. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1436. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1437. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1438. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1439. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1440. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1441. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1442. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1443. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1444. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1445. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1446. }
  1447. break;
  1448. case SO_EARTHGRAVE:
  1449. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1450. break;
  1451. case SO_DIAMONDDUST:
  1452. rate = 5 + 5 * skill_lv;
  1453. if( sc && sc->data[SC_COOLER_OPTION] )
  1454. rate += (sd ? sd->status.job_level / 5 : 0);
  1455. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1456. break;
  1457. case SO_VARETYR_SPEAR:
  1458. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1459. break;
  1460. case GN_SLINGITEM_RANGEMELEEATK:
  1461. if( sd ) {
  1462. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1463. case ITEMID_COCONUT_BOMB:
  1464. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1465. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1466. break;
  1467. case ITEMID_MELON_BOMB:
  1468. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1469. break;
  1470. case ITEMID_BANANA_BOMB:
  1471. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, 1000 * sd->status.job_level / 4);
  1472. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1473. break;
  1474. }
  1475. sd->itemid = -1;
  1476. }
  1477. break;
  1478. case GN_HELLS_PLANT_ATK:
  1479. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1480. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1481. break;
  1482. case EL_WIND_SLASH: // Non confirmed rate.
  1483. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1484. break;
  1485. case EL_STONE_HAMMER:
  1486. rate = 10 * skill_lv;
  1487. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1488. break;
  1489. case EL_ROCK_CRUSHER:
  1490. case EL_ROCK_CRUSHER_ATK:
  1491. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1492. break;
  1493. case EL_TYPOON_MIS:
  1494. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1495. break;
  1496. case KO_JYUMONJIKIRI:
  1497. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1498. break;
  1499. case KO_SETSUDAN:
  1500. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1501. break;
  1502. case KO_MAKIBISHI:
  1503. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1504. break;
  1505. case MH_LAVA_SLIDE:
  1506. sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1507. break;
  1508. case MH_STAHL_HORN:
  1509. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1510. break;
  1511. case MH_NEEDLE_OF_PARALYZE:
  1512. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1513. break;
  1514. case MH_SILVERVEIN_RUSH:
  1515. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1516. break;
  1517. case MH_MIDNIGHT_FRENZY:
  1518. {
  1519. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1520. int spiritball = (hd?hd->homunculus.spiritball:1);
  1521. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1522. }
  1523. break;
  1524. case MH_XENO_SLASHER:
  1525. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1526. break;
  1527. case WL_HELLINFERNO:
  1528. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1529. break;
  1530. case NC_MAGMA_ERUPTION:
  1531. if (attack_type&BF_WEAPON) // Stun effect from 'slam'
  1532. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv));
  1533. if (attack_type&BF_MISC) // Burning effect from 'eruption'
  1534. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1535. break;
  1536. case GC_DARKCROW:
  1537. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1538. break;
  1539. case GN_ILLUSIONDOPING:
  1540. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1541. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1542. break;
  1543. case RL_MASS_SPIRAL:
  1544. sc_start2(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); //(custom)
  1545. break;
  1546. case RL_SLUGSHOT:
  1547. if (bl->type != BL_PC)
  1548. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1549. break;
  1550. case RL_BANISHING_BUSTER: {
  1551. uint16 i, n = skill_lv;
  1552. if (!tsc || !tsc->count)
  1553. break;
  1554. if (status_isimmune(bl))
  1555. break;
  1556. if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  1557. if (sd)
  1558. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1559. break;
  1560. }
  1561. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1562. if (!tsc->data[i])
  1563. continue;
  1564. switch (i) {
  1565. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1566. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1567. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1568. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1569. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1570. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1571. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1572. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1573. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1574. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1575. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1576. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1577. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1578. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1579. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1580. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1581. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1582. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1583. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1584. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1585. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1586. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1587. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1588. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1589. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1590. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1591. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1592. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1593. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1594. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1595. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1596. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1597. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1598. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1599. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1600. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1601. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1602. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1603. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1604. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1605. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1606. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1607. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  1608. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1609. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1610. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1611. #ifdef RENEWAL
  1612. case SC_EXTREMITYFIST2:
  1613. #endif
  1614. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1615. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1616. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1617. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1618. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1619. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1620. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1621. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1622. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1623. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1624. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1625. continue;
  1626. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1627. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1628. case SC_FORTUNE: case SC_SERVICE4U:
  1629. if(tsc->data[i]->val4==0)
  1630. continue; //if in song-area don't end it
  1631. break;
  1632. case SC_ASSUMPTIO:
  1633. if( bl->type == BL_MOB )
  1634. continue;
  1635. break;
  1636. }
  1637. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1638. tsc->data[i]->val2 = 0;
  1639. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1640. n--;
  1641. }
  1642. //Remove bonus_script by Banishing Buster
  1643. if (dstsd)
  1644. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1645. }
  1646. break;
  1647. case RL_S_STORM:
  1648. //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
  1649. {
  1650. uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R };
  1651. skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
  1652. max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
  1653. BCT_ENEMY);
  1654. }
  1655. break;
  1656. case RL_AM_BLAST:
  1657. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1658. break;
  1659. case RL_HAMMER_OF_GOD:
  1660. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1661. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1662. break;
  1663. } //end switch skill_id
  1664. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1665. { //Pass heritage to Master for status causing effects. [Skotlex]
  1666. sd = map_id2sd(md->master_id);
  1667. src = sd?&sd->bl:src;
  1668. }
  1669. // Coma
  1670. if (sd && sd->special_state.bonus_coma && (!md || !mob_is_gvg(md) || !mob_is_battleground(md))) {
  1671. rate = 0;
  1672. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1673. if (!skill_id || !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) {
  1674. rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
  1675. rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
  1676. }
  1677. if (attack_type&BF_WEAPON) {
  1678. rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1679. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1680. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1681. }
  1682. if (rate > 0)
  1683. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1684. }
  1685. if( attack_type&BF_WEAPON )
  1686. { // Breaking Equipment
  1687. if( sd && battle_config.equip_self_break_rate )
  1688. { // Self weapon breaking
  1689. rate = battle_config.equip_natural_break_rate;
  1690. if( sc )
  1691. {
  1692. if(sc->data[SC_GIANTGROWTH])
  1693. rate += 10;
  1694. if(sc->data[SC_OVERTHRUST])
  1695. rate += 10;
  1696. if(sc->data[SC_MAXOVERTHRUST])
  1697. rate += 10;
  1698. }
  1699. if( rate )
  1700. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1701. }
  1702. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1703. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1704. // Target weapon breaking
  1705. rate = 0;
  1706. if( sd )
  1707. rate += sd->bonus.break_weapon_rate;
  1708. if( sc && sc->data[SC_MELTDOWN] )
  1709. rate += sc->data[SC_MELTDOWN]->val2;
  1710. if( rate )
  1711. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1712. // Target armor breaking
  1713. rate = 0;
  1714. if( sd )
  1715. rate += sd->bonus.break_armor_rate;
  1716. if( sc && sc->data[SC_MELTDOWN] )
  1717. rate += sc->data[SC_MELTDOWN]->val3;
  1718. if( rate )
  1719. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1720. }
  1721. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1722. if (sd->def_set_race[tstatus->race].rate)
  1723. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1724. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1725. if (sd->def_set_race[tstatus->race].rate)
  1726. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1727. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1728. if (sd->norecover_state_race[tstatus->race].rate)
  1729. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1730. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1731. }
  1732. }
  1733. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1734. struct unit_data *ud = unit_bl2ud(src);
  1735. if( sc->data[SC_WILD_STORM_OPTION] )
  1736. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1737. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1738. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1739. else if( sc->data[SC_TROPIC_OPTION] )
  1740. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1741. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1742. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1743. else
  1744. skill = 0;
  1745. if ( rnd()%100 < 25 && skill ){
  1746. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1747. if (ud) {
  1748. rate = skill_delayfix(src, skill, skill_lv);
  1749. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1750. ud->canact_tick = max(tick + rate, ud->canact_tick);
  1751. if ( battle_config.display_status_timers )
  1752. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1753. }
  1754. }
  1755. }
  1756. }
  1757. // Autospell when attacking
  1758. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1759. {
  1760. struct block_list *tbl;
  1761. struct unit_data *ud;
  1762. int i, autospl_skill_lv, type;
  1763. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1764. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1765. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1766. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1767. continue; // one or more trigger conditions were not fulfilled
  1768. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1769. sd->state.autocast = 1;
  1770. if ( skill_isNotOk(skill, sd) ) {
  1771. sd->state.autocast = 0;
  1772. continue;
  1773. }
  1774. sd->state.autocast = 0;
  1775. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1776. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1777. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1778. if (rnd()%1000 >= rate)
  1779. continue;
  1780. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1781. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1782. int maxcount = 0;
  1783. if( !(BL_PC&battle_config.skill_reiteration) &&
  1784. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1785. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1786. )
  1787. continue;
  1788. if( BL_PC&battle_config.skill_nofootset &&
  1789. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1790. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1791. )
  1792. continue;
  1793. if( BL_PC&battle_config.land_skill_limit &&
  1794. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1795. ) {
  1796. int v;
  1797. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1798. if(sd->ud.skillunit[v]->skill_id == skill)
  1799. maxcount--;
  1800. }
  1801. if( maxcount == 0 )
  1802. continue;
  1803. }
  1804. }
  1805. if( battle_config.autospell_check_range &&
  1806. !battle_check_range(src, tbl, skill_get_range2(src, skill,autospl_skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1807. continue;
  1808. if (skill == AS_SONICBLOW)
  1809. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1810. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1811. type = CAST_GROUND;
  1812. sd->state.autocast = 1;
  1813. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1814. skill_toggle_magicpower(src, skill);
  1815. switch (type) {
  1816. case CAST_GROUND:
  1817. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1818. break;
  1819. case CAST_NODAMAGE:
  1820. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1821. break;
  1822. case CAST_DAMAGE:
  1823. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1824. break;
  1825. }
  1826. sd->state.autocast = 0;
  1827. //Set canact delay. [Skotlex]
  1828. ud = unit_bl2ud(src);
  1829. if (ud) {
  1830. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1831. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1832. ud->canact_tick = max(tick + rate, ud->canact_tick);
  1833. if ( battle_config.display_status_timers && sd )
  1834. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1835. }
  1836. }
  1837. }
  1838. }
  1839. //Autobonus when attacking
  1840. if( sd && sd->autobonus[0].rate )
  1841. {
  1842. int i;
  1843. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1844. {
  1845. if( rnd()%1000 >= sd->autobonus[i].rate )
  1846. continue;
  1847. if( sd->autobonus[i].active != INVALID_TIMER )
  1848. continue;
  1849. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1850. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1851. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1852. continue; // one or more trigger conditions were not fulfilled
  1853. pc_exeautobonus(sd,&sd->autobonus[i]);
  1854. }
  1855. }
  1856. //Polymorph
  1857. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1858. dstmd && !(tstatus->mode&MD_BOSS) &&
  1859. (rnd()%10000 < sd->bonus.classchange))
  1860. {
  1861. int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, 1, 0);
  1862. if (class_ != 0 && mobdb_checkid(class_))
  1863. mob_class_change(dstmd,class_);
  1864. }
  1865. return 0;
  1866. }
  1867. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1868. uint8 i;
  1869. struct block_list *tbl;
  1870. if( sd == NULL || !skill_id )
  1871. return 0;
  1872. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1873. int skill, skill_lv, type;
  1874. if( sd->autospell3[i].flag != skill_id )
  1875. continue;
  1876. if( sd->autospell3[i].lock )
  1877. continue; // autospell already being executed
  1878. skill = sd->autospell3[i].id;
  1879. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1880. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  1881. sd->state.autocast = 0;
  1882. continue;
  1883. }
  1884. sd->state.autocast = 0;
  1885. if( skill >= 0 && bl == NULL )
  1886. continue; // No target
  1887. if( rnd()%1000 >= sd->autospell3[i].rate )
  1888. continue;
  1889. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1890. if( skill < 0 ) {
  1891. tbl = &sd->bl;
  1892. skill *= -1;
  1893. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1894. }
  1895. else
  1896. tbl = bl;
  1897. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1898. int maxcount = 0;
  1899. if( !(BL_PC&battle_config.skill_reiteration) &&
  1900. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1901. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1902. continue;
  1903. if( BL_PC&battle_config.skill_nofootset &&
  1904. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1905. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1906. continue;
  1907. if( BL_PC&battle_config.land_skill_limit &&
  1908. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1909. {
  1910. int v;
  1911. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1912. if(sd->ud.skillunit[v]->skill_id == skill)
  1913. maxcount--;
  1914. }
  1915. if( maxcount == 0 )
  1916. continue;
  1917. }
  1918. }
  1919. if( battle_config.autospell_check_range &&
  1920. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1921. continue;
  1922. sd->state.autocast = 1;
  1923. sd->autospell3[i].lock = true;
  1924. skill_consume_requirement(sd,skill,skill_lv,1);
  1925. switch( type ) {
  1926. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1927. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1928. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1929. }
  1930. sd->autospell3[i].lock = false;
  1931. sd->state.autocast = 0;
  1932. }
  1933. if( sd && sd->autobonus3[0].rate ) {
  1934. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1935. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1936. continue;
  1937. if( sd->autobonus3[i].active != INVALID_TIMER )
  1938. continue;
  1939. if( sd->autobonus3[i].atk_type != skill_id )
  1940. continue;
  1941. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1942. }
  1943. }
  1944. return 1;
  1945. }
  1946. /* Splitted off from skill_additional_effect, which is never called when the
  1947. * attack skill kills the enemy. Place in this function counter status effects
  1948. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1949. * from cards) that will take effect on the source, not the target. [Skotlex]
  1950. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1951. * type of skills, so not every instance of skill_additional_effect needs a call
  1952. * to this one.
  1953. */
  1954. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  1955. {
  1956. int rate;
  1957. struct map_session_data *sd=NULL;
  1958. struct map_session_data *dstsd=NULL;
  1959. nullpo_ret(src);
  1960. nullpo_ret(bl);
  1961. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1962. sd = BL_CAST(BL_PC, src);
  1963. dstsd = BL_CAST(BL_PC, bl);
  1964. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  1965. enum sc_type type;
  1966. uint8 i;
  1967. unsigned int time = 0;
  1968. for (i = 0; i < ARRAYLENGTH(dstsd->addeff_atked) && dstsd->addeff_atked[i].flag; i++) {
  1969. rate = dstsd->addeff_atked[i].rate;
  1970. if (attack_type&BF_LONG)
  1971. rate += dstsd->addeff_atked[i].arrow_rate;
  1972. if (!rate)
  1973. continue;
  1974. if ((dstsd->addeff_atked[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  1975. if((dstsd->addeff_atked[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1976. (dstsd->addeff_atked[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1977. continue; //Range Failed.
  1978. }
  1979. type = dstsd->addeff_atked[i].sc;
  1980. time = dstsd->addeff_atked[i].duration;
  1981. if (dstsd->addeff_atked[i].flag&ATF_TARGET)
  1982. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  1983. if (dstsd->addeff_atked[i].flag&ATF_SELF && !status_isdead(bl))
  1984. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  1985. }
  1986. }
  1987. switch(skill_id) {
  1988. case MO_EXTREMITYFIST:
  1989. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1990. break;
  1991. case GS_FULLBUSTER:
  1992. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1993. break;
  1994. case HFLI_SBR44: //[orn]
  1995. case HVAN_EXPLOSION:
  1996. if(src->type == BL_HOM){
  1997. TBL_HOM *hd = (TBL_HOM*)src;
  1998. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  1999. if (hd->master)
  2000. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2001. }
  2002. break;
  2003. case CR_GRANDCROSS:
  2004. case NPC_GRANDDARKNESS:
  2005. attack_type |= BF_WEAPON;
  2006. break;
  2007. case LG_HESPERUSLIT:
  2008. {
  2009. struct status_change *sc = status_get_sc(src);
  2010. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  2011. char i;
  2012. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2013. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2014. }
  2015. }
  2016. break;
  2017. }
  2018. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2019. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  2020. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2021. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2022. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2023. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2024. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2025. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2026. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2027. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2028. }
  2029. if( sd && status_isdead(bl) ) {
  2030. int sp = 0, hp = 0;
  2031. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2032. sp += sd->bonus.sp_gain_value;
  2033. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  2034. hp += sd->bonus.hp_gain_value;
  2035. }
  2036. if( attack_type&BF_MAGIC ) {
  2037. sp += sd->bonus.magic_sp_gain_value;
  2038. hp += sd->bonus.magic_hp_gain_value;
  2039. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2040. struct status_change *sc = NULL;
  2041. if( ( sc = status_get_sc(src) ) ) {
  2042. if(sc->data[SC_SPIRIT] &&
  2043. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2044. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2045. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2046. }
  2047. }
  2048. }
  2049. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2050. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2051. }
  2052. }
  2053. // Trigger counter-spells to retaliate against damage causing skills.
  2054. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  2055. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  2056. {
  2057. struct block_list *tbl;
  2058. struct unit_data *ud;
  2059. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2060. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  2061. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  2062. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  2063. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  2064. continue; // one or more trigger conditions were not fulfilled
  2065. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  2066. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  2067. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2068. autospl_rate = dstsd->autospell2[i].rate;
  2069. //Physical range attacks only trigger autospells half of the time
  2070. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2071. autospl_rate>>=1;
  2072. dstsd->state.autocast = 1;
  2073. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2074. dstsd->state.autocast = 0;
  2075. continue;
  2076. }
  2077. dstsd->state.autocast = 0;
  2078. if (rnd()%1000 >= autospl_rate)
  2079. continue;
  2080. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  2081. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  2082. int maxcount = 0;
  2083. if( !(BL_PC&battle_config.skill_reiteration) &&
  2084. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  2085. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  2086. )
  2087. continue;
  2088. if( BL_PC&battle_config.skill_nofootset &&
  2089. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  2090. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  2091. )
  2092. continue;
  2093. if( BL_PC&battle_config.land_skill_limit &&
  2094. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  2095. ) {
  2096. int v;
  2097. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  2098. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  2099. maxcount--;
  2100. }
  2101. if( maxcount == 0 ) {
  2102. continue;
  2103. }
  2104. }
  2105. }
  2106. if( !battle_check_range(src, tbl, skill_get_range2(src, autospl_skill_id,autospl_skill_lv) + (autospl_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  2107. continue;
  2108. dstsd->state.autocast = 1;
  2109. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2110. switch (type) {
  2111. case CAST_GROUND:
  2112. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2113. break;
  2114. case CAST_NODAMAGE:
  2115. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2116. break;
  2117. case CAST_DAMAGE:
  2118. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2119. break;
  2120. }
  2121. dstsd->state.autocast = 0;
  2122. //Set canact delay. [Skotlex]
  2123. ud = unit_bl2ud(bl);
  2124. if (ud) {
  2125. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2126. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2127. ud->canact_tick = max(tick + autospl_rate, ud->canact_tick);
  2128. if ( battle_config.display_status_timers && dstsd )
  2129. clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0);
  2130. }
  2131. }
  2132. }
  2133. }
  2134. //Autobonus when attacked
  2135. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  2136. int i;
  2137. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  2138. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  2139. continue;
  2140. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  2141. continue;
  2142. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  2143. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  2144. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  2145. continue; // one or more trigger conditions were not fulfilled
  2146. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  2147. }
  2148. }
  2149. return 0;
  2150. }
  2151. /*=========================================================================
  2152. Breaks equipment. On-non players causes the corresponding strip effect.
  2153. - rate goes from 0 to 10000 (100.00%)
  2154. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2155. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2156. --------------------------------------------------------------------------*/
  2157. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2158. {
  2159. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2160. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2161. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2162. struct status_change *sc = status_get_sc(bl);
  2163. int i;
  2164. TBL_PC *sd;
  2165. sd = BL_CAST(BL_PC, bl);
  2166. if (sc && !sc->count)
  2167. sc = NULL;
  2168. if (sd) {
  2169. if (sd->bonus.unbreakable_equip)
  2170. where &= ~sd->bonus.unbreakable_equip;
  2171. if (sd->bonus.unbreakable)
  2172. rate -= rate*sd->bonus.unbreakable/100;
  2173. if (where&EQP_WEAPON) {
  2174. switch (sd->status.weapon) {
  2175. case W_FIST: //Bare fists should not break :P
  2176. case W_1HAXE:
  2177. case W_2HAXE:
  2178. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2179. case W_2HMACE:
  2180. case W_STAFF:
  2181. case W_2HSTAFF:
  2182. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2183. case W_HUUMA:
  2184. where &= ~EQP_WEAPON;
  2185. }
  2186. }
  2187. }
  2188. if (flag&BCT_ENEMY) {
  2189. if (battle_config.equip_skill_break_rate != 100)
  2190. rate = rate*battle_config.equip_skill_break_rate/100;
  2191. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2192. if (battle_config.equip_self_break_rate != 100)
  2193. rate = rate*battle_config.equip_self_break_rate/100;
  2194. }
  2195. for (i = 0; i < 4; i++) {
  2196. if (where&where_list[i]) {
  2197. if (sc && sc->count && sc->data[scdef[i]])
  2198. where&=~where_list[i];
  2199. else if (rnd()%10000 >= rate)
  2200. where&=~where_list[i];
  2201. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  2202. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2203. }
  2204. }
  2205. if (!where) //Nothing to break.
  2206. return 0;
  2207. if (sd) {
  2208. for (i = 0; i < EQI_MAX; i++) {
  2209. short j = sd->equip_index[i];
  2210. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  2211. continue;
  2212. switch(i) {
  2213. case EQI_HEAD_TOP: //Upper Head
  2214. flag = (where&EQP_HELM);
  2215. break;
  2216. case EQI_ARMOR: //Body
  2217. flag = (where&EQP_ARMOR);
  2218. break;
  2219. case EQI_HAND_R: //Left/Right hands
  2220. case EQI_HAND_L:
  2221. flag = (
  2222. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2223. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2224. break;
  2225. case EQI_SHOES:
  2226. flag = (where&EQP_SHOES);
  2227. break;
  2228. case EQI_GARMENT:
  2229. flag = (where&EQP_GARMENT);
  2230. break;
  2231. default:
  2232. continue;
  2233. }
  2234. if (flag) {
  2235. sd->status.inventory[j].attribute = 1;
  2236. pc_unequipitem(sd, j, 3);
  2237. }
  2238. }
  2239. clif_equiplist(sd);
  2240. }
  2241. return where; //Return list of pieces broken.
  2242. }
  2243. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2244. {
  2245. struct status_change *sc;
  2246. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2247. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2248. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2249. int i;
  2250. if (rnd()%100 >= rate)
  2251. return 0;
  2252. sc = status_get_sc(bl);
  2253. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2254. return 0;
  2255. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2256. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2257. where&=~pos[i];
  2258. }
  2259. if (!where) return 0;
  2260. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2261. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2262. where&=~pos[i];
  2263. }
  2264. return where?1:0;
  2265. }
  2266. /** Stores temporary values.
  2267. * Common usages:
  2268. * [0] holds number of targets in area
  2269. * [1] holds the id of the original target
  2270. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  2271. */
  2272. static int skill_area_temp[8];
  2273. static int64 skill_area_temp_i64[1];
  2274. /**
  2275. Used to knock back players, monsters, traps, etc
  2276. * @param src Object that give knock back
  2277. * @param target Object that receive knock back
  2278. * @param count Number of knock back cell requested
  2279. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2280. * @param flag
  2281. 0x01 - position update packets must not be sent;
  2282. 0x02 - ignores players' special_state.no_knockback;
  2283. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2284. 0x04 - at WOE/BG map;
  2285. 0x08 - if target is MD_KNOCKBACK_IMMUNE|MD_BOSS;
  2286. 0x10 - if target has 'special_state.no_knockback';
  2287. 0x20 - if target is in Basilica area;
  2288. * @return Number of knocked back cells done
  2289. */
  2290. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, unsigned char flag)
  2291. {
  2292. int dx = 0, dy = 0;
  2293. uint8 reason = 0, checkflag = 0;
  2294. nullpo_ret(src);
  2295. nullpo_ret(target);
  2296. if (!count)
  2297. return count; // Actual knockback distance is 0.
  2298. // Create flag needed in unit_blown_immune
  2299. if(src != target)
  2300. checkflag |= 0x1; // Offensive
  2301. if(!(flag&0x2))
  2302. checkflag |= 0x2; // Knockback type
  2303. if(is_boss(src))
  2304. checkflag |= 0x4; // Boss attack
  2305. // Get reason and check for flags
  2306. reason = unit_blown_immune(target, checkflag);
  2307. switch(reason) {
  2308. case 1: return ((flag&0x04) ? count : 0); // No knocking back in WoE / BG
  2309. case 2: return count; // Emperium can't be knocked back
  2310. case 3: return ((flag&0x08) ? count : 0); // Bosses or immune can't be knocked back
  2311. case 4: return ((flag&0x20) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2312. case 5: return ((flag&0x10) ? count : 0); // Target has special_state.no_knockback (equip)
  2313. case 6: return count; // Trap cannot be knocked back
  2314. }
  2315. if (dir == -1) // <optimized>: do the computation here instead of outside
  2316. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2317. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2318. dx = -dirx[dir];
  2319. dy = -diry[dir];
  2320. }
  2321. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2322. }
  2323. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2324. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2325. // In case of success returns type of reflection, otherwise 0
  2326. // 1 - Regular reflection (Maya)
  2327. // 2 - SL_KAITE reflection
  2328. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2329. {
  2330. struct status_change *sc = status_get_sc(bl);
  2331. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2332. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2333. return 0;
  2334. // item-based reflection
  2335. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2336. return 1;
  2337. if( is_boss(src) )
  2338. return 0;
  2339. // status-based reflection
  2340. if( !sc || sc->count == 0 )
  2341. return 0;
  2342. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2343. return 1;
  2344. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2345. {// Kaite only works against non-players if they are low-level.
  2346. clif_specialeffect(bl, 438, AREA);
  2347. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2348. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2349. return 2;
  2350. }
  2351. return 0;
  2352. }
  2353. /**
  2354. * Checks whether a skill can be used in combos or not
  2355. * @param skill_id: Target skill
  2356. * @return true: Skill is a combo, false: otherwise
  2357. * @author Panikon
  2358. */
  2359. bool skill_is_combo(uint16 skill_id) {
  2360. switch(skill_id) {
  2361. case MO_CHAINCOMBO:
  2362. case MO_COMBOFINISH:
  2363. case CH_TIGERFIST:
  2364. case CH_CHAINCRUSH:
  2365. case MO_EXTREMITYFIST:
  2366. case TK_TURNKICK:
  2367. case TK_STORMKICK:
  2368. case TK_DOWNKICK:
  2369. case TK_COUNTER:
  2370. case TK_JUMPKICK:
  2371. case HT_POWER:
  2372. case GC_COUNTERSLASH:
  2373. case GC_WEAPONCRUSH:
  2374. case SR_FALLENEMPIRE:
  2375. case SR_DRAGONCOMBO:
  2376. case SR_TIGERCANNON:
  2377. case SR_GATEOFHELL:
  2378. return true;
  2379. }
  2380. return false;
  2381. }
  2382. /*
  2383. * Combo handler, start stop combo status
  2384. */
  2385. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2386. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2387. switch (skill_id) {
  2388. case MH_MIDNIGHT_FRENZY:
  2389. case MH_EQC:
  2390. {
  2391. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2392. short idx = hom_skill_get_index(skill_id2);
  2393. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2394. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2395. if (idx == -1)
  2396. break;
  2397. sd = hd->master;
  2398. hd->homunculus.hskill[idx].flag= flag;
  2399. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2400. }
  2401. break;
  2402. case MO_COMBOFINISH:
  2403. case CH_TIGERFIST:
  2404. case CH_CHAINCRUSH:
  2405. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2406. break;
  2407. case TK_JUMPKICK:
  2408. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2409. break;
  2410. case MO_TRIPLEATTACK:
  2411. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2412. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2413. break;
  2414. case SR_FALLENEMPIRE:
  2415. if (sd){
  2416. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2417. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2418. }
  2419. break;
  2420. }
  2421. }
  2422. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2423. unsigned int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2424. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2425. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2426. struct status_change_entry *sce;
  2427. TBL_PC *sd = BL_CAST(BL_PC,src);
  2428. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2429. struct status_change *sc = status_get_sc(src);
  2430. if(sc == NULL) return;
  2431. //End previous combo state after skill is invoked
  2432. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2433. switch (skill_id) {
  2434. case TK_TURNKICK:
  2435. case TK_STORMKICK:
  2436. case TK_DOWNKICK:
  2437. case TK_COUNTER:
  2438. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2439. sce->val1 = skill_id; //Update combo-skill
  2440. sce->val3 = skill_id;
  2441. if( sce->timer != INVALID_TIMER )
  2442. delete_timer(sce->timer, status_change_timer);
  2443. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2444. break;
  2445. }
  2446. unit_cancel_combo(src); // Cancel combo wait
  2447. break;
  2448. default:
  2449. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2450. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2451. }
  2452. }
  2453. //start new combo
  2454. if(sd){ //player only
  2455. switch(skill_id) {
  2456. case MO_TRIPLEATTACK:
  2457. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2458. duration = 1;
  2459. break;
  2460. case MO_CHAINCOMBO:
  2461. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2462. duration = 1;
  2463. break;
  2464. case MO_COMBOFINISH:
  2465. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2466. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2467. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2468. duration = 1;
  2469. case CH_TIGERFIST:
  2470. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2471. duration = 1;
  2472. case CH_CHAINCRUSH:
  2473. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2474. duration = 1;
  2475. break;
  2476. case AC_DOUBLE:
  2477. if( pc_checkskill(sd, HT_POWER)) {
  2478. duration = 2000;
  2479. nodelay = 1; //Neither gives walk nor attack delay
  2480. target_id = 0; //Does not need to be used on previous target
  2481. }
  2482. break;
  2483. case SR_DRAGONCOMBO:
  2484. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2485. duration = 1;
  2486. break;
  2487. case SR_FALLENEMPIRE:
  2488. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2489. duration = 1;
  2490. break;
  2491. }
  2492. }
  2493. else { //other
  2494. switch(skill_id) {
  2495. case MH_TINDER_BREAKER:
  2496. case MH_CBC:
  2497. case MH_SONIC_CRAW:
  2498. case MH_SILVERVEIN_RUSH:
  2499. if(hd->homunculus.spiritball > 0) duration = 2000;
  2500. nodelay = 1;
  2501. break;
  2502. case MH_EQC:
  2503. case MH_MIDNIGHT_FRENZY:
  2504. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2505. nodelay = 1;
  2506. break;
  2507. }
  2508. }
  2509. if (duration) { //Possible to chain
  2510. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2511. duration = umax(status_get_amotion(src),duration); //Never less than aMotion
  2512. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2513. clif_combo_delay(src, duration);
  2514. }
  2515. }
  2516. /**
  2517. * Copy skill by Plagiarism or Reproduce
  2518. * @param src: The caster
  2519. * @param bl: The target
  2520. * @param skill_id: Skill that casted
  2521. * @param skill_lv: Skill level of the casted skill
  2522. */
  2523. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2524. {
  2525. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2526. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2527. return;
  2528. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2529. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2530. return;
  2531. else {
  2532. uint16 idx;
  2533. unsigned char lv;
  2534. skill_id = skill_dummy2skill_id(skill_id);
  2535. //Use skill index, avoiding out-of-bound array [Cydh]
  2536. if (!(idx = skill_get_index(skill_id)))
  2537. return;
  2538. switch (skill_isCopyable(tsd,idx)) {
  2539. case 1: //Copied by Plagiarism
  2540. {
  2541. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2542. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2543. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2544. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2545. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2546. }
  2547. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2548. tsd->cloneskill_idx = idx;
  2549. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2550. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2551. }
  2552. break;
  2553. case 2: //Copied by Reproduce
  2554. {
  2555. struct status_change *tsc = status_get_sc(bl);
  2556. //Already did SC check
  2557. //Skill level copied depends on Reproduce skill that used
  2558. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2559. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2560. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2561. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2562. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2563. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2564. }
  2565. //Level dependent and limitation.
  2566. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2567. lv = min(lv,skill_get_max(skill_id));
  2568. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2569. lv = min(lv,skill_lv);
  2570. tsd->reproduceskill_idx = idx;
  2571. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2572. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2573. }
  2574. break;
  2575. default: return;
  2576. }
  2577. tsd->status.skill[idx].id = skill_id;
  2578. tsd->status.skill[idx].lv = lv;
  2579. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2580. clif_addskill(tsd,skill_id);
  2581. }
  2582. }
  2583. /**
  2584. * Knockback the target on skill_attack
  2585. * @param src is the master behind the attack
  2586. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2587. * @param target is the target to be attacked.
  2588. * @param blewcount
  2589. * @param skill_id
  2590. * @param skill_lv
  2591. * @param damage
  2592. * @param tick
  2593. * @param flag can hold a bunch of information:
  2594. */
  2595. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, unsigned int tick, int flag) {
  2596. int8 dir = -1; // Default direction
  2597. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2598. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2599. if (!blewcount || target == dsrc || status_isdead(target))
  2600. return;
  2601. // Skill specific direction
  2602. switch (skill_id) {
  2603. case MG_FIREWALL:
  2604. case GN_WALLOFTHORN:
  2605. case EL_FIRE_MANTLE:
  2606. dir = unit_getdir(target); // Backwards
  2607. break;
  2608. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2609. case WZ_STORMGUST:
  2610. if(!battle_config.stormgust_knockback)
  2611. dir = rnd()%8;
  2612. break;
  2613. case WL_CRIMSONROCK:
  2614. dir = map_calc_dir(target,skill_area_temp[4],skill_area_temp[5]);
  2615. break;
  2616. case MC_CARTREVOLUTION:
  2617. if (battle_config.cart_revo_knockback)
  2618. dir = 6; // Official servers push target to the West
  2619. break;
  2620. case AC_SHOWER:
  2621. if (!battle_config.arrow_shower_knockback)
  2622. dir = map_calc_dir(target, src->x, src->y);
  2623. break;
  2624. }
  2625. // Blown-specific handling
  2626. switch( skill_id ) {
  2627. case LG_OVERBRAND_BRANDISH:
  2628. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2629. if (skill_blown(dsrc,target,blewcount,dir,0x04|0x08|0x10|0x20) < blewcount)
  2630. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2631. break;
  2632. case SR_KNUCKLEARROW:
  2633. {
  2634. short x = target->x, y = target->y;
  2635. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2636. // Boss & Immune Knockback (mode or from bonus bNoKnockBack) target still remains the damage bonus
  2637. // (bugreport:9096)
  2638. if (skill_blown(dsrc, target, blewcount, dir_ka, 0x04) < blewcount)
  2639. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2640. dir_ka = -1;
  2641. // Move attacker to the target position after knocked back
  2642. if ((target->x != x || target->y != y) && skill_check_unit_movepos(5,src,target->x,target->y,1,1))
  2643. clif_blown(src);
  2644. }
  2645. break;
  2646. case RL_R_TRIP:
  2647. if (skill_blown(dsrc,target,blewcount,dir,0) < blewcount)
  2648. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2649. break;
  2650. case RL_SLUGSHOT:
  2651. skill_blown(dsrc,target,blewcount,dir, 0);
  2652. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag|SD_ANIMATION);
  2653. break;
  2654. default:
  2655. skill_blown(dsrc,target,blewcount,dir, 0);
  2656. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2657. TBL_SKILL *su = (TBL_SKILL*)target;
  2658. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2659. skill_blown(src, target, 3, -1, 0);
  2660. }
  2661. break;
  2662. }
  2663. clif_fixpos(target);
  2664. }
  2665. /*
  2666. * =========================================================================
  2667. * Does a skill attack with the given properties.
  2668. * @param src is the master behind the attack (player/mob/pet)
  2669. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2670. * @param bl is the target to be attacked.
  2671. * @param flag can hold a bunch of information:
  2672. * flag&1
  2673. * flag&2 - Disable re-triggered by double casting
  2674. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2675. * flag&8 - Force assume the target is not as is_infinite_defense() on in battle_calc_attack() first.
  2676. * Once it's done, store the damage to skill_area_temp_i64[0] then re-calcuate for real against 'plant'.
  2677. *
  2678. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2679. * (usually holds number of targets, or just 1 for simple splash attacks)
  2680. *
  2681. * flag&0xF000 - Values from enum e_skill_display
  2682. * flag&0x3F0000 - Values from enum e_battle_check_target
  2683. *
  2684. * flag&0x1000000 - Return 0 if damage was reflected
  2685. *-------------------------------------------------------------------------*/
  2686. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2687. {
  2688. struct Damage dmg;
  2689. struct status_data *sstatus, *tstatus;
  2690. struct status_change *sc, *tsc;
  2691. struct map_session_data *sd, *tsd;
  2692. int64 damage;
  2693. int8 rmdamage = 0;//magic reflected
  2694. int type;
  2695. bool shadow_flag = false;
  2696. bool additional_effects = true;
  2697. if(skill_id > 0 && !skill_lv)
  2698. return 0;
  2699. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2700. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2701. nullpo_ret(bl); //Target to be attacked.
  2702. if (src != dsrc) {
  2703. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2704. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2705. return 0;
  2706. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2707. //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]
  2708. if (!status_check_skilluse(src, bl, skill_id, 2))
  2709. return 0;
  2710. }
  2711. sd = BL_CAST(BL_PC, src);
  2712. tsd = BL_CAST(BL_PC, bl);
  2713. sstatus = status_get_status_data(src);
  2714. tstatus = status_get_status_data(bl);
  2715. sc= status_get_sc(src);
  2716. tsc= status_get_sc(bl);
  2717. if (tsc && !tsc->count)
  2718. tsc = NULL; //Don't need it.
  2719. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2720. if (tsc && tsc->data[SC_TRICKDEAD])
  2721. return 0;
  2722. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2723. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2724. return 0;
  2725. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2726. //If the damage source is a unit, the damage is not delayed
  2727. if (src != dsrc)
  2728. dmg.amotion = 0;
  2729. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2730. // Adjusted to the new system [Skotlex]
  2731. if( src->type == BL_PET ) { // [Valaris]
  2732. struct pet_data *pd = (TBL_PET*)src;
  2733. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2734. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2735. int element = skill_get_ele(skill_id, skill_lv);
  2736. /*if (skill_id == -1) Does it ever worked?
  2737. element = sstatus->rhw.ele;*/
  2738. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2739. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2740. else
  2741. dmg.damage = pd->a_skill->damage; // Fixed damage
  2742. }
  2743. else
  2744. dmg.damage = 1*pd->a_skill->div_;
  2745. dmg.damage2 = 0;
  2746. dmg.div_= pd->a_skill->div_;
  2747. }
  2748. }
  2749. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2750. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2751. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2752. { //Magic reflection, switch caster/target
  2753. struct block_list *tbl = bl;
  2754. rmdamage = 1;
  2755. bl = src;
  2756. src = tbl;
  2757. dsrc = tbl;
  2758. sd = BL_CAST(BL_PC, src);
  2759. tsd = BL_CAST(BL_PC, bl);
  2760. tsc = status_get_sc(bl);
  2761. if (tsc && !tsc->count)
  2762. tsc = NULL; //Don't need it.
  2763. /* bugreport:2564 flag&2 disables double casting trigger */
  2764. flag |= 2;
  2765. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2766. flag |= 4;
  2767. //Spirit of Wizard blocks Kaite's reflection
  2768. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2769. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2770. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2771. if (type >= 0) {
  2772. if ( tsd )
  2773. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2774. dmg.damage = dmg.damage2 = 0;
  2775. dmg.dmg_lv = ATK_MISS;
  2776. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2777. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2778. }
  2779. } else if( type != 2 ) /* Kaite bypasses */
  2780. additional_effects = false;
  2781. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2782. #if MAGIC_REFLECTION_TYPE
  2783. #ifdef RENEWAL
  2784. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2785. #else
  2786. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2787. // regardless of caster's equipment (Aegis 11.1)
  2788. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2789. #endif
  2790. short s_ele = skill_get_ele(skill_id, skill_lv);
  2791. if (s_ele == -1) // the skill takes the weapon's element
  2792. s_ele = sstatus->rhw.ele;
  2793. else if (s_ele == -2) //Use status element
  2794. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2795. else if( s_ele == -3 ) //Use random element
  2796. s_ele = rnd()%ELE_ALL;
  2797. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2798. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2799. struct status_data *status = status_get_status_data(bl);
  2800. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2801. per /=20; //Uses 20% SP intervals.
  2802. //SP Cost: 1% + 0.5% per every 20% SP
  2803. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2804. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2805. //Reduction: 6% + 6% every 20%
  2806. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2807. }
  2808. }
  2809. #endif
  2810. }
  2811. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2812. int sp = skill_get_sp(skill_id,skill_lv);
  2813. dmg.damage = dmg.damage2 = 0;
  2814. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2815. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2816. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2817. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2818. status_heal(bl, 0, sp, 2);
  2819. }
  2820. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2821. dmg.damage = dmg.damage2 = 0;
  2822. dmg.dmg_lv = ATK_MISS;
  2823. }
  2824. }
  2825. damage = dmg.damage + dmg.damage2;
  2826. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2827. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2828. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2829. damage = 1;
  2830. if (flag&8) {
  2831. skill_area_temp_i64[0] = damage;
  2832. if (is_infinite_defense(bl, dmg.flag)) {
  2833. dmg = battle_calc_attack_plant(dmg, src, bl, skill_id, skill_lv);
  2834. damage = dmg.damage + dmg.damage2;
  2835. }
  2836. }
  2837. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2838. struct block_list *nbl;
  2839. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2840. if( nbl ){ // Only one target is chosen.
  2841. damage = damage / 2; // Deflect half of the damage to a target nearby
  2842. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  2843. }
  2844. }
  2845. //Skill hit type
  2846. type = (skill_id == 0) ? 5 : skill_get_hit(skill_id);
  2847. switch( skill_id ) {
  2848. case SC_TRIANGLESHOT:
  2849. if( rnd()%100 > (1 + skill_lv) )
  2850. dmg.blewcount = 0;
  2851. break;
  2852. default:
  2853. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2854. dmg.blewcount = 0; //only pushback when it hit for other
  2855. break;
  2856. }
  2857. switch( skill_id ) {
  2858. case CR_GRANDCROSS:
  2859. case NPC_GRANDDARKNESS:
  2860. if( battle_config.gx_disptype)
  2861. dsrc = src;
  2862. if( src == bl)
  2863. type = 4;
  2864. else
  2865. flag|= SD_ANIMATION;
  2866. break;
  2867. case NJ_TATAMIGAESHI: //For correct knockback.
  2868. dsrc = src;
  2869. flag|= SD_ANIMATION;
  2870. break;
  2871. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2872. int level;
  2873. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  2874. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2875. }
  2876. break;
  2877. case SL_STIN:
  2878. case SL_STUN:
  2879. if (skill_lv >= 7) {
  2880. struct status_change *sc_cur = status_get_sc(src);
  2881. if (sc_cur && !sc_cur->data[SC_SMA])
  2882. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2883. }
  2884. break;
  2885. case GS_FULLBUSTER:
  2886. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2887. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2888. break;
  2889. }
  2890. //combo handling
  2891. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2892. //Display damage.
  2893. switch( skill_id ) {
  2894. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2895. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2896. break;
  2897. //Skills that need be passed as a normal attack for the client to display correctly.
  2898. case HVAN_EXPLOSION:
  2899. case NPC_SELFDESTRUCTION:
  2900. if(src->type == BL_PC)
  2901. dmg.blewcount = 10;
  2902. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2903. // fall through
  2904. case KN_AUTOCOUNTER:
  2905. case NPC_CRITICALSLASH:
  2906. case TF_DOUBLE:
  2907. case GS_CHAINACTION:
  2908. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,(enum e_damage_type)dmg.type,dmg.damage2);
  2909. break;
  2910. case AS_SPLASHER:
  2911. if( flag&SD_ANIMATION ) // the surrounding targets
  2912. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2913. else // the central target doesn't display an animation
  2914. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2915. break;
  2916. case GN_SPORE_EXPLOSION:
  2917. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5);
  2918. break;
  2919. case WL_HELLINFERNO:
  2920. case SR_EARTHSHAKER:
  2921. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2922. break;
  2923. case WL_SOULEXPANSION:
  2924. case WL_COMET:
  2925. case KO_MUCHANAGE:
  2926. case NJ_HUUMA:
  2927. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2928. break;
  2929. case WL_CHAINLIGHTNING_ATK:
  2930. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,6);
  2931. break;
  2932. case LG_OVERBRAND:
  2933. case LG_OVERBRAND_BRANDISH:
  2934. dmg.amotion = status_get_amotion(src) * 2;
  2935. case LG_OVERBRAND_PLUSATK:
  2936. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2937. break;
  2938. case EL_FIRE_BOMB:
  2939. case EL_FIRE_BOMB_ATK:
  2940. case EL_FIRE_WAVE:
  2941. case EL_FIRE_WAVE_ATK:
  2942. case EL_FIRE_MANTLE:
  2943. case EL_CIRCLE_OF_FIRE:
  2944. case EL_FIRE_ARROW:
  2945. case EL_ICE_NEEDLE:
  2946. case EL_WATER_SCREW:
  2947. case EL_WATER_SCREW_ATK:
  2948. case EL_WIND_SLASH:
  2949. case EL_TIDAL_WEAPON:
  2950. case EL_ROCK_CRUSHER:
  2951. case EL_ROCK_CRUSHER_ATK:
  2952. case EL_HURRICANE:
  2953. case EL_HURRICANE_ATK:
  2954. case KO_BAKURETSU:
  2955. case GN_CRAZYWEED_ATK:
  2956. case NC_MAGMA_ERUPTION:
  2957. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2958. break;
  2959. case GN_FIRE_EXPANSION_ACID:
  2960. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, 8);
  2961. break;
  2962. case GN_SLINGITEM_RANGEMELEEATK:
  2963. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2964. break;
  2965. case EL_STONE_RAIN:
  2966. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2967. break;
  2968. case WM_SEVERE_RAINSTORM_MELEE:
  2969. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,5);
  2970. break;
  2971. case WM_REVERBERATION_MELEE:
  2972. case WM_REVERBERATION_MAGIC:
  2973. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2974. break;
  2975. case HT_CLAYMORETRAP:
  2976. case HT_BLASTMINE:
  2977. case HT_FLASHER:
  2978. case HT_FREEZINGTRAP:
  2979. case RA_CLUSTERBOMB:
  2980. case RA_FIRINGTRAP:
  2981. case RA_ICEBOUNDTRAP:
  2982. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, 5);
  2983. if( dsrc != src ) // avoid damage display redundancy
  2984. break;
  2985. //Fall through
  2986. case HT_LANDMINE:
  2987. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2988. break;
  2989. case WZ_SIGHTBLASTER:
  2990. //Sightblaster should never call clif_skill_damage twice
  2991. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, 5);
  2992. break;
  2993. case RL_R_TRIP_PLUSATK:
  2994. case RL_BANISHING_BUSTER:
  2995. case RL_S_STORM:
  2996. case RL_SLUGSHOT:
  2997. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2998. break;
  2999. case AB_DUPLELIGHT_MELEE:
  3000. case AB_DUPLELIGHT_MAGIC:
  3001. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3002. default:
  3003. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3004. type = 5;
  3005. if( bl->type == BL_SKILL ){
  3006. TBL_SKILL *su = (TBL_SKILL*)bl;
  3007. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  3008. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  3009. }
  3010. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  3011. break;
  3012. }
  3013. map_freeblock_lock();
  3014. if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) > 0 && skill_db[skill_get_index(skill_id)]->copyable.option && //Only copy skill that copyable [Cydh]
  3015. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3016. skill_do_copy(src,bl,skill_id,skill_lv);
  3017. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3018. { //Skills with can't walk delay also stop normal attacking for that
  3019. //duration when the attack connects. [Skotlex]
  3020. struct unit_data *ud = unit_bl2ud(src);
  3021. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3022. ud->attackabletime = tick + type;
  3023. }
  3024. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3025. // Instant damage
  3026. if( !dmg.amotion ) {
  3027. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION]) || skill_id == HW_GRAVITATION || skill_id == NPC_EVILLAND) && !shadow_flag )
  3028. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3029. if( !status_isdead(bl) && additional_effects )
  3030. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3031. if( damage > 0 ) //Counter status effects [Skotlex]
  3032. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3033. }
  3034. // Blow!
  3035. if (!(flag&4))
  3036. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3037. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3038. if( dmg.amotion ) {
  3039. if( shadow_flag ) {
  3040. if( !status_isdead(bl) && additional_effects )
  3041. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3042. if( dmg.flag > ATK_BLOCK )
  3043. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3044. } else
  3045. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  3046. }
  3047. if (tsc && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION && skill_id != NPC_EVILLAND) {
  3048. if (tsc->data[SC_DEVOTION]) {
  3049. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3050. struct block_list *d_bl = map_id2bl(sce->val1);
  3051. if (d_bl && (
  3052. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3053. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3054. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3055. {
  3056. if (!rmdamage) {
  3057. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  3058. status_fix_damage(NULL, d_bl, damage, 0);
  3059. } else {
  3060. bool isDevotRdamage = false;
  3061. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3062. isDevotRdamage = true;
  3063. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3064. // This check is only for magical skill.
  3065. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3066. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  3067. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0);
  3068. }
  3069. } else {
  3070. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3071. if (!dmg.amotion)
  3072. status_fix_damage(src, bl, damage, dmg.dmotion);
  3073. }
  3074. }
  3075. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3076. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3077. struct block_list *e_bl = map_id2bl(sce->val1);
  3078. if (e_bl) {
  3079. if (!rmdamage) {
  3080. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3081. status_fix_damage(NULL, e_bl, damage, 0);
  3082. } else {
  3083. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3084. status_fix_damage(bl, bl, damage, 0);
  3085. }
  3086. }
  3087. }
  3088. }
  3089. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  3090. if( skill_id == RG_INTIMIDATE ) {
  3091. int rate = 50 + skill_lv * 5;
  3092. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3093. if(rnd()%100 < rate)
  3094. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3095. } else if( skill_id == SC_FATALMENACE )
  3096. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  3097. }
  3098. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3099. dmg.flag |= BF_WEAPON;
  3100. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3101. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3102. {
  3103. if (battle_config.left_cardfix_to_right)
  3104. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_, is_infinite_defense(bl,dmg.flag));
  3105. else
  3106. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_, is_infinite_defense(bl,dmg.flag));
  3107. }
  3108. if( damage > 0 ) { // Post-damage effects
  3109. switch( skill_id ) {
  3110. case GC_VENOMPRESSURE: {
  3111. struct status_change *ssc = status_get_sc(src);
  3112. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3113. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3114. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3115. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3116. }
  3117. }
  3118. break;
  3119. case WM_METALICSOUND:
  3120. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  3121. break;
  3122. case SR_TIGERCANNON:
  3123. status_zap(bl, 0, damage * 10 / 100);
  3124. break;
  3125. }
  3126. if( sd )
  3127. skill_onskillusage(sd, bl, skill_id, tick);
  3128. }
  3129. if (!(flag&2) &&
  3130. (
  3131. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  3132. ) &&
  3133. (tsc = status_get_sc(src)) &&
  3134. tsc->data[SC_DOUBLECAST] &&
  3135. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  3136. {
  3137. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3138. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3139. }
  3140. map_freeblock_unlock();
  3141. if ((flag&0x1000000) && rmdamage == 1)
  3142. return 0; //Should return 0 when damage was reflected
  3143. return damage;
  3144. }
  3145. /*==========================================
  3146. * Sub function for recursive skill call.
  3147. * Checking bl battle flag and display damage
  3148. * then call func with source,target,skill_id,skill_lv,tick,flag
  3149. *------------------------------------------*/
  3150. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  3151. int skill_area_sub(struct block_list *bl, va_list ap)
  3152. {
  3153. struct block_list *src;
  3154. uint16 skill_id,skill_lv;
  3155. int flag;
  3156. unsigned int tick;
  3157. SkillFunc func;
  3158. nullpo_ret(bl);
  3159. src = va_arg(ap,struct block_list *);
  3160. skill_id = va_arg(ap,int);
  3161. skill_lv = va_arg(ap,int);
  3162. tick = va_arg(ap,unsigned int);
  3163. flag = va_arg(ap,int);
  3164. func = va_arg(ap,SkillFunc);
  3165. if (flag&BCT_WOS && src == bl)
  3166. return 0;
  3167. if(battle_check_target(src,bl,flag) > 0) {
  3168. // several splash skills need this initial dummy packet to display correctly
  3169. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3170. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3171. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3172. skill_area_temp[2]++;
  3173. return func(src,bl,skill_id,skill_lv,tick,flag);
  3174. }
  3175. return 0;
  3176. }
  3177. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3178. {
  3179. struct skill_unit *unit;
  3180. uint16 skill_id,g_skill_id;
  3181. unit = (struct skill_unit *)bl;
  3182. if(bl->prev == NULL || bl->type != BL_SKILL)
  3183. return 0;
  3184. if(!unit->alive)
  3185. return 0;
  3186. skill_id = va_arg(ap,int);
  3187. g_skill_id = unit->group->skill_id;
  3188. switch (skill_id) {
  3189. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3190. if(g_skill_id == SA_LANDPROTECTOR)
  3191. break;
  3192. //Fall through
  3193. case MH_STEINWAND:
  3194. case MG_SAFETYWALL:
  3195. case SC_MAELSTROM:
  3196. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3197. return 0;
  3198. break;
  3199. case AL_WARP:
  3200. case HT_SKIDTRAP:
  3201. case MA_SKIDTRAP:
  3202. case HT_LANDMINE:
  3203. case MA_LANDMINE:
  3204. case HT_ANKLESNARE:
  3205. case HT_SHOCKWAVE:
  3206. case HT_SANDMAN:
  3207. case MA_SANDMAN:
  3208. case HT_FLASHER:
  3209. case HT_FREEZINGTRAP:
  3210. case MA_FREEZINGTRAP:
  3211. case HT_BLASTMINE:
  3212. case HT_CLAYMORETRAP:
  3213. case HT_TALKIEBOX:
  3214. case HP_BASILICA:
  3215. case RA_ELECTRICSHOCKER:
  3216. case RA_CLUSTERBOMB:
  3217. case RA_MAGENTATRAP:
  3218. case RA_COBALTTRAP:
  3219. case RA_MAIZETRAP:
  3220. case RA_VERDURETRAP:
  3221. case RA_FIRINGTRAP:
  3222. case RA_ICEBOUNDTRAP:
  3223. case SC_DIMENSIONDOOR:
  3224. case SC_BLOODYLUST:
  3225. case WM_REVERBERATION:
  3226. case GN_THORNS_TRAP:
  3227. case GN_HELLS_PLANT:
  3228. case RL_B_TRAP:
  3229. case SC_ESCAPE:
  3230. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3231. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3232. return 0;
  3233. break;
  3234. default: //Avoid stacking with same kind of trap. [Skotlex]
  3235. if (g_skill_id != skill_id)
  3236. return 0;
  3237. break;
  3238. }
  3239. return 1;
  3240. }
  3241. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3242. {
  3243. //Non players do not check for the skill's splash-trigger area.
  3244. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3245. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3246. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3247. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3248. return 0;
  3249. }
  3250. range += layout_type;
  3251. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3252. }
  3253. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3254. {
  3255. uint16 skill_id;
  3256. if(bl->prev == NULL)
  3257. return 0;
  3258. skill_id = va_arg(ap,int);
  3259. if( status_isdead(bl) && skill_id != AL_WARP )
  3260. return 0;
  3261. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3262. return 0;
  3263. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3264. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3265. return 1;
  3266. }
  3267. /**
  3268. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3269. * @param bl Object that casted skill
  3270. * @param x Position x of the target
  3271. * @param y Position y of the target
  3272. * @param skill_id The casted skill
  3273. * @param skill_lv The skill Lv
  3274. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3275. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3276. */
  3277. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3278. {
  3279. int range = 0, type;
  3280. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3281. if (isNearNPC)
  3282. range = skill_get_splash(skill_id,skill_lv);
  3283. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3284. if (!isNearNPC || !range) {
  3285. switch (skill_id) { // to be expanded later
  3286. case WZ_ICEWALL:
  3287. range = 2;
  3288. break;
  3289. case SC_MANHOLE:
  3290. case GN_HELLS_PLANT:
  3291. range = 0;
  3292. break;
  3293. default: {
  3294. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3295. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3296. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3297. return 0;
  3298. }
  3299. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3300. }
  3301. break;
  3302. }
  3303. }
  3304. //Check the additional range [Cydh]
  3305. if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range)
  3306. range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range;
  3307. if (!isNearNPC) { //Doesn't check the NPC range
  3308. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3309. if (bl->type == BL_PC)
  3310. type = BL_CHAR;
  3311. else
  3312. type = BL_PC;
  3313. } else
  3314. type = BL_NPC;
  3315. return (!isNearNPC) ?
  3316. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3317. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3318. //isNearNPC is used to check range from NPC
  3319. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3320. }
  3321. /*==========================================
  3322. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3323. * Flag:
  3324. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3325. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3326. *------------------------------------------*/
  3327. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  3328. {
  3329. struct status_data *status;
  3330. struct map_session_data *sd = NULL;
  3331. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3332. uint16 idx;
  3333. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3334. nullpo_ret(bl);
  3335. switch( bl->type )
  3336. {
  3337. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3338. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3339. }
  3340. status = status_get_status_data(bl);
  3341. if( (idx = skill_get_index(skill)) == 0 )
  3342. return 0;
  3343. lv = cap_value(lv, 1, MAX_SKILL_LEVEL);
  3344. // Requirements
  3345. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3346. {
  3347. itemid[i] = skill_db[idx]->require.itemid[i];
  3348. amount[i] = skill_db[idx]->require.amount[i];
  3349. }
  3350. hp = skill_db[idx]->require.hp[lv-1];
  3351. sp = skill_db[idx]->require.sp[lv-1];
  3352. hp_rate = skill_db[idx]->require.hp_rate[lv-1];
  3353. sp_rate = skill_db[idx]->require.sp_rate[lv-1];
  3354. state = skill_db[idx]->require.state;
  3355. if( (mhp = skill_db[idx]->require.mhp[lv-1]) > 0 )
  3356. hp += (status->max_hp * mhp) / 100;
  3357. if( hp_rate > 0 )
  3358. hp += (status->hp * hp_rate) / 100;
  3359. else
  3360. hp += (status->max_hp * (-hp_rate)) / 100;
  3361. if( sp_rate > 0 )
  3362. sp += (status->sp * sp_rate) / 100;
  3363. else
  3364. sp += (status->max_sp * (-sp_rate)) / 100;
  3365. if( bl->type == BL_HOM )
  3366. { // Intimacy Requeriments
  3367. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3368. switch( skill )
  3369. {
  3370. case HFLI_SBR44:
  3371. if( hd->homunculus.intimacy <= 200 ) // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  3372. return 0;
  3373. break;
  3374. case HVAN_EXPLOSION:
  3375. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3376. return 0;
  3377. break;
  3378. }
  3379. }
  3380. if( !(type&2) )
  3381. {
  3382. if( hp > 0 && status->hp <= (unsigned int)hp )
  3383. {
  3384. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3385. return 0;
  3386. }
  3387. if( sp > 0 && status->sp <= (unsigned int)sp )
  3388. {
  3389. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3390. return 0;
  3391. }
  3392. }
  3393. if( !type )
  3394. switch( state )
  3395. {
  3396. case ST_MOVE_ENABLE:
  3397. if( !unit_can_move(bl) )
  3398. {
  3399. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3400. return 0;
  3401. }
  3402. break;
  3403. }
  3404. if( !(type&1) )
  3405. return 1;
  3406. // Check item existences
  3407. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3408. {
  3409. index[i] = -1;
  3410. if( itemid[i] < 1 ) continue; // No item
  3411. index[i] = pc_search_inventory(sd, itemid[i]);
  3412. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  3413. {
  3414. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3415. return 0;
  3416. }
  3417. }
  3418. // Consume items
  3419. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3420. {
  3421. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3422. }
  3423. if( type&2 )
  3424. return 1;
  3425. if( sp || hp )
  3426. status_zap(bl, hp, sp);
  3427. return 1;
  3428. }
  3429. /*==========================================
  3430. *
  3431. *------------------------------------------*/
  3432. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3433. {
  3434. switch (skill_id) {
  3435. case RL_QD_SHOT:
  3436. {
  3437. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3438. struct unit_data *ud = unit_bl2ud(src);
  3439. if (ud && ud->target == target->id)
  3440. return 1;
  3441. }
  3442. }
  3443. case RL_D_TAIL:
  3444. case RL_HAMMER_OF_GOD:
  3445. if (src->type != BL_PC)
  3446. return 0;
  3447. {
  3448. struct status_change *tsc = status_get_sc(target);
  3449. // Only counts marked target with SC_C_MARKER by caster
  3450. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3451. return 0;
  3452. }
  3453. break;
  3454. }
  3455. return 1;
  3456. }
  3457. /*==========================================
  3458. *
  3459. *------------------------------------------*/
  3460. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3461. {
  3462. struct block_list *src = map_id2bl(id),*target;
  3463. struct unit_data *ud = unit_bl2ud(src);
  3464. struct skill_timerskill *skl;
  3465. struct skill_unit *unit = NULL;
  3466. int range;
  3467. nullpo_ret(src);
  3468. nullpo_ret(ud);
  3469. skl = ud->skilltimerskill[data];
  3470. nullpo_ret(skl);
  3471. ud->skilltimerskill[data] = NULL;
  3472. do {
  3473. if(src->prev == NULL)
  3474. break; // Source not on Map
  3475. if(skl->target_id) {
  3476. target = map_id2bl(skl->target_id);
  3477. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3478. target = src; //Required since it has to warp.
  3479. if (skl->skill_id == SR_SKYNETBLOW) {
  3480. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SKILL);
  3481. skill_area_temp[1] = 0;
  3482. map_foreachinrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),splash_target(src),src,
  3483. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3484. break;
  3485. }
  3486. if(target == NULL)
  3487. break; // Target offline?
  3488. if(target->prev == NULL)
  3489. break; // Target not on Map
  3490. if(src->m != target->m)
  3491. break; // Different Maps
  3492. if(status_isdead(src)) {
  3493. switch(skl->skill_id) {
  3494. case WL_CHAINLIGHTNING_ATK:
  3495. case WL_TETRAVORTEX_FIRE:
  3496. case WL_TETRAVORTEX_WATER:
  3497. case WL_TETRAVORTEX_WIND:
  3498. case WL_TETRAVORTEX_GROUND:
  3499. // For SR_FLASHCOMBO
  3500. case SR_DRAGONCOMBO:
  3501. case SR_FALLENEMPIRE:
  3502. case SR_TIGERCANNON:
  3503. case SR_SKYNETBLOW:
  3504. break; // Exceptions
  3505. default:
  3506. continue; // Caster is Dead
  3507. }
  3508. }
  3509. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3510. break;
  3511. switch(skl->skill_id) {
  3512. case KN_AUTOCOUNTER:
  3513. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3514. break;
  3515. case RG_INTIMIDATE:
  3516. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3517. short x,y;
  3518. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3519. if (target != src && !status_isdead(target))
  3520. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3521. }
  3522. break;
  3523. case BA_FROSTJOKER:
  3524. case DC_SCREAM:
  3525. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3526. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3527. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3528. break;
  3529. case PR_LEXDIVINA:
  3530. case PR_STRECOVERY:
  3531. case BS_HAMMERFALL:
  3532. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3533. break;
  3534. case NPC_EARTHQUAKE:
  3535. if( skl->type > 1 )
  3536. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3537. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3538. skill_area_temp[1] = src->id;
  3539. skill_area_temp[2] = 0;
  3540. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  3541. break;
  3542. case WZ_WATERBALL:
  3543. {
  3544. //Get the next waterball cell to consume
  3545. struct s_skill_unit_layout *layout;
  3546. int i;
  3547. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3548. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3549. int ux = skl->x + layout->dx[i];
  3550. int uy = skl->y + layout->dy[i];
  3551. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3552. if (unit)
  3553. break;
  3554. }
  3555. } // Fall through
  3556. case WZ_JUPITEL:
  3557. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3558. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3559. // Apply canact delay here to prevent hacks (unlimited casting)
  3560. ud->canact_tick = max(tick + status_get_amotion(src), ud->canact_tick);
  3561. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3562. }
  3563. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3564. if(skl->type > 0)
  3565. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3566. skill_delunit(unit); // Consume unit for next waterball
  3567. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3568. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3569. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3570. } else {
  3571. struct status_change *sc = status_get_sc(src);
  3572. if(sc) {
  3573. if(sc->data[SC_SPIRIT] &&
  3574. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3575. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3576. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3577. }
  3578. }
  3579. break;
  3580. case WL_CHAINLIGHTNING_ATK: {
  3581. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3582. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3583. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3584. { // Remaining Chains Hit
  3585. struct block_list *nbl = NULL; // Next Target of Chain
  3586. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  3587. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3588. if( nbl == NULL )
  3589. skl->x++;
  3590. else
  3591. skl->x = 0;
  3592. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3593. }
  3594. }
  3595. break;
  3596. case WL_TETRAVORTEX_FIRE:
  3597. case WL_TETRAVORTEX_WATER:
  3598. case WL_TETRAVORTEX_WIND:
  3599. case WL_TETRAVORTEX_GROUND:
  3600. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3601. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3602. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3603. if (skl->type >= 3) { // Final Hit
  3604. if (!status_isdead(target)) { // Final Status Effect
  3605. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3606. applyeffects[4] = { 0, 0, 0, 0 },
  3607. i, j = 0, k = 0;
  3608. for(i = 1; i <= 8; i = i + i) {
  3609. if (skl->x&i) {
  3610. applyeffects[j] = effects[k];
  3611. j++;
  3612. }
  3613. k++;
  3614. }
  3615. if (j) {
  3616. i = applyeffects[rnd()%j];
  3617. status_change_start(src, target, i, 10000, skl->skill_lv,
  3618. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3619. (i == SC_BURNING ? src->id : 0), 0,
  3620. (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
  3621. (i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
  3622. }
  3623. }
  3624. }
  3625. break;
  3626. case WM_REVERBERATION_MELEE:
  3627. case WM_REVERBERATION_MAGIC:
  3628. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3629. break;
  3630. case SC_FATALMENACE:
  3631. if( src == target ) // Casters Part
  3632. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3633. else { // Target's Part
  3634. short x = skl->x, y = skl->y;
  3635. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3636. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3637. }
  3638. break;
  3639. case LG_MOONSLASHER:
  3640. case SR_WINDMILL:
  3641. if( target->type == BL_PC ) {
  3642. struct map_session_data *tsd = NULL;
  3643. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3644. pc_setsit(tsd);
  3645. skill_sit(tsd, 1);
  3646. clif_sitting(&tsd->bl);
  3647. }
  3648. }
  3649. break;
  3650. case SR_KNUCKLEARROW:
  3651. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3652. break;
  3653. case GN_SPORE_EXPLOSION:
  3654. clif_skill_damage(src, target, tick, status_get_amotion(src), 0, -30000, 1, skl->skill_id, skl->skill_lv, DMG_SKILL);
  3655. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3656. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3657. break;
  3658. case CH_PALMSTRIKE:
  3659. {
  3660. struct status_change* tsc = status_get_sc(target);
  3661. struct status_change* sc = status_get_sc(src);
  3662. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3663. ( sc && sc->option&OPTION_HIDE ) ){
  3664. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0);
  3665. break;
  3666. }
  3667. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3668. break;
  3669. }
  3670. // For SR_FLASHCOMBO
  3671. case SR_DRAGONCOMBO:
  3672. case SR_FALLENEMPIRE:
  3673. case SR_TIGERCANNON:
  3674. case SR_SKYNETBLOW:
  3675. if( src->type == BL_PC ) {
  3676. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3677. break;
  3678. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3679. }
  3680. break;
  3681. case RL_SLUGSHOT:
  3682. if (target->type == BL_PC)
  3683. sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv));
  3684. break;
  3685. default:
  3686. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3687. break;
  3688. }
  3689. }
  3690. else {
  3691. if(src->m != skl->map)
  3692. break;
  3693. switch( skl->skill_id )
  3694. {
  3695. case WZ_METEOR:
  3696. if( skl->type >= 0 )
  3697. {
  3698. int x = skl->type>>16, y = skl->type&0xFFFF;
  3699. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3700. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3701. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)
  3702. && !map_getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) )
  3703. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3704. }
  3705. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3706. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3707. break;
  3708. case GN_CRAZYWEED_ATK:
  3709. {
  3710. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3711. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  3712. }
  3713. case WL_EARTHSTRAIN:
  3714. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3715. break;
  3716. case LG_OVERBRAND_BRANDISH: {
  3717. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3718. int x = src->x, y = src->y;
  3719. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3720. for( i = 0; i < layout->count; i++ )
  3721. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3722. }
  3723. break;
  3724. case RL_FIRE_RAIN: {
  3725. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3726. map_foreachinarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  3727. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3728. }
  3729. break;
  3730. case RL_FALLEN_ANGEL:
  3731. {
  3732. struct map_session_data *sd = (src->type == BL_PC) ? map_id2sd(src->id): NULL;
  3733. if (sd) {
  3734. if (!skill_check_condition_castend(sd,GS_DESPERADO,skl->skill_lv))
  3735. break;
  3736. sd->state.autocast = 1;
  3737. }
  3738. skill_castend_pos2(src,skl->x,skl->y,GS_DESPERADO,skl->skill_lv,tick,skl->flag);
  3739. if (sd) {
  3740. battle_consume_ammo(sd,GS_DESPERADO,skl->skill_lv);
  3741. sd->state.autocast = 0;
  3742. }
  3743. }
  3744. break;
  3745. case NC_MAGMA_ERUPTION:
  3746. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3747. break;
  3748. }
  3749. }
  3750. } while (0);
  3751. //Free skl now that it is no longer needed.
  3752. ers_free(skill_timer_ers, skl);
  3753. return 0;
  3754. }
  3755. /*==========================================
  3756. *
  3757. *------------------------------------------*/
  3758. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3759. {
  3760. int i;
  3761. struct unit_data *ud;
  3762. nullpo_retr(1, src);
  3763. if (src->prev == NULL)
  3764. return 0;
  3765. ud = unit_bl2ud(src);
  3766. nullpo_retr(1, ud);
  3767. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3768. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3769. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3770. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3771. ud->skilltimerskill[i]->src_id = src->id;
  3772. ud->skilltimerskill[i]->target_id = target;
  3773. ud->skilltimerskill[i]->skill_id = skill_id;
  3774. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3775. ud->skilltimerskill[i]->map = src->m;
  3776. ud->skilltimerskill[i]->x = x;
  3777. ud->skilltimerskill[i]->y = y;
  3778. ud->skilltimerskill[i]->type = type;
  3779. ud->skilltimerskill[i]->flag = flag;
  3780. return 0;
  3781. }
  3782. /*==========================================
  3783. *
  3784. *------------------------------------------*/
  3785. int skill_cleartimerskill (struct block_list *src)
  3786. {
  3787. int i;
  3788. struct unit_data *ud;
  3789. nullpo_ret(src);
  3790. ud = unit_bl2ud(src);
  3791. nullpo_ret(ud);
  3792. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3793. if(ud->skilltimerskill[i]) {
  3794. switch(ud->skilltimerskill[i]->skill_id) {
  3795. case WL_TETRAVORTEX_FIRE:
  3796. case WL_TETRAVORTEX_WATER:
  3797. case WL_TETRAVORTEX_WIND:
  3798. case WL_TETRAVORTEX_GROUND:
  3799. // For SR_FLASHCOMBO
  3800. case SR_DRAGONCOMBO:
  3801. case SR_FALLENEMPIRE:
  3802. case SR_TIGERCANNON:
  3803. case SR_SKYNETBLOW:
  3804. continue;
  3805. }
  3806. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3807. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3808. ud->skilltimerskill[i]=NULL;
  3809. }
  3810. }
  3811. return 1;
  3812. }
  3813. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3814. struct skill_unit *su = (TBL_SKILL*)bl;
  3815. struct skill_unit_group *sg = NULL;
  3816. nullpo_ret(su);
  3817. if (bl->type != BL_SKILL)
  3818. return 0;
  3819. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3820. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3821. su->limit = DIFF_TICK(gettick(), sg->tick);
  3822. sg->unit_id = UNT_USED_TRAPS;
  3823. }
  3824. return 1;
  3825. }
  3826. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3827. {
  3828. TBL_SKILL *su = (TBL_SKILL*)bl;
  3829. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3830. { //Reveal trap.
  3831. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3832. //clif_changetraplook(bl, su->group->unit_id);
  3833. clif_getareachar_skillunit(&su->bl, su, AREA, 0);
  3834. return 1;
  3835. }
  3836. return 0;
  3837. }
  3838. /*==========================================
  3839. *
  3840. *
  3841. *------------------------------------------*/
  3842. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3843. {
  3844. struct map_session_data *sd = NULL;
  3845. struct status_data *tstatus;
  3846. struct status_change *sc, *tsc;
  3847. if (skill_id > 0 && !skill_lv) return 0;
  3848. nullpo_retr(1, src);
  3849. nullpo_retr(1, bl);
  3850. if (src->m != bl->m)
  3851. return 1;
  3852. if (bl->prev == NULL)
  3853. return 1;
  3854. sd = BL_CAST(BL_PC, src);
  3855. if (status_isdead(bl))
  3856. return 1;
  3857. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3858. { //GTB makes all targetted magic display miss with a single bolt.
  3859. sc_type sct = status_skill2sc(skill_id);
  3860. if(sct != SC_NONE)
  3861. status_change_end(bl, sct, INVALID_TIMER);
  3862. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  3863. return 1;
  3864. }
  3865. sc = status_get_sc(src);
  3866. tsc = status_get_sc(bl);
  3867. if (sc && !sc->count)
  3868. sc = NULL; //Unneeded
  3869. if (tsc && !tsc->count)
  3870. tsc = NULL;
  3871. tstatus = status_get_status_data(bl);
  3872. map_freeblock_lock();
  3873. switch(skill_id) {
  3874. case MER_CRASH:
  3875. case SM_BASH:
  3876. case MS_BASH:
  3877. case MC_MAMMONITE:
  3878. case TF_DOUBLE:
  3879. case AC_DOUBLE:
  3880. case MA_DOUBLE:
  3881. case AS_SONICBLOW:
  3882. case KN_PIERCE:
  3883. case ML_PIERCE:
  3884. case KN_SPEARBOOMERANG:
  3885. case TF_POISON:
  3886. case TF_SPRINKLESAND:
  3887. case AC_CHARGEARROW:
  3888. case MA_CHARGEARROW:
  3889. case RG_INTIMIDATE:
  3890. case AM_ACIDTERROR:
  3891. case BA_MUSICALSTRIKE:
  3892. case DC_THROWARROW:
  3893. case BA_DISSONANCE:
  3894. case CR_HOLYCROSS:
  3895. case NPC_DARKCROSS:
  3896. case CR_SHIELDCHARGE:
  3897. case CR_SHIELDBOOMERANG:
  3898. case NPC_PIERCINGATT:
  3899. case NPC_MENTALBREAKER:
  3900. case NPC_RANGEATTACK:
  3901. case NPC_CRITICALSLASH:
  3902. case NPC_COMBOATTACK:
  3903. case NPC_GUIDEDATTACK:
  3904. case NPC_POISON:
  3905. case NPC_RANDOMATTACK:
  3906. case NPC_WATERATTACK:
  3907. case NPC_GROUNDATTACK:
  3908. case NPC_FIREATTACK:
  3909. case NPC_WINDATTACK:
  3910. case NPC_POISONATTACK:
  3911. case NPC_HOLYATTACK:
  3912. case NPC_DARKNESSATTACK:
  3913. case NPC_TELEKINESISATTACK:
  3914. case NPC_UNDEADATTACK:
  3915. case NPC_ARMORBRAKE:
  3916. case NPC_WEAPONBRAKER:
  3917. case NPC_HELMBRAKE:
  3918. case NPC_SHIELDBRAKE:
  3919. case NPC_BLINDATTACK:
  3920. case NPC_SILENCEATTACK:
  3921. case NPC_STUNATTACK:
  3922. case NPC_PETRIFYATTACK:
  3923. case NPC_CURSEATTACK:
  3924. case NPC_SLEEPATTACK:
  3925. case LK_AURABLADE:
  3926. case LK_SPIRALPIERCE:
  3927. case ML_SPIRALPIERCE:
  3928. case LK_HEADCRUSH:
  3929. case CG_ARROWVULCAN:
  3930. case HW_MAGICCRASHER:
  3931. case ITM_TOMAHAWK:
  3932. case CH_CHAINCRUSH:
  3933. case CH_TIGERFIST:
  3934. case PA_SHIELDCHAIN: // Shield Chain
  3935. case PA_SACRIFICE:
  3936. case WS_CARTTERMINATION: // Cart Termination
  3937. case AS_VENOMKNIFE:
  3938. case HT_PHANTASMIC:
  3939. case TK_DOWNKICK:
  3940. case TK_COUNTER:
  3941. case GS_CHAINACTION:
  3942. case GS_TRIPLEACTION:
  3943. #ifndef RENEWAL
  3944. case GS_MAGICALBULLET:
  3945. #endif
  3946. case GS_TRACKING:
  3947. case GS_PIERCINGSHOT:
  3948. case GS_RAPIDSHOWER:
  3949. case GS_DUST:
  3950. case GS_DISARM: // Added disarm. [Reddozen]
  3951. case GS_FULLBUSTER:
  3952. case NJ_SYURIKEN:
  3953. case NJ_KUNAI:
  3954. #ifndef RENEWAL
  3955. case ASC_BREAKER:
  3956. #endif
  3957. case HFLI_MOON: //[orn]
  3958. case HFLI_SBR44: //[orn]
  3959. case NPC_BLEEDING:
  3960. case NPC_CRITICALWOUND:
  3961. case NPC_HELLPOWER:
  3962. case RK_SONICWAVE:
  3963. case AB_DUPLELIGHT_MELEE:
  3964. case RA_AIMEDBOLT:
  3965. case NC_AXEBOOMERANG:
  3966. case NC_POWERSWING:
  3967. case NC_MAGMA_ERUPTION:
  3968. case GC_CROSSIMPACT:
  3969. case GC_VENOMPRESSURE:
  3970. case SC_TRIANGLESHOT:
  3971. case SC_FEINTBOMB:
  3972. case LG_BANISHINGPOINT:
  3973. case LG_SHIELDPRESS:
  3974. case LG_RAGEBURST:
  3975. case LG_RAYOFGENESIS:
  3976. case LG_HESPERUSLIT:
  3977. case LG_OVERBRAND:
  3978. case LG_OVERBRAND_BRANDISH:
  3979. case SR_FALLENEMPIRE:
  3980. case SR_CRESCENTELBOW_AUTOSPELL:
  3981. case SR_GATEOFHELL:
  3982. case SR_GENTLETOUCH_QUIET:
  3983. case WM_SEVERE_RAINSTORM_MELEE:
  3984. case WM_GREAT_ECHO:
  3985. case GN_SLINGITEM_RANGEMELEEATK:
  3986. case KO_SETSUDAN:
  3987. case GC_DARKCROW:
  3988. case RL_MASS_SPIRAL:
  3989. case RL_SLUGSHOT:
  3990. case RL_AM_BLAST:
  3991. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3992. break;
  3993. case NC_BOOSTKNUCKLE:
  3994. case NC_PILEBUNKER:
  3995. case NC_COLDSLOWER:
  3996. if (sd)
  3997. pc_overheat(sd, 1);
  3998. case MO_TRIPLEATTACK:
  3999. case RK_WINDCUTTER:
  4000. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4001. break;
  4002. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  4003. switch( rnd()%6 ){
  4004. case 0: flag |= BREAK_ANKLE; break;
  4005. case 1: flag |= BREAK_WRIST; break;
  4006. case 2: flag |= BREAK_KNEE; break;
  4007. case 3: flag |= BREAK_SHOULDER; break;
  4008. case 4: flag |= BREAK_WAIST; break;
  4009. case 5: flag |= BREAK_NECK; break;
  4010. }
  4011. //TODO: is there really no cleaner way to do this?
  4012. sc = status_get_sc(bl);
  4013. if (sc) sc->jb_flag = flag;
  4014. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4015. break;
  4016. case MO_COMBOFINISH:
  4017. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4018. { //Becomes a splash attack when Soul Linked.
  4019. map_foreachinrange(skill_area_sub, bl,
  4020. skill_get_splash(skill_id, skill_lv),splash_target(src),
  4021. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4022. skill_castend_damage_id);
  4023. } else
  4024. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4025. break;
  4026. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4027. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4028. skill_area_temp[1] = 0;
  4029. map_foreachinrange(skill_attack_area, src,
  4030. skill_get_splash(skill_id, skill_lv), splash_target(src),
  4031. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4032. break;
  4033. case KN_CHARGEATK:
  4034. {
  4035. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4036. unsigned int dist = distance_bl(src, bl);
  4037. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4038. // teleport to target (if not on WoE grounds)
  4039. if (skill_check_unit_movepos(3, src, bl->x, bl->y, 0, 1))
  4040. skill_blown(src, src, 1, (dir+4)%8, 0); //Target position is actually one cell next to the target
  4041. // cause damage and knockback if the path to target was a straight one
  4042. if (path) {
  4043. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4044. skill_blown(src, bl, dist, dir, 0);
  4045. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4046. // make the caster look in the direction of the target
  4047. unit_setdir(src, (dir+4)%8);
  4048. }
  4049. }
  4050. break;
  4051. case NC_FLAMELAUNCHER:
  4052. if (sd) pc_overheat(sd,1);
  4053. case LG_CANNONSPEAR:
  4054. skill_area_temp[1] = bl->id;
  4055. if (battle_config.skill_eightpath_algorithm) {
  4056. //Use official AoE algorithm
  4057. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4058. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4059. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4060. } else {
  4061. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4062. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4063. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4064. }
  4065. break;
  4066. case SN_SHARPSHOOTING:
  4067. case MA_SHARPSHOOTING:
  4068. case NJ_KAMAITACHI:
  4069. case NPC_ACIDBREATH:
  4070. case NPC_DARKNESSBREATH:
  4071. case NPC_FIREBREATH:
  4072. case NPC_ICEBREATH:
  4073. case NPC_THUNDERBREATH:
  4074. skill_area_temp[1] = bl->id;
  4075. if (battle_config.skill_eightpath_algorithm) {
  4076. //Use official AoE algorithm
  4077. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4078. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4079. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4080. //These skills hit at least the target if the AoE doesn't hit
  4081. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4082. }
  4083. } else {
  4084. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4085. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4086. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4087. }
  4088. break;
  4089. case MO_INVESTIGATE:
  4090. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4091. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4092. break;
  4093. case RG_BACKSTAP:
  4094. {
  4095. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4096. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  4097. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4098. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4099. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4100. unit_setdir(bl,dir);
  4101. }
  4102. else if (sd)
  4103. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4104. }
  4105. break;
  4106. case MO_FINGEROFFENSIVE:
  4107. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4108. if (battle_config.finger_offensive_type && sd) {
  4109. int i;
  4110. for (i = 1; i < sd->spiritball_old; i++)
  4111. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4112. }
  4113. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4114. break;
  4115. case MO_CHAINCOMBO:
  4116. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4117. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4118. break;
  4119. #ifndef RENEWAL
  4120. case NJ_ISSEN:
  4121. #endif
  4122. case MO_EXTREMITYFIST:
  4123. {
  4124. struct block_list *mbl = bl; // For NJ_ISSEN
  4125. short x, y, i = 2; // Move 2 cells (From target)
  4126. short dir = map_calc_dir(src,bl->x,bl->y);
  4127. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4128. if (skill_id == MO_EXTREMITYFIST) {
  4129. status_set_sp(src, 0, 0);
  4130. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4131. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4132. #ifdef RENEWAL
  4133. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4134. #endif
  4135. } else {
  4136. status_set_hp(src, 1, 0);
  4137. status_change_end(src, SC_NEN, INVALID_TIMER);
  4138. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4139. }
  4140. if (skill_id == MO_EXTREMITYFIST) {
  4141. mbl = src; // For MO_EXTREMITYFIST
  4142. i = 3; // Move 3 cells (From caster)
  4143. }
  4144. if (dir > 0 && dir < 4)
  4145. x = -i;
  4146. else if (dir > 4)
  4147. x = i;
  4148. else
  4149. x = 0;
  4150. if (dir > 2 && dir < 6)
  4151. y = -i;
  4152. else if (dir == 7 || dir < 2)
  4153. y = i;
  4154. else
  4155. y = 0;
  4156. // Ashura Strike still has slide effect in GVG
  4157. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  4158. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4159. clif_blown(src);
  4160. clif_spiritball(src);
  4161. }
  4162. }
  4163. break;
  4164. case HT_POWER:
  4165. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4166. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4167. break;
  4168. //Splash attack skills.
  4169. case AS_GRIMTOOTH:
  4170. case MC_CARTREVOLUTION:
  4171. case NPC_SPLASHATTACK:
  4172. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4173. case AS_SPLASHER:
  4174. case HT_BLITZBEAT:
  4175. case AC_SHOWER:
  4176. case MA_SHOWER:
  4177. case MG_NAPALMBEAT:
  4178. case MG_FIREBALL:
  4179. case RG_RAID:
  4180. case HW_NAPALMVULCAN:
  4181. case NJ_HUUMA:
  4182. case ASC_METEORASSAULT:
  4183. case GS_DESPERADO:
  4184. case GS_SPREADATTACK:
  4185. case NPC_EARTHQUAKE:
  4186. case NPC_PULSESTRIKE:
  4187. case NPC_HELLJUDGEMENT:
  4188. case NPC_VAMPIRE_GIFT:
  4189. case RK_IGNITIONBREAK:
  4190. case AB_JUDEX:
  4191. case WL_SOULEXPANSION:
  4192. case WL_CRIMSONROCK:
  4193. case WL_JACKFROST:
  4194. case RA_ARROWSTORM:
  4195. case RA_WUGDASH:
  4196. case NC_VULCANARM:
  4197. case NC_SELFDESTRUCTION:
  4198. case NC_AXETORNADO:
  4199. case GC_ROLLINGCUTTER:
  4200. case GC_COUNTERSLASH:
  4201. case LG_MOONSLASHER:
  4202. case LG_EARTHDRIVE:
  4203. case SR_RAMPAGEBLASTER:
  4204. case SR_SKYNETBLOW:
  4205. case SR_WINDMILL:
  4206. case SR_RIDEINLIGHTNING:
  4207. case WM_REVERBERATION_MELEE:
  4208. case WM_REVERBERATION_MAGIC:
  4209. case SO_VARETYR_SPEAR:
  4210. case GN_CART_TORNADO:
  4211. case GN_CARTCANNON:
  4212. case KO_HAPPOKUNAI:
  4213. case KO_HUUMARANKA:
  4214. case KO_MUCHANAGE:
  4215. case KO_BAKURETSU:
  4216. case GN_ILLUSIONDOPING:
  4217. case RL_FIREDANCE:
  4218. case RL_BANISHING_BUSTER:
  4219. case RL_S_STORM:
  4220. case RL_R_TRIP:
  4221. case MH_XENO_SLASHER:
  4222. case NC_ARMSCANNON:
  4223. if( flag&1 ) {//Recursive invocation
  4224. int sflag = skill_area_temp[0] & 0xFFF;
  4225. int heal = 0;
  4226. struct status_change *tsc = status_get_sc(bl);
  4227. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  4228. break; // Under Hovering characters are immune to select trap and ground target skills.
  4229. if( flag&SD_LEVEL )
  4230. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4231. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4232. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4233. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4234. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4235. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4236. status_heal(src,heal,0,0);
  4237. }
  4238. } else {
  4239. int starget = splash_target(src);
  4240. skill_area_temp[0] = 0;
  4241. skill_area_temp[1] = bl->id;
  4242. skill_area_temp[2] = 0;
  4243. switch ( skill_id ) {
  4244. case LG_EARTHDRIVE:
  4245. case GN_CARTCANNON:
  4246. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4247. break;
  4248. case LG_MOONSLASHER:
  4249. case MH_XENO_SLASHER:
  4250. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4251. break;
  4252. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  4253. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4254. break;
  4255. case WM_REVERBERATION_MELEE:
  4256. case WM_REVERBERATION_MAGIC:
  4257. skill_area_temp[1] = 0;
  4258. starget = BL_CHAR;
  4259. break;
  4260. case WL_CRIMSONROCK:
  4261. skill_area_temp[4] = bl->x;
  4262. skill_area_temp[5] = bl->y;
  4263. break;
  4264. case NC_VULCANARM:
  4265. case NC_ARMSCANNON:
  4266. if (sd)
  4267. pc_overheat(sd, 1);
  4268. break;
  4269. }
  4270. // if skill damage should be split among targets, count them
  4271. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4272. //special case: Venom Splasher uses a different range for searching than for splashing
  4273. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4274. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4275. // recursive invocation of skill_castend_damage_id() with flag|1
  4276. if (battle_config.skill_wall_check && skill_id == RA_ARROWSTORM)
  4277. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4278. else
  4279. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4280. if( skill_id == AS_SPLASHER ) {
  4281. map_freeblock_unlock(); // Don't consume a second gemstone.
  4282. return 0;
  4283. }
  4284. }
  4285. break;
  4286. //Place units around target
  4287. case NJ_BAKUENRYU:
  4288. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4289. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4290. break;
  4291. case WL_COMET:
  4292. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4293. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4294. break;
  4295. case SM_MAGNUM:
  4296. case MS_MAGNUM:
  4297. if( flag&1 ) {
  4298. // For players, damage depends on distance, so add it to flag if it is > 1
  4299. // Cannot hit hidden targets
  4300. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4301. }
  4302. break;
  4303. case KN_BRANDISHSPEAR:
  4304. case ML_BRANDISH:
  4305. //Coded apart for it needs the flag passed to the damage calculation.
  4306. if (skill_area_temp[1] != bl->id)
  4307. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4308. else
  4309. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4310. break;
  4311. case KN_BOWLINGBASH:
  4312. case MS_BOWLINGBASH:
  4313. {
  4314. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4315. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4316. c = (skill_lv-(flag&0xFFF)+1)/2;
  4317. // Determine the Bowling Bash area depending on configuration
  4318. if (battle_config.bowling_bash_area == 0) {
  4319. // Gutter line system
  4320. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4321. if(min_x < 0) min_x = 0;
  4322. max_x = min_x + 39;
  4323. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4324. if(min_y < 0) min_y = 0;
  4325. max_y = min_y + 39;
  4326. } else if (battle_config.bowling_bash_area == 1) {
  4327. // Gutter line system without demi gutter bug
  4328. min_x = src->x - (src->x)%40;
  4329. max_x = min_x + 39;
  4330. min_y = src->y - (src->y)%40;
  4331. max_y = min_y + 39;
  4332. } else {
  4333. // Area around caster
  4334. min_x = src->x - battle_config.bowling_bash_area;
  4335. max_x = src->x + battle_config.bowling_bash_area;
  4336. min_y = src->y - battle_config.bowling_bash_area;
  4337. max_y = src->y + battle_config.bowling_bash_area;
  4338. }
  4339. // Initialization, break checks, direction
  4340. if((flag&0xFFF) > 0) {
  4341. // Ignore monsters outside area
  4342. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4343. break;
  4344. // Ignore monsters already in list
  4345. if(idb_exists(bowling_db, bl->id))
  4346. break;
  4347. // Random direction
  4348. dir = rnd()%8;
  4349. } else {
  4350. // Create an empty list of already hit targets
  4351. db_clear(bowling_db);
  4352. // Direction is walkpath
  4353. dir = (unit_getdir(src)+4)%8;
  4354. }
  4355. // Add current target to the list of already hit targets
  4356. idb_put(bowling_db, bl->id, bl);
  4357. // Keep moving target in direction square by square
  4358. tx = bl->x;
  4359. ty = bl->y;
  4360. for(i=0;i<c;i++) {
  4361. // Target coordinates (get changed even if knockback fails)
  4362. tx -= dirx[dir];
  4363. ty -= diry[dir];
  4364. // If target cell is a wall then break
  4365. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4366. break;
  4367. skill_blown(src,bl,1,dir,0);
  4368. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4369. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4370. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4371. (map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4372. // Recursive call
  4373. map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4374. // Self-collision
  4375. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4376. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4377. break;
  4378. }
  4379. }
  4380. // Original hit or chain hit depending on flag
  4381. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4382. }
  4383. break;
  4384. case KN_SPEARSTAB:
  4385. if(flag&1) {
  4386. if (bl->id==skill_area_temp[1])
  4387. break;
  4388. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4389. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4390. } else {
  4391. int x=bl->x,y=bl->y,i,dir;
  4392. dir = map_calc_dir(bl,src->x,src->y);
  4393. skill_area_temp[1] = bl->id;
  4394. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4395. // all the enemies between the caster and the target are hit, as well as the target
  4396. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4397. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4398. for (i=0;i<4;i++) {
  4399. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4400. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4401. x += dirx[dir];
  4402. y += diry[dir];
  4403. }
  4404. }
  4405. break;
  4406. case TK_TURNKICK:
  4407. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4408. {
  4409. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4410. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4411. map_foreachinrange(skill_area_sub,bl,
  4412. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4413. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4414. skill_castend_nodamage_id);
  4415. }
  4416. break;
  4417. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4418. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4419. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0); //Display an absorbed damage attack.
  4420. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4421. break;
  4422. case PR_TURNUNDEAD:
  4423. case ALL_RESURRECTION:
  4424. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4425. break;
  4426. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4427. break;
  4428. case MG_SOULSTRIKE:
  4429. case NPC_DARKSTRIKE:
  4430. case MG_COLDBOLT:
  4431. case MG_FIREBOLT:
  4432. case MG_LIGHTNINGBOLT:
  4433. case WZ_EARTHSPIKE:
  4434. case AL_HEAL:
  4435. case AL_HOLYLIGHT:
  4436. case NPC_DARKTHUNDER:
  4437. case PR_ASPERSIO:
  4438. case MG_FROSTDIVER:
  4439. case WZ_SIGHTBLASTER:
  4440. case WZ_SIGHTRASHER:
  4441. case NJ_KOUENKA:
  4442. case NJ_HYOUSENSOU:
  4443. case NJ_HUUJIN:
  4444. case AB_ADORAMUS:
  4445. case AB_RENOVATIO:
  4446. case AB_HIGHNESSHEAL:
  4447. case AB_DUPLELIGHT_MAGIC:
  4448. case WM_METALICSOUND:
  4449. case KO_KAIHOU:
  4450. case MH_ERASER_CUTTER:
  4451. case RL_B_TRAP:
  4452. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4453. break;
  4454. case NPC_MAGICALATTACK:
  4455. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4456. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4457. break;
  4458. case HVAN_CAPRICE: //[blackhole89]
  4459. {
  4460. int ran=rnd()%4;
  4461. int sid = 0;
  4462. switch(ran)
  4463. {
  4464. case 0: sid=MG_COLDBOLT; break;
  4465. case 1: sid=MG_FIREBOLT; break;
  4466. case 2: sid=MG_LIGHTNINGBOLT; break;
  4467. case 3: sid=WZ_EARTHSPIKE; break;
  4468. }
  4469. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4470. }
  4471. break;
  4472. case WZ_WATERBALL:
  4473. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4474. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4475. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4476. break;
  4477. case WZ_JUPITEL:
  4478. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4479. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4480. break;
  4481. case PR_BENEDICTIO:
  4482. //Should attack undead and demons. [Skotlex]
  4483. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4484. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4485. break;
  4486. case SL_SMA:
  4487. status_change_end(src, SC_SMA, INVALID_TIMER);
  4488. case SL_STIN:
  4489. case SL_STUN:
  4490. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4491. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4492. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4493. break;
  4494. }
  4495. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4496. break;
  4497. case NPC_DARKBREATH:
  4498. clif_emotion(src,E_AG);
  4499. case SN_FALCONASSAULT:
  4500. case PA_PRESSURE:
  4501. case CR_ACIDDEMONSTRATION:
  4502. case TF_THROWSTONE:
  4503. #ifdef RENEWAL
  4504. case ASC_BREAKER:
  4505. case GS_MAGICALBULLET:
  4506. #endif
  4507. case NPC_SMOKING:
  4508. case GS_FLING:
  4509. case NJ_ZENYNAGE:
  4510. case GN_THORNS_TRAP:
  4511. case GN_HELLS_PLANT_ATK:
  4512. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4513. break;
  4514. #ifdef RENEWAL
  4515. case NJ_ISSEN: {
  4516. short x, y;
  4517. short dir = map_calc_dir(src, bl->x, bl->y);
  4518. // Move 2 cells (From target)
  4519. if (dir > 0 && dir < 4)
  4520. x = -2;
  4521. else if (dir > 4)
  4522. x = 2;
  4523. else
  4524. x = 0;
  4525. if (dir > 2 && dir < 6)
  4526. y = -2;
  4527. else if (dir == 7 || dir < 2)
  4528. y = 2;
  4529. else
  4530. y = 0;
  4531. // Doesn't have slide effect in GVG
  4532. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  4533. clif_blown(src);
  4534. clif_spiritball(src);
  4535. }
  4536. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4537. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  4538. status_change_end(src, SC_NEN, INVALID_TIMER);
  4539. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4540. }
  4541. break;
  4542. #endif
  4543. case RK_DRAGONBREATH_WATER:
  4544. case RK_DRAGONBREATH: {
  4545. struct status_change *tsc2 = NULL;
  4546. if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) {
  4547. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4548. } else
  4549. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4550. }
  4551. break;
  4552. case NPC_SELFDESTRUCTION: {
  4553. struct status_change *tsc2 = NULL;
  4554. if( (tsc2 = status_get_sc(bl)) && tsc2->data[SC_HIDING] )
  4555. break;
  4556. }
  4557. case HVAN_EXPLOSION:
  4558. if (src != bl)
  4559. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4560. break;
  4561. // Celest
  4562. case PF_SOULBURN:
  4563. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4564. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4565. if (skill_lv == 5)
  4566. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4567. status_percent_damage(src, bl, 0, 100, false);
  4568. } else {
  4569. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4570. if (skill_lv == 5)
  4571. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4572. status_percent_damage(src, src, 0, 100, false);
  4573. }
  4574. break;
  4575. case NPC_BLOODDRAIN:
  4576. case NPC_ENERGYDRAIN:
  4577. {
  4578. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4579. src, src, bl, skill_id, skill_lv, tick, flag);
  4580. if (heal > 0){
  4581. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4582. status_heal(src, heal, 0, 0);
  4583. }
  4584. }
  4585. break;
  4586. case GS_BULLSEYE:
  4587. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4588. break;
  4589. case NJ_KASUMIKIRI:
  4590. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4591. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4592. break;
  4593. case NJ_KIRIKAGE:
  4594. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4595. { //You don't move on GVG grounds.
  4596. short x, y;
  4597. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4598. if (unit_movepos(src, x, y, 0, 0)) {
  4599. clif_blown(src);
  4600. }
  4601. }
  4602. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4603. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4604. break;
  4605. case RK_HUNDREDSPEAR:
  4606. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4607. if(rnd()%100 < (10 + 3*skill_lv)) {
  4608. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4609. if( !skill_req )
  4610. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4611. skill_blown(src,bl,6,-1,0);
  4612. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4613. }
  4614. break;
  4615. case RK_PHANTOMTHRUST:
  4616. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4617. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4618. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  4619. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4620. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4621. break;
  4622. case RK_STORMBLAST:
  4623. if( flag&1 )
  4624. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4625. else {
  4626. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4627. map_foreachinrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  4628. }
  4629. break;
  4630. case GC_DARKILLUSION:
  4631. {
  4632. short x, y;
  4633. short dir = map_calc_dir(src,bl->x,bl->y);
  4634. if( dir > 0 && dir < 4) x = 2;
  4635. else if( dir > 4 ) x = -2;
  4636. else x = 0;
  4637. if( dir > 2 && dir < 6 ) y = 2;
  4638. else if( dir == 7 || dir < 2 ) y = -2;
  4639. else y = 0;
  4640. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  4641. clif_blown(src);
  4642. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4643. if( rnd()%100 < 4 * skill_lv )
  4644. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4645. }
  4646. }
  4647. break;
  4648. case GC_WEAPONCRUSH:
  4649. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4650. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4651. else if( sd )
  4652. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4653. break;
  4654. case GC_CROSSRIPPERSLASHER:
  4655. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4656. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4657. else
  4658. {
  4659. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4660. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4661. }
  4662. break;
  4663. case GC_PHANTOMMENACE:
  4664. if (flag&1) { // Only Hits Invisible Targets
  4665. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  4666. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4667. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4668. }
  4669. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4670. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  4671. }
  4672. break;
  4673. case WL_CHAINLIGHTNING:
  4674. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4675. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4676. break;
  4677. case WL_DRAINLIFE:
  4678. {
  4679. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4680. int rate = 70 + 5 * skill_lv;
  4681. heal = heal * (5 + 5 * skill_lv) / 100;
  4682. if( bl->type == BL_SKILL )
  4683. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4684. if( heal && rnd()%100 < rate )
  4685. {
  4686. status_heal(src, heal, 0, 0);
  4687. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4688. }
  4689. }
  4690. break;
  4691. case WL_TETRAVORTEX:
  4692. if( sd && sc ) { // No SC? No spheres
  4693. int spheres[5] = { 0, 0, 0, 0, 0 },
  4694. positions[5] = {-1,-1,-1,-1,-1 },
  4695. i, j = 0, k, subskill = 0;
  4696. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4697. if( sc->data[i] ) {
  4698. spheres[j] = i;
  4699. positions[j] = sc->data[i]->val2;
  4700. j++;
  4701. }
  4702. // Sphere Sort, this time from new to old
  4703. for( i = 0; i <= j - 2; i++ )
  4704. for( k = i + 1; k <= j - 1; k++ )
  4705. if( positions[i] < positions[k] ) {
  4706. swap(positions[i],positions[k]);
  4707. swap(spheres[i],spheres[k]);
  4708. }
  4709. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4710. status_change_end(src, spheres[4], INVALID_TIMER);
  4711. j = 4;
  4712. }
  4713. k = 0;
  4714. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4715. switch( sc->data[spheres[i]]->val1 ) {
  4716. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4717. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4718. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4719. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4720. }
  4721. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4722. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4723. status_change_end(src, spheres[i], INVALID_TIMER);
  4724. }
  4725. }
  4726. break;
  4727. case WL_RELEASE:
  4728. if( sd )
  4729. {
  4730. int i;
  4731. // Priority is to release SpellBook
  4732. if( sc && sc->data[SC_FREEZE_SP] )
  4733. { // SpellBook
  4734. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  4735. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4736. int cooldown;
  4737. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4738. if( sc->data[i] ) spell[s++] = i;
  4739. if ( s == 0 )
  4740. break;
  4741. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  4742. if(sc->data[i] ){// Now extract the data from the preserved spell
  4743. pres_skill_id = sc->data[i]->val1;
  4744. pres_skill_lv = sc->data[i]->val2;
  4745. point = sc->data[i]->val3;
  4746. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4747. }else //something went wrong :(
  4748. break;
  4749. if( sc->data[SC_FREEZE_SP]->val2 > point )
  4750. sc->data[SC_FREEZE_SP]->val2 -= point;
  4751. else // Last spell to be released
  4752. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  4753. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4754. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  4755. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  4756. break;
  4757. // Get the requirement for the preserved skill
  4758. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  4759. switch( skill_get_casttype(pres_skill_id) )
  4760. {
  4761. case CAST_GROUND:
  4762. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  4763. break;
  4764. case CAST_NODAMAGE:
  4765. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4766. break;
  4767. case CAST_DAMAGE:
  4768. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4769. break;
  4770. }
  4771. sd->ud.canact_tick = max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  4772. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  4773. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  4774. if( cooldown )
  4775. skill_blockpc_start(sd, pres_skill_id, cooldown);
  4776. }
  4777. else
  4778. { // Summon Balls
  4779. int j = 0, k;
  4780. int spheres[5] = { 0, 0, 0, 0, 0 },
  4781. positions[5] = {-1,-1,-1,-1,-1 };
  4782. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4783. if( sc && sc->data[i] )
  4784. {
  4785. spheres[j] = i;
  4786. positions[j] = sc->data[i]->val2;
  4787. sc->data[i]->val2--; // Prepares for next position
  4788. j++;
  4789. }
  4790. if( j == 0 )
  4791. { // No Spheres
  4792. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4793. break;
  4794. }
  4795. // Sphere Sort
  4796. for( i = 0; i <= j - 2; i++ )
  4797. for( k = i + 1; k <= j - 1; k++ )
  4798. if( positions[i] > positions[k] )
  4799. {
  4800. swap(positions[i],positions[k]);
  4801. swap(spheres[i],spheres[k]);
  4802. }
  4803. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4804. for( i = 0; i < j; i++ )
  4805. {
  4806. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4807. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4808. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4809. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4810. }
  4811. clif_skill_nodamage(src,bl,skill_id,0,1);
  4812. }
  4813. }
  4814. break;
  4815. case WL_FROSTMISTY:
  4816. // Causes Freezing status through walls.
  4817. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  4818. // Doesn't deal damage through non-shootable walls.
  4819. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  4820. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4821. break;
  4822. case WL_HELLINFERNO:
  4823. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4824. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4825. break;
  4826. case RA_WUGSTRIKE:
  4827. if( sd && pc_isridingwug(sd) ){
  4828. short x[8]={0,-1,-1,-1,0,1,1,1};
  4829. short y[8]={1,1,0,-1,-1,-1,0,1};
  4830. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4831. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  4832. clif_blown(src);
  4833. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4834. }
  4835. break;
  4836. }
  4837. case RA_WUGBITE:
  4838. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4839. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4840. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4841. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4842. break;
  4843. case RA_SENSITIVEKEEN:
  4844. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4845. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  4846. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4847. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4848. }
  4849. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4850. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  4851. } else {
  4852. struct skill_unit *su = NULL;
  4853. struct skill_unit_group* sg;
  4854. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  4855. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4856. {
  4857. struct item item_tmp;
  4858. memset(&item_tmp,0,sizeof(item_tmp));
  4859. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4860. item_tmp.identify = 1;
  4861. if( item_tmp.nameid )
  4862. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  4863. }
  4864. skill_delunit(su);
  4865. }
  4866. }
  4867. break;
  4868. case NC_INFRAREDSCAN:
  4869. if( flag&1 ) {
  4870. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4871. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4872. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4873. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  4874. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4875. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  4876. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4877. } else {
  4878. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4879. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4880. if( sd ) pc_overheat(sd,1);
  4881. }
  4882. break;
  4883. case NC_MAGNETICFIELD:
  4884. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4885. break;
  4886. case SC_FATALMENACE:
  4887. if( flag&1 )
  4888. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4889. else
  4890. {
  4891. short x, y;
  4892. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4893. // Destination area
  4894. skill_area_temp[4] = x;
  4895. skill_area_temp[5] = y;
  4896. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4897. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4898. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4899. }
  4900. break;
  4901. case LG_PINPOINTATTACK:
  4902. if (skill_check_unit_movepos(3, src, bl->x, bl->y, 1, 1))
  4903. clif_blown(src);
  4904. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4905. break;
  4906. case LG_SHIELDSPELL:
  4907. if (skill_lv == 1)
  4908. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4909. else if (skill_lv == 2)
  4910. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4911. break;
  4912. case SR_DRAGONCOMBO:
  4913. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4914. break;
  4915. case SR_KNUCKLEARROW:
  4916. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  4917. dir_ka = map_calc_dir(bl, src->x, src->y);
  4918. // Has slide effect
  4919. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  4920. clif_blown(src);
  4921. if( flag&1 )
  4922. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4923. else
  4924. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4925. break;
  4926. case SR_HOWLINGOFLION:
  4927. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4928. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4929. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4930. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4931. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4932. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4933. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  4934. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  4935. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  4936. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4937. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  4938. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  4939. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  4940. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4941. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4942. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4943. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4944. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4945. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4946. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4947. break;
  4948. case SR_EARTHSHAKER:
  4949. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4950. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4951. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4952. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4953. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  4954. } else {
  4955. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4956. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4957. }
  4958. break;
  4959. case SR_TIGERCANNON:
  4960. if (flag&1) {
  4961. if (skill_area_temp[3] == skill_id && skill_area_temp_i64[0]) { // Safe check
  4962. if (skill_area_temp[1] != bl->id) {
  4963. int64 dmg = skill_area_temp_i64[0];
  4964. bool infdef = is_infinite_defense(bl, skill_get_type(skill_id));
  4965. if (infdef)
  4966. dmg = 1;
  4967. status_damage(src, bl, dmg, 0, 0, 0);
  4968. status_zap(bl, 0, dmg * 10 / 100);
  4969. clif_skill_damage(src, bl, tick, status_get_amotion(bl), 0, dmg, 1, skill_id, skill_lv, 6);
  4970. }
  4971. }
  4972. else { // Somehow, we failed
  4973. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4974. }
  4975. }
  4976. else if (sd) {
  4977. skill_area_temp[1] = bl->id;
  4978. skill_area_temp[3] = skill_id;
  4979. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|8); // Only do attack calculation once
  4980. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4981. }
  4982. break;
  4983. case SO_POISON_BUSTER: {
  4984. struct status_change *tsc2 = status_get_sc(bl);
  4985. if( tsc2 && tsc2->data[SC_POISON] ) {
  4986. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4987. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4988. }
  4989. else if( sd )
  4990. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4991. }
  4992. break;
  4993. case GN_SPORE_EXPLOSION:
  4994. if( flag&1 )
  4995. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4996. else {
  4997. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4998. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4999. }
  5000. break;
  5001. case GN_DEMONIC_FIRE:
  5002. case GN_FIRE_EXPANSION_ACID:
  5003. if (flag&1)
  5004. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5005. break;
  5006. case KO_JYUMONJIKIRI: {
  5007. short x, y;
  5008. short dir = map_calc_dir(src,bl->x,bl->y);
  5009. if (dir > 0 && dir < 4)
  5010. x = 2;
  5011. else if (dir > 4)
  5012. x = -2;
  5013. else
  5014. x = 0;
  5015. if (dir > 2 && dir < 6)
  5016. y = 2;
  5017. else if (dir == 7 || dir < 2)
  5018. y = -2;
  5019. else
  5020. y = 0;
  5021. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5022. clif_blown(src);
  5023. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5024. }
  5025. }
  5026. break;
  5027. case EL_FIRE_BOMB:
  5028. case EL_FIRE_WAVE:
  5029. case EL_WATER_SCREW:
  5030. case EL_HURRICANE:
  5031. case EL_TYPOON_MIS:
  5032. if( flag&1 )
  5033. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5034. else {
  5035. int i = skill_get_splash(skill_id,skill_lv);
  5036. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5037. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5038. if( rnd()%100 < 30 )
  5039. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5040. else
  5041. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5042. }
  5043. break;
  5044. case EL_ROCK_CRUSHER:
  5045. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5046. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5047. if( rnd()%100 < 50 )
  5048. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5049. else
  5050. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5051. break;
  5052. case EL_STONE_RAIN:
  5053. if( flag&1 )
  5054. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5055. else {
  5056. int i = skill_get_splash(skill_id,skill_lv);
  5057. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5058. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5059. if( rnd()%100 < 30 )
  5060. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5061. else
  5062. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5063. }
  5064. break;
  5065. case EL_FIRE_ARROW:
  5066. case EL_ICE_NEEDLE:
  5067. case EL_WIND_SLASH:
  5068. case EL_STONE_HAMMER:
  5069. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5070. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5071. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5072. break;
  5073. case EL_TIDAL_WEAPON:
  5074. if( src->type == BL_ELEM ) {
  5075. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5076. struct status_change *sc2 = status_get_sc(&ele->bl);
  5077. struct status_change *tsc2 = status_get_sc(bl);
  5078. sc_type type = status_skill2sc(skill_id), type2;
  5079. type2 = type-1;
  5080. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5081. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5082. if( (sc2 && sc2->data[type2]) || (tsc2 && tsc2->data[type]) ) {
  5083. elemental_clean_single_effect(ele, skill_id);
  5084. }
  5085. if( rnd()%100 < 50 )
  5086. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5087. else {
  5088. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5089. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5090. }
  5091. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5092. }
  5093. break;
  5094. //recursive homon skill
  5095. case MH_MAGMA_FLOW:
  5096. case MH_HEILIGE_STANGE:
  5097. if(flag&1){
  5098. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5099. break;//chance to not trigger atk for magma
  5100. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5101. }
  5102. else
  5103. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5104. break;
  5105. case MH_STAHL_HORN:
  5106. case MH_NEEDLE_OF_PARALYZE:
  5107. case MH_SONIC_CRAW:
  5108. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5109. break;
  5110. case MH_MIDNIGHT_FRENZY:
  5111. case MH_SILVERVEIN_RUSH:
  5112. {
  5113. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5114. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5115. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  5116. }
  5117. break;
  5118. case MH_TINDER_BREAKER:
  5119. case MH_CBC:
  5120. case MH_EQC:
  5121. {
  5122. int duration = 0;
  5123. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5124. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  5125. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5126. clif_blown(src);
  5127. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5128. }
  5129. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5130. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5131. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  5132. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5133. }
  5134. break;
  5135. case RL_H_MINE:
  5136. if (!(flag&1)) {
  5137. // Direct attack
  5138. if (!sd || !sd->flicker) {
  5139. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5140. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5141. break;
  5142. }
  5143. // Triggered by RL_FLICKER
  5144. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5145. // Splash damage around it!
  5146. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5147. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5148. flag |= 1; // Don't consume requirement
  5149. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5150. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5151. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5152. }
  5153. }
  5154. else
  5155. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5156. if (sd && sd->flicker)
  5157. flag |= 1; // Don't consume requirement
  5158. break;
  5159. case RL_HAMMER_OF_GOD:
  5160. if (!(flag&1)) {
  5161. if (!sd) {
  5162. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5163. break;
  5164. }
  5165. // First attack. If target is marked by SC_C_MARKER, do another splash damage!
  5166. if (tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id) {
  5167. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5168. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5169. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5170. }
  5171. }
  5172. else
  5173. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5174. if ((flag&8))
  5175. flag |= 1;
  5176. break;
  5177. case RL_QD_SHOT:
  5178. case RL_D_TAIL:
  5179. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id)) {
  5180. int sflag = flag;
  5181. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5182. break;
  5183. if (flag&1)
  5184. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  5185. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5186. if (sd) {
  5187. if (skill_id != RL_D_TAIL)
  5188. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5189. }
  5190. }
  5191. break;
  5192. case 0:/* no skill - basic/normal attack */
  5193. if(sd) {
  5194. if (flag & 3){
  5195. if (bl->id != skill_area_temp[1])
  5196. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5197. } else {
  5198. skill_area_temp[1] = bl->id;
  5199. map_foreachinrange(skill_area_sub, bl,
  5200. sd->bonus.splash_range, BL_CHAR,
  5201. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5202. skill_castend_damage_id);
  5203. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5204. }
  5205. }
  5206. break;
  5207. default:
  5208. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5209. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5210. 0, abs(skill_get_num(skill_id, skill_lv)),
  5211. skill_id, skill_lv, skill_get_hit(skill_id));
  5212. map_freeblock_unlock();
  5213. return 1;
  5214. }
  5215. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5216. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5217. map_freeblock_unlock();
  5218. if( sd && !(flag&1) )
  5219. {// ensure that the skill last-cast tick is recorded
  5220. sd->canskill_tick = gettick();
  5221. if( sd->state.arrow_atk )
  5222. {// consume arrow on last invocation to this skill.
  5223. battle_consume_ammo(sd, skill_id, skill_lv);
  5224. }
  5225. // perform skill requirement consumption
  5226. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5227. }
  5228. return 0;
  5229. }
  5230. /**
  5231. * Use no-damage skill from 'src' to 'bl
  5232. * @param src Caster
  5233. * @param bl Target of the skill, bl maybe same with src for self skill
  5234. * @param skill_id
  5235. * @param skill_lv
  5236. * @param tick
  5237. * @param flag Various value, &1: Recursive effect
  5238. **/
  5239. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5240. {
  5241. struct map_session_data *sd, *dstsd;
  5242. struct mob_data *md, *dstmd;
  5243. struct homun_data *hd;
  5244. struct mercenary_data *mer;
  5245. struct status_data *sstatus, *tstatus;
  5246. struct status_change *tsc;
  5247. struct status_change_entry *tsce;
  5248. int chorusbonus = 0;
  5249. int i = 0;
  5250. enum sc_type type;
  5251. if(skill_id > 0 && !skill_lv) return 0; // celest
  5252. nullpo_retr(1, src);
  5253. nullpo_retr(1, bl);
  5254. if (src->m != bl->m)
  5255. return 1;
  5256. sd = BL_CAST(BL_PC, src);
  5257. hd = BL_CAST(BL_HOM, src);
  5258. md = BL_CAST(BL_MOB, src);
  5259. mer = BL_CAST(BL_MER, src);
  5260. dstsd = BL_CAST(BL_PC, bl);
  5261. dstmd = BL_CAST(BL_MOB, bl);
  5262. if(bl->prev == NULL)
  5263. return 1;
  5264. if(status_isdead(src))
  5265. return 1;
  5266. if( src != bl && status_isdead(bl) ) {
  5267. switch( skill_id ) { // Skills that may be cast on dead targets
  5268. case NPC_WIDESOULDRAIN:
  5269. case PR_REDEMPTIO:
  5270. case ALL_RESURRECTION:
  5271. case WM_DEADHILLHERE:
  5272. break;
  5273. default:
  5274. return 1;
  5275. }
  5276. }
  5277. tstatus = status_get_status_data(bl);
  5278. sstatus = status_get_status_data(src);
  5279. // Minstrel/Wanderer number check for chorus skills.
  5280. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  5281. if( sd && sd->status.party_id ) {
  5282. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  5283. if( chorusbonus > 7 )
  5284. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  5285. else if( chorusbonus > 2 )
  5286. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  5287. }
  5288. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5289. switch (skill_id) {
  5290. case HLIF_HEAL: //[orn]
  5291. if (bl->type != BL_HOM) {
  5292. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5293. break ;
  5294. }
  5295. case AL_HEAL:
  5296. case ALL_RESURRECTION:
  5297. case PR_ASPERSIO:
  5298. case AB_RENOVATIO:
  5299. case AB_HIGHNESSHEAL:
  5300. //Apparently only player casted skills can be offensive like this.
  5301. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5302. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5303. //Offensive heal does not works on non-enemies. [Skotlex]
  5304. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5305. return 0;
  5306. }
  5307. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5308. }
  5309. break;
  5310. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5311. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5312. case MH_STEINWAND: {
  5313. struct block_list *s_src = battle_get_master(src);
  5314. short ret = 0;
  5315. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5316. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5317. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5318. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5319. if (hd)
  5320. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5321. return ret;
  5322. }
  5323. break;
  5324. default:
  5325. //Skill is actually ground placed.
  5326. if (src == bl && skill_get_unit_id(skill_id,0))
  5327. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5328. }
  5329. type = status_skill2sc(skill_id);
  5330. tsc = status_get_sc(bl);
  5331. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5332. if (src!=bl && type > -1 &&
  5333. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5334. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5335. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5336. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5337. map_freeblock_lock();
  5338. switch(skill_id)
  5339. {
  5340. case HLIF_HEAL: //[orn]
  5341. case AL_HEAL:
  5342. case AB_HIGHNESSHEAL:
  5343. {
  5344. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5345. int heal_get_jobexp;
  5346. if (status_isimmune(bl) || (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))))
  5347. heal = 0;
  5348. if( tsc && tsc->count ) {
  5349. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  5350. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5351. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5352. if (src == bl)
  5353. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5354. else {
  5355. bl = src;
  5356. dstsd = sd;
  5357. }
  5358. }
  5359. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5360. heal = 0; //Needed so that it actually displays 0 when healing.
  5361. }
  5362. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5363. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5364. heal = ~heal + 1;
  5365. heal_get_jobexp = status_heal(bl,heal,0,0);
  5366. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5367. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5368. if (heal_get_jobexp <= 0)
  5369. heal_get_jobexp = 1;
  5370. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  5371. }
  5372. }
  5373. break;
  5374. case PR_REDEMPTIO:
  5375. if (sd && !(flag&1)) {
  5376. if (sd->status.party_id == 0) {
  5377. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5378. break;
  5379. }
  5380. skill_area_temp[0] = 0;
  5381. party_foreachsamemap(skill_area_sub,
  5382. sd,skill_get_splash(skill_id, skill_lv),
  5383. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5384. skill_castend_nodamage_id);
  5385. if (skill_area_temp[0] == 0) {
  5386. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5387. break;
  5388. }
  5389. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  5390. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  5391. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  5392. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  5393. clif_updatestatus(sd,SP_BASEEXP);
  5394. clif_updatestatus(sd,SP_JOBEXP);
  5395. }
  5396. status_set_hp(src, 1, 0);
  5397. status_set_sp(src, 0, 0);
  5398. break;
  5399. } else if (status_isdead(bl) && flag&1) { //Revive
  5400. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5401. skill_lv = 3; //Resurrection level 3 is used
  5402. } else //Invalid target, skip resurrection.
  5403. break;
  5404. case ALL_RESURRECTION:
  5405. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  5406. { //No reviving in WoE grounds!
  5407. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5408. break;
  5409. }
  5410. if (!status_isdead(bl))
  5411. break;
  5412. {
  5413. int per = 0, sper = 0;
  5414. if (tsc && tsc->data[SC_HELLPOWER])
  5415. break;
  5416. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5417. break;
  5418. switch(skill_lv){
  5419. case 1: per=10; break;
  5420. case 2: per=30; break;
  5421. case 3: per=50; break;
  5422. case 4: per=80; break;
  5423. }
  5424. if(dstsd && dstsd->special_state.restart_full_recover)
  5425. per = sper = 100;
  5426. if (status_revive(bl, per, sper))
  5427. {
  5428. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5429. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5430. {
  5431. int exp = 0,jexp = 0;
  5432. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5433. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5434. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5435. if (exp < 1) exp = 1;
  5436. }
  5437. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5438. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5439. if (jexp < 1) jexp = 1;
  5440. }
  5441. if(exp > 0 || jexp > 0)
  5442. pc_gainexp (sd, bl, exp, jexp, false);
  5443. }
  5444. }
  5445. }
  5446. break;
  5447. case AL_DECAGI:
  5448. case MER_DECAGI:
  5449. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5450. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  5451. break;
  5452. case AL_CRUCIS:
  5453. if (flag&1)
  5454. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  5455. else {
  5456. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5457. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5458. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5459. }
  5460. break;
  5461. case PR_LEXDIVINA:
  5462. case MER_LEXDIVINA:
  5463. if (tsce)
  5464. status_change_end(bl, type, INVALID_TIMER);
  5465. else
  5466. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  5467. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5468. break;
  5469. case SA_ABRACADABRA:
  5470. if (!skill_abra_count) {
  5471. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5472. break;
  5473. }
  5474. else {
  5475. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5476. do {
  5477. i = rnd() % MAX_SKILL_ABRA_DB;
  5478. abra_skill_id = skill_abra_db[i].skill_id;
  5479. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5480. } while ( checked++ < checked_max &&
  5481. (abra_skill_id == 0 ||
  5482. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5483. if (!skill_get_index(abra_skill_id))
  5484. break;
  5485. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5486. if( sd )
  5487. {// player-casted
  5488. sd->state.abra_flag = 1;
  5489. sd->skillitem = abra_skill_id;
  5490. sd->skillitemlv = abra_skill_lv;
  5491. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5492. }
  5493. else
  5494. {// mob-casted
  5495. struct unit_data *ud = unit_bl2ud(src);
  5496. int inf = skill_get_inf(abra_skill_id);
  5497. if (!ud) break;
  5498. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5499. if (src->type == BL_PET)
  5500. bl = (struct block_list*)((TBL_PET*)src)->master;
  5501. if (!bl) bl = src;
  5502. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5503. } else { //Assume offensive skills
  5504. int target_id = 0;
  5505. if (ud->target)
  5506. target_id = ud->target;
  5507. else switch (src->type) {
  5508. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5509. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5510. }
  5511. if (!target_id)
  5512. break;
  5513. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5514. bl = map_id2bl(target_id);
  5515. if (!bl) bl = src;
  5516. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5517. } else
  5518. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5519. }
  5520. }
  5521. }
  5522. break;
  5523. case SA_COMA:
  5524. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5525. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5526. break;
  5527. case SA_FULLRECOVERY:
  5528. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5529. if (status_isimmune(bl))
  5530. break;
  5531. status_percent_heal(bl, 100, 100);
  5532. break;
  5533. case NPC_ALLHEAL:
  5534. {
  5535. int heal;
  5536. if( status_isimmune(bl) )
  5537. break;
  5538. heal = status_percent_heal(bl, 100, 0);
  5539. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5540. if( dstmd )
  5541. { // Reset Damage Logs
  5542. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5543. dstmd->tdmg = 0;
  5544. }
  5545. }
  5546. break;
  5547. case SA_SUMMONMONSTER:
  5548. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5549. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5550. break;
  5551. case SA_LEVELUP:
  5552. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5553. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  5554. break;
  5555. case SA_INSTANTDEATH:
  5556. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5557. status_kill(src);
  5558. break;
  5559. case SA_QUESTION:
  5560. clif_emotion(src,E_WHAT);
  5561. case SA_GRAVITY:
  5562. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5563. break;
  5564. case SA_CLASSCHANGE:
  5565. case SA_MONOCELL:
  5566. if (dstmd)
  5567. {
  5568. int class_;
  5569. if ( sd && dstmd->status.mode&MD_BOSS )
  5570. {
  5571. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5572. break;
  5573. }
  5574. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, 1, 0));
  5575. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5576. mob_class_change(dstmd,class_);
  5577. if( tsc && dstmd->status.mode&MD_BOSS )
  5578. {
  5579. const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
  5580. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5581. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5582. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5583. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5584. }
  5585. }
  5586. break;
  5587. case SA_DEATH:
  5588. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  5589. {
  5590. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5591. break;
  5592. }
  5593. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5594. status_kill(bl);
  5595. break;
  5596. case SA_REVERSEORCISH:
  5597. case ALL_REVERSEORCISH:
  5598. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5599. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5600. break;
  5601. case SA_FORTUNE:
  5602. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5603. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5604. break;
  5605. case SA_TAMINGMONSTER:
  5606. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5607. if (sd && dstmd) {
  5608. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5609. if( i < MAX_PET_DB )
  5610. pet_catch_process1(sd, dstmd->mob_id);
  5611. }
  5612. break;
  5613. case CR_PROVIDENCE:
  5614. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5615. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5616. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5617. map_freeblock_unlock();
  5618. return 1;
  5619. }
  5620. }
  5621. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5622. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5623. break;
  5624. case CG_MARIONETTE:
  5625. {
  5626. struct status_change* sc = status_get_sc(src);
  5627. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5628. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5629. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5630. map_freeblock_unlock();
  5631. return 1;
  5632. }
  5633. if( sc && tsc )
  5634. {
  5635. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5636. {
  5637. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5638. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5639. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5640. }
  5641. else
  5642. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5643. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5644. {
  5645. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5646. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5647. }
  5648. else
  5649. {
  5650. if( sd )
  5651. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5652. map_freeblock_unlock();
  5653. return 1;
  5654. }
  5655. }
  5656. }
  5657. break;
  5658. case RG_CLOSECONFINE:
  5659. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5660. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5661. break;
  5662. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5663. case SA_FROSTWEAPON:
  5664. case SA_LIGHTNINGLOADER:
  5665. case SA_SEISMICWEAPON:
  5666. if (dstsd) {
  5667. if(dstsd->status.weapon == W_FIST ||
  5668. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5669. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5670. dstsd->sc.data[SC_FIREWEAPON] ||
  5671. dstsd->sc.data[SC_WATERWEAPON] ||
  5672. dstsd->sc.data[SC_WINDWEAPON] ||
  5673. dstsd->sc.data[SC_EARTHWEAPON] ||
  5674. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5675. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5676. dstsd->sc.data[SC_ENCPOISON]
  5677. ))
  5678. ) {
  5679. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5680. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5681. break;
  5682. }
  5683. }
  5684. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5685. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  5686. if (sd)
  5687. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5688. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5689. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5690. }
  5691. break;
  5692. case PR_ASPERSIO:
  5693. if (sd && dstmd) {
  5694. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5695. break;
  5696. }
  5697. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5698. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5699. break;
  5700. case ITEM_ENCHANTARMS:
  5701. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5702. sc_start2(src,bl,type,100,skill_lv,
  5703. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5704. break;
  5705. case TK_SEVENWIND:
  5706. switch(skill_get_ele(skill_id,skill_lv)) {
  5707. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5708. case ELE_WIND : type = SC_WINDWEAPON; break;
  5709. case ELE_WATER : type = SC_WATERWEAPON; break;
  5710. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5711. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5712. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5713. case ELE_HOLY : type = SC_ASPERSIO; break;
  5714. }
  5715. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5716. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5717. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5718. break;
  5719. case PR_KYRIE:
  5720. case MER_KYRIE:
  5721. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5722. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5723. break;
  5724. //Passive Magnum, should had been casted on yourself.
  5725. case SM_MAGNUM:
  5726. case MS_MAGNUM:
  5727. skill_area_temp[1] = 0;
  5728. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5729. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5730. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5731. // Initiate 20% of your damage becomes fire element.
  5732. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5733. if( sd )
  5734. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5735. else if( bl->type == BL_MER )
  5736. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5737. break;
  5738. case TK_JUMPKICK:
  5739. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5740. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  5741. if( unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  5742. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5743. clif_blown(src);
  5744. }
  5745. } else
  5746. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5747. break;
  5748. case AL_INCAGI:
  5749. case AL_BLESSING:
  5750. case MER_INCAGI:
  5751. case MER_BLESSING:
  5752. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5753. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5754. break;
  5755. }
  5756. case PR_SLOWPOISON:
  5757. case PR_IMPOSITIO:
  5758. case PR_LEXAETERNA:
  5759. case PR_SUFFRAGIUM:
  5760. case PR_BENEDICTIO:
  5761. case LK_BERSERK:
  5762. case MS_BERSERK:
  5763. case KN_TWOHANDQUICKEN:
  5764. case KN_ONEHAND:
  5765. case MER_QUICKEN:
  5766. case CR_SPEARQUICKEN:
  5767. case CR_REFLECTSHIELD:
  5768. case MS_REFLECTSHIELD:
  5769. case AS_POISONREACT:
  5770. case MC_LOUD:
  5771. case MG_ENERGYCOAT:
  5772. case MO_EXPLOSIONSPIRITS:
  5773. case MO_STEELBODY:
  5774. case MO_BLADESTOP:
  5775. case LK_AURABLADE:
  5776. case LK_PARRYING:
  5777. case MS_PARRYING:
  5778. case LK_CONCENTRATION:
  5779. case WS_CARTBOOST:
  5780. case SN_SIGHT:
  5781. case WS_MELTDOWN:
  5782. case WS_OVERTHRUSTMAX:
  5783. case ST_REJECTSWORD:
  5784. case HW_MAGICPOWER:
  5785. case PF_MEMORIZE:
  5786. case PA_SACRIFICE:
  5787. case ASC_EDP:
  5788. case PF_DOUBLECASTING:
  5789. case SG_SUN_COMFORT:
  5790. case SG_MOON_COMFORT:
  5791. case SG_STAR_COMFORT:
  5792. case NPC_HALLUCINATION:
  5793. case GS_MADNESSCANCEL:
  5794. case GS_ADJUSTMENT:
  5795. case GS_INCREASING:
  5796. case NJ_KASUMIKIRI:
  5797. case NJ_UTSUSEMI:
  5798. case NJ_NEN:
  5799. case NPC_DEFENDER:
  5800. case NPC_MAGICMIRROR:
  5801. case ST_PRESERVE:
  5802. case NPC_INVINCIBLE:
  5803. case NPC_INVINCIBLEOFF:
  5804. case RK_DEATHBOUND:
  5805. case AB_RENOVATIO:
  5806. case AB_EXPIATIO:
  5807. case AB_DUPLELIGHT:
  5808. case AB_SECRAMENT:
  5809. case NC_ACCELERATION:
  5810. case NC_HOVERING:
  5811. case NC_SHAPESHIFT:
  5812. case WL_MARSHOFABYSS:
  5813. case WL_RECOGNIZEDSPELL:
  5814. case GC_VENOMIMPRESS:
  5815. case SC_DEADLYINFECT:
  5816. case LG_EXEEDBREAK:
  5817. case LG_PRESTIGE:
  5818. case SR_CRESCENTELBOW:
  5819. case SR_LIGHTNINGWALK:
  5820. case GN_CARTBOOST:
  5821. case KO_MEIKYOUSISUI:
  5822. case ALL_ODINS_POWER:
  5823. case ALL_FULL_THROTTLE:
  5824. case RA_UNLIMIT:
  5825. case WL_TELEKINESIS_INTENSE:
  5826. case RL_HEAT_BARREL:
  5827. case RL_P_ALTER:
  5828. case RL_E_CHAIN:
  5829. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5830. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5831. break;
  5832. case KN_AUTOCOUNTER:
  5833. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5834. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  5835. break;
  5836. case SO_STRIKING:
  5837. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  5838. int bonus = 0;
  5839. if (dstsd) {
  5840. short index = dstsd->equip_index[EQI_HAND_R];
  5841. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  5842. bonus = (8 + 2 * skill_lv) * dstsd->inventory_data[index]->wlv;
  5843. }
  5844. if (sd)
  5845. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER) + pc_checkskill(sd, SA_FROSTWEAPON) + pc_checkskill(sd, SA_LIGHTNINGLOADER) + pc_checkskill(sd, SA_SEISMICWEAPON)) * 5;
  5846. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  5847. } else if (sd)
  5848. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  5849. break;
  5850. case NPC_STOP:
  5851. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5852. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5853. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5854. break;
  5855. case HP_ASSUMPTIO:
  5856. if( sd && dstmd )
  5857. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5858. else
  5859. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5860. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5861. break;
  5862. case MG_SIGHT:
  5863. case MER_SIGHT:
  5864. case AL_RUWACH:
  5865. case WZ_SIGHTBLASTER:
  5866. case NPC_WIDESIGHT:
  5867. case NPC_STONESKIN:
  5868. case NPC_ANTIMAGIC:
  5869. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5870. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5871. break;
  5872. case HLIF_AVOID:
  5873. case HAMI_DEFENCE:
  5874. i = skill_get_time(skill_id,skill_lv);
  5875. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5876. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5877. break;
  5878. case NJ_BUNSINJYUTSU:
  5879. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5880. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5881. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5882. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5883. break;
  5884. /* Was modified to only affect targetted char. [Skotlex]
  5885. case HP_ASSUMPTIO:
  5886. if (flag&1)
  5887. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5888. else
  5889. {
  5890. map_foreachinrange(skill_area_sub, bl,
  5891. skill_get_splash(skill_id, skill_lv), BL_PC,
  5892. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5893. skill_castend_nodamage_id);
  5894. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5895. }
  5896. break;
  5897. */
  5898. case SM_ENDURE:
  5899. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5900. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5901. break;
  5902. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5903. if (sd && dstsd && dstsd->sc.count) {
  5904. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5905. dstsd->sc.data[SC_WATERWEAPON] ||
  5906. dstsd->sc.data[SC_WINDWEAPON] ||
  5907. dstsd->sc.data[SC_EARTHWEAPON] ||
  5908. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5909. dstsd->sc.data[SC_GHOSTWEAPON]
  5910. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5911. ) {
  5912. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5913. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5914. break;
  5915. }
  5916. }
  5917. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5918. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5919. break;
  5920. case LK_TENSIONRELAX:
  5921. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5922. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5923. skill_get_time(skill_id,skill_lv)));
  5924. break;
  5925. case MC_CHANGECART:
  5926. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5927. break;
  5928. case MC_CARTDECORATE:
  5929. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5930. if( sd ) {
  5931. clif_SelectCart(sd);
  5932. }
  5933. break;
  5934. case TK_MISSION:
  5935. if (sd) {
  5936. int id;
  5937. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5938. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5939. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5940. break;
  5941. }
  5942. id = mob_get_random_id(MOBG_Branch_Of_Dead_Tree,0xF, sd->status.base_level);
  5943. if (!id) {
  5944. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5945. break;
  5946. }
  5947. sd->mission_mobid = id;
  5948. sd->mission_count = 0;
  5949. pc_setglobalreg(sd, add_str("TK_MISSION_ID"), id);
  5950. clif_mission_info(sd, id, 0);
  5951. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5952. }
  5953. break;
  5954. case AC_CONCENTRATION:
  5955. {
  5956. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5957. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5958. map_foreachinrange( status_change_timer_sub, src,
  5959. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5960. src,NULL,type,tick);
  5961. }
  5962. break;
  5963. case SM_PROVOKE:
  5964. case SM_SELFPROVOKE:
  5965. case MER_PROVOKE:
  5966. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5967. {
  5968. map_freeblock_unlock();
  5969. return 1;
  5970. }
  5971. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5972. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5973. (i = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
  5974. if( !i )
  5975. {
  5976. if( sd )
  5977. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5978. map_freeblock_unlock();
  5979. return 0;
  5980. }
  5981. unit_skillcastcancel(bl, 2);
  5982. if( tsc && tsc->count )
  5983. {
  5984. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5985. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5986. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5987. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5988. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5989. }
  5990. if( dstmd )
  5991. {
  5992. dstmd->state.provoke_flag = src->id;
  5993. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5994. }
  5995. break;
  5996. case ML_DEVOTION:
  5997. case CR_DEVOTION:
  5998. {
  5999. int count, lv;
  6000. if( !dstsd || (!sd && !mer) )
  6001. { // Only players can be devoted
  6002. if( sd )
  6003. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6004. break;
  6005. }
  6006. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6007. lv = -lv;
  6008. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6009. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6010. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6011. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6012. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  6013. {
  6014. if( sd )
  6015. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6016. map_freeblock_unlock();
  6017. return 1;
  6018. }
  6019. i = 0;
  6020. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6021. if( sd )
  6022. { // Player Devoting Player
  6023. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6024. if( i == count )
  6025. {
  6026. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6027. if( i == count )
  6028. { // No free slots, skill Fail
  6029. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6030. map_freeblock_unlock();
  6031. return 1;
  6032. }
  6033. }
  6034. sd->devotion[i] = bl->id;
  6035. }
  6036. else
  6037. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6038. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6039. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src,skill_id,skill_lv), 0, skill_get_time2(skill_id, skill_lv)));
  6040. clif_devotion(src, NULL);
  6041. }
  6042. break;
  6043. case MO_CALLSPIRITS:
  6044. if(sd) {
  6045. int limit = skill_lv;
  6046. if( sd->sc.data[SC_RAISINGDRAGON] )
  6047. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6048. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6049. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6050. }
  6051. break;
  6052. case CH_SOULCOLLECT:
  6053. if(sd) {
  6054. int limit = 5;
  6055. if( sd->sc.data[SC_RAISINGDRAGON] )
  6056. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6057. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6058. for (i = 0; i < limit; i++)
  6059. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6060. }
  6061. break;
  6062. case MO_KITRANSLATION:
  6063. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6064. //Require will define how many spiritballs will be transferred
  6065. struct skill_condition require;
  6066. require = skill_get_requirement(sd,skill_id,skill_lv);
  6067. pc_delspiritball(sd,require.spiritball,0);
  6068. for (i = 0; i < require.spiritball; i++)
  6069. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6070. } else {
  6071. if(sd)
  6072. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6073. map_freeblock_unlock();
  6074. return 0;
  6075. }
  6076. break;
  6077. case TK_TURNKICK:
  6078. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6079. if (skill_area_temp[1] != bl->id) {
  6080. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  6081. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6082. }
  6083. break;
  6084. case MO_ABSORBSPIRITS:
  6085. i = 0;
  6086. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)) &&
  6087. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  6088. if (dstsd->spiritball > 0) {
  6089. i = dstsd->spiritball * 7;
  6090. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6091. }
  6092. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6093. i += dstsd->spiritcharm * 7;
  6094. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6095. }
  6096. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20) { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6097. i = 2 * dstmd->level;
  6098. mob_target(dstmd,src,0);
  6099. }
  6100. if (i) status_heal(src, 0, i, 3);
  6101. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6102. break;
  6103. case AC_MAKINGARROW:
  6104. if(sd) {
  6105. clif_arrow_create_list(sd);
  6106. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6107. }
  6108. break;
  6109. case AM_PHARMACY:
  6110. if(sd) {
  6111. clif_skill_produce_mix_list(sd,skill_id,22);
  6112. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6113. }
  6114. break;
  6115. case SA_CREATECON:
  6116. if(sd) {
  6117. clif_elementalconverter_list(sd);
  6118. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6119. }
  6120. break;
  6121. case BS_HAMMERFALL:
  6122. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6123. break;
  6124. case RG_RAID:
  6125. skill_area_temp[1] = 0;
  6126. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6127. map_foreachinrange(skill_area_sub, bl,
  6128. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6129. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6130. skill_castend_damage_id);
  6131. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6132. break;
  6133. //List of self skills that give damage around caster
  6134. case ASC_METEORASSAULT:
  6135. case GS_SPREADATTACK:
  6136. case RK_STORMBLAST:
  6137. case NC_AXETORNADO:
  6138. case GC_COUNTERSLASH:
  6139. case SR_SKYNETBLOW:
  6140. case SR_RAMPAGEBLASTER:
  6141. case SR_HOWLINGOFLION:
  6142. case KO_HAPPOKUNAI:
  6143. case RL_FIREDANCE:
  6144. case RL_R_TRIP:
  6145. skill_area_temp[1] = 0;
  6146. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6147. if (battle_config.skill_wall_check)
  6148. i = map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  6149. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6150. else
  6151. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  6152. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6153. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6154. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  6155. break;
  6156. case NC_EMERGENCYCOOL:
  6157. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6158. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  6159. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  6160. break;
  6161. case SR_WINDMILL:
  6162. case GN_CART_TORNADO:
  6163. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6164. case SR_EARTHSHAKER:
  6165. case NC_INFRAREDSCAN:
  6166. case NPC_EARTHQUAKE:
  6167. case NPC_VAMPIRE_GIFT:
  6168. case NPC_HELLJUDGEMENT:
  6169. case NPC_PULSESTRIKE:
  6170. case LG_MOONSLASHER:
  6171. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6172. break;
  6173. case KN_BRANDISHSPEAR:
  6174. case ML_BRANDISH:
  6175. {
  6176. skill_area_temp[1] = bl->id;
  6177. if(skill_lv >= 10)
  6178. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6179. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6180. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6181. skill_castend_damage_id);
  6182. if(skill_lv >= 7)
  6183. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6184. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6185. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6186. skill_castend_damage_id);
  6187. if(skill_lv >= 4)
  6188. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6189. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6190. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6191. skill_castend_damage_id);
  6192. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6193. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6194. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6195. skill_castend_damage_id);
  6196. }
  6197. break;
  6198. case WZ_SIGHTRASHER:
  6199. //Passive side of the attack.
  6200. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6201. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6202. map_foreachinrange(skill_area_sub,src,
  6203. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6204. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6205. skill_castend_damage_id);
  6206. break;
  6207. case WZ_FROSTNOVA:
  6208. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6209. skill_area_temp[1] = 0;
  6210. map_foreachinrange(skill_attack_area, src,
  6211. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6212. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6213. break;
  6214. case HVAN_EXPLOSION: //[orn]
  6215. case NPC_SELFDESTRUCTION:
  6216. //Self Destruction hits everyone in range (allies+enemies)
  6217. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6218. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6219. BCT_ENEMY:BCT_ALL;
  6220. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6221. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6222. map_foreachinrange(skill_area_sub, bl,
  6223. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6224. src, skill_id, skill_lv, tick, flag|i,
  6225. skill_castend_damage_id);
  6226. if(map_addblock(src))
  6227. return 1;
  6228. status_damage(src, src, sstatus->max_hp,0,0,1);
  6229. break;
  6230. case AL_ANGELUS:
  6231. case PR_MAGNIFICAT:
  6232. case PR_GLORIA:
  6233. case SN_WINDWALK:
  6234. case CASH_BLESSING:
  6235. case CASH_INCAGI:
  6236. case CASH_ASSUMPTIO:
  6237. case WM_FRIGG_SONG:
  6238. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6239. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6240. else if( sd )
  6241. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6242. break;
  6243. case MER_MAGNIFICAT:
  6244. if( mer != NULL )
  6245. {
  6246. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6247. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6248. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6249. else if( mer->master && !(flag&1) )
  6250. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6251. }
  6252. break;
  6253. case BS_ADRENALINE:
  6254. case BS_ADRENALINE2:
  6255. case BS_WEAPONPERFECT:
  6256. case BS_OVERTHRUST:
  6257. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6258. int weapontype = skill_get_weapontype(skill_id);
  6259. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6260. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6261. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6262. }
  6263. } else if (sd) {
  6264. party_foreachsamemap(skill_area_sub,
  6265. sd,skill_get_splash(skill_id, skill_lv),
  6266. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6267. skill_castend_nodamage_id);
  6268. }
  6269. break;
  6270. case BS_MAXIMIZE:
  6271. case NV_TRICKDEAD:
  6272. case CR_DEFENDER:
  6273. case ML_DEFENDER:
  6274. case CR_AUTOGUARD:
  6275. case ML_AUTOGUARD:
  6276. case TK_READYSTORM:
  6277. case TK_READYDOWN:
  6278. case TK_READYTURN:
  6279. case TK_READYCOUNTER:
  6280. case TK_DODGE:
  6281. case CR_SHRINK:
  6282. case SG_FUSION:
  6283. case GS_GATLINGFEVER:
  6284. if( tsce )
  6285. {
  6286. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6287. map_freeblock_unlock();
  6288. return 0;
  6289. }
  6290. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6291. break;
  6292. case SL_KAITE:
  6293. case SL_KAAHI:
  6294. case SL_KAIZEL:
  6295. case SL_KAUPE:
  6296. if (sd) {
  6297. if (!dstsd || !(
  6298. (&sd->sc && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6299. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6300. dstsd->status.char_id == sd->status.char_id ||
  6301. dstsd->status.char_id == sd->status.partner_id ||
  6302. dstsd->status.char_id == sd->status.child
  6303. )) {
  6304. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6305. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6306. break;
  6307. }
  6308. }
  6309. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6310. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6311. break;
  6312. case SM_AUTOBERSERK:
  6313. case MER_AUTOBERSERK:
  6314. if( tsce )
  6315. i = status_change_end(bl, type, INVALID_TIMER);
  6316. else
  6317. i = sc_start(src,bl,type,100,skill_lv,60000);
  6318. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6319. break;
  6320. case TF_HIDING:
  6321. case ST_CHASEWALK:
  6322. case KO_YAMIKUMO:
  6323. if (tsce)
  6324. {
  6325. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6326. map_freeblock_unlock();
  6327. return 0;
  6328. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  6329. //Mado Gear cannot hide
  6330. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6331. map_freeblock_unlock();
  6332. return 0;
  6333. }
  6334. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6335. break;
  6336. case TK_RUN:
  6337. if (tsce)
  6338. {
  6339. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6340. map_freeblock_unlock();
  6341. return 0;
  6342. }
  6343. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6344. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6345. clif_walkok(sd); // So aegis has to resend the walk ok.
  6346. break;
  6347. case AS_CLOAKING:
  6348. case GC_CLOAKINGEXCEED:
  6349. case LG_FORCEOFVANGUARD:
  6350. case SC_REPRODUCE:
  6351. case SC_INVISIBILITY:
  6352. case RA_CAMOUFLAGE:
  6353. if (tsce) {
  6354. i = status_change_end(bl, type, INVALID_TIMER);
  6355. if( i )
  6356. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6357. else if( sd )
  6358. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6359. map_freeblock_unlock();
  6360. return 0;
  6361. }
  6362. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6363. if( i )
  6364. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6365. else if( sd )
  6366. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6367. break;
  6368. case BD_ADAPTATION:
  6369. if(tsc && tsc->data[SC_DANCING]){
  6370. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6371. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6372. }
  6373. break;
  6374. case BA_FROSTJOKER:
  6375. case DC_SCREAM:
  6376. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6377. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6378. if (md) {
  6379. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6380. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6381. char temp[70];
  6382. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc);
  6383. clif_disp_overhead(&md->bl,temp);
  6384. }
  6385. break;
  6386. case BA_PANGVOICE:
  6387. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6388. break;
  6389. case DC_WINKCHARM:
  6390. if( dstsd )
  6391. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6392. else
  6393. if( dstmd )
  6394. {
  6395. if( status_get_lv(src) > status_get_lv(bl)
  6396. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6397. && !(tstatus->mode&MD_BOSS) )
  6398. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  6399. else
  6400. {
  6401. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6402. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6403. }
  6404. }
  6405. break;
  6406. case TF_STEAL:
  6407. if(sd) {
  6408. if(pc_steal_item(sd,bl,skill_lv))
  6409. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6410. else
  6411. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6412. }
  6413. break;
  6414. case RG_STEALCOIN:
  6415. if(sd) {
  6416. if(pc_steal_coin(sd,bl))
  6417. {
  6418. dstmd->state.provoke_flag = src->id;
  6419. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  6420. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6421. }
  6422. else
  6423. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6424. }
  6425. break;
  6426. case MG_STONECURSE:
  6427. {
  6428. int brate = 0;
  6429. if (tstatus->mode&MD_BOSS) {
  6430. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6431. break;
  6432. }
  6433. if(status_isimmune(bl) || !tsc)
  6434. break;
  6435. if (sd && &sd->sc && sd->sc.data[SC_PETROLOGY_OPTION])
  6436. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6437. if (tsc && tsc->data[SC_STONE]) {
  6438. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6439. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6440. break;
  6441. }
  6442. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  6443. skill_lv, src->id, 0, skill_get_time(skill_id, skill_lv),
  6444. skill_get_time2(skill_id,skill_lv)))
  6445. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6446. else if(sd) {
  6447. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6448. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6449. if (skill_lv > 5)
  6450. { // not to consume items
  6451. map_freeblock_unlock();
  6452. return 0;
  6453. }
  6454. }
  6455. }
  6456. break;
  6457. case NV_FIRSTAID:
  6458. clif_skill_nodamage(src,bl,skill_id,5,1);
  6459. status_heal(bl,5,0,0);
  6460. break;
  6461. case AL_CURE:
  6462. if(status_isimmune(bl)) {
  6463. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6464. break;
  6465. }
  6466. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6467. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6468. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6469. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6470. break;
  6471. case TF_DETOXIFY:
  6472. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6473. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6474. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6475. break;
  6476. case PR_STRECOVERY:
  6477. if(status_isimmune(bl)) {
  6478. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6479. break;
  6480. }
  6481. if (tsc && tsc->opt1) {
  6482. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6483. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6484. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6485. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6486. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6487. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6488. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6489. }
  6490. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  6491. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6492. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6493. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6494. if(dstmd)
  6495. mob_unlocktarget(dstmd,tick);
  6496. break;
  6497. // Mercenary Supportive Skills
  6498. case MER_BENEDICTION:
  6499. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6500. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6501. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6502. break;
  6503. case MER_COMPRESS:
  6504. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6505. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6506. break;
  6507. case MER_MENTALCURE:
  6508. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6509. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6510. break;
  6511. case MER_RECUPERATE:
  6512. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6513. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6514. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6515. break;
  6516. case MER_REGAIN:
  6517. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6518. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6519. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6520. break;
  6521. case MER_TENDER:
  6522. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6523. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6524. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6525. break;
  6526. case MER_SCAPEGOAT:
  6527. if( mer && mer->master )
  6528. {
  6529. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6530. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6531. }
  6532. break;
  6533. case MER_ESTIMATION:
  6534. if( !mer )
  6535. break;
  6536. sd = mer->master;
  6537. case WZ_ESTIMATION:
  6538. if( sd == NULL )
  6539. break;
  6540. if( dstsd )
  6541. { // Fail on Players
  6542. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6543. break;
  6544. }
  6545. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  6546. break; // Cannot be Used on Emperium
  6547. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6548. clif_skill_estimation(sd, bl);
  6549. if( skill_id == MER_ESTIMATION )
  6550. sd = NULL;
  6551. break;
  6552. case BS_REPAIRWEAPON:
  6553. if(sd && dstsd)
  6554. clif_item_repair_list(sd,dstsd,skill_lv);
  6555. break;
  6556. case MC_IDENTIFY:
  6557. if(sd) {
  6558. clif_item_identify_list(sd);
  6559. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6560. map_freeblock_unlock();
  6561. return 1;
  6562. }
  6563. else { // consume sp only if succeeded
  6564. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6565. status_zap(src,0,req.sp);
  6566. }
  6567. }
  6568. break;
  6569. // Weapon Refining [Celest]
  6570. case WS_WEAPONREFINE:
  6571. if(sd)
  6572. clif_item_refine_list(sd);
  6573. break;
  6574. case MC_VENDING:
  6575. if(sd)
  6576. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6577. if ( !pc_can_give_items(sd) )
  6578. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6579. else {
  6580. sd->state.prevend = 1;
  6581. clif_openvendingreq(sd,2+skill_lv);
  6582. }
  6583. }
  6584. break;
  6585. case AL_TELEPORT:
  6586. case ALL_ODINS_RECALL:
  6587. if(sd)
  6588. {
  6589. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6590. clif_skill_teleportmessage(sd,0);
  6591. break;
  6592. }
  6593. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6594. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6595. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6596. break;
  6597. }
  6598. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6599. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6600. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6601. {
  6602. if( skill_lv == 1 )
  6603. pc_randomwarp(sd,CLR_TELEPORT);
  6604. else
  6605. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6606. break;
  6607. }
  6608. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6609. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6610. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6611. else
  6612. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6613. } else
  6614. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6615. break;
  6616. case NPC_EXPULSION:
  6617. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6618. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6619. break;
  6620. case AL_HOLYWATER:
  6621. if(sd) {
  6622. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1))
  6623. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6624. else
  6625. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6626. }
  6627. break;
  6628. case TF_PICKSTONE:
  6629. if(sd) {
  6630. unsigned char eflag;
  6631. struct item item_tmp;
  6632. struct block_list tbl;
  6633. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6634. memset(&item_tmp,0,sizeof(item_tmp));
  6635. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6636. item_tmp.nameid = ITEMID_STONE;
  6637. item_tmp.identify = 1;
  6638. tbl.id = 0;
  6639. // Commented because of duplicate animation [Lemongrass]
  6640. // At the moment this displays the pickup animation a second time
  6641. // If this is required in older clients, we need to add a version check here
  6642. //clif_takeitem(&sd->bl,&tbl);
  6643. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6644. if(eflag) {
  6645. clif_additem(sd,0,0,eflag);
  6646. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  6647. }
  6648. }
  6649. break;
  6650. case ASC_CDP:
  6651. if(sd) {
  6652. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6653. skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1); //Produce a Poison Bottle.
  6654. }
  6655. break;
  6656. case RG_STRIPWEAPON:
  6657. case RG_STRIPSHIELD:
  6658. case RG_STRIPARMOR:
  6659. case RG_STRIPHELM:
  6660. case ST_FULLSTRIP:
  6661. case GC_WEAPONCRUSH:
  6662. case SC_STRIPACCESSARY: {
  6663. unsigned short location = 0;
  6664. int d = 0;
  6665. //Rate in percent
  6666. if ( skill_id == ST_FULLSTRIP ) {
  6667. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6668. } else if( skill_id == SC_STRIPACCESSARY ) {
  6669. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6670. } else {
  6671. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6672. }
  6673. if (i < 5) i = 5; //Minimum rate 5%
  6674. //Duration in ms
  6675. if( skill_id == GC_WEAPONCRUSH){
  6676. d = skill_get_time(skill_id,skill_lv);
  6677. if(bl->type == BL_PC)
  6678. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6679. else
  6680. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6681. }else
  6682. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6683. if (d < 0) d = 0; //Minimum duration 0ms
  6684. switch (skill_id) {
  6685. case RG_STRIPWEAPON:
  6686. case GC_WEAPONCRUSH:
  6687. location = EQP_WEAPON;
  6688. break;
  6689. case RG_STRIPSHIELD:
  6690. location = EQP_SHIELD;
  6691. break;
  6692. case RG_STRIPARMOR:
  6693. location = EQP_ARMOR;
  6694. break;
  6695. case RG_STRIPHELM:
  6696. location = EQP_HELM;
  6697. break;
  6698. case ST_FULLSTRIP:
  6699. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6700. break;
  6701. case SC_STRIPACCESSARY:
  6702. location = EQP_ACC;
  6703. break;
  6704. }
  6705. //Special message when trying to use strip on FCP [Jobbie]
  6706. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  6707. {
  6708. clif_gospel_info(sd, 0x28);
  6709. break;
  6710. }
  6711. //Attempts to strip at rate i and duration d
  6712. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6713. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6714. //Nothing stripped.
  6715. if( sd && !i )
  6716. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6717. break;
  6718. }
  6719. case AM_BERSERKPITCHER:
  6720. case AM_POTIONPITCHER:
  6721. {
  6722. int j,hp = 0,sp = 0;
  6723. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6724. map_freeblock_unlock();
  6725. return 1;
  6726. }
  6727. if( sd ) {
  6728. int x,bonus=100;
  6729. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6730. x = skill_lv%11 - 1;
  6731. j = pc_search_inventory(sd, require.itemid[x]);
  6732. if (j < 0 || require.itemid[x] <= 0) {
  6733. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6734. map_freeblock_unlock();
  6735. return 1;
  6736. }
  6737. if (sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[x]) {
  6738. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6739. map_freeblock_unlock();
  6740. return 1;
  6741. }
  6742. if( skill_id == AM_BERSERKPITCHER ) {
  6743. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  6744. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6745. map_freeblock_unlock();
  6746. return 1;
  6747. }
  6748. }
  6749. potion_flag = 1;
  6750. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6751. potion_target = bl->id;
  6752. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  6753. potion_flag = potion_target = 0;
  6754. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6755. bonus += sd->status.base_level;
  6756. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6757. hp = tstatus->max_hp * potion_per_hp / 100;
  6758. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6759. if( dstsd ) {
  6760. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6761. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6762. }
  6763. } else {
  6764. if( potion_hp > 0 ) {
  6765. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6766. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6767. if( dstsd )
  6768. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6769. }
  6770. if( potion_sp > 0 ) {
  6771. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6772. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6773. if( dstsd )
  6774. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6775. }
  6776. }
  6777. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  6778. hp += hp * bonus / 100;
  6779. sp += sp * bonus / 100;
  6780. }
  6781. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  6782. hp += hp * j / 100;
  6783. sp += sp * j / 100;
  6784. }
  6785. } else {
  6786. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6787. switch (skill_lv) {
  6788. case 1: hp = 45; break;
  6789. case 2: hp = 105; break;
  6790. case 3: hp = 175; break;
  6791. default: hp = 325; break;
  6792. }
  6793. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6794. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6795. if( dstsd )
  6796. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6797. }
  6798. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6799. hp += hp * j / 100;
  6800. sp += sp * j / 100;
  6801. }
  6802. if (tsc && tsc->count) {
  6803. uint8 penalty = 0;
  6804. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6805. hp += hp / 10;
  6806. sp += sp / 10;
  6807. }
  6808. if (tsc->data[SC_CRITICALWOUND])
  6809. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  6810. if (tsc->data[SC_DEATHHURT])
  6811. penalty += 20;
  6812. if (tsc->data[SC_NORECOVER_STATE])
  6813. penalty = 100;
  6814. if (penalty > 0) {
  6815. hp -= hp * penalty / 100;
  6816. sp -= sp * penalty / 100;
  6817. }
  6818. }
  6819. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6820. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6821. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6822. if( sp > 0 )
  6823. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6824. if (tsc) {
  6825. #ifdef RENEWAL
  6826. if (tsc->data[SC_EXTREMITYFIST2])
  6827. sp = 0;
  6828. #endif
  6829. if (tsc->data[SC_NORECOVER_STATE]) {
  6830. hp = 0;
  6831. sp = 0;
  6832. }
  6833. }
  6834. status_heal(bl,hp,sp,0);
  6835. }
  6836. break;
  6837. case AM_CP_WEAPON:
  6838. case AM_CP_SHIELD:
  6839. case AM_CP_ARMOR:
  6840. case AM_CP_HELM:
  6841. {
  6842. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6843. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6844. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6845. map_freeblock_unlock(); // Don't consume item requirements
  6846. return 0;
  6847. }
  6848. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6849. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6850. }
  6851. break;
  6852. case AM_TWILIGHT1:
  6853. if (sd) {
  6854. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6855. //Prepare 200 White Potions.
  6856. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  6857. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6858. }
  6859. break;
  6860. case AM_TWILIGHT2:
  6861. if (sd) {
  6862. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6863. //Prepare 200 Slim White Potions.
  6864. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  6865. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6866. }
  6867. break;
  6868. case AM_TWILIGHT3:
  6869. if (sd) {
  6870. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6871. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  6872. if( ebottle >= 0 )
  6873. ebottle = sd->status.inventory[ebottle].amount;
  6874. //check if you can produce all three, if not, then fail:
  6875. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  6876. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  6877. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  6878. || ebottle < 200 //200 empty bottle are required at total.
  6879. ) {
  6880. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6881. break;
  6882. }
  6883. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6884. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  6885. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  6886. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  6887. }
  6888. break;
  6889. case SA_DISPELL:
  6890. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  6891. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  6892. break; // Outside PvP it should only affect party members and no skill fail message
  6893. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6894. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6895. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6896. || rnd()%100 >= 50+10*skill_lv)
  6897. {
  6898. if (sd)
  6899. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6900. break;
  6901. }
  6902. if(status_isimmune(bl))
  6903. break;
  6904. //Remove bonus_script by Dispell
  6905. if (dstsd)
  6906. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  6907. if(!tsc || !tsc->count)
  6908. break;
  6909. for(i=0;i<SC_MAX;i++) {
  6910. if (!tsc->data[i])
  6911. continue;
  6912. switch (i) {
  6913. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6914. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6915. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6916. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6917. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6918. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6919. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6920. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  6921. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  6922. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6923. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6924. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6925. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6926. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6927. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6928. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6929. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6930. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6931. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6932. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6933. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6934. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6935. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6936. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6937. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6938. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6939. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6940. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6941. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6942. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6943. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6944. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6945. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6946. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6947. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  6948. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  6949. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  6950. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  6951. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  6952. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  6953. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  6954. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6955. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6956. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  6957. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  6958. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  6959. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER:
  6960. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  6961. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  6962. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  6963. #ifdef RENEWAL
  6964. case SC_EXTREMITYFIST2:
  6965. #endif
  6966. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  6967. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  6968. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  6969. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  6970. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  6971. case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT: case SC_REUSE_REFRESH:
  6972. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  6973. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  6974. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  6975. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  6976. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  6977. continue;
  6978. //bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6979. case SC_WHISTLE:
  6980. case SC_ASSNCROS:
  6981. case SC_POEMBRAGI:
  6982. case SC_APPLEIDUN:
  6983. case SC_HUMMING:
  6984. case SC_DONTFORGETME:
  6985. case SC_FORTUNE:
  6986. case SC_SERVICE4U:
  6987. if(tsc->data[i]->val4==0)
  6988. continue; //if in song-area don't end it
  6989. break;
  6990. case SC_ASSUMPTIO:
  6991. if( bl->type == BL_MOB )
  6992. continue;
  6993. break;
  6994. }
  6995. 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.
  6996. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6997. }
  6998. break;
  6999. }
  7000. //Affect all targets on splash area.
  7001. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  7002. src, skill_id, skill_lv, tick, flag|1,
  7003. skill_castend_damage_id);
  7004. break;
  7005. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7006. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7007. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),2);
  7008. break;
  7009. case TK_HIGHJUMP:
  7010. {
  7011. int x,y, dir = unit_getdir(src);
  7012. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7013. if( map[src->m].flag.noteleport &&
  7014. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  7015. ) {
  7016. x = src->x;
  7017. y = src->y;
  7018. } else {
  7019. x = src->x + dirx[dir]*skill_lv*2;
  7020. y = src->y + diry[dir]*skill_lv*2;
  7021. }
  7022. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7023. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  7024. clif_blown(src);
  7025. }
  7026. break;
  7027. case SA_CASTCANCEL:
  7028. case SO_SPELLFIST:
  7029. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7030. unit_skillcastcancel(src,1);
  7031. if(sd) {
  7032. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7033. if( skill_id == SO_SPELLFIST ){
  7034. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  7035. sd->skill_id_old = sd->skill_lv_old = 0;
  7036. break;
  7037. }
  7038. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7039. if(sp < 0) sp = 0;
  7040. status_zap(src, 0, sp);
  7041. }
  7042. break;
  7043. case SA_SPELLBREAKER:
  7044. {
  7045. int sp;
  7046. if(tsc && tsc->data[SC_MAGICROD]) {
  7047. sp = skill_get_sp(skill_id,skill_lv);
  7048. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7049. if(sp < 1) sp = 1;
  7050. status_heal(bl,0,sp,2);
  7051. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7052. } else {
  7053. struct unit_data *ud = unit_bl2ud(bl);
  7054. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7055. if (!ud || ud->skilltimer == INVALID_TIMER)
  7056. break; //Nothing to cancel.
  7057. bl_skill_id = ud->skill_id;
  7058. bl_skill_lv = ud->skill_lv;
  7059. if (tstatus->mode & MD_BOSS)
  7060. { //Only 10% success chance against bosses. [Skotlex]
  7061. if (rnd()%100 < 90)
  7062. {
  7063. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7064. break;
  7065. }
  7066. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7067. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7068. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7069. unit_skillcastcancel(bl,0);
  7070. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7071. status_zap(bl, hp, sp);
  7072. if (hp && skill_lv >= 5)
  7073. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7074. else
  7075. hp = 0;
  7076. if (sp) //Recover some of the SP used
  7077. sp = sp*(25*(skill_lv-1))/100;
  7078. if(hp || sp)
  7079. status_heal(src, hp, sp, 2);
  7080. }
  7081. }
  7082. break;
  7083. case SA_MAGICROD:
  7084. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7085. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7086. break;
  7087. case SA_AUTOSPELL:
  7088. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7089. if(sd)
  7090. clif_autospell(sd,skill_lv);
  7091. else {
  7092. int maxlv=1,spellid=0;
  7093. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7094. if(skill_lv >= 10) {
  7095. spellid = MG_FROSTDIVER;
  7096. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7097. // maxlv = 10;
  7098. // else
  7099. maxlv = skill_lv - 9;
  7100. }
  7101. else if(skill_lv >=8) {
  7102. spellid = MG_FIREBALL;
  7103. maxlv = skill_lv - 7;
  7104. }
  7105. else if(skill_lv >=5) {
  7106. spellid = MG_SOULSTRIKE;
  7107. maxlv = skill_lv - 4;
  7108. }
  7109. else if(skill_lv >=2) {
  7110. int i_rnd = rnd()%3;
  7111. spellid = spellarray[i_rnd];
  7112. maxlv = skill_lv - 1;
  7113. }
  7114. else if(skill_lv > 0) {
  7115. spellid = MG_NAPALMBEAT;
  7116. maxlv = 3;
  7117. }
  7118. if(spellid > 0)
  7119. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7120. skill_get_time(SA_AUTOSPELL,skill_lv));
  7121. }
  7122. break;
  7123. case BS_GREED:
  7124. if(sd){
  7125. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7126. map_foreachinrange(skill_greed,bl,
  7127. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7128. }
  7129. break;
  7130. case SA_ELEMENTWATER:
  7131. case SA_ELEMENTFIRE:
  7132. case SA_ELEMENTGROUND:
  7133. case SA_ELEMENTWIND:
  7134. if(sd && !dstmd) //Only works on monsters.
  7135. break;
  7136. if(tstatus->mode&MD_BOSS)
  7137. break;
  7138. case NPC_ATTRICHANGE:
  7139. case NPC_CHANGEWATER:
  7140. case NPC_CHANGEGROUND:
  7141. case NPC_CHANGEFIRE:
  7142. case NPC_CHANGEWIND:
  7143. case NPC_CHANGEPOISON:
  7144. case NPC_CHANGEHOLY:
  7145. case NPC_CHANGEDARKNESS:
  7146. case NPC_CHANGETELEKINESIS:
  7147. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7148. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7149. skill_get_time(skill_id, skill_lv)));
  7150. break;
  7151. case NPC_CHANGEUNDEAD:
  7152. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7153. //TO-DO This is ugly, fix it
  7154. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7155. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7156. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7157. skill_get_time(skill_id, skill_lv)));
  7158. break;
  7159. case NPC_PROVOCATION:
  7160. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7161. if (md) mob_unlocktarget(md, tick);
  7162. break;
  7163. case NPC_KEEPING:
  7164. case NPC_BARRIER:
  7165. {
  7166. int skill_time = skill_get_time(skill_id,skill_lv);
  7167. struct unit_data *ud = unit_bl2ud(bl);
  7168. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7169. sc_start(src,bl,type,100,skill_lv,skill_time))
  7170. && ud) { //Disable attacking/acting/moving for skill's duration.
  7171. ud->attackabletime =
  7172. ud->canact_tick =
  7173. ud->canmove_tick = tick + skill_time;
  7174. }
  7175. }
  7176. break;
  7177. case NPC_REBIRTH:
  7178. if( md && md->state.rebirth )
  7179. break; // only works once
  7180. sc_start(src,bl,type,100,skill_lv,-1);
  7181. break;
  7182. case NPC_DARKBLESSING:
  7183. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7184. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7185. break;
  7186. case NPC_LICK:
  7187. status_zap(bl, 0, 100);
  7188. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7189. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7190. break;
  7191. case NPC_SUICIDE:
  7192. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7193. status_kill(src); //When suiciding, neither exp nor drops is given.
  7194. break;
  7195. case NPC_SUMMONSLAVE:
  7196. case NPC_SUMMONMONSTER:
  7197. if(md && md->skill_idx >= 0)
  7198. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7199. break;
  7200. case NPC_CALLSLAVE:
  7201. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7202. break;
  7203. case NPC_RANDOMMOVE:
  7204. if (md) {
  7205. md->next_walktime = tick - 1;
  7206. mob_randomwalk(md,tick);
  7207. }
  7208. break;
  7209. case NPC_SPEEDUP:
  7210. {
  7211. // or does it increase casting rate? just a guess xD
  7212. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7213. if (i_type > SC_ASPDPOTION3)
  7214. i_type = SC_ASPDPOTION3;
  7215. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7216. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7217. }
  7218. break;
  7219. case NPC_REVENGE:
  7220. // not really needed... but adding here anyway ^^
  7221. if (md && md->master_id > 0) {
  7222. struct block_list *mbl, *tbl;
  7223. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7224. (tbl = battle_gettargeted(mbl)) == NULL)
  7225. break;
  7226. md->state.provoke_flag = tbl->id;
  7227. mob_target(md, tbl, sstatus->rhw.range);
  7228. }
  7229. break;
  7230. case NPC_RUN:
  7231. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7232. mob_unlocktarget(md, tick);
  7233. break;
  7234. case NPC_TRANSFORMATION:
  7235. case NPC_METAMORPHOSIS:
  7236. if(md && md->skill_idx >= 0) {
  7237. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7238. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7239. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7240. if (class_) mob_class_change(md, class_);
  7241. }
  7242. break;
  7243. case NPC_EMOTION_ON:
  7244. case NPC_EMOTION:
  7245. //val[0] is the emotion to use.
  7246. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7247. //val[1] 'sets' the mode
  7248. //val[2] adds to the current mode
  7249. //val[3] removes from the current mode
  7250. //val[4] if set, asks to delete the previous mode change.
  7251. if(md && md->skill_idx >= 0 && tsc)
  7252. {
  7253. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7254. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7255. status_change_end(bl, type, INVALID_TIMER);
  7256. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7257. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7258. mob_unlocktarget(md,tick);
  7259. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7260. sc_start4(src,src, type, 100, skill_lv,
  7261. md->db->skill[md->skill_idx].val[1],
  7262. md->db->skill[md->skill_idx].val[2],
  7263. md->db->skill[md->skill_idx].val[3],
  7264. skill_get_time(skill_id, skill_lv));
  7265. }
  7266. break;
  7267. case NPC_POWERUP:
  7268. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7269. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7270. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7271. break;
  7272. case NPC_AGIUP:
  7273. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  7274. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7275. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7276. break;
  7277. case NPC_INVISIBLE:
  7278. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7279. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7280. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7281. break;
  7282. case NPC_SIEGEMODE:
  7283. // not sure what it does
  7284. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7285. break;
  7286. case WE_MALE: {
  7287. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  7288. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  7289. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  7290. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7291. }
  7292. }
  7293. break;
  7294. case WE_FEMALE: {
  7295. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  7296. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  7297. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  7298. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7299. }
  7300. }
  7301. break;
  7302. // parent-baby skills
  7303. case WE_BABY:
  7304. if(sd){
  7305. struct map_session_data *f_sd = pc_get_father(sd);
  7306. struct map_session_data *m_sd = pc_get_mother(sd);
  7307. if( (!f_sd && !m_sd) // if neither was found
  7308. || (sd->status.party_id != 0 && //not in same party
  7309. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7310. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7311. ))
  7312. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7313. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7314. ) {
  7315. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7316. map_freeblock_unlock();
  7317. return 0;
  7318. }
  7319. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7320. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7321. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7322. }
  7323. break;
  7324. case PF_HPCONVERSION:
  7325. {
  7326. int hp, sp;
  7327. hp = sstatus->max_hp/10;
  7328. sp = hp * 10 * skill_lv / 100;
  7329. if (!status_charge(src,hp,0)) {
  7330. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7331. break;
  7332. }
  7333. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7334. status_heal(bl,0,sp,2);
  7335. }
  7336. break;
  7337. case MA_REMOVETRAP:
  7338. case HT_REMOVETRAP:
  7339. {
  7340. struct skill_unit* su;
  7341. struct skill_unit_group* sg = NULL;
  7342. su = BL_CAST(BL_SKILL, bl);
  7343. // Mercenaries can remove any trap
  7344. // Players can only remove their own traps or traps on Vs maps.
  7345. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  7346. {
  7347. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7348. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7349. { // prevent picking up expired traps
  7350. if( battle_config.skill_removetrap_type )
  7351. { // get back all items used to deploy the trap
  7352. for( i = 0; i < 10; i++ )
  7353. {
  7354. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7355. {
  7356. int flag2;
  7357. struct item item_tmp;
  7358. memset(&item_tmp,0,sizeof(item_tmp));
  7359. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7360. item_tmp.identify = 1;
  7361. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7362. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7363. clif_additem(sd,0,0,flag2);
  7364. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7365. }
  7366. }
  7367. }
  7368. }
  7369. else
  7370. { // get back 1 trap
  7371. struct item item_tmp;
  7372. memset(&item_tmp,0,sizeof(item_tmp));
  7373. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7374. item_tmp.identify = 1;
  7375. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7376. {
  7377. clif_additem(sd,0,0,flag);
  7378. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7379. }
  7380. }
  7381. }
  7382. skill_delunit(su);
  7383. }else if(sd)
  7384. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7385. }
  7386. break;
  7387. case HT_SPRINGTRAP:
  7388. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7389. {
  7390. struct skill_unit *su=NULL;
  7391. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7392. switch(su->group->unit_id){
  7393. case UNT_ANKLESNARE: // ankle snare
  7394. if (su->group->val2 != 0)
  7395. // if it is already trapping something don't spring it,
  7396. // remove trap should be used instead
  7397. break;
  7398. // otherwise fallthrough to below
  7399. case UNT_BLASTMINE:
  7400. case UNT_SKIDTRAP:
  7401. case UNT_LANDMINE:
  7402. case UNT_SHOCKWAVE:
  7403. case UNT_SANDMAN:
  7404. case UNT_FLASHER:
  7405. case UNT_FREEZINGTRAP:
  7406. case UNT_CLAYMORETRAP:
  7407. case UNT_TALKIEBOX:
  7408. su->group->unit_id = UNT_USED_TRAPS;
  7409. clif_changetraplook(bl, UNT_USED_TRAPS);
  7410. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7411. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7412. }
  7413. }
  7414. }
  7415. break;
  7416. case BD_ENCORE:
  7417. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7418. if(sd)
  7419. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7420. break;
  7421. case AS_SPLASHER:
  7422. if(tstatus->mode&MD_BOSS
  7423. // Renewal dropped the 3/4 hp requirement
  7424. #ifndef RENEWAL
  7425. || tstatus-> hp > tstatus->max_hp*3/4
  7426. #endif
  7427. ) {
  7428. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7429. map_freeblock_unlock();
  7430. return 1;
  7431. }
  7432. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7433. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7434. #ifndef RENEWAL
  7435. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7436. #endif
  7437. break;
  7438. case PF_MINDBREAKER:
  7439. {
  7440. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  7441. {
  7442. map_freeblock_unlock();
  7443. return 1;
  7444. }
  7445. if (tsce)
  7446. { //HelloKitty2 (?) explained that this silently fails when target is
  7447. //already inflicted. [Skotlex]
  7448. map_freeblock_unlock();
  7449. return 1;
  7450. }
  7451. //Has a 55% + skill_lv*5% success chance.
  7452. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7453. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7454. {
  7455. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7456. map_freeblock_unlock();
  7457. return 0;
  7458. }
  7459. unit_skillcastcancel(bl,0);
  7460. if(tsc && tsc->count){
  7461. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7462. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7463. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7464. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7465. }
  7466. if(dstmd)
  7467. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  7468. }
  7469. break;
  7470. case PF_SOULCHANGE:
  7471. {
  7472. unsigned int sp1 = 0, sp2 = 0;
  7473. if (dstmd) {
  7474. if (dstmd->state.soul_change_flag) {
  7475. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7476. break;
  7477. }
  7478. dstmd->state.soul_change_flag = 1;
  7479. sp2 = sstatus->max_sp * 3 /100;
  7480. status_heal(src, 0, sp2, 2);
  7481. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7482. break;
  7483. }
  7484. sp1 = sstatus->sp;
  7485. sp2 = tstatus->sp;
  7486. #ifdef RENEWAL
  7487. sp1 = sp1 / 2;
  7488. sp2 = sp2 / 2;
  7489. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  7490. sp1 = tstatus->sp;
  7491. #endif
  7492. if (tsc && tsc->data[SC_NORECOVER_STATE])
  7493. sp1 = tstatus->sp;
  7494. status_set_sp(src, sp2, 3);
  7495. status_set_sp(bl, sp1, 3);
  7496. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7497. }
  7498. break;
  7499. // Slim Pitcher
  7500. case CR_SLIMPITCHER:
  7501. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7502. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARDIAN_STONE2)) )
  7503. break;
  7504. if (potion_hp || potion_sp) {
  7505. int hp = potion_hp, sp = potion_sp;
  7506. hp = hp * (100 + (tstatus->vit<<1))/100;
  7507. sp = sp * (100 + (tstatus->int_<<1))/100;
  7508. if (dstsd) {
  7509. if (hp)
  7510. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7511. if (sp)
  7512. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7513. }
  7514. if (tsc && tsc->count) {
  7515. uint8 penalty = 0;
  7516. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7517. hp += hp / 10;
  7518. sp += sp / 10;
  7519. }
  7520. if (tsc->data[SC_CRITICALWOUND])
  7521. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7522. if (tsc->data[SC_DEATHHURT])
  7523. penalty += 20;
  7524. if (tsc->data[SC_NORECOVER_STATE])
  7525. penalty = 100;
  7526. if (penalty > 0) {
  7527. hp -= hp * penalty / 100;
  7528. sp -= sp * penalty / 100;
  7529. }
  7530. }
  7531. if(hp > 0)
  7532. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7533. if(sp > 0)
  7534. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7535. status_heal(bl,hp,sp,0);
  7536. }
  7537. break;
  7538. // Full Chemical Protection
  7539. case CR_FULLPROTECTION:
  7540. {
  7541. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7542. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7543. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7544. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7545. continue;
  7546. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7547. s++;
  7548. }
  7549. if( sd && !s ){
  7550. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7551. map_freeblock_unlock(); // Don't consume item requirements
  7552. return 0;
  7553. }
  7554. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7555. }
  7556. break;
  7557. case RG_CLEANER: //AppleGirl
  7558. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7559. break;
  7560. case CG_LONGINGFREEDOM:
  7561. {
  7562. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7563. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7564. {
  7565. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7566. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7567. }
  7568. }
  7569. break;
  7570. case CG_TAROTCARD:
  7571. {
  7572. int count = -1;
  7573. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7574. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  7575. if( sd )
  7576. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7577. map_freeblock_unlock();
  7578. return 0;
  7579. }
  7580. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7581. do {
  7582. int eff = rnd() % 14;
  7583. clif_specialeffect(bl, 523 + eff, AREA);
  7584. switch (eff)
  7585. {
  7586. case 0: // heals SP to 0
  7587. status_percent_damage(src, bl, 0, 100, false);
  7588. break;
  7589. case 1: // matk halved
  7590. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7591. break;
  7592. case 2: // all buffs removed
  7593. status_change_clear_buffs(bl,1);
  7594. break;
  7595. case 3: // 1000 damage, random armor destroyed
  7596. {
  7597. status_fix_damage(src, bl, 1000, 0);
  7598. clif_damage(src,bl,tick,0,0,1000,0,DMG_NORMAL,0);
  7599. if( !status_isdead(bl) ) {
  7600. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  7601. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  7602. }
  7603. }
  7604. break;
  7605. case 4: // atk halved
  7606. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7607. break;
  7608. case 5: // 2000HP heal, random teleported
  7609. status_heal(src, 2000, 0, 0);
  7610. if( !map_flag_vs(bl->m) )
  7611. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  7612. break;
  7613. case 6: // random 2 other effects
  7614. if (count == -1)
  7615. count = 3;
  7616. else
  7617. count++; //Should not retrigger this one.
  7618. break;
  7619. case 7: // stop freeze or stoned
  7620. {
  7621. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  7622. uint8 rand_eff = rnd()%3;
  7623. sc_start2(src,bl,sc[rand_eff],100,skill_lv,(rand_eff == 2 ? src->id : 0),skill_get_time2(skill_id,skill_lv));
  7624. }
  7625. break;
  7626. case 8: // curse coma and poison
  7627. status_change_start(src, bl, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  7628. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7629. sc_start2(src,bl,SC_POISON,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7630. break;
  7631. case 9: // confusion
  7632. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7633. break;
  7634. case 10: // 6666 damage, atk matk halved, cursed
  7635. status_fix_damage(src, bl, 6666, 0);
  7636. clif_damage(src,bl,tick,0,0,6666,0,DMG_NORMAL,0);
  7637. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7638. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7639. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  7640. break;
  7641. case 11: // 4444 damage
  7642. status_fix_damage(src, bl, 4444, 0);
  7643. clif_damage(src,bl,tick,0,0,4444,0,DMG_NORMAL,0);
  7644. break;
  7645. case 12: // stun
  7646. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  7647. break;
  7648. case 13: // atk,matk,hit,flee,def reduced
  7649. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7650. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7651. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7652. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7653. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7654. break;
  7655. default:
  7656. break;
  7657. }
  7658. } while ((--count) > 0);
  7659. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7660. }
  7661. break;
  7662. case SL_ALCHEMIST:
  7663. case SL_ASSASIN:
  7664. case SL_BARDDANCER:
  7665. case SL_BLACKSMITH:
  7666. case SL_CRUSADER:
  7667. case SL_HUNTER:
  7668. case SL_KNIGHT:
  7669. case SL_MONK:
  7670. case SL_PRIEST:
  7671. case SL_ROGUE:
  7672. case SL_SAGE:
  7673. case SL_SOULLINKER:
  7674. case SL_STAR:
  7675. case SL_SUPERNOVICE:
  7676. case SL_WIZARD:
  7677. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7678. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  7679. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7680. break;
  7681. }
  7682. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7683. { //Erase death count 1% of the casts
  7684. dstsd->die_counter = 0;
  7685. pc_setglobalreg(dstsd, add_str("PC_DIE_COUNTER"), 0);
  7686. clif_specialeffect(bl, 0x152, AREA);
  7687. //SC_SPIRIT invokes status_calc_pc for us.
  7688. }
  7689. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7690. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7691. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7692. break;
  7693. case SL_HIGH:
  7694. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7695. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7696. break;
  7697. }
  7698. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7699. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7700. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7701. break;
  7702. case SL_SWOO:
  7703. if (tsce) {
  7704. if(sd)
  7705. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7706. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7707. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7708. break;
  7709. }
  7710. case SL_SKA: // [marquis007]
  7711. case SL_SKE:
  7712. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7713. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7714. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7715. break;
  7716. }
  7717. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7718. if (skill_id == SL_SKE)
  7719. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7720. break;
  7721. // New guild skills [Celest]
  7722. case GD_BATTLEORDER:
  7723. if(flag&1) {
  7724. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7725. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7726. } else if (status_get_guild_id(src)) {
  7727. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7728. map_foreachinrange(skill_area_sub, src,
  7729. skill_get_splash(skill_id, skill_lv), BL_PC,
  7730. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7731. skill_castend_nodamage_id);
  7732. if (sd)
  7733. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7734. }
  7735. break;
  7736. case GD_REGENERATION:
  7737. if(flag&1) {
  7738. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7739. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7740. } else if (status_get_guild_id(src)) {
  7741. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7742. map_foreachinrange(skill_area_sub, src,
  7743. skill_get_splash(skill_id, skill_lv), BL_PC,
  7744. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7745. skill_castend_nodamage_id);
  7746. if (sd)
  7747. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7748. }
  7749. break;
  7750. case GD_RESTORE:
  7751. if(flag&1) {
  7752. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7753. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7754. } else if (status_get_guild_id(src)) {
  7755. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7756. map_foreachinrange(skill_area_sub, src,
  7757. skill_get_splash(skill_id, skill_lv), BL_PC,
  7758. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7759. skill_castend_nodamage_id);
  7760. if (sd)
  7761. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7762. }
  7763. break;
  7764. case GD_EMERGENCYCALL:
  7765. case GD_ITEMEMERGENCYCALL:
  7766. {
  7767. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7768. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7769. uint8 j = 0, calls = 0, called = 0;
  7770. struct guild *g;
  7771. // i don't know if it actually summons in a circle, but oh well. ;P
  7772. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  7773. if (!g)
  7774. break;
  7775. if (skill_id == GD_ITEMEMERGENCYCALL)
  7776. switch (skill_lv) {
  7777. case 1: calls = 7; break;
  7778. case 2: calls = 12; break;
  7779. case 3: calls = 20; break;
  7780. default: calls = 0; break;
  7781. }
  7782. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7783. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7784. if (j > 8)
  7785. j = 0;
  7786. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7787. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7788. continue;
  7789. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7790. dx[j] = dy[j] = 0;
  7791. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  7792. called++;
  7793. }
  7794. }
  7795. if (sd)
  7796. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7797. }
  7798. break;
  7799. case SG_FEEL:
  7800. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7801. if (sd) {
  7802. if(!sd->feel_map[skill_lv-1].index)
  7803. clif_feel_req(sd->fd,sd, skill_lv);
  7804. else
  7805. clif_feel_info(sd, skill_lv-1, 1);
  7806. }
  7807. break;
  7808. case SG_HATE:
  7809. if (sd) {
  7810. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7811. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7812. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7813. }
  7814. break;
  7815. case GS_GLITTERING:
  7816. if(sd) {
  7817. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7818. if(rnd()%100 < (20+10*skill_lv))
  7819. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7820. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7821. pc_delspiritball(sd,1,0);
  7822. }
  7823. break;
  7824. case GS_CRACKER:
  7825. /* per official standards, this skill works on players and mobs. */
  7826. if (sd && (dstsd || dstmd))
  7827. {
  7828. i =65 -5*distance_bl(src,bl); //Base rate
  7829. if (i < 30) i = 30;
  7830. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7831. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7832. }
  7833. break;
  7834. case AM_CALLHOMUN: //[orn]
  7835. if (sd && !hom_call(sd))
  7836. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7837. break;
  7838. case AM_REST:
  7839. if (sd) {
  7840. if (hom_vaporize(sd,HOM_ST_REST))
  7841. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7842. else
  7843. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7844. }
  7845. break;
  7846. case HAMI_CASTLE: //[orn]
  7847. if (src != bl && rnd()%100 < 20 * skill_lv) {
  7848. int x = src->x, y = src->y;
  7849. if (hd)
  7850. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  7851. // Move source
  7852. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7853. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7854. clif_blown(src);
  7855. // Move target
  7856. if (unit_movepos(bl,x,y,0,0)) {
  7857. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  7858. clif_blown(bl);
  7859. }
  7860. map_foreachinrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  7861. }
  7862. }
  7863. else if (hd && hd->master) // Failed
  7864. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7865. else if (sd)
  7866. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7867. break;
  7868. case HVAN_CHAOTIC: //[orn]
  7869. {
  7870. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7871. int r = rnd()%100;
  7872. i = (skill_lv-1)%5;
  7873. if(r<per[i][0]) //Self
  7874. bl = src;
  7875. else if(r<per[i][1]) //Master
  7876. bl = battle_get_master(src);
  7877. else //Enemy
  7878. bl = map_id2bl(battle_gettarget(src));
  7879. if (!bl) bl = src;
  7880. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7881. //Eh? why double skill packet?
  7882. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7883. clif_skill_nodamage(src,bl,skill_id,i,1);
  7884. status_heal(bl, i, 0, 0);
  7885. }
  7886. break;
  7887. //Homun single-target support skills [orn]
  7888. case HAMI_BLOODLUST:
  7889. case HFLI_FLEET:
  7890. case HFLI_SPEED:
  7891. case HLIF_CHANGE:
  7892. case MH_ANGRIFFS_MODUS:
  7893. case MH_GOLDENE_FERSE:
  7894. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7895. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7896. if (hd)
  7897. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7898. break;
  7899. case NPC_DRAGONFEAR:
  7900. if (flag&1) {
  7901. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7902. int j;
  7903. j = i = rnd()%ARRAYLENGTH(sc);
  7904. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7905. i++;
  7906. if ( i == ARRAYLENGTH(sc) )
  7907. i = 0;
  7908. if (i == j)
  7909. break;
  7910. }
  7911. break;
  7912. }
  7913. case NPC_WIDEBLEEDING:
  7914. case NPC_WIDECONFUSE:
  7915. case NPC_WIDECURSE:
  7916. case NPC_WIDEFREEZE:
  7917. case NPC_WIDESLEEP:
  7918. case NPC_WIDESILENCE:
  7919. case NPC_WIDESTONE:
  7920. case NPC_WIDESTUN:
  7921. case NPC_SLOWCAST:
  7922. case NPC_WIDEHELLDIGNITY:
  7923. case NPC_WIDEHEALTHFEAR:
  7924. case NPC_WIDEBODYBURNNING:
  7925. case NPC_WIDEFROSTMISTY:
  7926. case NPC_WIDECOLD:
  7927. case NPC_WIDE_DEEP_SLEEP:
  7928. case NPC_WIDESIREN:
  7929. if (flag&1){
  7930. switch ( type ) {
  7931. case SC_BURNING:
  7932. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7933. break;
  7934. case SC_VOICEOFSIREN:
  7935. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7936. break;
  7937. default:
  7938. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7939. }
  7940. }
  7941. else {
  7942. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7943. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7944. map_foreachinrange(skill_area_sub, bl,
  7945. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7946. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7947. skill_castend_nodamage_id);
  7948. }
  7949. break;
  7950. case NPC_WIDESOULDRAIN:
  7951. if (flag&1)
  7952. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7953. else {
  7954. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7955. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7956. map_foreachinrange(skill_area_sub, bl,
  7957. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7958. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7959. skill_castend_nodamage_id);
  7960. }
  7961. break;
  7962. case ALL_PARTYFLEE:
  7963. if( sd && !(flag&1) ) {
  7964. if( !sd->status.party_id ) {
  7965. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7966. break;
  7967. }
  7968. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7969. } else
  7970. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7971. break;
  7972. case NPC_TALK:
  7973. case ALL_WEWISH:
  7974. case ALL_CATCRY:
  7975. case ALL_DREAM_SUMMERNIGHT:
  7976. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7977. break;
  7978. case ALL_BUYING_STORE:
  7979. if( sd )
  7980. {// players only, skill allows 5 buying slots
  7981. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  7982. }
  7983. break;
  7984. case RK_ENCHANTBLADE:
  7985. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7986. sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*(status_get_lv(src)/150)+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  7987. break;
  7988. case RK_DRAGONHOWLING:
  7989. if( flag&1)
  7990. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7991. else
  7992. {
  7993. skill_area_temp[2] = 0;
  7994. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7995. map_foreachinrange(skill_area_sub, src,
  7996. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7997. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7998. skill_castend_nodamage_id);
  7999. }
  8000. break;
  8001. case RK_IGNITIONBREAK:
  8002. case LG_EARTHDRIVE:
  8003. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8004. i = skill_get_splash(skill_id,skill_lv);
  8005. if( skill_id == LG_EARTHDRIVE ) {
  8006. int dummy = 1;
  8007. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  8008. }
  8009. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  8010. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8011. break;
  8012. case RK_STONEHARDSKIN:
  8013. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  8014. {
  8015. int heal = sstatus->hp / 5; // 20% HP
  8016. if( status_charge(bl,heal,0) )
  8017. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  8018. else
  8019. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8020. }
  8021. break;
  8022. case RK_REFRESH:
  8023. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  8024. {
  8025. int heal = status_get_max_hp(bl) * 25 / 100;
  8026. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8027. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8028. status_heal(bl,heal,0,1);
  8029. status_change_clear_buffs(bl,4);
  8030. }
  8031. break;
  8032. case RK_MILLENNIUMSHIELD:
  8033. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  8034. {
  8035. int8 rate = rnd()%100;
  8036. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  8037. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  8038. clif_millenniumshield(bl,shields);
  8039. clif_skill_nodamage(src,bl,skill_id,1,1);
  8040. }
  8041. break;
  8042. case RK_GIANTGROWTH:
  8043. case RK_VITALITYACTIVATION:
  8044. case RK_ABUNDANCE:
  8045. case RK_CRUSHSTRIKE:
  8046. if( sd )
  8047. {
  8048. int lv = 1; // RK_GIANTGROWTH
  8049. if( skill_id == RK_VITALITYACTIVATION )
  8050. lv = 2;
  8051. else if( skill_id == RK_ABUNDANCE )
  8052. lv = 6;
  8053. else if( skill_id == RK_CRUSHSTRIKE )
  8054. lv = 7;
  8055. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  8056. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8057. }
  8058. break;
  8059. case RK_FIGHTINGSPIRIT: {
  8060. // val1: ATKBonus: Caster: 7*PartyMember. Member: 7*PartyMember/4
  8061. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8062. if( flag&1 ) {
  8063. if( skill_area_temp[1] == bl->id )
  8064. sc_start2(src,bl,type,100,7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]);
  8065. else
  8066. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  8067. } else {
  8068. if( sd && sd->status.party_id ) {
  8069. skill_area_temp[0] = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  8070. skill_area_temp[1] = src->id;
  8071. skill_area_temp[3] = 7 * skill_area_temp[0] / 4;
  8072. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  8073. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  8074. }
  8075. else
  8076. sc_start2(src,bl,type,100,7,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  8077. clif_skill_nodamage(src,bl,skill_id,1,1);
  8078. }
  8079. }
  8080. break;
  8081. case RK_LUXANIMA:
  8082. if( !sd || !sd->status.party_id || flag&1 ) {
  8083. if( src == bl ) break;
  8084. while( skill_area_temp[5] >= 0x10 ) {
  8085. type = SC_NONE;
  8086. i = 0;
  8087. if( skill_area_temp[5]&0x10 ) {
  8088. if( dstsd ) {
  8089. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  8090. clif_millenniumshield(bl,i);
  8091. skill_area_temp[5] &= ~0x10;
  8092. type = SC_MILLENNIUMSHIELD;
  8093. }
  8094. } else if( skill_area_temp[5]&0x20 ) {
  8095. i = status_get_max_hp(bl) * 25 / 100;
  8096. status_change_clear_buffs(bl,4);
  8097. skill_area_temp[5] &= ~0x20;
  8098. status_heal(bl,i,0,1);
  8099. type = SC_REFRESH;
  8100. } else if( skill_area_temp[5]&0x40 ) {
  8101. skill_area_temp[5] &= ~0x40;
  8102. type = SC_GIANTGROWTH;
  8103. } else if( skill_area_temp[5]&0x80 ) {
  8104. if( dstsd ) {
  8105. i = sstatus->hp / 5;
  8106. if( status_charge(bl,i,0) )
  8107. type = SC_STONEHARDSKIN;
  8108. skill_area_temp[5] &= ~0x80;
  8109. }
  8110. } else if( skill_area_temp[5]&0x100 ) {
  8111. skill_area_temp[5] &= ~0x100;
  8112. type = SC_VITALITYACTIVATION;
  8113. } else if( skill_area_temp[5]&0x200 ) {
  8114. skill_area_temp[5] &= ~0x200;
  8115. type = SC_ABUNDANCE;
  8116. }
  8117. if( type > SC_NONE )
  8118. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  8119. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  8120. } //end while
  8121. } else if( sd ) {
  8122. if( tsc && tsc->count ) {
  8123. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  8124. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  8125. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  8126. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  8127. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  8128. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  8129. }
  8130. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8131. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  8132. }
  8133. break;
  8134. case GC_ROLLINGCUTTER:
  8135. {
  8136. short count = 1;
  8137. skill_area_temp[2] = 0;
  8138. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  8139. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8140. { // Every time the skill is casted the status change is reseted adding a counter.
  8141. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8142. if( count > 10 )
  8143. count = 10; // Max coounter
  8144. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8145. }
  8146. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8147. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8148. }
  8149. break;
  8150. case GC_WEAPONBLOCKING:
  8151. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8152. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8153. else
  8154. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8155. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8156. break;
  8157. case GC_CREATENEWPOISON:
  8158. if( sd )
  8159. {
  8160. clif_skill_produce_mix_list(sd,skill_id,25);
  8161. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8162. }
  8163. break;
  8164. case GC_POISONINGWEAPON:
  8165. if( sd ) {
  8166. clif_poison_list(sd,skill_lv);
  8167. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8168. }
  8169. break;
  8170. case GC_ANTIDOTE:
  8171. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8172. if( tsc )
  8173. {
  8174. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8175. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8176. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8177. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8178. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8179. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8180. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8181. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8182. }
  8183. break;
  8184. case GC_PHANTOMMENACE:
  8185. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8186. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8187. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8188. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8189. break;
  8190. case GC_HALLUCINATIONWALK:
  8191. {
  8192. int heal = status_get_max_hp(bl) / 10;
  8193. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8194. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8195. break;
  8196. }
  8197. if( !status_charge(bl,heal,0) )
  8198. {
  8199. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8200. break;
  8201. }
  8202. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8203. }
  8204. break;
  8205. case AB_ANCILLA:
  8206. if( sd ) {
  8207. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8208. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8209. }
  8210. break;
  8211. case AB_CLEMENTIA:
  8212. case AB_CANTO:
  8213. {
  8214. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8215. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8216. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8217. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8218. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8219. else if( sd )
  8220. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8221. }
  8222. break;
  8223. case AB_PRAEFATIO:
  8224. if( !sd || sd->status.party_id == 0 || flag&1 )
  8225. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  8226. else if( sd )
  8227. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8228. break;
  8229. case AB_CHEAL:
  8230. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8231. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8232. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8233. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8234. if( partycount > 1 )
  8235. i += (i / 100) * (partycount * 10) / 4;
  8236. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8237. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8238. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  8239. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8240. i = ~i + 1;
  8241. status_heal(bl, i, 0, 0);
  8242. }
  8243. } else if( sd )
  8244. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8245. break;
  8246. case AB_ORATIO:
  8247. if( flag&1 )
  8248. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8249. else {
  8250. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8251. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8252. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8253. }
  8254. break;
  8255. case AB_LAUDAAGNUS:
  8256. if( flag&1 || !sd || !sd->status.party_id ) {
  8257. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8258. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8259. // Success Chance: (40 + 10 * Skill Level) %
  8260. if( rnd()%100 > 40+10*skill_lv ) break;
  8261. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8262. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8263. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8264. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8265. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8266. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8267. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8268. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8269. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8270. } else if( sd )
  8271. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8272. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8273. break;
  8274. case AB_LAUDARAMUS:
  8275. if( flag&1 || !sd || !sd->status.party_id ) {
  8276. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8277. // Success Chance: (40 + 10 * Skill Level) %
  8278. if( rnd()%100 > 40+10*skill_lv ) break;
  8279. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8280. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8281. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8282. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8283. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8284. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8285. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8286. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8287. } else if( sd )
  8288. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8289. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8290. break;
  8291. case AB_CLEARANCE:
  8292. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  8293. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8294. break;
  8295. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8296. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8297. if (sd)
  8298. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8299. break;
  8300. }
  8301. if(status_isimmune(bl))
  8302. break;
  8303. //Remove bonus_script by Clearance
  8304. if (dstsd)
  8305. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8306. if(!tsc || !tsc->count)
  8307. break;
  8308. for( i = 0; i < SC_MAX; i++ ) {
  8309. if (!tsc->data[i])
  8310. continue;
  8311. switch (i) {
  8312. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8313. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8314. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8315. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8316. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8317. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8318. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8319. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  8320. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  8321. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8322. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8323. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8324. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8325. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8326. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8327. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8328. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  8329. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8330. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8331. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8332. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8333. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8334. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8335. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8336. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8337. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8338. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8339. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8340. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8341. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8342. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8343. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8344. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8345. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  8346. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8347. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8348. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  8349. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  8350. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  8351. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  8352. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8353. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8354. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  8355. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8356. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  8357. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  8358. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  8359. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  8360. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2:
  8361. #ifdef RENEWAL
  8362. case SC_EXTREMITYFIST2:
  8363. #endif
  8364. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  8365. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  8366. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  8367. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  8368. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  8369. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  8370. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  8371. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  8372. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  8373. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  8374. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  8375. continue;
  8376. case SC_ASSUMPTIO:
  8377. if( bl->type == BL_MOB )
  8378. continue;
  8379. break;
  8380. }
  8381. 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.
  8382. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8383. }
  8384. break;
  8385. }
  8386. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8387. break;
  8388. case AB_SILENTIUM:
  8389. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8390. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8391. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8392. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8393. break;
  8394. case WL_STASIS:
  8395. if (flag&1)
  8396. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8397. else {
  8398. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8399. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8400. }
  8401. break;
  8402. case AB_OFFERTORIUM:{
  8403. struct status_change *sc = status_get_sc(src);
  8404. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8405. if( sc ) {
  8406. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  8407. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8408. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8409. }
  8410. }
  8411. }
  8412. break;
  8413. case WL_WHITEIMPRISON:
  8414. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  8415. {
  8416. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8417. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8418. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8419. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8420. if( sd )
  8421. skill_blockpc_start(sd,skill_id,4000);
  8422. if( !(tsc && tsc->data[type]) ){
  8423. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  8424. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8425. if( !i )
  8426. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8427. }
  8428. }else
  8429. if( sd )
  8430. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8431. break;
  8432. case WL_FROSTMISTY:
  8433. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8434. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8435. break;
  8436. case WL_JACKFROST:
  8437. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8438. if (battle_config.skill_wall_check)
  8439. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8440. else
  8441. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8442. break;
  8443. case WL_SIENNAEXECRATE:
  8444. if( status_isimmune(bl) || !tsc )
  8445. break;
  8446. if( flag&1 ) {
  8447. if( bl->id == skill_area_temp[1] )
  8448. break; // Already work on this target
  8449. if( tsc && tsc->data[SC_STONE] )
  8450. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8451. else
  8452. status_change_start(src,bl,SC_STONE,10000,skill_lv,src->id,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8453. } else {
  8454. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8455. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8456. if( rnd()%100 < rate ) { // Success on First Target
  8457. if( !tsc->data[SC_STONE] )
  8458. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,src->id,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8459. else {
  8460. rate = 1;
  8461. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8462. }
  8463. if( rate ) {
  8464. skill_area_temp[1] = bl->id;
  8465. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8466. }
  8467. // Doesn't send failure packet if it fails on defense.
  8468. }
  8469. else if( sd ) // Failure on Rate
  8470. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8471. }
  8472. break;
  8473. case WL_SUMMONFB:
  8474. case WL_SUMMONBL:
  8475. case WL_SUMMONWB:
  8476. case WL_SUMMONSTONE:
  8477. {
  8478. short element = 0, sctype = 0, pos = -1;
  8479. struct status_change *sc = status_get_sc(src);
  8480. if( !sc )
  8481. break;
  8482. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8483. if( !sctype && !sc->data[i] )
  8484. sctype = i; // Take the free SC
  8485. if( sc->data[i] )
  8486. pos = max(sc->data[i]->val2,pos);
  8487. }
  8488. if( !sctype ) {
  8489. if( sd ) // No free slots to put SC
  8490. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8491. break;
  8492. }
  8493. pos++; // Used in val2 for SC. Indicates the order of this ball
  8494. switch( skill_id ) { // Set val1. The SC element for this ball
  8495. case WL_SUMMONFB: element = WLS_FIRE; break;
  8496. case WL_SUMMONBL: element = WLS_WIND; break;
  8497. case WL_SUMMONWB: element = WLS_WATER; break;
  8498. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8499. }
  8500. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8501. clif_skill_nodamage(src,bl,skill_id,0,0);
  8502. }
  8503. break;
  8504. case WL_READING_SB:
  8505. if( sd ) {
  8506. struct status_change *sc = status_get_sc(bl);
  8507. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8508. if( sc && !sc->data[i] )
  8509. break;
  8510. if( i == SC_MAXSPELLBOOK ) {
  8511. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8512. break;
  8513. }
  8514. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8515. clif_spellbook_list(sd);
  8516. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8517. }
  8518. break;
  8519. case RA_FEARBREEZE:
  8520. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8521. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8522. break;
  8523. case RA_WUGMASTERY:
  8524. if( sd ) {
  8525. if( !pc_iswug(sd) )
  8526. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8527. else
  8528. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8529. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8530. }
  8531. break;
  8532. case RA_WUGRIDER:
  8533. if( sd ) {
  8534. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8535. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8536. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8537. } else if( pc_isridingwug(sd) ) {
  8538. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8539. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8540. }
  8541. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8542. }
  8543. break;
  8544. case RA_WUGDASH:
  8545. if( tsce ) {
  8546. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8547. map_freeblock_unlock();
  8548. return 0;
  8549. }
  8550. if( sd && pc_isridingwug(sd) ) {
  8551. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8552. clif_walkok(sd);
  8553. }
  8554. break;
  8555. case RA_SENSITIVEKEEN:
  8556. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8557. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8558. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8559. break;
  8560. case NC_F_SIDESLIDE:
  8561. case NC_B_SIDESLIDE:
  8562. {
  8563. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8564. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0);
  8565. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8566. }
  8567. break;
  8568. case NC_SELFDESTRUCTION:
  8569. if( sd ) {
  8570. if( pc_ismadogear(sd) )
  8571. pc_setmadogear(sd, 0);
  8572. skill_area_temp[1] = 0;
  8573. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8574. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  8575. status_set_sp(src, 0, 0);
  8576. skill_clear_unitgroup(src);
  8577. }
  8578. break;
  8579. case NC_ANALYZE:
  8580. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8581. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8582. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8583. if( sd ) pc_overheat(sd,1);
  8584. break;
  8585. case NC_MAGNETICFIELD:
  8586. clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8587. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  8588. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  8589. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  8590. if (sd)
  8591. pc_overheat(sd,1);
  8592. break;
  8593. case NC_REPAIR:
  8594. if( sd ) {
  8595. int heal, hp = 0;
  8596. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8597. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8598. break;
  8599. }
  8600. switch(skill_lv) {
  8601. case 1: hp = 4; break;
  8602. case 2: hp = 7; break;
  8603. case 3: hp = 13; break;
  8604. case 4: hp = 17; break;
  8605. case 5: default: hp = 23; break;
  8606. }
  8607. heal = dstsd->status.max_hp * hp / 100;
  8608. status_heal(bl,heal,0,2);
  8609. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8610. }
  8611. break;
  8612. case NC_DISJOINT:
  8613. {
  8614. if( bl->type != BL_MOB ) break;
  8615. md = map_id2md(bl->id);
  8616. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8617. status_kill(bl);
  8618. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8619. }
  8620. break;
  8621. case SC_AUTOSHADOWSPELL:
  8622. if( sd ) {
  8623. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8624. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8625. {
  8626. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  8627. clif_autoshadowspell_list(sd);
  8628. clif_skill_nodamage(src,bl,skill_id,1,1);
  8629. }
  8630. else
  8631. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8632. }
  8633. break;
  8634. case SC_SHADOWFORM:
  8635. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8636. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  8637. dstsd->shadowform_id = src->id;
  8638. }
  8639. else if( sd )
  8640. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8641. break;
  8642. case SC_BODYPAINT:
  8643. if( flag&1 ) {
  8644. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  8645. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  8646. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  8647. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  8648. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  8649. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  8650. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8651. }
  8652. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  8653. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8654. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  8655. } else {
  8656. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8657. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8658. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8659. }
  8660. break;
  8661. case SC_ENERVATION:
  8662. case SC_GROOMY:
  8663. case SC_LAZINESS:
  8664. case SC_UNLUCKY:
  8665. case SC_WEAKNESS:
  8666. if( !(tsc && tsc->data[type]) ) {
  8667. int rate;
  8668. if (is_boss(bl))
  8669. break;
  8670. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8671. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8672. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8673. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8674. } else if( sd )
  8675. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8676. break;
  8677. case SC_IGNORANCE:
  8678. if( !(tsc && tsc->data[type]) ) {
  8679. int rate;
  8680. if (is_boss(bl))
  8681. break;
  8682. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8683. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8684. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8685. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8686. int sp = 100 * skill_lv;
  8687. if( dstmd )
  8688. sp = dstmd->level;
  8689. if( !dstmd )
  8690. status_zap(bl, 0, sp);
  8691. status_heal(src, 0, sp / 2, 3);
  8692. } else if( sd )
  8693. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8694. } else if( sd )
  8695. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8696. break;
  8697. case LG_TRAMPLE:
  8698. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8699. if (rnd()%100 < (25 + 25 * skill_lv))
  8700. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8701. break;
  8702. case LG_REFLECTDAMAGE:
  8703. if( tsc && tsc->data[type] )
  8704. status_change_end(bl,type,INVALID_TIMER);
  8705. else
  8706. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8707. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8708. break;
  8709. case LG_SHIELDSPELL:
  8710. if (sd) {
  8711. int opt = 0;
  8712. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8713. struct item_data *shield_data = NULL;
  8714. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8715. shield_data = sd->inventory_data[index];
  8716. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8717. shield_def = shield_mdef = shield_refine = 10;
  8718. else {
  8719. shield_def = shield_data->def;
  8720. shield_mdef = sd->bonus.shieldmdef;
  8721. shield_refine = sd->status.inventory[sd->equip_index[EQI_HAND_L]].refine;
  8722. }
  8723. if (flag&1) {
  8724. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8725. break;
  8726. }
  8727. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8728. switch(skill_lv) {
  8729. case 1: { // DEF Based
  8730. int splashrange = 0;
  8731. #ifdef RENEWAL
  8732. if (shield_def >= 0 && shield_def <= 40)
  8733. #else
  8734. if (shield_def >= 0 && shield_def <= 4)
  8735. #endif
  8736. splashrange = 1;
  8737. #ifdef RENEWAL
  8738. else if (shield_def >= 41 && shield_def <= 80)
  8739. #else
  8740. else if (shield_def >= 5 && shield_def <= 9)
  8741. #endif
  8742. splashrange = 2;
  8743. else
  8744. splashrange = 3;
  8745. switch(opt) {
  8746. case 1: // Splash AoE ATK
  8747. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8748. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8749. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8750. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8751. break;
  8752. case 2: // % Damage Reflecting Increase
  8753. #ifdef RENEWAL
  8754. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  8755. #else
  8756. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  8757. #endif
  8758. break;
  8759. case 3: // Equipment Attack Increase
  8760. #ifdef RENEWAL
  8761. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  8762. #else
  8763. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  8764. #endif
  8765. break;
  8766. }
  8767. }
  8768. break;
  8769. case 2: { // MDEF Based
  8770. int splashrange = 0;
  8771. if (shield_mdef >= 1 && shield_mdef <= 3)
  8772. splashrange = 1;
  8773. else if (shield_mdef >= 4 && shield_mdef <= 5)
  8774. splashrange = 2;
  8775. else
  8776. splashrange = 3;
  8777. switch(opt) {
  8778. case 1: // Splash AoE MATK
  8779. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  8780. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8781. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8782. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8783. break;
  8784. case 2: // Splash AoE Lex Divina
  8785. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  8786. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8787. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8788. break;
  8789. case 3: // Casts Magnificat.
  8790. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  8791. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  8792. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  8793. break;
  8794. }
  8795. }
  8796. break;
  8797. case 3: // Refine Based
  8798. switch(opt) {
  8799. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8800. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  8801. break;
  8802. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8803. #ifdef RENEWAL
  8804. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8805. #else
  8806. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8807. #endif
  8808. break;
  8809. case 3: // Recovers HP depending on Shield refine rate.
  8810. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  8811. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  8812. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8813. break;
  8814. }
  8815. break;
  8816. }
  8817. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8818. }
  8819. break;
  8820. case LG_PIETY:
  8821. if( flag&1 )
  8822. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8823. else {
  8824. skill_area_temp[2] = 0;
  8825. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  8826. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8827. }
  8828. break;
  8829. case LG_INSPIRATION:
  8830. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8831. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8832. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8833. clif_updatestatus(sd,SP_BASEEXP);
  8834. clif_updatestatus(sd,SP_JOBEXP);
  8835. }
  8836. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8837. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8838. break;
  8839. case SR_CURSEDCIRCLE:
  8840. if( flag&1 ) {
  8841. if( is_boss(bl) ) break;
  8842. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8843. if( bl->type == BL_MOB )
  8844. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8845. clif_bladestop(src, bl->id, 1);
  8846. map_freeblock_unlock();
  8847. return 1;
  8848. }
  8849. } else {
  8850. int count = 0;
  8851. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8852. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  8853. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8854. if( sd ) pc_delspiritball(sd, count, 0);
  8855. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8856. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8857. }
  8858. break;
  8859. case SR_RAISINGDRAGON:
  8860. if( sd ) {
  8861. short max = 5 + skill_lv;
  8862. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8863. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8864. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8865. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8866. }
  8867. break;
  8868. case SR_ASSIMILATEPOWER:
  8869. if (flag&1) {
  8870. i = 0;
  8871. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  8872. if (dstsd->spiritball > 0) {
  8873. i = dstsd->spiritball;
  8874. pc_delspiritball(dstsd,dstsd->spiritball,0);
  8875. }
  8876. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  8877. i += dstsd->spiritcharm;
  8878. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  8879. }
  8880. }
  8881. if (i)
  8882. status_percent_heal(src, 0, i);
  8883. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8884. } else {
  8885. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8886. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  8887. }
  8888. break;
  8889. case SR_POWERVELOCITY:
  8890. if( !dstsd )
  8891. break;
  8892. if( sd && dstsd->spiritball <= 5 ) {
  8893. for(i = 0; i <= 5; i++) {
  8894. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8895. pc_delspiritball(sd, sd->spiritball, 0);
  8896. }
  8897. }
  8898. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8899. break;
  8900. case SR_GENTLETOUCH_CURE:
  8901. {
  8902. int heal;
  8903. if (!dstmd || dstmd->mob_id != MOBID_EMPERIUM || !mob_is_battleground(dstmd)) {
  8904. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  8905. status_heal(bl, heal, 0, 0);
  8906. }
  8907. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  8908. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8909. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8910. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8911. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8912. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8913. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8914. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8915. }
  8916. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8917. }
  8918. break;
  8919. case SR_GENTLETOUCH_ENERGYGAIN:
  8920. case SR_GENTLETOUCH_CHANGE:
  8921. case SR_GENTLETOUCH_REVITALIZE:
  8922. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8923. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8924. break;
  8925. case SR_FLASHCOMBO: {
  8926. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  8927. const int delay[] = { 0, 250, 500, 2000 };
  8928. if (sd)
  8929. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8930. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8931. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8932. for (i = 0; i < ARRAYLENGTH(combo); i++)
  8933. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8934. }
  8935. break;
  8936. case WA_SWING_DANCE:
  8937. case WA_MOONLIT_SERENADE:
  8938. case WA_SYMPHONY_OF_LOVER:
  8939. case MI_RUSH_WINDMILL:
  8940. case MI_ECHOSONG:
  8941. if( !sd || !sd->status.party_id || (flag & 1) ) {
  8942. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8943. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  8944. } else if( sd ) {
  8945. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8946. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  8947. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8948. }
  8949. break;
  8950. case MI_HARMONIZE:
  8951. if( src != bl )
  8952. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8953. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8954. break;
  8955. case WM_DEADHILLHERE:
  8956. if( bl->type == BL_PC ) {
  8957. if( !status_isdead(bl) )
  8958. break;
  8959. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8960. int heal = tstatus->sp;
  8961. if( heal <= 0 )
  8962. heal = 1;
  8963. tstatus->hp = heal;
  8964. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  8965. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8966. pc_revive((TBL_PC*)bl,heal,0);
  8967. clif_resurrection(bl,1);
  8968. }
  8969. }
  8970. break;
  8971. case WM_SIRCLEOFNATURE:
  8972. if( flag&1 )
  8973. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8974. else {
  8975. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
  8976. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8977. }
  8978. break;
  8979. case WM_VOICEOFSIREN:
  8980. if (flag&1)
  8981. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  8982. else {
  8983. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster’s Job Level / 2) %
  8984. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  8985. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  8986. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  8987. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8988. }
  8989. break;
  8990. case WM_GLOOMYDAY:
  8991. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8992. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8993. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8994. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8995. {
  8996. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8997. break;
  8998. }
  8999. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9000. break;
  9001. case WM_SATURDAY_NIGHT_FEVER:
  9002. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  9003. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM]))
  9004. break;
  9005. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  9006. } else if( flag&2 ) {
  9007. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  9008. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  9009. } else if( sd ) {
  9010. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  9011. if( !sd->status.party_id || (rnd()%100 > chance)) {
  9012. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  9013. break;
  9014. }
  9015. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  9016. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  9017. flag |= 2;
  9018. else
  9019. flag |= 1;
  9020. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  9021. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  9022. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  9023. if( flag&2 ) // Dealed here to prevent conflicts
  9024. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  9025. }
  9026. break;
  9027. case WM_SONG_OF_MANA:
  9028. case WM_DANCE_WITH_WUG:
  9029. case WM_LERADS_DEW:
  9030. case WM_UNLIMITED_HUMMING_VOICE:
  9031. if( flag&1 ) { // These affect to to all party members near the caster.
  9032. struct status_change *sc = status_get_sc(src);
  9033. if( sc && sc->data[type] ) {
  9034. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  9035. }
  9036. } else if( sd ) {
  9037. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  9038. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  9039. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9040. }
  9041. break;
  9042. case WM_MELODYOFSINK:
  9043. case WM_BEYOND_OF_WARCRY:
  9044. if( flag&1 ) {
  9045. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  9046. } else { // These affect to all targets arround the caster.
  9047. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  9048. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9049. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9050. }
  9051. }
  9052. break;
  9053. case WM_RANDOMIZESPELL:
  9054. if (!skill_improvise_count) {
  9055. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9056. break;
  9057. }
  9058. else {
  9059. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  9060. do {
  9061. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  9062. improv_skill_id = skill_improvise_db[i].skill_id;
  9063. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  9064. if (!skill_get_index(improv_skill_id)) {
  9065. if (sd)
  9066. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9067. break;
  9068. }
  9069. improv_skill_lv = 4 + skill_lv;
  9070. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9071. if( sd ) {
  9072. sd->state.abra_flag = 2;
  9073. sd->skillitem = improv_skill_id;
  9074. sd->skillitemlv = improv_skill_lv;
  9075. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  9076. } else {
  9077. struct unit_data *ud = unit_bl2ud(src);
  9078. int inf = skill_get_inf(improv_skill_id);
  9079. if (!ud) break;
  9080. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  9081. if (src->type == BL_PET)
  9082. bl = (struct block_list*)((TBL_PET*)src)->master;
  9083. if (!bl) bl = src;
  9084. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  9085. } else {
  9086. int target_id = 0;
  9087. if (ud->target)
  9088. target_id = ud->target;
  9089. else switch (src->type) {
  9090. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  9091. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  9092. }
  9093. if (!target_id)
  9094. break;
  9095. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  9096. bl = map_id2bl(target_id);
  9097. if (!bl) bl = src;
  9098. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  9099. } else
  9100. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  9101. }
  9102. }
  9103. }
  9104. break;
  9105. case RETURN_TO_ELDICASTES:
  9106. case ALL_GUARDIAN_RECALL:
  9107. case ECLAGE_RECALL:
  9108. if( sd )
  9109. {
  9110. short x=0, y=0; // Destiny position.
  9111. unsigned short mapindex=0;
  9112. switch(skill_id){
  9113. default:
  9114. case RETURN_TO_ELDICASTES:
  9115. x = 198;
  9116. y = 187;
  9117. mapindex = mapindex_name2id(MAP_DICASTES);
  9118. break;
  9119. case ALL_GUARDIAN_RECALL:
  9120. x = 44;
  9121. y = 151;
  9122. mapindex = mapindex_name2id(MAP_MORA);
  9123. break;
  9124. case ECLAGE_RECALL:
  9125. x = 47;
  9126. y = 31;
  9127. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9128. break;
  9129. }
  9130. if(!mapindex)
  9131. { //Given map not found?
  9132. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9133. map_freeblock_unlock();
  9134. return 0;
  9135. }
  9136. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9137. }
  9138. break;
  9139. case ECL_SNOWFLIP:
  9140. case ECL_PEONYMAMY:
  9141. case ECL_SADAGUI:
  9142. case ECL_SEQUOIADUST:
  9143. switch(skill_id){
  9144. case ECL_SNOWFLIP:
  9145. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9146. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9147. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9148. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9149. break;
  9150. case ECL_PEONYMAMY:
  9151. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9152. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9153. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9154. break;
  9155. case ECL_SADAGUI:
  9156. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9157. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9158. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9159. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9160. break;
  9161. case ECL_SEQUOIADUST:
  9162. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9163. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9164. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9165. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9166. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9167. break;
  9168. }
  9169. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9170. break;
  9171. case GM_SANDMAN:
  9172. if( tsc ) {
  9173. if( tsc->opt1 == OPT1_SLEEP )
  9174. tsc->opt1 = 0;
  9175. else
  9176. tsc->opt1 = OPT1_SLEEP;
  9177. clif_changeoption(bl);
  9178. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9179. }
  9180. break;
  9181. case SO_ARRULLO:
  9182. {
  9183. // Success chance: [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  9184. int rate = (15 + 5 * skill_lv) * 1000 + status_get_int(src) * 200 + (sd ? sd->status.job_level * 200 : 0) - status_get_int(bl) * 1000 / 6 - status_get_luk(bl) * 100;
  9185. // Resistance: {(Target's Base Level / 20) + (Target's Base INT / 40)} seconds
  9186. int duration = skill_get_time(skill_id, skill_lv) - (status_get_lv(bl) * 50 + (sd ? sd->status.int_ : status_get_base_status(bl)->int_) * 25);
  9187. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9188. status_change_start(src,bl,type,rate,skill_lv,0,0,0,max(duration,5000),SCSTART_NORATEDEF|SCSTART_NOTICKDEF); // Avoid general resistance
  9189. }
  9190. break;
  9191. case WM_LULLABY_DEEPSLEEP:
  9192. if (flag&1) {
  9193. // Resistance: {(Target's Base Level / 20) + (Target's Base INT / 20)} seconds
  9194. int duration = skill_area_temp[6] - (status_get_lv(bl) * 50 + (sd ? sd->status.int_ : status_get_base_status(bl)->int_) * 50);
  9195. status_change_start(src,bl,type,skill_area_temp[5],skill_lv,0,0,0,max(duration,5000),SCSTART_NORATEDEF|SCSTART_NOTICKDEF); // Avoid general resistance
  9196. } else {
  9197. // Success chance: [(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  9198. skill_area_temp[5] = (4 * skill_lv * 1000) + ((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)) * 2000 + (status_get_lv(src) * 1000 / 15) + (sd ? sd->status.job_level * 200 : 0);
  9199. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9200. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9201. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9202. }
  9203. break;
  9204. case SO_SUMMON_AGNI:
  9205. case SO_SUMMON_AQUA:
  9206. case SO_SUMMON_VENTUS:
  9207. case SO_SUMMON_TERA:
  9208. if( sd ) {
  9209. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9210. // Remove previous elemental first.
  9211. if( sd->ed )
  9212. elemental_delete(sd->ed);
  9213. // Summoning the new one.
  9214. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9215. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9216. break;
  9217. }
  9218. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9219. }
  9220. break;
  9221. case SO_EL_CONTROL:
  9222. if( sd ) {
  9223. enum e_mode mode = EL_MODE_PASSIVE; // Standard mode.
  9224. if( !sd->ed ) break;
  9225. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9226. elemental_delete(sd->ed);
  9227. break;
  9228. }
  9229. switch( skill_lv ) {// Select mode bassed on skill level used.
  9230. case 2: mode = EL_MODE_ASSIST; break;
  9231. case 3: mode = EL_MODE_AGGRESSIVE; break;
  9232. }
  9233. if( !elemental_change_mode(sd->ed,mode) ) {
  9234. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9235. break;
  9236. }
  9237. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9238. }
  9239. break;
  9240. case SO_EL_ACTION:
  9241. if( sd ) {
  9242. int duration = 3000;
  9243. if( !sd->ed )
  9244. break;
  9245. switch(sd->ed->db->class_) {
  9246. case 2115:case 2124:
  9247. case 2118:case 2121:
  9248. duration = 6000;
  9249. break;
  9250. case 2116:case 2119:
  9251. case 2122:case 2125:
  9252. duration = 9000;
  9253. break;
  9254. }
  9255. sd->skill_id_old = skill_id;
  9256. elemental_action(sd->ed, bl, tick);
  9257. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9258. skill_blockpc_start(sd, skill_id, duration);
  9259. }
  9260. break;
  9261. case SO_EL_CURE:
  9262. if( sd ) {
  9263. struct elemental_data *ed = sd->ed;
  9264. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  9265. int e_hp, e_sp;
  9266. if( !ed ) break;
  9267. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9268. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9269. break;
  9270. }
  9271. e_hp = ed->battle_status.max_hp * 10 / 100;
  9272. e_sp = ed->battle_status.max_sp * 10 / 100;
  9273. status_heal(&ed->bl,e_hp,e_sp,3);
  9274. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9275. }
  9276. break;
  9277. case GN_CHANGEMATERIAL:
  9278. case SO_EL_ANALYSIS:
  9279. if( sd ) {
  9280. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9281. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9282. }
  9283. break;
  9284. case GN_BLOOD_SUCKER:
  9285. {
  9286. struct status_change *sc = status_get_sc(src);
  9287. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9288. if( tsc && tsc->data[type] ){
  9289. (sc->bs_counter)--;
  9290. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9291. }
  9292. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9293. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9294. (sc->bs_counter)++;
  9295. } else if( sd ) {
  9296. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9297. break;
  9298. }
  9299. }
  9300. break;
  9301. case GN_MANDRAGORA:
  9302. if( flag&1 ) {
  9303. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9304. if (rate < 10)
  9305. rate = 10;
  9306. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  9307. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  9308. if (rnd()%100 < rate) {
  9309. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9310. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9311. }
  9312. } else {
  9313. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9314. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9315. }
  9316. break;
  9317. case GN_SLINGITEM:
  9318. if( sd ) {
  9319. short ammo_id;
  9320. i = sd->equip_index[EQI_AMMO];
  9321. if( i < 0 )
  9322. break; // No ammo.
  9323. ammo_id = sd->inventory_data[i]->nameid;
  9324. if( ammo_id <= 0 )
  9325. break;
  9326. sd->itemid = ammo_id;
  9327. if( itemdb_is_GNbomb(ammo_id) ) {
  9328. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9329. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9330. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9331. else
  9332. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9333. } else //Otherwise, it fails, shows animation and removes items.
  9334. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9335. } else if (itemdb_is_GNthrowable(ammo_id)) {
  9336. switch (ammo_id) {
  9337. case ITEMID_MYSTERIOUS_POWDER: //MaxHP -2%
  9338. sc_start(src, bl, SC_MYSTERIOUS_POWDER, 100, 2, 10000);
  9339. break;
  9340. case ITEMID_BOOST500_TO_THROW: //ASPD +10%
  9341. sc_start(src, bl, SC_BOOST500, 100, 10, 500000);
  9342. break;
  9343. case ITEMID_FULL_SWINGK_TO_THROW: //WATK +50
  9344. sc_start(src, bl, SC_FULL_SWING_K, 100, 50, 500000);
  9345. break;
  9346. case ITEMID_MANA_PLUS_TO_THROW: //MATK +50
  9347. sc_start(src, bl, SC_MANA_PLUS, 100, 50, 500000);
  9348. break;
  9349. case ITEMID_CURE_FREE_TO_THROW: //Cures Silence, Bleeding, Poison, Curse, Orcish, Undead, Blind, Confusion, DPoison and heals 500 HP
  9350. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9351. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9352. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9353. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9354. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9355. status_change_end(bl, SC_CHANGEUNDEAD, INVALID_TIMER);
  9356. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9357. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9358. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  9359. status_heal(bl, 500, 0, 0);
  9360. break;
  9361. case ITEMID_STAMINA_UP_M_TO_THROW: //MaxHP +5%
  9362. sc_start(src, bl, SC_MUSTLE_M, 100, 5, 500000);
  9363. break;
  9364. case ITEMID_DIGESTIVE_F_TO_THROW: //MaxSP +5%
  9365. sc_start(src, bl, SC_LIFE_FORCE_F, 100, 5, 500000);
  9366. break;
  9367. case ITEMID_HP_INC_POTS_TO_THROW: //MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  9368. sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, status_get_lv(src), 0, 500000);
  9369. status_percent_heal(bl, 1, 0);
  9370. break;
  9371. case ITEMID_HP_INC_POTM_TO_THROW: //MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  9372. sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, status_get_lv(src), 0, 500000);
  9373. status_percent_heal(bl, 2, 0);
  9374. break;
  9375. case ITEMID_HP_INC_POTL_TO_THROW: //MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  9376. sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, status_get_lv(src), 0, 500000);
  9377. status_percent_heal(bl, 5, 0);
  9378. break;
  9379. case ITEMID_SP_INC_POTS_TO_THROW: //MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  9380. sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, status_get_lv(src), 0, 500000);
  9381. status_percent_heal(bl, 0, 2);
  9382. break;
  9383. case ITEMID_SP_INC_POTM_TO_THROW: //MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  9384. sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, status_get_lv(src), 0, 500000);
  9385. status_percent_heal(bl, 0, 4);
  9386. break;
  9387. case ITEMID_SP_INC_POTL_TO_THROW: //MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  9388. sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, status_get_lv(src), 0, 500000);
  9389. status_percent_heal(bl, 0, 8);
  9390. break;
  9391. case ITEMID_EN_WHITE_POTZ_TO_THROW: //Natural HP Recovery +20% and heals 1000 HP
  9392. sc_start(src, bl, SC_EXTRACT_WHITE_POTION_Z, 100, 20, 500000);
  9393. pc_itemheal((TBL_PC *)bl, ITEMID_EN_WHITE_POTZ_TO_THROW, 1000, 0);
  9394. break;
  9395. case ITEMID_VITATA500_TO_THROW: //Natural SP Recovery +20%, MaxSP +5%, and recovers 200 SP
  9396. sc_start2(src, bl, SC_VITATA_500, 100, 20, 5, 500000);
  9397. pc_itemheal((TBL_PC *)bl, ITEMID_VITATA500_TO_THROW, 0, 200);
  9398. break;
  9399. case ITEMID_EN_CEL_JUICE_TO_THROW: //ASPD +10%
  9400. sc_start(src, bl, SC_EXTRACT_SALAMINE_JUICE, 100, 10, 500000);
  9401. break;
  9402. case ITEMID_SAVAGE_BBQ_TO_THROW: //STR +20
  9403. sc_start(src, bl, SC_SAVAGE_STEAK, 100, 20, 300000);
  9404. break;
  9405. case ITEMID_WUG_COCKTAIL_TO_THROW: //INT +20
  9406. sc_start(src, bl, SC_COCKTAIL_WARG_BLOOD, 100, 20, 300000);
  9407. break;
  9408. case ITEMID_M_BRISKET_TO_THROW: //VIT +20
  9409. sc_start(src, bl, SC_MINOR_BBQ, 100, 20, 300000);
  9410. break;
  9411. case ITEMID_SIROMA_ICETEA_TO_THROW: //DEX +20
  9412. sc_start(src, bl, SC_SIROMA_ICE_TEA, 100, 20, 300000);
  9413. break;
  9414. case ITEMID_DROCERA_STEW_TO_THROW: //AGI +20
  9415. sc_start(src, bl, SC_DROCERA_HERB_STEAMED, 100, 20, 300000);
  9416. break;
  9417. case ITEMID_PETTI_NOODLE_TO_THROW: //LUK +20
  9418. sc_start(src, bl, SC_PUTTI_TAILS_NOODLES, 100, 20, 300000);
  9419. break;
  9420. case ITEMID_BLACK_THING_TO_THROW: //Reduces all stats by random 5 - 10
  9421. sc_start(src, bl, SC_STOMACHACHE, 100, rnd_value(5, 10), 60000);
  9422. break;
  9423. }
  9424. }
  9425. }
  9426. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9427. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9428. break;
  9429. case GN_MIX_COOKING:
  9430. case GN_MAKEBOMB:
  9431. case GN_S_PHARMACY:
  9432. if( sd ) {
  9433. int qty = 1;
  9434. sd->skill_id_old = skill_id;
  9435. sd->skill_lv_old = skill_lv;
  9436. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9437. qty = 10;
  9438. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9439. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9440. }
  9441. break;
  9442. case EL_CIRCLE_OF_FIRE:
  9443. case EL_PYROTECHNIC:
  9444. case EL_HEATER:
  9445. case EL_TROPIC:
  9446. case EL_AQUAPLAY:
  9447. case EL_COOLER:
  9448. case EL_CHILLY_AIR:
  9449. case EL_GUST:
  9450. case EL_BLAST:
  9451. case EL_WILD_STORM:
  9452. case EL_PETROLOGY:
  9453. case EL_CURSED_SOIL:
  9454. case EL_UPHEAVAL:
  9455. case EL_FIRE_CLOAK:
  9456. case EL_WATER_DROP:
  9457. case EL_WIND_CURTAIN:
  9458. case EL_SOLID_SKIN:
  9459. case EL_STONE_SHIELD:
  9460. case EL_WIND_STEP: {
  9461. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9462. if( ele ) {
  9463. sc_type type2 = (sc_type)(type-1);
  9464. struct status_change *sc = status_get_sc(&ele->bl);
  9465. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9466. elemental_clean_single_effect(ele, skill_id);
  9467. } else {
  9468. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9469. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9470. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9471. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,0);
  9472. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9473. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9474. }
  9475. }
  9476. }
  9477. break;
  9478. case EL_FIRE_MANTLE:
  9479. case EL_WATER_BARRIER:
  9480. case EL_ZEPHYR:
  9481. case EL_POWER_OF_GAIA:
  9482. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9483. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9484. break;
  9485. case EL_WATER_SCREEN: {
  9486. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9487. if( ele ) {
  9488. struct status_change *sc = status_get_sc(&ele->bl);
  9489. sc_type type2 = (sc_type)(type-1);
  9490. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9491. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9492. elemental_clean_single_effect(ele, skill_id);
  9493. } else {
  9494. // This not heals at the end.
  9495. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9496. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9497. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9498. }
  9499. }
  9500. }
  9501. break;
  9502. case KO_KAHU_ENTEN:
  9503. case KO_HYOUHU_HUBUKI:
  9504. case KO_KAZEHU_SEIRAN:
  9505. case KO_DOHU_KOUKAI:
  9506. if (sd) {
  9507. int ele_type = skill_get_ele(skill_id,skill_lv);
  9508. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9509. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  9510. }
  9511. break;
  9512. case KO_ZANZOU:
  9513. if(sd){
  9514. struct mob_data *md2;
  9515. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9516. if( md2 )
  9517. {
  9518. md2->master_id = src->id;
  9519. md2->special_state.ai = AI_ZANZOU;
  9520. if( md2->deletetimer != INVALID_TIMER )
  9521. delete_timer(md2->deletetimer, mob_timer_delete);
  9522. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9523. mob_spawn( md2 );
  9524. pc_setinvincibletimer(sd,500);// unlock target lock
  9525. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9526. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  9527. }
  9528. }
  9529. break;
  9530. case KO_KYOUGAKU:
  9531. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  9532. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9533. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9534. }else if( sd )
  9535. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9536. break;
  9537. case KO_JYUSATSU:
  9538. if( dstsd && tsc && !tsc->data[type] &&
  9539. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9540. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9541. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  9542. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  9543. if( status_get_lv(bl) <= status_get_lv(src) )
  9544. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9545. }else if( sd )
  9546. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9547. break;
  9548. case KO_GENWAKU:
  9549. if ((dstsd || dstmd) && !(tstatus->mode&MD_PLANT) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  9550. int x = src->x, y = src->y;
  9551. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9552. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9553. break;
  9554. }
  9555. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  9556. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9557. if (!is_boss(bl))
  9558. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9559. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  9560. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9561. clif_blown(src);
  9562. if (!is_boss(bl) && unit_movepos(bl,x,y,0,0)) {
  9563. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9564. clif_sitting(bl); //Avoid sitting sync problem
  9565. clif_blown(bl);
  9566. }
  9567. }
  9568. }
  9569. break;
  9570. case OB_AKAITSUKI:
  9571. case OB_OBOROGENSOU:
  9572. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9573. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  9574. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9575. break;
  9576. }
  9577. case KO_IZAYOI:
  9578. case OB_ZANGETSU:
  9579. case KG_KYOMU:
  9580. case KG_KAGEMUSYA:
  9581. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9582. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9583. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9584. break;
  9585. case KG_KAGEHUMI:
  9586. if( flag&1 ){
  9587. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9588. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9589. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9590. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9591. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9592. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9593. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9594. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9595. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9596. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9597. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9598. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9599. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9600. }
  9601. if( skill_area_temp[2] == 1 ){
  9602. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9603. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9604. }
  9605. }else{
  9606. skill_area_temp[2] = 0;
  9607. if (battle_config.skill_wall_check)
  9608. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9609. else
  9610. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9611. }
  9612. break;
  9613. case MH_SILENT_BREEZE:
  9614. {
  9615. int heal = 5 * status_get_lv(&hd->bl) +
  9616. #ifdef RENEWAL
  9617. status_base_matk(bl, &hd->battle_status, status_get_lv(&hd->bl));
  9618. #else
  9619. status_base_matk_min(&hd->battle_status);
  9620. #endif
  9621. //Silences the homunculus and target
  9622. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9623. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9624. //Recover the target's HP
  9625. status_heal(bl,heal,0,3);
  9626. //Removes these SC from target
  9627. if (tsc) {
  9628. const enum sc_type scs[] = {
  9629. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9630. };
  9631. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9632. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9633. }
  9634. if (hd)
  9635. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9636. }
  9637. break;
  9638. case MH_OVERED_BOOST:
  9639. if (hd) {
  9640. struct block_list *s_bl = battle_get_master(src);
  9641. if(hd->homunculus.hunger>50) //reduce hunger
  9642. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9643. else
  9644. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9645. if(s_bl && s_bl->type==BL_PC) {
  9646. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9647. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9648. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9649. }
  9650. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9651. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9652. }
  9653. break;
  9654. case MH_GRANITIC_ARMOR:
  9655. case MH_PYROCLASTIC:
  9656. if(hd) {
  9657. struct block_list *s_bl = battle_get_master(src);
  9658. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  9659. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9660. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9661. }
  9662. break;
  9663. case MH_LIGHT_OF_REGENE: //self
  9664. if(hd) {
  9665. struct block_list *s_bl = battle_get_master(src);
  9666. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9667. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9668. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
  9669. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
  9670. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9671. }
  9672. break;
  9673. case MH_STYLE_CHANGE:
  9674. if(hd){
  9675. struct status_change_entry *sce;
  9676. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9677. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9678. else sce->val1 = MH_MD_FIGHTING;
  9679. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9680. char output[128];
  9681. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9682. clif_colormes(hd->master->fd, color_table[COLOR_RED], output);
  9683. }
  9684. }
  9685. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9686. }
  9687. break;
  9688. case MH_MAGMA_FLOW:
  9689. case MH_PAIN_KILLER:
  9690. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9691. if (hd)
  9692. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9693. break;
  9694. case MH_SUMMON_LEGION: {
  9695. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9696. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9697. struct mob_data *sum_md;
  9698. int i_slave,c=0;
  9699. int maxcount = qty[skill_lv-1];
  9700. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  9701. if(c >= maxcount) return 0; //max qty already spawned
  9702. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9703. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  9704. if (sum_md) {
  9705. sum_md->master_id = src->id;
  9706. sum_md->special_state.ai = AI_LEGION;
  9707. if (sum_md->deletetimer != INVALID_TIMER)
  9708. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9709. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9710. mob_spawn(sum_md); //Now it is ready for spawning.
  9711. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9712. }
  9713. }
  9714. if (hd)
  9715. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9716. }
  9717. break;
  9718. case RL_RICHS_COIN:
  9719. if (sd) {
  9720. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9721. for (i = 0; i < 10; i++)
  9722. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9723. }
  9724. break;
  9725. case RL_C_MARKER:
  9726. if (sd) {
  9727. // If marked by someone else, failed
  9728. if (tsce && tsce->val2 != src->id) {
  9729. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9730. break;
  9731. }
  9732. // Check if marked before
  9733. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9734. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9735. // Find empty slot
  9736. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9737. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9738. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9739. break;
  9740. }
  9741. }
  9742. sd->c_marker[i] = bl->id;
  9743. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9744. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9745. }
  9746. // If mob casts this, at least SC_C_MARKER as debuff
  9747. else {
  9748. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9749. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9750. }
  9751. break;
  9752. case RL_D_TAIL:
  9753. if (sd) {
  9754. if (battle_config.skill_wall_check)
  9755. skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9756. else
  9757. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9758. if (!skill_area_temp[0]) {
  9759. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9760. break;
  9761. }
  9762. }
  9763. if (battle_config.skill_wall_check)
  9764. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9765. else
  9766. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9767. skill_area_temp[0] = 0;
  9768. break;
  9769. case RL_QD_SHOT:
  9770. if (sd) {
  9771. skill_area_temp[1] = bl->id;
  9772. // Check surrounding
  9773. if (battle_config.skill_wall_check)
  9774. skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9775. else
  9776. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9777. if (skill_area_temp[0])
  9778. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9779. // Main target always receives damage
  9780. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9781. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9782. if (tsc && tsc->data[SC_C_MARKER])
  9783. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  9784. }
  9785. else {
  9786. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9787. if (battle_config.skill_wall_check)
  9788. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9789. else
  9790. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9791. }
  9792. skill_area_temp[0] = 0;
  9793. skill_area_temp[1] = 0;
  9794. break;
  9795. case RL_FLICKER:
  9796. if (sd) {
  9797. int16 splash = skill_get_splash(skill_id, skill_lv);
  9798. sd->flicker = true;
  9799. skill_area_temp[1] = 0;
  9800. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9801. // Detonate RL_B_TRAP
  9802. if ((i = pc_checkskill(sd, RL_B_TRAP))) {
  9803. map_foreachinrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9804. }
  9805. // Detonate RL_H_MINE
  9806. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9807. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9808. sd->flicker = false;
  9809. }
  9810. break;
  9811. case SO_ELEMENTAL_SHIELD:
  9812. if (!sd || sd->status.party_id == 0 || flag&1) {
  9813. if (sd && sd->status.party_id == 0) {
  9814. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9815. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9816. elemental_delete(sd->ed);
  9817. }
  9818. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  9819. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  9820. }
  9821. else {
  9822. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9823. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9824. elemental_delete(sd->ed);
  9825. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9826. }
  9827. break;
  9828. default:
  9829. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9830. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9831. map_freeblock_unlock();
  9832. return 1;
  9833. }
  9834. if (skill_id != SR_CURSEDCIRCLE) {
  9835. struct status_change *sc = status_get_sc(src);
  9836. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  9837. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9838. }
  9839. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9840. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9841. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9842. }
  9843. if( sd && !(flag&1) )
  9844. {// ensure that the skill last-cast tick is recorded
  9845. sd->canskill_tick = gettick();
  9846. if( sd->state.arrow_atk )
  9847. {// consume arrow on last invocation to this skill.
  9848. battle_consume_ammo(sd, skill_id, skill_lv);
  9849. }
  9850. skill_onskillusage(sd, bl, skill_id, tick);
  9851. // perform skill requirement consumption
  9852. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9853. }
  9854. map_freeblock_unlock();
  9855. return 0;
  9856. }
  9857. /**
  9858. * Checking that causing skill failed
  9859. * @param src Caster
  9860. * @param target Target
  9861. * @param skill_id
  9862. * @param skill_lv
  9863. * @return -1 success, others are failed @see enum useskill_fail_cause.
  9864. **/
  9865. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  9866. int inf = skill_get_inf(skill_id);
  9867. int inf2 = skill_get_inf2(skill_id);
  9868. struct status_change *tsc = status_get_sc(target);
  9869. switch (skill_id) {
  9870. case AL_HEAL:
  9871. case AL_INCAGI:
  9872. case AL_DECAGI:
  9873. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  9874. case AB_RENOVATIO:
  9875. case AB_HIGHNESSHEAL:
  9876. if (tsc && tsc->option&OPTION_MADOGEAR)
  9877. return USESKILL_FAIL_TOTARGET;
  9878. break;
  9879. case RG_BACKSTAP:
  9880. {
  9881. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9882. if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir))
  9883. return USESKILL_FAIL_MAX;
  9884. }
  9885. break;
  9886. case PR_TURNUNDEAD:
  9887. {
  9888. struct status_data *tstatus = status_get_status_data(target);
  9889. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  9890. return USESKILL_FAIL_MAX;
  9891. }
  9892. break;
  9893. case PR_LEXDIVINA:
  9894. case MER_LEXDIVINA:
  9895. {
  9896. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9897. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE])) {
  9898. clif_skill_nodamage (src, target, skill_id, skill_lv, 0);
  9899. return USESKILL_FAIL_MAX;
  9900. }
  9901. }
  9902. break;
  9903. // Check if path can be reached
  9904. case RA_WUGSTRIKE:
  9905. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9906. return USESKILL_FAIL_MAX;
  9907. break;
  9908. }
  9909. if (inf&INF_ATTACK_SKILL ||
  9910. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9911. ) // Casted through combo.
  9912. inf = BCT_ENEMY; //Offensive skill.
  9913. else if (inf2&INF2_NO_ENEMY)
  9914. inf = BCT_NOENEMY;
  9915. else
  9916. inf = 0;
  9917. if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  9918. inf |=
  9919. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9920. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9921. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9922. inf &= ~BCT_NEUTRAL;
  9923. }
  9924. switch (skill_id) {
  9925. // Cannot be casted to Emperium
  9926. case SL_SKE:
  9927. case SL_SKA:
  9928. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  9929. return USESKILL_FAIL_MAX;
  9930. break;
  9931. // Still can be casted to party member in normal map
  9932. case RK_PHANTOMTHRUST:
  9933. case AB_CLEARANCE:
  9934. if (target->type != BL_MOB && !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0)
  9935. return USESKILL_FAIL_MAX;
  9936. inf |= BCT_PARTY;
  9937. break;
  9938. }
  9939. if (inf && battle_check_target(src, target, inf) <= 0)
  9940. return USESKILL_FAIL_LEVEL;
  9941. // Fogwall makes all offensive-type targetted skills fail at 75%
  9942. // Jump Kick can still fail even though you can jump to friendly targets.
  9943. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  9944. return USESKILL_FAIL_LEVEL;
  9945. return -1;
  9946. }
  9947. /**
  9948. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  9949. * @param tid
  9950. * @param tick
  9951. * @param data
  9952. **/
  9953. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9954. {
  9955. struct block_list *target, *src;
  9956. struct map_session_data *sd;
  9957. struct mob_data *md;
  9958. struct unit_data *ud;
  9959. struct status_change *sc = NULL;
  9960. int flag = 0;
  9961. src = map_id2bl(id);
  9962. if( src == NULL )
  9963. {
  9964. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9965. return 0;// not found
  9966. }
  9967. ud = unit_bl2ud(src);
  9968. if( ud == NULL )
  9969. {
  9970. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9971. return 0;// ???
  9972. }
  9973. sd = BL_CAST(BL_PC, src);
  9974. md = BL_CAST(BL_MOB, src);
  9975. if( src->prev == NULL ) {
  9976. ud->skilltimer = INVALID_TIMER;
  9977. return 0;
  9978. }
  9979. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9980. if( ud->skilltimer != tid ) {
  9981. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9982. ud->skilltimer = INVALID_TIMER;
  9983. return 0;
  9984. }
  9985. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9986. {// restore original walk speed
  9987. ud->skilltimer = INVALID_TIMER;
  9988. status_calc_bl(&sd->bl, SCB_SPEED);
  9989. }
  9990. ud->skilltimer = INVALID_TIMER;
  9991. }
  9992. if (ud->skilltarget == id)
  9993. target = src;
  9994. else
  9995. target = map_id2bl(ud->skilltarget);
  9996. // Use a do so that you can break out of it when the skill fails.
  9997. do {
  9998. bool fail = false;
  9999. int8 res = USESKILL_FAIL_LEVEL;
  10000. if (!target || target->prev == NULL)
  10001. break;
  10002. if (src->m != target->m || status_isdead(src))
  10003. break;
  10004. //These should become skill_castend_pos
  10005. switch (ud->skill_id) {
  10006. case WE_CALLPARTNER:
  10007. if (sd)
  10008. clif_callpartner(sd);
  10009. case WE_CALLPARENT:
  10010. if (sd) {
  10011. struct map_session_data *f_sd = pc_get_father(sd);
  10012. struct map_session_data *m_sd = pc_get_mother(sd);
  10013. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10014. fail = true;
  10015. break;
  10016. }
  10017. }
  10018. case WE_CALLBABY:
  10019. if (sd) {
  10020. struct map_session_data *c_sd = pc_get_child(sd);
  10021. if (c_sd && c_sd->state.autotrade) {
  10022. fail = true;
  10023. break;
  10024. }
  10025. }
  10026. case AM_RESURRECTHOMUN:
  10027. case PF_SPIDERWEB:
  10028. {
  10029. //Find a random spot to place the skill. [Skotlex]
  10030. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10031. ud->skillx = target->x + splash;
  10032. ud->skilly = target->y + splash;
  10033. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10034. ud->skillx = target->x;
  10035. ud->skilly = target->y;
  10036. }
  10037. ud->skilltimer = tid;
  10038. return skill_castend_pos(tid,tick,id,data);
  10039. }
  10040. case GN_WALLOFTHORN:
  10041. case SC_ESCAPE:
  10042. ud->skillx = target->x;
  10043. ud->skilly = target->y;
  10044. ud->skilltimer = tid;
  10045. return skill_castend_pos(tid,tick,id,data);
  10046. }
  10047. // Failing
  10048. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10049. if (sd && res != USESKILL_FAIL_MAX)
  10050. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10051. break;
  10052. }
  10053. //Avoid doing double checks for instant-cast skills.
  10054. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10055. break;
  10056. if(md) {
  10057. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10058. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10059. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10060. }
  10061. if(src != target && battle_config.skill_add_range &&
  10062. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  10063. {
  10064. if (sd) {
  10065. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10066. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10067. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  10068. }
  10069. break;
  10070. }
  10071. #ifdef OFFICIAL_WALKPATH
  10072. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  10073. {
  10074. if (sd) {
  10075. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10076. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10077. }
  10078. break;
  10079. }
  10080. #endif
  10081. if( sd )
  10082. {
  10083. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10084. break;
  10085. else
  10086. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10087. }
  10088. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10089. break;
  10090. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10091. ud->state.running = 0;
  10092. status_change_end(src, SC_RUN, INVALID_TIMER);
  10093. flag = 1;
  10094. }
  10095. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10096. unit_stop_walking(src,1);
  10097. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10098. ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10099. if (sd) { //Cooldown application
  10100. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10101. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10102. }
  10103. if( battle_config.display_status_timers && sd )
  10104. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10105. if( sd )
  10106. {
  10107. switch( ud->skill_id )
  10108. {
  10109. case GS_DESPERADO:
  10110. case RL_FIREDANCE:
  10111. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10112. break;
  10113. case CR_GRANDCROSS:
  10114. case NPC_GRANDDARKNESS:
  10115. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  10116. {
  10117. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  10118. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  10119. break;
  10120. }
  10121. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10122. break;
  10123. }
  10124. }
  10125. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10126. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10127. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10128. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10129. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10130. map_freeblock_lock();
  10131. // only normal attack and auto cast skills benefit from its bonuses
  10132. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  10133. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  10134. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10135. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10136. else
  10137. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10138. sc = status_get_sc(src);
  10139. if(sc && sc->count) {
  10140. if(sc->data[SC_SPIRIT] &&
  10141. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10142. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10143. ud->skill_id != WZ_WATERBALL)
  10144. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10145. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  10146. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10147. }
  10148. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  10149. sd->skillitem = sd->skillitemlv = 0;
  10150. if (ud->skilltimer == INVALID_TIMER) {
  10151. if(md) md->skill_idx = -1;
  10152. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10153. ud->skill_lv = ud->skilltarget = 0;
  10154. }
  10155. map_freeblock_unlock();
  10156. return 1;
  10157. } while(0);
  10158. //Skill failed.
  10159. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10160. { //When Asura fails... (except when it fails from Wall of Fog)
  10161. //Consume SP/spheres
  10162. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10163. status_set_sp(src, 0, 0);
  10164. sc = &sd->sc;
  10165. if (sc->count)
  10166. { //End states
  10167. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10168. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10169. #ifdef RENEWAL
  10170. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10171. #endif
  10172. }
  10173. if( target && target->m == src->m ) { //Move character to target anyway.
  10174. short x, y;
  10175. short dir = map_calc_dir(src,target->x,target->y);
  10176. //Move 3 cells (From Caster)
  10177. if( dir > 0 && dir < 4 )
  10178. x = -3;
  10179. else if( dir > 4 )
  10180. x = 3;
  10181. else
  10182. x = 0;
  10183. if( dir > 2 && dir < 6 )
  10184. y = -3;
  10185. else if( dir == 7 || dir < 2 )
  10186. y = 3;
  10187. else
  10188. y = 0;
  10189. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10190. clif_blown(src);
  10191. clif_spiritball(src);
  10192. }
  10193. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,5);
  10194. }
  10195. }
  10196. ud->skill_id = ud->skilltarget = 0;
  10197. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10198. ud->canact_tick = tick;
  10199. //You can't place a skill failed packet here because it would be
  10200. //sent in ALL cases, even cases where skill_check_condition fails
  10201. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10202. if(sd)
  10203. sd->skillitem = sd->skillitemlv = 0;
  10204. else if(md)
  10205. md->skill_idx = -1;
  10206. return 0;
  10207. }
  10208. /*==========================================
  10209. *
  10210. *------------------------------------------*/
  10211. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  10212. {
  10213. struct block_list* src = map_id2bl(id);
  10214. struct map_session_data *sd;
  10215. struct unit_data *ud = unit_bl2ud(src);
  10216. struct mob_data *md;
  10217. nullpo_ret(ud);
  10218. sd = BL_CAST(BL_PC , src);
  10219. md = BL_CAST(BL_MOB, src);
  10220. if( src->prev == NULL ) {
  10221. ud->skilltimer = INVALID_TIMER;
  10222. return 0;
  10223. }
  10224. if( ud->skilltimer != tid )
  10225. {
  10226. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10227. ud->skilltimer = INVALID_TIMER;
  10228. return 0;
  10229. }
  10230. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10231. {// restore original walk speed
  10232. ud->skilltimer = INVALID_TIMER;
  10233. status_calc_bl(&sd->bl, SCB_SPEED);
  10234. }
  10235. ud->skilltimer = INVALID_TIMER;
  10236. do {
  10237. int maxcount=0;
  10238. if( status_isdead(src) )
  10239. break;
  10240. if( !(src->type&battle_config.skill_reiteration) &&
  10241. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  10242. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  10243. )
  10244. {
  10245. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_DUPLICATE_RANGEIN,0);
  10246. break;
  10247. }
  10248. if( src->type&battle_config.skill_nofootset &&
  10249. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  10250. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  10251. )
  10252. {
  10253. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10254. break;
  10255. }
  10256. if( src->type&battle_config.land_skill_limit &&
  10257. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  10258. ) {
  10259. int i;
  10260. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  10261. if(ud->skillunit[i]->skill_id == ud->skill_id)
  10262. maxcount--;
  10263. }
  10264. if( maxcount == 0 )
  10265. {
  10266. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10267. break;
  10268. }
  10269. }
  10270. if(tid != INVALID_TIMER)
  10271. { //Avoid double checks on instant cast skills. [Skotlex]
  10272. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10273. break;
  10274. if(battle_config.skill_add_range &&
  10275. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  10276. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  10277. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  10278. break;
  10279. }
  10280. }
  10281. if( sd )
  10282. {
  10283. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10284. break;
  10285. else
  10286. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10287. }
  10288. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10289. break;
  10290. if(md) {
  10291. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10292. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10293. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10294. }
  10295. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10296. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10297. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10298. if (ud->walktimer != INVALID_TIMER)
  10299. unit_stop_walking(src,1);
  10300. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10301. ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10302. if (sd) { //Cooldown application
  10303. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10304. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10305. }
  10306. if( battle_config.display_status_timers && sd )
  10307. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10308. // if( sd )
  10309. // {
  10310. // switch( ud->skill_id )
  10311. // {
  10312. // case ????:
  10313. // sd->canequip_tick = tick + ????;
  10314. // break;
  10315. // }
  10316. // }
  10317. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10318. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  10319. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  10320. map_freeblock_lock();
  10321. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10322. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10323. sd->skillitem = sd->skillitemlv = 0;
  10324. if (ud->skilltimer == INVALID_TIMER) {
  10325. if (md) md->skill_idx = -1;
  10326. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10327. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10328. }
  10329. map_freeblock_unlock();
  10330. return 1;
  10331. } while(0);
  10332. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10333. ud->canact_tick = tick;
  10334. ud->skill_id = ud->skill_lv = 0;
  10335. if(sd)
  10336. sd->skillitem = sd->skillitemlv = 0;
  10337. else if(md)
  10338. md->skill_idx = -1;
  10339. return 0;
  10340. }
  10341. /* skill count without self */
  10342. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10343. struct block_list* src = va_arg(ap, struct block_list*);
  10344. if( src->id != bl->id ) {
  10345. return 1;
  10346. }
  10347. return 0;
  10348. }
  10349. /*==========================================
  10350. *
  10351. *------------------------------------------*/
  10352. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  10353. {
  10354. struct map_session_data* sd;
  10355. struct status_change* sc;
  10356. struct status_change_entry *sce;
  10357. struct skill_unit_group* sg;
  10358. enum sc_type type;
  10359. int i;
  10360. //if(skill_lv <= 0) return 0;
  10361. if(skill_id > 0 && !skill_lv) return 0; // celest
  10362. nullpo_ret(src);
  10363. if(status_isdead(src))
  10364. return 0;
  10365. sd = BL_CAST(BL_PC, src);
  10366. sc = status_get_sc(src);
  10367. type = status_skill2sc(skill_id);
  10368. sce = (sc && type != -1)?sc->data[type]:NULL;
  10369. switch (skill_id) { //Skill effect.
  10370. case WZ_METEOR:
  10371. case WZ_ICEWALL:
  10372. case MO_BODYRELOCATION:
  10373. case CR_CULTIVATION:
  10374. case HW_GANBANTEIN:
  10375. case LG_EARTHDRIVE:
  10376. case SC_ESCAPE:
  10377. case RL_HAMMER_OF_GOD:
  10378. break; //Effect is displayed on respective switch case.
  10379. default:
  10380. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10381. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10382. else
  10383. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10384. }
  10385. switch(skill_id)
  10386. {
  10387. case PR_BENEDICTIO:
  10388. skill_area_temp[1] = src->id;
  10389. i = skill_get_splash(skill_id, skill_lv);
  10390. map_foreachinarea(skill_area_sub,
  10391. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10392. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10393. skill_castend_nodamage_id);
  10394. map_foreachinarea(skill_area_sub,
  10395. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10396. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10397. skill_castend_damage_id);
  10398. break;
  10399. case BS_HAMMERFALL:
  10400. i = skill_get_splash(skill_id, skill_lv);
  10401. map_foreachinarea (skill_area_sub,
  10402. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10403. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10404. skill_castend_nodamage_id);
  10405. break;
  10406. case HT_DETECTING:
  10407. i = skill_get_splash(skill_id, skill_lv);
  10408. map_foreachinarea( status_change_timer_sub,
  10409. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10410. src,NULL,SC_SIGHT,tick);
  10411. if(battle_config.traps_setting&1)
  10412. map_foreachinarea(skill_reveal_trap, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  10413. break;
  10414. break;
  10415. case SR_RIDEINLIGHTNING:
  10416. i = skill_get_splash(skill_id, skill_lv);
  10417. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10418. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10419. break;
  10420. case SA_VOLCANO:
  10421. case SA_DELUGE:
  10422. case SA_VIOLENTGALE:
  10423. { //Does not consumes if the skill is already active. [Skotlex]
  10424. struct skill_unit_group *sg2;
  10425. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10426. {
  10427. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10428. {
  10429. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10430. return 0; // not to consume items
  10431. }
  10432. else
  10433. sg2->limit = 0; //Disable it.
  10434. }
  10435. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10436. break;
  10437. }
  10438. // Skill Unit Setting
  10439. case MG_SAFETYWALL:
  10440. case MG_FIREWALL:
  10441. case MG_THUNDERSTORM:
  10442. case AL_PNEUMA:
  10443. case WZ_FIREPILLAR:
  10444. case WZ_QUAGMIRE:
  10445. case WZ_VERMILION:
  10446. case WZ_STORMGUST:
  10447. case WZ_HEAVENDRIVE:
  10448. case PR_SANCTUARY:
  10449. case PR_MAGNUS:
  10450. case CR_GRANDCROSS:
  10451. case NPC_GRANDDARKNESS:
  10452. case HT_SKIDTRAP:
  10453. case MA_SKIDTRAP:
  10454. case HT_LANDMINE:
  10455. case MA_LANDMINE:
  10456. case HT_ANKLESNARE:
  10457. case HT_SHOCKWAVE:
  10458. case HT_SANDMAN:
  10459. case MA_SANDMAN:
  10460. case HT_FLASHER:
  10461. case HT_FREEZINGTRAP:
  10462. case MA_FREEZINGTRAP:
  10463. case HT_BLASTMINE:
  10464. case HT_CLAYMORETRAP:
  10465. case AS_VENOMDUST:
  10466. case AM_DEMONSTRATION:
  10467. case PF_FOGWALL:
  10468. case PF_SPIDERWEB:
  10469. case HT_TALKIEBOX:
  10470. case WE_CALLPARTNER:
  10471. case WE_CALLPARENT:
  10472. case WE_CALLBABY:
  10473. case AC_SHOWER: //Ground-placed skill implementation.
  10474. case MA_SHOWER:
  10475. case SA_LANDPROTECTOR:
  10476. case BD_LULLABY:
  10477. case BD_RICHMANKIM:
  10478. case BD_ETERNALCHAOS:
  10479. case BD_DRUMBATTLEFIELD:
  10480. case BD_RINGNIBELUNGEN:
  10481. case BD_ROKISWEIL:
  10482. case BD_INTOABYSS:
  10483. case BD_SIEGFRIED:
  10484. case BA_DISSONANCE:
  10485. case BA_POEMBRAGI:
  10486. case BA_WHISTLE:
  10487. case BA_ASSASSINCROSS:
  10488. case BA_APPLEIDUN:
  10489. case DC_UGLYDANCE:
  10490. case DC_HUMMING:
  10491. case DC_DONTFORGETME:
  10492. case DC_FORTUNEKISS:
  10493. case DC_SERVICEFORYOU:
  10494. case CG_MOONLIT:
  10495. case GS_DESPERADO:
  10496. case NJ_KAENSIN:
  10497. case NJ_BAKUENRYU:
  10498. case NJ_SUITON:
  10499. case NJ_HYOUSYOURAKU:
  10500. case NJ_RAIGEKISAI:
  10501. case NJ_KAMAITACHI:
  10502. #ifdef RENEWAL
  10503. case NJ_HUUMA:
  10504. #endif
  10505. case NPC_EVILLAND:
  10506. case RA_ELECTRICSHOCKER:
  10507. case RA_CLUSTERBOMB:
  10508. case RA_MAGENTATRAP:
  10509. case RA_COBALTTRAP:
  10510. case RA_MAIZETRAP:
  10511. case RA_VERDURETRAP:
  10512. case RA_FIRINGTRAP:
  10513. case RA_ICEBOUNDTRAP:
  10514. case SC_MANHOLE:
  10515. case SC_DIMENSIONDOOR:
  10516. case SC_CHAOSPANIC:
  10517. case SC_MAELSTROM:
  10518. case SC_BLOODYLUST:
  10519. case WM_REVERBERATION:
  10520. case WM_POEMOFNETHERWORLD:
  10521. case SO_PSYCHIC_WAVE:
  10522. case SO_VACUUM_EXTREME:
  10523. case GN_THORNS_TRAP:
  10524. case GN_DEMONIC_FIRE:
  10525. case GN_HELLS_PLANT:
  10526. case SO_EARTHGRAVE:
  10527. case SO_DIAMONDDUST:
  10528. case SO_FIRE_INSIGNIA:
  10529. case SO_WATER_INSIGNIA:
  10530. case SO_WIND_INSIGNIA:
  10531. case SO_EARTH_INSIGNIA:
  10532. case KO_HUUMARANKA:
  10533. case KO_BAKURETSU:
  10534. case KO_ZENKAI:
  10535. case MH_LAVA_SLIDE:
  10536. case MH_VOLCANIC_ASH:
  10537. case MH_POISON_MIST:
  10538. case MH_STEINWAND:
  10539. case MH_XENO_SLASHER:
  10540. case LG_KINGS_GRACE:
  10541. case RL_B_TRAP:
  10542. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10543. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10544. case GN_WALLOFTHORN:
  10545. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10546. break;
  10547. case WZ_ICEWALL:
  10548. flag|=1;
  10549. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10550. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10551. break;
  10552. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10553. skill_clear_unitgroup(src);
  10554. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10555. flag|=1;
  10556. break;
  10557. case HP_BASILICA:
  10558. if( sc->data[SC_BASILICA] ) {
  10559. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10560. return 0;
  10561. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10562. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10563. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10564. return 0;
  10565. }
  10566. skill_clear_unitgroup(src);
  10567. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10568. flag|=1;
  10569. }
  10570. break;
  10571. case CG_HERMODE:
  10572. skill_clear_unitgroup(src);
  10573. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10574. sc_start4(src,src,SC_DANCING,100,
  10575. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10576. flag|=1;
  10577. break;
  10578. case RG_CLEANER: // [Valaris]
  10579. i = skill_get_splash(skill_id, skill_lv);
  10580. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  10581. break;
  10582. case SO_WARMER:
  10583. flag|= 8;
  10584. case SO_CLOUD_KILL:
  10585. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10586. break;
  10587. case WZ_METEOR: {
  10588. int area = skill_get_splash(skill_id, skill_lv);
  10589. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  10590. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  10591. // Creates a random Cell in the Splash Area
  10592. tmpx = x - area + rnd()%(area * 2 + 1);
  10593. tmpy = y - area + rnd()%(area * 2 + 1);
  10594. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL)
  10595. && !map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR))
  10596. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  10597. if( i > 0 )
  10598. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  10599. x1 = tmpx;
  10600. y1 = tmpy;
  10601. }
  10602. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  10603. }
  10604. break;
  10605. case AL_WARP:
  10606. if(sd)
  10607. {
  10608. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10609. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10610. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10611. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10612. );
  10613. }
  10614. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10615. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10616. return 0; // not to consume item.
  10617. case MO_BODYRELOCATION:
  10618. if (unit_movepos(src, x, y, 1, 1)) {
  10619. #if PACKETVER >= 20111005
  10620. clif_snap(src, src->x, src->y);
  10621. #else
  10622. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10623. #endif
  10624. if (sd)
  10625. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10626. }
  10627. break;
  10628. case NJ_SHADOWJUMP:
  10629. if( skill_check_unit_movepos(3, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10630. clif_blown(src);
  10631. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10632. break;
  10633. case AM_SPHEREMINE:
  10634. case AM_CANNIBALIZE:
  10635. {
  10636. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10637. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10638. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10639. struct mob_data *md;
  10640. // Correct info, don't change any of this! [celest]
  10641. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10642. if (md) {
  10643. md->master_id = src->id;
  10644. md->special_state.ai = (enum mob_ai)ai;
  10645. if( md->deletetimer != INVALID_TIMER )
  10646. delete_timer(md->deletetimer, mob_timer_delete);
  10647. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10648. mob_spawn (md); //Now it is ready for spawning.
  10649. }
  10650. }
  10651. break;
  10652. // Slim Pitcher [Celest]
  10653. case CR_SLIMPITCHER:
  10654. if (sd) {
  10655. int i_lv = 0, j = 0;
  10656. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10657. i_lv = skill_lv%11 - 1;
  10658. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10659. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i_lv])
  10660. {
  10661. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10662. return 1;
  10663. }
  10664. potion_flag = 1;
  10665. potion_hp = 0;
  10666. potion_sp = 0;
  10667. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10668. potion_flag = 0;
  10669. //Apply skill bonuses
  10670. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10671. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10672. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10673. + pc_skillheal_bonus(sd, skill_id);
  10674. potion_hp = potion_hp * (100+i_lv)/100;
  10675. potion_sp = potion_sp * (100+i_lv)/100;
  10676. if(potion_hp > 0 || potion_sp > 0) {
  10677. i_lv = skill_get_splash(skill_id, skill_lv);
  10678. map_foreachinarea(skill_area_sub,
  10679. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10680. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10681. skill_castend_nodamage_id);
  10682. }
  10683. } else {
  10684. int id = skill_get_itemid(skill_id, skill_lv);
  10685. struct item_data *item;
  10686. item = itemdb_search(id);
  10687. potion_flag = 1;
  10688. potion_hp = 0;
  10689. potion_sp = 0;
  10690. run_script(item->script,0,src->id,0);
  10691. potion_flag = 0;
  10692. id = skill_get_max(CR_SLIMPITCHER)*10;
  10693. potion_hp = potion_hp * (100+id)/100;
  10694. potion_sp = potion_sp * (100+id)/100;
  10695. if(potion_hp > 0 || potion_sp > 0) {
  10696. id = skill_get_splash(skill_id, skill_lv);
  10697. map_foreachinarea(skill_area_sub,
  10698. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10699. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10700. skill_castend_nodamage_id);
  10701. }
  10702. }
  10703. break;
  10704. case HW_GANBANTEIN:
  10705. if (rnd()%100 < 80) {
  10706. int dummy = 1;
  10707. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10708. i = skill_get_splash(skill_id, skill_lv);
  10709. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10710. } else {
  10711. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10712. return 1;
  10713. }
  10714. break;
  10715. case HW_GRAVITATION:
  10716. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10717. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10718. flag|=1;
  10719. break;
  10720. // Plant Cultivation [Celest]
  10721. case CR_CULTIVATION:
  10722. if (sd) {
  10723. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  10724. {
  10725. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10726. return 1;
  10727. }
  10728. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10729. if (rnd()%100 < 50) {
  10730. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10731. } else {
  10732. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? MOBID_BLACK_MUSHROOM + rnd()%2 : MOBID_RED_PLANT + rnd()%6),"", SZ_SMALL, AI_NONE);
  10733. int t;
  10734. if (!md) break;
  10735. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10736. {
  10737. if( md->deletetimer != INVALID_TIMER )
  10738. delete_timer(md->deletetimer, mob_timer_delete);
  10739. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10740. }
  10741. mob_spawn (md);
  10742. }
  10743. }
  10744. break;
  10745. case SG_SUN_WARM:
  10746. case SG_MOON_WARM:
  10747. case SG_STAR_WARM:
  10748. skill_clear_unitgroup(src);
  10749. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10750. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10751. flag|=1;
  10752. break;
  10753. case PA_GOSPEL:
  10754. if (sce && sce->val4 == BCT_SELF)
  10755. {
  10756. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10757. return 0;
  10758. }
  10759. else
  10760. {
  10761. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10762. if (!sg) break;
  10763. if (sce)
  10764. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10765. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10766. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10767. }
  10768. break;
  10769. case NJ_TATAMIGAESHI:
  10770. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10771. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10772. break;
  10773. case AM_RESURRECTHOMUN: //[orn]
  10774. if (sd)
  10775. {
  10776. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  10777. {
  10778. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10779. break;
  10780. }
  10781. }
  10782. break;
  10783. case RK_WINDCUTTER:
  10784. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10785. case NC_COLDSLOWER:
  10786. case NC_ARMSCANNON:
  10787. case RK_DRAGONBREATH:
  10788. case RK_DRAGONBREATH_WATER:
  10789. i = skill_get_splash(skill_id,skill_lv);
  10790. if (battle_config.skill_wall_check)
  10791. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10792. else
  10793. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10794. break;
  10795. case SO_ARRULLO:
  10796. i = skill_get_splash(skill_id,skill_lv);
  10797. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  10798. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10799. break;
  10800. case GC_POISONSMOKE:
  10801. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10802. if( sd )
  10803. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10804. return 0;
  10805. }
  10806. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  10807. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10808. break;
  10809. case AB_EPICLESIS:
  10810. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10811. i = skill_get_splash(skill_id, skill_lv);
  10812. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  10813. }
  10814. break;
  10815. case WL_COMET:
  10816. if( sc ) {
  10817. sc->comet_x = x;
  10818. sc->comet_y = y;
  10819. }
  10820. i = skill_get_splash(skill_id,skill_lv);
  10821. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10822. break;
  10823. case WL_EARTHSTRAIN:
  10824. {
  10825. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10826. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10827. for( w = 1; w <= wave; w++ )
  10828. {
  10829. switch( dir ){
  10830. case 0: case 1: case 7: sy = y + w; break;
  10831. case 3: case 4: case 5: sy = y - w; break;
  10832. case 2: sx = x - w; break;
  10833. case 6: sx = x + w; break;
  10834. }
  10835. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10836. }
  10837. }
  10838. break;
  10839. case RA_DETONATOR:
  10840. i = skill_get_splash(skill_id, skill_lv);
  10841. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10842. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10843. break;
  10844. case NC_NEUTRALBARRIER:
  10845. case NC_STEALTHFIELD:
  10846. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10847. skill_clear_unitgroup(src);
  10848. return 0;
  10849. }
  10850. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10851. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10852. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10853. if( sd ) pc_overheat(sd,1);
  10854. }
  10855. break;
  10856. case NC_SILVERSNIPER:
  10857. {
  10858. struct mob_data *md;
  10859. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  10860. if( md ) {
  10861. md->master_id = src->id;
  10862. md->special_state.ai = AI_FAW;
  10863. if( md->deletetimer != INVALID_TIMER )
  10864. delete_timer(md->deletetimer, mob_timer_delete);
  10865. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10866. mob_spawn(md);
  10867. }
  10868. }
  10869. break;
  10870. case NC_MAGICDECOY:
  10871. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10872. break;
  10873. case SC_FEINTBOMB:
  10874. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10875. skill_blown(src,src,skill_get_blewcount(skill_id, skill_lv),unit_getdir(src),0);
  10876. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  10877. break;
  10878. case SC_ESCAPE:
  10879. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  10880. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), 0);
  10881. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10882. flag |= 1;
  10883. break;
  10884. case LG_OVERBRAND: {
  10885. int dir = map_calc_dir(src,x,y);
  10886. int sx = src->x, sy = src->y;
  10887. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  10888. for( i = 0; i < layout->count; i++ )
  10889. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10890. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  10891. }
  10892. break;
  10893. case LG_BANDING:
  10894. if( sc && sc->data[SC_BANDING] )
  10895. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10896. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10897. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10898. if( sd ) pc_banding(sd,skill_lv);
  10899. }
  10900. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10901. break;
  10902. case LG_RAYOFGENESIS:
  10903. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10904. i = skill_get_splash(skill_id,skill_lv);
  10905. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10906. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10907. } else if( sd )
  10908. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10909. break;
  10910. case WM_DOMINION_IMPULSE:
  10911. i = skill_get_splash(skill_id, skill_lv);
  10912. map_foreachinarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10913. break;
  10914. case WM_GREAT_ECHO:
  10915. case WM_SOUND_OF_DESTRUCTION:
  10916. i = skill_get_splash(skill_id,skill_lv);
  10917. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10918. break;
  10919. case WM_SEVERE_RAINSTORM:
  10920. flag |= 1;
  10921. if (sd)
  10922. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  10923. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10924. break;
  10925. case GN_CRAZYWEED: {
  10926. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10927. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10928. int x1 = x - area + rnd()%(area * 2 + 1);
  10929. int y1 = y - area + rnd()%(area * 2 + 1);
  10930. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10931. }
  10932. }
  10933. break;
  10934. case GN_FIRE_EXPANSION: {
  10935. int i_su;
  10936. struct unit_data *ud = unit_bl2ud(src);
  10937. if( !ud ) break;
  10938. for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) {
  10939. if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE &&
  10940. distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) {
  10941. switch( skill_lv ) {
  10942. case 1:
  10943. ud->skillunit[i_su]->unit->val2 = skill_lv;
  10944. ud->skillunit[i_su]->unit->group->val2 = skill_lv;
  10945. break;
  10946. case 2:
  10947. map_foreachinarea(skill_area_sub,src->m,
  10948. ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2,
  10949. ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10950. src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10951. skill_delunit(ud->skillunit[i_su]->unit);
  10952. break;
  10953. case 3:
  10954. skill_delunit(ud->skillunit[i_su]->unit);
  10955. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  10956. flag |= 1;
  10957. break;
  10958. case 4:
  10959. skill_delunit(ud->skillunit[i_su]->unit);
  10960. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  10961. flag |= 1;
  10962. break;
  10963. case 5: {
  10964. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  10965. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  10966. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  10967. map_foreachinarea(skill_area_sub, src->m,
  10968. ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2,
  10969. ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10970. src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10971. skill_delunit(ud->skillunit[i_su]->unit);
  10972. }
  10973. break;
  10974. }
  10975. }
  10976. }
  10977. }
  10978. break;
  10979. case SO_FIREWALK:
  10980. case SO_ELECTRICWALK:
  10981. if( sc && sc->data[type] )
  10982. status_change_end(src,type,INVALID_TIMER);
  10983. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  10984. break;
  10985. case KO_MAKIBISHI:
  10986. for( i = 0; i < (skill_lv+2); i++ ) {
  10987. x = src->x - 1 + rnd()%3;
  10988. y = src->y - 1 + rnd()%3;
  10989. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10990. }
  10991. break;
  10992. case KO_MUCHANAGE: {
  10993. struct status_data *sstatus;
  10994. int rate = 0;
  10995. sstatus = status_get_status_data(src);
  10996. i = skill_get_splash(skill_id,skill_lv);
  10997. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  10998. if( rate < 0 )
  10999. rate = 0;
  11000. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  11001. if( rnd()%100 < rate )
  11002. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11003. }
  11004. break;
  11005. case RL_FALLEN_ANGEL:
  11006. if (unit_movepos(src,x,y,1,1)) {
  11007. uint8 skill_use_lv = sd ? pc_checkskill(sd,GS_DESPERADO) : 5;
  11008. if (!skill_use_lv) {
  11009. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  11010. break;
  11011. }
  11012. clif_fixpos(src);
  11013. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11014. skill_addtimerskill(src, tick+500, 0, x, y, RL_FALLEN_ANGEL, skill_use_lv, BF_WEAPON, flag|SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  11015. }
  11016. else {
  11017. if (sd)
  11018. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11019. }
  11020. break;
  11021. case RL_HAMMER_OF_GOD:
  11022. {
  11023. i = skill_get_splash(skill_id, skill_lv);
  11024. if (sd) {
  11025. skill_area_temp[0] = map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  11026. if (!skill_area_temp[0]) {
  11027. // This skill doesn't have area effect, apply self? :P
  11028. //clif_skill_poseffect(src, skill_id, skill_lv, x, y, tick+500);
  11029. clif_skill_nodamage(src, src, skill_id, 0, 1);
  11030. break;
  11031. }
  11032. }
  11033. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|8, skill_castend_damage_id);
  11034. skill_area_temp[0] = 0;
  11035. break;
  11036. }
  11037. break;
  11038. case RL_FIRE_RAIN: {
  11039. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11040. int sx = x = src->x, sy = y = src->y;
  11041. for (w = 1; w <= wave; w++) {
  11042. switch (dir) {
  11043. case 0: sy = y + w; break;
  11044. case 1: sy = y + w; sx = x - w; break;
  11045. case 2: sx = x - w; break;
  11046. case 3: sx = x - w; sy = y - w; break;
  11047. case 4: sy = y - w; break;
  11048. case 5: sx = x + w; sy = y - w; break;
  11049. case 6: sx = x + w; break;
  11050. case 7: sy = y + w; sx = x + w; break;
  11051. }
  11052. skill_addtimerskill(src,gettick() + (40 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11053. }
  11054. }
  11055. break;
  11056. case NC_MAGMA_ERUPTION:
  11057. // 1st, AoE 'slam' damage
  11058. i = skill_get_splash(skill_id, skill_lv);
  11059. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11060. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11061. if (skill_get_unit_id(NC_MAGMA_ERUPTION,0)) {
  11062. // 2nd, AoE 'eruption' unit
  11063. skill_addtimerskill(src,gettick()+500,0,x,y,skill_id,skill_lv,BF_MISC,flag);
  11064. }
  11065. break;
  11066. default:
  11067. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11068. return 1;
  11069. }
  11070. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11071. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11072. if( sd )
  11073. {// ensure that the skill last-cast tick is recorded
  11074. sd->canskill_tick = gettick();
  11075. if( sd->state.arrow_atk && !(flag&1) )
  11076. {// consume arrow if this is a ground skill
  11077. battle_consume_ammo(sd, skill_id, skill_lv);
  11078. }
  11079. skill_onskillusage(sd, NULL, skill_id, tick);
  11080. // perform skill requirement consumption
  11081. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11082. }
  11083. return 0;
  11084. }
  11085. /*==========================================
  11086. *
  11087. *------------------------------------------*/
  11088. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11089. {
  11090. nullpo_ret(sd);
  11091. //Simplify skill_failed code.
  11092. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11093. if(skill_id != sd->menuskill_id)
  11094. return 0;
  11095. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11096. skill_failed(sd);
  11097. return 0;
  11098. }
  11099. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11100. skill_failed(sd);
  11101. return 0;
  11102. }
  11103. pc_stop_attack(sd);
  11104. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11105. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11106. if(strcmp(mapname,"cancel")==0) {
  11107. skill_failed(sd);
  11108. return 0;
  11109. }
  11110. switch(skill_id)
  11111. {
  11112. case AL_TELEPORT:
  11113. case ALL_ODINS_RECALL:
  11114. //The storage window is closed automatically by the client when there's
  11115. //any kind of map change, so we need to restore it automatically
  11116. //bugreport:8027
  11117. if(strcmp(mapname,"Random") == 0)
  11118. pc_randomwarp(sd,CLR_TELEPORT);
  11119. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11120. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11121. clif_refresh_storagewindow(sd);
  11122. break;
  11123. case AL_WARP:
  11124. {
  11125. const struct point *p[4];
  11126. struct skill_unit_group *group;
  11127. int i, lv, wx, wy;
  11128. int maxcount=0;
  11129. int x,y;
  11130. unsigned short mapindex;
  11131. mapindex = mapindex_name2id((char*)mapname);
  11132. if(!mapindex) { //Given map not found?
  11133. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11134. skill_failed(sd);
  11135. return 0;
  11136. }
  11137. p[0] = &sd->status.save_point;
  11138. p[1] = &sd->status.memo_point[0];
  11139. p[2] = &sd->status.memo_point[1];
  11140. p[3] = &sd->status.memo_point[2];
  11141. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11142. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  11143. if(sd->ud.skillunit[i]->skill_id == skill_id)
  11144. maxcount--;
  11145. }
  11146. if(!maxcount) {
  11147. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11148. skill_failed(sd);
  11149. return 0;
  11150. }
  11151. }
  11152. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11153. wx = sd->menuskill_val>>16;
  11154. wy = sd->menuskill_val&0xffff;
  11155. if( lv <= 0 ) return 0;
  11156. if( lv > 4 ) lv = 4; // crash prevention
  11157. // check if the chosen map exists in the memo list
  11158. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11159. if( i < lv ) {
  11160. x=p[i]->x;
  11161. y=p[i]->y;
  11162. } else {
  11163. skill_failed(sd);
  11164. return 0;
  11165. }
  11166. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11167. { // This checks versus skill_id/skill_lv...
  11168. skill_failed(sd);
  11169. return 0;
  11170. }
  11171. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11172. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11173. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  11174. skill_failed(sd);
  11175. return 0;
  11176. }
  11177. group->val1 = (group->val1<<16)|(short)0;
  11178. // record the destination coordinates
  11179. group->val2 = (x<<16)|y;
  11180. group->val3 = mapindex;
  11181. }
  11182. break;
  11183. }
  11184. sd->menuskill_id = sd->menuskill_val = 0;
  11185. return 0;
  11186. #undef skill_failed
  11187. }
  11188. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11189. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11190. {
  11191. struct skill_unit* target = (struct skill_unit*)bl;
  11192. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11193. int flag = va_arg(ap, int);
  11194. if (src == target)
  11195. return 0;
  11196. if (!target->group || !(target->group->state.song_dance&0x1))
  11197. return 0;
  11198. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  11199. return 0;
  11200. if (flag) //Set dissonance
  11201. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  11202. else //Remove dissonance
  11203. target->val2 &= ~UF_ENSEMBLE;
  11204. clif_getareachar_skillunit(&target->bl, target, AREA, 0); //Update look of affected cell.
  11205. return 1;
  11206. }
  11207. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11208. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11209. //When 1, this unit has been positioned, so start the cancel effect.
  11210. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11211. {
  11212. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11213. return 0;
  11214. if (!flag && !(unit->val2&UF_ENSEMBLE))
  11215. return 0; //Nothing to remove, this unit is not overlapped.
  11216. if (unit->val1 != unit->group->skill_id)
  11217. { //Reset state
  11218. unit->val1 = unit->group->skill_id;
  11219. unit->val2 &= ~UF_ENSEMBLE;
  11220. }
  11221. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  11222. }
  11223. /**
  11224. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  11225. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  11226. * @param flag 0 Convert
  11227. * @param flag 1 Revert
  11228. * @return true success
  11229. * @TODO: This should be completely removed later and rewritten
  11230. * The entire execution of the overlapping songs instances is dirty and hacked together
  11231. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  11232. */
  11233. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  11234. {
  11235. static int prevflag = 1; // by default the backup is empty
  11236. static struct skill_unit_group backup;
  11237. struct skill_unit_group* group;
  11238. if( unit == NULL || (group = unit->group) == NULL )
  11239. return false;
  11240. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  11241. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  11242. return false;
  11243. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  11244. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  11245. flag ? "read an empty backup" : "write to a full backup",
  11246. group->skill_id, group->skill_lv, group->src_id);
  11247. return false;
  11248. }
  11249. prevflag = flag;
  11250. if (!flag) { //Transform
  11251. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  11252. // backup
  11253. backup.skill_id = group->skill_id;
  11254. backup.skill_lv = group->skill_lv;
  11255. backup.unit_id = group->unit_id;
  11256. backup.target_flag = group->target_flag;
  11257. backup.bl_flag = group->bl_flag;
  11258. backup.interval = group->interval;
  11259. // replace
  11260. group->skill_id = skill_id;
  11261. group->skill_lv = 1;
  11262. group->unit_id = skill_get_unit_id(skill_id,0);
  11263. group->target_flag = skill_get_unit_target(skill_id);
  11264. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11265. group->interval = skill_get_unit_interval(skill_id);
  11266. } else { //Restore
  11267. group->skill_id = backup.skill_id;
  11268. group->skill_lv = backup.skill_lv;
  11269. group->unit_id = backup.unit_id;
  11270. group->target_flag = backup.target_flag;
  11271. group->bl_flag = backup.bl_flag;
  11272. group->interval = backup.interval;
  11273. }
  11274. return true;
  11275. }
  11276. /**
  11277. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  11278. * @param src Object that triggers the skill
  11279. * @param skill_id Skill ID
  11280. * @param skill_lv Skill level of used skill
  11281. * @param x Position x
  11282. * @param y Position y
  11283. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  11284. * @return skill_unit_group
  11285. */
  11286. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  11287. {
  11288. struct skill_unit_group *group;
  11289. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  11290. int link_group_id = 0;
  11291. int target, interval, range, unit_flag, req_item = 0;
  11292. struct s_skill_unit_layout *layout;
  11293. struct map_session_data *sd;
  11294. struct status_data *status;
  11295. struct status_change *sc;
  11296. int active_flag = 1;
  11297. int subunt = 0;
  11298. nullpo_retr(NULL, src);
  11299. limit = skill_get_time(skill_id,skill_lv);
  11300. range = skill_get_unit_range(skill_id,skill_lv);
  11301. interval = skill_get_unit_interval(skill_id);
  11302. target = skill_get_unit_target(skill_id);
  11303. unit_flag = skill_get_unit_flag(skill_id);
  11304. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11305. sd = BL_CAST(BL_PC, src);
  11306. status = status_get_status_data(src);
  11307. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11308. switch( skill_id ) {
  11309. case MH_STEINWAND:
  11310. val2 = 4 + skill_lv;
  11311. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11312. break;
  11313. case MG_SAFETYWALL:
  11314. #ifdef RENEWAL
  11315. val2 = status_get_max_hp(src) * 3;
  11316. #else
  11317. val2 = skill_lv+1;
  11318. #endif
  11319. break;
  11320. case MG_FIREWALL:
  11321. if(sc && sc->data[SC_VIOLENTGALE])
  11322. limit = limit*3/2;
  11323. val2 = 4+skill_lv;
  11324. break;
  11325. case AL_WARP:
  11326. val1=skill_lv+6;
  11327. if(!(flag&1))
  11328. limit=2000;
  11329. else // previous implementation (not used anymore)
  11330. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  11331. if( src->type != BL_SKILL ) return NULL;
  11332. group = ((TBL_SKILL*)src)->group;
  11333. src = map_id2bl(group->src_id);
  11334. if( !src ) return NULL;
  11335. val2 = group->val2; //Copy the (x,y) position you warp to
  11336. val3 = group->val3; //as well as the mapindex to warp to.
  11337. }
  11338. break;
  11339. case HP_BASILICA:
  11340. val1 = src->id; // Store caster id.
  11341. break;
  11342. case PR_SANCTUARY:
  11343. case NPC_EVILLAND:
  11344. val1=skill_lv+3;
  11345. break;
  11346. case WZ_FIREPILLAR:
  11347. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11348. return NULL;
  11349. if((flag&1)!=0)
  11350. limit=1000;
  11351. val1=skill_lv+2;
  11352. break;
  11353. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  11354. case AM_DEMONSTRATION:
  11355. case GN_HELLS_PLANT:
  11356. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11357. return NULL;
  11358. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  11359. && (src->type&battle_config.vs_traps_bctall))
  11360. target = BCT_ALL;
  11361. break;
  11362. case HT_SKIDTRAP:
  11363. case MA_SKIDTRAP:
  11364. //Save position of caster
  11365. val1 = ((src->x)<<16)|(src->y);
  11366. case HT_ANKLESNARE:
  11367. case HT_SHOCKWAVE:
  11368. case HT_SANDMAN:
  11369. case MA_SANDMAN:
  11370. case HT_CLAYMORETRAP:
  11371. case HT_LANDMINE:
  11372. case MA_LANDMINE:
  11373. case HT_FLASHER:
  11374. case HT_FREEZINGTRAP:
  11375. case MA_FREEZINGTRAP:
  11376. case HT_BLASTMINE:
  11377. case RA_ELECTRICSHOCKER:
  11378. case RA_CLUSTERBOMB:
  11379. case RA_MAGENTATRAP:
  11380. case RA_COBALTTRAP:
  11381. case RA_MAIZETRAP:
  11382. case RA_VERDURETRAP:
  11383. case RA_FIRINGTRAP:
  11384. case RA_ICEBOUNDTRAP:
  11385. case RL_B_TRAP:
  11386. case SC_ESCAPE:
  11387. {
  11388. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11389. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11390. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  11391. req_item = req.itemid[i];
  11392. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  11393. limit *= 4; // longer trap times in WOE [celest]
  11394. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11395. target = BCT_ALL;
  11396. }
  11397. break;
  11398. case SA_LANDPROTECTOR:
  11399. case SA_VOLCANO:
  11400. case SA_DELUGE:
  11401. case SA_VIOLENTGALE:
  11402. case SC_CHAOSPANIC:
  11403. {
  11404. struct skill_unit_group *old_sg;
  11405. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11406. { //HelloKitty confirmed that these are interchangeable,
  11407. //so you can change element and not consume gemstones.
  11408. if ((
  11409. old_sg->skill_id == SA_VOLCANO ||
  11410. old_sg->skill_id == SA_DELUGE ||
  11411. old_sg->skill_id == SA_VIOLENTGALE
  11412. ) && old_sg->limit > 0)
  11413. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11414. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11415. if (limit < 0) //This can happen...
  11416. limit = skill_get_time(skill_id,skill_lv);
  11417. }
  11418. skill_clear_group(src,1);
  11419. }
  11420. break;
  11421. }
  11422. case BA_WHISTLE:
  11423. val1 = skill_lv +status->agi/10; // Flee increase
  11424. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  11425. if(sd){
  11426. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11427. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  11428. }
  11429. break;
  11430. case DC_HUMMING:
  11431. val1 = 2*skill_lv+status->dex/10; // Hit increase
  11432. #ifdef RENEWAL
  11433. val1 *= 2;
  11434. #endif
  11435. if(sd)
  11436. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11437. break;
  11438. case BA_POEMBRAGI:
  11439. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  11440. //For some reason at level 10 the base delay reduction is 50%.
  11441. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  11442. if(sd){
  11443. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11444. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  11445. }
  11446. break;
  11447. case DC_DONTFORGETME:
  11448. val1 = 30 * skill_lv + status->dex; // ASPD decrease
  11449. val2 = 2 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11450. if(sd){
  11451. val1 += 10 * pc_checkskill(sd,DC_DANCINGLESSON);
  11452. val2 += (pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2; // Movement speed -1% per 2 levels
  11453. }
  11454. break;
  11455. case DC_SERVICEFORYOU:
  11456. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase
  11457. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  11458. if(sd){
  11459. val1 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11460. val2 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11461. }
  11462. break;
  11463. case BA_ASSASSINCROSS:
  11464. #ifdef RENEWAL
  11465. val1 = skill_lv + (status->agi/20); // ASPD increase
  11466. #else
  11467. val1 = 10 + skill_lv + (status->agi/10); // ASPD increase
  11468. #endif
  11469. if(sd)
  11470. val1 += pc_checkskill(sd,BA_MUSICALLESSON)/2;
  11471. val1*=10; // ASPD works with 1000 as 100%
  11472. break;
  11473. case DC_FORTUNEKISS:
  11474. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  11475. if(sd)
  11476. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11477. val1*=10; //Because every 10 crit is an actual cri point.
  11478. break;
  11479. case BD_DRUMBATTLEFIELD:
  11480. #ifdef RENEWAL
  11481. val1 = (skill_lv+5)*25; //Atk increase
  11482. val2 = skill_lv*10; //Def increase
  11483. #else
  11484. val1 = (skill_lv+1)*25; //Atk increase
  11485. val2 = (skill_lv+1)*2; //Def increase
  11486. #endif
  11487. break;
  11488. case BD_RINGNIBELUNGEN:
  11489. val1 = (skill_lv+2)*25; //Atk increase
  11490. break;
  11491. case BD_RICHMANKIM:
  11492. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11493. break;
  11494. case BD_SIEGFRIED:
  11495. val1 = 55 + skill_lv*5; //Elemental Resistance
  11496. val2 = skill_lv*10; //Status ailment resistance
  11497. break;
  11498. case WE_CALLPARTNER:
  11499. if (sd) val1 = sd->status.partner_id;
  11500. break;
  11501. case WE_CALLPARENT:
  11502. if (sd) {
  11503. val1 = sd->status.father;
  11504. val2 = sd->status.mother;
  11505. }
  11506. break;
  11507. case WE_CALLBABY:
  11508. if (sd) val1 = sd->status.child;
  11509. break;
  11510. case NJ_KAENSIN:
  11511. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11512. val2 = (skill_lv+1)/2 + 4;
  11513. break;
  11514. case NJ_SUITON:
  11515. skill_clear_group(src, 1);
  11516. break;
  11517. case GS_GROUNDDRIFT:
  11518. {
  11519. // Ground Drift Element is decided when it's placed.
  11520. int ele = skill_get_ele(skill_id, skill_lv);
  11521. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  11522. if (ele == -3)
  11523. val1 = element[rnd()%5]; // Use random from available unit visual?
  11524. else if (ele == -2)
  11525. val1 = status_get_attack_sc_element(src,sc);
  11526. else if (ele == -1) {
  11527. val1 = status->rhw.ele;
  11528. if (sc && sc->data[SC_ENCHANTARMS])
  11529. val1 = sc->data[SC_ENCHANTARMS]->val2;
  11530. }
  11531. switch (val1) {
  11532. case ELE_FIRE:
  11533. subunt++;
  11534. case ELE_WATER:
  11535. subunt++;
  11536. case ELE_POISON:
  11537. subunt++;
  11538. case ELE_DARK:
  11539. subunt++;
  11540. case ELE_WIND:
  11541. break;
  11542. default:
  11543. subunt = rnd()%5;
  11544. break;
  11545. }
  11546. break;
  11547. }
  11548. case GC_POISONSMOKE:
  11549. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11550. return NULL;
  11551. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11552. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11553. limit = skill_get_time(skill_id, skill_lv);
  11554. break;
  11555. case GD_LEADERSHIP:
  11556. case GD_GLORYWOUNDS:
  11557. case GD_SOULCOLD:
  11558. case GD_HAWKEYES:
  11559. limit = 1000000;//it doesn't matter
  11560. break;
  11561. case LG_BANDING:
  11562. limit = -1;
  11563. break;
  11564. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11565. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11566. target = BCT_ALL;
  11567. case WM_SEVERE_RAINSTORM:
  11568. case SO_WATER_INSIGNIA:
  11569. case SO_FIRE_INSIGNIA:
  11570. case SO_WIND_INSIGNIA:
  11571. case SO_EARTH_INSIGNIA:
  11572. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11573. return NULL;
  11574. break;
  11575. case SO_CLOUD_KILL:
  11576. skill_clear_group(src, 4);
  11577. break;
  11578. case SO_WARMER:
  11579. skill_clear_group(src, 8);
  11580. break;
  11581. case SO_FIREWALK:
  11582. case SO_ELECTRICWALK:
  11583. limit = skill_get_time2(skill_id, skill_lv);
  11584. break;
  11585. case GN_WALLOFTHORN:
  11586. // Turns to Firewall
  11587. if( flag&1 )
  11588. limit = 3000;
  11589. val3 = (x<<16)|y;
  11590. break;
  11591. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11592. case GN_FIRE_EXPANSION_TEAR_GAS:
  11593. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11594. break;
  11595. case KO_ZENKAI:
  11596. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  11597. val1 = sd->spiritcharm;
  11598. val2 = sd->spiritcharm_type;
  11599. limit = 6000 * val1;
  11600. subunt = sd->spiritcharm_type - 1;
  11601. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  11602. }
  11603. break;
  11604. case HW_GRAVITATION:
  11605. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  11606. link_group_id = sc->data[SC_GRAVITATION]->val4;
  11607. break;
  11608. case SO_VACUUM_EXTREME:
  11609. // Coordinates
  11610. val1 = x;
  11611. val2 = y;
  11612. val3 = 0; // Suck target at n seconds.
  11613. break;
  11614. case NC_MAGMA_ERUPTION:
  11615. // Since we have no 'place' anymore. time1 for Stun duration, time2 for burning duration
  11616. // Officially, duration (limit) is 5secs, interval 0.5secs damage interval.
  11617. limit = interval * 10;
  11618. break;
  11619. }
  11620. // Init skill unit group
  11621. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11622. group->val1 = val1;
  11623. group->val2 = val2;
  11624. group->val3 = val3;
  11625. group->link_group_id = link_group_id;
  11626. group->target_flag = target;
  11627. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11628. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11629. 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
  11630. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11631. group->item_id = req_item;
  11632. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11633. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11634. active_flag = 0;
  11635. // Put message for Talkie Box & Graffiti
  11636. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11637. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11638. if (sd)
  11639. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11640. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11641. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11642. }
  11643. // Dance skill
  11644. if (group->state.song_dance) {
  11645. if(sd) {
  11646. sd->skill_id_dance = skill_id;
  11647. sd->skill_lv_dance = skill_lv;
  11648. }
  11649. if (
  11650. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11651. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11652. )
  11653. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11654. }
  11655. // Set skill unit
  11656. limit = group->limit;
  11657. for( i = 0; i < layout->count; i++ ) {
  11658. struct skill_unit *unit;
  11659. int ux = x + layout->dx[i];
  11660. int uy = y + layout->dy[i];
  11661. int unit_val1 = skill_lv;
  11662. int unit_val2 = 0;
  11663. int alive = 1;
  11664. // are the coordinates out of range?
  11665. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11666. continue;
  11667. }
  11668. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11669. continue; // don't place skill units on walls (except for songs/dances/encores)
  11670. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  11671. continue; // no path between cell and center of casting.
  11672. switch( skill_id ) {
  11673. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11674. case HT_LANDMINE:
  11675. case MA_LANDMINE:
  11676. case HT_ANKLESNARE:
  11677. case HT_SHOCKWAVE:
  11678. case HT_SANDMAN:
  11679. case MA_SANDMAN:
  11680. case HT_FLASHER:
  11681. case HT_FREEZINGTRAP:
  11682. case MA_FREEZINGTRAP:
  11683. case HT_SKIDTRAP:
  11684. case MA_SKIDTRAP:
  11685. case HT_CLAYMORETRAP:
  11686. case HT_BLASTMINE:
  11687. case SC_ESCAPE:
  11688. unit_val1 = 3500;
  11689. break;
  11690. case MG_FIREWALL:
  11691. case NJ_KAENSIN:
  11692. unit_val2 = group->val2;
  11693. break;
  11694. case WZ_ICEWALL:
  11695. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11696. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11697. break;
  11698. case WZ_WATERBALL:
  11699. //Check if there are cells that can be turned into waterball units
  11700. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  11701. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  11702. break; //Turn water, deluge or suiton into waterball cell
  11703. continue;
  11704. case GS_DESPERADO:
  11705. unit_val1 = abs(layout->dx[i]);
  11706. unit_val2 = abs(layout->dy[i]);
  11707. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11708. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  11709. if (unit_val1) unit_val1--;
  11710. unit_val1 = 36 -12*unit_val1;
  11711. } else //Diagonal edges
  11712. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  11713. if (unit_val1 < 1) unit_val1 = 1;
  11714. unit_val2 = 0;
  11715. break;
  11716. case WM_REVERBERATION:
  11717. unit_val1 = 1 + skill_lv;
  11718. break;
  11719. case WM_POEMOFNETHERWORLD:
  11720. unit_val1 = 1 + skill_lv;
  11721. break;
  11722. case GN_WALLOFTHORN:
  11723. if (flag&1) // Turned become Firewall
  11724. break;
  11725. unit_val1 = 2000 + 2000 * skill_lv; // HP
  11726. unit_val2 = 20; // Max hits
  11727. break;
  11728. case RL_B_TRAP:
  11729. unit_val1 = 3500;
  11730. unit_val2 = 0;
  11731. break;
  11732. default:
  11733. if (group->state.song_dance&0x1)
  11734. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  11735. break;
  11736. }
  11737. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  11738. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  11739. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  11740. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  11741. // Check active cell to failing or remove current unit
  11742. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  11743. if( !alive )
  11744. continue;
  11745. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2)));
  11746. unit->limit = limit;
  11747. unit->range = range;
  11748. if (skill_id == PF_FOGWALL && alive == 2)
  11749. { //Double duration of cells on top of Deluge/Suiton
  11750. unit->limit *= 2;
  11751. group->limit = unit->limit;
  11752. }
  11753. // Execute on all targets standing on this cell
  11754. if (range == 0 && active_flag)
  11755. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11756. }
  11757. if (!group->alive_count)
  11758. { //No cells? Something that was blocked completely by Land Protector?
  11759. skill_delunitgroup(group);
  11760. return NULL;
  11761. }
  11762. //success, unit created.
  11763. switch( skill_id ) {
  11764. case NJ_TATAMIGAESHI: //Store number of tiles.
  11765. group->val1 = group->alive_count;
  11766. break;
  11767. }
  11768. return group;
  11769. }
  11770. /*==========================================
  11771. *
  11772. *------------------------------------------*/
  11773. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11774. {
  11775. skill_unit_onplace(unit, bl, tick);
  11776. }
  11777. /**
  11778. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  11779. * while skill unit initialized or moved (such by knock back).
  11780. * As a follow of skill_unit_effect flag &1
  11781. * @param unit
  11782. * @param bl Target
  11783. * @param tick
  11784. */
  11785. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11786. {
  11787. struct skill_unit_group *sg;
  11788. struct block_list *ss; // Actual source that cast the skill unit
  11789. struct status_change *sc;
  11790. struct status_change_entry *sce;
  11791. enum sc_type type;
  11792. uint16 skill_id;
  11793. nullpo_ret(unit);
  11794. nullpo_ret(bl);
  11795. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  11796. return 0;
  11797. nullpo_ret(sg = unit->group);
  11798. nullpo_ret(ss = map_id2bl(sg->src_id));
  11799. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  11800. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11801. return 0; //AoE skills are ineffective. [Skotlex]
  11802. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11803. return 0; //Songs don't work in Basilica
  11804. sc = status_get_sc(bl);
  11805. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  11806. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11807. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  11808. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  11809. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  11810. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  11811. type = status_skill2sc(sg->skill_id);
  11812. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  11813. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11814. switch (sg->unit_id) {
  11815. case UNT_SPIDERWEB:
  11816. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  11817. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  11818. sc->data[SC_SPIDERWEB]->val2++;
  11819. break;
  11820. } else if( sc && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 ) {
  11821. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11822. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCSTART_NORATEDEF) ) {
  11823. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  11824. if( td )
  11825. sec = DIFF_TICK(td->tick, tick);
  11826. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11827. clif_fixpos(bl);
  11828. sg->val2 = bl->id;
  11829. }
  11830. else
  11831. sec = 3000; //Couldn't trap it?
  11832. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11833. }
  11834. break;
  11835. case UNT_SAFETYWALL:
  11836. if (!sce)
  11837. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  11838. break;
  11839. case UNT_BLOODYLUST:
  11840. if (sg->src_id == bl->id)
  11841. break; //Does not affect the caster.
  11842. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  11843. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  11844. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  11845. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  11846. break;
  11847. case UNT_PNEUMA:
  11848. if (!sce)
  11849. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11850. break;
  11851. case UNT_CHAOSPANIC:
  11852. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  11853. break;
  11854. case UNT_WARP_WAITING: {
  11855. int working = sg->val1&0xffff;
  11856. if(bl->type==BL_PC && !working){
  11857. struct map_session_data *sd = (struct map_session_data *)bl;
  11858. if((!sd->chatID || battle_config.chat_warpportal)
  11859. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  11860. {
  11861. int x = sg->val2>>16;
  11862. int y = sg->val2&0xffff;
  11863. int count = sg->val1>>16;
  11864. unsigned short m = sg->val3;
  11865. if( --count <= 0 )
  11866. skill_delunitgroup(sg);
  11867. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  11868. working = 1;/* we break it because officials break it, lovely stuff. */
  11869. sg->val1 = (count<<16)|working;
  11870. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  11871. }
  11872. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  11873. int16 m = map_mapindex2mapid(sg->val3);
  11874. if (m < 0) break; //Map not available on this map-server.
  11875. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  11876. }
  11877. }
  11878. break;
  11879. case UNT_QUAGMIRE:
  11880. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  11881. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11882. break;
  11883. case UNT_VOLCANO:
  11884. case UNT_DELUGE:
  11885. case UNT_VIOLENTGALE:
  11886. if(!sce)
  11887. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11888. break;
  11889. case UNT_WATER_BARRIER:
  11890. case UNT_ZEPHYR:
  11891. case UNT_POWER_OF_GAIA:
  11892. if (bl->id == ss->id)
  11893. break; // Doesn't affect the Elemental
  11894. if (!sce)
  11895. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  11896. break;
  11897. case UNT_SUITON:
  11898. if(!sce)
  11899. sc_start4(ss, bl,type,100,sg->skill_lv,
  11900. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  11901. 0,0,sg->limit);
  11902. break;
  11903. case UNT_HERMODE:
  11904. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  11905. status_change_clear_buffs(bl,1); //Should dispell only allies.
  11906. case UNT_RICHMANKIM:
  11907. case UNT_ETERNALCHAOS:
  11908. case UNT_DRUMBATTLEFIELD:
  11909. case UNT_RINGNIBELUNGEN:
  11910. case UNT_ROKISWEIL:
  11911. case UNT_INTOABYSS:
  11912. case UNT_SIEGFRIED:
  11913. //Needed to check when a dancer/bard leaves their ensemble area.
  11914. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11915. return skill_id;
  11916. if (!sce)
  11917. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11918. break;
  11919. case UNT_WHISTLE:
  11920. case UNT_ASSASSINCROSS:
  11921. case UNT_POEMBRAGI:
  11922. case UNT_APPLEIDUN:
  11923. case UNT_HUMMING:
  11924. case UNT_DONTFORGETME:
  11925. case UNT_FORTUNEKISS:
  11926. case UNT_SERVICEFORYOU:
  11927. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11928. return 0;
  11929. if (!sc) return 0;
  11930. if (!sce)
  11931. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11932. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  11933. sce->val4 = 0; //remove the mark that we stepped out
  11934. delete_timer(sce->timer, status_change_timer);
  11935. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  11936. }
  11937. break;
  11938. case UNT_FOGWALL:
  11939. if (!sce)
  11940. {
  11941. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  11942. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11943. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  11944. }
  11945. break;
  11946. case UNT_GRAVITATION:
  11947. if (!sce)
  11948. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  11949. break;
  11950. case UNT_BASILICA:
  11951. {
  11952. int i = battle_check_target(bl, bl, BCT_ENEMY);
  11953. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11954. { // knock-back any enemy except Boss
  11955. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  11956. break;
  11957. }
  11958. if (!sce && i <= 0)
  11959. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  11960. }
  11961. break;
  11962. // officially, icewall has no problems existing on occupied cells [ultramage]
  11963. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  11964. // unit->val1 = 0;
  11965. // if(unit->limit + sg->tick > tick + 700)
  11966. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  11967. // break;
  11968. case UNT_MOONLIT:
  11969. //Knockback out of area if affected char isn't in Moonlit effect
  11970. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11971. break;
  11972. if (ss == bl) //Also needed to prevent infinite loop crash.
  11973. break;
  11974. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11975. break;
  11976. case UNT_REVERBERATION:
  11977. if (sg->src_id == bl->id)
  11978. break; //Does not affect the caster.
  11979. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  11980. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  11981. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  11982. sg->unit_id = UNT_USED_TRAPS;
  11983. break;
  11984. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11985. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  11986. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  11987. break;
  11988. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11989. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  11990. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  11991. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  11992. break;
  11993. case UNT_VOLCANIC_ASH:
  11994. if (!sce)
  11995. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11996. break;
  11997. case UNT_KINGS_GRACE:
  11998. if (!sce) {
  11999. int state = 0;
  12000. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  12001. state |= BCT_GUILD;
  12002. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  12003. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  12004. }
  12005. break;
  12006. case UNT_STEALTHFIELD:
  12007. if( bl->id == sg->src_id )
  12008. break; // Doesn't work on self (video shows that)
  12009. if (!sce)
  12010. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12011. break;
  12012. case UNT_NEUTRALBARRIER:
  12013. if (!sce)
  12014. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12015. break;
  12016. case UNT_GD_LEADERSHIP:
  12017. case UNT_GD_GLORYWOUNDS:
  12018. case UNT_GD_SOULCOLD:
  12019. case UNT_GD_HAWKEYES:
  12020. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12021. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12022. break;
  12023. }
  12024. return skill_id;
  12025. }
  12026. /**
  12027. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  12028. * @param unit Skill unit
  12029. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12030. * @param tick
  12031. */
  12032. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  12033. {
  12034. struct skill_unit_group *sg;
  12035. struct block_list *ss;
  12036. TBL_PC* tsd;
  12037. struct status_data *tstatus;
  12038. struct status_change *tsc;
  12039. struct skill_unit_group_tickset *ts;
  12040. enum sc_type type;
  12041. uint16 skill_id;
  12042. int diff = 0;
  12043. nullpo_ret(unit);
  12044. nullpo_ret(bl);
  12045. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12046. return 0;
  12047. nullpo_ret(sg = unit->group);
  12048. nullpo_ret(ss = map_id2bl(sg->src_id));
  12049. tsd = BL_CAST(BL_PC, bl);
  12050. tsc = status_get_sc(bl);
  12051. tstatus = status_get_status_data(bl);
  12052. type = status_skill2sc(sg->skill_id);
  12053. skill_id = sg->skill_id;
  12054. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  12055. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12056. if (sg->interval == -1) {
  12057. switch (sg->unit_id) {
  12058. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12059. case UNT_FIREPILLAR_ACTIVE:
  12060. case UNT_ELECTRICSHOCKER:
  12061. case UNT_MANHOLE:
  12062. return 0;
  12063. default:
  12064. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12065. return 0;
  12066. }
  12067. }
  12068. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12069. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12070. diff = DIFF_TICK(tick,ts->tick);
  12071. if (diff < 0)
  12072. return 0;
  12073. ts->tick = tick+sg->interval;
  12074. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12075. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12076. }
  12077. // Wall of Thorn damaged by Fire element unit [Cydh]
  12078. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12079. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12080. struct skill_unit *su = (struct skill_unit *)bl;
  12081. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12082. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  12083. su->group->limit = sg->limit = 0;
  12084. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12085. return skill_id;
  12086. }
  12087. }
  12088. switch (sg->unit_id) {
  12089. // Units that deals simple attack
  12090. case UNT_GRAVITATION:
  12091. case UNT_EARTHSTRAIN:
  12092. case UNT_FIREWALK:
  12093. case UNT_ELECTRICWALK:
  12094. case UNT_PSYCHIC_WAVE:
  12095. case UNT_MAGMA_ERUPTION:
  12096. case UNT_MAKIBISHI:
  12097. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12098. break;
  12099. case UNT_DUMMYSKILL:
  12100. switch (sg->skill_id) {
  12101. case SG_SUN_WARM: //SG skills [Komurka]
  12102. case SG_MOON_WARM:
  12103. case SG_STAR_WARM: {
  12104. int count = 0;
  12105. const int x = bl->x, y = bl->y;
  12106. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12107. do {
  12108. if( bl->type == BL_PC )
  12109. status_zap(bl, 0, 15); // sp damage to players
  12110. else // mobs
  12111. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12112. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  12113. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12114. } else { //should end when out of sp.
  12115. sg->limit = DIFF_TICK(tick,sg->tick);
  12116. break;
  12117. }
  12118. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12119. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12120. }
  12121. break;
  12122. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12123. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12124. if (tsc)
  12125. tsc->sg_counter++; //SG hit counter.
  12126. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12127. tsc->sg_counter=0; //Attack absorbed.
  12128. break;
  12129. #endif
  12130. case GS_DESPERADO:
  12131. if (rnd()%100 < unit->val1)
  12132. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12133. break;
  12134. case GN_CRAZYWEED_ATK:
  12135. if( bl->type == BL_SKILL ) {
  12136. struct skill_unit *su = (struct skill_unit *)bl;
  12137. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  12138. break;
  12139. }
  12140. default:
  12141. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12142. }
  12143. break;
  12144. case UNT_FIREWALL:
  12145. case UNT_KAEN: {
  12146. int count = 0;
  12147. const int x = bl->x, y = bl->y;
  12148. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  12149. break;
  12150. //Take into account these hit more times than the timer interval can handle.
  12151. do
  12152. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  12153. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  12154. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  12155. if (unit->val2 <= 0)
  12156. skill_delunit(unit);
  12157. }
  12158. break;
  12159. case UNT_SANCTUARY:
  12160. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  12161. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  12162. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  12163. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  12164. } else {
  12165. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12166. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12167. #ifdef RENEWAL
  12168. if( md && md->mob_id == MOBID_EMPERIUM )
  12169. break;
  12170. #endif
  12171. if( md && mob_is_battleground(md) )
  12172. break;
  12173. if( tstatus->hp >= tstatus->max_hp )
  12174. break;
  12175. if( status_isimmune(bl) )
  12176. heal = 0;
  12177. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12178. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  12179. heal = ~heal + 1;
  12180. status_heal(bl, heal, 0, 0);
  12181. }
  12182. break;
  12183. case UNT_EVILLAND:
  12184. //Will heal demon and undead element monsters, but not players.
  12185. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  12186. { //Damage enemies
  12187. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12188. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12189. } else {
  12190. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12191. if (tstatus->hp >= tstatus->max_hp)
  12192. break;
  12193. if (status_isimmune(bl))
  12194. heal = 0;
  12195. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12196. status_heal(bl, heal, 0, 0);
  12197. }
  12198. break;
  12199. case UNT_MAGNUS:
  12200. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  12201. break;
  12202. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12203. break;
  12204. case UNT_FIREPILLAR_WAITING:
  12205. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  12206. skill_delunit(unit);
  12207. break;
  12208. case UNT_SKIDTRAP: {
  12209. //Knockback away from position of user during placement [Playtester]
  12210. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  12211. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,0);
  12212. sg->unit_id = UNT_USED_TRAPS;
  12213. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12214. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12215. //Target will be stopped for 3 seconds
  12216. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  12217. }
  12218. break;
  12219. case UNT_ANKLESNARE:
  12220. case UNT_MANHOLE:
  12221. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  12222. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  12223. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  12224. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12225. if( td )
  12226. sec = DIFF_TICK(td->tick, tick);
  12227. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  12228. || !unit_blown_immune(bl,0x1) )
  12229. {
  12230. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  12231. clif_fixpos(bl);
  12232. }
  12233. sg->val2 = bl->id;
  12234. } else
  12235. sec = 3000; //Couldn't trap it?
  12236. if (sg->unit_id == UNT_ANKLESNARE) {
  12237. clif_skillunit_update(&unit->bl);
  12238. /**
  12239. * If you're snared from a trap that was invisible this makes the trap be
  12240. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  12241. * bugreport:3961
  12242. **/
  12243. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  12244. }
  12245. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  12246. sg->interval = -1;
  12247. unit->range = 0;
  12248. }
  12249. break;
  12250. case UNT_ELECTRICSHOCKER:
  12251. if( bl->id != ss->id ) {
  12252. if( status_get_mode(bl)&MD_BOSS )
  12253. break;
  12254. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  12255. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12256. clif_fixpos(bl);
  12257. }
  12258. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12259. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12260. }
  12261. break;
  12262. case UNT_VENOMDUST:
  12263. if(tsc && !tsc->data[type])
  12264. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  12265. break;
  12266. case UNT_LANDMINE:
  12267. //Land Mine only hits single target
  12268. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12269. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12270. sg->limit = 1500;
  12271. break;
  12272. case UNT_MAGENTATRAP:
  12273. case UNT_COBALTTRAP:
  12274. case UNT_MAIZETRAP:
  12275. case UNT_VERDURETRAP:
  12276. if( bl->type == BL_PC )// it won't work on players
  12277. break;
  12278. case UNT_FIRINGTRAP:
  12279. case UNT_ICEBOUNDTRAP:
  12280. case UNT_CLUSTERBOMB:
  12281. if( bl->id == ss->id )// it won't trigger on caster
  12282. break;
  12283. case UNT_BLASTMINE:
  12284. case UNT_SHOCKWAVE:
  12285. case UNT_SANDMAN:
  12286. case UNT_FLASHER:
  12287. case UNT_FREEZINGTRAP:
  12288. case UNT_FIREPILLAR_ACTIVE:
  12289. case UNT_CLAYMORETRAP:
  12290. if (tsc && tsc->data[SC__MANHOLE])
  12291. break;
  12292. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  12293. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &unit->bl, tick);
  12294. else
  12295. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12296. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  12297. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  12298. sg->limit = DIFF_TICK(tick, sg->tick) +
  12299. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  12300. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  12301. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  12302. break;
  12303. case UNT_TALKIEBOX:
  12304. if (sg->src_id == bl->id)
  12305. break;
  12306. if (sg->val2 == 0) {
  12307. clif_talkiebox(&unit->bl, sg->valstr);
  12308. sg->unit_id = UNT_USED_TRAPS;
  12309. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12310. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  12311. sg->val2 = -1;
  12312. }
  12313. break;
  12314. case UNT_LULLABY:
  12315. if (ss->id == bl->id)
  12316. break;
  12317. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12318. break;
  12319. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  12320. if (ss->id != bl->id)
  12321. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12322. break;
  12323. case UNT_DISSONANCE:
  12324. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12325. break;
  12326. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  12327. int heal;
  12328. #ifdef RENEWAL
  12329. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12330. if (md && md->mob_id == MOBID_EMPERIUM)
  12331. break;
  12332. #endif
  12333. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12334. break; // affects self only when soullinked
  12335. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  12336. if (tsc->data[SC_AKAITSUKI] && heal)
  12337. heal = ~heal + 1;
  12338. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12339. status_heal(bl, heal, 0, 0);
  12340. }
  12341. break;
  12342. case UNT_TATAMIGAESHI:
  12343. case UNT_DEMONSTRATION:
  12344. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12345. break;
  12346. case UNT_GOSPEL:
  12347. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  12348. break;
  12349. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  12350. { // Support Effect only on party, not guild
  12351. int heal;
  12352. int i = rnd()%13; // Positive buff count
  12353. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  12354. switch (i)
  12355. {
  12356. case 0: // Heal 1~9999 HP
  12357. heal = rnd() %9999+1;
  12358. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  12359. status_heal(bl,heal,0,0);
  12360. break;
  12361. case 1: // End all negative status
  12362. status_change_clear_buffs(bl,6);
  12363. if (tsd) clif_gospel_info(tsd, 0x15);
  12364. break;
  12365. case 2: // Immunity to all status
  12366. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  12367. if (tsd) clif_gospel_info(tsd, 0x16);
  12368. break;
  12369. case 3: // MaxHP +100%
  12370. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  12371. if (tsd) clif_gospel_info(tsd, 0x17);
  12372. break;
  12373. case 4: // MaxSP +100%
  12374. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  12375. if (tsd) clif_gospel_info(tsd, 0x18);
  12376. break;
  12377. case 5: // All stats +20
  12378. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  12379. if (tsd) clif_gospel_info(tsd, 0x19);
  12380. break;
  12381. case 6: // Level 10 Blessing
  12382. sc_start(ss, bl,SC_BLESSING,100,10,time);
  12383. break;
  12384. case 7: // Level 10 Increase AGI
  12385. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  12386. break;
  12387. case 8: // Enchant weapon with Holy element
  12388. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  12389. if (tsd) clif_gospel_info(tsd, 0x1c);
  12390. break;
  12391. case 9: // Enchant armor with Holy element
  12392. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  12393. if (tsd) clif_gospel_info(tsd, 0x1d);
  12394. break;
  12395. case 10: // DEF +25%
  12396. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  12397. if (tsd) clif_gospel_info(tsd, 0x1e);
  12398. break;
  12399. case 11: // ATK +100%
  12400. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  12401. if (tsd) clif_gospel_info(tsd, 0x1f);
  12402. break;
  12403. case 12: // HIT/Flee +50
  12404. sc_start(ss, bl,SC_INCHIT,100,50,time);
  12405. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  12406. if (tsd) clif_gospel_info(tsd, 0x20);
  12407. break;
  12408. }
  12409. }
  12410. else if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12411. { // Offensive Effect
  12412. int i = rnd()%9; // Negative buff count
  12413. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  12414. switch (i)
  12415. {
  12416. case 0: // Deal 1~9999 damage
  12417. skill_attack(BF_MISC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12418. break;
  12419. case 1: // Curse
  12420. sc_start(ss, bl,SC_CURSE,100,1,time);
  12421. break;
  12422. case 2: // Blind
  12423. sc_start(ss, bl,SC_BLIND,100,1,time);
  12424. break;
  12425. case 3: // Poison
  12426. sc_start2(ss, bl,SC_POISON,100,1,ss->id,time);
  12427. break;
  12428. case 4: // Level 10 Provoke
  12429. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  12430. break;
  12431. case 5: // DEF -100%
  12432. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  12433. break;
  12434. case 6: // ATK -100%
  12435. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  12436. break;
  12437. case 7: // Flee -100%
  12438. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  12439. break;
  12440. case 8: // Speed/ASPD -25%
  12441. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  12442. break;
  12443. }
  12444. }
  12445. break;
  12446. case UNT_BASILICA:
  12447. {
  12448. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12449. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  12450. { // knock-back any enemy except Boss
  12451. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  12452. break;
  12453. }
  12454. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12455. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12456. }
  12457. break;
  12458. case UNT_GROUNDDRIFT_WIND:
  12459. case UNT_GROUNDDRIFT_DARK:
  12460. case UNT_GROUNDDRIFT_POISON:
  12461. case UNT_GROUNDDRIFT_WATER:
  12462. case UNT_GROUNDDRIFT_FIRE:
  12463. map_foreachinrange(skill_trap_splash,&unit->bl,
  12464. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12465. &unit->bl,tick);
  12466. sg->unit_id = UNT_USED_TRAPS;
  12467. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12468. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12469. break;
  12470. case UNT_POISONSMOKE:
  12471. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12472. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12473. break;
  12474. case UNT_EPICLESIS:
  12475. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12476. int hp, sp;
  12477. switch( sg->skill_lv ) {
  12478. case 1: case 2: hp = 3; sp = 2; break;
  12479. case 3: case 4: hp = 4; sp = 3; break;
  12480. case 5: default: hp = 5; sp = 4; break;
  12481. }
  12482. hp = tstatus->max_hp * hp / 100;
  12483. sp = tstatus->max_sp * sp / 100;
  12484. if (tstatus->hp < tstatus->max_hp)
  12485. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12486. if (tstatus->sp < tstatus->max_sp)
  12487. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12488. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12489. hp = ~hp + 1;
  12490. status_heal(bl, hp, sp, 3);
  12491. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12492. sg->val2++;
  12493. // Reveal hidden players every 5 seconds.
  12494. if( sg->val2 >= 5 ) {
  12495. sg->val2 = 0;
  12496. // Doesn't remove Invisibility or Chase Walk.
  12497. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12498. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12499. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12500. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  12501. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12502. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12503. }
  12504. }
  12505. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12506. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12507. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12508. break;
  12509. case UNT_DIMENSIONDOOR:
  12510. if( tsd && !map[bl->m].flag.noteleport )
  12511. pc_randomwarp(tsd,CLR_TELEPORT);
  12512. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12513. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12514. break;
  12515. case UNT_REVERBERATION:
  12516. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12517. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12518. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  12519. sg->unit_id = UNT_USED_TRAPS;
  12520. break;
  12521. case UNT_SEVERE_RAINSTORM:
  12522. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12523. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12524. break;
  12525. case UNT_NETHERWORLD:
  12526. if (!(status_get_mode(bl)&MD_BOSS) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12527. if (!(tsc && tsc->data[type])) {
  12528. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12529. sg->limit = DIFF_TICK(tick,sg->tick);
  12530. sg->unit_id = UNT_USED_TRAPS;
  12531. }
  12532. }
  12533. break;
  12534. case UNT_THORNS_TRAP:
  12535. if( tsc ) {
  12536. if( !sg->val2 ) {
  12537. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12538. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12539. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12540. if( td )
  12541. sec = DIFF_TICK(td->tick, tick);
  12542. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12543. clif_fixpos(bl);
  12544. sg->val2 = bl->id;
  12545. } else
  12546. sec = 3000; // Couldn't trap it?
  12547. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12548. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12549. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12550. }
  12551. break;
  12552. case UNT_WALLOFTHORN:
  12553. if (unit->val2-- <= 0) // Max hit reached
  12554. break;
  12555. if (status_get_mode(bl)&MD_BOSS)
  12556. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12557. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, 0);
  12558. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  12559. break;
  12560. case UNT_DEMONIC_FIRE:
  12561. switch( sg->val2 ) {
  12562. case 1:
  12563. default:
  12564. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  12565. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12566. break;
  12567. }
  12568. break;
  12569. case UNT_HELLS_PLANT:
  12570. if (tsc && tsc->data[SC__MANHOLE])
  12571. break;
  12572. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12573. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12574. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12575. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12576. break;
  12577. case UNT_CLOUD_KILL:
  12578. if(tsc && !tsc->data[type])
  12579. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NORATEDEF);
  12580. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12581. break;
  12582. case UNT_WARMER:
  12583. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12584. int hp = 0;
  12585. struct status_change *ssc = status_get_sc(ss);
  12586. if( ssc && ssc->data[SC_HEATER_OPTION] )
  12587. hp = tstatus->max_hp * 3 * sg->skill_lv / 100;
  12588. else
  12589. hp = tstatus->max_hp * sg->skill_lv / 100;
  12590. if( tstatus->hp != tstatus->max_hp )
  12591. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 0);
  12592. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  12593. hp = ~hp + 1;
  12594. status_heal(bl, hp, 0, 0);
  12595. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12596. }
  12597. break;
  12598. case UNT_ZEPHYR:
  12599. if (ss == bl)
  12600. break; // Doesn't affect the Elemental
  12601. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12602. break;
  12603. case UNT_FIRE_INSIGNIA:
  12604. case UNT_WATER_INSIGNIA:
  12605. case UNT_WIND_INSIGNIA:
  12606. case UNT_EARTH_INSIGNIA:
  12607. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12608. if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
  12609. int hp = tstatus->max_hp / 100; //+1% each 5s
  12610. if ((sg->val3) % 5) { //each 5s
  12611. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  12612. status_heal(bl, hp, 0, 2);
  12613. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  12614. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  12615. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  12616. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  12617. ){
  12618. status_heal(bl, -hp, 0, 0);
  12619. }
  12620. }
  12621. sg->val3++; //timer
  12622. if (sg->val3 > 5) sg->val3 = 0;
  12623. }
  12624. break;
  12625. case UNT_VACUUM_EXTREME:
  12626. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  12627. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  12628. return 0;
  12629. else
  12630. // Apply effect and suck targets one-by-one each n seconds
  12631. sc_start4(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  12632. break;
  12633. case UNT_BANDING:
  12634. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(status_get_mode(bl)&MD_BOSS) && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12635. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  12636. break;
  12637. case UNT_FIRE_MANTLE:
  12638. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12639. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12640. break;
  12641. case UNT_ZENKAI_WATER:
  12642. case UNT_ZENKAI_LAND:
  12643. case UNT_ZENKAI_FIRE:
  12644. case UNT_ZENKAI_WIND:
  12645. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12646. switch( sg->unit_id ) {
  12647. case UNT_ZENKAI_WATER:
  12648. switch (rnd()%2 + 1) {
  12649. case 1:
  12650. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12651. break;
  12652. case 2:
  12653. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12654. break;
  12655. }
  12656. break;
  12657. case UNT_ZENKAI_LAND:
  12658. switch (rnd()%2 + 1) {
  12659. case 1:
  12660. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12661. break;
  12662. case 2:
  12663. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12664. break;
  12665. }
  12666. break;
  12667. case UNT_ZENKAI_FIRE:
  12668. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  12669. break;
  12670. case UNT_ZENKAI_WIND:
  12671. switch (rnd()%3 + 1) {
  12672. case 1:
  12673. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12674. break;
  12675. case 2:
  12676. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12677. break;
  12678. case 3:
  12679. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12680. break;
  12681. }
  12682. break;
  12683. }
  12684. } else
  12685. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  12686. break;
  12687. case UNT_LAVA_SLIDE:
  12688. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12689. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12690. sg->limit = DIFF_TICK(tick, sg->tick);
  12691. break;
  12692. case UNT_POISON_MIST:
  12693. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12694. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  12695. break;
  12696. case UNT_CHAOSPANIC:
  12697. if (tsc && tsc->data[type])
  12698. break;
  12699. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12700. break;
  12701. case UNT_B_TRAP:
  12702. if (tsc && tsc->data[type])
  12703. break;
  12704. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12705. unit->val2++; // Mark as ever been used
  12706. break;
  12707. case UNT_FIRE_RAIN:
  12708. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  12709. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  12710. 1,sg->skill_id,sg->skill_lv,6);
  12711. break;
  12712. }
  12713. if (bl->type == BL_MOB && ss != bl)
  12714. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  12715. return skill_id;
  12716. }
  12717. /**
  12718. * Triggered when a char steps out of a skill unit
  12719. * @param src Skill unit from char moved out
  12720. * @param bl Char
  12721. * @param tick
  12722. */
  12723. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  12724. {
  12725. struct skill_unit_group *sg;
  12726. struct status_change *sc;
  12727. struct status_change_entry *sce;
  12728. enum sc_type type;
  12729. nullpo_ret(src);
  12730. nullpo_ret(bl);
  12731. nullpo_ret(sg=src->group);
  12732. sc = status_get_sc(bl);
  12733. type = status_skill2sc(sg->skill_id);
  12734. sce = (sc && type != -1)?sc->data[type]:NULL;
  12735. if( bl->prev==NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  12736. return 0;
  12737. switch(sg->unit_id){
  12738. case UNT_SAFETYWALL:
  12739. case UNT_PNEUMA:
  12740. case UNT_EPICLESIS://Arch Bishop
  12741. if (sce)
  12742. status_change_end(bl, type, INVALID_TIMER);
  12743. break;
  12744. case UNT_BASILICA:
  12745. if (sce && sce->val4 != bl->id)
  12746. status_change_end(bl, type, INVALID_TIMER);
  12747. break;
  12748. case UNT_HERMODE: //Clear Hermode if the owner moved.
  12749. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  12750. status_change_end(bl, type, INVALID_TIMER);
  12751. break;
  12752. case UNT_DISSONANCE:
  12753. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  12754. {
  12755. short i;
  12756. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  12757. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  12758. type = status_skill2sc(i);
  12759. sce = (sc && type != -1)?sc->data[type]:NULL;
  12760. if(sce)
  12761. return i;
  12762. }
  12763. }
  12764. }
  12765. case UNT_WHISTLE:
  12766. case UNT_ASSASSINCROSS:
  12767. case UNT_POEMBRAGI:
  12768. case UNT_APPLEIDUN:
  12769. case UNT_HUMMING:
  12770. case UNT_DONTFORGETME:
  12771. case UNT_FORTUNEKISS:
  12772. case UNT_SERVICEFORYOU:
  12773. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12774. return -1;
  12775. }
  12776. return sg->skill_id;
  12777. }
  12778. /**
  12779. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  12780. * @param skill_id Skill ID
  12781. * @param bl A char
  12782. * @param tick
  12783. */
  12784. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  12785. {
  12786. struct status_change *sc;
  12787. struct status_change_entry *sce;
  12788. enum sc_type type;
  12789. sc = status_get_sc(bl);
  12790. if (sc && !sc->count)
  12791. sc = NULL;
  12792. type = status_skill2sc(skill_id);
  12793. sce = (sc && type != -1)?sc->data[type]:NULL;
  12794. switch (skill_id)
  12795. {
  12796. case WZ_QUAGMIRE:
  12797. if (bl->type==BL_MOB)
  12798. break;
  12799. if (sce)
  12800. status_change_end(bl, type, INVALID_TIMER);
  12801. break;
  12802. case BD_LULLABY:
  12803. case BD_RICHMANKIM:
  12804. case BD_ETERNALCHAOS:
  12805. case BD_DRUMBATTLEFIELD:
  12806. case BD_RINGNIBELUNGEN:
  12807. case BD_ROKISWEIL:
  12808. case BD_INTOABYSS:
  12809. case BD_SIEGFRIED:
  12810. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  12811. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  12812. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  12813. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  12814. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  12815. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  12816. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  12817. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  12818. }
  12819. case MH_STEINWAND:
  12820. case MG_SAFETYWALL:
  12821. case AL_PNEUMA:
  12822. case SA_VOLCANO:
  12823. case SA_DELUGE:
  12824. case SA_VIOLENTGALE:
  12825. case CG_HERMODE:
  12826. case HW_GRAVITATION:
  12827. case HP_BASILICA:
  12828. case NJ_SUITON:
  12829. case SC_MAELSTROM:
  12830. case EL_WATER_BARRIER:
  12831. case EL_ZEPHYR:
  12832. case EL_POWER_OF_GAIA:
  12833. case SO_FIRE_INSIGNIA:
  12834. case SO_WATER_INSIGNIA:
  12835. case SO_WIND_INSIGNIA:
  12836. case SO_EARTH_INSIGNIA:
  12837. case SC_BLOODYLUST:
  12838. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12839. case GN_FIRE_EXPANSION_TEAR_GAS:
  12840. case LG_KINGS_GRACE:
  12841. case NC_STEALTHFIELD:
  12842. case NC_NEUTRALBARRIER:
  12843. if (sce)
  12844. status_change_end(bl, type, INVALID_TIMER);
  12845. break;
  12846. case BA_DISSONANCE:
  12847. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  12848. {
  12849. short i;
  12850. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  12851. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  12852. type = status_skill2sc(i);
  12853. sce = (sc && type != -1)?sc->data[type]:NULL;
  12854. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  12855. delete_timer(sce->timer, status_change_timer);
  12856. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12857. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  12858. }
  12859. }
  12860. }
  12861. }
  12862. break;
  12863. case BA_POEMBRAGI:
  12864. case BA_WHISTLE:
  12865. case BA_ASSASSINCROSS:
  12866. case BA_APPLEIDUN:
  12867. case DC_HUMMING:
  12868. case DC_DONTFORGETME:
  12869. case DC_FORTUNEKISS:
  12870. case DC_SERVICEFORYOU:
  12871. if (sce)
  12872. {
  12873. delete_timer(sce->timer, status_change_timer);
  12874. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  12875. //not possible on our current implementation.
  12876. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12877. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  12878. }
  12879. break;
  12880. case PF_FOGWALL:
  12881. if (sce)
  12882. {
  12883. status_change_end(bl, type, INVALID_TIMER);
  12884. if ((sce=sc->data[SC_BLIND]))
  12885. {
  12886. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  12887. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  12888. else {
  12889. delete_timer(sce->timer, status_change_timer);
  12890. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  12891. }
  12892. }
  12893. }
  12894. break;
  12895. case GD_LEADERSHIP:
  12896. case GD_GLORYWOUNDS:
  12897. case GD_SOULCOLD:
  12898. case GD_HAWKEYES:
  12899. if( !(sce && sce->val4) )
  12900. status_change_end(bl, type, INVALID_TIMER);
  12901. break;
  12902. }
  12903. return skill_id;
  12904. }
  12905. /*==========================================
  12906. * Invoked when a unit cell has been placed/removed/deleted.
  12907. * flag values:
  12908. * flag&1: Invoke onplace function (otherwise invoke onout)
  12909. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  12910. * flag&8: Recursive
  12911. *------------------------------------------*/
  12912. static int skill_unit_effect(struct block_list* bl, va_list ap)
  12913. {
  12914. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  12915. struct skill_unit_group* group = unit->group;
  12916. unsigned int tick = va_arg(ap,unsigned int);
  12917. unsigned int flag = va_arg(ap,unsigned int);
  12918. uint16 skill_id;
  12919. bool dissonance = false;
  12920. bool isTarget = false;
  12921. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  12922. return 0;
  12923. nullpo_ret(group);
  12924. if( !(flag&8) ) {
  12925. dissonance = skill_dance_switch(unit, 0);
  12926. //Target-type check.
  12927. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  12928. }
  12929. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  12930. skill_id = group->skill_id;
  12931. if( isTarget ){
  12932. if( flag&1 )
  12933. skill_unit_onplace(unit,bl,tick);
  12934. else {
  12935. if( skill_unit_onout(unit,bl,tick) == -1 )
  12936. return 0; // Don't let a Bard/Dancer update their own song timer
  12937. }
  12938. if( flag&4 )
  12939. skill_unit_onleft(skill_id, bl, tick);
  12940. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  12941. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  12942. if( dissonance ) {
  12943. skill_dance_switch(unit, 1);
  12944. //we placed a dissonance, let's update
  12945. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  12946. }
  12947. return 0;
  12948. }
  12949. /**
  12950. * Check skill unit while receiving damage
  12951. * @param unit Skill unit
  12952. * @param damage Received damage
  12953. * @return Damage
  12954. */
  12955. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  12956. {
  12957. struct skill_unit_group *sg;
  12958. nullpo_ret(unit);
  12959. nullpo_ret(sg = unit->group);
  12960. switch( sg->unit_id ) {
  12961. case UNT_BLASTMINE:
  12962. case UNT_SKIDTRAP:
  12963. case UNT_LANDMINE:
  12964. case UNT_SHOCKWAVE:
  12965. case UNT_SANDMAN:
  12966. case UNT_FLASHER:
  12967. case UNT_CLAYMORETRAP:
  12968. case UNT_FREEZINGTRAP:
  12969. case UNT_ANKLESNARE:
  12970. case UNT_ICEWALL:
  12971. case UNT_WALLOFTHORN:
  12972. case UNT_REVERBERATION:
  12973. case UNT_NETHERWORLD:
  12974. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  12975. break;
  12976. default:
  12977. damage = 0;
  12978. break;
  12979. }
  12980. return damage;
  12981. }
  12982. /**
  12983. * Check char condition around the skill caster
  12984. * @param bl Char around area
  12985. * @param *c Counter for 'valid' condition found
  12986. * @param *p_sd Stores 'rid' of char found
  12987. * @param skill_id Skill ID
  12988. * @param skill_lv Level of used skill
  12989. */
  12990. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  12991. {
  12992. int *c, skill_id, inf2;
  12993. struct block_list *src;
  12994. struct map_session_data *sd;
  12995. struct map_session_data *tsd;
  12996. int *p_sd; //Contains the list of characters found.
  12997. nullpo_ret(bl);
  12998. nullpo_ret(tsd=(struct map_session_data*)bl);
  12999. nullpo_ret(src=va_arg(ap,struct block_list *));
  13000. nullpo_ret(sd=(struct map_session_data*)src);
  13001. c=va_arg(ap,int *);
  13002. p_sd = va_arg(ap, int *);
  13003. skill_id = va_arg(ap,int);
  13004. inf2 = skill_get_inf2(skill_id);
  13005. if (skill_id == PR_BENEDICTIO) {
  13006. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13007. return 0;
  13008. }
  13009. else if ((inf2&INF2_CHORUS_SKILL || skill_id == WL_COMET)) {
  13010. if (*c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for.
  13011. return 0;
  13012. }
  13013. else if (*c >= 1) // Check for one companion for all other cases.
  13014. return 0;
  13015. if (bl == src)
  13016. return 0;
  13017. if(pc_isdead(tsd))
  13018. return 0;
  13019. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13020. return 0;
  13021. if( inf2&INF2_CHORUS_SKILL ) {
  13022. if( tsd->status.party_id && sd->status.party_id &&
  13023. tsd->status.party_id == sd->status.party_id &&
  13024. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13025. p_sd[(*c)++] = tsd->bl.id;
  13026. return 1;
  13027. } else {
  13028. switch(skill_id) {
  13029. case PR_BENEDICTIO: {
  13030. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13031. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13032. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13033. && sd->status.sp >= 10)
  13034. p_sd[(*c)++]=tsd->bl.id;
  13035. return 1;
  13036. }
  13037. case AB_ADORAMUS:
  13038. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13039. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13040. p_sd[(*c)++] = tsd->bl.id;
  13041. return 1;
  13042. case WL_COMET:
  13043. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  13044. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  13045. p_sd[(*c)++] = tsd->bl.id;
  13046. return 1;
  13047. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13048. {
  13049. uint16 skill_lv;
  13050. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13051. return 0;
  13052. if (sd->status.sex != tsd->status.sex &&
  13053. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13054. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13055. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13056. sd->status.party_id && tsd->status.party_id &&
  13057. sd->status.party_id == tsd->status.party_id &&
  13058. !tsd->sc.data[SC_DANCING])
  13059. {
  13060. p_sd[(*c)++]=tsd->bl.id;
  13061. return skill_lv;
  13062. } else {
  13063. return 0;
  13064. }
  13065. }
  13066. break;
  13067. }
  13068. }
  13069. return 0;
  13070. }
  13071. /**
  13072. * Checks and stores partners for ensemble skills [Skotlex]
  13073. * Max partners is 2.
  13074. * @param sd Caster
  13075. * @param skill_id
  13076. * @param skill_lv
  13077. * @param range Area range to check
  13078. * @param cast_flag Special handle
  13079. */
  13080. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13081. {
  13082. static int c=0;
  13083. static int p_sd[MAX_PARTY];
  13084. int i;
  13085. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  13086. if (!sd)
  13087. return 0;
  13088. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13089. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13090. if (cast_flag) { //Execute the skill on the partners.
  13091. struct map_session_data* tsd;
  13092. switch (skill_id) {
  13093. case PR_BENEDICTIO:
  13094. for (i = 0; i < c; i++) {
  13095. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13096. status_charge(&tsd->bl, 0, 10);
  13097. }
  13098. return c;
  13099. case AB_ADORAMUS:
  13100. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13101. i = 2 * (*skill_lv);
  13102. status_charge(&tsd->bl, 0, i);
  13103. }
  13104. break;
  13105. default: //Warning: Assuming Ensemble skills here (for speed)
  13106. if( is_chorus )
  13107. break;//Chorus skills are not to be parsed as ensambles
  13108. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13109. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13110. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  13111. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13112. tsd->skill_id_dance = skill_id;
  13113. tsd->skill_lv_dance = *skill_lv;
  13114. }
  13115. return c;
  13116. }
  13117. }
  13118. //Else: new search for partners.
  13119. c = 0;
  13120. memset (p_sd, 0, sizeof(p_sd));
  13121. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13122. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  13123. *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.
  13124. return c;
  13125. }
  13126. /**
  13127. * Sub function to count how many spawned mob is around.
  13128. * Some skills check with matched AI.
  13129. * @param rid Source ID
  13130. * @param mob_class Monster ID
  13131. * @param skill_id Used skill
  13132. * @param *c Counter for found monster
  13133. */
  13134. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13135. {
  13136. int *c,src_id,mob_class,skill;
  13137. uint16 ai;
  13138. struct mob_data *md;
  13139. md=(struct mob_data*)bl;
  13140. src_id=va_arg(ap,int);
  13141. mob_class=va_arg(ap,int);
  13142. skill=va_arg(ap,int);
  13143. c=va_arg(ap,int *);
  13144. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  13145. if( md->master_id != src_id || md->special_state.ai != ai)
  13146. return 0; //Non alchemist summoned mobs have nothing to do here.
  13147. if(md->mob_id==mob_class)
  13148. (*c)++;
  13149. return 1;
  13150. }
  13151. /**
  13152. * Determines if a given skill should be made to consume ammo
  13153. * when used by the player. [Skotlex]
  13154. * @param sd Player
  13155. * @param skill_id Skill ID
  13156. * @return True if skill is need ammo; False otherwise.
  13157. */
  13158. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13159. {
  13160. return (
  13161. battle_config.arrow_decrement == 2 &&
  13162. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13163. skill_id != HT_PHANTASMIC &&
  13164. skill_get_type(skill_id) == BF_WEAPON &&
  13165. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  13166. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  13167. );
  13168. }
  13169. /**
  13170. * Check SC required to cast a skill
  13171. * @param sc
  13172. * @param skill_id
  13173. * @return True if condition is met, False otherwise
  13174. **/
  13175. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  13176. uint8 c = 0;
  13177. struct status_change *sc = NULL;
  13178. if (!require->status_count)
  13179. return true;
  13180. nullpo_ret(sd);
  13181. if (!require || !skill_get_index(skill_id))
  13182. return false;
  13183. if (!(sc = &sd->sc)) {
  13184. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13185. return false;
  13186. }
  13187. /* May has multiple requirements */
  13188. for (c = 0; c < require->status_count; c++) {
  13189. enum sc_type req_sc = require->status[c];
  13190. if (req_sc == SC_NONE)
  13191. continue;
  13192. switch (req_sc) {
  13193. /* Official fail msg */
  13194. case SC_PUSH_CART:
  13195. if (!sc->data[SC_PUSH_CART]) {
  13196. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  13197. return false;
  13198. }
  13199. break;
  13200. case SC_POISONINGWEAPON:
  13201. if (!sc->data[SC_POISONINGWEAPON]) {
  13202. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  13203. return false;
  13204. }
  13205. break;
  13206. default:
  13207. if (!sc->data[req_sc]) {
  13208. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13209. return false;
  13210. }
  13211. break;
  13212. }
  13213. }
  13214. return true;
  13215. }
  13216. /**
  13217. * Check skill condition when cast begin
  13218. * For ammo, only check if the skill need ammo
  13219. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  13220. * @param sd Player who uses skill
  13221. * @param skill_id ID of used skill
  13222. * @param skill_lv Level of used skill
  13223. * @return true: All condition passed, false: Failed
  13224. */
  13225. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13226. {
  13227. struct status_data *status;
  13228. struct status_change *sc;
  13229. struct skill_condition require;
  13230. int i;
  13231. uint32 inf2, inf3;
  13232. nullpo_retr(false,sd);
  13233. if (sd->chatID)
  13234. return false;
  13235. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  13236. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13237. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13238. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13239. return true;
  13240. }
  13241. switch( sd->menuskill_id ) {
  13242. case AM_PHARMACY:
  13243. switch( skill_id ) {
  13244. case AM_PHARMACY:
  13245. case AC_MAKINGARROW:
  13246. case BS_REPAIRWEAPON:
  13247. case AM_TWILIGHT1:
  13248. case AM_TWILIGHT2:
  13249. case AM_TWILIGHT3:
  13250. return false;
  13251. }
  13252. break;
  13253. case GN_MIX_COOKING:
  13254. case GN_MAKEBOMB:
  13255. case GN_S_PHARMACY:
  13256. case GN_CHANGEMATERIAL:
  13257. if( sd->menuskill_id != skill_id )
  13258. return false;
  13259. break;
  13260. }
  13261. status = &sd->battle_status;
  13262. sc = &sd->sc;
  13263. if( !sc->count )
  13264. sc = NULL;
  13265. if( sd->skillitem == skill_id )
  13266. {
  13267. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  13268. sd->state.abra_flag = 0;
  13269. else
  13270. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  13271. if( (i = sd->itemindex) == -1 ||
  13272. sd->status.inventory[i].nameid != sd->itemid ||
  13273. sd->inventory_data[i] == NULL ||
  13274. !sd->inventory_data[i]->flag.delay_consume ||
  13275. sd->status.inventory[i].amount < 1
  13276. )
  13277. { //Something went wrong, item exploit?
  13278. sd->itemid = sd->itemindex = -1;
  13279. return false;
  13280. }
  13281. //Consume
  13282. sd->itemid = sd->itemindex = -1;
  13283. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  13284. ; //Do not consume item.
  13285. else if( sd->status.inventory[i].expire_time == 0 )
  13286. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  13287. }
  13288. return true;
  13289. }
  13290. if( pc_is90overweight(sd) ) {
  13291. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13292. return false;
  13293. }
  13294. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  13295. return false;
  13296. //Checks if disabling skill - in which case no SP requirements are necessary
  13297. if( sc && skill_disable_check(sc,skill_id))
  13298. return true;
  13299. inf3 = skill_get_inf3(skill_id);
  13300. // Check the skills that can be used while mounted on a warg
  13301. if( pc_isridingwug(sd) ) {
  13302. if(!(inf3&INF3_USABLE_WARG))
  13303. return false; // in official there is no message.
  13304. }
  13305. if( pc_ismadogear(sd) ) {
  13306. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  13307. //Only Mechanic exlcusive skill can be used.
  13308. if(inf3&INF3_DIS_MADO){
  13309. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13310. return false;
  13311. }
  13312. }
  13313. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  13314. // return false;
  13315. require = skill_get_requirement(sd,skill_id,skill_lv);
  13316. //Can only update state when weapon/arrow info is checked.
  13317. sd->state.arrow_atk = require.ammo?1:0;
  13318. // perform skill-group checks
  13319. inf2 = skill_get_inf2(skill_id);
  13320. if(inf2&INF2_CHORUS_SKILL) {
  13321. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  13322. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13323. return false;
  13324. }
  13325. }
  13326. else if(inf2&INF2_ENSEMBLE_SKILL) {
  13327. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  13328. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13329. return false;
  13330. }
  13331. }
  13332. // perform skill-specific checks (and actions)
  13333. switch( skill_id ) {
  13334. case SO_SPELLFIST:
  13335. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  13336. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13337. return false;
  13338. }
  13339. case SA_CASTCANCEL:
  13340. if(sd->ud.skilltimer == INVALID_TIMER) {
  13341. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13342. return false;
  13343. }
  13344. break;
  13345. case AS_CLOAKING:
  13346. {
  13347. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  13348. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  13349. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13350. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13351. int di;
  13352. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  13353. if( di == 8 ) {
  13354. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13355. return false;
  13356. }
  13357. }
  13358. break;
  13359. }
  13360. case AL_WARP:
  13361. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  13362. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  13363. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  13364. return false;
  13365. }
  13366. break;
  13367. case MO_CALLSPIRITS:
  13368. if(sc && sc->data[SC_RAISINGDRAGON])
  13369. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  13370. if(sd->spiritball >= skill_lv) {
  13371. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13372. return false;
  13373. }
  13374. break;
  13375. case MO_FINGEROFFENSIVE:
  13376. case GS_FLING:
  13377. case SR_RAMPAGEBLASTER:
  13378. case SR_RIDEINLIGHTNING:
  13379. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  13380. sd->spiritball_old = require.spiritball = sd->spiritball;
  13381. else
  13382. sd->spiritball_old = require.spiritball;
  13383. break;
  13384. case MO_CHAINCOMBO:
  13385. if(!sc)
  13386. return false;
  13387. if(sc->data[SC_BLADESTOP])
  13388. break;
  13389. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  13390. break;
  13391. return false;
  13392. case MO_COMBOFINISH:
  13393. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  13394. return false;
  13395. break;
  13396. case CH_TIGERFIST:
  13397. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  13398. return false;
  13399. break;
  13400. case CH_CHAINCRUSH:
  13401. if(!(sc && sc->data[SC_COMBO]))
  13402. return false;
  13403. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  13404. return false;
  13405. break;
  13406. case MO_EXTREMITYFIST:
  13407. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  13408. // return false;
  13409. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  13410. break;
  13411. if( sc && sc->data[SC_COMBO] ) {
  13412. switch(sc->data[SC_COMBO]->val1) {
  13413. case MO_COMBOFINISH:
  13414. case CH_TIGERFIST:
  13415. case CH_CHAINCRUSH:
  13416. break;
  13417. default:
  13418. return false;
  13419. }
  13420. }
  13421. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  13422. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13423. return false;
  13424. }
  13425. break;
  13426. case TK_MISSION:
  13427. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13428. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13429. return false;
  13430. }
  13431. break;
  13432. case TK_READYCOUNTER:
  13433. case TK_READYDOWN:
  13434. case TK_READYSTORM:
  13435. case TK_READYTURN:
  13436. case TK_JUMPKICK:
  13437. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13438. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13439. return false;
  13440. }
  13441. break;
  13442. case TK_TURNKICK:
  13443. case TK_STORMKICK:
  13444. case TK_DOWNKICK:
  13445. case TK_COUNTER:
  13446. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13447. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13448. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13449. return false; //Combo needs to be ready
  13450. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13451. //Do not repeat a kick.
  13452. if (sc->data[SC_COMBO]->val3 != skill_id)
  13453. break;
  13454. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13455. return false;
  13456. }
  13457. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13458. unit_cancel_combo(&sd->bl);
  13459. return false;
  13460. }
  13461. break; //Combo ready.
  13462. case BD_ADAPTATION:
  13463. {
  13464. int time;
  13465. if(!(sc && sc->data[SC_DANCING])) {
  13466. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13467. return false;
  13468. }
  13469. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13470. if (skill_get_time(
  13471. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13472. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13473. - time < skill_get_time2(skill_id,skill_lv))
  13474. {
  13475. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13476. return false;
  13477. }
  13478. }
  13479. break;
  13480. case PR_BENEDICTIO:
  13481. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13482. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13483. return false;
  13484. }
  13485. break;
  13486. case SL_SMA:
  13487. if(!(sc && sc->data[SC_SMA]))
  13488. return false;
  13489. break;
  13490. case HT_POWER:
  13491. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13492. return false;
  13493. break;
  13494. case CG_HERMODE:
  13495. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13496. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13497. return false;
  13498. }
  13499. break;
  13500. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13501. {
  13502. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13503. int size = range*2+1;
  13504. for (s=0;s<size*size;s++) {
  13505. int x = sd->bl.x+(s%size-range);
  13506. int y = sd->bl.y+(s/size-range);
  13507. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13508. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13509. return false;
  13510. }
  13511. }
  13512. }
  13513. break;
  13514. case PR_REDEMPTIO:
  13515. {
  13516. int exp;
  13517. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  13518. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  13519. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13520. return false;
  13521. }
  13522. break;
  13523. }
  13524. case HP_BASILICA:
  13525. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13526. if( sd ) {
  13527. // When castbegin, needs 7x7 clear area
  13528. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13529. int size = range*2+1;
  13530. for( s=0;s<size*size;s++ ) {
  13531. int x = sd->bl.x+(s%size-range);
  13532. int y = sd->bl.y+(s/size-range);
  13533. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13534. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13535. return false;
  13536. }
  13537. }
  13538. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13539. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13540. return false;
  13541. }
  13542. }
  13543. }
  13544. break;
  13545. case AM_TWILIGHT2:
  13546. case AM_TWILIGHT3:
  13547. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13548. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13549. return false;
  13550. }
  13551. break;
  13552. case SG_SUN_WARM:
  13553. case SG_MOON_WARM:
  13554. case SG_STAR_WARM:
  13555. if (sc && sc->data[SC_MIRACLE])
  13556. break;
  13557. i = skill_id-SG_SUN_WARM;
  13558. if (sd->bl.m == sd->feel_map[i].m)
  13559. break;
  13560. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13561. return false;
  13562. break;
  13563. case SG_SUN_COMFORT:
  13564. case SG_MOON_COMFORT:
  13565. case SG_STAR_COMFORT:
  13566. if (sc && sc->data[SC_MIRACLE])
  13567. break;
  13568. i = skill_id-SG_SUN_COMFORT;
  13569. if (sd->bl.m == sd->feel_map[i].m &&
  13570. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13571. break;
  13572. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13573. return false;
  13574. case SG_FUSION:
  13575. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13576. break;
  13577. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13578. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13579. if( require.sp > 0 ) {
  13580. if (status->sp < (unsigned int)require.sp)
  13581. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13582. else
  13583. status_zap(&sd->bl, 0, require.sp);
  13584. }
  13585. return false;
  13586. case GD_BATTLEORDER:
  13587. case GD_REGENERATION:
  13588. case GD_RESTORE:
  13589. if (!map_flag_gvg2(sd->bl.m)) {
  13590. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13591. return false;
  13592. }
  13593. case GD_EMERGENCYCALL:
  13594. case GD_ITEMEMERGENCYCALL:
  13595. // other checks were already done in skill_isNotOk()
  13596. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13597. return false;
  13598. break;
  13599. case GS_GLITTERING:
  13600. if(sd->spiritball >= 10) {
  13601. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13602. return false;
  13603. }
  13604. break;
  13605. case NJ_ISSEN:
  13606. #ifdef RENEWAL
  13607. if (status->hp < (status->hp/100)) {
  13608. #else
  13609. if (status->hp < 2) {
  13610. #endif
  13611. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13612. return false;
  13613. }
  13614. case NJ_BUNSINJYUTSU:
  13615. if (!(sc && sc->data[SC_NEN])) {
  13616. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13617. return false;
  13618. }
  13619. break;
  13620. case NJ_ZENYNAGE:
  13621. case KO_MUCHANAGE:
  13622. if(sd->status.zeny < require.zeny) {
  13623. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13624. return false;
  13625. }
  13626. break;
  13627. case PF_HPCONVERSION:
  13628. if (status->sp == status->max_sp)
  13629. return false; //Unusable when at full SP.
  13630. break;
  13631. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13632. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13633. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13634. return false;
  13635. }
  13636. break;
  13637. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13638. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13639. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13640. return false;
  13641. }
  13642. break;
  13643. case AB_ANCILLA: {
  13644. int count = 0;
  13645. for( i = 0; i < MAX_INVENTORY; i++ )
  13646. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  13647. count += sd->status.inventory[i].amount;
  13648. if( count >= 3 ) {
  13649. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13650. return false;
  13651. }
  13652. }
  13653. break;
  13654. /**
  13655. * Keeping as a note:
  13656. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13657. */
  13658. //case AB_LAUDAAGNUS:
  13659. //case AB_LAUDARAMUS:
  13660. // if( !sd->status.party_id ) {
  13661. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13662. // return false;
  13663. // }
  13664. // break;
  13665. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  13666. case WL_COMET:
  13667. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  13668. && sd->special_state.no_gemstone == 0
  13669. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  13670. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  13671. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13672. return false;
  13673. }
  13674. break;
  13675. case WL_SUMMONFB:
  13676. case WL_SUMMONBL:
  13677. case WL_SUMMONWB:
  13678. case WL_SUMMONSTONE:
  13679. if( sc ) {
  13680. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  13681. if( i == SC_SPHERE_5+1 ) { // No more free slots
  13682. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13683. return false;
  13684. }
  13685. }
  13686. break;
  13687. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  13688. if( sc ) {
  13689. int j = 0;
  13690. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  13691. if( sc->data[i] ) {
  13692. j++;
  13693. }
  13694. if( j < 4 ) { // Need 4 spheres minimum
  13695. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13696. return false;
  13697. }
  13698. }
  13699. else { // no status at all? no spheres present
  13700. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13701. return false;
  13702. }
  13703. break;
  13704. case GC_HALLUCINATIONWALK:
  13705. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  13706. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13707. return false;
  13708. }
  13709. break;
  13710. case GC_COUNTERSLASH:
  13711. case GC_WEAPONCRUSH:
  13712. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  13713. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  13714. return false;
  13715. }
  13716. break;
  13717. case RA_WUGMASTERY:
  13718. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  13719. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13720. return false;
  13721. }
  13722. break;
  13723. case RA_WUGSTRIKE:
  13724. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  13725. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13726. return false;
  13727. }
  13728. break;
  13729. case RA_WUGRIDER:
  13730. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  13731. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13732. return false;
  13733. }
  13734. break;
  13735. case RA_WUGDASH:
  13736. if(!pc_isridingwug(sd)) {
  13737. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13738. return false;
  13739. }
  13740. else {
  13741. int16 sx = sd->bl.x;
  13742. int16 sy = sd->bl.y;
  13743. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  13744. switch (dir) {
  13745. case 0: case 8: sy++; break;
  13746. case 1: sx--; sy++; break;
  13747. case 2: sx--; break;
  13748. case 3: sx--; sy--; break;
  13749. case 4: sy--; break;
  13750. case 5: sx++; sy--; break;
  13751. case 6: sx++; break;
  13752. case 7: sx++; sy++; break;
  13753. }
  13754. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  13755. return false;
  13756. }
  13757. }
  13758. break;
  13759. case LG_BANDING:
  13760. if( sc && sc->data[SC_INSPIRATION] ) {
  13761. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13762. return false;
  13763. }
  13764. break;
  13765. case LG_PRESTIGE:
  13766. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  13767. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13768. return false;
  13769. }
  13770. break;
  13771. case LG_RAGEBURST:
  13772. if( sd->spiritball == 0 ) {
  13773. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  13774. return false;
  13775. }
  13776. sd->spiritball_old = require.spiritball = sd->spiritball;
  13777. break;
  13778. case LG_SHIELDSPELL: {
  13779. short index = sd->equip_index[EQI_HAND_L];
  13780. struct item_data *shield_data = NULL;
  13781. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  13782. shield_data = sd->inventory_data[index];
  13783. if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
  13784. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13785. break;
  13786. }
  13787. }
  13788. break;
  13789. case LG_RAYOFGENESIS:
  13790. case LG_HESPERUSLIT:
  13791. if (sc && sc->data[SC_INSPIRATION])
  13792. return true; // Don't check for partner.
  13793. if (!(sc && sc->data[SC_BANDING])) {
  13794. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13795. return false;
  13796. }
  13797. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3))
  13798. return false; // Just fails, no msg here.
  13799. break;
  13800. case SR_FALLENEMPIRE:
  13801. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  13802. return false;
  13803. break;
  13804. case SR_CRESCENTELBOW:
  13805. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  13806. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  13807. return false;
  13808. }
  13809. break;
  13810. case SR_CURSEDCIRCLE:
  13811. if (map_flag_gvg(sd->bl.m)) {
  13812. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  13813. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  13814. char output[128];
  13815. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  13816. clif_colormes(sd->fd,color_table[COLOR_RED], output);
  13817. return false;
  13818. }
  13819. }
  13820. if( sd->spiritball > 0 )
  13821. sd->spiritball_old = require.spiritball = sd->spiritball;
  13822. else {
  13823. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13824. return false;
  13825. }
  13826. break;
  13827. case SR_GATEOFHELL:
  13828. if( sd->spiritball > 0 )
  13829. sd->spiritball_old = require.spiritball;
  13830. break;
  13831. case SC_MANHOLE:
  13832. case SC_DIMENSIONDOOR:
  13833. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  13834. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13835. return false;
  13836. }
  13837. break;
  13838. case SC_FEINTBOMB:
  13839. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) ) {
  13840. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13841. return false;
  13842. }
  13843. break;
  13844. case WM_GREAT_ECHO: {
  13845. int count;
  13846. count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0);
  13847. if( count < 1 ) {
  13848. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  13849. return false;
  13850. } else
  13851. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  13852. }
  13853. break;
  13854. case SO_FIREWALK:
  13855. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  13856. if( sc && sc->data[SC_PROPERTYWALK] &&
  13857. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  13858. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13859. return false;
  13860. }
  13861. break;
  13862. case SO_EL_CONTROL:
  13863. if( !sd->status.ele_id || !sd->ed ) {
  13864. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13865. return false;
  13866. }
  13867. break;
  13868. case RETURN_TO_ELDICASTES:
  13869. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  13870. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13871. return false;
  13872. }
  13873. break;
  13874. case LG_REFLECTDAMAGE:
  13875. case CR_REFLECTSHIELD:
  13876. if( sc && sc->data[SC_KYOMU] && rnd()%100 < 30){
  13877. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13878. return false;
  13879. }
  13880. break;
  13881. case KO_JYUMONJIKIRI:
  13882. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  13883. return true;
  13884. else {
  13885. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13886. return false;
  13887. }
  13888. break;
  13889. case KO_KAHU_ENTEN:
  13890. case KO_HYOUHU_HUBUKI:
  13891. case KO_KAZEHU_SEIRAN:
  13892. case KO_DOHU_KOUKAI:
  13893. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  13894. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13895. return false;
  13896. }
  13897. break;
  13898. case KO_KAIHOU:
  13899. case KO_ZENKAI:
  13900. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  13901. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  13902. return false;
  13903. }
  13904. break;
  13905. }
  13906. /* check state required */
  13907. switch (require.state) {
  13908. case ST_HIDDEN:
  13909. if(!pc_ishiding(sd)) {
  13910. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13911. return false;
  13912. }
  13913. break;
  13914. case ST_RIDING:
  13915. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  13916. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13917. return false;
  13918. }
  13919. break;
  13920. case ST_FALCON:
  13921. if(!pc_isfalcon(sd)) {
  13922. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13923. return false;
  13924. }
  13925. break;
  13926. case ST_CART:
  13927. if(!pc_iscarton(sd)) {
  13928. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13929. return false;
  13930. }
  13931. break;
  13932. case ST_SHIELD:
  13933. if(sd->status.shield <= 0) {
  13934. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13935. return false;
  13936. }
  13937. break;
  13938. case ST_RECOV_WEIGHT_RATE:
  13939. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  13940. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13941. return false;
  13942. }
  13943. break;
  13944. case ST_MOVE_ENABLE:
  13945. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  13946. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  13947. if (!unit_can_move(&sd->bl)) {
  13948. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13949. return false;
  13950. }
  13951. break;
  13952. case ST_WATER:
  13953. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  13954. break;
  13955. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  13956. break;
  13957. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13958. return false;
  13959. case ST_RIDINGDRAGON:
  13960. if( !pc_isridingdragon(sd) ) {
  13961. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  13962. return false;
  13963. }
  13964. break;
  13965. case ST_WUG:
  13966. if( !pc_iswug(sd) ) {
  13967. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13968. return false;
  13969. }
  13970. break;
  13971. case ST_RIDINGWUG:
  13972. if( !pc_isridingwug(sd) ) {
  13973. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13974. return false;
  13975. }
  13976. break;
  13977. case ST_MADO:
  13978. if( !pc_ismadogear(sd) ) {
  13979. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  13980. return false;
  13981. }
  13982. break;
  13983. case ST_ELEMENTALSPIRIT:
  13984. case ST_ELEMENTALSPIRIT2:
  13985. if(!sd->ed) {
  13986. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  13987. return false;
  13988. }
  13989. break;
  13990. case ST_PECO:
  13991. if(!pc_isriding(sd)) {
  13992. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13993. return false;
  13994. }
  13995. break;
  13996. }
  13997. /* check the status required */
  13998. if (require.status_count) {
  13999. switch (skill_id) {
  14000. // Being checked later in skill_check_condition_castend()
  14001. case WZ_SIGHTRASHER:
  14002. break;
  14003. default:
  14004. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14005. return false;
  14006. break;
  14007. }
  14008. }
  14009. //check if equipped item
  14010. if (require.eqItem_count) {
  14011. for (i = 0; i < require.eqItem_count; i++) {
  14012. uint16 reqeqit = require.eqItem[i];
  14013. if (!reqeqit)
  14014. break; //no required item; get out of here
  14015. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14016. if (i == require.eqItem_count) {
  14017. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14018. return false;
  14019. }
  14020. } else
  14021. break; // Wearing an applicable item.
  14022. }
  14023. }
  14024. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14025. //mhp is the max-hp-requirement, that is,
  14026. //you must have this % or less of HP to cast it.
  14027. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14028. return false;
  14029. }
  14030. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14031. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14032. return false;
  14033. }
  14034. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14035. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14036. return false;
  14037. }
  14038. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14039. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14040. return false;
  14041. }
  14042. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  14043. (require.spiritball == -1 && sd->spiritball < 1) ) {
  14044. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  14045. return false;
  14046. }
  14047. return true;
  14048. }
  14049. /**
  14050. * Check skill condition when cast end.
  14051. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  14052. * @param sd Player who uses skill
  14053. * @param skill_id ID of used skill
  14054. * @param skill_lv Level of used skill
  14055. * @return true: All condition passed, false: Failed
  14056. */
  14057. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14058. {
  14059. struct skill_condition require;
  14060. struct status_data *status;
  14061. int i;
  14062. short index[MAX_SKILL_ITEM_REQUIRE];
  14063. nullpo_retr(false,sd);
  14064. if( sd->chatID )
  14065. return false;
  14066. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  14067. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14068. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14069. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14070. return true;
  14071. }
  14072. switch( sd->menuskill_id ) { // Cast start or cast end??
  14073. case AM_PHARMACY:
  14074. switch( skill_id ) {
  14075. case AM_PHARMACY:
  14076. case AC_MAKINGARROW:
  14077. case BS_REPAIRWEAPON:
  14078. case AM_TWILIGHT1:
  14079. case AM_TWILIGHT2:
  14080. case AM_TWILIGHT3:
  14081. return false;
  14082. }
  14083. break;
  14084. case GN_MIX_COOKING:
  14085. case GN_MAKEBOMB:
  14086. case GN_S_PHARMACY:
  14087. case GN_CHANGEMATERIAL:
  14088. if( sd->menuskill_id != skill_id )
  14089. return false;
  14090. break;
  14091. }
  14092. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  14093. return true;
  14094. if( pc_is90overweight(sd) ) {
  14095. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14096. return false;
  14097. }
  14098. // perform skill-specific checks (and actions)
  14099. switch( skill_id ) {
  14100. case PR_BENEDICTIO:
  14101. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14102. break;
  14103. case AM_CANNIBALIZE:
  14104. case AM_SPHEREMINE: {
  14105. int c=0;
  14106. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  14107. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  14108. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  14109. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  14110. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14111. if(c >= maxcount ||
  14112. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  14113. { //Fails when: exceed max limit. There are other plant types already out.
  14114. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14115. return false;
  14116. }
  14117. }
  14118. break;
  14119. }
  14120. case NC_SILVERSNIPER:
  14121. case NC_MAGICDECOY: {
  14122. int c = 0;
  14123. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  14124. int mob_class = MOBID_SILVERSNIPER;
  14125. if( skill_id == NC_MAGICDECOY )
  14126. mob_class = MOBID_MAGICDECOY_FIRE;
  14127. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  14128. if( skill_id == NC_MAGICDECOY ) {
  14129. int j;
  14130. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  14131. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  14132. } else
  14133. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14134. if( c >= maxcount ) {
  14135. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14136. return false;
  14137. }
  14138. }
  14139. }
  14140. break;
  14141. case KO_ZANZOU: {
  14142. int c = 0;
  14143. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  14144. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  14145. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14146. return false;
  14147. }
  14148. }
  14149. break;
  14150. }
  14151. status = &sd->battle_status;
  14152. require = skill_get_requirement(sd,skill_id,skill_lv);
  14153. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  14154. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14155. return false;
  14156. }
  14157. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14158. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14159. return false;
  14160. }
  14161. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  14162. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  14163. clif_arrow_fail(sd,0);
  14164. return false;
  14165. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  14166. char e_msg[100];
  14167. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  14168. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  14169. return false;
  14170. }
  14171. else if (require.ammo&(1<<AMMO_KUNAI)) {
  14172. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  14173. return false;
  14174. }
  14175. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  14176. skill_get_desc(skill_id),
  14177. require.ammo_qty,
  14178. itemdb_jname(sd->status.inventory[i].nameid));
  14179. clif_colormes(sd->fd,color_table[COLOR_RED],e_msg);
  14180. return false;
  14181. }
  14182. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  14183. //which is the closest we have to wrong ammo type. [Skotlex]
  14184. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  14185. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14186. return false;
  14187. }
  14188. }
  14189. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  14190. if( !require.itemid[i] )
  14191. continue;
  14192. index[i] = pc_search_inventory(sd,require.itemid[i]);
  14193. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  14194. if( require.itemid[i] == ITEMID_HOLY_WATER )
  14195. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  14196. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  14197. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  14198. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  14199. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  14200. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  14201. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  14202. else if( require.itemid[i] == ITEMID_ANCILLA )
  14203. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  14204. else {
  14205. char output[CHAT_SIZE_MAX];
  14206. //Official is using msgstringtable.txt for each requirement failure
  14207. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14208. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  14209. clif_colormes(sd->fd,color_table[COLOR_RED],output);
  14210. }
  14211. return false;
  14212. }
  14213. }
  14214. /* check the status required */
  14215. if (require.status_count) {
  14216. switch (skill_id) {
  14217. case WZ_SIGHTRASHER:
  14218. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14219. return false;
  14220. break;
  14221. default:
  14222. break;
  14223. }
  14224. }
  14225. return true;
  14226. }
  14227. /** Consume skill requirement
  14228. * @param sd Player who uses the skill
  14229. * @param skill_id ID of used skill
  14230. * @param skill_lv Level of used skill
  14231. * @param type Consume type
  14232. * type&1: consume the others (before skill was used);
  14233. * type&2: consume items (after skill was used)
  14234. */
  14235. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  14236. {
  14237. struct skill_condition require;
  14238. nullpo_retv(sd);
  14239. require = skill_get_requirement(sd,skill_id,skill_lv);
  14240. if( type&1 ) {
  14241. switch( skill_id ) {
  14242. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  14243. case MC_IDENTIFY:
  14244. require.sp = 0;
  14245. break;
  14246. case MO_KITRANSLATION:
  14247. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  14248. require.spiritball = 0;
  14249. //Fall through
  14250. default:
  14251. if(sd->state.autocast)
  14252. require.sp = 0;
  14253. break;
  14254. }
  14255. if(require.hp || require.sp)
  14256. status_zap(&sd->bl, require.hp, require.sp);
  14257. if(require.spiritball > 0)
  14258. pc_delspiritball(sd,require.spiritball,0);
  14259. else if(require.spiritball == -1) {
  14260. sd->spiritball_old = sd->spiritball;
  14261. pc_delspiritball(sd,sd->spiritball,0);
  14262. }
  14263. if(require.zeny > 0)
  14264. {
  14265. if( skill_id == NJ_ZENYNAGE )
  14266. require.zeny = 0; //Zeny is reduced on skill_attack.
  14267. if( sd->status.zeny < require.zeny )
  14268. require.zeny = sd->status.zeny;
  14269. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  14270. }
  14271. }
  14272. if( type&2 ) {
  14273. struct status_change *sc = &sd->sc;
  14274. int n,i;
  14275. if( !sc->count )
  14276. sc = NULL;
  14277. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  14278. {
  14279. if( !require.itemid[i] )
  14280. continue;
  14281. if( itemid_isgemstone(require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  14282. continue; //Gemstones are checked, but not substracted from inventory.
  14283. switch( skill_id ){
  14284. case SA_SEISMICWEAPON:
  14285. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  14286. continue;
  14287. break;
  14288. case SA_FLAMELAUNCHER:
  14289. case SA_VOLCANO:
  14290. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  14291. continue;
  14292. break;
  14293. case SA_FROSTWEAPON:
  14294. case SA_DELUGE:
  14295. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  14296. continue;
  14297. break;
  14298. case SA_LIGHTNINGLOADER:
  14299. case SA_VIOLENTGALE:
  14300. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  14301. continue;
  14302. break;
  14303. }
  14304. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  14305. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  14306. }
  14307. }
  14308. }
  14309. /**
  14310. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  14311. * @param sd Player's that will be checked
  14312. * @param skill_id Skill that's being used
  14313. * @param skill_lv Skill level of used skill
  14314. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  14315. */
  14316. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14317. {
  14318. struct skill_condition req;
  14319. struct status_data *status;
  14320. struct status_change *sc;
  14321. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  14322. uint16 idx;
  14323. bool level_dependent = false;
  14324. memset(&req,0,sizeof(req));
  14325. if( !sd )
  14326. return req;
  14327. if( sd->skillitem == skill_id )
  14328. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  14329. sc = &sd->sc;
  14330. if( !sc->count )
  14331. sc = NULL;
  14332. //Checks if disabling skill - in which case no SP requirements are necessary
  14333. if( sc && skill_disable_check(sc,skill_id) )
  14334. return req;
  14335. idx = skill_get_index(skill_id);
  14336. if( idx == 0 ) // invalid skill id
  14337. return req;
  14338. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  14339. status = &sd->battle_status;
  14340. req.hp = skill_db[idx]->require.hp[skill_lv-1];
  14341. hp_rate = skill_db[idx]->require.hp_rate[skill_lv-1];
  14342. if(hp_rate > 0)
  14343. req.hp += (status->hp * hp_rate)/100;
  14344. else
  14345. req.hp += (status->max_hp * (-hp_rate))/100;
  14346. req.sp = skill_db[idx]->require.sp[skill_lv-1];
  14347. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  14348. req.sp /= 2;
  14349. sp_rate = skill_db[idx]->require.sp_rate[skill_lv-1];
  14350. if(sp_rate > 0)
  14351. req.sp += (status->sp * sp_rate)/100;
  14352. else
  14353. req.sp += (status->max_sp * (-sp_rate))/100;
  14354. if( sd->dsprate != 100 )
  14355. req.sp = req.sp * sd->dsprate / 100;
  14356. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  14357. if( i < ARRAYLENGTH(sd->skillusesprate) )
  14358. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  14359. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  14360. if( i < ARRAYLENGTH(sd->skillusesp) )
  14361. req.sp -= sd->skillusesp[i].val;
  14362. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  14363. if( sc ) {
  14364. if( sc->data[SC__LAZINESS] )
  14365. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  14366. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  14367. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  14368. if( sc->data[SC_RECOGNIZEDSPELL] )
  14369. req.sp += req.sp / 4;
  14370. if( sc->data[SC_OFFERTORIUM])
  14371. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  14372. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  14373. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  14374. }
  14375. req.zeny = skill_db[idx]->require.zeny[skill_lv-1];
  14376. if( sc && sc->data[SC__UNLUCKY] ) {
  14377. if(sc->data[SC__UNLUCKY]->val1 < 3)
  14378. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  14379. else
  14380. req.zeny += 1000;
  14381. }
  14382. req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1];
  14383. req.state = skill_db[idx]->require.state;
  14384. req.mhp = skill_db[idx]->require.mhp[skill_lv-1];
  14385. req.weapon = skill_db[idx]->require.weapon;
  14386. req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1];
  14387. if (req.ammo_qty)
  14388. req.ammo = skill_db[idx]->require.ammo;
  14389. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  14390. { //Assume this skill is using the weapon, therefore it requires arrows.
  14391. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  14392. req.ammo_qty = 1;
  14393. }
  14394. req.status_count = skill_db[idx]->require.status_count;
  14395. req.status = skill_db[idx]->require.status;
  14396. req.eqItem_count = skill_db[idx]->require.eqItem_count;
  14397. req.eqItem = skill_db[idx]->require.eqItem;
  14398. switch( skill_id ) {
  14399. /* Skill level-dependent checks */
  14400. case NC_SHAPESHIFT:
  14401. case NC_REPAIR:
  14402. //NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  14403. req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  14404. req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  14405. case GN_FIRE_EXPANSION:
  14406. case SO_SUMMON_AGNI:
  14407. case SO_SUMMON_AQUA:
  14408. case SO_SUMMON_VENTUS:
  14409. case SO_SUMMON_TERA:
  14410. case SO_WATER_INSIGNIA:
  14411. case SO_FIRE_INSIGNIA:
  14412. case SO_WIND_INSIGNIA:
  14413. case SO_EARTH_INSIGNIA:
  14414. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  14415. req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14416. req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14417. level_dependent = true;
  14418. /* Normal skill requirements and gemstone checks */
  14419. default:
  14420. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  14421. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  14422. if (!level_dependent) {
  14423. switch( skill_id ) {
  14424. case AM_POTIONPITCHER:
  14425. case CR_SLIMPITCHER:
  14426. case CR_CULTIVATION:
  14427. if (i != skill_lv%11 - 1)
  14428. continue;
  14429. break;
  14430. case AM_CALLHOMUN:
  14431. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14432. continue;
  14433. break;
  14434. case AB_ADORAMUS:
  14435. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  14436. continue;
  14437. break;
  14438. case WL_COMET:
  14439. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  14440. continue;
  14441. break;
  14442. }
  14443. req.itemid[i] = skill_db[idx]->require.itemid[i];
  14444. req.amount[i] = skill_db[idx]->require.amount[i];
  14445. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  14446. int16 itIndex;
  14447. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i])) {
  14448. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  14449. req.itemid[i] = ITEMID_TRAP;
  14450. else
  14451. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14452. req.amount[i] = 1;
  14453. }
  14454. break;
  14455. }
  14456. }
  14457. // Check requirement for gemstone.
  14458. if (itemid_isgemstone(req.itemid[i])) {
  14459. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14460. req.itemid[i] = req.amount[i] = 0;
  14461. else {
  14462. if( sd->special_state.no_gemstone )
  14463. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14464. if( skill_id != SA_ABRACADABRA )
  14465. req.itemid[i] = req.amount[i] = 0;
  14466. else if( --req.amount[i] < 1 )
  14467. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14468. }
  14469. if(sc && sc->data[SC_INTOABYSS])
  14470. {
  14471. if( skill_id != SA_ABRACADABRA )
  14472. req.itemid[i] = req.amount[i] = 0;
  14473. else if( --req.amount[i] < 1 )
  14474. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14475. }
  14476. }
  14477. }
  14478. }
  14479. break;
  14480. }
  14481. // Check for cost reductions due to skills & SCs
  14482. switch(skill_id) {
  14483. case MC_MAMMONITE:
  14484. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14485. req.zeny -= req.zeny*10/100;
  14486. break;
  14487. case AL_HOLYLIGHT:
  14488. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14489. req.sp *= 5;
  14490. break;
  14491. case SL_SMA:
  14492. case SL_STUN:
  14493. case SL_STIN:
  14494. {
  14495. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14496. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14497. break;
  14498. if(sd->status.base_level>=90)
  14499. req.sp -= req.sp*7*kaina_lv/100;
  14500. else if(sd->status.base_level>=80)
  14501. req.sp -= req.sp*5*kaina_lv/100;
  14502. else if(sd->status.base_level>=70)
  14503. req.sp -= req.sp*3*kaina_lv/100;
  14504. }
  14505. break;
  14506. case MO_CHAINCOMBO:
  14507. case MO_COMBOFINISH:
  14508. case CH_TIGERFIST:
  14509. case CH_CHAINCRUSH:
  14510. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14511. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14512. break;
  14513. case MO_BODYRELOCATION:
  14514. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14515. req.spiritball = 0;
  14516. break;
  14517. case MO_EXTREMITYFIST:
  14518. if( sc ) {
  14519. if( sc->data[SC_BLADESTOP] )
  14520. req.spiritball--;
  14521. else if( sc->data[SC_COMBO] ) {
  14522. switch( sc->data[SC_COMBO]->val1 ) {
  14523. case MO_COMBOFINISH:
  14524. req.spiritball = 4;
  14525. break;
  14526. case CH_TIGERFIST:
  14527. req.spiritball = 3;
  14528. break;
  14529. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14530. req.spiritball = sd->spiritball?sd->spiritball:1;
  14531. break;
  14532. }
  14533. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14534. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14535. }
  14536. break;
  14537. case SR_RAMPAGEBLASTER:
  14538. req.spiritball = sd->spiritball?sd->spiritball:15;
  14539. break;
  14540. case LG_RAGEBURST:
  14541. req.spiritball = sd->spiritball?sd->spiritball:1;
  14542. break;
  14543. case SR_GATEOFHELL:
  14544. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14545. req.sp -= req.sp * 10 / 100;
  14546. break;
  14547. case SO_SUMMON_AGNI:
  14548. case SO_SUMMON_AQUA:
  14549. case SO_SUMMON_VENTUS:
  14550. case SO_SUMMON_TERA: {
  14551. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14552. if( spirit_sympathy )
  14553. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14554. }
  14555. break;
  14556. case SO_PSYCHIC_WAVE:
  14557. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14558. req.sp += req.sp / 2; // 1.5x SP cost
  14559. break;
  14560. }
  14561. //Check if player is using the copied skill [Cydh]
  14562. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14563. uint16 req_opt = skill_db[idx]->copyable.req_opt;
  14564. if (req_opt&0x0001) req.hp = 0;
  14565. if (req_opt&0x0002) req.mhp = 0;
  14566. if (req_opt&0x0004) req.sp = 0;
  14567. if (req_opt&0x0008) req.hp_rate = 0;
  14568. if (req_opt&0x0010) req.sp_rate = 0;
  14569. if (req_opt&0x0020) req.zeny = 0;
  14570. if (req_opt&0x0040) req.weapon = 0;
  14571. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14572. if (req_opt&0x0100) req.state = ST_NONE;
  14573. if (req_opt&0x0200) req.status_count = 0;
  14574. if (req_opt&0x0400) req.spiritball = 0;
  14575. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14576. if (req_opt&0x1000) req.eqItem_count = 0;
  14577. }
  14578. return req;
  14579. }
  14580. /*==========================================
  14581. * Does cast-time reductions based on dex, item bonuses and config setting
  14582. *------------------------------------------*/
  14583. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14584. double time = skill_get_cast(skill_id, skill_lv);
  14585. nullpo_ret(bl);
  14586. #ifndef RENEWAL_CAST
  14587. {
  14588. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  14589. struct status_change *sc = status_get_sc(bl);
  14590. int reduce_cast_rate = 0;
  14591. uint8 flag = skill_get_castnodex(skill_id);
  14592. // Calculate base cast time (reduced by dex)
  14593. if (!(flag&1)) {
  14594. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14595. if (scale > 0) // not instant cast
  14596. time = time * (float)scale / battle_config.castrate_dex_scale;
  14597. else
  14598. return 0; // instant cast
  14599. }
  14600. // Calculate cast time reduced by item/card bonuses
  14601. if (sd) {
  14602. int i;
  14603. if (!(flag&4) && sd->castrate != 100)
  14604. reduce_cast_rate += 100 - sd->castrate;
  14605. // Skill-specific reductions work regardless of flag
  14606. for(i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  14607. if (sd->skillcastrate[i].id == skill_id) {
  14608. reduce_cast_rate -= sd->skillcastrate[i].val;
  14609. break;
  14610. }
  14611. }
  14612. }
  14613. // These cast time reductions are processed even if the skill fails
  14614. if (sc && sc->count) {
  14615. // Magic Strings stacks additively with item bonuses
  14616. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  14617. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  14618. // Foresight halves the cast time, it does not stack additively
  14619. if (sc->data[SC_MEMORIZE]) {
  14620. if(!(flag&2))
  14621. time -= time * 50 / 100;
  14622. // Foresight counter gets reduced even if the skill is not affected by it
  14623. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14624. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14625. }
  14626. }
  14627. time = time * (1 - (float)reduce_cast_rate / 100);
  14628. }
  14629. #endif
  14630. // config cast time multiplier
  14631. if (battle_config.cast_rate != 100)
  14632. time = time * battle_config.cast_rate / 100;
  14633. // return final cast time
  14634. time = max(time, 0);
  14635. //ShowInfo("Castime castfix = %f\n",time);
  14636. return (int)time;
  14637. }
  14638. #ifndef RENEWAL_CAST
  14639. /**
  14640. * Get the skill cast time for Pre-Re cast
  14641. * @param bl: The caster
  14642. * @param time: Cast time before Status Change addition or reduction
  14643. * @return time: Modified castime after status change addition or reduction
  14644. */
  14645. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  14646. {
  14647. struct status_change *sc = status_get_sc(bl);
  14648. if (time < 0)
  14649. return 0;
  14650. if (bl->type == BL_MOB)
  14651. return (int)time;
  14652. if (sc && sc->count) {
  14653. if (!(flag&2)) {
  14654. if (sc->data[SC_SLOWCAST])
  14655. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  14656. if (sc->data[SC_PARALYSIS])
  14657. time += sc->data[SC_PARALYSIS]->val3;
  14658. if (sc->data[SC_IZAYOI])
  14659. time -= time * 50 / 100;
  14660. }
  14661. if (sc->data[SC_SUFFRAGIUM]) {
  14662. if(!(flag&2))
  14663. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  14664. //Suffragium ends even if the skill is not affected by it
  14665. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14666. }
  14667. }
  14668. time = max(time, 0);
  14669. //ShowInfo("Castime castfix_sc = %f\n",time);
  14670. return (int)time;
  14671. }
  14672. #else
  14673. /**
  14674. * Get the skill cast time for RENEWAL_CAST.
  14675. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  14676. * Additive value:
  14677. * Variable CastTime : time += value
  14678. * Fixed CastTime : fixed += value
  14679. * Multipicative value
  14680. * Variable CastTime : VARCAST_REDUCTION(value)
  14681. * Fixed CastTime : FIXEDCASTRATE2(value)
  14682. * @param bl: The caster
  14683. * @param time: Cast time without reduction
  14684. * @param skill_id: Skill ID of the casted skill
  14685. * @param skill_lv: Skill level of the casted skill
  14686. * @return time: Modified castime after status and bonus addition or reduction
  14687. */
  14688. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  14689. {
  14690. struct status_change *sc = status_get_sc(bl);
  14691. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  14692. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  14693. uint8 i = 0, flag = skill_get_castnodex(skill_id);
  14694. nullpo_ret(bl);
  14695. if (time < 0)
  14696. return 0;
  14697. if (bl->type == BL_MOB)
  14698. return (int)time;
  14699. if (fixed < 0 || !battle_config.default_fixed_castrate) // no fixed cast time
  14700. fixed = 0;
  14701. else if (fixed == 0) {
  14702. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  14703. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  14704. }
  14705. // Additive Variable Cast bonus adjustments by items
  14706. if (sd && !(flag&4)) {
  14707. if (sd->bonus.varcastrate != 0)
  14708. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  14709. if (sd->bonus.fixcastrate != 0)
  14710. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  14711. if (sd->bonus.add_varcast != 0)
  14712. time += sd->bonus.add_varcast; // bonus bVariableCast
  14713. if (sd->bonus.add_fixcast != 0)
  14714. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  14715. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) {
  14716. if (sd->skillfixcast[i].id == skill_id) { // bonus2 bSkillFixedCast
  14717. fixed += sd->skillfixcast[i].val;
  14718. break;
  14719. }
  14720. }
  14721. for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++) {
  14722. if (sd->skillvarcast[i].id == skill_id) { // bonus2 bSkillVariableCast
  14723. time += sd->skillvarcast[i].val;
  14724. break;
  14725. }
  14726. }
  14727. for (i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  14728. if (sd->skillcastrate[i].id == skill_id) { // bonus2 bVariableCastrate
  14729. reduce_cast_rate += sd->skillcastrate[i].val;
  14730. break;
  14731. }
  14732. }
  14733. for (i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++) {
  14734. if (sd->skillfixcastrate[i].id == skill_id) { // bonus2 bFixedCastrate
  14735. fixcast_r = max(fixcast_r, sd->skillfixcastrate[i].val);
  14736. break;
  14737. }
  14738. }
  14739. }
  14740. // Adjusted by active statuses
  14741. if (sc && sc->count && !(flag&2)) {
  14742. // Multiplicative Variable CastTime values
  14743. if (sc->data[SC_SLOWCAST])
  14744. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  14745. if (sc->data[SC__LAZINESS])
  14746. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  14747. if (sc->data[SC_SUFFRAGIUM]) {
  14748. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  14749. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14750. }
  14751. if (sc->data[SC_MEMORIZE]) {
  14752. reduce_cast_rate += 50;
  14753. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14754. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14755. }
  14756. if (sc->data[SC_POEMBRAGI])
  14757. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  14758. if (sc->data[SC_IZAYOI])
  14759. VARCAST_REDUCTION(50);
  14760. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  14761. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  14762. if (sc->data[SC_TELEKINESIS_INTENSE])
  14763. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  14764. // Multiplicative Fixed CastTime values
  14765. if (sc->data[SC_SECRAMENT])
  14766. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  14767. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  14768. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  14769. if (sc->data[SC_DANCEWITHWUG])
  14770. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  14771. if (sc->data[SC_HEAT_BARREL])
  14772. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  14773. // Additive Fixed CastTime values
  14774. if (sc->data[SC_MANDRAGORA])
  14775. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  14776. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  14777. fixed -= 1000;
  14778. if (sc->data[SC_IZAYOI])
  14779. fixed = 0;
  14780. }
  14781. if (varcast_r < 0)
  14782. time = time * (1 - (float)min(varcast_r, 100) / 100);
  14783. // Apply Variable CastTime calculation by INT & DEX
  14784. if (!(flag&1))
  14785. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  14786. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  14787. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  14788. return (int)time;
  14789. }
  14790. #endif
  14791. /*==========================================
  14792. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  14793. *------------------------------------------*/
  14794. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  14795. {
  14796. int delaynodex = skill_get_delaynodex(skill_id);
  14797. int time = skill_get_delay(skill_id, skill_lv);
  14798. struct map_session_data *sd;
  14799. struct status_change *sc = status_get_sc(bl);
  14800. nullpo_ret(bl);
  14801. sd = BL_CAST(BL_PC, bl);
  14802. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  14803. return 0; //Will use picked skill's delay.
  14804. if (bl->type&battle_config.no_skill_delay)
  14805. return battle_config.min_skill_delay_limit;
  14806. if (time < 0)
  14807. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  14808. // Delay reductions
  14809. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  14810. case MO_TRIPLEATTACK:
  14811. case MO_CHAINCOMBO:
  14812. case MO_COMBOFINISH:
  14813. case CH_TIGERFIST:
  14814. case CH_CHAINCRUSH:
  14815. case SR_DRAGONCOMBO:
  14816. case SR_FALLENEMPIRE:
  14817. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  14818. if (time == 0)
  14819. time = 1000;
  14820. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  14821. break;
  14822. case HP_BASILICA:
  14823. if (sc && !sc->data[SC_BASILICA])
  14824. time = 0; // There is no Delay on Basilica creation, only on cancel
  14825. break;
  14826. default:
  14827. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  14828. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14829. if (scale > 0)
  14830. time = time * scale / battle_config.castrate_dex_scale;
  14831. else //To be capped later to minimum.
  14832. time = 0;
  14833. }
  14834. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  14835. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  14836. if (scale > 0)
  14837. time = time * scale / battle_config.castrate_dex_scale;
  14838. else //To be capped later to minimum.
  14839. time = 0;
  14840. }
  14841. }
  14842. if (sc && sc->data[SC_SPIRIT]) {
  14843. switch (skill_id) {
  14844. case CR_SHIELDBOOMERANG:
  14845. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  14846. time /= 2;
  14847. break;
  14848. case AS_SONICBLOW:
  14849. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  14850. time /= 2;
  14851. break;
  14852. }
  14853. }
  14854. if (!(delaynodex&2)) {
  14855. if (sc && sc->count) {
  14856. if (sc->data[SC_POEMBRAGI])
  14857. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  14858. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  14859. time /= 2; // After Delay of Wind element spells reduced by 50%.
  14860. }
  14861. }
  14862. if (!(delaynodex&4) && sd && sd->delayrate != 100)
  14863. time = time * sd->delayrate / 100;
  14864. if (battle_config.delay_rate != 100)
  14865. time = time * battle_config.delay_rate / 100;
  14866. //ShowInfo("Delay delayfix = %d\n",time);
  14867. return max(time,0);
  14868. }
  14869. /*==========================================
  14870. * Weapon Repair [Celest/DracoRPG]
  14871. *------------------------------------------*/
  14872. void skill_repairweapon(struct map_session_data *sd, int idx) {
  14873. int material;
  14874. int materials[4] = { 1002, 998, 999, 756 };
  14875. struct item *item;
  14876. struct map_session_data *target_sd;
  14877. nullpo_retv(sd);
  14878. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  14879. return;
  14880. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  14881. return;
  14882. if( idx < 0 || idx >= MAX_INVENTORY )
  14883. return; //Invalid index??
  14884. item = &target_sd->status.inventory[idx];
  14885. if( !item->nameid || !item->attribute )
  14886. return; //Again invalid item....
  14887. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  14888. clif_item_repaireffect(sd,idx,1);
  14889. return;
  14890. }
  14891. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  14892. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  14893. else
  14894. material = materials [2]; // Armors consume 1 Steel
  14895. if ( pc_search_inventory(sd,material) < 0 ) {
  14896. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14897. return;
  14898. }
  14899. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  14900. item->attribute = 0;/* clear broken state */
  14901. clif_equiplist(target_sd);
  14902. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  14903. clif_item_repaireffect(sd,idx,0);
  14904. if( sd != target_sd )
  14905. clif_item_repaireffect(target_sd,idx,0);
  14906. }
  14907. /*==========================================
  14908. * Item Appraisal
  14909. *------------------------------------------*/
  14910. void skill_identify(struct map_session_data *sd, int idx)
  14911. {
  14912. int flag=1;
  14913. nullpo_retv(sd);
  14914. if(idx >= 0 && idx < MAX_INVENTORY) {
  14915. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  14916. flag=0;
  14917. sd->status.inventory[idx].identify=1;
  14918. }
  14919. }
  14920. clif_item_identified(sd,idx,flag);
  14921. }
  14922. /*==========================================
  14923. * Weapon Refine [Celest]
  14924. *------------------------------------------*/
  14925. void skill_weaponrefine(struct map_session_data *sd, int idx)
  14926. {
  14927. nullpo_retv(sd);
  14928. if (idx >= 0 && idx < MAX_INVENTORY)
  14929. {
  14930. struct item *item;
  14931. struct item_data *ditem = sd->inventory_data[idx];
  14932. item = &sd->status.inventory[idx];
  14933. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  14934. int i = 0, per;
  14935. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  14936. if( ditem->flag.no_refine ) { // if the item isn't refinable
  14937. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14938. return;
  14939. }
  14940. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  14941. clif_upgrademessage(sd->fd, 2, item->nameid);
  14942. return;
  14943. }
  14944. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  14945. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  14946. return;
  14947. }
  14948. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  14949. if( sd->class_&JOBL_THIRD )
  14950. per += 10;
  14951. else
  14952. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  14953. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  14954. if (per > rnd() % 100) {
  14955. int ep=0;
  14956. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  14957. item->refine++;
  14958. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  14959. if(item->equip) {
  14960. ep = item->equip;
  14961. pc_unequipitem(sd,idx,3);
  14962. }
  14963. clif_delitem(sd,idx,1,3);
  14964. clif_upgrademessage(sd->fd, 0, item->nameid);
  14965. clif_inventorylist(sd);
  14966. clif_refine(sd->fd,0,idx,item->refine);
  14967. if (ep)
  14968. pc_equipitem(sd,idx,ep);
  14969. clif_misceffect(&sd->bl,3);
  14970. if(item->refine == 10 &&
  14971. item->card[0] == CARD0_FORGE &&
  14972. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  14973. { // Fame point system [DracoRPG]
  14974. switch(ditem->wlv){
  14975. case 1:
  14976. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  14977. break;
  14978. case 2:
  14979. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  14980. break;
  14981. case 3:
  14982. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  14983. break;
  14984. }
  14985. }
  14986. } else {
  14987. item->refine = 0;
  14988. if(item->equip)
  14989. pc_unequipitem(sd,idx,3);
  14990. clif_upgrademessage(sd->fd, 1, item->nameid);
  14991. clif_refine(sd->fd,1,idx,item->refine);
  14992. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  14993. clif_misceffect(&sd->bl,2);
  14994. clif_emotion(&sd->bl, E_OMG);
  14995. }
  14996. }
  14997. }
  14998. }
  14999. /*==========================================
  15000. *
  15001. *------------------------------------------*/
  15002. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  15003. {
  15004. uint16 skill_lv;
  15005. int maxlv=1,lv;
  15006. nullpo_ret(sd);
  15007. skill_lv = sd->menuskill_val;
  15008. lv=pc_checkskill(sd,skill_id);
  15009. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  15010. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  15011. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  15012. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  15013. maxlv = 10; //Soul Linker bonus. [Skotlex]
  15014. else if(skill_lv==2) maxlv=1;
  15015. else if(skill_lv==3) maxlv=2;
  15016. else if(skill_lv>=4) maxlv=3;
  15017. }
  15018. else if(skill_id==MG_SOULSTRIKE){
  15019. if(skill_lv==5) maxlv=1;
  15020. else if(skill_lv==6) maxlv=2;
  15021. else if(skill_lv>=7) maxlv=3;
  15022. }
  15023. else if(skill_id==MG_FIREBALL){
  15024. if(skill_lv==8) maxlv=1;
  15025. else if(skill_lv>=9) maxlv=2;
  15026. }
  15027. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  15028. else return 0;
  15029. if(maxlv > lv)
  15030. maxlv = lv;
  15031. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  15032. skill_get_time(SA_AUTOSPELL,skill_lv));
  15033. return 0;
  15034. }
  15035. /*==========================================
  15036. * Sitting skills functions.
  15037. *------------------------------------------*/
  15038. static int skill_sit_count(struct block_list *bl, va_list ap)
  15039. {
  15040. struct map_session_data *sd;
  15041. int type =va_arg(ap,int);
  15042. sd=(struct map_session_data*)bl;
  15043. if(!pc_issit(sd))
  15044. return 0;
  15045. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15046. return 1;
  15047. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  15048. return 1;
  15049. return 0;
  15050. }
  15051. static int skill_sit_in (struct block_list *bl, va_list ap)
  15052. {
  15053. struct map_session_data *sd;
  15054. int type = va_arg(ap,int);
  15055. sd = (struct map_session_data*)bl;
  15056. if(!pc_issit(sd))
  15057. return 0;
  15058. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15059. sd->state.gangsterparadise = 1;
  15060. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  15061. sd->state.rest = 1;
  15062. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15063. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15064. }
  15065. return 0;
  15066. }
  15067. static int skill_sit_out (struct block_list *bl, va_list ap)
  15068. {
  15069. struct map_session_data *sd;
  15070. int type = va_arg(ap,int);
  15071. sd = (struct map_session_data*)bl;
  15072. if(sd->state.gangsterparadise && type&1)
  15073. sd->state.gangsterparadise = 0;
  15074. if(sd->state.rest && type&2) {
  15075. sd->state.rest = 0;
  15076. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15077. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15078. }
  15079. return 0;
  15080. }
  15081. int skill_sit (struct map_session_data *sd, int type)
  15082. {
  15083. int flag = 0;
  15084. int range = 0, lv;
  15085. nullpo_ret(sd);
  15086. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  15087. flag |= 1;
  15088. range = skill_get_splash(RG_GANGSTER, lv);
  15089. }
  15090. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  15091. flag |= 2;
  15092. range = skill_get_splash(TK_HPTIME, lv);
  15093. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  15094. flag |= 2;
  15095. range = skill_get_splash(TK_SPTIME, lv);
  15096. }
  15097. if (type)
  15098. clif_status_load(&sd->bl, SI_SIT, 1);
  15099. else
  15100. clif_status_load(&sd->bl, SI_SIT, 0);
  15101. if (!flag) return 0;
  15102. if(type) {
  15103. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  15104. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  15105. } else {
  15106. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  15107. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  15108. }
  15109. return 0;
  15110. }
  15111. /*==========================================
  15112. * Do Forstjoke/Scream effect
  15113. *------------------------------------------*/
  15114. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  15115. {
  15116. struct block_list *src;
  15117. uint16 skill_id,skill_lv;
  15118. unsigned int tick;
  15119. nullpo_ret(bl);
  15120. nullpo_ret(src = va_arg(ap,struct block_list*));
  15121. skill_id = va_arg(ap,int);
  15122. skill_lv = va_arg(ap,int);
  15123. if(!skill_lv)
  15124. return 0;
  15125. tick = va_arg(ap,unsigned int);
  15126. if (src == bl || status_isdead(bl))
  15127. return 0;
  15128. if (bl->type == BL_PC) {
  15129. struct map_session_data *sd = (struct map_session_data *)bl;
  15130. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  15131. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  15132. }
  15133. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  15134. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  15135. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15136. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  15137. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15138. return 0;
  15139. }
  15140. /**
  15141. * Set map cell flag as skill unit effect
  15142. * @param src Skill unit
  15143. * @param skill_id
  15144. * @param skill_lv
  15145. * @param cell Cell type cell_t
  15146. * @param flag 0/1
  15147. */
  15148. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  15149. {
  15150. int range = skill_get_unit_range(skill_id,skill_lv);
  15151. int x, y;
  15152. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  15153. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  15154. map_setcell(src->bl.m, x, y, cell, flag);
  15155. }
  15156. /**
  15157. * Do skill attack area (such splash effect) around the 'first' target.
  15158. * First target will skip skill condition, always receive damage. But,
  15159. * around it, still need target/condition validation by
  15160. * battle_check_target and status_check_skilluse
  15161. * @param bl
  15162. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  15163. */
  15164. int skill_attack_area(struct block_list *bl, va_list ap)
  15165. {
  15166. struct block_list *src,*dsrc;
  15167. int atk_type,skill_id,skill_lv,flag,type;
  15168. unsigned int tick;
  15169. if(status_isdead(bl))
  15170. return 0;
  15171. atk_type = va_arg(ap,int);
  15172. src = va_arg(ap,struct block_list*);
  15173. dsrc = va_arg(ap,struct block_list*);
  15174. skill_id = va_arg(ap,int);
  15175. skill_lv = va_arg(ap,int);
  15176. tick = va_arg(ap,unsigned int);
  15177. flag = va_arg(ap,int);
  15178. type = va_arg(ap,int);
  15179. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  15180. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15181. if(battle_check_target(dsrc,bl,type) <= 0 ||
  15182. !status_check_skilluse(NULL, bl, skill_id, 2))
  15183. return 0;
  15184. switch (skill_id) {
  15185. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  15186. case NPC_ACIDBREATH:
  15187. case NPC_DARKNESSBREATH:
  15188. case NPC_FIREBREATH:
  15189. case NPC_ICEBREATH:
  15190. case NPC_THUNDERBREATH:
  15191. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15192. default:
  15193. //Area-splash, disable skill animation.
  15194. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15195. }
  15196. }
  15197. /**
  15198. * Clear skill unit group
  15199. * @param bl
  15200. * @param flag &1
  15201. */
  15202. int skill_clear_group(struct block_list *bl, int flag)
  15203. {
  15204. struct unit_data *ud = NULL;
  15205. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  15206. int i, count = 0;
  15207. nullpo_ret(bl);
  15208. if (!(ud = unit_bl2ud(bl)))
  15209. return 0;
  15210. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  15211. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15212. switch (ud->skillunit[i]->skill_id) {
  15213. case SA_DELUGE:
  15214. case SA_VOLCANO:
  15215. case SA_VIOLENTGALE:
  15216. case SA_LANDPROTECTOR:
  15217. case NJ_SUITON:
  15218. case NJ_KAENSIN:
  15219. case SC_CHAOSPANIC:
  15220. if (flag&1)
  15221. group[count++] = ud->skillunit[i];
  15222. break;
  15223. case SO_CLOUD_KILL:
  15224. if( flag&4 )
  15225. group[count++] = ud->skillunit[i];
  15226. break;
  15227. case SO_WARMER:
  15228. if( flag&8 )
  15229. group[count++] = ud->skillunit[i];
  15230. break;
  15231. default:
  15232. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  15233. group[count++] = ud->skillunit[i];
  15234. break;
  15235. }
  15236. }
  15237. for (i = 0; i < count; i++)
  15238. skill_delunitgroup(group[i]);
  15239. return count;
  15240. }
  15241. /**
  15242. * Returns the first element field found [Skotlex]
  15243. * @param bl
  15244. * @return skill_unit_group
  15245. */
  15246. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  15247. {
  15248. struct unit_data *ud = NULL;
  15249. int i;
  15250. nullpo_ret(bl);
  15251. if (!(ud = unit_bl2ud(bl)))
  15252. return NULL;
  15253. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15254. switch (ud->skillunit[i]->skill_id) {
  15255. case SA_DELUGE:
  15256. case SA_VOLCANO:
  15257. case SA_VIOLENTGALE:
  15258. case SA_LANDPROTECTOR:
  15259. case NJ_SUITON:
  15260. case SO_CLOUD_KILL:
  15261. case SO_WARMER:
  15262. case SC_CHAOSPANIC:
  15263. return ud->skillunit[i];
  15264. }
  15265. }
  15266. return NULL;
  15267. }
  15268. /// Graffiti cleaner [Valaris]
  15269. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15270. {
  15271. struct skill_unit *unit = NULL;
  15272. nullpo_ret(bl);
  15273. nullpo_ret(ap);
  15274. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15275. return 0;
  15276. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  15277. skill_delunit(unit);
  15278. return 0;
  15279. }
  15280. /// Greed effect
  15281. int skill_greed(struct block_list *bl, va_list ap)
  15282. {
  15283. struct block_list *src;
  15284. struct map_session_data *sd = NULL;
  15285. struct flooritem_data *fitem = NULL;
  15286. nullpo_ret(bl);
  15287. nullpo_ret(src = va_arg(ap, struct block_list *));
  15288. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15289. pc_takeitem(sd, fitem);
  15290. return 0;
  15291. }
  15292. /// Ranger's Detonator [Jobbie/3CeAM]
  15293. int skill_detonator(struct block_list *bl, va_list ap)
  15294. {
  15295. struct skill_unit *unit = NULL;
  15296. struct block_list *src;
  15297. int unit_id;
  15298. nullpo_ret(bl);
  15299. nullpo_ret(ap);
  15300. src = va_arg(ap,struct block_list *);
  15301. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15302. return 0;
  15303. if( unit->group->src_id != src->id )
  15304. return 0;
  15305. unit_id = unit->group->unit_id;
  15306. switch( unit_id )
  15307. { //List of Hunter and Ranger Traps that can be detonate.
  15308. case UNT_BLASTMINE:
  15309. case UNT_SANDMAN:
  15310. case UNT_CLAYMORETRAP:
  15311. case UNT_TALKIEBOX:
  15312. case UNT_CLUSTERBOMB:
  15313. case UNT_FIRINGTRAP:
  15314. case UNT_ICEBOUNDTRAP:
  15315. switch(unit_id) {
  15316. case UNT_TALKIEBOX:
  15317. clif_talkiebox(bl,unit->group->valstr);
  15318. unit->group->val2 = -1;
  15319. break;
  15320. case UNT_CLAYMORETRAP:
  15321. case UNT_FIRINGTRAP:
  15322. case UNT_ICEBOUNDTRAP:
  15323. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  15324. break;
  15325. default:
  15326. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  15327. break;
  15328. }
  15329. clif_changetraplook(bl, UNT_USED_TRAPS);
  15330. unit->group->unit_id = UNT_USED_TRAPS;
  15331. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15332. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15333. break;
  15334. }
  15335. return 0;
  15336. }
  15337. /**
  15338. * Rebellion's Bind Trap explosion
  15339. * @author [Cydh]
  15340. **/
  15341. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15342. struct skill_unit *su = NULL;
  15343. struct block_list *src = NULL;
  15344. nullpo_ret(bl);
  15345. nullpo_ret(ap);
  15346. src = va_arg(ap,struct block_list *);
  15347. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15348. return 0;
  15349. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id )
  15350. return 0;
  15351. map_foreachinrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15352. clif_changetraplook(bl, UNT_USED_TRAPS);
  15353. su->group->unit_id = UNT_USED_TRAPS;
  15354. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15355. return 1;
  15356. }
  15357. /*==========================================
  15358. * Check new skill unit cell when overlapping in other skill unit cell.
  15359. * Catched skill in cell value pushed to *unit pointer.
  15360. * Set (*alive) to 0 will ends 'new unit' check
  15361. *------------------------------------------*/
  15362. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15363. {
  15364. uint16 skill_id;
  15365. int *alive;
  15366. struct skill_unit *unit;
  15367. skill_id = va_arg(ap,int);
  15368. alive = va_arg(ap,int *);
  15369. unit = (struct skill_unit *)bl;
  15370. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15371. return 0;
  15372. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15373. return 0;
  15374. switch (skill_id) {
  15375. case SA_LANDPROTECTOR:
  15376. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15377. (*alive) = 0;
  15378. skill_delunit(unit);
  15379. return 1;
  15380. }
  15381. //It deletes everything except traps and barriers
  15382. if ((!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP))) || unit->group->skill_id == WZ_FIREPILLAR || unit->group->skill_id == GN_HELLS_PLANT) {
  15383. skill_delunit(unit);
  15384. return 1;
  15385. }
  15386. break;
  15387. case HW_GANBANTEIN:
  15388. case LG_EARTHDRIVE:
  15389. // Officially songs/dances are removed
  15390. skill_delunit(unit);
  15391. return 1;
  15392. case SA_VOLCANO:
  15393. case SA_DELUGE:
  15394. case SA_VIOLENTGALE:
  15395. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15396. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15397. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15398. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id, 0) != UNT_DUMMYSKILL)
  15399. {
  15400. (*alive) = 0;
  15401. return 1;
  15402. }
  15403. /*
  15404. switch (unit->group->skill_id)
  15405. { //These cannot override each other.
  15406. case SA_VOLCANO:
  15407. case SA_DELUGE:
  15408. case SA_VIOLENTGALE:
  15409. (*alive) = 0;
  15410. return 1;
  15411. }
  15412. */
  15413. break;
  15414. case PF_FOGWALL:
  15415. switch(unit->group->skill_id) {
  15416. case SA_VOLCANO: //Can't be placed on top of these
  15417. case SA_VIOLENTGALE:
  15418. (*alive) = 0;
  15419. return 1;
  15420. case SA_DELUGE:
  15421. case NJ_SUITON:
  15422. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15423. (*alive) = 2;
  15424. break;
  15425. }
  15426. break;
  15427. case WZ_WATERBALL:
  15428. switch (unit->group->skill_id) {
  15429. case SA_DELUGE:
  15430. case NJ_SUITON:
  15431. //Consumes deluge/suiton
  15432. skill_delunit(unit);
  15433. return 1;
  15434. }
  15435. break;
  15436. case WZ_ICEWALL:
  15437. case HP_BASILICA:
  15438. case HW_GRAVITATION:
  15439. //These can't be placed on top of themselves (duration can't be refreshed)
  15440. if (unit->group->skill_id == skill_id)
  15441. {
  15442. (*alive) = 0;
  15443. return 1;
  15444. }
  15445. break;
  15446. case GN_CRAZYWEED_ATK:
  15447. if (unit->group->skill_id == WZ_FIREPILLAR && unit->group->unit_id != UNT_FIREPILLAR_ACTIVE)
  15448. break;
  15449. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_CRAZYWEED) {
  15450. skill_delunit(unit);
  15451. return 1;
  15452. }
  15453. break;
  15454. case RL_FIRE_RAIN:
  15455. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15456. skill_delunit(unit);
  15457. return 1;
  15458. }
  15459. break;
  15460. }
  15461. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
  15462. (*alive) = 0;
  15463. return 1;
  15464. }
  15465. return 0;
  15466. }
  15467. /*==========================================
  15468. * Splash effect for skill unit 'trap type'.
  15469. * Chance triggered when damaged, timeout, or char step on it.
  15470. *------------------------------------------*/
  15471. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15472. {
  15473. struct block_list *src = va_arg(ap,struct block_list *);
  15474. struct skill_unit *unit = NULL;
  15475. int tick = va_arg(ap,int);
  15476. struct skill_unit_group *sg;
  15477. struct block_list *ss; //Skill src bl
  15478. nullpo_ret(src);
  15479. unit = (struct skill_unit *)src;
  15480. if (!unit || !unit->alive || bl->prev == NULL)
  15481. return 0;
  15482. nullpo_ret(sg = unit->group);
  15483. nullpo_ret(ss = map_id2bl(sg->src_id));
  15484. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15485. return 0;
  15486. switch (sg->unit_id) {
  15487. case UNT_B_TRAP:
  15488. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15489. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15490. break;
  15491. case UNT_SHOCKWAVE:
  15492. case UNT_SANDMAN:
  15493. case UNT_FLASHER:
  15494. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15495. break;
  15496. case UNT_GROUNDDRIFT_WIND:
  15497. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15498. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15499. break;
  15500. case UNT_GROUNDDRIFT_DARK:
  15501. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15502. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15503. break;
  15504. case UNT_GROUNDDRIFT_POISON:
  15505. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15506. sc_start2(ss,bl,SC_POISON,5,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, sg->skill_lv));
  15507. break;
  15508. case UNT_GROUNDDRIFT_WATER:
  15509. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15510. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15511. break;
  15512. case UNT_GROUNDDRIFT_FIRE:
  15513. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15514. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  15515. break;
  15516. case UNT_ELECTRICSHOCKER:
  15517. if (bl->id != ss->id) {
  15518. if (status_get_mode(bl)&MD_BOSS)
  15519. break;
  15520. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  15521. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15522. clif_fixpos(bl);
  15523. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, 5);
  15524. }
  15525. }
  15526. break;
  15527. case UNT_MAGENTATRAP:
  15528. case UNT_COBALTTRAP:
  15529. case UNT_MAIZETRAP:
  15530. case UNT_VERDURETRAP:
  15531. if( bl->type != BL_PC && !is_boss(bl) )
  15532. sc_start2(ss,bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  15533. break;
  15534. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  15535. skill_addtimerskill(ss, tick + status_get_amotion(ss), bl->id, 0, 0, WM_REVERBERATION_MELEE, sg->skill_lv, BF_WEAPON, 0);
  15536. skill_addtimerskill(ss, tick + status_get_amotion(ss) * 2, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, 0);
  15537. break;
  15538. case UNT_FIRINGTRAP:
  15539. case UNT_ICEBOUNDTRAP:
  15540. if( src->id == bl->id ) break;
  15541. if( bl->type == BL_SKILL ) {
  15542. struct skill_unit *su = (struct skill_unit *)bl;
  15543. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15544. break;
  15545. }
  15546. case UNT_CLUSTERBOMB:
  15547. if( ss != bl )
  15548. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  15549. break;
  15550. case UNT_CLAYMORETRAP:
  15551. if( src->id == bl->id ) break;
  15552. if( bl->type == BL_SKILL ) {
  15553. struct skill_unit *su = (struct skill_unit *)bl;
  15554. if (!su)
  15555. return 0;
  15556. switch(su->group->unit_id) {
  15557. case UNT_CLAYMORETRAP:
  15558. case UNT_LANDMINE:
  15559. case UNT_BLASTMINE:
  15560. case UNT_SHOCKWAVE:
  15561. case UNT_SANDMAN:
  15562. case UNT_FLASHER:
  15563. case UNT_FREEZINGTRAP:
  15564. case UNT_FIRINGTRAP:
  15565. case UNT_ICEBOUNDTRAP:
  15566. clif_changetraplook(bl, UNT_USED_TRAPS);
  15567. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  15568. su->group->unit_id = UNT_USED_TRAPS;
  15569. break;
  15570. }
  15571. }
  15572. default:
  15573. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  15574. break;
  15575. }
  15576. return 1;
  15577. }
  15578. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  15579. {
  15580. uint16 skill_id, skill_lv;
  15581. struct skill_unit *unit;
  15582. nullpo_ret(bl);
  15583. skill_id = va_arg(ap,int);
  15584. skill_lv = va_arg(ap,int);
  15585. unit = (struct skill_unit *)bl;
  15586. if( unit == NULL || unit->group == NULL )
  15587. return 0;
  15588. if( skill_get_inf2(skill_id)&INF2_TRAP )
  15589. return 0;
  15590. if( unit->group->skill_id == SC_MAELSTROM ) {
  15591. struct block_list *src;
  15592. if( (src = map_id2bl(unit->group->src_id)) ){
  15593. int sp = unit->group->skill_lv * skill_lv;
  15594. if( src->type == BL_PC )
  15595. sp += ((TBL_PC*)src)->status.job_level / 5;
  15596. status_heal(src, 0, sp/2, 1);
  15597. }
  15598. }
  15599. return 0;
  15600. }
  15601. /**
  15602. * Remove current enchanted element for new element
  15603. * @param bl Char
  15604. * @param type New element
  15605. */
  15606. void skill_enchant_elemental_end(struct block_list *bl, int type)
  15607. {
  15608. struct status_change *sc;
  15609. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  15610. int i;
  15611. nullpo_retv(bl);
  15612. nullpo_retv(sc= status_get_sc(bl));
  15613. if (!sc->count)
  15614. return;
  15615. for (i = 0; i < ARRAYLENGTH(scs); i++)
  15616. if (type != scs[i] && sc->data[scs[i]])
  15617. status_change_end(bl, scs[i], INVALID_TIMER);
  15618. }
  15619. /**
  15620. * Check camouflage condition
  15621. * @param bl
  15622. * @param sce
  15623. * @return True if near wall; False otherwise
  15624. */
  15625. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  15626. {
  15627. bool wall = true;
  15628. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  15629. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  15630. { //Check for walls.
  15631. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15632. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15633. int i;
  15634. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15635. if( i == 8 )
  15636. wall = false;
  15637. }
  15638. if( sce ) {
  15639. if( !wall ) {
  15640. if( sce->val1 < 3 ) //End cloaking.
  15641. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  15642. else if( sce->val4&1 ) { //Remove wall bonus
  15643. sce->val4&=~1;
  15644. status_calc_bl(bl,SCB_SPEED);
  15645. }
  15646. } else {
  15647. if( !(sce->val4&1) ) { //Add wall speed bonus
  15648. sce->val4|=1;
  15649. status_calc_bl(bl,SCB_SPEED);
  15650. }
  15651. }
  15652. }
  15653. return wall;
  15654. }
  15655. /** Check Shadow Form on the target
  15656. * @param bl: Target
  15657. * @param damage: Damage amount
  15658. * @param hit
  15659. * @return true - in Shadow Form state; false - otherwise
  15660. */
  15661. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  15662. {
  15663. struct status_change *sc;
  15664. nullpo_retr(false,bl);
  15665. if (!damage)
  15666. return false;
  15667. sc = status_get_sc(bl);
  15668. if( sc && sc->data[SC__SHADOWFORM] ) {
  15669. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  15670. if( !src || src->m != bl->m ) {
  15671. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15672. return false;
  15673. }
  15674. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  15675. if( src->type == BL_PC )
  15676. ((TBL_PC*)src)->shadowform_id = 0;
  15677. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15678. return false;
  15679. }
  15680. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0), 0);
  15681. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  15682. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15683. if( src->type == BL_PC )
  15684. ((TBL_PC*)src)->shadowform_id = 0;
  15685. }
  15686. return true;
  15687. }
  15688. return false;
  15689. }
  15690. /**
  15691. * Check camouflage condition
  15692. * @param bl
  15693. * @param sce
  15694. * @return True if near wall; False otherwise
  15695. * @TODO: Seems wrong
  15696. */
  15697. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  15698. {
  15699. bool wall = true;
  15700. if( bl->type == BL_PC ) { //Check for walls.
  15701. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15702. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15703. int i;
  15704. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15705. if( i == 8 )
  15706. wall = false;
  15707. }
  15708. if( sce ) {
  15709. if( !wall ) {
  15710. if( sce->val1 == 1 ) //End camouflage.
  15711. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  15712. }
  15713. status_calc_bl(bl,SCB_SPEED);
  15714. }
  15715. return wall;
  15716. }
  15717. /**
  15718. * Initialize new skill unit for skill unit group.
  15719. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  15720. * @param group Skill unit group
  15721. * @param idx
  15722. * @param x
  15723. * @param y
  15724. * @param val1
  15725. * @param val2
  15726. */
  15727. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  15728. {
  15729. struct skill_unit *unit;
  15730. nullpo_retr(NULL, group);
  15731. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  15732. nullpo_retr(NULL, (unit = &group->unit[idx]));
  15733. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  15734. return unit;
  15735. if(!unit->alive)
  15736. group->alive_count++;
  15737. unit->bl.id = map_get_new_object_id();
  15738. unit->bl.type = BL_SKILL;
  15739. unit->bl.m = group->map;
  15740. unit->bl.x = x;
  15741. unit->bl.y = y;
  15742. unit->group = group;
  15743. unit->alive = 1;
  15744. unit->val1 = val1;
  15745. unit->val2 = val2;
  15746. // Stores new skill unit
  15747. idb_put(skillunit_db, unit->bl.id, unit);
  15748. map_addiddb(&unit->bl);
  15749. if(map_addblock(&unit->bl))
  15750. return NULL;
  15751. // Perform oninit actions
  15752. switch (group->skill_id) {
  15753. case WZ_ICEWALL:
  15754. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  15755. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  15756. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  15757. break;
  15758. case SA_LANDPROTECTOR:
  15759. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  15760. break;
  15761. case HP_BASILICA:
  15762. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  15763. break;
  15764. case SC_MAELSTROM:
  15765. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  15766. break;
  15767. default:
  15768. if (group->state.song_dance&0x1) //Check for dissonance.
  15769. skill_dance_overlap(unit, 1);
  15770. break;
  15771. }
  15772. clif_getareachar_skillunit(&unit->bl, unit, AREA, 0);
  15773. return unit;
  15774. }
  15775. /**
  15776. * Remove unit
  15777. * @param unit
  15778. */
  15779. int skill_delunit(struct skill_unit* unit)
  15780. {
  15781. struct skill_unit_group *group;
  15782. nullpo_ret(unit);
  15783. if( !unit->alive )
  15784. return 0;
  15785. unit->alive = 0;
  15786. nullpo_ret(group = unit->group);
  15787. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  15788. skill_dance_overlap(unit, 0);
  15789. // invoke onout event
  15790. if( !unit->range )
  15791. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  15792. // perform ondelete actions
  15793. switch (group->skill_id) {
  15794. case HT_ANKLESNARE:
  15795. case SC_ESCAPE:
  15796. {
  15797. struct block_list* target = map_id2bl(group->val2);
  15798. enum sc_type type = status_skill2sc(group->skill_id);
  15799. if( target )
  15800. status_change_end(target, type, INVALID_TIMER);
  15801. }
  15802. break;
  15803. case WZ_ICEWALL:
  15804. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  15805. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  15806. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  15807. break;
  15808. case SA_LANDPROTECTOR:
  15809. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  15810. break;
  15811. case HP_BASILICA:
  15812. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  15813. break;
  15814. case RA_ELECTRICSHOCKER: {
  15815. struct block_list* target = map_id2bl(group->val2);
  15816. if( target )
  15817. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  15818. }
  15819. break;
  15820. case SC_MAELSTROM:
  15821. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  15822. break;
  15823. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  15824. if( group->val2 ) { // Someone Traped
  15825. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  15826. if( tsc && tsc->data[SC__MANHOLE] )
  15827. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  15828. }
  15829. break;
  15830. }
  15831. clif_skill_delunit(unit);
  15832. unit->group=NULL;
  15833. map_delblock(&unit->bl); // don't free yet
  15834. map_deliddb(&unit->bl);
  15835. idb_remove(skillunit_db, unit->bl.id);
  15836. if(--group->alive_count==0)
  15837. skill_delunitgroup(group);
  15838. return 0;
  15839. }
  15840. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  15841. /// Returns the target skill_unit_group or NULL if not found.
  15842. struct skill_unit_group* skill_id2group(int group_id) {
  15843. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  15844. }
  15845. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  15846. /**
  15847. * Returns a new group_id that isn't being used in skillunit_group_db.
  15848. * Fatal error if nothing is available.
  15849. */
  15850. static int skill_get_new_group_id(void)
  15851. {
  15852. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  15853. return skill_unit_group_newid++;// available
  15854. {// find next id
  15855. int base_id = skill_unit_group_newid;
  15856. while( base_id != ++skill_unit_group_newid )
  15857. {
  15858. if( skill_unit_group_newid < MAX_SKILL )
  15859. skill_unit_group_newid = MAX_SKILL;
  15860. if( skill_id2group(skill_unit_group_newid) == NULL )
  15861. return skill_unit_group_newid++;// available
  15862. }
  15863. // full loop, nothing available
  15864. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  15865. exit(1);
  15866. }
  15867. }
  15868. /**
  15869. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  15870. * @param src Object that cast the skill
  15871. * @param count How many 'cells' used that needed. Related with skill layout
  15872. * @param skill_id ID of used skill
  15873. * @param skill_lv Skill level of used skill
  15874. * @param unit_id Unit ID (look at skill_unit_db.txt)
  15875. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  15876. * @param interval Time interval
  15877. * @return skill_unit_group
  15878. */
  15879. struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  15880. {
  15881. struct unit_data* ud = unit_bl2ud( src );
  15882. struct skill_unit_group* group;
  15883. int i;
  15884. if(!(skill_id && skill_lv)) return 0;
  15885. nullpo_retr(NULL, src);
  15886. nullpo_retr(NULL, ud);
  15887. // Find a free spot to store the new unit group
  15888. // TODO: Make this flexible maybe by changing this fixed array?
  15889. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  15890. if(i == MAX_SKILLUNITGROUP) {
  15891. // Array is full, make room by discarding oldest group
  15892. int j = 0;
  15893. unsigned maxdiff = 0, tick = gettick();
  15894. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  15895. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  15896. if(x > maxdiff){
  15897. maxdiff = x;
  15898. j = i;
  15899. }
  15900. }
  15901. skill_delunitgroup(ud->skillunit[j]);
  15902. // Since elements must have shifted, we use the last slot.
  15903. i = MAX_SKILLUNITGROUP-1;
  15904. }
  15905. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  15906. group->src_id = src->id;
  15907. group->party_id = status_get_party_id(src);
  15908. group->guild_id = status_get_guild_id(src);
  15909. group->bg_id = bg_team_get_id(src);
  15910. group->group_id = skill_get_new_group_id();
  15911. group->link_group_id = 0;
  15912. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  15913. group->unit_count = count;
  15914. group->alive_count = 0;
  15915. group->val1 = 0;
  15916. group->val2 = 0;
  15917. group->val3 = 0;
  15918. group->skill_id = skill_id;
  15919. group->skill_lv = skill_lv;
  15920. group->unit_id = unit_id;
  15921. group->map = src->m;
  15922. group->limit = limit;
  15923. group->interval = interval;
  15924. group->tick = gettick();
  15925. group->valstr = NULL;
  15926. ud->skillunit[i] = group;
  15927. // Stores this new group to DBMap
  15928. idb_put(skillunit_group_db, group->group_id, group);
  15929. return group;
  15930. }
  15931. /**
  15932. * Remove skill unit group
  15933. * @param group
  15934. * @param file
  15935. * @param line
  15936. * @param *func
  15937. */
  15938. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  15939. {
  15940. struct block_list* src;
  15941. struct unit_data *ud;
  15942. short i, j;
  15943. int link_group_id;
  15944. if( group == NULL ) {
  15945. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  15946. return 0;
  15947. }
  15948. src = map_id2bl(group->src_id);
  15949. ud = unit_bl2ud(src);
  15950. if (!src || !ud) {
  15951. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15952. return 0;
  15953. }
  15954. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  15955. switch( group->skill_id ) {
  15956. case BA_DISSONANCE:
  15957. case BA_POEMBRAGI:
  15958. case BA_WHISTLE:
  15959. case BA_ASSASSINCROSS:
  15960. case BA_APPLEIDUN:
  15961. case DC_UGLYDANCE:
  15962. case DC_HUMMING:
  15963. case DC_DONTFORGETME:
  15964. case DC_FORTUNEKISS:
  15965. case DC_SERVICEFORYOU:
  15966. case NC_NEUTRALBARRIER:
  15967. case NC_STEALTHFIELD:
  15968. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  15969. break;
  15970. }
  15971. }
  15972. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  15973. struct status_change* sc = status_get_sc(src);
  15974. if (sc && sc->data[SC_DANCING]) {
  15975. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  15976. status_change_end(src, SC_DANCING, INVALID_TIMER);
  15977. }
  15978. }
  15979. // End SC from the master when the skill group is deleted
  15980. i = SC_NONE;
  15981. switch (group->unit_id) {
  15982. case UNT_GOSPEL: i = SC_GOSPEL; break;
  15983. case UNT_BASILICA: i = SC_BASILICA; break;
  15984. }
  15985. if (i != SC_NONE) {
  15986. struct status_change *sc = status_get_sc(src);
  15987. if (sc && sc->data[i]) {
  15988. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  15989. status_change_end(src, (sc_type)i, INVALID_TIMER);
  15990. }
  15991. }
  15992. switch( group->skill_id ) {
  15993. case SG_SUN_WARM:
  15994. case SG_MOON_WARM:
  15995. case SG_STAR_WARM:
  15996. {
  15997. struct status_change *sc = NULL;
  15998. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  15999. sc->data[SC_WARM]->val4 = 0;
  16000. status_change_end(src, SC_WARM, INVALID_TIMER);
  16001. }
  16002. }
  16003. break;
  16004. case NC_NEUTRALBARRIER:
  16005. {
  16006. struct status_change *sc = NULL;
  16007. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  16008. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  16009. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  16010. }
  16011. }
  16012. break;
  16013. case NC_STEALTHFIELD:
  16014. {
  16015. struct status_change *sc = NULL;
  16016. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  16017. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  16018. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  16019. }
  16020. }
  16021. break;
  16022. case LG_BANDING:
  16023. {
  16024. struct status_change *sc = NULL;
  16025. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  16026. sc->data[SC_BANDING]->val4 = 0;
  16027. status_change_end(src,SC_BANDING,INVALID_TIMER);
  16028. }
  16029. }
  16030. break;
  16031. }
  16032. if (src->type==BL_PC && group->state.ammo_consume)
  16033. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  16034. group->alive_count=0;
  16035. // remove all unit cells
  16036. if(group->unit != NULL)
  16037. for( i = 0; i < group->unit_count; i++ )
  16038. skill_delunit(&group->unit[i]);
  16039. // clear Talkie-box string
  16040. if( group->valstr != NULL ) {
  16041. aFree(group->valstr);
  16042. group->valstr = NULL;
  16043. }
  16044. idb_remove(skillunit_group_db, group->group_id);
  16045. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  16046. group->unit = NULL;
  16047. group->group_id = 0;
  16048. group->unit_count = 0;
  16049. link_group_id = group->link_group_id;
  16050. group->link_group_id = 0;
  16051. // locate this group, swap with the last entry and delete it
  16052. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  16053. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  16054. j--;
  16055. if( i < MAX_SKILLUNITGROUP ) {
  16056. ud->skillunit[i] = ud->skillunit[j];
  16057. ud->skillunit[j] = NULL;
  16058. ers_free(skill_unit_ers, group);
  16059. } else
  16060. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16061. if(link_group_id) {
  16062. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  16063. if(group_cur)
  16064. skill_delunitgroup(group_cur);
  16065. }
  16066. return 1;
  16067. }
  16068. /**
  16069. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  16070. * @param src
  16071. */
  16072. void skill_clear_unitgroup(struct block_list *src)
  16073. {
  16074. struct unit_data *ud;
  16075. nullpo_retv(src);
  16076. nullpo_retv((ud = unit_bl2ud(src)));
  16077. while (ud->skillunit[0])
  16078. skill_delunitgroup(ud->skillunit[0]);
  16079. }
  16080. /**
  16081. * Search tickset for skill unit in skill unit group
  16082. * @param bl Block List for skill_unit
  16083. * @param group Skill unit group
  16084. * @param tick
  16085. * @return skill_unit_group_tickset if found
  16086. */
  16087. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  16088. {
  16089. int i, j = -1, s, id;
  16090. struct unit_data *ud;
  16091. struct skill_unit_group_tickset *set;
  16092. nullpo_ret(bl);
  16093. if (group->interval == -1)
  16094. return NULL;
  16095. ud = unit_bl2ud(bl);
  16096. if (!ud)
  16097. return NULL;
  16098. set = ud->skillunittick;
  16099. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  16100. id = s = group->skill_id;
  16101. else
  16102. id = s = group->group_id;
  16103. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  16104. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  16105. if (set[k].id == id)
  16106. return &set[k];
  16107. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  16108. j=k;
  16109. }
  16110. if (j == -1) {
  16111. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  16112. j = id % MAX_SKILLUNITGROUPTICKSET;
  16113. }
  16114. set[j].id = id;
  16115. set[j].tick = tick;
  16116. return &set[j];
  16117. }
  16118. /*==========================================
  16119. * Check for validity skill unit that triggered by skill_unit_timer_sub
  16120. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  16121. *------------------------------------------*/
  16122. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  16123. {
  16124. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  16125. struct skill_unit_group* group = NULL;
  16126. unsigned int tick = va_arg(ap,unsigned int);
  16127. nullpo_ret(unit);
  16128. if( !unit->alive || bl->prev == NULL )
  16129. return 0;
  16130. nullpo_ret(group = unit->group);
  16131. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) )
  16132. return 0; //AoE skills are ineffective. [Skotlex]
  16133. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  16134. return 0;
  16135. skill_unit_onplace_timer(unit,bl,tick);
  16136. return 1;
  16137. }
  16138. /**
  16139. * @see DBApply
  16140. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  16141. */
  16142. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  16143. {
  16144. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  16145. struct skill_unit_group* group = NULL;
  16146. unsigned int tick = va_arg(ap,unsigned int);
  16147. bool dissonance;
  16148. struct block_list* bl = &unit->bl;
  16149. nullpo_ret(unit);
  16150. if( !unit->alive )
  16151. return 0;
  16152. nullpo_ret(group = unit->group);
  16153. // Check for expiration
  16154. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  16155. {// skill unit expired (inlined from skill_unit_onlimit())
  16156. switch( group->unit_id ) {
  16157. case UNT_BLASTMINE:
  16158. #ifdef RENEWAL
  16159. case UNT_CLAYMORETRAP:
  16160. #endif
  16161. case UNT_GROUNDDRIFT_WIND:
  16162. case UNT_GROUNDDRIFT_DARK:
  16163. case UNT_GROUNDDRIFT_POISON:
  16164. case UNT_GROUNDDRIFT_WATER:
  16165. case UNT_GROUNDDRIFT_FIRE:
  16166. group->unit_id = UNT_USED_TRAPS;
  16167. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  16168. group->limit=DIFF_TICK(tick+1500,group->tick);
  16169. unit->limit=DIFF_TICK(tick+1500,group->tick);
  16170. break;
  16171. case UNT_ANKLESNARE:
  16172. case UNT_ELECTRICSHOCKER:
  16173. if (group->val2 > 0) { //Used Trap doesn't return back to item
  16174. skill_delunit(unit);
  16175. break;
  16176. }
  16177. case UNT_SKIDTRAP:
  16178. case UNT_LANDMINE:
  16179. case UNT_SHOCKWAVE:
  16180. case UNT_SANDMAN:
  16181. case UNT_FLASHER:
  16182. case UNT_FREEZINGTRAP:
  16183. #ifndef RENEWAL
  16184. case UNT_CLAYMORETRAP:
  16185. #endif
  16186. case UNT_TALKIEBOX:
  16187. case UNT_CLUSTERBOMB:
  16188. case UNT_MAGENTATRAP:
  16189. case UNT_COBALTTRAP:
  16190. case UNT_MAIZETRAP:
  16191. case UNT_VERDURETRAP:
  16192. case UNT_FIRINGTRAP:
  16193. case UNT_ICEBOUNDTRAP:
  16194. {
  16195. struct block_list* src;
  16196. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  16197. { // revert unit back into a trap
  16198. struct item item_tmp;
  16199. memset(&item_tmp,0,sizeof(item_tmp));
  16200. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  16201. item_tmp.identify = 1;
  16202. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  16203. }
  16204. skill_delunit(unit);
  16205. }
  16206. break;
  16207. case UNT_WARP_ACTIVE:
  16208. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  16209. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  16210. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  16211. // restart timers
  16212. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  16213. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  16214. // apply effect to all units standing on it
  16215. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  16216. break;
  16217. case UNT_CALLFAMILY:
  16218. {
  16219. struct map_session_data *sd = NULL;
  16220. if(group->val1) {
  16221. sd = map_charid2sd(group->val1);
  16222. group->val1 = 0;
  16223. if (sd && !map[sd->bl.m].flag.nowarp)
  16224. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16225. }
  16226. if(group->val2) {
  16227. sd = map_charid2sd(group->val2);
  16228. group->val2 = 0;
  16229. if (sd && !map[sd->bl.m].flag.nowarp)
  16230. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16231. }
  16232. skill_delunit(unit);
  16233. }
  16234. break;
  16235. case UNT_REVERBERATION:
  16236. case UNT_NETHERWORLD:
  16237. if( unit->val1 <= 0 ) { // If it was deactivated.
  16238. skill_delunit(unit);
  16239. break;
  16240. }
  16241. clif_changetraplook(bl,UNT_USED_TRAPS);
  16242. if (group->unit_id == UNT_REVERBERATION)
  16243. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16244. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16245. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16246. group->unit_id = UNT_USED_TRAPS;
  16247. break;
  16248. case UNT_FEINTBOMB: {
  16249. struct block_list *src = map_id2bl(group->src_id);
  16250. struct status_change *sc;
  16251. if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden.
  16252. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  16253. status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER);
  16254. }
  16255. skill_delunit(unit);
  16256. }
  16257. break;
  16258. case UNT_BANDING:
  16259. {
  16260. struct block_list *src = map_id2bl(group->src_id);
  16261. struct status_change *sc;
  16262. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  16263. skill_delunit(unit);
  16264. break;
  16265. }
  16266. // This unit isn't removed while SC_BANDING is active.
  16267. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16268. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16269. }
  16270. break;
  16271. case UNT_B_TRAP:
  16272. {
  16273. struct block_list* src;
  16274. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16275. struct item item_tmp;
  16276. memset(&item_tmp, 0, sizeof(item_tmp));
  16277. item_tmp.nameid = group->item_id;
  16278. item_tmp.identify = 1;
  16279. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  16280. }
  16281. skill_delunit(unit);
  16282. }
  16283. break;
  16284. default:
  16285. skill_delunit(unit);
  16286. }
  16287. } else {// skill unit is still active
  16288. switch( group->unit_id ) {
  16289. case UNT_ICEWALL:
  16290. // icewall loses 50 hp every second
  16291. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  16292. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  16293. unit->limit = DIFF_TICK(tick+700,group->tick);
  16294. break;
  16295. case UNT_BLASTMINE:
  16296. case UNT_SKIDTRAP:
  16297. case UNT_LANDMINE:
  16298. case UNT_SHOCKWAVE:
  16299. case UNT_SANDMAN:
  16300. case UNT_FLASHER:
  16301. case UNT_CLAYMORETRAP:
  16302. case UNT_FREEZINGTRAP:
  16303. case UNT_TALKIEBOX:
  16304. case UNT_ANKLESNARE:
  16305. case UNT_B_TRAP:
  16306. if( unit->val1 <= 0 ) {
  16307. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16308. skill_delunit(unit);
  16309. else {
  16310. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16311. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16312. group->unit_id = UNT_USED_TRAPS;
  16313. }
  16314. }
  16315. break;
  16316. case UNT_REVERBERATION:
  16317. case UNT_NETHERWORLD:
  16318. if (unit->val1 <= 0) {
  16319. clif_changetraplook(bl,UNT_USED_TRAPS);
  16320. if (group->unit_id == UNT_REVERBERATION)
  16321. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16322. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16323. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16324. group->unit_id = UNT_USED_TRAPS;
  16325. }
  16326. break;
  16327. case UNT_WALLOFTHORN:
  16328. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  16329. skill_delunitgroup(group);
  16330. break;
  16331. }
  16332. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  16333. skill_delunit(unit);
  16334. break;
  16335. case UNT_SANCTUARY:
  16336. if (group->val1 <= 0) {
  16337. skill_delunitgroup(group);
  16338. }
  16339. break;
  16340. }
  16341. }
  16342. //Don't continue if unit or even group is expired and has been deleted.
  16343. if( !group || !unit->alive )
  16344. return 0;
  16345. dissonance = skill_dance_switch(unit, 0);
  16346. if( unit->range >= 0 && group->interval != -1 )
  16347. {
  16348. if( battle_config.skill_wall_check )
  16349. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16350. else
  16351. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16352. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  16353. group->unit_id = UNT_USED_TRAPS;
  16354. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  16355. unit->range = -1; //Disable processed cell.
  16356. if (--group->val1 <= 0) { // number of live cells
  16357. //All tiles were processed, disable skill.
  16358. group->target_flag=BCT_NOONE;
  16359. group->bl_flag= BL_NUL;
  16360. }
  16361. }
  16362. }
  16363. if( dissonance )
  16364. skill_dance_switch(unit, 1);
  16365. return 0;
  16366. }
  16367. /*==========================================
  16368. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  16369. *------------------------------------------*/
  16370. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  16371. {
  16372. map_freeblock_lock();
  16373. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  16374. map_freeblock_unlock();
  16375. return 0;
  16376. }
  16377. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16378. /*==========================================
  16379. * flag :
  16380. * 1 : store that skill_unit in array
  16381. * 2 : clear that skill_unit
  16382. * 4 : call_on_left
  16383. *------------------------------------------*/
  16384. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16385. {
  16386. struct skill_unit* unit = (struct skill_unit *)bl;
  16387. struct skill_unit_group* group = NULL;
  16388. struct block_list* target = va_arg(ap,struct block_list*);
  16389. unsigned int tick = va_arg(ap,unsigned int);
  16390. int flag = va_arg(ap,int);
  16391. bool dissonance;
  16392. uint16 skill_id;
  16393. int i;
  16394. nullpo_ret(unit);
  16395. nullpo_ret(target);
  16396. if( !unit->alive || target->prev == NULL )
  16397. return 0;
  16398. nullpo_ret(group = unit->group);
  16399. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  16400. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16401. dissonance = skill_dance_switch(unit, 0);
  16402. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16403. skill_id = group->skill_id;
  16404. if( group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16405. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16406. if( dissonance ) {
  16407. skill_dance_switch(unit, 1);
  16408. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16409. }
  16410. return 0;
  16411. }
  16412. //Target-type check.
  16413. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16414. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16415. if( flag&1 ) {
  16416. if( flag&2 ) { //Clear this skill id.
  16417. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16418. if( i < ARRAYLENGTH(skill_unit_temp) )
  16419. skill_unit_temp[i] = 0;
  16420. }
  16421. } else {
  16422. if( flag&2 ) { //Store this skill id.
  16423. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16424. if( i < ARRAYLENGTH(skill_unit_temp) )
  16425. skill_unit_temp[i] = skill_id;
  16426. else
  16427. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16428. }
  16429. }
  16430. if( flag&4 )
  16431. skill_unit_onleft(skill_id,target,tick);
  16432. }
  16433. if( dissonance )
  16434. skill_dance_switch(unit, 1);
  16435. return 0;
  16436. } else {
  16437. if( flag&1 ) {
  16438. int result = skill_unit_onplace(unit,target,tick);
  16439. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16440. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16441. if( i < ARRAYLENGTH(skill_unit_temp) )
  16442. skill_unit_temp[i] = 0;
  16443. }
  16444. } else {
  16445. int result = skill_unit_onout(unit,target,tick);
  16446. if( flag&2 && result ) { //Store this unit id.
  16447. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16448. if( i < ARRAYLENGTH(skill_unit_temp) )
  16449. skill_unit_temp[i] = skill_id;
  16450. else
  16451. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16452. }
  16453. }
  16454. //TODO: Normally, this is dangerous since the unit and group could be freed
  16455. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  16456. //cells do not get deleted within them. [Skotlex]
  16457. if( dissonance )
  16458. skill_dance_switch(unit, 1);
  16459. if( flag&4 )
  16460. skill_unit_onleft(skill_id,target,tick);
  16461. return 1;
  16462. }
  16463. }
  16464. /*==========================================
  16465. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  16466. * Flag values:
  16467. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  16468. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  16469. * units to figure out when they have left a group.
  16470. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  16471. *------------------------------------------*/
  16472. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  16473. {
  16474. nullpo_ret(bl);
  16475. if( bl->prev == NULL )
  16476. return 0;
  16477. if( flag&2 && !(flag&1) ) //Onout, clear data
  16478. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  16479. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  16480. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  16481. int i;
  16482. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  16483. if( skill_unit_temp[i] )
  16484. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  16485. }
  16486. return 0;
  16487. }
  16488. /*==========================================
  16489. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  16490. * @param bl Skill unit
  16491. * @param m Map
  16492. * @param dx
  16493. * @param dy
  16494. *------------------------------------------*/
  16495. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  16496. unsigned int tick = gettick();
  16497. struct skill_unit *su;
  16498. if (bl->type != BL_SKILL)
  16499. return;
  16500. if (!(su = (struct skill_unit *)bl))
  16501. return;
  16502. if (!su->alive)
  16503. return;
  16504. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  16505. return; //Ensembles may not be moved around.
  16506. if (!bl->prev) {
  16507. bl->x = dx;
  16508. bl->y = dy;
  16509. return;
  16510. }
  16511. map_moveblock(bl, dx, dy, tick);
  16512. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  16513. clif_getareachar_skillunit(bl, su, AREA, 0);
  16514. return;
  16515. }
  16516. /**
  16517. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  16518. * @param group Skill Group
  16519. * @param m Map
  16520. * @param dx
  16521. * @param dy
  16522. */
  16523. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  16524. {
  16525. int i, j;
  16526. unsigned int tick = gettick();
  16527. int *m_flag;
  16528. struct skill_unit *unit1;
  16529. struct skill_unit *unit2;
  16530. if (group == NULL)
  16531. return;
  16532. if (group->unit_count <= 0)
  16533. return;
  16534. if (group->unit == NULL)
  16535. return;
  16536. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  16537. return; //Ensembles may not be moved around.
  16538. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  16539. // m_flag
  16540. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  16541. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  16542. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  16543. // 3: Both 1+2.
  16544. for(i = 0; i < group->unit_count; i++) {
  16545. unit1 =& group->unit[i];
  16546. if (!unit1->alive || unit1->bl.m != m)
  16547. continue;
  16548. for(j = 0; j < group->unit_count; j++) {
  16549. unit2 = &group->unit[j];
  16550. if (!unit2->alive)
  16551. continue;
  16552. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  16553. m_flag[i] |= 0x1;
  16554. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  16555. m_flag[i] |= 0x2;
  16556. }
  16557. }
  16558. j = 0;
  16559. for (i = 0; i < group->unit_count; i++) {
  16560. unit1 = &group->unit[i];
  16561. if (!unit1->alive)
  16562. continue;
  16563. if (!(m_flag[i]&0x2)) {
  16564. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  16565. skill_dance_overlap(unit1, 0);
  16566. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  16567. }
  16568. //Move Cell using "smart" criteria (avoid useless moving around)
  16569. switch(m_flag[i]) {
  16570. case 0:
  16571. //Cell moves independently, safely move it.
  16572. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  16573. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  16574. break;
  16575. case 1:
  16576. //Cell moves unto another cell, look for a replacement cell that won't collide
  16577. //and has no cell moving into it (flag == 2)
  16578. for(; j < group->unit_count; j++) {
  16579. int dx2, dy2;
  16580. if(m_flag[j] != 2 || !group->unit[j].alive)
  16581. continue;
  16582. //Move to where this cell would had moved.
  16583. unit2 = &group->unit[j];
  16584. dx2 = unit2->bl.x + dx - unit1->bl.x;
  16585. dy2 = unit2->bl.y + dy - unit1->bl.y;
  16586. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  16587. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  16588. j++; //Skip this cell as we have used it.
  16589. break;
  16590. }
  16591. break;
  16592. case 2:
  16593. case 3:
  16594. break; //Don't move the cell as a cell will end on this tile anyway.
  16595. }
  16596. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  16597. if (group->state.song_dance&0x1) //Check for dissonance effect.
  16598. skill_dance_overlap(unit1, 1);
  16599. clif_getareachar_skillunit(&unit1->bl, unit1, AREA, 0);
  16600. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  16601. }
  16602. }
  16603. aFree(m_flag);
  16604. }
  16605. /**
  16606. * Checking product requirement in player's inventory.
  16607. * Checking if player has the item or not, the amount, and the weight limit.
  16608. * @param sd Player
  16609. * @param nameid Product requested
  16610. * @param trigger Trigger criteria to match will 'ItemLv'
  16611. * @param qty Amount of item will be created
  16612. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  16613. */
  16614. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  16615. {
  16616. short i, j;
  16617. nullpo_ret(sd);
  16618. if (!nameid || !itemdb_exists(nameid))
  16619. return 0;
  16620. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  16621. if (skill_produce_db[i].nameid == nameid) {
  16622. if ((j = skill_produce_db[i].req_skill) > 0 &&
  16623. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  16624. continue; // must iterate again to check other skills that produce it. [malufett]
  16625. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  16626. continue; // special case
  16627. break;
  16628. }
  16629. }
  16630. if (i >= MAX_SKILL_PRODUCE_DB)
  16631. return 0;
  16632. // Cannot carry the produced stuff
  16633. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  16634. return 0;
  16635. // Matching the requested produce list
  16636. if (trigger >= 0) {
  16637. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  16638. if (skill_produce_db[i].itemlv != trigger)
  16639. return 0;
  16640. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  16641. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  16642. return 0;
  16643. } else { // Weapon (itemlv must be higher or equal)
  16644. if (skill_produce_db[i].itemlv > trigger)
  16645. return 0;
  16646. }
  16647. }
  16648. // Check on player's inventory
  16649. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  16650. unsigned short nameid_produce;
  16651. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  16652. continue;
  16653. if (skill_produce_db[i].mat_amount[j] == 0) {
  16654. if (pc_search_inventory(sd,nameid_produce) < 0)
  16655. return 0;
  16656. } else {
  16657. unsigned short idx, amt;
  16658. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  16659. if (sd->status.inventory[idx].nameid == nameid_produce)
  16660. amt += sd->status.inventory[idx].amount;
  16661. if (amt < qty * skill_produce_db[i].mat_amount[j])
  16662. return 0;
  16663. }
  16664. }
  16665. return i + 1;
  16666. }
  16667. /**
  16668. * Attempt to produce an item
  16669. * @param sd Player
  16670. * @param skill_id Skill used
  16671. * @param nameid Requested product
  16672. * @param slot1
  16673. * @param slot2
  16674. * @param slot3
  16675. * @param qty Amount of requested item
  16676. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  16677. * @return True is success, False if failed
  16678. */
  16679. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  16680. {
  16681. int slot[3];
  16682. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  16683. int num = -1; // exclude the recipe
  16684. struct status_data *status;
  16685. struct item_data* data;
  16686. nullpo_ret(sd);
  16687. status = status_get_status_data(&sd->bl);
  16688. if( sd->skill_id_old == skill_id )
  16689. skill_lv = sd->skill_lv_old;
  16690. if (produce_idx == -1) {
  16691. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  16692. return false;
  16693. idx--;
  16694. }
  16695. else
  16696. idx = produce_idx;
  16697. if (qty < 1)
  16698. qty = 1;
  16699. if (!skill_id) //A skill can be specified for some override cases.
  16700. skill_id = skill_produce_db[idx].req_skill;
  16701. if( skill_id == GC_RESEARCHNEWPOISON )
  16702. skill_id = GC_CREATENEWPOISON;
  16703. slot[0] = slot1;
  16704. slot[1] = slot2;
  16705. slot[2] = slot3;
  16706. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  16707. short j;
  16708. if (slot[i] <= 0)
  16709. continue;
  16710. j = pc_search_inventory(sd,slot[i]);
  16711. if (j < 0)
  16712. continue;
  16713. if (slot[i] == ITEMID_STAR_CRUMB) {
  16714. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16715. sc++;
  16716. }
  16717. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  16718. static const int ele_table[4] = { 3, 1, 4, 2 };
  16719. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16720. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  16721. }
  16722. }
  16723. if (skill_id == RK_RUNEMASTERY) {
  16724. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  16725. data = itemdb_search(nameid);
  16726. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  16727. else if (runemastery_skill_lv > 5) temp_qty = 1 + rnd()%2;
  16728. else temp_qty = 1;
  16729. if (data->stack.inventory) {
  16730. for (i = 0; i < MAX_INVENTORY; i++) {
  16731. if (sd->status.inventory[i].nameid == nameid) {
  16732. if (sd->status.inventory[i].amount >= data->stack.amount) {
  16733. clif_msg(sd,RUNE_CANT_CREATE);
  16734. return 0;
  16735. } else {
  16736. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  16737. if (temp_qty + sd->status.inventory[i].amount >= data->stack.amount)
  16738. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  16739. }
  16740. break;
  16741. }
  16742. }
  16743. }
  16744. qty = temp_qty;
  16745. }
  16746. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  16747. short id, x, j;
  16748. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  16749. continue;
  16750. num++;
  16751. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  16752. do {
  16753. int y = 0;
  16754. j = pc_search_inventory(sd,id);
  16755. if (j >= 0) {
  16756. y = sd->status.inventory[j].amount;
  16757. if (y > x)
  16758. y = x;
  16759. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  16760. } else {
  16761. ShowError("skill_produce_mix: material item error\n");
  16762. return false;
  16763. }
  16764. x -= y;
  16765. } while( j >= 0 && x > 0 );
  16766. }
  16767. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  16768. wlv = itemdb_wlv(nameid);
  16769. if (!equip) {
  16770. switch (skill_id) {
  16771. case BS_IRON:
  16772. case BS_STEEL:
  16773. case BS_ENCHANTEDSTONE:
  16774. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  16775. i = pc_checkskill(sd,skill_id);
  16776. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  16777. switch (nameid) {
  16778. case ITEMID_IRON:
  16779. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  16780. break;
  16781. case ITEMID_STEEL:
  16782. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  16783. break;
  16784. case ITEMID_STAR_CRUMB:
  16785. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  16786. break;
  16787. default: // Enchanted Stones
  16788. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  16789. break;
  16790. }
  16791. break;
  16792. case ASC_CDP:
  16793. make_per = (2000 + 40*status->dex + 20*status->luk);
  16794. break;
  16795. case AL_HOLYWATER:
  16796. case AB_ANCILLA:
  16797. make_per = 100000; //100% success
  16798. break;
  16799. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  16800. case AM_TWILIGHT1:
  16801. case AM_TWILIGHT2:
  16802. case AM_TWILIGHT3:
  16803. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  16804. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  16805. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  16806. if (hom_is_active(sd->hd)) {//Player got a homun
  16807. int skill;
  16808. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  16809. make_per += skill*100; //+1% bonus per level
  16810. }
  16811. switch(nameid){
  16812. case ITEMID_RED_POTION:
  16813. case ITEMID_YELLOW_POTION:
  16814. case ITEMID_WHITE_POTION:
  16815. make_per += (1+rnd()%100)*10 + 2000;
  16816. break;
  16817. case ITEMID_ALCOHOL:
  16818. make_per += (1+rnd()%100)*10 + 1000;
  16819. break;
  16820. case ITEMID_FIRE_BOTTLE:
  16821. case ITEMID_ACID_BOTTLE:
  16822. case ITEMID_MAN_EATER_BOTTLE:
  16823. case ITEMID_MINI_BOTTLE:
  16824. make_per += (1+rnd()%100)*10;
  16825. break;
  16826. case ITEMID_YELLOW_SLIM_POTION:
  16827. make_per -= (1+rnd()%50)*10;
  16828. break;
  16829. case ITEMID_WHITE_SLIM_POTION:
  16830. case ITEMID_COATING_BOTTLE:
  16831. make_per -= (1+rnd()%100)*10;
  16832. break;
  16833. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  16834. case ITEMID_BLUE_POTION:
  16835. case ITEMID_RED_SLIM_POTION:
  16836. case ITEMID_ANODYNE:
  16837. case ITEMID_ALOEBERA:
  16838. default:
  16839. break;
  16840. }
  16841. if (battle_config.pp_rate != 100)
  16842. make_per = make_per * battle_config.pp_rate / 100;
  16843. break;
  16844. case SA_CREATECON: // Elemental Converter Creation
  16845. make_per = 100000; // should be 100% success rate
  16846. break;
  16847. case RK_RUNEMASTERY: {
  16848. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  16849. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  16850. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  16851. int D = 0;
  16852. switch (nameid) { //rune rank it_diff 9 craftable rune
  16853. case ITEMID_BERKANA:
  16854. D = -2000;
  16855. break; //Rank S
  16856. case ITEMID_NAUTHIZ:
  16857. case ITEMID_URUZ:
  16858. D = -1500;
  16859. break; //Rank A
  16860. case ITEMID_ISA:
  16861. case ITEMID_WYRD:
  16862. D = -1000;
  16863. break; //Rank B
  16864. case ITEMID_RAIDO:
  16865. case ITEMID_THURISAZ:
  16866. case ITEMID_HAGALAZ:
  16867. case ITEMID_OTHILA:
  16868. D = -500;
  16869. break; //Rank C
  16870. default:
  16871. D = -1500;
  16872. break; //not specified =-15%
  16873. }
  16874. make_per = A + B + C + D;
  16875. }
  16876. break;
  16877. case GC_CREATENEWPOISON:
  16878. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16879. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16880. break;
  16881. case GN_CHANGEMATERIAL:
  16882. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  16883. if (skill_changematerial_db[i].nameid == nameid) {
  16884. make_per = skill_changematerial_db[i].rate * 10;
  16885. break;
  16886. }
  16887. }
  16888. break;
  16889. case GN_S_PHARMACY:
  16890. {
  16891. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  16892. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  16893. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  16894. switch(nameid){// difficulty factor
  16895. case ITEMID_HP_INCREASE_POTION_SMALL:
  16896. case ITEMID_SP_INCREASE_POTION_SMALL:
  16897. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  16898. difficulty += 10;
  16899. break;
  16900. case ITEMID_BOMB_MUSHROOM_SPORE:
  16901. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  16902. difficulty += 15;
  16903. break;
  16904. case ITEMID_BANANA_BOMB:
  16905. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  16906. case ITEMID_SP_INCREASE_POTION_LARGE:
  16907. case ITEMID_VITATA500:
  16908. difficulty += 20;
  16909. break;
  16910. case ITEMID_SEED_OF_HORNY_PLANT:
  16911. case ITEMID_BLOODSUCK_PLANT_SEED:
  16912. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  16913. difficulty += 30;
  16914. break;
  16915. case ITEMID_HP_INCREASE_POTION_LARGE:
  16916. case ITEMID_CURE_FREE:
  16917. difficulty += 40;
  16918. break;
  16919. }
  16920. if( make_per >= 400 && make_per > difficulty)
  16921. qty = 10;
  16922. else if( make_per >= 300 && make_per > difficulty)
  16923. qty = 7;
  16924. else if( make_per >= 100 && make_per > difficulty)
  16925. qty = 6;
  16926. else if( make_per >= 1 && make_per > difficulty)
  16927. qty = 5;
  16928. else
  16929. qty = 4;
  16930. make_per = 10000;
  16931. }
  16932. break;
  16933. case GN_MAKEBOMB:
  16934. case GN_MIX_COOKING:
  16935. {
  16936. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  16937. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
  16938. qty = ~(5 + rnd()%5) + 1;
  16939. switch(nameid){// difficulty factor
  16940. case ITEMID_APPLE_BOMB:
  16941. difficulty += 5;
  16942. break;
  16943. case ITEMID_COCONUT_BOMB:
  16944. case ITEMID_MELON_BOMB:
  16945. difficulty += 10;
  16946. break;
  16947. case ITEMID_SAVAGE_FULL_ROAST:
  16948. case ITEMID_COCKTAIL_WARG_BLOOD:
  16949. case ITEMID_MINOR_STEW:
  16950. case ITEMID_SIROMA_ICED_TEA:
  16951. case ITEMID_DROSERA_HERB_SALAD:
  16952. case ITEMID_PETITE_TAIL_NOODLES:
  16953. case ITEMID_PINEAPPLE_BOMB:
  16954. difficulty += 15;
  16955. break;
  16956. case ITEMID_BANANA_BOMB:
  16957. difficulty += 20;
  16958. break;
  16959. }
  16960. if( make_per >= 30 && make_per > difficulty)
  16961. qty = 10 + rnd()%2;
  16962. else if( make_per >= 10 && make_per > difficulty)
  16963. qty = 10;
  16964. else if( make_per == 10 && make_per > difficulty)
  16965. qty = 8;
  16966. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  16967. ;// Food/Bomb creation fails.
  16968. else if( make_per >= 30 && make_per < difficulty)
  16969. qty = 5;
  16970. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  16971. qty = ~qty + 1;
  16972. make_per = 0;
  16973. }
  16974. else
  16975. make_per = 10000;
  16976. qty = (skill_lv > 1 ? qty : 1);
  16977. }
  16978. break;
  16979. default:
  16980. if (sd->menuskill_id == AM_PHARMACY &&
  16981. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  16982. { //Assume Cooking Dish
  16983. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  16984. make_per = 10000; //100% Success
  16985. else
  16986. make_per = 1200 * (sd->menuskill_val - 10)
  16987. + 20 * (sd->status.base_level + 1)
  16988. + 20 * (status->dex + 1)
  16989. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  16990. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  16991. - 10 * (100 - status->luk + 1)
  16992. - 500 * (num - 1)
  16993. - 100 * (rnd()%4 + 1);
  16994. break;
  16995. }
  16996. make_per = 5000;
  16997. break;
  16998. }
  16999. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  17000. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  17001. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  17002. 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
  17003. 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
  17004. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  17005. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  17006. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  17007. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  17008. if (battle_config.wp_rate != 100)
  17009. make_per = make_per * battle_config.wp_rate / 100;
  17010. }
  17011. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  17012. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  17013. if (make_per < 1) make_per = 1;
  17014. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  17015. struct item tmp_item;
  17016. memset(&tmp_item,0,sizeof(tmp_item));
  17017. tmp_item.nameid = nameid;
  17018. tmp_item.amount = 1;
  17019. tmp_item.identify = 1;
  17020. if (equip) {
  17021. tmp_item.card[0] = CARD0_FORGE;
  17022. tmp_item.card[1] = ((sc*5)<<8)+ele;
  17023. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17024. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17025. } else {
  17026. //Flag is only used on the end, so it can be used here. [Skotlex]
  17027. switch (skill_id) {
  17028. case BS_DAGGER:
  17029. case BS_SWORD:
  17030. case BS_TWOHANDSWORD:
  17031. case BS_AXE:
  17032. case BS_MACE:
  17033. case BS_KNUCKLE:
  17034. case BS_SPEAR:
  17035. flag = battle_config.produce_item_name_input&0x1;
  17036. break;
  17037. case AM_PHARMACY:
  17038. case AM_TWILIGHT1:
  17039. case AM_TWILIGHT2:
  17040. case AM_TWILIGHT3:
  17041. flag = battle_config.produce_item_name_input&0x2;
  17042. break;
  17043. case AL_HOLYWATER:
  17044. case AB_ANCILLA:
  17045. flag = battle_config.produce_item_name_input&0x8;
  17046. break;
  17047. case ASC_CDP:
  17048. flag = battle_config.produce_item_name_input&0x10;
  17049. break;
  17050. default:
  17051. flag = battle_config.produce_item_name_input&0x80;
  17052. break;
  17053. }
  17054. if (flag) {
  17055. tmp_item.card[0] = CARD0_CREATE;
  17056. tmp_item.card[1] = 0;
  17057. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17058. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17059. }
  17060. }
  17061. // if(log_config.produce > 0)
  17062. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  17063. //TODO update PICKLOG
  17064. if (equip) {
  17065. clif_produceeffect(sd,0,nameid);
  17066. clif_misceffect(&sd->bl,3);
  17067. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  17068. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  17069. } else {
  17070. int fame = 0;
  17071. tmp_item.amount = 0;
  17072. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  17073. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  17074. tmp_item.amount = qty;
  17075. break;
  17076. }
  17077. if (qty == 1 || rnd()%10000 < make_per) { //Success
  17078. tmp_item.amount++;
  17079. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  17080. continue;
  17081. if (skill_id != AM_PHARMACY &&
  17082. skill_id != AM_TWILIGHT1 &&
  17083. skill_id != AM_TWILIGHT2 &&
  17084. skill_id != AM_TWILIGHT3)
  17085. continue;
  17086. //Add fame as needed.
  17087. switch(++sd->potion_success_counter) {
  17088. case 3:
  17089. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  17090. break;
  17091. case 5:
  17092. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  17093. break;
  17094. case 7:
  17095. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  17096. break;
  17097. case 10:
  17098. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  17099. sd->potion_success_counter = 0;
  17100. break;
  17101. }
  17102. } else //Failure
  17103. sd->potion_success_counter = 0;
  17104. }
  17105. if (fame)
  17106. pc_addfame(sd,fame);
  17107. //Visual effects and the like.
  17108. switch (skill_id) {
  17109. case AM_PHARMACY:
  17110. case AM_TWILIGHT1:
  17111. case AM_TWILIGHT2:
  17112. case AM_TWILIGHT3:
  17113. case ASC_CDP:
  17114. case GC_CREATENEWPOISON:
  17115. clif_produceeffect(sd,2,nameid);
  17116. clif_misceffect(&sd->bl,5);
  17117. break;
  17118. case BS_IRON:
  17119. case BS_STEEL:
  17120. case BS_ENCHANTEDSTONE:
  17121. clif_produceeffect(sd,0,nameid);
  17122. clif_misceffect(&sd->bl,3);
  17123. break;
  17124. case RK_RUNEMASTERY:
  17125. clif_produceeffect(sd,4,nameid);
  17126. clif_misceffect(&sd->bl,5);
  17127. break;
  17128. default: //Those that don't require a skill?
  17129. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  17130. clif_specialeffect(&sd->bl, 608, AREA);
  17131. if (sd->cook_mastery < 1999)
  17132. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  17133. }
  17134. break;
  17135. }
  17136. }
  17137. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  17138. int j, k = 0, l;
  17139. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  17140. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17141. if (skill_changematerial_db[i].nameid == nameid){
  17142. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  17143. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  17144. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  17145. tmp_item.amount = (isStackable ? total_qty : 1);
  17146. for (l = 0; l < total_qty; l += tmp_item.amount) {
  17147. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17148. clif_additem(sd,0,0,flag);
  17149. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17150. }
  17151. }
  17152. k++;
  17153. }
  17154. }
  17155. break;
  17156. }
  17157. }
  17158. if (k) {
  17159. clif_produceeffect(sd,6,nameid);
  17160. clif_misceffect(&sd->bl,5);
  17161. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17162. return true;
  17163. }
  17164. } else if (tmp_item.amount) { //Success
  17165. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17166. clif_additem(sd,0,0,flag);
  17167. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17168. }
  17169. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) {
  17170. clif_produceeffect(sd,6,nameid);
  17171. clif_misceffect(&sd->bl,5);
  17172. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17173. }
  17174. return true;
  17175. }
  17176. }
  17177. //Failure
  17178. // if(log_config.produce)
  17179. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  17180. //TODO update PICKLOG
  17181. if (equip) {
  17182. clif_produceeffect(sd,1,nameid);
  17183. clif_misceffect(&sd->bl,2);
  17184. } else {
  17185. switch (skill_id) {
  17186. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  17187. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  17188. case AM_PHARMACY:
  17189. case AM_TWILIGHT1:
  17190. case AM_TWILIGHT2:
  17191. case AM_TWILIGHT3:
  17192. case GC_CREATENEWPOISON:
  17193. clif_produceeffect(sd,3,nameid);
  17194. clif_misceffect(&sd->bl,6);
  17195. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  17196. break;
  17197. case BS_IRON:
  17198. case BS_STEEL:
  17199. case BS_ENCHANTEDSTONE:
  17200. clif_produceeffect(sd,1,nameid);
  17201. clif_misceffect(&sd->bl,2);
  17202. break;
  17203. case RK_RUNEMASTERY:
  17204. clif_produceeffect(sd,5,nameid);
  17205. clif_misceffect(&sd->bl,6);
  17206. break;
  17207. case GN_MIX_COOKING:
  17208. {
  17209. struct item tmp_item;
  17210. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  17211. int rate = rnd()%500;
  17212. memset(&tmp_item,0,sizeof(tmp_item));
  17213. if (rate < 50) i = 4;
  17214. else if (rate < 100) i = 2+rnd()%1;
  17215. else if (rate < 250) i = 1;
  17216. else if (rate < 500) i = 0;
  17217. tmp_item.nameid = compensation[i];
  17218. tmp_item.amount = qty;
  17219. tmp_item.identify = 1;
  17220. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17221. clif_additem(sd,0,0,flag);
  17222. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17223. }
  17224. clif_produceeffect(sd,7,nameid);
  17225. clif_misceffect(&sd->bl,6);
  17226. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17227. }
  17228. break;
  17229. case GN_MAKEBOMB:
  17230. case GN_S_PHARMACY:
  17231. case GN_CHANGEMATERIAL:
  17232. clif_produceeffect(sd,7,nameid);
  17233. clif_misceffect(&sd->bl,6);
  17234. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17235. break;
  17236. default:
  17237. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  17238. clif_specialeffect(&sd->bl, 609, AREA);
  17239. if (sd->cook_mastery > 0)
  17240. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  17241. }
  17242. break;
  17243. }
  17244. }
  17245. return false;
  17246. }
  17247. /**
  17248. * Attempt to create arrow by specified material
  17249. * @param sd Player
  17250. * @param nameid Item ID of material
  17251. * @return True if created, False is failed
  17252. */
  17253. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  17254. {
  17255. short i, j, idx = -1;
  17256. struct item tmp_item;
  17257. nullpo_ret(sd);
  17258. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  17259. return false;
  17260. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  17261. if (nameid == skill_arrow_db[i].nameid) {
  17262. idx = i;
  17263. break;
  17264. }
  17265. }
  17266. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  17267. return false;
  17268. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  17269. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  17270. char flag = 0;
  17271. if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
  17272. continue;
  17273. memset(&tmp_item,0,sizeof(tmp_item));
  17274. tmp_item.identify = 1;
  17275. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  17276. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  17277. if (battle_config.produce_item_name_input&0x4) {
  17278. tmp_item.card[0] = CARD0_CREATE;
  17279. tmp_item.card[1] = 0;
  17280. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17281. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17282. }
  17283. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17284. clif_additem(sd,0,0,flag);
  17285. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17286. }
  17287. }
  17288. return true;
  17289. }
  17290. /**
  17291. * Enchant weapon with poison
  17292. * @param sd Player
  17293. * @nameid Item ID of poison type
  17294. */
  17295. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17296. {
  17297. sc_type type;
  17298. int chance, i, val4 = 0;
  17299. //uint16 msg = 1443; //Official is using msgstringtable.txt
  17300. char output[CHAT_SIZE_MAX];
  17301. const char *msg;
  17302. nullpo_ret(sd);
  17303. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17304. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17305. return 0;
  17306. }
  17307. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  17308. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  17309. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  17310. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  17311. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; val4 = sd->bl.id; break;
  17312. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  17313. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; val4 = sd->bl.id; break;
  17314. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; val4 = sd->bl.id; break;
  17315. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  17316. default:
  17317. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17318. return 0;
  17319. }
  17320. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  17321. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  17322. type, chance, val4, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  17323. sprintf(output, msg_txt(sd,721), msg);
  17324. clif_colormes(sd->fd,color_table[COLOR_WHITE],output);
  17325. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  17326. clif_msg(sd,msg);
  17327. #endif*/
  17328. return 0;
  17329. }
  17330. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  17331. {
  17332. struct status_change *sc = status_get_sc(bl);
  17333. // non-offensive and non-magic skills do not affect the status
  17334. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  17335. return;
  17336. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  17337. if (sc->data[SC_MAGICPOWER]->val4) {
  17338. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  17339. } else {
  17340. sc->data[SC_MAGICPOWER]->val4 = 1;
  17341. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  17342. #ifndef RENEWAL
  17343. if(bl->type == BL_PC){// update current display.
  17344. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  17345. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  17346. }
  17347. #endif
  17348. }
  17349. }
  17350. }
  17351. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  17352. int x, y, i, class_, skill;
  17353. struct mob_data *md;
  17354. nullpo_ret(sd);
  17355. skill = sd->menuskill_val;
  17356. if( !nameid || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17357. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17358. return 0;
  17359. }
  17360. // Spawn Position
  17361. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  17362. x = sd->sc.comet_x;
  17363. y = sd->sc.comet_y;
  17364. sd->sc.comet_x = sd->sc.comet_y = 0;
  17365. sd->menuskill_val = 0;
  17366. // Item picked decides the mob class
  17367. switch(nameid) {
  17368. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  17369. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  17370. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  17371. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  17372. default:
  17373. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17374. return 0;
  17375. }
  17376. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  17377. if( md ) {
  17378. struct unit_data *ud = unit_bl2ud(&md->bl);
  17379. md->master_id = sd->bl.id;
  17380. md->special_state.ai = AI_FAW;
  17381. if(ud) {
  17382. ud->skill_id = NC_MAGICDECOY;
  17383. ud->skill_lv = skill;
  17384. }
  17385. if( md->deletetimer != INVALID_TIMER )
  17386. delete_timer(md->deletetimer, mob_timer_delete);
  17387. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  17388. mob_spawn(md);
  17389. }
  17390. return 0;
  17391. }
  17392. // Warlock Spellbooks. [LimitLine/3CeAM]
  17393. void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
  17394. int i, max_preserve, skill_id, point;
  17395. struct status_change *sc;
  17396. nullpo_retv(sd);
  17397. sc = status_get_sc(&sd->bl);
  17398. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  17399. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17400. if( sc && !sc->data[i] )
  17401. break;
  17402. }
  17403. if( i > SC_MAXSPELLBOOK ) {
  17404. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17405. return;
  17406. }
  17407. if (!skill_spellbook_count)
  17408. return;
  17409. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17410. if( i == MAX_SKILL_SPELLBOOK_DB )
  17411. return;
  17412. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17413. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17414. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17415. return;
  17416. }
  17417. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17418. point = skill_spellbook_db[i].point;
  17419. if( sc && sc->data[SC_FREEZE_SP] ) {
  17420. if( (sc->data[SC_FREEZE_SP]->val2 + point) > max_preserve ) {
  17421. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17422. return;
  17423. }
  17424. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17425. if( !sc->data[i] ){
  17426. sc->data[SC_FREEZE_SP]->val2 += point; // increase points
  17427. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17428. break;
  17429. }
  17430. }
  17431. } else {
  17432. sc_start2(&sd->bl,&sd->bl, SC_FREEZE_SP, 100, 0, point, INVALID_TIMER);
  17433. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17434. }
  17435. // Reading Spell Book SP cost same as the sealed spell.
  17436. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17437. }
  17438. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17439. int lv, prob, aslvl = 0;
  17440. uint16 id, sk_idx = 0;
  17441. nullpo_ret(sd);
  17442. if (sd->sc.data[SC_STOP]) {
  17443. aslvl = sd->sc.data[SC_STOP]->val1;
  17444. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  17445. }
  17446. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  17447. return 0;
  17448. if( !(skill_get_inf2(skill_id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  17449. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  17450. return 0;
  17451. }
  17452. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  17453. lv = min(lv,sd->status.skill[sk_idx].lv);
  17454. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  17455. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  17456. return 0;
  17457. }
  17458. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  17459. int i;
  17460. nullpo_ret(sd);
  17461. nullpo_ret(item_list);
  17462. if( n <= 0 )
  17463. return 1;
  17464. for( i = 0; i < n; i++ ) {
  17465. unsigned short nameid;
  17466. int add_amount, del_amount, idx, product;
  17467. struct item tmp_item;
  17468. idx = item_list[i*2+0]-2;
  17469. del_amount = item_list[i*2+1];
  17470. if( skill_lv == 2 )
  17471. del_amount -= (del_amount % 10);
  17472. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  17473. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  17474. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17475. return 1;
  17476. }
  17477. switch( nameid ) {
  17478. // Level 1
  17479. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  17480. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  17481. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  17482. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  17483. // Level 2
  17484. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  17485. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  17486. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  17487. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  17488. default:
  17489. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17490. return 1;
  17491. }
  17492. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  17493. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17494. return 1;
  17495. }
  17496. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  17497. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17498. return 1;
  17499. }
  17500. memset(&tmp_item,0,sizeof(tmp_item));
  17501. tmp_item.nameid = product;
  17502. tmp_item.amount = add_amount;
  17503. tmp_item.identify = 1;
  17504. if( tmp_item.amount ) {
  17505. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  17506. if( flag != 0 ) {
  17507. clif_additem(sd,0,0,flag);
  17508. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17509. }
  17510. }
  17511. }
  17512. return 0;
  17513. }
  17514. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  17515. int i, j, k, c, p = 0, amount;
  17516. unsigned short nameid;
  17517. nullpo_ret(sd);
  17518. nullpo_ret(item_list);
  17519. // Search for objects that can be created.
  17520. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  17521. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  17522. p = 0;
  17523. do {
  17524. c = 0;
  17525. // Verification of overlap between the objects required and the list submitted.
  17526. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  17527. if( skill_produce_db[i].mat_id[j] > 0 ) {
  17528. for( k = 0; k < n; k++ ) {
  17529. int idx = item_list[k*2+0]-2;
  17530. nameid = sd->status.inventory[idx].nameid;
  17531. amount = item_list[k*2+1];
  17532. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  17533. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  17534. return 0;
  17535. }
  17536. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  17537. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  17538. c++; // match
  17539. }
  17540. }
  17541. else
  17542. break; // No more items required
  17543. }
  17544. p++;
  17545. } while(n == j && c == n);
  17546. p--;
  17547. if ( p > 0 ) {
  17548. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  17549. return 1;
  17550. }
  17551. }
  17552. }
  17553. if( p == 0)
  17554. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  17555. return 0;
  17556. }
  17557. /**
  17558. * For Royal Guard's LG_TRAMPLE
  17559. */
  17560. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  17561. {
  17562. struct skill_unit *su = (struct skill_unit *)bl;
  17563. struct skill_unit_group *sg = NULL;
  17564. unsigned int tick;
  17565. nullpo_ret(su);
  17566. tick = va_arg(ap, unsigned int);
  17567. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  17568. switch( sg->unit_id ) {
  17569. case UNT_CLAYMORETRAP:
  17570. case UNT_FIRINGTRAP:
  17571. case UNT_ICEBOUNDTRAP:
  17572. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  17573. break;
  17574. case UNT_LANDMINE:
  17575. case UNT_BLASTMINE:
  17576. case UNT_SHOCKWAVE:
  17577. case UNT_SANDMAN:
  17578. case UNT_FLASHER:
  17579. case UNT_FREEZINGTRAP:
  17580. case UNT_CLUSTERBOMB:
  17581. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  17582. break;
  17583. }
  17584. // Traps aren't recovered.
  17585. skill_delunit(su);
  17586. }
  17587. return 0;
  17588. }
  17589. /*==========================================
  17590. *
  17591. *------------------------------------------*/
  17592. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  17593. int i;
  17594. nullpo_retr(-1, sd);
  17595. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  17596. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  17597. }
  17598. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  17599. struct map_session_data *sd = map_id2sd(id);
  17600. int i = (int)data;
  17601. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  17602. return 0;
  17603. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  17604. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  17605. return 0;
  17606. }
  17607. aFree(sd->scd[i]);
  17608. sd->scd[i] = NULL;
  17609. return 1;
  17610. }
  17611. /**
  17612. * Flags a singular skill as being blocked from persistent usage.
  17613. * @param sd the player the skill delay affects
  17614. * @param skill_id the skill which should be delayed
  17615. * @param tick the length of time the delay should last
  17616. * @param load whether this assignment is being loaded upon player login
  17617. * @return 0 if successful, -1 otherwise
  17618. */
  17619. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  17620. int i;
  17621. nullpo_retr(-1, sd);
  17622. if (!skill_id || tick < 1)
  17623. return -1;
  17624. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  17625. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  17626. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17627. aFree(sd->scd[i]);
  17628. sd->scd[i] = NULL;
  17629. }
  17630. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  17631. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  17632. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  17633. sd->scd[i]->skill_id = skill_id;
  17634. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  17635. if (battle_config.display_status_timers && tick > 0)
  17636. clif_skill_cooldown(sd, skill_id, tick);
  17637. return 1;
  17638. } else {
  17639. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  17640. return 0;
  17641. }
  17642. }
  17643. int skill_blockpc_clear(struct map_session_data *sd) {
  17644. int i;
  17645. nullpo_ret(sd);
  17646. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  17647. if (!sd->scd[i])
  17648. continue;
  17649. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17650. aFree(sd->scd[i]);
  17651. sd->scd[i] = NULL;
  17652. }
  17653. return 1;
  17654. }
  17655. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17656. {
  17657. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  17658. if (data <= 0 || data >= SKILL_MAX_DB())
  17659. return 0;
  17660. if (hd)
  17661. hd->blockskill[data] = 0;
  17662. return 1;
  17663. }
  17664. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  17665. {
  17666. uint16 idx = skill_get_index(skill_id);
  17667. nullpo_retr(-1, hd);
  17668. if (!idx)
  17669. return -1;
  17670. if (tick < 1) {
  17671. hd->blockskill[idx] = 0;
  17672. return -1;
  17673. }
  17674. hd->blockskill[idx] = 1;
  17675. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  17676. }
  17677. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17678. {
  17679. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  17680. if( data <= 0 || data >= SKILL_MAX_DB() )
  17681. return 0;
  17682. if( md )
  17683. md->blockskill[data] = 0;
  17684. return 1;
  17685. }
  17686. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  17687. {
  17688. uint16 idx = skill_get_index(skill_id);
  17689. nullpo_retr(-1, md);
  17690. if( !idx )
  17691. return -1;
  17692. if( tick < 1 ) {
  17693. md->blockskill[idx] = 0;
  17694. return -1;
  17695. }
  17696. md->blockskill[idx] = 1;
  17697. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  17698. }
  17699. /**
  17700. * Adds a new skill unit entry for this player to recast after map load
  17701. * @param sd: Player
  17702. * @param skill_id: Skill ID to save
  17703. * @param skill_lv: Skill level to save
  17704. */
  17705. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  17706. {
  17707. struct skill_usave *sus = NULL;
  17708. if (idb_exists(skillusave_db,sd->status.char_id))
  17709. idb_remove(skillusave_db,sd->status.char_id);
  17710. CREATE(sus, struct skill_usave, 1);
  17711. idb_put(skillusave_db, sd->status.char_id, sus);
  17712. sus->skill_id = skill_id;
  17713. sus->skill_lv = skill_lv;
  17714. }
  17715. /**
  17716. * Loads saved skill unit entries for this player after map load
  17717. * @param sd: Player
  17718. */
  17719. void skill_usave_trigger(struct map_session_data *sd)
  17720. {
  17721. struct skill_usave *sus = NULL;
  17722. struct skill_unit_group *group = NULL;
  17723. if (!(sus = idb_get(skillusave_db,sd->status.char_id)))
  17724. return;
  17725. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  17726. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  17727. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  17728. idb_remove(skillusave_db, sd->status.char_id);
  17729. }
  17730. /*
  17731. *
  17732. */
  17733. int skill_split_str (char *str, char **val, int num)
  17734. {
  17735. int i;
  17736. for( i = 0; i < num && str; i++ ) {
  17737. val[i] = str;
  17738. str = strchr(str,',');
  17739. if( str )
  17740. *str++ = 0;
  17741. }
  17742. return i;
  17743. }
  17744. /**
  17745. * Split the string with ':' as separator and put each value for a skilllv
  17746. * if no more value found put the latest to fill the array
  17747. * @param str : string to split
  17748. * @param val : array of MAX_SKILL_LEVEL to put value into
  17749. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  17750. */
  17751. int skill_split_atoi (char *str, int *val)
  17752. {
  17753. int i, j, step = 1;
  17754. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  17755. if (!str) break;
  17756. val[i] = atoi(str);
  17757. str = strchr(str,':');
  17758. if (str)
  17759. *str++=0;
  17760. }
  17761. if(i==0) //No data found.
  17762. return 0;
  17763. if(i==1) { //Single value, have the whole range have the same value.
  17764. for (; i < MAX_SKILL_LEVEL; i++)
  17765. val[i] = val[i-1];
  17766. return i;
  17767. }
  17768. //Check for linear change with increasing steps until we reach half of the data acquired.
  17769. for (step = 1; step <= i/2; step++) {
  17770. int diff = val[i-1] - val[i-step-1];
  17771. for(j = i-1; j >= step; j--)
  17772. if ((val[j]-val[j-step]) != diff)
  17773. break;
  17774. if (j>=step) //No match, try next step.
  17775. continue;
  17776. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  17777. val[i] = val[i-step]+diff;
  17778. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  17779. { val[i] = 1; diff = 0; step = 1; }
  17780. }
  17781. return i;
  17782. }
  17783. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  17784. for (;i<MAX_SKILL_LEVEL; i++)
  17785. val[i] = val[i-1];
  17786. return i;
  17787. }
  17788. /*
  17789. *
  17790. */
  17791. void skill_init_unit_layout (void) {
  17792. int i,j,pos = 0;
  17793. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  17794. // standard square layouts go first
  17795. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  17796. int size = i*2+1;
  17797. skill_unit_layout[i].count = size*size;
  17798. for (j=0; j<size*size; j++) {
  17799. skill_unit_layout[i].dx[j] = (j%size-i);
  17800. skill_unit_layout[i].dy[j] = (j/size-i);
  17801. }
  17802. }
  17803. // afterwards add special ones
  17804. pos = i;
  17805. for (i = 0; i < SKILL_MAX_DB(); i++) {
  17806. uint16 skill_id = 0;
  17807. if (!skill_db[i])
  17808. continue;
  17809. if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1)
  17810. continue;
  17811. skill_id = skill_idx2id(i);
  17812. if( skill_id == EL_FIRE_MANTLE ) {
  17813. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  17814. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  17815. skill_unit_layout[pos].count = 8;
  17816. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17817. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17818. } else {
  17819. switch (skill_id) {
  17820. case MG_FIREWALL:
  17821. case WZ_ICEWALL:
  17822. case WL_EARTHSTRAIN:
  17823. case RL_FIRE_RAIN:
  17824. // these will be handled later
  17825. break;
  17826. case PR_SANCTUARY:
  17827. case NPC_EVILLAND: {
  17828. static const int dx[] = {
  17829. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  17830. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  17831. static const int dy[]={
  17832. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  17833. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  17834. skill_unit_layout[pos].count = 21;
  17835. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17836. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17837. }
  17838. break;
  17839. case PR_MAGNUS: {
  17840. static const int dx[] = {
  17841. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17842. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17843. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  17844. static const int dy[] = {
  17845. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17846. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17847. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  17848. skill_unit_layout[pos].count = 33;
  17849. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17850. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17851. }
  17852. break;
  17853. case AS_VENOMDUST: {
  17854. static const int dx[] = {-1, 0, 0, 0, 1};
  17855. static const int dy[] = { 0,-1, 0, 1, 0};
  17856. skill_unit_layout[pos].count = 5;
  17857. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17858. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17859. }
  17860. break;
  17861. case CR_GRANDCROSS:
  17862. case NPC_GRANDDARKNESS: {
  17863. static const int dx[] = {
  17864. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  17865. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  17866. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  17867. static const int dy[] = {
  17868. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  17869. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  17870. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  17871. skill_unit_layout[pos].count = 29;
  17872. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17873. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17874. }
  17875. break;
  17876. case PF_FOGWALL: {
  17877. static const int dx[] = {
  17878. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  17879. static const int dy[] = {
  17880. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  17881. skill_unit_layout[pos].count = 15;
  17882. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17883. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17884. }
  17885. break;
  17886. case PA_GOSPEL: {
  17887. static const int dx[] = {
  17888. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17889. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17890. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  17891. -1, 0, 1};
  17892. static const int dy[] = {
  17893. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17894. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17895. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  17896. 3, 3, 3};
  17897. skill_unit_layout[pos].count = 33;
  17898. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17899. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17900. }
  17901. break;
  17902. case NJ_KAENSIN: {
  17903. 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};
  17904. 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};
  17905. skill_unit_layout[pos].count = 24;
  17906. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17907. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17908. }
  17909. break;
  17910. case NJ_TATAMIGAESHI: {
  17911. //Level 1 (count 4, cross of 3x3)
  17912. static const int dx1[] = {-1, 1, 0, 0};
  17913. static const int dy1[] = { 0, 0,-1, 1};
  17914. //Level 2-3 (count 8, cross of 5x5)
  17915. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  17916. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  17917. //Level 4-5 (count 12, cross of 7x7
  17918. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  17919. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  17920. //lv1
  17921. j = 0;
  17922. skill_unit_layout[pos].count = 4;
  17923. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  17924. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  17925. skill_db[i]->unit_layout_type[j] = pos;
  17926. //lv2/3
  17927. j++;
  17928. pos++;
  17929. skill_unit_layout[pos].count = 8;
  17930. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  17931. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  17932. skill_db[i]->unit_layout_type[j] = pos;
  17933. skill_db[i]->unit_layout_type[++j] = pos;
  17934. //lv4/5
  17935. j++;
  17936. pos++;
  17937. skill_unit_layout[pos].count = 12;
  17938. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  17939. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  17940. skill_db[i]->unit_layout_type[j] = pos;
  17941. skill_db[i]->unit_layout_type[++j] = pos;
  17942. //Fill in the rest using lv 5.
  17943. for (;j<MAX_SKILL_LEVEL;j++)
  17944. skill_db[i]->unit_layout_type[j] = pos;
  17945. //Skip, this way the check below will fail and continue to the next skill.
  17946. pos++;
  17947. }
  17948. break;
  17949. case GN_WALLOFTHORN: {
  17950. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  17951. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  17952. skill_unit_layout[pos].count = 16;
  17953. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17954. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17955. }
  17956. break;
  17957. default:
  17958. ShowError("unknown unit layout at skill %d\n",i);
  17959. break;
  17960. }
  17961. }
  17962. if (!skill_unit_layout[pos].count)
  17963. continue;
  17964. for (j=0;j<MAX_SKILL_LEVEL;j++)
  17965. skill_db[i]->unit_layout_type[j] = pos;
  17966. pos++;
  17967. }
  17968. // firewall and icewall have 8 layouts (direction-dependent)
  17969. firewall_unit_pos = pos;
  17970. for (i=0;i<8;i++) {
  17971. if (i&1) {
  17972. skill_unit_layout[pos].count = 5;
  17973. if (i&0x2) {
  17974. int dx[] = {-1,-1, 0, 0, 1};
  17975. int dy[] = { 1, 0, 0,-1,-1};
  17976. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17977. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17978. } else {
  17979. int dx[] = { 1, 1 ,0, 0,-1};
  17980. int dy[] = { 1, 0, 0,-1,-1};
  17981. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17982. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17983. }
  17984. } else {
  17985. skill_unit_layout[pos].count = 3;
  17986. if (i%4==0) {
  17987. int dx[] = {-1, 0, 1};
  17988. int dy[] = { 0, 0, 0};
  17989. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17990. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17991. } else {
  17992. int dx[] = { 0, 0, 0};
  17993. int dy[] = {-1, 0, 1};
  17994. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17995. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17996. }
  17997. }
  17998. pos++;
  17999. }
  18000. icewall_unit_pos = pos;
  18001. for (i=0;i<8;i++) {
  18002. skill_unit_layout[pos].count = 5;
  18003. if (i&1) {
  18004. if (i&0x2) {
  18005. int dx[] = {-2,-1, 0, 1, 2};
  18006. int dy[] = { 2, 1, 0,-1,-2};
  18007. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18008. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18009. } else {
  18010. int dx[] = { 2, 1 ,0,-1,-2};
  18011. int dy[] = { 2, 1, 0,-1,-2};
  18012. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18013. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18014. }
  18015. } else {
  18016. if (i%4==0) {
  18017. int dx[] = {-2,-1, 0, 1, 2};
  18018. int dy[] = { 0, 0, 0, 0, 0};
  18019. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18020. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18021. } else {
  18022. int dx[] = { 0, 0, 0, 0, 0};
  18023. int dy[] = {-2,-1, 0, 1, 2};
  18024. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18025. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18026. }
  18027. }
  18028. pos++;
  18029. }
  18030. earthstrain_unit_pos = pos;
  18031. for( i = 0; i < 8; i++ )
  18032. { // For each Direction
  18033. skill_unit_layout[pos].count = 15;
  18034. switch( i )
  18035. {
  18036. case 0: case 1: case 3: case 4: case 5: case 7:
  18037. {
  18038. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18039. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18040. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18041. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18042. }
  18043. break;
  18044. case 2:
  18045. case 6:
  18046. {
  18047. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18048. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18049. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18050. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18051. }
  18052. break;
  18053. }
  18054. pos++;
  18055. }
  18056. firerain_unit_pos = pos;
  18057. for( i = 0; i < 8; i++ ) {
  18058. skill_unit_layout[pos].count = 3;
  18059. switch( i ) {
  18060. case 0: case 1: case 3: case 4: case 5: case 7:
  18061. {
  18062. static const int dx[] = {-1, 0, 1};
  18063. static const int dy[] = { 0, 0, 0};
  18064. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18065. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18066. }
  18067. break;
  18068. case 2:
  18069. case 6:
  18070. {
  18071. static const int dx[] = { 0, 0, 0};
  18072. static const int dy[] = {-1, 0, 1};
  18073. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18074. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18075. }
  18076. break;
  18077. }
  18078. pos++;
  18079. }
  18080. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  18081. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18082. }
  18083. void skill_init_nounit_layout (void) {
  18084. int i, pos = 0;
  18085. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  18086. overbrand_nounit_pos = pos;
  18087. for( i = 0; i < 8; i++ ) {
  18088. if( i&1 ) {
  18089. skill_nounit_layout[pos].count = 33;
  18090. if( i&2 ) {
  18091. if( i&4 ) { // 7
  18092. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  18093. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  18094. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18095. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18096. } else { // 3
  18097. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  18098. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  18099. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18100. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18101. }
  18102. } else {
  18103. if( i&4 ) { // 5
  18104. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  18105. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  18106. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18107. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18108. } else { // 1
  18109. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  18110. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  18111. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18112. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18113. }
  18114. }
  18115. } else {
  18116. skill_nounit_layout[pos].count = 21;
  18117. if( i&2 ) {
  18118. if( i&4 ) { // 6
  18119. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  18120. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18121. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18122. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18123. } else { // 2
  18124. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  18125. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18126. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18127. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18128. }
  18129. } else {
  18130. if( i&4 ) { // 4
  18131. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18132. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  18133. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18134. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18135. } else { // 0
  18136. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18137. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  18138. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18139. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18140. }
  18141. }
  18142. }
  18143. pos++;
  18144. }
  18145. overbrand_brandish_nounit_pos = pos;
  18146. for( i = 0; i < 8; i++ ) {
  18147. if( i&1 ) {
  18148. skill_nounit_layout[pos].count = 74;
  18149. if( i&2 ) {
  18150. if( i&4 ) { // 7
  18151. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18152. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  18153. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  18154. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18155. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18156. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18157. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18158. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18159. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18160. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18161. } else { // 3
  18162. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18163. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18164. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18165. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18166. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18167. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18168. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18169. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18170. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18171. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18172. }
  18173. } else {
  18174. if( i&4 ) { // 5
  18175. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18176. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18177. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18178. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18179. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18180. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18181. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18182. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18183. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18184. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18185. } else { // 1
  18186. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18187. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18188. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18189. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18190. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18191. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  18192. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  18193. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18194. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18195. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18196. }
  18197. }
  18198. } else {
  18199. skill_nounit_layout[pos].count = 44;
  18200. if( i&2 ) {
  18201. if( i&4 ) { // 6
  18202. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  18203. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  18204. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18205. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18206. } else { // 2
  18207. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  18208. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  18209. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18210. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18211. }
  18212. } else {
  18213. if( i&4 ) { // 4
  18214. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18215. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18216. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18217. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18218. } else { // 0
  18219. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18220. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18221. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18222. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18223. }
  18224. }
  18225. }
  18226. pos++;
  18227. }
  18228. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  18229. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18230. }
  18231. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  18232. int inf3 = 0;
  18233. struct status_change *sc = status_get_sc(bl);
  18234. if( !sc || !bl || !skill_id )
  18235. return 0; // Can do it
  18236. inf3 = skill_get_inf3(skill_id);
  18237. switch (type) {
  18238. case SC_ANKLE:
  18239. if (skill_id == AL_TELEPORT)
  18240. return 1;
  18241. break;
  18242. case SC_STASIS:
  18243. if (bl->type == BL_PC && !(inf3&INF3_STASIS_BL))
  18244. return 1; // Can't do it.
  18245. break;
  18246. case SC_KAGEHUMI:
  18247. if( inf3&INF3_KAGEHUMI_BL)
  18248. return 1;
  18249. case SC_BITE:
  18250. if (inf3&INF3_BITE_BLOCK)
  18251. return 1;
  18252. break;
  18253. }
  18254. return 0;
  18255. }
  18256. /* Determines whether a skill is currently active or not
  18257. * Used for purposes of cancelling SP usage when disabling a skill
  18258. */
  18259. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  18260. {
  18261. switch( skill_id ) { //HP & SP Consumption Check
  18262. case BS_MAXIMIZE:
  18263. case NV_TRICKDEAD:
  18264. case TF_HIDING:
  18265. case AS_CLOAKING:
  18266. case GC_CLOAKINGEXCEED:
  18267. case ST_CHASEWALK:
  18268. case CR_DEFENDER:
  18269. case CR_SHRINK:
  18270. case CR_AUTOGUARD:
  18271. case ML_DEFENDER:
  18272. case ML_AUTOGUARD:
  18273. case PA_GOSPEL:
  18274. case GS_GATLINGFEVER:
  18275. case TK_READYCOUNTER:
  18276. case TK_READYDOWN:
  18277. case TK_READYSTORM:
  18278. case TK_READYTURN:
  18279. case TK_RUN:
  18280. case SG_FUSION:
  18281. case KO_YAMIKUMO:
  18282. case RA_WUGDASH:
  18283. case RA_CAMOUFLAGE:
  18284. if( sc->data[status_skill2sc(skill_id)] )
  18285. return 1;
  18286. break;
  18287. // These 2 skills contain a master and are not correctly pulled using skill2sc
  18288. case NC_NEUTRALBARRIER:
  18289. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18290. return 1;
  18291. break;
  18292. case NC_STEALTHFIELD:
  18293. if( sc->data[SC_STEALTHFIELD_MASTER] )
  18294. return 1;
  18295. break;
  18296. }
  18297. return 0;
  18298. }
  18299. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  18300. int type = 0;
  18301. switch( skill_id ) {
  18302. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  18303. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  18304. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  18305. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  18306. }
  18307. type += skill_lv - 1;
  18308. return type;
  18309. }
  18310. /**
  18311. * Check before do `unit_movepos` call
  18312. * @param check_flag Flags: 1:Check for BG map, 2:Check for GVG map on WOE, 4:Check for GVG map
  18313. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  18314. **/
  18315. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  18316. nullpo_retr(false, bl);
  18317. if (check_flag&1 && map[bl->m].flag.battleground)
  18318. return false;
  18319. if (check_flag&2 && map_flag_gvg(bl->m))
  18320. return false;
  18321. if (check_flag&4 && map_flag_gvg2(bl->m))
  18322. return false;
  18323. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  18324. }
  18325. /*==========================================
  18326. * sub-function of DB reading.
  18327. * skill_db.txt
  18328. *------------------------------------------*/
  18329. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  18330. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  18331. uint16 skill_id = atoi(split[0]);
  18332. uint16 idx = skill_get_index2(skill_id);
  18333. if (!idx) {
  18334. if (SKILL_MAX_DB() >= MAX_SKILL) {
  18335. ShowError("Cannot add new skill. Limit is reached '%d' (mmo.h::MAX_SKILL).\n", MAX_SKILL);
  18336. return false;
  18337. }
  18338. idx = skill_db_create(skill_id);
  18339. }
  18340. skill_split_atoi(split[1],skill_db[idx]->range);
  18341. skill_db[idx]->hit = atoi(split[2]);
  18342. skill_db[idx]->inf = atoi(split[3]);
  18343. skill_split_atoi(split[4],skill_db[idx]->element);
  18344. skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0);
  18345. skill_split_atoi(split[6],skill_db[idx]->splash);
  18346. skill_db[idx]->max = atoi(split[7]);
  18347. skill_split_atoi(split[8],skill_db[idx]->num);
  18348. if( strcmpi(split[9],"yes") == 0 )
  18349. skill_db[idx]->castcancel = true;
  18350. else
  18351. skill_db[idx]->castcancel = false;
  18352. skill_db[idx]->cast_def_rate = atoi(split[10]);
  18353. skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0);
  18354. skill_split_atoi(split[12],skill_db[idx]->maxcount);
  18355. if( strcmpi(split[13],"weapon") == 0 )
  18356. skill_db[idx]->skill_type = BF_WEAPON;
  18357. else if( strcmpi(split[13],"magic") == 0 )
  18358. skill_db[idx]->skill_type = BF_MAGIC;
  18359. else if( strcmpi(split[13],"misc") == 0 )
  18360. skill_db[idx]->skill_type = BF_MISC;
  18361. else
  18362. skill_db[idx]->skill_type = 0;
  18363. skill_split_atoi(split[14],skill_db[idx]->blewcount);
  18364. skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0);
  18365. safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name));
  18366. safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc));
  18367. strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id);
  18368. return true;
  18369. }
  18370. /**
  18371. * Split string to int by constant value (const.txt) or atoi()
  18372. * @param *str: String input
  18373. * @param *val: Temporary storage
  18374. * @param *delim: Delimiter (for multiple value support)
  18375. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  18376. * @param max: Maximum number that can be allocated
  18377. * @return count: Number of success
  18378. */
  18379. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  18380. uint8 i = 0;
  18381. char *p = strtok(str, delim);
  18382. while (p != NULL) {
  18383. int n = min_value;
  18384. trim(p);
  18385. if (ISDIGIT(p[0])) // If using numeric
  18386. n = atoi(p);
  18387. else if (!script_get_constant(p, &n)) { // If using constant value
  18388. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  18389. p = strtok(NULL, delim);
  18390. continue;
  18391. }
  18392. if (n > min_value) {
  18393. val[i] = n;
  18394. i++;
  18395. if (i >= max)
  18396. break;
  18397. }
  18398. p = strtok(NULL, delim);
  18399. }
  18400. return i;
  18401. }
  18402. /// Clear status data from skill requirement
  18403. static void skill_destroy_requirement(uint16 idx) {
  18404. if (skill_db[idx]->require.status_count)
  18405. aFree(skill_db[idx]->require.status);
  18406. skill_db[idx]->require.status = NULL;
  18407. skill_db[idx]->require.status_count = 0;
  18408. if (skill_db[idx]->require.eqItem_count)
  18409. aFree(skill_db[idx]->require.eqItem);
  18410. skill_db[idx]->require.eqItem = NULL;
  18411. skill_db[idx]->require.eqItem_count = 0;
  18412. }
  18413. /**
  18414. * Read skill requirement from skill_require_db.txt
  18415. * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuses,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10,RequiredEquipment
  18416. */
  18417. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  18418. {
  18419. char* p;
  18420. uint16 idx, i;
  18421. idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18422. skill_split_atoi(split[1],skill_db[idx]->require.hp);
  18423. skill_split_atoi(split[2],skill_db[idx]->require.mhp);
  18424. skill_split_atoi(split[3],skill_db[idx]->require.sp);
  18425. skill_split_atoi(split[4],skill_db[idx]->require.hp_rate);
  18426. skill_split_atoi(split[5],skill_db[idx]->require.sp_rate);
  18427. skill_split_atoi(split[6],skill_db[idx]->require.zeny);
  18428. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18429. p = split[7];
  18430. while (p) {
  18431. int l = atoi(p);
  18432. if( l == 99 ) { // Any weapon
  18433. skill_db[idx]->require.weapon = 0;
  18434. break;
  18435. } else
  18436. skill_db[idx]->require.weapon |= 1<<l;
  18437. p = strchr(p,':');
  18438. if(!p)
  18439. break;
  18440. p++;
  18441. }
  18442. //Ammo type that required, see doc/item_db for ammo types (View column)
  18443. p = split[8];
  18444. while (p) {
  18445. int l = atoi(p);
  18446. if( l == 99 ) { // Any ammo type
  18447. skill_db[idx]->require.ammo = AMMO_TYPE_ALL;
  18448. break;
  18449. } else if( l ) // 0 stands for no requirement
  18450. skill_db[idx]->require.ammo |= 1<<l;
  18451. p = strchr(p,':');
  18452. if( !p )
  18453. break;
  18454. p++;
  18455. }
  18456. skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty);
  18457. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx]->require.state = ST_HIDDEN;
  18458. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx]->require.state = ST_RIDING;
  18459. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx]->require.state = ST_FALCON;
  18460. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx]->require.state = ST_CART;
  18461. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx]->require.state = ST_SHIELD;
  18462. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE;
  18463. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE;
  18464. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx]->require.state = ST_WATER;
  18465. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON;
  18466. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx]->require.state = ST_WUG;
  18467. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG;
  18468. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx]->require.state = ST_MADO;
  18469. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT;
  18470. else if( strcmpi(split[10],"elementalspirit2") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT2;
  18471. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx]->require.state = ST_PECO;
  18472. else skill_db[idx]->require.state = ST_NONE; // Unknown or no state
  18473. //Status requirements
  18474. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  18475. trim(split[11]);
  18476. if (split[11][0] != '\0' || atoi(split[11])) {
  18477. int require[MAX_SKILL_STATUS_REQUIRE];
  18478. if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  18479. CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count);
  18480. for (i = 0; i < skill_db[idx]->require.status_count; i++){
  18481. //todo add a check if possible here
  18482. skill_db[idx]->require.status[i] = (sc_type)require[i];
  18483. }
  18484. }
  18485. }
  18486. skill_split_atoi(split[12],skill_db[idx]->require.spiritball);
  18487. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  18488. uint16 itemid = atoi(split[13 + 2 * i]);
  18489. if (itemid > 0 && !itemdb_exists(itemid) ) {
  18490. ShowError("skill_parse_row_requiredb: Invalid item (in ITEM_REQUIRE list) %d for skill %d.\n", itemid, atoi(split[0]));
  18491. return false;
  18492. }
  18493. skill_db[idx]->require.itemid[i] = itemid;
  18494. skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]);
  18495. }
  18496. //Equipped Item requirements.
  18497. trim(split[33]);
  18498. if (split[33][0] != '\0' || atoi(split[33])) {
  18499. int require[MAX_SKILL_EQUIP_REQUIRE];
  18500. if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  18501. CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count);
  18502. for (i = 0; i < skill_db[idx]->require.eqItem_count; i++){
  18503. if (require[i] > 0 && !itemdb_exists(require[i])) {
  18504. ShowError("skill_parse_row_requiredb: Invalid item (in EQUIP_REQUIRE list) %d for skill %d.\n", require[i], atoi(split[0]));
  18505. aFree(skill_db[idx]->require.eqItem); //don't need to retain this
  18506. skill_db[idx]->require.eqItem_count = 0;
  18507. return false;
  18508. }
  18509. skill_db[idx]->require.eqItem[i] = require[i];
  18510. }
  18511. }
  18512. }
  18513. return true;
  18514. }
  18515. /** Reads skill cast db
  18516. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  18517. */
  18518. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  18519. {
  18520. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18521. skill_split_atoi(split[1],skill_db[idx]->cast);
  18522. skill_split_atoi(split[2],skill_db[idx]->delay);
  18523. skill_split_atoi(split[3],skill_db[idx]->walkdelay);
  18524. skill_split_atoi(split[4],skill_db[idx]->upkeep_time);
  18525. skill_split_atoi(split[5],skill_db[idx]->upkeep_time2);
  18526. skill_split_atoi(split[6],skill_db[idx]->cooldown);
  18527. #ifdef RENEWAL_CAST
  18528. skill_split_atoi(split[7],skill_db[idx]->fixed_cast);
  18529. #endif
  18530. return true;
  18531. }
  18532. /** Reads skill cast no dex db
  18533. * Structure: SkillID,Cast,Delay (optional)
  18534. */
  18535. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  18536. {
  18537. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18538. skill_db[idx]->castnodex = atoi(split[1]);
  18539. if( split[2] ) // optional column
  18540. skill_db[idx]->delaynodex = atoi(split[2]);
  18541. return true;
  18542. }
  18543. /** Reads skill no cast db
  18544. * Structure: SkillID,Flag
  18545. */
  18546. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  18547. {
  18548. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18549. skill_db[idx]->nocast |= atoi(split[1]);
  18550. return true;
  18551. }
  18552. /** Reads skill unit db
  18553. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  18554. */
  18555. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  18556. {
  18557. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18558. skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16);
  18559. skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16);
  18560. skill_split_atoi(split[3],skill_db[idx]->unit_layout_type);
  18561. skill_split_atoi(split[4],skill_db[idx]->unit_range);
  18562. skill_db[idx]->unit_interval = atoi(split[5]);
  18563. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18564. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18565. else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY;
  18566. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD;
  18567. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD;
  18568. else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL;
  18569. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY;
  18570. else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF;
  18571. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD;
  18572. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE;
  18573. else skill_db[idx]->unit_target = strtol(split[6],NULL,16);
  18574. skill_db[idx]->unit_flag = strtol(split[7],NULL,16);
  18575. if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  18576. skill_db[idx]->unit_target = BCT_NOENEMY;
  18577. //By default, target just characters.
  18578. skill_db[idx]->unit_target |= BL_CHAR;
  18579. if (skill_db[idx]->unit_flag&UF_NOPC)
  18580. skill_db[idx]->unit_target &= ~BL_PC;
  18581. if (skill_db[idx]->unit_flag&UF_NOMOB)
  18582. skill_db[idx]->unit_target &= ~BL_MOB;
  18583. if (skill_db[idx]->unit_flag&UF_SKILL)
  18584. skill_db[idx]->unit_target |= BL_SKILL;
  18585. return true;
  18586. }
  18587. /** Reads Produce db
  18588. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  18589. */
  18590. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  18591. {
  18592. unsigned short x, y;
  18593. unsigned short id = atoi(split[0]);
  18594. unsigned short nameid = 0;
  18595. bool found = false;
  18596. if (id >= ARRAYLENGTH(skill_produce_db)) {
  18597. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  18598. return false;
  18599. }
  18600. // Clear previous data, for importing support
  18601. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  18602. // Import just for clearing/disabling from original data
  18603. if (!(nameid = atoi(split[1]))) {
  18604. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  18605. return true;
  18606. }
  18607. if (!itemdb_exists(nameid)) {
  18608. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  18609. return false;
  18610. }
  18611. skill_produce_db[id].nameid = nameid;
  18612. skill_produce_db[id].itemlv = atoi(split[2]);
  18613. skill_produce_db[id].req_skill = atoi(split[3]);
  18614. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  18615. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  18616. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  18617. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  18618. }
  18619. if (!found)
  18620. skill_produce_count++;
  18621. return true;
  18622. }
  18623. /** Reads create arrow db
  18624. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  18625. */
  18626. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  18627. {
  18628. unsigned short x, y, i, material_id = atoi(split[0]);
  18629. if (!(itemdb_exists(material_id))) {
  18630. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  18631. return false;
  18632. }
  18633. //search if we override something, (if not i=last idx)
  18634. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  18635. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  18636. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  18637. return false;
  18638. }
  18639. // Import just for clearing/disabling from original data
  18640. if (atoi(split[1]) == 0) {
  18641. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  18642. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  18643. return true;
  18644. }
  18645. skill_arrow_db[i].nameid = material_id;
  18646. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  18647. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  18648. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  18649. }
  18650. if (i == skill_arrow_count)
  18651. skill_arrow_count++;
  18652. return true;
  18653. }
  18654. /** Reads Spell book db
  18655. * Structure: SkillID,PreservePoints,RequiredBook
  18656. */
  18657. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  18658. {
  18659. unsigned short skill_id = atoi(split[0]), points = atoi(split[1]), nameid = atoi(split[2]);
  18660. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  18661. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  18662. if (!skill_get_inf(skill_id))
  18663. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18664. else {
  18665. unsigned short i;
  18666. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  18667. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  18668. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  18669. return false;
  18670. }
  18671. // Import just for clearing/disabling from original data
  18672. if (points == 0) {
  18673. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  18674. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  18675. return true;
  18676. }
  18677. skill_spellbook_db[i].skill_id = skill_id;
  18678. skill_spellbook_db[i].point = points;
  18679. skill_spellbook_db[i].nameid = nameid;
  18680. if (i == skill_spellbook_count)
  18681. skill_spellbook_count++;
  18682. return true;
  18683. }
  18684. return false;
  18685. }
  18686. /** Reads improvise db
  18687. * Structure: SkillID,Rate
  18688. */
  18689. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  18690. {
  18691. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  18692. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  18693. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  18694. return false;
  18695. }
  18696. if ( !skill_get_inf(skill_id) ) {
  18697. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18698. return false;
  18699. }
  18700. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  18701. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  18702. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  18703. return false;
  18704. }
  18705. // Import just for clearing/disabling from original data
  18706. if (per == 0) {
  18707. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  18708. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  18709. return true;
  18710. }
  18711. skill_improvise_db[i].skill_id = skill_id;
  18712. skill_improvise_db[i].per = per; // Still need confirm it.
  18713. if (i == skill_improvise_count)
  18714. skill_improvise_count++;
  18715. return true;
  18716. }
  18717. /** Reads Magic mushroom db
  18718. * Structure: SkillID
  18719. */
  18720. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  18721. {
  18722. unsigned short i, skill_id = atoi(split[0]);
  18723. bool rem = (atoi(split[1]) == 1 ? true : false);
  18724. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18725. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  18726. return false;
  18727. }
  18728. if (!skill_get_inf(skill_id)) {
  18729. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18730. return false;
  18731. }
  18732. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  18733. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  18734. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  18735. return false;
  18736. }
  18737. // Import just for clearing/disabling from original data
  18738. if (rem) {
  18739. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  18740. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  18741. return true;
  18742. }
  18743. skill_magicmushroom_db[i].skill_id = skill_id;
  18744. if (i == skill_magicmushroom_count)
  18745. skill_magicmushroom_count++;
  18746. return true;
  18747. }
  18748. /** Reads db of copyable skill
  18749. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  18750. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  18751. */
  18752. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  18753. {
  18754. int16 id = 0;
  18755. uint8 option = 0;
  18756. trim(split[0]);
  18757. if (ISDIGIT(split[0][0]))
  18758. id = atoi(split[0]);
  18759. else
  18760. id = skill_name2id(split[0]);
  18761. id = skill_db_isset(id, __FUNCTION__);
  18762. if ((option = atoi(split[1])) > 3) {
  18763. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  18764. return false;
  18765. }
  18766. // Import just for clearing/disabling from original data
  18767. if (option == 0) {
  18768. memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable));
  18769. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  18770. return true;
  18771. }
  18772. skill_db[id]->copyable.option = option;
  18773. skill_db[id]->copyable.joballowed = 63;
  18774. if (atoi(split[2]))
  18775. skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63);
  18776. skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  18777. return true;
  18778. }
  18779. /** Reads additional range for distance checking from NPC [Cydh]
  18780. * Structure: SkillName,AdditionalRange{,NPC Type}
  18781. * SkillID,AdditionalRange{,NPC Type}
  18782. */
  18783. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  18784. {
  18785. uint16 id = 0;
  18786. trim(split[0]);
  18787. if (ISDIGIT(split[0][0]))
  18788. id = atoi(split[0]);
  18789. else
  18790. id = skill_name2id(split[0]);
  18791. id = skill_db_isset(id, __FUNCTION__);
  18792. skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0);
  18793. skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  18794. return true;
  18795. }
  18796. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  18797. * Structure: SkillID,DummyName,RatePerLvl
  18798. */
  18799. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  18800. {
  18801. unsigned short i, skill_id = atoi(split[0]);
  18802. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18803. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  18804. return false;
  18805. }
  18806. if (!skill_get_inf(skill_id)) {
  18807. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18808. return false;
  18809. }
  18810. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  18811. if (i >= ARRAYLENGTH(skill_abra_db)) {
  18812. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  18813. return false;
  18814. }
  18815. // Import just for clearing/disabling from original data
  18816. if (strcmp(split[1],"clear") == 0) {
  18817. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  18818. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  18819. return true;
  18820. }
  18821. skill_abra_db[i].skill_id = skill_id;
  18822. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  18823. skill_split_atoi(split[2],skill_abra_db[i].per);
  18824. if (i == skill_abra_count)
  18825. skill_abra_count++;
  18826. return true;
  18827. }
  18828. /** Reads change material db
  18829. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  18830. */
  18831. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  18832. {
  18833. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  18834. short rate = atoi(split[2]);
  18835. bool found = false;
  18836. int x, y;
  18837. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  18838. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  18839. return false;
  18840. }
  18841. // Clear previous data, for importing support
  18842. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  18843. found = true;
  18844. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18845. }
  18846. // Import just for clearing/disabling from original data
  18847. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  18848. if (nameid == 0) {
  18849. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18850. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  18851. return true;
  18852. }
  18853. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  18854. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  18855. if (skill_produce_db[x].nameid == nameid)
  18856. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  18857. break;
  18858. }
  18859. if (x >= MAX_SKILL_PRODUCE_DB) {
  18860. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  18861. return false;
  18862. }
  18863. skill_changematerial_db[id].nameid = nameid;
  18864. skill_changematerial_db[id].rate = rate;
  18865. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  18866. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  18867. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  18868. }
  18869. if (!found)
  18870. skill_changematerial_count++;
  18871. return true;
  18872. }
  18873. #ifdef ADJUST_SKILL_DAMAGE
  18874. /**
  18875. * Reads skill damage adjustment
  18876. * @author [Lilith]
  18877. */
  18878. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  18879. {
  18880. uint16 id = 0;
  18881. trim(split[0]);
  18882. if (ISDIGIT(split[0][0]))
  18883. id = atoi(split[0]);
  18884. else
  18885. id = skill_name2id(split[0]);
  18886. id = skill_db_isset(id, __FUNCTION__);
  18887. memset(&skill_db[id]->damage,0,sizeof(struct s_skill_damage));
  18888. skill_db[id]->damage.caster |= atoi(split[1]);
  18889. skill_db[id]->damage.map |= atoi(split[2]);
  18890. skill_db[id]->damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  18891. if (split[3])
  18892. skill_db[id]->damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  18893. if (split[4])
  18894. skill_db[id]->damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  18895. if (split[5])
  18896. skill_db[id]->damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  18897. return true;
  18898. }
  18899. #endif
  18900. /**
  18901. * Init dummy skill db also init Skill DB allocation
  18902. * @param skill_id
  18903. * @return Skill Index
  18904. **/
  18905. static uint16 skill_db_create(uint16 skill_id) {
  18906. if (skill_num >= MAX_SKILL) {
  18907. ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.h\n", MAX_SKILL);
  18908. return 0;
  18909. }
  18910. if (!skill_num)
  18911. CREATE(skill_db, struct s_skill_db *, 1);
  18912. else
  18913. RECREATE(skill_db, struct s_skill_db *, skill_num+1);
  18914. CREATE(skill_db[skill_num], struct s_skill_db, 1);
  18915. if (skill_id > 0) {
  18916. safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name));
  18917. safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc));
  18918. }
  18919. skill_db[skill_num]->nameid = skill_id;
  18920. uidb_iput(skilldb_id2idx, skill_id, skill_num);
  18921. return skill_next_idx();
  18922. }
  18923. static void skill_db_destroy(void) {
  18924. uint16 i;
  18925. for (i = 0; i < SKILL_MAX_DB(); i++) {
  18926. if (skill_db[i]) {
  18927. skill_destroy_requirement(i);
  18928. aFree(skill_db[i]);
  18929. }
  18930. skill_db[i] = NULL;
  18931. }
  18932. skill_num = 0;
  18933. aFree(skill_db);
  18934. skill_db = NULL;
  18935. }
  18936. /*===============================
  18937. * DB reading.
  18938. * skill_db.txt
  18939. * skill_require_db.txt
  18940. * skill_cast_db.txt
  18941. * skill_castnodex_db.txt
  18942. * skill_nocast_db.txt
  18943. * skill_unit_db.txt
  18944. * produce_db.txt
  18945. * create_arrow_db.txt
  18946. * abra_db.txt
  18947. *------------------------------*/
  18948. static void skill_readdb(void)
  18949. {
  18950. int i;
  18951. const char* dbsubpath[] = {
  18952. "",
  18953. "/"DBIMPORT,
  18954. //add other path here
  18955. };
  18956. db_clear(skilldb_name2id);
  18957. db_clear(skilldb_id2idx);
  18958. skill_db_destroy();
  18959. skill_db_create(0);
  18960. memset(skill_produce_db,0,sizeof(skill_produce_db));
  18961. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  18962. memset(skill_abra_db,0,sizeof(skill_abra_db));
  18963. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  18964. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  18965. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  18966. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  18967. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  18968. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  18969. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  18970. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  18971. char* dbsubpath1 = (char*)aMalloc(n1+1);
  18972. char* dbsubpath2 = (char*)aMalloc(n2+1);
  18973. if (i == 0) {
  18974. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18975. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  18976. } else {
  18977. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18978. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  18979. }
  18980. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, -1, skill_parse_row_skilldb, i);
  18981. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, -1, skill_parse_row_requiredb, i);
  18982. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, -1, skill_parse_row_castdb, i);
  18983. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, i);
  18984. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, -1, skill_parse_row_unitdb, i);
  18985. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i);
  18986. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  18987. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  18988. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  18989. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i);
  18990. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i);
  18991. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, -1, skill_parse_row_copyabledb, i);
  18992. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  18993. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i);
  18994. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, i);
  18995. #ifdef ADJUST_SKILL_DAMAGE
  18996. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, -1, skill_parse_row_skilldamage, i);
  18997. #endif
  18998. aFree(dbsubpath1);
  18999. aFree(dbsubpath2);
  19000. }
  19001. skill_init_unit_layout();
  19002. skill_init_nounit_layout();
  19003. }
  19004. void skill_reload (void) {
  19005. struct s_mapiterator *iter;
  19006. struct map_session_data *sd;
  19007. skill_readdb();
  19008. initChangeTables(); // Re-init Status Change tables
  19009. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  19010. iter = mapit_getallusers();
  19011. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  19012. pc_validate_skill(sd);
  19013. clif_skillinfoblock(sd);
  19014. }
  19015. mapit_free(iter);
  19016. }
  19017. /*==========================================
  19018. *
  19019. *------------------------------------------*/
  19020. void do_init_skill(void)
  19021. {
  19022. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  19023. skilldb_id2idx = uidb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA);
  19024. skill_readdb();
  19025. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  19026. skillunit_db = idb_alloc(DB_OPT_BASE);
  19027. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  19028. bowling_db = idb_alloc(DB_OPT_BASE);
  19029. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_CACHE_OPTIONS);
  19030. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_CACHE_OPTIONS);
  19031. ers_chunk_size(skill_unit_ers, 150);
  19032. ers_chunk_size(skill_timer_ers, 150);
  19033. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  19034. add_timer_func_list(skill_castend_id,"skill_castend_id");
  19035. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  19036. add_timer_func_list(skill_timerskill,"skill_timerskill");
  19037. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  19038. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  19039. }
  19040. void do_final_skill(void)
  19041. {
  19042. db_destroy(skilldb_name2id);
  19043. db_destroy(skilldb_id2idx);
  19044. db_destroy(skillunit_group_db);
  19045. db_destroy(skillunit_db);
  19046. db_destroy(skillusave_db);
  19047. db_destroy(bowling_db);
  19048. skill_db_destroy();
  19049. ers_destroy(skill_unit_ers);
  19050. ers_destroy(skill_timer_ers);
  19051. }